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ESO Lua File v100027

libraries/zo_scene/zo_scenefragmenttemplates.lua

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-- Simple Scene Fragment; just shows the control associated with the fragment, no fancy animations
ZO_SimpleSceneFragment = ZO_SceneFragment:Subclass()
function ZO_SimpleSceneFragment:New(...)
    return ZO_SceneFragment.New(self, ...)
end
function ZO_SimpleSceneFragment:Initialize(control)
    ZO_SceneFragment.Initialize(self)
    self.control = control
end
function ZO_SimpleSceneFragment:Show()
    self.control:SetHidden(false)
    self:OnShown()
end
function ZO_SimpleSceneFragment:Hide()
    self.control:SetHidden(true)
    self:OnHidden()
end
--Animated Scene Fragment
------------------------
do
    local animationPools = {}
    function AcquireAnimation(animationTemplate)
        if not animationPools[animationTemplate] then
            animationPools[animationTemplate] = ZO_AnimationPool:New(animationTemplate)
        end
        return animationPools[animationTemplate]:AcquireObject()
    end
    function ReleaseAnimation(animationTemplate, key)
        animationPools[animationTemplate]:ReleaseObject(key)
    end
end
ZO_AnimatedSceneFragment = ZO_SceneFragment:Subclass()
function ZO_AnimatedSceneFragment:New(...)
    return ZO_SceneFragment.New(self, ...)
end
function ZO_AnimatedSceneFragment:Initialize(animationTemplate, control, alwaysAnimate, duration)
    ZO_SceneFragment.Initialize(self)
    self.control = control
    self.alwaysAnimate = alwaysAnimate
    self.animationOnStop = function()
                                self.animation:SetHandler("OnStop", nil)
                                ReleaseAnimation(self.animationTemplate, self.animationKey)
                                self.animation = nil
                                self.animationKey = nil
                                -- This callback should be at the end of the function because it could cause other sequential animations to play
                                self:OnShown()
                            end
    self.animationReverseOnStop = function(_, completedPlaying)
                                    self.animation:SetHandler("OnStop", nil)
                                    if completedPlaying then
                                        self.animation:PlayInstantlyToEnd()
                                    end
                                    control:SetHidden(true)
                                                                    
                                    ReleaseAnimation(self.animationTemplate, self.animationKey)
                                    self.animation = nil
                                    self.animationKey = nil
                                    -- This callback should be at the end of the function because it could cause other sequential animations to play
                                    self:OnHidden()
                                end
    self.duration = duration or DEFAULT_SCENE_TRANSITION_TIME
    self.animationTemplate = animationTemplate
end
function ZO_AnimatedSceneFragment:GetAnimation()
    if(self.animation == nil) then
        self.animation, self.animationKey = AcquireAnimation(self.animationTemplate)
        for i=1, self.animation:GetNumAnimations() do
            self.animation:GetAnimation(i):SetDuration(self.duration)
        end
        self.animation:ApplyAllAnimationsToControl(self.control)
    end
    return self.animation
end
function ZO_AnimatedSceneFragment:GetControl()
    return self.control
end
function ZO_AnimatedSceneFragment:AddInstantScene(scene)
    if(not self.instantScenes) then
        self.instantScenes = {}
    end
    table.insert(self.instantScenes, scene)
end
function ZO_AnimatedSceneFragment:IsAnimatedInCurrentScene()
    local currentScene = self.sceneManager:GetCurrentScene()
    if(self.instantScenes) then
        for _, scene in ipairs(self.instantScenes) do
            if(currentScene == scene) then
                return false
            end 
        end
    end
    return true
end
function ZO_AnimatedSceneFragment:Show()
    local currentScene = self.sceneManager:GetCurrentScene()
    local animation = self:GetAnimation()
    animation:SetHandler("OnStop", self.animationOnStop)
    self.control:SetHidden(false)
    if((currentScene:GetState() ~= SCENE_SHOWN or self.alwaysAnimate) and self:IsAnimatedInCurrentScene()) then
