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Hooks-SkillsAdvisor.lua
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--[[
LuiExtended
License: The MIT License (MIT)
--]]
-- Just a copy of esoui/ingame/skillsadvisor/gamepad/skillsadvisor_suggestions_gamepad.lua, this is the easiest way to override for custom ability icons.
function LUIE.InitializeHooksSkillAdvisor()
--------------
--Initialize--
--------------
local SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA = 1
local SKILLS_ADVISOR_SUGGESTIONS_DATA = 2
local SKILLS_ADVISOR_SUGGESTIONS_TEXT = 3
local SkillsAdvisorSuggestions_Gamepad = ZO_SortFilterList_Gamepad:Subclass()
function SkillsAdvisorSuggestions_Gamepad:New(...)
return ZO_SortFilterList_Gamepad.New(self, ...)
end
function SkillsAdvisorSuggestions_Gamepad:Initialize(control)
ZO_SortFilterList_Gamepad.Initialize(self, control)
ZO_ScrollList_AddDataType(self.list, SKILLS_ADVISOR_SUGGESTIONS_DATA, "ZO_SkillsAdvisorSuggestion_Gamepad_SkillRow", 60, function(...) self:GamepadSingleLineAbilityEntryTemplateSetup(...) end)
ZO_ScrollList_AddDataType(self.list, SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA, "ZO_SkillsAdvisorSuggestions_Gamepad_MenuEntryHeader", 50, function(...) self:SkillsAdvisorSuggestionsTextDisplayTemplateSetup(...) end)
ZO_ScrollList_AddDataType(self.list, SKILLS_ADVISOR_SUGGESTIONS_TEXT, "ZO_SkillsAdvisorSuggestions_Gamepad_MenuEntryText", 100, function(...) self:SkillsAdvisorSuggestionsTextDisplayTemplateSetup(...) end)
ZO_ScrollList_SetTypeSelectable(self.list, SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA, false)
ZO_ScrollList_SetTypeCategoryHeader(self.list, SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA, true)
ZO_ScrollList_SetTypeSelectable(self.list, SKILLS_ADVISOR_SUGGESTIONS_TEXT, false)
SKILLS_ADVISOR_SUGGESTIONS_GAMEPAD_FRAGMENT = ZO_FadeSceneFragment:New(control)
SKILLS_ADVISOR_SUGGESTIONS_GAMEPAD_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_FRAGMENT_SHOWING then
self:OnShowing()
elseif newState == SCENE_FRAGMENT_HIDDEN then
self:OnHidden()
end
end)
self:InitializeKeybinds()
end
function SkillsAdvisorSuggestions_Gamepad:OnShowing()
self:RefreshData()
self:UpdateTooltip()
end
function SkillsAdvisorSuggestions_Gamepad:OnHidden()
self:Deactivate()
GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP)
end
function SkillsAdvisorSuggestions_Gamepad:IsShowing()
return SKILLS_ADVISOR_SUGGESTIONS_GAMEPAD_FRAGMENT:IsShowing()
end
function SkillsAdvisorSuggestions_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)
KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripRightDescriptor, self.keybindStripId)
end
function SkillsAdvisorSuggestions_Gamepad:Deactivate()
ZO_SortFilterList_Gamepad.Deactivate(self)
self:UpdateTooltip()
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor, self.keybindStripId)
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripRightDescriptor, self.keybindStripId)
KEYBIND_STRIP:PopKeybindGroupState()
self.keybindStripId = nil
end
function SkillsAdvisorSuggestions_Gamepad:OnSelectionChanged(oldData, newData)
ZO_SortFilterList_Gamepad.OnSelectionChanged(self, oldData, newData)
self:UpdateTooltip()
end
function SkillsAdvisorSuggestions_Gamepad:InitializeKeybinds()
self.keybindStripDescriptor =
{
alignment = KEYBIND_STRIP_ALIGN_LEFT,
{
name = GetString(SI_GAMEPAD_SELECT_OPTION),
keybind = "UI_SHORTCUT_PRIMARY",
callback = function()
ZO_SKILLS_ADVISOR_SINGLETON:OnRequestSelectSkillLine()
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 Skill Advisor 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 Skill Advisor 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)
GAMEPAD_SKILLS:SetMode(ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE)
end
local keybindCount = #self.keybindStripDescriptor
ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, Back)
self.keybindStripRightDescriptor =
{
alignment = KEYBIND_STRIP_ALIGN_RIGHT,
{
name = GetString(SI_SKILLS_ADVISOR_GAMEPAD_OPEN_ADVISOR_SETTINGS),
keybind = "UI_SHORTCUT_LEFT_STICK",
sound = SOUNDS.SKILLS_ADVISOR_SELECT,
visible = function() return true end,
callback = function()
