Back to Home

ESO Lua File v101044

libraries/zo_templates/statusbartemplates.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
function ZO_StatusBar_SetGradientColor(statusBar, gradientColorTable)
    if statusBar and gradientColorTable then
        local r, g, b, a = gradientColorTable[1]:UnpackRGBA()
        local r1, g1, b1, a1 = gradientColorTable[2]:UnpackRGBA()
        statusBar:SetGradientColors(r, g, b, a, r1, g1, b1, a1)
    end
end
    local startR, startG, startB = GetInterfaceColor(INTERFACE_COLOR_TYPE_GENERAL, INTERFACE_GENERAL_COLOR_STATUS_BAR_START)
    local endR, endG, endB = GetInterfaceColor(INTERFACE_COLOR_TYPE_GENERAL, INTERFACE_GENERAL_COLOR_STATUS_BAR_END)
    statusBar:SetGradientColors(startR, startG, startB, 1, endR, endG, endB, 1)
end
    if not control.glowAnimation then
        control.glowAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_ArrowBarGlowAnimation", control:GetNamedChild("Glow"))
    end
    return control.glowAnimation
end
end
end
FORCE_INIT_SMOOTH_STATUS_BAR = true
do
    local g_animationPool
    local DEFAULT_ANIMATION_TIME_MS = 500
    local function OnAnimationTransitionUpdate(animation, progress)
        local bar = animation.bar
        local initialValue = animation.initialValue
        local endValue = animation.endValue
        local newBarValue = zo_lerp(initialValue, endValue, progress)
        bar:SetValue(newBarValue)
    end
    local function OnStopAnimation(animation, completedPlaying)
        local animationKey = animation.key
        local bar = animation:GetFirstAnimation().bar
        bar.animation = nil
        g_animationPool:ReleaseObject(animationKey)
        if bar.onStopCallback then
            bar.onStopCallback(bar, completedPlaying)
        end
    end
    local function AcquireAnimation()
        if not g_animationPool then
            local function Factory(objectPool)
                local animation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_StatusBarGrowTemplate")
                animation:GetFirstAnimation():SetUpdateFunction(OnAnimationTransitionUpdate)
                animation:SetHandler("OnStop", function(...) OnStopAnimation(...)  end)
                return animation
            end
            local function Reset(object)
                local customAnimation = object:GetFirstAnimation()
                customAnimation.bar = nil
                customAnimation.initialValue = nil
                customAnimation.endValue = nil
            end
            g_animationPool = ZO_ObjectPool:New(Factory, Reset)
        end
        local animation, key = g_animationPool:AcquireObject()
        animation.key = key
        return animation
    end
    function ZO_StatusBar_SmoothTransition(self, value, max, forceInit, onStopCallback, customApproachAmountMs)
        local oldValue = self:GetValue()
        self:SetMinMax(0, max)
        local oldMax = self.max or max
        self.max = max
        self.onStopCallback = onStopCallback
        if forceInit or max <= 0 then
            self:SetValue(value)
            if self.animation then
                self.animation:Stop()
            end
            if onStopCallback then
                onStopCallback(self)
            end
        else
            if oldMax > 0 and oldMax ~= max then
                local maxChange = max / oldMax
                oldValue = oldValue * maxChange
                self:SetValue(oldValue)
            end
            if not self.animation then
                local updateAnimation = AcquireAnimation()
                self.animation = updateAnimation
            end
            local customAnimation = self.animation:GetFirstAnimation()
            customAnimation:SetDuration(customApproachAmountMs or DEFAULT_ANIMATION_TIME_MS)
            customAnimation.bar = self
            customAnimation.initialValue = oldValue
            customAnimation.endValue = value
            
            self.animation:PlayFromStart()
        end
    end
    function ZO_StatusBar_GetTargetValue(statusBar)
        return (statusBar.animation and statusBar.animation:GetFirstAnimation().endValue) or statusBar:GetValue()
    end
end
ZO_WrappingStatusBar = ZO_Object:Subclass()
function ZO_WrappingStatusBar:New(...)
    local wrappingStatusBar = ZO_Object.New(self)
    wrappingStatusBar:Initialize(...)