        if(animation:IsPlaying()) then     
            animation:PlayForward()
        else
            animation:PlayFromStart()
        end
    else
        animation:PlayInstantlyToEnd()
    end
end
function ZO_AnimatedSceneFragment:Hide()
    local currentScene = self.sceneManager:GetCurrentScene()
    local animation = self:GetAnimation()
    animation:SetHandler("OnStop", self.animationReverseOnStop)
    if((currentScene:GetState() == SCENE_HIDING or self.alwaysAnimate) and self:IsAnimatedInCurrentScene()) then
        if(animation:IsPlaying()) then     
            animation:PlayBackward()
        else
            animation:PlayFromEnd()
        end
    else
        animation:PlayInstantlyToStart()
    end
end
ZO_FadeSceneFragment = ZO_AnimatedSceneFragment:Subclass()
function ZO_FadeSceneFragment:New(control, alwaysAnimate, duration)
    return ZO_AnimatedSceneFragment.New(self, "FadeSceneAnimation", control, alwaysAnimate, duration)
end
ZO_TranslateFromLeftSceneFragment = ZO_AnimatedSceneFragment:Subclass()
function ZO_TranslateFromLeftSceneFragment:New(control, alwaysAnimate, duration)
    return ZO_AnimatedSceneFragment.New(self, "TranslateFromLeftSceneAnimation", control, alwaysAnimate, duration)
end
ZO_TranslateFromRightSceneFragment = ZO_AnimatedSceneFragment:Subclass()
function ZO_TranslateFromRightSceneFragment:New(control, alwaysAnimate, duration)
    return ZO_AnimatedSceneFragment.New(self, "TranslateFromRightSceneAnimation", control, alwaysAnimate, duration)
end
ZO_TranslateFromBottomSceneFragment = ZO_AnimatedSceneFragment:Subclass()
function ZO_TranslateFromBottomSceneFragment:New(control, alwaysAnimate, duration)
    return ZO_AnimatedSceneFragment.New(self, "TranslateFromBottomSceneAnimation", control, alwaysAnimate, duration)
end
ZO_TranslateFromTopSceneFragment = ZO_AnimatedSceneFragment:Subclass()
function ZO_TranslateFromTopSceneFragment:New(control, alwaysAnimate, duration)
    return ZO_AnimatedSceneFragment.New(self, "TranslateFromTopSceneAnimation", control, alwaysAnimate, duration)
end
ZO_ConveyorSceneFragment = ZO_SceneFragment:Subclass()
function ZO_ConveyorSceneFragment:New(...)
    return ZO_SceneFragment.New(self, ...)
end
function ZO_ConveyorSceneFragment:Initialize(control, alwaysAnimate, inAnimation, outAnimation)
    ZO_SceneFragment.Initialize(self)
    self.control = control
    self.alwaysAnimate = alwaysAnimate
    self.inAnimation = inAnimation or "ConveyorInSceneAnimation"
    self.outAnimation = outAnimation or "ConveyorOutSceneAnimation"
    self:ComputeOffsets()
    self.animationOnStop = function(_, completedPlaying)
        self.animation:SetHandler("OnStop", nil)
        local wasHiding = self:GetState() == SCENE_FRAGMENT_HIDING
        if wasHiding and completedPlaying then
            self.animation:PlayInstantlyToStart()
        end
        if wasHiding then
            control:SetHidden(true)
        end
        ReleaseAnimation(self.currentAnimationTemplate, self.animationKey)
        self.animation = nil
        self.animationKey = nil
        self.currentAnimationTemplate = nil
        -- This callback should be at the end of the function because it could cause other sequential animations to play
        if wasHiding then
            self:OnHidden()
        else
            self:OnShown()
        end
    end
end
do
    --Used to allow a conveyor animation to move in the opposite direction it was designed as
    local g_reverseAnimationDirection = false
    --These functions set a global state that impacts all conveyor fragment animations. They are for the case of manipulating conveyor fragments that are on the same level (when pushing and popping scenes it will use the scene stack
    --to figure out which direction to move). For our standard conveyor motions, setting moving forward will cause the existing fragment to exit left and the new fragment to enter from the right. This is useful for changing to a fragment
    --that is conceptually to the right of the current fragment. Setting moving Backward will do the opposite and is useful when changing to a fragment that is conceptually to the left of the current fragment. When the object that is driving
    --the control of the fragments goes away (for example, the gamepad tab bar being hidden) it should reset the movement state so as not to impact other scenes.
