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ESO Lua File v100029

libraries/utility/zo_objectpool.lua

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--[[
A generic pool to contain "active" and "free" objects. Active objects
are typically objects which:
1. Have a relatively high construction cost
2. Are not lightweight enough to create many of them at once
3. Tend to be reused as dynamic elements of a larger container.
The pool should "rapidly" reach a high-water mark of contained objects
which should flow between active and free states on a regular basis.
Ideal uses of the ZO_ObjectPool would be to contain objects such as:
1. Scrolling combat text
2. Tracked quests
3. Buff icons
The pools are not intended to be used to track a dynamic set of
contained objects whose membership grows to a predetermined size.
As such, do NOT use the pool to track:
1. Chat filters
2. Inventory slots
3. Action buttons (unless creating something like AutoBar)
A common usage pattern is instantiating templated controls. To facilitate this
without bloating your own code you should use ZO_ObjectPool_CreateControl which has
been written here as a convenience. It creates a control named "template"..id where
id is an arbitrary value that will not conflict with other generated id's.
If your system depends on having well-known names for controls, you should not use the
convenience function.
--]]
ZO_ObjectPool = ZO_Object:Subclass()
function ZO_ObjectPool:New(factoryFunctionOrObjectClass, resetFunction)
    local pool = ZO_Object.New(self)
        
    if factoryFunctionOrObjectClass then
        pool.m_Active   = {}
        pool.m_Free     = {}
        if type(factoryFunctionOrObjectClass) == "function" then
            pool.m_Factory  = factoryFunctionOrObjectClass   -- Signature: function(ZO_ObjectPool)
        else
            pool.m_Factory = function() return factoryFunctionOrObjectClass:New() end
        end
        
        pool.m_Reset    = resetFunction     -- Signature: function(objectBeingReset)
        pool.m_NextFree = 1                 -- Just in case the user would like the pool to generate object keys.
        pool.m_NextControlId = 0            -- Just in case the user would like the pool to generate id-based control suffixes
    end
    
    return pool
end
function ZO_ObjectPool:GetNextFree()
    local freeKey, object = next(self.m_Free)
    if freeKey == nil or object == nil then
        local nextPotentialFree = self.m_NextFree
        self.m_NextFree = self.m_NextFree + 1
        return nextPotentialFree, nil
    end
    return freeKey, object
end
function ZO_ObjectPool:GetNextControlId()
    self.m_NextControlId = self.m_NextControlId + 1
    return self.m_NextControlId
end
function ZO_ObjectPool:GetTotalObjectCount()
end
function ZO_ObjectPool:GetActiveObjectCount()
    return NonContiguousCount(self.m_Active)
end
function ZO_ObjectPool:GetActiveObjects()
    return self.m_Active
end
function ZO_ObjectPool:GetFreeObjectCount()
    return NonContiguousCount(self.m_Free)
end
end
function ZO_ObjectPool:AcquireObject(objectKey)
    -- If the object referred to by this key is already
    -- active there is very little work to do...just return it.
    if((objectKey ~= nil) and (self.m_Active[objectKey] ~= nil))
    then
        return self.m_Active[objectKey], objectKey
    end
    
    local object = nil
    
    -- If we know the key that we want, use that object first, otherwise just return the first object from the free pool
    -- A nil objectKey means that the caller doesn't care about tracking unique keys for these objects, or that the keys
    -- the system uses can't directly be used to look up the data. Just manage them with pool-generated id's
    if(objectKey == nil)
    then
        objectKey, object = self:GetNextFree()
    else
        object = self.m_Free[objectKey]
    end
    --
    -- If the object is valid it was reclaimed from the free list, otherwise it needs to be created.
    -- Creation uses the m_Factory member which receives this pool as its only argument.
    -- Either way, after this, object must be non-nil
    --
    if(object)
    then
        self.m_Free[objectKey] = nil
    else        
        object = self:m_Factory()
    end
           
    self.m_Active[objectKey] = object
    if self.customAcquireBehavior then
        self.customAcquireBehavior(object)
    end
        
    return object, objectKey
end
function ZO_ObjectPool:GetExistingObject(objectKey)
    return self.m_Active[objectKey]
end
function ZO_ObjectPool:ReleaseObject(objectKey)
    local object = self.m_Active[objectKey]
    
    if(object)
    then
        if(self.m_Reset)
        then
            self.m_Reset(object, self)
        end
        
        self.m_Active[objectKey] = nil
        self.m_Free[objectKey] = object
    end
end
function ZO_ObjectPool:ReleaseAllObjects()
    for k, v in pairs(self.m_Active)
    do
        if(self.m_Reset)
        then
            self.m_Reset(v, self)
        end
        
        self.m_Free[k] = v
    end
    
    self.m_Active = {}
end
function ZO_ObjectPool:DestroyFreeObject(objectKey, destroyFunction)
     local object = self.m_Free[objectKey]
     destroyFunction(object)
     self.m_Free[objectKey] = nil
end
function ZO_ObjectPool:DestroyAllFreeObjects(destroyFunction)
    for k, object in pairs(self.m_Free) do
        destroyFunction(object)
    end
    self.m_Free = {}
end
function ZO_ObjectPool_CreateControl(templateName, objectPool, parentControl)
    return CreateControlFromVirtual(templateName, parentControl, templateName, objectPool:GetNextControlId())
end
function ZO_ObjectPool_CreateNamedControl(name, templateName, objectPool, parentControl)
    return CreateControlFromVirtual(name, parentControl, templateName, objectPool:GetNextControlId())
end
    control:SetHidden(true)
end