Back to Home

ESO Lua File v101044

internalingame/marketannouncement/gamepad/marketannouncement_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
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
----
-- ZO_MarketAnnouncement_Gamepad
----
local VERTICAL_FOCUS_INDEX =
{
    CAROUSEL = 1,
    ACTION_TILES = 2
}
local ZO_MarketAnnouncement_Gamepad = ZO_MarketAnnouncement_Shared:Subclass()
function ZO_MarketAnnouncement_Gamepad:New(...)
    return ZO_MarketAnnouncement_Shared.New(self, ...)
end
function ZO_MarketAnnouncement_Gamepad:Initialize(control)
    -- This data must be setup before parent initialize is called
    self.actionTileControlByType =
    {
        [ZO_ACTION_TILE_TYPE.EVENT_ANNOUNCEMENT] = "ZO_EventAnnouncementTile_Gamepad_Control",
        [ZO_ACTION_TILE_TYPE.DAILY_REWARDS] = "ZO_DailyRewardsTile_Gamepad_Control",
        [ZO_ACTION_TILE_TYPE.ZONE_STORIES] = "ZO_ZoneStoriesTile_Gamepad_Control",
        [ZO_ACTION_TILE_TYPE.PROMOTIONAL_EVENT] = "ZO_PromotionalEventTile_GP",
    }
    ZO_MarketAnnouncement_Shared.Initialize(self, control, IsInGamepadPreferredMode)
    self.headerNarrationFunction = function()
        local narrations = {}
        ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_MARKET_ANNOUNCEMENT_WELCOME)))
        --If the crown store is locked or the carousel is empty, include that in the header narration
        if ZO_MARKET_ANNOUNCEMENT_MANAGER:ShouldHideMarketProductAnnouncements() then
            if GetMarketAnnouncementCrownStoreLocked() then
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_MARKET_ANNOUNCEMENT_LOCKED_CROWN_STORE_TITLE)))
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_MARKET_ANNOUNCEMENT_LOCKED_CROWN_STORE_DESCRIPTION)))
            else
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_MARKET_ANNOUNCEMENT_NO_FEATURED_PRODUCTS_TITLE)))
            end
        end
        return narrations
    end
    local AUTO_SCROLL = true
    self.carousel = ZO_MarketProductCarousel_Gamepad:New(self.carouselControl, "ZO_MarketAnnouncementMarketProductTile_Gamepad_Control", AUTO_SCROLL)
    self.carousel:SetSelectKeybindButton(self.selectButton)
    self.carousel:SetHelpKeybindButton(self.helpButton)
    self.carousel:SetScrollKeybindButton(self.scrollButton)
    self.carousel:SetKeybindAnchorControl(self.closeButton)
    --Because the announcements are not using the keybind strip, we need to manually narrate the keybinds
    self.carousel:SetAdditionalInputNarrationFunction(function()
        local narrationData = {}
        --Generate the narration for the scroll keybind if applicable
        if not self.scrollButton:IsHidden() then
            if ZO_Keybindings_ShouldShowGamepadKeybind() then
                local scrollNarrationData =
                {
                    name = GetString(SI_MARKET_ANNOUNCEMENT_SCROLL_KEYBIND),
                    --The gamepad scroll "keybind" isn't a real keybind so just use the key that gives us the narration we want here
                    keybindName = ZO_Keybindings_GetNarrationStringFromKeys(KEY_GAMEPAD_RIGHT_STICK, KEY_INVALID, KEY_INVALID, KEY_INVALID, KEY_INVALID),
                    enabled = true,
                }
                table.insert(narrationData, scrollNarrationData)
            else
                local scrollUpNarrationData =
                {
                    keybindName = ZO_Keybindings_GetHighestPriorityNarrationStringFromAction("UI_SHORTCUT_RIGHT_STICK_UP") or GetString(SI_ACTION_IS_NOT_BOUND),
                    enabled = true,
                }
                table.insert(narrationData, scrollUpNarrationData)
                local scrollDownNarrationData =
                {
                    name = GetString(SI_MARKET_ANNOUNCEMENT_SCROLL_KEYBIND),
                    keybindName = ZO_Keybindings_GetHighestPriorityNarrationStringFromAction("UI_SHORTCUT_RIGHT_STICK_DOWN") or GetString(SI_ACTION_IS_NOT_BOUND),
                    enabled = true,
                }