        g_reverseAnimationDirection = false
    end
        g_reverseAnimationDirection = true
    end
        g_reverseAnimationDirection = false
    end
    function ZO_ConveyorSceneFragment:ChooseAnimation()
        -- When reversed, things that would normally move forward should move backward
        -- And the animations should be swapped so the alhpas fade in the right order
        local forward = not g_reverseAnimationDirection
        local backward = not forward
        local inAnimation = g_reverseAnimationDirection and self.outAnimation or self.inAnimation
        local outAnimation = g_reverseAnimationDirection and self.inAnimation or self.outAnimation
        local currentScene = self.sceneManager:GetCurrentScene()
        local currentSceneName = currentScene:GetName()
        if self:GetState() == SCENE_FRAGMENT_SHOWING then
            -- If we are showing the scene after being hidden and the scene was showing before
            -- then we want to animate the fragment back in by reversing how the fragment was hidden
            if currentScene:GetState() == SCENE_SHOWING and self.sceneManager:WasSceneOnStack(currentSceneName) then
                return outAnimation, backward
            end
            return inAnimation, forward
        else
            -- if the fragment is hiding and the current scene is also being hidden and removed from the stack
            -- then animate the fragment out by reversing how the fragment was originally shown
            if currentScene:GetState() == SCENE_HIDING and self.sceneManager:WasSceneOnTopOfStack(currentSceneName) then
                if not self.sceneManager:IsSceneOnStack(currentSceneName) then
                    local nextScene = self.sceneManager:GetNextScene()
                    if not nextScene or nextScene ~= self.sceneManager:GetBaseScene() then
                        return inAnimation, backward
                    end
                end
                return outAnimation, forward
            end
            return outAnimation, forward
        end
    end
end
function ZO_ConveyorSceneFragment:ComputeOffsets()
    self.offsets = {}
    local templates = { self.inAnimation, self.outAnimation }
    for _, template in ipairs(templates) do
        local templateInfo = {}
        self.offsets[template] = templateInfo
        for i = 1, MAX_ANCHORS do
            local anchorInfo = {}
            templateInfo[i] = anchorInfo
            anchorInfo.xStartOffset, anchorInfo.xEndOffset = self:GetAnimationXOffsets(i, template)
            anchorInfo.yOffset = self:GetAnimationYOffset(i)
        end
    end
end
function ZO_ConveyorSceneFragment:GetAnimationXOffsets(index, animationTemplate)
    local isValid, point, relTo, relPoint, offsetX, offsetY = self.control:GetAnchor(index - 1)
    if isValid then    
        local controlWidth = self.control:GetWidth()
        local middleX = offsetX
        if animationTemplate == "ConveyorInSceneAnimation" then
            local rightX = middleX + controlWidth
            return rightX, middleX
        else
            local leftX = middleX - controlWidth
            return middleX, leftX
        end
    end
    return 0, 0
end
function ZO_ConveyorSceneFragment:GetAnimationYOffset(index)
    local isValid, point, relTo, relPoint, offsetX, offsetY = self.control:GetAnchor(index - 1)
    if isValid then
        return offsetY
    end
    return 0
end
function ZO_ConveyorSceneFragment:ConfigureTranslateAnimation(index)
    local templateInfo = self.offsets[self.currentAnimationTemplate]
    local anchorInfo = templateInfo[index]
    local animation = self.animation:GetAnimation(index)
    animation:SetStartOffsetX(anchorInfo.xStartOffset)
    animation:SetEndOffsetX(anchorInfo.xEndOffset)
    animation:SetStartOffsetY(anchorInfo.yOffset)
    animation:SetEndOffsetY(anchorInfo.yOffset)