SCENE_MANAGER:Push("gamepad_skills_advisor_build_selection_root")
end,
}
}
end
function SkillsAdvisorSuggestions_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 SHOW_RANK_NEEDED_LINE = true
GAMEPAD_TOOLTIPS:LayoutSkillProgression(GAMEPAD_RIGHT_TOOLTIP, selectedData.skillProgressionData, SHOW_RANK_NEEDED_LINE)
return
end
end
GAMEPAD_TOOLTIPS:LayoutSkillBuild(GAMEPAD_RIGHT_TOOLTIP, ZO_SKILLS_ADVISOR_SINGLETON:GetSelectedSkillBuildId())
GAMEPAD_TOOLTIPS:ShowBg(GAMEPAD_RIGHT_TOOLTIP)
end
end
function SkillsAdvisorSuggestions_Gamepad:BuildMasterList()
-- intended to be overriden
-- should build the master list of data that is later filtered by FilterScrollList
end
function SkillsAdvisorSuggestions_Gamepad:FilterScrollList()
-- intended to be overriden
-- should take the master list data and filter it
end
do
local function AddEntry(scrollData, skillProgressionData)
local name = skillProgressionData:IsPassive() and skillProgressionData:GetFormattedNameWithRank() or skillProgressionData:GetFormattedName()
local icon = GetAbilityIcon(skillProgressionData.abilityId) -- Pull custom ability icon
local entryData = ZO_GamepadEntryData:New(name, icon)
entryData.skillProgressionData = skillProgressionData
table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SKILLS_ADVISOR_SUGGESTIONS_DATA, entryData))
return entryData
end
function SkillsAdvisorSuggestions_Gamepad:SortScrollList()
local previouslySelectedData = self:GetSelectedData()
local previouslySelectedSkillProgressionData = previouslySelectedData and previouslySelectedData.skillProgressionData
local reselectData = nil
ZO_ScrollList_Clear(self.list)
local scrollData = ZO_ScrollList_GetDataList(self.list)
local availableHeaderData = ZO_GamepadEntryData:New(GetString(SI_SKILLS_ADVISOR_ADVISED_TITLE))
table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA, availableHeaderData))
local availableAbilities = ZO_SKILLS_ADVISOR_SINGLETON:GetAvailableAbilityList()
if #availableAbilities > 0 then
for _, skillProgressionData in ipairs(availableAbilities) do
local entryData = AddEntry(scrollData, skillProgressionData)
if previouslySelectedSkillProgressionData == skillProgressionData then
reselectData = entryData
end
end
else
local textData = ZO_GamepadEntryData:New(GetString(SI_SKILLS_ADVISOR_NO_ADVISED_ABILITIES_DESCRIPTION))
table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SKILLS_ADVISOR_SUGGESTIONS_TEXT, textData))
end
local purchasedAbilities = ZO_SKILLS_ADVISOR_SINGLETON:GetPurchasedAbilityList()
if #purchasedAbilities > 0 then
local purchasedHeaderData = ZO_GamepadEntryData:New(GetString(SI_SKILLS_ADVISOR_PURCHASED_TITLE))
table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA, purchasedHeaderData))
for _, skillProgressionData in ipairs(purchasedAbilities) do
local entryData = AddEntry(scrollData, skillProgressionData)
if previouslySelectedSkillProgressionData == skillProgressionData then
reselectData = entryData
end
end
end
ZO_ScrollList_Commit(self.list)
if reselectData then
ZO_ScrollList_SelectData(self.list, reselectData)
end
end
end
function SkillsAdvisorSuggestions_Gamepad:GamepadSingleLineAbilityEntryTemplateSetup(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 SkillsAdvisorSuggestions_Gamepad:SkillsAdvisorSuggestionsTextDisplayTemplateSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
control.label:SetText(data.text)
end
function SkillsAdvisorSuggestions_Gamepad:SetSelectSkillData(skillData)
self.selectSkillData = skillData
end
function SkillsAdvisorSuggestions_Gamepad:GetSelectSkillData()
return self.selectSkillData
end
-----------------------------
-- XML Functions
-----------------------------
function ZO_SkillsAdvisorSuggestions_Gamepad_MenuEntryHeader_OnInitialized(control)
control.label = control:GetNamedChild("Label")
end
function ZO_SkillsAdvisorSuggestions_Gamepad_MenuEntryTemplate_OnInitialized(control)
ZO_SharedGamepadEntry_OnInitialized(control)
ZO_SharedGamepadEntry_SetHeightFromLabels(control)
end
function ZO_SkillsAdvisorSuggestions_Gamepad_OnInitialized(control)
ZO_GAMEPAD_SKILLS_ADVISOR_SUGGESTIONS_WINDOW = SkillsAdvisorSuggestions_Gamepad:New(control)
end
end