                table.insert(narrationData, scrollDownNarrationData)
            end
        end
        --Generate the narration for the select button if it is visible
        local selectButtonNarrationData = self.selectButton:GetKeybindButtonNarrationData()
        if selectButtonNarrationData then
            table.insert(narrationData, selectButtonNarrationData)
        end
        --Generate the narration for the help button if it is visible
        local helpButtonNarrationData = self.helpButton:GetKeybindButtonNarrationData()
        if helpButtonNarrationData then
            table.insert(narrationData, helpButtonNarrationData)
        end
        --Generate the narration for the close button
        table.insert(narrationData, self:GetCloseKeybindNarrationData())
        --Only narrate the directional input if there is more than one market product
        if self.carousel:CanScroll() then
            local directionalInputNarrationData = ZO_GetHorizontalDirectionalInputNarrationData(GetString(SI_SCREEN_NARRATION_TABBAR_PREVIOUS_KEYBIND), GetString(SI_SCREEN_NARRATION_TABBAR_NEXT_KEYBIND))
            ZO_CombineNumericallyIndexedTables(narrationData, directionalInputNarrationData)
        end
        return narrationData
    end)
    -- Action Tile Focus object must be setup before vertical navigation
    self.actionTileListFocus = ZO_GamepadFocus:New(self.actionTileListControl, nil, MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL)
end
function ZO_MarketAnnouncement_Gamepad:AddTileTypeObjectPoolToMap(tileType)
    ZO_MarketAnnouncement_Shared.AddTileTypeObjectPoolToMap(self, tileType)
    local function OnSelectionChanged(isSelected)
        if isSelected then
            --Re-narrate when the selection changes
            self:NarrateSelection()
        end
    end
    local function FactoryFunction(control)
        control.object:SetKeybindButton(self.selectButton)
    end
    self.actionTileControlPoolMap[tileType]:SetCustomFactoryBehavior(FactoryFunction)
end
function ZO_MarketAnnouncement_Gamepad:SetupVerticalNavigation()
    self.verticalFocus = ZO_GamepadFocus:New(self.control, nil, MOVEMENT_CONTROLLER_DIRECTION_VERTICAL)
    self.actionTileListFocusData =
    {
        activate = function()
            self.actionTileListFocus:SetActive(true)
        end,
        deactivate = function()
            self.actionTileListFocus:SetActive(false)
        end,
        narrationText = function()
            return self.actionTileListFocus:GetNarrationText()
        end,
        --Because the announcements are not using the keybind strip, we need to manually narrate the keybinds
        additionalInputNarrationFunction = function()
            local narrationData = {}
            --Generate the narration for the select button if it's visible
            local selectButtonNarrationData = self.selectButton:GetKeybindButtonNarrationData()
            if selectButtonNarrationData then
                table.insert(narrationData, selectButtonNarrationData)
            end
            --Generate the narration for the close button
            table.insert(narrationData, self:GetCloseKeybindNarrationData())
            return narrationData
        end,
    }
end
function ZO_MarketAnnouncement_Gamepad:UpdateVerticalNavigation()
    self.verticalFocus:RemoveAllEntries()
    if not ZO_MARKET_ANNOUNCEMENT_MANAGER:ShouldHideMarketProductAnnouncements() then
        self.verticalFocus:AddEntry(self.carousel:GetFocusEntryData())
    else
        self.carousel:UpdateKeybinds()
    end
    if self.actionTileListFocus:GetItemCount() >= 1 then
        self.verticalFocus:AddEntry(self.actionTileListFocusData)
    end
    self.verticalFocus:SetFocusToFirstEntry()
end
function ZO_MarketAnnouncement_Gamepad:OnShowing()
    ZO_MarketAnnouncement_Shared.OnShowing(self)
end
function ZO_MarketAnnouncement_Gamepad:OnShown()
    self.verticalFocus:Activate()
    local NARRATE_HEADER = true
    self:NarrateSelection(NARRATE_HEADER)
end
function ZO_MarketAnnouncement_Gamepad:OnHidden()