end
function ZO_ConveyorSceneFragment:GetAnimation()
    local animationTemplate, playForward = self:ChooseAnimation()
    local currentScene = self.sceneManager:GetCurrentScene()
    if self.currentAnimationTemplate ~= animationTemplate then
        if self.animation then
            self.animation:SetHandler("OnStop", nil)
            self.animation:Stop()
        end
        self.currentAnimationTemplate = animationTemplate
        self.animation, self.animationKey = AcquireAnimation(animationTemplate)
        self.animation:SetHandler("OnStop", self.animationOnStop)
        self:ConfigureTranslateAnimation(1)
        self:ConfigureTranslateAnimation(2)
        self.animation:ApplyAllAnimationsToControl(self.control)
    end
    return self.animation, playForward
end
function ZO_ConveyorSceneFragment:GetControl()
    return self.control
end
function ZO_ConveyorSceneFragment:AddInstantScene(scene)
    if not self.instantScenes then
        self.instantScenes = {}
    end
    table.insert(self.instantScenes, scene)
end
function ZO_ConveyorSceneFragment:IsAnimatedInCurrentScene()
    local currentScene = self.sceneManager:GetCurrentScene()
    if self.instantScenes then
        for _, scene in ipairs(self.instantScenes) do
            if currentScene == scene then
                return false
            end 
        end
    end
    return true
end
local function PlayAnimation(animation, playForward, instant)
    if instant then
        if playForward then
            animation:PlayInstantlyToEnd()
        else
            animation:PlayInstantlyToStart()
        end
    else
        if playForward then
            animation:PlayFromStart()
        else
            animation:PlayFromEnd()
        end
    end
end
function ZO_ConveyorSceneFragment:GetBackgroundFragment()
    return GAMEPAD_NAV_QUADRANT_1_BACKGROUND_FRAGMENT
end
function ZO_ConveyorSceneFragment:ChooseAndPlayAnimation()
    local currentScene = self.sceneManager:GetCurrentScene()
    local animation, playForward = self:GetAnimation()
    
    local instant = (currentScene:GetState() == SCENE_SHOWN and not self.alwaysAnimate) or not self:IsAnimatedInCurrentScene()
    if not instant then
        local backgroundFragment = self:GetBackgroundFragment()
        --if the background is translating in we don't want the conveyor to animate because it doubles up the movement
        if backgroundFragment:GetState() == SCENE_FRAGMENT_SHOWING or backgroundFragment:GetState() == SCENE_FRAGMENT_HIDDEN then
            instant = true
        end
    end
    PlayAnimation(animation, playForward, instant)
end
function ZO_ConveyorSceneFragment:Show()
    self.control:SetHidden(false)
end
function ZO_ConveyorSceneFragment:Hide()
end
----------------------------
-- Hidable Scene Fragment
----------------------------
ZO_HideableSceneFragmentMixin = {}
function ZO_HideableSceneFragmentMixin:SetHiddenForReason(reason, hidden, customShowDuration, customHideDuration)
    --Refresh here even if this reason didn't change the hidden state for the hiddenReasons object. If, for example, a reason came in
    --that wanted to hide over 0 ms and the fragment was currently hiding over 200ms, we want to Refresh so we can Hide at the faster rate.
    self.hiddenReasons:SetHiddenForReason(reason, hidden)
    self:Refresh(customShowDuration, customHideDuration)
end
function ZO_HideableSceneFragmentMixin:IsHiddenForReason(reason)
    return self.hiddenReasons:IsHiddenForReason(reason)
end
    zo_mixin(self, ZO_HideableSceneFragmentMixin)
    self.hiddenReasons = ZO_HiddenReasons:New()
    self:SetConditional(function()
        return not self.hiddenReasons:IsHidden()
    end)
end
--HUD Fade Scene Fragment
DEFAULT_HUD_DURATION = 250
ZO_HUDFadeSceneFragment = ZO_SceneFragment:Subclass()
function ZO_HUDFadeSceneFragment:New(...)
