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adapter.lua
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624 lines (517 loc) · 23 KB
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local IGV = InventoryGridView
IGV.adapter = {}
local util = IGV.util
local settings = IGV.settings
local adapter = IGV.adapter
local LEFT_PADDING = 25
--[[----------------------------------------------------------------------------
Ported ZOS code from esoui\libraries\zo_templates\scrolltemplates.lua
--]]----------------------------------------------------------------------------
local MAX_FADE_VALUE = 64
local ANIMATE_INSTANTLY = true
local function UpdateScrollFade(useFadeGradient, scroll, slider, sliderValue)
if(useFadeGradient) then
local sliderMin, sliderMax = slider:GetMinMax()
sliderValue = sliderValue or slider:GetValue()
if(sliderValue > sliderMin) then
scroll:SetFadeGradient(1, 0, 1, zo_min(sliderValue - sliderMin, MAX_FADE_VALUE))
else
scroll:SetFadeGradient(1, 0, 0, 0)
end
if(sliderValue < sliderMax) then
scroll:SetFadeGradient(2, 0, -1, zo_min(sliderMax - sliderValue, MAX_FADE_VALUE))
else
scroll:SetFadeGradient(2, 0, 0, 0);
end
else
scroll:SetFadeGradient(1, 0, 0, 0)
scroll:SetFadeGradient(2, 0, 0, 0)
end
end
local function AreSelectionsEnabled(self)
return self.selectionTemplate or self.selectionCallback
end
local function RemoveAnimationOnControl(control, animationFieldName, animateInstantly)
if control[animationFieldName] then
if animateInstantly then
control[animationFieldName]:PlayInstantlyToStart()
else
control[animationFieldName]:PlayBackward()
end
end
end
local function UnhighlightControl(self, control)
RemoveAnimationOnControl(control, "HighlightAnimation")
self.highlightedControl = nil
if(self.highlightCallback) then
self.highlightCallback(control, false)
end
end
local function UnselectControl(self, control, animateInstantly)
RemoveAnimationOnControl(control, "SelectionAnimation", animateInstantly)
self.selectedControl = nil
end
local function AreDataEqualSelections(self, data1, data2)
if(data1 == data2) then
return true
end
if(data1 == nil or data2 == nil) then
return false
end
local dataEntry1 = data1.dataEntry
local dataEntry2 = data2.dataEntry
if(dataEntry1.typeId == dataEntry2.typeId) then
local equalityFunction = self.dataTypes[dataEntry1.typeId].equalityFunction
if(equalityFunction) then
return equalityFunction(data1, data2)
end
end
return false
end
local function FreeActiveScrollListControl(self, i)
local currentControl = self.activeControls[i]
local currentDataEntry = currentControl.dataEntry
local dataType = self.dataTypes[currentDataEntry.typeId]
if(self.highlightTemplate and currentControl == self.highlightedControl) then
UnhighlightControl(self, currentControl)
if(self.highlightLocked) then
self.highlightLocked = false
end
end
if(currentControl == self.pendingHighlightControl) then
self.pendingHighlightControl = nil
end
if AreSelectionsEnabled(self) and currentControl == self.selectedControl then
UnselectControl(self, currentControl, ANIMATE_INSTANTLY)
end
if(dataType.hideCallback) then
dataType.hideCallback(currentControl, currentControl.dataEntry.data)
end
dataType.pool:ReleaseObject(currentControl.key)
currentControl.key = nil
currentControl.dataEntry = nil
self.activeControls[i] = self.activeControls[#self.activeControls]
self.activeControls[#self.activeControls] = nil
end
local HIDE_SCROLLBAR = true
local function ResizeScrollBar(self, scrollableDistance)
local scrollBarHeight = self.scrollbar:GetHeight()
local scrollListHeight = ZO_ScrollList_GetHeight(self)
if(scrollableDistance > 0) then
self.scrollbar:SetEnabled(true)
if self.ScrollBarHiddenCallback then
self.ScrollBarHiddenCallback(self, not HIDE_SCROLLBAR)
else
self.scrollbar:SetHidden(false)
end
self.scrollbar:SetThumbTextureHeight(scrollBarHeight * scrollListHeight /(scrollableDistance + scrollListHeight))
if(self.offset > scrollableDistance) then
self.offset = scrollableDistance
end
self.scrollbar:SetMinMax(0, scrollableDistance)
else
self.offset = 0
self.scrollbar:SetThumbTextureHeight(scrollBarHeight)
