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ESO Lua File v101042

libraries/globals/globalapi.lua

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-- Cached versions of the lua library functions
ZO_PI = math.pi
ZO_TWO_PI = ZO_PI * 2
ZO_HALF_PI = ZO_PI / 2
ZO_INTEGER_53_MAX_BITS = 53
zo_strlower         = LocaleAwareToLower
zo_strupper         = LocaleAwareToUpper
string.lowerbybyte  = string.lower
string.upperbybyte  = string.upper
string.lower        = zo_strlower
string.upper        = zo_strupper
zo_strsub           = string.sub
zo_strgsub          = string.gsub
zo_strlen           = string.len
zo_strmatch         = string.match
zo_strgmatch        = string.gmatch
zo_strfind          = string.find
zo_strsplit         = SplitString
zo_loadstring       = LoadString
zo_deg              = math.deg
zo_rad              = math.rad
zo_floor            = math.floor
zo_ceil             = math.ceil
zo_mod              = math.fmod
zo_decimalsplit     = math.modf
zo_abs              = math.abs
zo_max              = math.max
zo_min              = math.min
zo_sqrt             = math.sqrt
zo_pow              = math.pow
zo_cos              = math.cos
zo_sin              = math.sin
zo_tan              = math.tan
zo_atan2            = math.atan2
zo_randomseed       = math.randomseed
zo_random           = math.random
    return zo_lerp(min, max, zo_random())
end
function zo_insecurePairs(t)
    return zo_insecureNext, t, nil
end
function zo_sign(value)
    if value == 0 then
        return 0
    end
    return value > 0 and 1 or -1
end
local function DefaultComparator(left, _, right)
    return left - right
end
function zo_binarysearch(searchData, dataList, comparator)
    local low, high = 1, #dataList
    local mid = 0
    
    while low <= high do
        mid = zo_floor( (low + high) / 2)
        local compareVal = comparator(searchData, dataList[mid], mid)        
        if(compareVal == 0) then
            return true, mid
        elseif(compareVal < 0) then
            high = mid - 1
        else
            low = mid + 1
        end
    end
    
    high = zo_max(high, 1)
    local numEntries = #dataList
    while(high <= numEntries) do
        if(comparator(searchData, dataList[high], high) < 0) then
            return false, high
        end
        high = high + 1
    end
    
    return false, high
end
function zo_binaryinsert(item, searchData, dataList, comparator)
    local _, insertPosition = zo_binarysearch(searchData, dataList, comparator)
    table.insert(dataList, insertPosition, item)
end
function zo_binaryremove(searchData, dataList, comparator)
    local found, removePosition = zo_binarysearch(searchData, dataList, comparator)
    if found then
        table.remove(dataList, removePosition)
    end
end
function zo_clamp(value, minimum, maximum)
    if(value <= minimum) then return minimum end
    if(value >= maximum) then return maximum end
    return value
end
function zo_saturate(value)
    return zo_clamp(value, 0.0, 1.0)
end
function zo_round(value)
    return (value >= 0) and zo_floor(value + 0.5) or zo_ceil(value - 0.5)
end
function zo_roundToZero(value, precision)
    if precision == 0 then
        return value
    end
    precision = precision or 1
    local roundFunction = (value > 0) and zo_floor or zo_ceil
    return roundFunction(value * (1 / precision)) * precision
end
function zo_roundToEven(value, precision)
    if precision == 0 then
        return value
    end
    precision = precision or 1
    local floorValue = zo_floor(value * (1 / precision))
    if floorValue % 2 == 0 then
        return floorValue * precision
    else
        return (floorValue + 1) * precision
    end
end
function zo_roundToNearest(value, precision)
    if precision == 0 then
        return value
    end
    return zo_round(value * (1 / precision)) * precision
end
function zo_strjoin(separator, ...)
    return table.concat({...}, separator)
end
-- Expected range for amount: [0, 1]
function zo_lerp(from, to, amount)
    return from + amount * (to - from)
end
-- Expected range for amount: [0, 1]
function zo_lerpVector(from, to, amount)
    local numElements = #from
    local interpolatedElements = {}
    for index = 1, numElements do
        interpolatedElements[index] = from[index] + amount * (to[index] - from[index])
    end
    return interpolatedElements
end
end
function zo_deltaNormalizedLerp(from, to, amount)
    return zo_lerp(from, to, 1 - math.pow(1 - amount, GetFrameDeltaNormalizedForTargetFramerate()))
end
function zo_percentBetween(startValue, endValue, value)
    if startValue == endValue then
        return 0.0
    end
    return (value - startValue) / (endValue - startValue);
end
function zo_clampedPercentBetween(startValue, endValue, value)
    return zo_saturate(zo_percentBetween(startValue, endValue, value))
end
function zo_floatsAreEqual(a, b, epsilon)
    epsilon = epsilon or 0.001
    return(zo_abs(a - b) <= epsilon)
end
-- Parses the first unsigned integer from a string or returns s if s is not a string.