    return wrappingStatusBar
end
function ZO_WrappingStatusBar:Initialize(statusBar, onLevelChangedCallback)
    self.statusBar = statusBar
    self.onAnimationFinishedCallback = function(timeline, completedPlaying)
        self:OnAnimationFinished(completedPlaying)
    end
end
function ZO_WrappingStatusBar:SetOnLevelChangeCallback(onLevelChangedCallback)
end
function ZO_WrappingStatusBar:SetOnCompleteCallback(onCompleteCallback)
end
function ZO_WrappingStatusBar:GetControl()
    return self.statusBar
end
function ZO_WrappingStatusBar:SetHidden(hidden)
    self.statusBar:SetHidden(hidden)
end
function ZO_WrappingStatusBar:GetValue()
    return ZO_StatusBar_GetTargetValue(self.statusBar)
end
function ZO_WrappingStatusBar:Reset()
    self.level = nil
    self.noWrap = nil
end
function ZO_WrappingStatusBar:SetAnimationTime(time)
    self.customAnimationTime = time
end
function ZO_WrappingStatusBar:SetValue(level, value, max, noWrap, animateInstantly)
    if noWrap == nil then
        noWrap = false
    end
    local forceInit = false
    if self.level ~= level or self.noWrap ~= noWrap then
        if self.level and level then
            if level > self.level and not noWrap then
                self.pendingLevels = (self.pendingLevels or 0) + level - self.level
            else
                self.pendingLevels = nil
            end
        else
            self.pendingLevels = nil
            forceInit = true
            noWrap = true
        end
        self.level = level
        self.noWrap = noWrap
        
        if self.pendingLevels == nil and self.onLevelChangedCallback then
            self.onLevelChangedCallback(self, self.level)
        end
    end
    forceInit = forceInit or animateInstantly
    if self.pendingLevels and not forceInit and not noWrap then
        self.pendingValue = value
        self.pendingMax = max
        
        ZO_StatusBar_SmoothTransition(self.statusBar, max, max, nil, self.onAnimationFinishedCallback, self.customAnimationTime)
    else
        if forceInit then
            ZO_StatusBar_SmoothTransition(self.statusBar, value, max, true)
        else
            ZO_StatusBar_SmoothTransition(self.statusBar, value, max, false, self.onCompleteCallback, self.customAnimationTime)
        end
        self.pendingValue = nil
        self.pendingMax = nil
    end
end
function ZO_WrappingStatusBar:OnAnimationFinished(completedPlaying)
    if completedPlaying then
        self.pendingLevels = self.pendingLevels - 1
        if self.pendingLevels == 0 then
            ZO_StatusBar_SmoothTransition(self.statusBar, 0, self.pendingMax, FORCE_INIT_SMOOTH_STATUS_BAR)
            ZO_StatusBar_SmoothTransition(self.statusBar, self.pendingValue, self.pendingMax, nil, self.onCompleteCallback, self.customAnimationTime)
            self.pendingLevels = nil
            self.pendingValue = nil
            self.pendingMax = nil
            if self.onLevelChangedCallback then
                self.onLevelChangedCallback(self, self.level)
            end
        else
            ZO_StatusBar_SmoothTransition(self.statusBar, 0, self.pendingMax, FORCE_INIT_SMOOTH_STATUS_BAR)
            ZO_StatusBar_SmoothTransition(self.statusBar, self.pendingMax, self.pendingMax, nil, self.onAnimationFinishedCallback, self.customAnimationTime)
            if self.onLevelChangedCallback then
                self.onLevelChangedCallback(self, self.level - self.pendingLevels)
            end
        end
    end
end
function ZO_WrappingStatusBar:GetLevel()
    return self.level
end
function ZO_WrappingStatusBar:GetNarrationText()
    local narration = SCREEN_NARRATION_MANAGER:CreateNarratableObject()
    local barMax = self.statusBar.max
    if barMax then
        local barMin = self.statusBar.min or 0
        if barMax > barMin then
            local barValue = self:GetValue()
            local range = barMax - barMin
            local percentage = (barValue - barMin) / range
            percentage = string.format("%.2f", percentage * 100)
            narration:AddNarrationText(zo_strformat(SI_SCREEN_NARRATION_PROGRESS_BAR_PERCENT_FORMATTER, percentage))
        end
    end
    return { SCREEN_NARRATION_MANAGER:CreateNarratableObject(self:GetLevel()), narration }
end
--[[
Inventory Item Improvement Status Bar Mix In
--]]
ZO_InventoryItemImprovementStatusBar = {}
function ZO_InventoryItemImprovementStatusBar:Initialize(control)
    zo_mixin(control, ZO_InventoryItemImprovementStatusBar)
    control.currentBar = control:GetNamedChild("Bar")
    control.improvementBar = control:GetNamedChild("Underlay")
end
function ZO_InventoryItemImprovementStatusBar:SetMinMax(min, max)
    self.currentBar:SetMinMax(min, max)
    self.improvementBar:SetMinMax(min, max)
    self.min, self.max = min, max
end
function ZO_InventoryItemImprovementStatusBar:SetValueAndPreviewValue(value, previewValue)
    ZO_StatusBar_SmoothTransition(self.improvementBar, previewValue, self.max)
    self.currentBar:SetValue(value)
end
function ZO_InventoryItemImprovementStatusBar:SetGradientColors(...)
    self.currentBar:SetGradientColors(...)