self.scrollbar:SetMinMax(0, 0)
self.scrollbar:SetEnabled(false)
if(self.hideScrollBarOnDisabled) then
if self.ScrollBarHiddenCallback then
self.ScrollBarHiddenCallback(self, HIDE_SCROLLBAR)
else
self.scrollbar:SetHidden(true)
end
end
end
end
local function CompareEntries(topEdge, compareData)
return topEdge - compareData.bottom
end
local SCROLL_LIST_UNIFORM = 1
local function FindStartPoint(self, topEdge)
if(self.mode == SCROLL_LIST_UNIFORM) then
return zo_floor(topEdge / self.controlHeight)+1
else
local found, insertPoint = zo_binarysearch(topEdge, self.data, CompareEntries)
return insertPoint
end
end
--[[----------------------------------------------------------------------------
Modified version of ZO_ScrollList_UpdateScroll(self) from
esoui\libraries\zo_templates\scrolltemplates.lua
--]]----------------------------------------------------------------------------
local consideredMap = {}
local function IGV_ScrollList_UpdateScroll_Grid(self)
local windowHeight = ZO_ScrollList_GetHeight(self)
--Added---------------------------------------------------------------------
local gridIconSize = settings.GetGridIconSize()
local contentsWidth = self.contents:GetWidth()
local contentsWidthMinusPadding = contentsWidth - LEFT_PADDING
local itemsPerRow = zo_floor(contentsWidthMinusPadding / gridIconSize)
local numControls = #self.data or 0
local numRows = zo_ceil(numControls / itemsPerRow)
local gridSpacing = .5
local totalControlHeight = gridIconSize * numRows
local totalSpacingHeight = gridSpacing * (numRows - 1)
local scrollableDistance = (totalControlHeight + totalSpacingHeight) - windowHeight
local function GetTargetTopAndLeftPositions(viewIndex)
local totalControlWidth = gridIconSize + gridSpacing
local controlTop = zo_floor((viewIndex - 1) / itemsPerRow) * totalControlWidth
local controlLeft = ((viewIndex - 1) % itemsPerRow) * totalControlWidth + LEFT_PADDING
return controlTop, controlLeft
end
self.controlHeight = gridIconSize
ResizeScrollBar(self, scrollableDistance)
----------------------------------------------------------------------------
local controlHeight = self.controlHeight
local activeControls = self.activeControls
local offset = self.offset
UpdateScrollFade(self.useFadeGradient, self.contents, self.scrollbar, offset)
--remove active controls that are now hidden
local i = 1
local numActive = #activeControls
while(i <= numActive) do
local currentDataEntry = activeControls[i].dataEntry
if(currentDataEntry.bottom < offset or currentDataEntry.top > offset + windowHeight) then
FreeActiveScrollListControl(self, i)
numActive = numActive - 1
else
i = i + 1
end
consideredMap[currentDataEntry] = true
end
--add revealed controls
local firstInViewIndex = FindStartPoint(self, offset)
local data = self.data
local dataTypes = self.dataTypes
local visibleData = self.visibleData
local mode = self.mode
local i = firstInViewIndex
local visibleDataIndex = visibleData[i]
local dataEntry = data[visibleDataIndex]
local bottomEdge = offset + windowHeight
--Modified------------------------------------------------------------------
local controlTop, controlLeft
if dataEntry then
--removed isUniform check because we're assuming always uniform
controlTop, controlLeft = GetTargetTopAndLeftPositions(i)
end
----------------------------------------------------------------------------
while(dataEntry and controlTop <= bottomEdge) do
if(not consideredMap[dataEntry]) then
local dataType = dataTypes[dataEntry.typeId]
local controlPool = dataType.pool
local control, key = controlPool:AcquireObject()
control:SetHidden(false)
control.dataEntry = dataEntry
control.key = key
control.index = visibleDataIndex
--Added-------------------------------------------------------------
control.isGrid = false
--------------------------------------------------------------------
if(dataType.setupCallback) then
dataType.setupCallback(control, dataEntry.data, self)
end
table.insert(activeControls, control)
consideredMap[dataEntry] = true
if(AreDataEqualSelections(self, dataEntry.data, self.selectedData)) then
SelectControl(self, control)
end