    if type(s) == "string" then
        return tonumber(s:match("(%d+)"))
    end
    return s
end
function zo_iconFormat(path, width, height)
    return string.format("|t%s:%s:%s|t", tostring(width), tostring(height), path)
end
function zo_iconFormatInheritColor(path, width, height)
    return string.format("|t%s:%s:%s:inheritcolor|t", tostring(width), tostring(height), path)
end
function zo_iconTextFormat(path, width, height, text, inheritColor)
    local iconFormatter = zo_iconFormat
    if inheritColor then
    end
    return string.format("%s %s", iconFormatter(path, width, height), zo_strformat("<<1>>", text))
end
function zo_iconTextFormatNoSpace(path, width, height, text, inheritColor)
    local iconFormatter = zo_iconFormat
    if inheritColor then
    end
    return string.format("%s%s", iconFormatter(path, width, height), zo_strformat("<<1>>", text))
end
function zo_iconTextFormatNoSpaceAlignedRight(path, width, height, text, inheritColor)
    local iconFormatter = zo_iconFormat
    if inheritColor then
    end
    return string.format("%s%s", zo_strformat("<<1>>", text), iconFormatter(path, width, height))
end
function zo_bulletFormat(label, text)
    local bulletSpacer = GetString(SI_FORMAT_BULLET_SPACING)
    local bulletSpacingWidth = label:GetStringWidth(bulletSpacer)
    label:SetNewLineX(bulletSpacingWidth)
    label:SetText(zo_strformat(SI_FORMAT_BULLET_TEXT, text))
end
   return string.format("|L0:0:0:45%%:8%%:ignore|l%s|l", text)
end
function zo_callHandler(object, handler, ...)
    local handlerFunction = object:GetHandler(handler)
    if handlerFunction then
        handlerFunction(object, ...)
        return true
    end
    return false
end
local ZO_CallLaterId = 1
function zo_callLater(func, ms)
    local id = ZO_CallLaterId
    local name = "CallLaterFunction"..id
    ZO_CallLaterId = ZO_CallLaterId + 1
    EVENT_MANAGER:RegisterForUpdate(name, ms,
        function()
            EVENT_MANAGER:UnregisterForUpdate(name)
            func(id)
        end)
    return id
end
function zo_removeCallLater(id)
    EVENT_MANAGER:UnregisterForUpdate("CallLaterFunction"..id)
end
do
    local workingTable = {}
    function zo_replaceInVarArgs(indexToReplace, itemToReplaceWith, ...)
        for i = 1, select("#", ...) do
            if i == indexToReplace then
                workingTable[i] = itemToReplaceWith
            else
                workingTable[i] = select(i, ...)
            end
        end
        return unpack(workingTable, 1, select("#", ...))
    end
end
function zo_mixin(object, ...)
    for i = 1, select("#", ...) do
        local source = select(i, ...)
        for k,v in pairs(source) do
            object[k] = v
        end
    end
end
function zo_forwardArcSize(startAngle, angle)
    return (angle - startAngle) % ZO_TWO_PI
end
function zo_backwardArcSize(startAngle, angle)
    return ZO_TWO_PI - zo_forwardArcSize(startAngle, angle)
end
function zo_arcSize(startAngle, angle)
    return zo_min(zo_forwardArcSize(startAngle, angle), zo_backwardArcSize(startAngle, angle))
end
-- id64s are stored as lua Number type, and sometimes generate the same hash key for very similar numbers.