    self.verticalFocus:Deactivate()
end
function ZO_MarketAnnouncement_Gamepad:InitializeKeybindButtons()
    ZO_MarketAnnouncement_Shared.InitializeKeybindButtons(self)
    self.selectButton = self.controlContainer:GetNamedChild("PrimaryAction")
    self.selectButton:SetupStyle(KEYBIND_STRIP_GAMEPAD_STYLE)
    self.helpButton = self.controlContainer:GetNamedChild("SecondaryAction")
    self.helpButton:SetupStyle(KEYBIND_STRIP_GAMEPAD_STYLE)
    self.helpButton:SetHidden(true)
    self.scrollButton = self.controlContainer:GetNamedChild("TertiaryAction")
    self.keyLabel = self.scrollButton:GetNamedChild("KeyLabel")
    self.upLabel = self.scrollButton:GetNamedChild("ScrollUpKeyLabel")
    self.downLabel = self.scrollButton:GetNamedChild("ScrollDownKeyLabel")
    self.scrollButton:SetupStyle(KEYBIND_STRIP_GAMEPAD_STYLE)
    local WIDE_SPACING = false
    self.scrollButton:SetUpdateCallback(function(keybindButton)
        keybindButton:SetCustomKeyIcon(GetGamepadRightStickScrollIcon())
    end)
    self.scrollButton:AdjustBindingAnchors(WIDE_SPACING)
    self.closeButton:SetupStyle(KEYBIND_STRIP_GAMEPAD_STYLE)
    local function OnInputChanged()
        if IsInGamepadPreferredMode() then
            local hideKeyboard = ZO_Keybindings_ShouldShowGamepadKeybind()
            self.keyLabel:SetHidden(not hideKeyboard)
            self.upLabel:SetHidden(hideKeyboard)
            self.downLabel:SetHidden(hideKeyboard)
        end
    end
    local SHOW_UNBOUND = true
    local DEFAULT_GAMEPAD_ACTION_NAME = nil
    ZO_Keybindings_RegisterLabelForBindingUpdate(self.upLabel, "UI_SHORTCUT_RIGHT_STICK_UP", SHOW_UNBOUND, DEFAULT_GAMEPAD_ACTION_NAME, OnInputChanged)
    ZO_Keybindings_RegisterLabelForBindingUpdate(self.downLabel, "UI_SHORTCUT_RIGHT_STICK_DOWN")
    -- We only need to register one of the above with OnInputChanged because one call of that function does everything we need
end
function ZO_MarketAnnouncement_Gamepad:OnSelectionClicked()
    self.selectButton:OnClicked()
end
function ZO_MarketAnnouncement_Gamepad:OnHelpClicked()
    self.helpButton:OnClicked()
end
function ZO_MarketAnnouncement_Gamepad:UpdateActionTileNavigation()
    self.actionTileListFocus:RemoveAllEntries()
    for _, control in ipairs(self.actionTileList) do
        local entryData = control.object:GetFocusEntryData()
        self.actionTileListFocus:AddEntry(entryData)
    end
end
function ZO_MarketAnnouncement_Gamepad:OnDailyLoginRewardsUpdated()
    if self.fragment:IsShowing() then
        self:LayoutActionTiles()
        self.verticalFocus:Deactivate()
        self:UpdateVerticalNavigation()
        self.verticalFocus:Activate()
    end
end
function ZO_MarketAnnouncement_Gamepad:LayoutActionTiles()
    ZO_MarketAnnouncement_Shared.LayoutActionTiles(self)
end
function ZO_MarketAnnouncement_Gamepad:CreateMarketProduct()
    return ZO_MarketAnnouncementMarketProduct_Gamepad:New()
end
function ZO_MarketAnnouncement_Gamepad:NarrateSelection(narrateHeader)
    SCREEN_NARRATION_MANAGER:QueueFocus(self.verticalFocus, narrateHeader)
end
function ZO_MarketAnnouncement_Gamepad:GetCloseKeybindNarrationData()
    local closeButtonNarrationData = self.closeButton:GetKeybindButtonNarrationData()
    --The name for the close button is set separately from the keybind, so we need to manually add it to the narration data
    closeButtonNarrationData.name = GetString(SI_DIALOG_EXIT)
    return closeButtonNarrationData
end
--global XML functions
    ZO_GAMEPAD_MARKET_ANNOUNCEMENT = ZO_MarketAnnouncement_Gamepad:New(control)
    SYSTEMS:RegisterGamepadObject("marketAnnouncement", ZO_GAMEPAD_MARKET_ANNOUNCEMENT)
end
function ZO_MarketAnnouncement_Gamepad_PlayArrowAnimation(control, animation, playForward)
    local currentState = control:GetState()
    if not (currentState == BSTATE_DISABLED or currentState == BSTATE_DISABLED_PRESSED) then
        if playForward then
            animation:PlayForward()
        else
            animation:PlayBackward()
        end
    end
end