Back to Home

ESO Lua File v101044

libraries/zo_sortheadergroup/zo_sortheadergroup.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
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
ZO_SortHeaderGroup = ZO_CallbackObject:Subclass()
ZO_SortHeaderGroup.HEADER_CLICKED = "HeaderClicked"
ZO_SortHeaderGroup.SUPPRESS_CALLBACKS = true
ZO_SortHeaderGroup.FORCE_RESELECT = true
local SORT_ARROW_OFFSET_X = 2
function ZO_SortHeaderGroup:New(headerContainer, showArrows)
    local group = ZO_CallbackObject.New(self)
    group.headerContainer = headerContainer
    group.selectedSortHeader= nil
    group.sortDirection = ZO_SORT_ORDER_DOWN
    group.sortHeaders = {}
    group.enabled = true
    group.showArrows = showArrows or false
    if(group.showArrows) then
        group.arrowTexture = CreateControlFromVirtual(headerContainer:GetName().."Arrow", headerContainer, "ZO_SortHeaderArrow")
    end
    group.movementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL)
    -- Default Colors
    group:SetColors(ZO_SELECTED_TEXT, ZO_NORMAL_TEXT, ZO_HIGHLIGHT_TEXT, ZO_DISABLED_TEXT)
    return group
end
function ZO_SortHeaderGroup:AddHeader(header)
    -- Header containers may have other elements like backgrounds/textures.
    -- Only add controls that have a sort key on them.
    if header.key then
        header.sortHeaderGroup = self
        table.insert(self.sortHeaders, header)
    end
end
function ZO_SortHeaderGroup:AddHeadersFromContainer()
    local headerContainer = self.headerContainer
    for i = 1, headerContainer:GetNumChildren() do
        self:AddHeader(headerContainer:GetChild(i))
    end
end
function ZO_SortHeaderGroup:SetColors(selected, normal, highlight, disabled)
    self.selectedColor = selected
    self.normalColor = normal
    self.highlightColor = highlight
    self.disabledColor = disabled
end
local sortArrowAlignments =
{
    [TEXT_ALIGN_LEFT] = function(arrow, header, textWidth) 
                            arrow:SetAnchor(LEFT, header, LEFT, textWidth + SORT_ARROW_OFFSET_X, 0)
                        end,
    [TEXT_ALIGN_RIGHT] =    function(arrow, header, textWidth) 
                                arrow:SetAnchor(LEFT, header, RIGHT, SORT_ARROW_OFFSET_X, 0)
                            end,
    [TEXT_ALIGN_CENTER] =   function(arrow, header, textWidth) 
                                arrow:SetAnchor(LEFT, header, CENTER, textWidth * 0.5 + SORT_ARROW_OFFSET_X, 0)
                            end,
}
local function UpdateArrowTexture(arrow, sortOrder)
    arrow:SetHidden(false)
    if sortOrder == ZO_SORT_ORDER_UP then
        arrow:SetTexture(ZO_ICON_SORT_ARROW_UP)
    else
        arrow:SetTexture(ZO_ICON_SORT_ARROW_DOWN)
    end
end
local function UpdateTextOrderingTextures(header, arrow, sortOrder)
    UpdateArrowTexture(arrow, sortOrder)
    local nameControl = header:GetNamedChild("Name")
    local textWidth = nameControl:GetTextDimensions()
    local alignmentFn = sortArrowAlignments[nameControl:GetHorizontalAlignment()]
    if alignmentFn then
        arrow:ClearAnchors()
        alignmentFn(arrow, nameControl, textWidth)
    end
end
local function UpdateIconOrderingTextures(header, arrow, sortOrder)
    arrow:SetHidden(true)
    if sortOrder == ZO_SORT_ORDER_UP then
        header:GetNamedChild("Icon"):SetTexture(header.sortUpIcon)
    else
        header:GetNamedChild("Icon"):SetTexture(header.sortDownIcon)
    end
end
local function UpdateIconWithArrowOrderingTextures(header, arrow, sortOrder)
    UpdateArrowTexture(arrow, sortOrder)
    arrow:ClearAnchors()
    arrow:SetAnchor(LEFT, header:GetNamedChild("Icon"), RIGHT, header.arrowOffset)
end
local function ResetIconOrderingTexture(header)
end
function ZO_SortHeaderGroup:SelectHeader(header)
    header.selected = true
    self.selectedSortHeader = header
    if header.isIconHeader then
        if self.showArrows then
            if header.usesArrow then