-- Use this function to get unique hash key for a given id64.
function zo_getSafeId64Key(id)
    return Id64ToString(id)
end
function zo_distance(x1, y1, x2, y2)
    local diffX = x1 - x2
    local diffY = y1 - y2
    return zo_sqrt(diffX * diffX + diffY * diffY)
end
function zo_distance3D(x1, y1, z1, x2, y2, z2)
    local diffX = x1 - x2
    local diffY = y1 - y2
    local diffZ = z1 - z2
    return zo_sqrt(diffX * diffX + diffY * diffY + diffZ * diffZ)
end
function zo_normalize(value, min, max)
    return (value - min) / (max - min)
end
function zo_clampLength2D(x, y, maxLength)
    local distance = zo_sqrt(x * x + y * y)
    if distance == 0 then
        -- there is no valid angle for a 0-length vector
        return 0, 0
    end
    local angleRadians = math.atan2(y, x)
    distance = zo_clamp(distance, 0, maxLength)
    return math.cos(angleRadians) * distance, math.sin(angleRadians) * distance
end
ZO_TOKENIZE_BY_SPACES_PATTERN = "%s*(%S+)"
ZO_TOKENIZE_INTEGERS_PATTERN = "([0-9]+)"
ZO_TOKENIZE_FLOATS_PATTERN = "([0-9]+[.]?[0-9]*)"
-- Split string into tokens via given pattern. Defaults to split by spaces.
function zo_tokenize(sourceString, pattern)
    pattern = pattern or ZO_TOKENIZE_BY_SPACES_PATTERN
    local splitArgs = {}
    for arg in zo_strgmatch(sourceString, pattern) do
        table.insert(splitArgs, arg)
    end
    return splitArgs;
end
-- Rotate 2D coordinates about the origin by the specified angle.
function ZO_Rotate2D(angle, x, y)
    local cosine = zo_cos(angle)
    local sine = zo_sin(angle)
    return x * cosine - y * sine, y * cosine + x * sine
end
function ZO_ScaleAndRotateTextureCoords(control, angle, originX, originY, scaleX, scaleY)
    -- protect against 1 / 0
    if scaleX == 0 then
        scaleX = 0.0001
    end
    if scaleY == 0 then
        scaleY = 0.0001
    end
    local scaleCoefficientX, scaleCoefficientY = 1 / scaleX, 1 / scaleY
    local topLeftX, topLeftY = ZO_Rotate2D(angle, -0.5 * scaleCoefficientX, -0.5 * scaleCoefficientY)
    local topRightX, topRightY = ZO_Rotate2D(angle,  0.5 * scaleCoefficientX, -0.5 * scaleCoefficientY)
    local bottomLeftX, bottomLeftY = ZO_Rotate2D(angle, -0.5 * scaleCoefficientX,  0.5 * scaleCoefficientY)
    local bottomRightX, bottomRightY = ZO_Rotate2D(angle,  0.5 * scaleCoefficientX,  0.5 * scaleCoefficientY)
    control:SetVertexUV(VERTEX_POINTS_TOPLEFT, originX + topLeftX, originY + topLeftY)
    control:SetVertexUV(VERTEX_POINTS_TOPRIGHT, originX + topRightX, originY + topRightY)
    control:SetVertexUV(VERTEX_POINTS_BOTTOMLEFT, originX + bottomLeftX, originY + bottomLeftY)
    control:SetVertexUV(VERTEX_POINTS_BOTTOMRIGHT, originX + bottomRightX, originY + bottomRightY)
end
-- Rotates the vertex UV coordinates of a texture control to simulate 3D rotation.
-- Returns the normalized x- and y-axis scale pair.
function ZO_RotateTexture3D(textureControl, xRotationRadians, yRotationRadians, zRotationRadians, scaleFactor, normalizedOriginX, normalizedOriginY)
    scaleFactor = scaleFactor or 1
    normalizedOriginX, normalizedOriginY = normalizedOriginX or 0.5, normalizedOriginY or 0.5
    local scaleX, scaleY = zo_cos(xRotationRadians), zo_cos(yRotationRadians)
    local absX, absY = zo_abs(scaleX), zo_abs(scaleY)
    local signX, signY = zo_sign(scaleX), zo_sign(scaleY)
    -- Apply easing to minimize visual distortion when both the x- and y- rotations
    -- converge on right angles concurrently.
    local normalizedScaleX = zo_lerp(0.15, 1, ZO_EaseInOutCubic(absY)) * signY
    local normalizedScaleY = zo_lerp(0.15, 1, ZO_EaseInOutCubic(absX)) * signX
    ZO_ScaleAndRotateTextureCoords(textureControl, zRotationRadians, normalizedOriginX, normalizedOriginY, normalizedScaleX * scaleFactor, normalizedScaleY * scaleFactor)
    return normalizedScaleX, normalizedScaleY
end
-- Returns the normalized camera facing [-1, 1] given a normalized x- and y-axis scale pair.