--even uniform active controls need to know their position to determine if they are still active
--Modified----------------------------------------------------------
--removed isUniform check because we're assuming always uniform
dataEntry.top = controlTop
dataEntry.bottom = controlTop + controlHeight
--------------------------------------------------------------------
--Added-------------------------------------------------------------
dataEntry.left = controlLeft
dataEntry.right = controlLeft + gridIconSize
--------------------------------------------------------------------
end
i = i + 1
visibleDataIndex = visibleData[i]
dataEntry = data[visibleDataIndex]
--Modified--------------------------------------------------------------
if(dataEntry) then
--removed isUniform check because we're assuming always uniform
controlTop, controlLeft = GetTargetTopAndLeftPositions(i)
end
------------------------------------------------------------------------
end
--update positions
local contents = self.contents
local numActive = #activeControls
for i = 1, numActive do
local currentControl = activeControls[i]
local currentData = currentControl.dataEntry
local controlOffset = currentData.top - offset
--Added-----------------------------------------------------------------
local controlOffsetX = currentData.left
------------------------------------------------------------------------
currentControl:ClearAnchors()
--Modified--------------------------------------------------------------
currentControl:SetAnchor(TOPLEFT, contents, TOPLEFT, controlOffsetX, controlOffset)
--removed other anchor because this will no longer stretch across the contents pane
------------------------------------------------------------------------
end
--reset considered
for k,v in pairs(consideredMap) do
consideredMap[k] = nil
end
end
--[[----------------------------------------------------------------------------
Modified version of IGV_ScrollList_UpdateScroll_Grid(self) that
fixes the known issue: "When switching from grid to list view,
items in the list will not be anchored correctly."
Also fixes another slight anchor issue for the previous workaround.
--]]----------------------------------------------------------------------------
local function IGV_ScrollList_UpdateScroll_List(self)
local windowHeight = ZO_ScrollList_GetHeight(self)
--Added---------------------------------------------------------------------
local listItemHeight = self.uniformControlHeight
local controlLeft = self.controlLeft
local controlRight = self.controlRight
local numControls = #self.data or 0
local numRows = zo_ceil(numControls)
local gridSpacing = .5
local totalControlHeight = listItemHeight * numRows
local totalSpacingHeight = gridSpacing * (numRows - 1)
local scrollableDistance = (totalControlHeight + totalSpacingHeight) - windowHeight
self.controlHeight = listItemHeight
ResizeScrollBar(self, scrollableDistance)
----------------------------------------------------------------------------
local activeControls = self.activeControls
local offset = self.offset
UpdateScrollFade(self.useFadeGradient, self.contents, self.scrollbar, offset)
--remove active controls that are now hidden
local i = 1
local numActive = #activeControls
while(i <= numActive) do
local currentDataEntry = activeControls[i].dataEntry
if(currentDataEntry.bottom < offset or currentDataEntry.top > offset + windowHeight) then
FreeActiveScrollListControl(self, i)
numActive = numActive - 1
else
i = i + 1
end
consideredMap[currentDataEntry] = true
end
--add revealed controls
local firstInViewIndex = FindStartPoint(self, offset)
local data = self.data
local dataTypes = self.dataTypes
local visibleData = self.visibleData
local mode = self.mode
local i = firstInViewIndex
local visibleDataIndex = visibleData[i]
local dataEntry = data[visibleDataIndex]
local bottomEdge = offset + windowHeight
--Modified------------------------------------------------------------------
local controlTop
local uniformControlHeight = self.uniformControlHeight
if dataEntry then
--removed isUniform check because we're assuming always uniform
controlTop = (i - 1) * uniformControlHeight