                UpdateIconWithArrowOrderingTextures(header, self.arrowTexture, self.sortDirection)
            else
                UpdateIconOrderingTextures(header, self.arrowTexture, self.sortDirection)
            end
        end
    else
        if self.showArrows then
            UpdateTextOrderingTextures(header, self.arrowTexture, self.sortDirection)
        end
        header:GetNamedChild("Name"):SetColor(self.selectedColor:UnpackRGBA())
    end
end
function ZO_SortHeaderGroup:DeselectHeader()
    local oldSelectedHeader = self.selectedSortHeader
    if oldSelectedHeader then
        if oldSelectedHeader.isIconHeader then
            if not oldSelectedHeader.usesArrow then
                ResetIconOrderingTexture(oldSelectedHeader)
            end
        else
            oldSelectedHeader:GetNamedChild("Name"):SetColor(self.normalColor:UnpackRGBA())
        end
        oldSelectedHeader.selected = nil
        self.selectedSortHeader = nil
    end
end
function ZO_SortHeaderGroup:IsCurrentSelectedHeader(header)
    return self.selectedSortHeader == header
end
function ZO_SortHeaderGroup:IsKeyCurrentSelectedIndex(key)
    return self:HeaderForIndex(self.selectedIndex) == self:HeaderForKey(key)
end
function ZO_SortHeaderGroup:GetKeyForCurrentSelectedIndex()
    local header = self:HeaderForIndex(self.selectedIndex)
    if header then
        return header.key
    end
end
function ZO_SortHeaderGroup:OnHeaderClicked(header, suppressCallbacks, forceReselect, forceSortDirection)
    if self:IsEnabled() then
        local resetSortDir = false
        if forceReselect or not self:IsCurrentSelectedHeader(header) then
            self:DeselectHeader()
            resetSortDir = true
        end
        if forceSortDirection ~= nil then
            self.sortDirection = forceSortDirection
        elseif resetSortDir then
            self.sortDirection = header.initialDirection
        else
            self.sortDirection = not self.sortDirection
        end
        self:SelectHeader(header)
        if not suppressCallbacks then
            self:FireCallbacks(self.HEADER_CLICKED, header.key, self.sortDirection)
        end
    end
end
function ZO_SortHeaderGroup:HeaderForKey(key)
    for _, header in ipairs(self.sortHeaders) do
        if header.key == key then
            return header
        end
    end
end
function ZO_SortHeaderGroup:HeaderForIndex(index)
    return self.sortHeaders[index]
end
function ZO_SortHeaderGroup:SelectHeaderByKey(key, suppressCallbacks, forceReselect, forceSortDirection)
    local header = self:HeaderForKey(key)
    if header then
        self:OnHeaderClicked(header, suppressCallbacks, forceReselect, forceSortDirection)
    end
end
function ZO_SortHeaderGroup:SetHeaderHiddenForKey(key, hidden)
    local header = self:HeaderForKey(key)
    if header then
        header:SetHidden(hidden)
    end
end
function ZO_SortHeaderGroup:ReplaceKey(curKey, newKey, newText, selectNewKey)
    local header = self:HeaderForKey(curKey)
    if header then
        header.key = newKey
        if newText then
            self:SetHeaderNameForKey(newKey, newText)
        end
        if selectNewKey or self.selectedSortHeader == header then
            self:SelectAndResetSortForKey(newKey)
            self:MakeSelectedSortHeaderSelectedIndex()
        end
    end
end
-- selects the sort header for the key passed in and will use the initial sort direction for that key instead
-- of toggling the current sort direction
function ZO_SortHeaderGroup:SelectAndResetSortForKey(key)
    local header = self:HeaderForKey(key)
    if header then
        local DONT_SUPPRESS_CALLBACKS = false
        local FORCE_RESELECT = true
        self:SelectHeaderByKey(key, DONT_SUPPRESS_CALLBACKS, FORCE_RESELECT)
    end
end
-- Sets the headers in keyList to whatever the value of "hidden" is, sets the rest to "not hidden"
-- keyList is indexed by key.
