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local START_FULLY_OPAQUE = 1
local START_AT_BEGINNING = 2
local START_FADE_IMMEDIATELY = 3
local CONTROL_TYPE_ENTRY = 1
local CONTROL_TYPE_ITEM = 2
local FLUSH_UPDATE_TIME_MS = 200
local FADING_ENTRY_OFFSET_TIME_MS = 67
local DEFAULT_MAX_DISPLAYED_ENTRIES = 4
--[[ Public API ]] --
return fadingStationaryControlBuffer
end
function ZO_FadingStationaryControlBuffer : Initialize ( control , maxDisplayedEntries , fadeAnimationName , iconAnimationName , containerAnimationName , anchor , controllerType )
EVENT_MANAGER : RegisterForUpdate ( string . format ( "%s%s" , "ZO_FadingStationaryControlBuffer" , controllerType ) , 30 , function ( ... ) self : OnUpdateBuffer ( ... ) end )
end
end
end
end
for i = numQueuedTimedEntries , 1 , - 1 do
end
end
end
entry . templateName = templateName
end
end
end
end
end
--[[ Private API ]] --
if entry == entryControl then
return i
end
end
end
do
--fadeout anim is complete, go back to the ready state
end
end
end
for i = 1 , childCount do
if child . pool then -- Could evaluate to false if the child is not managed by this class.
end
end
end
end
end
end
end
-- incase we are displaying a large batch of items and collect an extra one while the animation is playing
-- we want to wait for the current animation to finish before moving onto the next set
-- which we call here
end
end
end
if entryIndex then
end
end
end
function ZO_FadingStationaryControlBuffer : TryConcatWithExistingEntry ( templateName , entry , tableLocation )
local handled = false
local activeEntry = activeEntryControl . entry
if templateName == activeEntry . templateName then
-- Are both headers equal?
if activeEntry . header and entry . header and templateData . headerEqualityCheck and templateData . headerEqualityCheck ( activeEntry . header , entry . header ) then
if entry . lines then
-- Are all lines equal?
handled = true
else
-- The headers are equal, but the lines are not equal. Prepend the lines to the header if there is space.
handled = true
end
end
end
-- Headers are either not equal or not present. Are all lines equal?
elseif activeEntry . lines and entry . lines and templateData . equalityCheck ( activeEntry . lines , entry . lines ) then
handled = true
end
if handled then
break
end
end
end
return handled
end
return false
end
return false
end
end
-- supplimental check for adding entries from a batch
-- we already know they are ok to go, but now we need to make sure we don't over add items
end
end
do
if object . fadeLabelAndBgTimeline then
end
if object . fadeIconTimeline then
end
object . key = nil
if object . activeLines then
end
-- This isn't strictly necessary, but it keeps things clean and avoids potentially nasty bugs.
local entry = object . entry
if entry then
end
local lines = object . entry . lines
if lines then
end
end
object . entry = nil
end
end
if completedPlayback then
fadingControlBuffer . currentlyFadingEntries = fadingControlBuffer . currentlyFadingEntries - 1
end
end
if completedPlayback then
end
end
local fadeIconTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( iconAnimationName , control . icon )
end
if not pool then
local name = string . format ( "%s%s%s%d" , parent : GetName ( ) , templateName , self . controllerType , pool : GetNextControlId ( ) )
end
end
end
function ZO_FadingStationaryControlBuffer : AcquireItemObject ( name , templateName , pools , parent , offsetY )
local pool = pools [ templateName ]
if not pool then
-- Save the anchor Y offsets so we can preserve them when adjusting anchors later.
for i = 0 , MAX_ANCHORS - 1 do
if isValid then
end
end
end
pools [ templateName ] = pool
end
-- We set the parent before acquiring the object so we can reuse the same factory function across multiple parents.
-- To keep the item control name simple, it must always be created as a child of an entry control.
pool . parent = parent
end
local HEADER_INDEX = 1
local PRESERVE_FADE = true
function ZO_FadingStationaryControlBuffer : SetupItem ( hasHeader , item , templateName , setupFn , pools , parent , offsetY , isHeader )
if item then
local control = self : AcquireItemObject ( isHeader and "Header" or "Line" , templateName , pools , parent , offsetY )
local insertionIndex = HEADER_INDEX + 1
if isHeader or not hasHeader then
insertionIndex = HEADER_INDEX
end
end
return offsetY
end
end
}
)
end
function ZO_FadingStationaryControlBuffer : DisplayEntry ( templateName , entry , entryNumber , hasCurrentEntries )
-- Call the setup function for the header and each of the lines.
local offsetY = 0
local HEADER_ITEM = true
offsetY = self : SetupItem ( HEADER_ITEM , entry . header , templateData . headerTemplateName , templateData . headerSetup , self . headerPools , entryControl , offsetY , HEADER_ITEM )
local lines = entry . lines
if lines then
for i = # lines , 1 , - 1 do
offsetY = self : SetupItem ( hasHeader , lines [ i ] , templateName , templateData . setup , linePools , entryControl , offsetY )
end
end
entryControl . entry = entry
if hasCurrentEntries then
if entryNumber == 0 then
else
entryControl : SetAnchor ( BOTTOMRIGHT , self . lastAnchoredEntry , TOPRIGHT , 0 , self . additionalEntrySpacingY )
end
else
else
entryControl : SetAnchor ( BOTTOMRIGHT , self . lastAnchoredEntry , TOPRIGHT , 0 , self . additionalEntrySpacingY )
end
end
local FADE_IN_DELAY_FACTOR = entryNumber * FADING_ENTRY_OFFSET_TIME_MS
return entryControl
end
local hadEntries = false
local newBatch = { }
local templateName = queuedEntry . templateName
local persistent = queuedEntry . isPersistent
local persistHandled = false
if persistent then
end
if not persistHandled then
if not handled then
handled = true
hadEntries = true
end
else
end
end
if hadEntries then
newBatch . iterator = # newBatch
end
end
local batchData = {
batch = batch ,
templateName = templateName ,
entry = queuedEntry ,
}
end
local noMoreEntries = false
local displayItems = 0
local latestBottomEntry = nil
if currentBatch == nil then
break
end
for i = currentBatch . iterator , 1 , - 1 do
local control = self : DisplayEntry ( currentBatch [ i ] . templateName , currentBatch [ i ] . entry , displayItems , hasCurrentEntries )
if displayItems == 0 then
end
displayItems = displayItems + 1
else
noMoreEntries = true
currentBatch . iterator = i
break
end
end
if noMoreEntries then
break
else
currentBatch = nil
end
end
if displayItems > 0 then
if latestBottomEntry then
end
end
end |