Back to Home

ESO Lua File v101044

ingame/skills/gamepad/scribinglibrary_craftedabilityskills_gamepad.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
--------------
--Initialize--
--------------
local SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_HEADER_DATA = 1
local SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_DATA = 2
local SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_TEXT = 3
ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad = ZO_Object.MultiSubclass(ZO_SortFilterList_Gamepad, ZO_InitializingCallbackObject)
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:New(...)
    return ZO_SortFilterList_Gamepad.New(self, ...)
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:Initialize(control)
    ZO_SortFilterList_Gamepad.Initialize(self, control)
    ZO_ScrollList_AddDataType(self.list, SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_DATA, "ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad_CraftedAbilityRow", 60, function(...) self:ScribingCraftedAbilityEntryTemplateSetup(...) end)
    ZO_ScrollList_AddDataType(self.list, SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_HEADER_DATA, "ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad_MenuEntryHeader", 50, function(...) self:ScribingCraftedAbilityTextDisplayTemplateSetup(...) end)
    ZO_ScrollList_AddDataType(self.list, SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_TEXT, "ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad_MenuEntryText", 100, function(...) self:ScribingCraftedAbilityTextDisplayTemplateSetup(...) end)
    ZO_ScrollList_SetTypeSelectable(self.list, SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_HEADER_DATA, false)
    ZO_ScrollList_SetTypeCategoryHeader(self.list, SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_HEADER_DATA, true)
    ZO_ScrollList_SetTypeSelectable(self.list, SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_TEXT, false)
    local function OnStateChanged(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            self:OnShowing()
        elseif newState == SCENE_FRAGMENT_HIDDEN then
            self:OnHidden()
        end
    end
    SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_GAMEPAD_FRAGMENT = ZO_FadeSceneFragment:New(control)
    SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_GAMEPAD_FRAGMENT:RegisterCallback("StateChange", OnStateChanged)
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:OnShowing()
    self:RefreshData()
    self:UpdateTooltip()
    if self.autoActivateOnShowing then
        self.autoActivateOnShowing = nil
        -- second entry is always scribing
        GAMEPAD_SKILLS.categoryList:SetSelectedIndexWithoutAnimation(2)
        self:Activate()
    end
    self.previouslySelectedData = nil
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:SetToAutoActivate()
    self.autoActivateOnShowing = true
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:OnHidden()
    self:Deactivate()
    GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP)
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:IsShowing()
    return SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_GAMEPAD_FRAGMENT:IsShowing()
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:Activate()
    PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD)
    ZO_SortFilterList_Gamepad.Activate(self)
    self:UpdateTooltip()
    self.keybindStripId = KEYBIND_STRIP:PushKeybindGroupState()
    KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor, self.keybindStripId)
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:Deactivate()
    self.previouslySelectedData = self:GetSelectedData()
    ZO_SortFilterList_Gamepad.Deactivate(self)
    self:UpdateTooltip()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor, self.keybindStripId)
    KEYBIND_STRIP:PopKeybindGroupState()
    self.keybindStripId = nil
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:OnSelectionChanged(oldData, newData)
    ZO_SortFilterList_Gamepad.OnSelectionChanged(self, oldData, newData)
    self:UpdateTooltip()
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:InitializeKeybinds()
    self.keybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            name = GetString(SI_GAMEPAD_SELECT_OPTION),
            keybind = "UI_SHORTCUT_PRIMARY",
            callback =  function()
                local selectedData = self:GetSelectedData()
                if selectedData and selectedData.skillData then
                    GAMEPAD_SKILLS:SelectSkillLineBySkillData(selectedData.skillData)
                end
            end
        },
        {
            --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
            name = "Gamepad Scribing Library Crafted Ability Previous Category",
            keybind = "UI_SHORTCUT_LEFT_TRIGGER",
            ethereal = true,
            callback = function()
                if ZO_ScrollList_CanScrollUp(self.list) then
                    ZO_ScrollList_SelectFirstIndexInCategory(self.list, ZO_SCROLL_SELECT_CATEGORY_PREVIOUS)
                    PlaySound(ZO_PARAMETRIC_SCROLL_MOVEMENT_SOUNDS[ZO_PARAMETRIC_MOVEMENT_TYPES.JUMP_PREVIOUS])
                end
            end
        },
        {
            --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
            name = "Gamepad Scribing Library Crafted Ability Next Category",
            keybind = "UI_SHORTCUT_RIGHT_TRIGGER",
            ethereal = true,
            callback = function()
                if ZO_ScrollList_CanScrollDown(self.list) then
                    ZO_ScrollList_SelectFirstIndexInCategory(self.list, ZO_SCROLL_SELECT_CATEGORY_NEXT)
                    PlaySound(ZO_PARAMETRIC_SCROLL_MOVEMENT_SOUNDS[ZO_PARAMETRIC_MOVEMENT_TYPES.JUMP_NEXT])
                end
            end
        },
    }
    local function Back()
        self:Deactivate()
        PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
    end
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, Back)
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:UpdateTooltip()
    if self:IsShowing() then
        GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_RIGHT_TOOLTIP)
        if self.isActive then
            local selectedData = self:GetSelectedData()
            if selectedData and not selectedData.isHeader then
                local skillData = selectedData.skillData
                local skillProgressionData = skillData:GetPointAllocatorProgressionData()
                local SHOW_RANK_NEEDED_LINE = true
                GAMEPAD_TOOLTIPS:LayoutSkillProgression(GAMEPAD_RIGHT_TOOLTIP, skillProgressionData, SHOW_RANK_NEEDED_LINE)
                return
            end
        end
    end
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:BuildMasterList()
    -- intended to be overridden
    -- should build the master list of data that is later filtered by FilterScrollList
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:FilterScrollList()
    -- intended to be overridden
    -- should take the master list data and filter it
end
do
    local function AddEntry(scrollData, skillData)
        local progressionData = skillData and skillData:GetCurrentProgressionData()
        if progressionData then
            local name = progressionData:GetFormattedName()
            local entryData = ZO_GamepadEntryData:New(name, progressionData:GetIcon())
            entryData.skillData = skillData
            entryData.narrationText = function()
                local narrations = {}
                if entryData.headerNarrationText then
                    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(entryData.headerNarrationText))
                end
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(name))
                return narrations
            end
            table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_DATA, entryData))
            return entryData
        end
    end
    function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:SortScrollList()
        local previouslySelectedCraftedAbilitySkill = self.previouslySelectedData and self.previouslySelectedData.skillData
        local reselectData = nil
        ZO_ScrollList_Clear(self.list)
        local scrollData = ZO_ScrollList_GetDataList(self.list)
        local headerText = nil
        local scribedCraftedAbilitySkills = SCRIBING_DATA_MANAGER:GetScribedCraftedAbilitySkillsData()
        if #scribedCraftedAbilitySkills > 0 then
            for i, skillData in ipairs(scribedCraftedAbilitySkills) do
                if skillData:IsUltimate() then
                    local ultimateText = GetString(SI_SKILLS_ULTIMATE_ABILITIES)
                    if not headerText or headerText ~= ultimateText then
                        headerText = ultimateText
                        local headerEntryData = ZO_GamepadEntryData:New(headerText)
                        headerEntryData.headerNarrationText = headerText
                        table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_HEADER_DATA, headerEntryData))
                    end
                else
                    local activeText = GetString(SI_SKILLS_ACTIVE_ABILITIES)
                    if not headerText or headerText ~= activeText then
                        headerText = GetString(SI_SKILLS_ACTIVE_ABILITIES)
                        local headerEntryData = ZO_GamepadEntryData:New(headerText)
                        headerEntryData.headerNarrationText = headerText
                        table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_HEADER_DATA, headerEntryData))
                    end
                end
                local entryData = AddEntry(scrollData, skillData)
                if previouslySelectedCraftedAbility == skillData then
                    reselectData = entryData
                end
            end
        else
            local textData = ZO_GamepadEntryData:New(GetString(SI_SCRIBING_NO_CRAFTED_ABILITIES_DESCRIPTION))
            table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SCRIBING_LIBRARY_CRAFTED_ABILITY_SKILLS_TEXT, textData))
        end
        ZO_ScrollList_Commit(self.list)
        if reselectData then
            ZO_ScrollList_SelectDataAndScrollIntoView(self.list, reselectData)
        end
    end
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:ScribingCraftedAbilityEntryTemplateSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
    ZO_SharedGamepadEntry_OnSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
    ZO_GamepadSkillEntryTemplate_Setup(control, data, selected, activated, ZO_SKILL_ABILITY_DISPLAY_VIEW)
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:ScribingCraftedAbilityTextDisplayTemplateSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
    control.label:SetText(data.text)
end
-- Overridden from base
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:GetHeaderNarration()
    return SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SCRIBING_TITLE))
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:GetNarrationText()
    local selectedData = self:GetSelectedData()
    if selectedData and selectedData.narrationText then
        return selectedData.narrationText(selectedData)
    end
end
-----------------------------
-- XML Functions
-----------------------------
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad.OnMenuEntryHeaderInitialized(control)
    control.label = control:GetNamedChild("Label")
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad.OnMenuEntryTemplateInitialized(control)
end
function ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad.OnControlInitialized(control)
    ZO_GAMEPAD_SCRIBING_CRAFTED_ABILITY_SKILLS = ZO_ScribingLibrary_CraftedAbilitySkills_Gamepad:New(control)
end