function ZO_SortHeaderGroup:SetHeadersHiddenFromKeyList(keyList, hidden)
    for _, header in ipairs(self.sortHeaders) do
        local shouldHide = keyList[header.key]
        if shouldHide and type(shouldHide) == "function" then
            shouldHide = shouldHide()
        end
        local hideHeader = shouldHide and hidden
        header:SetHidden(hideHeader)
    end
end
function ZO_SortHeaderGroup:SetHeaderNameForKey(key, name)
    local header = self:HeaderForKey(key)
    if header then
        header.name = name
        header:GetNamedChild("Name"):SetText(name)
    end
end
function ZO_SortHeaderGroup:GetHeaderNameForKey(key)
    local name = ""
    local header = self:HeaderForKey(key)
    if header then
        name = header.name
    end
    return name
end
function ZO_SortHeaderGroup:GetHeaderNarrationForKey(key)
    local nameNarration = ""
    local header = self:HeaderForKey(key)
    if header then
        --If narrationText is set, use that, otherwise just use the header name
        nameNarration = header.narrationText or header.name
    end
    return nameNarration
end
function ZO_SortHeaderGroup:GetSortHeaderNarrationText(key)
    local narrationText = ""
    local header = self:HeaderForKey(key)
    if header then
        local nameNarration = self:GetHeaderNarrationForKey(key)
        --If this header is the currently active sort, then include the direction
        if header == self.selectedSortHeader then
            local order = self.sortDirection == ZO_SORT_ORDER_DOWN and GetString(SI_SCREEN_NARRATION_SORT_ORDER_DOWN) or GetString(SI_SCREEN_NARRATION_SORT_ORDER_UP)
            narrationText = zo_strformat(SI_SCREEN_NARRATION_SORT_HEADER, nameNarration, order)
        else
            narrationText = nameNarration
        end
    end
    return SCREEN_NARRATION_MANAGER:CreateNarratableObject(narrationText)
end
function ZO_SortHeader_Initialize(control, name, key, initialDirection, alignment, font, highlightTemplate, narrationText)
    local nameControl = control:GetNamedChild("Name")
    if font then
        nameControl:SetFont(font)
    end
    nameControl:SetText(name)
    nameControl:SetHorizontalAlignment(alignment or TEXT_ALIGN_CENTER)
    control.key = key
    control.initialDirection = initialDirection or ZO_SORT_ORDER_DOWN
    control.usesArrow = true
    control.highlightTemplate = highlightTemplate
    control.name = name
end
function ZO_SortHeader_InitializeIconHeader(control, icon, sortUpIcon, sortDownIcon, mouseoverIcon, key, initialDirection)
    local mouseOver = control:GetNamedChild("Mouseover")
    mouseOver:SetTexture(mouseoverIcon)
    mouseOver:SetHidden(true)
    control.icon = icon
    control.sortUpIcon = sortUpIcon
    control.sortDownIcon = sortDownIcon
    control.key = key
    control.initialDirection = initialDirection or ZO_SORT_ORDER_DOWN
    control.isIconHeader = true
end
function ZO_SortHeader_InitializeIconWithArrowHeader(control, icon, mouseoverIcon, arrowOffset, key, initialDirection)
    ZO_SortHeader_InitializeIconHeader(control, icon, nil, nil, mouseoverIcon, key, initialDirection)
    control.usesArrow = true
    control.arrowOffset = arrowOffset
end
function ZO_SortHeader_InitializeArrowHeader(control, key, initialDirection)
    ZO_SortHeader_InitializeIconHeader(control, "EsoUI/Art/Miscellaneous/list_sortHeader_icon_neutral.dds", 
                                                "EsoUI/Art/Miscellaneous/list_sortHeader_icon_sortUp.dds", 
                                                "EsoUI/Art/Miscellaneous/list_sortHeader_icon_sortDown.dds", 
                                                "EsoUI/Art/Miscellaneous/list_sortHeader_icon_over.dds", key, initialDirection)
end
function ZO_SortHeader_SetTooltip(control, tooltipText, point, offsetX, offsetY)
    control.tooltipPoint = point or BOTTOM
    control.tooltipOffsetX = offsetX or 0
    control.tooltipOffsetY = offsetY or -5
end
local function UpdateMouseoverState(group, control, isGroupEnabled)
    local mouseIsOver = control.mouseIsOver
    if control.isIconHeader then
        control:GetNamedChild("Mouseover"):SetHidden(not mouseIsOver)
    else
        local color = group.disabledColor
        if isGroupEnabled then
            if mouseIsOver then
                color = group.highlightColor
            else
                color = control.selected and group.highlightColor or group.normalColor
            end
        end
        control:GetNamedChild("Name"):SetColor(color:UnpackRGBA())
    end
    if control.tooltipText then
        if mouseIsOver then
            InitializeTooltip(InformationTooltip, control, control.tooltipPoint, control.tooltipOffsetX, control.tooltipOffsetY)
            SetTooltipText(InformationTooltip, control.tooltipText)
        else
            ClearTooltip(InformationTooltip)
        end
    end
end
    control.mouseIsOver = true
    UpdateMouseoverState(control.sortHeaderGroup, control, control.sortHeaderGroup:IsEnabled())
end
    control.mouseIsOver = false
    UpdateMouseoverState(control.sortHeaderGroup, control, control.sortHeaderGroup:IsEnabled())
end
function ZO_SortHeader_OnMouseUp(control, upInside)