end
--[[
Stable Training Skill Status Bar Mix In
--]]
ZO_StableTrainingBar_Gamepad = {}
function ZO_StableTrainingBar_Gamepad:Initialize(control)
    zo_mixin(control, ZO_StableTrainingBar_Gamepad)
    control.bar = control:GetNamedChild("StatusBar"):GetNamedChild("Bar")
    control.value = control:GetNamedChild("Value")
    self.min, self.max = 0, 0
    self.valueFormat = nil
end
function ZO_StableTrainingBar_Gamepad:SetMinMax(min, max)
    self.min, self.max = min, max
end
function ZO_StableTrainingBar_Gamepad:SetValueFormatString(valueFormat)
    self.valueFormat = valueFormat
end
function ZO_StableTrainingBar_Gamepad:SetValue(value)
    local FORCE_VALUE = true
    ZO_StatusBar_SmoothTransition(self.bar, value, self.max, FORCE_VALUE)
    if self.valueFormat then
        self.value:SetText(zo_strformat(self.valueFormat, value))
    end
end
function ZO_StableTrainingBar_Gamepad:SetGradientColors(...)
    self.bar:SetGradientColors(...)
end
--[[
Champion Skill Status Bar Mix In
--]]
ZO_ChampionSkillBar_Gamepad = {}
function ZO_ChampionSkillBar_Gamepad:Initialize()
    self.mask = self:GetNamedChild("Mask")
    self.bar = self.mask:GetNamedChild("Bar")
    self.notchPool = ZO_ControlPool:New("ZO_ChampionSkillBarNotch_Gamepad", self:GetNamedChild("Overlay"), "Notch")
    self.minResultLabel = self:GetNamedChild("MinResult")
    self.maxResultLabel = self:GetNamedChild("MaxResult")
    self.min, self.max = 0, 0
end
function ZO_ChampionSkillBar_Gamepad:Reset()
    self.notchPool:ReleaseAllObjects()
end
function ZO_ChampionSkillBar_Gamepad:SetMinMax(min, max)
    self.min, self.max = min, max
    self.bar:SetMinMax(min, max)
end
function ZO_ChampionSkillBar_Gamepad:SetMinMaxText(minText, maxText)
    self.minResultLabel:SetText(minText)
    self.maxResultLabel:SetText(maxText)
end
function ZO_ChampionSkillBar_Gamepad:SetValue(value)
    local FORCE_VALUE = true
    ZO_StatusBar_SmoothTransition(self.bar, value, self.max, FORCE_VALUE)
end
function ZO_ChampionSkillBar_Gamepad:AddNotch(value)
    local offsetX = self.bar:CalculateSizeWithoutLeadingEdgeForValue(value)
    local notchControl = self.notchPool:AcquireObject()
    local PADDING_Y = 5
    notchControl:SetAnchor(TOP, self.bar, TOPLEFT, offsetX, PADDING_Y)
    notchControl:SetAnchor(BOTTOM, self.bar, BOTTOMLEFT, offsetX, -PADDING_Y)
end
function ZO_ChampionSkillBar_Gamepad:SetMaskValue(value)
    if value ~= self.max then
        local maskOffsetX = self.bar:CalculateSizeWithoutLeadingEdgeForValue(value)
        self.mask:SetAnchor(TOPLEFT, self.bar, TOPLEFT)
        self.mask:SetAnchor(BOTTOMRIGHT, self.bar, BOTTOMLEFT, maskOffsetX)
    else
        self.mask:SetAnchor(TOPLEFT, self.bar, TOPLEFT)
        self.mask:SetAnchor(BOTTOMRIGHT, self.bar, BOTTOMRIGHT)
    end
end
function ZO_ChampionSkillBar_Gamepad:SetGradientColors(...)
    self.bar:SetGradientColors(...)