    return ZO_SceneFragment.New(self, ...)
end
function ZO_HUDFadeSceneFragment:Initialize(control, showDuration, hideDuration)
    ZO_SceneFragment.Initialize(self)
    showDuration = showDuration or DEFAULT_HUD_DURATION
    hideDuration = hideDuration or 0
    self.animationOnStop =  function(timeline, completed)
                                if completed then
                                    self:OnShown()
                                end
                            end
    self.animationReverseOnStop = function(timeline, completed)
                                    if completed then
                                        control:SetHidden(true)
                                        control:SetAlpha(1)
                                        self:OnHidden()
                                    end
                                end
    self.control = control
    self.showDuration = showDuration
    self.hideDuration = hideDuration
    --Allow Show and Hide to be called even if we're already showing or hiding. Something may come along with a hide that
    --requests to be hidden faster than the hide already in progress.
end
function ZO_HUDFadeSceneFragment:GetAnimation()
    if(self.animation == nil) then
        self.animation, self.animationKey = AcquireAnimation("FadeSceneAnimation")
        self.animation:ApplyAllAnimationsToControl(self.control)
    end
    return self.animation
end
function ZO_HUDFadeSceneFragment:Show(customShowDuration)
    local animation = self:GetAnimation()
    local alphaAnimation = animation:GetFirstAnimation()
    local duration = customShowDuration or self.showDuration 
    if(animation:IsPlaying()) then
        --set the show duration
        local progress = animation:GetFullProgress()
        animation:Stop()
        animation:SetHandler("OnStop", self.animationOnStop)
        local currentDuration = alphaAnimation:GetDuration()
        --take the slowest requested show
        alphaAnimation:SetDuration(zo_max(duration, currentDuration))
        animation:SetProgress(progress)
        animation:PlayForward()
    else
        if(self.control:IsHidden()) then
            --play from start at show duration
            self.control:SetHidden(false)
            animation:SetHandler("OnStop", self.animationOnStop)
            alphaAnimation:SetDuration(duration)
            animation:PlayFromStart()
        end
    end
end
function ZO_HUDFadeSceneFragment:Hide(customHideDuration)
    local animation = self:GetAnimation()
    local alphaAnimation = animation:GetFirstAnimation()
    local duration = customHideDuration or self.hideDuration
    if(animation:IsPlaying()) then
        --set the hide duration
        local progress = animation:GetFullProgress()
        animation:Stop()
        animation:SetHandler("OnStop", self.animationReverseOnStop)
        local currentDuration = alphaAnimation:GetDuration()
        --take the fastest requested hide
        alphaAnimation:SetDuration(zo_min(duration, currentDuration))
        animation:SetProgress(progress)
        animation:PlayBackward()
    else
        if(not self.control:IsHidden()) then
            --play from end at hide duration
            animation:SetHandler("OnStop", self.animationReverseOnStop)
            alphaAnimation:SetDuration(duration)
            animation:PlayFromEnd()
        else
            self:OnHidden()
        end
    end
end
function ZO_HUDFadeSceneFragment:OnShown()
    if(self.state == SCENE_FRAGMENT_SHOWING) then
        ZO_SceneFragment.OnShown(self)
    end
end
function ZO_HUDFadeSceneFragment:OnHidden()
    if(self.state == SCENE_FRAGMENT_HIDING) then
        ZO_SceneFragment.OnHidden(self)
    end
end
-------------------------
--Anchor Scene Fragment
-------------------------
ZO_AnchorSceneFragment = ZO_SceneFragment:Subclass()
function ZO_AnchorSceneFragment:New(...)
    return ZO_SceneFragment.New(self, ...)