    if upInside and control.sortHeaderGroup then
        control.sortHeaderGroup:OnHeaderClicked(control)
    end
end
function ZO_SortHeaderGroup:SetEnabled(enabled)
    self.enabled = enabled
    for _, control in ipairs(self.sortHeaders) do
    end
end
function ZO_SortHeaderGroup:IsEnabled()
    return self.enabled
end
local function PlayAnimationOnControl(control, controlTemplate, animationFieldName)
    if controlTemplate then
        if not control[animationFieldName] then
            local highlight = CreateControlFromVirtual("$(parent)Scroll", control, controlTemplate, animationFieldName)
            control[animationFieldName] = ANIMATION_MANAGER:CreateTimelineFromVirtual("ShowOnMouseOverLabelAnimation", highlight)
        end
        control[animationFieldName]:PlayForward()
    end
end
local function RemoveAnimationOnControl(control, animationFieldName)
    if control[animationFieldName] then
        control[animationFieldName]:PlayBackward()
    end
end
local function HighlightControl(self, control)
    local highlightTemplate = control.highlightTemplate or self.highlightTemplate
    PlayAnimationOnControl(control, highlightTemplate, "HighlightAnimation")
    if self.highlightCallback then
        self.highlightCallback(control, true)
    end
end
local function UnhighlightControl(self, control) 
    RemoveAnimationOnControl(control, "HighlightAnimation")
    if self.highlightCallback then
        self.highlightCallback(control, false)
    end
end
function ZO_SortHeaderGroup:EnableSelection(enabled)
    self.selectionEnabled = enabled
    if enabled then
        self:SetSelectedIndex(self.selectedIndex or 1)
    else
        self:SetSelectedIndex(nil)
    end
    
end
function ZO_SortHeaderGroup:EnableHighlight(highlightTemplate, highlightCallback)
    if not self.highlightTemplate then
        self.highlightTemplate = highlightTemplate
    end
end
function ZO_SortHeaderGroup:SetDirectionalInputEnabled(enabled)
    self.directionalInputEnabled = enabled
    if enabled then
        DIRECTIONAL_INPUT:Activate(self, self.headerContainer)
    else
        DIRECTIONAL_INPUT:Deactivate(self)
    end
end
function ZO_SortHeaderGroup:UpdateDirectionalInput()
    -- No need to check the directional input (and consume it so no one else can use it)
    -- if we don't have multiple headers to switch between
    if #self.sortHeaders > 1 then
        local result = self.movementController:CheckMovement()
        if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
            self:MoveNext()
        elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
            self:MovePrevious()
        end
    end
end
function ZO_SortHeaderGroup:SetSelectedIndex(selectedIndex)
    if self.selectedIndex then
        local previousSelectedControl = self.sortHeaders[self.selectedIndex]
        UnhighlightControl(self, previousSelectedControl)
    end
    if not selectedIndex then
        return
    end
    if #self.sortHeaders <= 0 then
        return
    end
    selectedIndex = zo_clamp(selectedIndex, 1, #self.sortHeaders)
    local selectedControl = self.sortHeaders[selectedIndex]
    HighlightControl(self, selectedControl)
    self.selectedIndex = selectedIndex
    self:FireCallbacks("HeaderSelected", selectedControl.key)
end
function ZO_SortHeaderGroup:MakeSelectedSortHeaderSelectedIndex()
    if self.selectedSortHeader then
        for index, header in ipairs(self.sortHeaders) do
            if header == self.selectedSortHeader then
                self:SetSelectedIndex(index)
                break
            end
        end
    end
end
do
    local CHECK_FORWARD = 1
    local CHECK_BACKWARD = -1
    --On Gamepad, we need to check for and ignore hidden headers
    function ZO_SortHeaderGroup:FindNextActiveHeaderIndex(checkDirection)
        local checkIndex = self.selectedIndex
        local activeHeaderFound = false
        while not activeHeaderFound do
            checkIndex = checkIndex + checkDirection
            local checkControl = self.sortHeaders[checkIndex]
            if checkControl then
                activeHeaderFound = not checkControl:IsHidden()
            else
                break
            end
        end
        return activeHeaderFound and checkIndex or self.selectedIndex
    end
    function ZO_SortHeaderGroup:MovePrevious()
        local previousActiveIndex = self:FindNextActiveHeaderIndex(CHECK_BACKWARD)
        self:SetSelectedIndex(self.selectedIndex and previousActiveIndex)
    end
    function ZO_SortHeaderGroup:MoveNext()
        local nextActiveIndex = self:FindNextActiveHeaderIndex(CHECK_FORWARD)
        self:SetSelectedIndex(self.selectedIndex and nextActiveIndex)
    end
end
function ZO_SortHeaderGroup:GetSelectedData()
end
function ZO_SortHeaderGroup:GetCurrentSortKey()
    return self.selectedSortHeader and self.selectedSortHeader.key
end
function ZO_SortHeaderGroup:GetSortDirection()
    return self.sortDirection
end
function ZO_SortHeaderGroup:SortBySelected()
    if not self.selectedIndex then return end
    local selectedControl = self.sortHeaders[self.selectedIndex]
    self:OnHeaderClicked(selectedControl)
end