end
--[[
Sliding Status Bar
]]
--
ZO_SlidingStatusBar = ZO_InitializingObject:Subclass()
local DEFAULT_MIN_VALUE = 0
local DEFAULT_MAX_VALUE = 1
local SLIDING_STATUS_BAR_INDICATOR_LAYOUTS =
{
    keyboard = 
    { 
        icon = "EsoUI/Art/Miscellaneous/slidingStatusBar_indicator.dds",
        offsetY = 0,
    },
    gamepad = 
    {
        icon = "EsoUI/Art/Buttons/Gamepad/gp_upArrow.dds",
        offsetY = -15,
    },
}
function ZO_SlidingStatusBar:Initialize(control)
    self.control = control
    self.statusBarLeft = control:GetNamedChild("BarLeft")
    self.statusBarRight = control:GetNamedChild("BarRight")
    self.backgroundContainer = control:GetNamedChild("BgContainer")
    self.valueIndicator = control:GetNamedChild("ValuePointer")
    self.valueIndicatorRelativeControl = control:GetNamedChild("FrameCenter")
    self.min = DEFAULT_MIN_VALUE
    self.max = DEFAULT_MAX_VALUE
    self.value = DEFAULT_MIN_VALUE
    self:ApplyStyle()
    control:RegisterForEvent(EVENT_GAMEPAD_PREFERRED_MODE_CHANGED, function() self:ApplyStyle() end)
end
function ZO_SlidingStatusBar:ApplyStyle()
    ApplyTemplateToControl(self.backgroundContainer:GetNamedChild("BgLeft"), ZO_GetPlatformTemplate("ZO_PlayerAttributeBgLeftArrow"))
    ApplyTemplateToControl(self.backgroundContainer:GetNamedChild("BgRight"), ZO_GetPlatformTemplate("ZO_PlayerAttributeBgRightArrow"))
    ApplyTemplateToControl(self.backgroundContainer:GetNamedChild("BgCenter"), ZO_GetPlatformTemplate("ZO_PlayerAttributeBgCenter"))
    ApplyTemplateToControl(self.control:GetNamedChild("FrameLeft"), ZO_GetPlatformTemplate("ZO_PlayerAttributeFrameLeftArrow"))
    ApplyTemplateToControl(self.control:GetNamedChild("FrameRight"), ZO_GetPlatformTemplate("ZO_PlayerAttributeFrameRightArrow"))
    ApplyTemplateToControl(self.control:GetNamedChild("FrameCenter"), ZO_GetPlatformTemplate("ZO_PlayerAttributeFrameCenter"))
    ApplyTemplateToControl(self.statusBarRight, ZO_GetPlatformTemplate("ZO_PlayerAttributeStatusBar"))
    ApplyTemplateToControl(self.statusBarRight, ZO_GetPlatformTemplate("ZO_PlayerAttributeHealthBarAnchorRight"))
    ApplyTemplateToControl(self.statusBarRight:GetNamedChild("Gloss"), ZO_GetPlatformTemplate("ZO_PlayerAttributeStatusBarGloss"))
    ApplyTemplateToControl(self.statusBarLeft, ZO_GetPlatformTemplate("ZO_PlayerAttributeStatusBar"))
    ApplyTemplateToControl(self.statusBarLeft, ZO_GetPlatformTemplate("ZO_PlayerAttributeHealthBarAnchorLeft"))
    ApplyTemplateToControl(self.statusBarLeft:GetNamedChild("Gloss"), ZO_GetPlatformTemplate("ZO_PlayerAttributeStatusBarGloss"))
    local indicatorLayout = IsInGamepadPreferredMode() and SLIDING_STATUS_BAR_INDICATOR_LAYOUTS.gamepad or SLIDING_STATUS_BAR_INDICATOR_LAYOUTS.keyboard
    self.valueIndicator:SetTexture(indicatorLayout.icon)
    self.indicatorOffsetY = indicatorLayout.offsetY
    local FORCE_REFRESH = true
    self:SetValue(self.value, FORCE_REFRESH)
end
function ZO_SlidingStatusBar:SetGradientColors(startColor, endColor, middleColor)
    --If a middle color has been given, we need to set the gradient up a little differently
    if middleColor then
        ZO_StatusBar_SetGradientColor(self.statusBarLeft, {middleColor, startColor})
        ZO_StatusBar_SetGradientColor(self.statusBarRight, {middleColor, endColor})
    else
        ZO_StatusBar_SetGradientColor(self.statusBarLeft, {startColor, endColor})
        ZO_StatusBar_SetGradientColor(self.statusBarRight, {startColor, endColor})
    end
end
function ZO_SlidingStatusBar:SetMinMax(minValue, maxValue)
    if minValue < maxValue and (minValue ~= self.min or maxValue ~= self.max) then
        self.min = minValue
        self.max = maxValue
        --Either the minimum or the maximum has changed, so we need to reapply the value in case it is no longer within bounds
        local FORCE_REFRESH = true
        self:SetValue(self.value, FORCE_REFRESH)
    end
end
function ZO_SlidingStatusBar:SetValue(value, forceRefresh)
    --First clamp the value between the minimum and maximum
    local clampedValue = zo_clamp(value, self.min, self.max)
    if clampedValue ~= self.value or forceRefresh then
        self.value = clampedValue
        --How far between the min and the max is the value?
        local percentProgress = zo_percentBetween(self.min, self.max, clampedValue)
        --Determine the x offset of the value indicator based on the percent progress calculated above
        local sliderOffsetX = zo_lerp(0, self.valueIndicatorRelativeControl:GetWidth(), percentProgress)
        self.valueIndicator:ClearAnchors()
        self.valueIndicator:SetAnchor(TOP, self.valueIndicatorRelativeControl, BOTTOMLEFT, sliderOffsetX, self.indicatorOffsetY)
    end
end