end
function ZO_AnchorSceneFragment:Initialize(control, anchor)
    ZO_SceneFragment.Initialize(self)
    self.control = control
    self.anchor = anchor
end
function ZO_AnchorSceneFragment:Show()
    self.anchor:Set(self.control)
    self:OnShown()
end
-------------------------
--Background Fragment
-------------------------
ZO_BackgroundFragment = {}
function ZO_BackgroundFragment:ResetOnHiding()
    self:TakeFocus()
end
function ZO_BackgroundFragment:ResetOnHidden()
    local FADE_IN = true
    local INSTANT_FADE = true
    self:FadeRightDivider(FADE_IN, INSTANT_FADE)
end
function ZO_BackgroundFragment:Mixin(baseFragment)
    zo_mixin(baseFragment, self)
    baseFragment:ResetOnHiding()
    baseFragment:ResetOnHidden()
    
    SCENE_MANAGER:RegisterCallback("SceneStateChanged", function(scene, oldState, newState)
            if newState == SCENE_HIDING then
                if scene:HasFragment(baseFragment) then
                    baseFragment:ResetOnHiding()
                end
            elseif newState == SCENE_HIDDEN then
                if scene:HasFragment(baseFragment) then
                    baseFragment:ResetOnHidden()
                end
            end
        end)
end
function ZO_BackgroundFragment:TakeFocus()
    self:SetFocus(true)
end
function ZO_BackgroundFragment:ClearFocus()
    self:SetFocus(false)
end
function ZO_BackgroundFragment:SetFocus(focused)
    self.control.background:SetTexture(focused and self.control.focusTexture or self.control.unfocusTexture)
end
function ZO_BackgroundFragment:ClearHighlight()
    self:SetHighlightHidden(true)
end
function ZO_BackgroundFragment:SetHighlightHidden(hidden)
    self.control.highlight:SetHidden(hidden)
end
function ZO_BackgroundFragment:FadeRightDivider(fadeIn, instant)
    local anim = nil
    if(fadeIn and self.control.rightDividerFadeInAnimation ~= nil) then
        anim = self.control.rightDividerFadeInAnimation
    elseif(not fadeIn and self.control.rightDividerFadeOutAnimation ~= nil) then
        anim = self.control.rightDividerFadeOutAnimation
    end
    if(anim ~= nil) then
        if(instant) then
            anim:PlayInstantlyToEnd()
        else
            anim:PlayFromStart()
        end
    end
end
-------------------------
--Action Layer Fragment
-------------------------
ZO_ActionLayerFragment = ZO_SceneFragment:Subclass()
function ZO_ActionLayerFragment:New(...)
    return ZO_SceneFragment.New(self, ...)
end
function ZO_ActionLayerFragment:Initialize(actionLayerName)
    ZO_SceneFragment.Initialize(self)
    self.actionLayerName = actionLayerName
    self:RegisterCallback("Refreshed", function(oldState, newState, asAResultOfSceneStateChange, refreshedForScene)
        --If the fragments were refreshed and we were already showing then re-push this action layer so it falls into order. For example, if layers A and B are in the current and next scene,
        --but the next scene has layer C that comes before the 2 shared layers we will need to re-push them after layer C is added so they are on the top of the stack instead of the bottom.
        --We only do it for already shown fragments on the scene showing because fragments that went from hidden or showing to shown already added from the Show() function and we don't want to
        --constantly be readding these because there is code that adds action layers manually after the scene starts showing that would be pushed to the bottom if we readded.
        if asAResultOfSceneStateChange then
            if refreshedForScene:GetState() == SCENE_SHOWING and oldState == SCENE_FRAGMENT_SHOWN and newState == SCENE_FRAGMENT_SHOWN then
                RemoveActionLayerByName(self.actionLayerName)
                PushActionLayerByName(self.actionLayerName)
            end
        end
    end)
end
function ZO_ActionLayerFragment:Show()
    PushActionLayerByName(self.actionLayerName)
    self:OnShown()
end
function ZO_ActionLayerFragment:Hide()
    RemoveActionLayerByName(self.actionLayerName)
    self:OnHidden()
end