end
----------------------------------------------------------------------------
while(dataEntry and controlTop <= bottomEdge) do
if(not consideredMap[dataEntry]) then
local dataType = dataTypes[dataEntry.typeId]
local controlPool = dataType.pool
local control, key = controlPool:AcquireObject()
control:SetHidden(false)
control.dataEntry = dataEntry
control.key = key
control.index = visibleDataIndex
--Added-------------------------------------------------------------
control.isGrid = false
--------------------------------------------------------------------
if(dataType.setupCallback) then
dataType.setupCallback(control, dataEntry.data, self)
end
table.insert(activeControls, control)
consideredMap[dataEntry] = true
if(AreDataEqualSelections(self, dataEntry.data, self.selectedData)) then
SelectControl(self, control)
end
--even uniform active controls need to know their position to determine if they are still active
--Modified----------------------------------------------------------
--removed isUniform check because we're assuming always uniform
dataEntry.top = controlTop
dataEntry.bottom = controlTop + uniformControlHeight
--------------------------------------------------------------------
--Added-------------------------------------------------------------
dataEntry.left = controlLeft
dataEntry.right = controlRight
--------------------------------------------------------------------
end
i = i + 1
visibleDataIndex = visibleData[i]
dataEntry = data[visibleDataIndex]
--Modified--------------------------------------------------------------
if(dataEntry) then
--removed isUniform check because we're assuming always uniform
controlTop = (i - 1) * uniformControlHeight
end
------------------------------------------------------------------------
end
--update positions
local contents = self.contents
local numActive = #activeControls
for i = 1, numActive do
local currentControl = activeControls[i]
local currentData = currentControl.dataEntry
local controlOffset = currentData.top - offset
--Added-----------------------------------------------------------------
local controlOffsetX = currentData.left
------------------------------------------------------------------------
currentControl:ClearAnchors()
--Modified--------------------------------------------------------------
currentControl:SetAnchor(TOPLEFT, contents, TOPLEFT, controlOffsetX, controlOffset)
currentControl:SetAnchor(TOPRIGHT, contents, TOPRIGHT, controlOffsetX, controlOffset)
------------------------------------------------------------------------
end
--reset considered
for k,v in pairs(consideredMap) do
consideredMap[k] = nil
end
end
--[[----------------------------------------------------------------------------
Modified version of ZO_ItemTooltip_AddMoney(...) from
esoui\publicallingames\tooltip\tooltip.lua
--]]----------------------------------------------------------------------------
--Added currencyType parameter
local privateKey = {}
function ZO_ItemTooltip_AddMoney(tooltipControl, amount, reason, notEnough, currencyType)
local moneyLine = GetControl(tooltipControl, "SellPrice")
local reasonLabel = GetControl(moneyLine, "Reason")
local currencyControl = GetControl(moneyLine, "Currency")
--Added---------------------------------------------------------------------
local currencyType = currencyType or CURT_MONEY
--these is also from tooltip.lua, outside the function
local SELL_REASON_COLOR = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_TOOLTIP, ITEM_TOOLTIP_COLOR_SELLS_FOR))
local REASON_CURRENCY_SPACING = 3
local MONEY_LINE_HEIGHT = 18
local ITEM_TOOLTIP_CURRENCY_OPTIONS = {showTooltips = false,}
----------------------------------------------------------------------------
moneyLine:SetHidden(false)
local width = 0
reasonLabel:ClearAnchors()
currencyControl:ClearAnchors()
-- right now reason is always a string index
--Added------------------------------------------------------------------
if reason == privateKey and amount > 0 then
reasonLabel:SetAnchor(TOPLEFT, nil, TOPLEFT, 0, 0)
currencyControl:SetAnchor(TOPLEFT, reasonLabel, TOPRIGHT, REASON_CURRENCY_SPACING)
reasonLabel:SetHidden(false)
reasonLabel:SetColor(SELL_REASON_COLOR:UnpackRGBA())
reasonLabel:SetText(GetString(SI_STORE_SORT_TYPE_PRICE)..":")
local reasonTextWidth, reasonTextHeight = reasonLabel:GetTextDimensions()
width = width + reasonTextWidth + REASON_CURRENCY_SPACING
----------------------------------------------------------------------------
--Modified------------------------------------------------------------------
elseif reason and reason ~= 0 and reason ~= privateKey then
----------------------------------------------------------------------------
reasonLabel:SetAnchor(TOPLEFT, nil, TOPLEFT, 0, 0)
currencyControl:SetAnchor(TOPLEFT, reasonLabel, TOPRIGHT, REASON_CURRENCY_SPACING, -2)
reasonLabel:SetHidden(false)
reasonLabel:SetColor(SELL_REASON_COLOR:UnpackRGBA())
reasonLabel:SetText(GetString(reason))
local reasonTextWidth, reasonTextHeight = reasonLabel:GetTextDimensions()
width = width + reasonTextWidth + REASON_CURRENCY_SPACING
else
reasonLabel:SetHidden(true)
currencyControl:SetAnchor(TOPLEFT, nil, TOPLEFT, 0, 0)
end
if amount > 0 then
currencyControl:SetHidden(false)
--Modified--------------------------------------------------------------
ZO_CurrencyControl_SetSimpleCurrency(currencyControl, currencyType,
amount, ITEM_TOOLTIP_CURRENCY_OPTIONS, CURRENCY_DONT_SHOW_ALL,
notEnough)
------------------------------------------------------------------------
width = width + currencyControl:GetWidth()
else
currencyControl:SetHidden(true)
end
tooltipControl:AddControl(moneyLine)
moneyLine:SetAnchor(CENTER)
moneyLine:SetDimensions(width, MONEY_LINE_HEIGHT)
end
--[[----------------------------------------------------------------------------
Our own code
--]]----------------------------------------------------------------------------
local function AddCurrency(rowControl)
if not rowControl.dataEntry then return end
local IGVId = IGV.currentIGVId
local slotIndex = rowControl.dataEntry.data.slotIndex
local _, stack, sellPrice, currencyType, notEnough
if IGVId == IGVID_STORE then
for _, v in pairs(rowControl:GetNamedChild("SellPrice").currencyArgs) do
if v.isUsed == true then
currencyType = v.type
notEnough = v.notEnough
end
end
if currencyType == CURT_MONEY then
sellPrice = rowControl.dataEntry.data.price
else
sellPrice = rowControl.dataEntry.data.currencyQuantity1
end
--bandaid catch all for sellPrice == nil
sellPrice = sellPrice or 0
stack = rowControl.dataEntry.data.stack
ZO_ItemTooltip_AddMoney(ItemTooltip, sellPrice * stack, privateKey, notEnough, currencyType)
else
local bagId = rowControl.dataEntry.data.bagId
if not bagId then return end
_, stack, sellPrice = GetItemInfo(bagId, slotIndex)
ZO_ItemTooltip_AddMoney(ItemTooltip, sellPrice * stack, privateKey)
end
end
function adapter.AddCurrencySoon(rowControl)
if not rowControl and not rowControl.isGrid then return end
if IGV.currentIGVId == IGVID_CRAFT_BAG or IGV.currentIGVId == IGVID_STORE then
local function wrapper()
AddCurrency(rowControl)
end
zo_callLater(wrapper, 50)
end
end
local function freeActiveScrollListControls(scrollList)
if not scrollList or not scrollList.activeControls then return end
while #scrollList.activeControls > 0 do
FreeActiveScrollListControl(scrollList, 1)
end
end
function adapter.ScrollController(self)
if self == IGV.currentScrollList then
freeActiveScrollListControls(self)
if settings.IsGrid(IGV.currentIGVId) then
IGV_ScrollList_UpdateScroll_Grid(self)
else
IGV_ScrollList_UpdateScroll_List(self)
end
util.ReshapeSlots()
return true
else
return false
end
end
function adapter.ToggleGrid()
local IGVId = IGV.currentIGVId
local scrollList = IGV.currentScrollList
if not scrollList then return end
settings.ToggleGrid(IGVId)
local isGrid = settings.IsGrid(IGVId)
ZO_ScrollList_ResetToTop(scrollList)
util.ReshapeSlots()
freeActiveScrollListControls(scrollList)
ZO_ScrollList_UpdateScroll(scrollList)
if isGrid then
util.ReshapeSlots()
else
ResizeScrollBar(scrollList, (#scrollList.data * scrollList.controlHeight) - ZO_ScrollList_GetHeight(scrollList))
end
ZO_ScrollList_RefreshVisible(scrollList)
util.ReshapeSlots()
end