--[[ Example:
local pitch = zo_rad(0)
local yaw = zo_rad(45)
local roll = zo_rad(60)
local scaleX, scaleY = ZO_RotateTexture3D(myTextureControl, pitch, yaw, roll)
local cameraFacingDirection = ZO_GetNormalizedCameraFacingDirectionFromNormalizedAxisScales(scaleX, scaleY)
ZO_SetTextureLighting(myTextureControl, cameraFacingDirection)
]]
function ZO_GetNormalizedCameraFacingDirectionFromNormalizedAxisScales(normalizedScaleX, normalizedScaleY)
    local normalizedCameraFacing = ZO_EaseInQuadratic(zo_abs(normalizedScaleX) * zo_abs(normalizedScaleY))
    return normalizedCameraFacing
end
-- Applies basic shading to a texture control in proportion to how directly the control is facing the light source.
function ZO_SetTextureLighting(textureControl, normalizedLightSourceFacingDirection, minBrightness, maxBrightness)
    normalizedLightSourceFacingDirection = normalizedLightSourceFacingDirection or textureControl:GetNormalizedCameraFacing()
    minBrightness, maxBrightness = minBrightness or 0.1, maxBrightness or 1
    -- Apply lighting.
    local brightness = zo_lerp(minBrightness, maxBrightness, normalizedLightSourceFacingDirection)
    textureControl:SetTextureSampleProcessingWeight(TEX_SAMPLE_PROCESSING_RGB, brightness)
end
-- Updates the control's texture coordinates to show a single cell of a texture atlas that is composed of uniformly sized cells.
-- Note that cellIndex is 0-based.
function ZO_SetTextureCell(control, numColumns, numRows, cellIndex)
    local cellX = cellIndex % numColumns
    local cellY = zo_floor(cellIndex / numColumns)
    local x1, x2 = cellX / numColumns, (cellX + 1) / numColumns
    local y1, y2 = cellY / numRows, (cellY + 1) / numRows
    control:SetTextureCoords(x1, x2, y1, y2)
end
-- Updates the control's texture coordinates to show a single cell of a texture atlas that is composed of uniformly sized cells,
-- based upon the number of cells, the interval of the animation loop and the number of seconds that have elapsed.
function ZO_SetTextureCellAnimation(control, numColumns, numRows, intervalSeconds, elapsedSeconds)
    local cellInterval = (elapsedSeconds % intervalSeconds) / intervalSeconds
    local cellIndex = zo_floor(numColumns * numRows * cellInterval)
    ZO_SetTextureCell(control, numColumns, numRows, cellIndex)
end
ZO_FlagHelpers = {}
-- Iterator returns each sequential flag in the inclusive range defined by iterationBegin and iterationEnd.
-- For example:
--
-- for bitValue in ZO_FlagHelpers.FlagIterator(1, 4) do
-- d(bitValue)
-- end
--
-- Produces the output:
-- 1
-- 2
-- 4
--
-- The same output is also produced by:
--
-- for bitValue in ZO_FlagHelpers.FlagIterator(4) do
-- d(bitValue)
-- end
function ZO_FlagHelpers.FlagIterator(iterationBeginOrEnd, iterationEnd)
    local iter = iterationBeginOrEnd
    if not iterationEnd then
        -- If iterationEnd is omitted then we can infer that:
        -- iterationBeginOrEnd is the desired ending bit value; and,
        -- iterationBeginOrEnd assumes the implicit value of 1.
        iterationEnd = iterationBeginOrEnd
        iter = 1
    end
    assert(iter > 0)
    assert(iter <= iterationEnd)
    return function()
        if iter <= iterationEnd then
            local ret = iter
            iter = iter * 2 -- BitLShift(iter, 1)
            return ret
        end
    end
end
function ZO_FlagHelpers.MaskHasFlag(mask, flag)
    return BitAnd(mask, flag) == flag
end
function ZO_FlagHelpers.MaskHasAnyFlag(mask, ...)
    for i = 1, select("#", ...) do
        local flag = select(i, ...)
        if BitAnd(mask, flag) == flag then
            return true
        end
    end
    return false
end
function ZO_FlagHelpers.MasksShareAnyFlag(mask1, mask2)
    return BitAnd(mask1, mask2) ~= 0
end
-- Iterator returns each flag set in the specified mask.
-- For example:
--
-- local mask = 11 -- 1011 in binary
-- for flag in ZO_FlagHelpers.MaskHasFlagsIterator(mask) do
-- d(flag)
-- end
--
-- Produces the output:
-- 1
-- 2
-- 8
function ZO_FlagHelpers.MaskHasFlagsIterator(mask)
    local iter = 1
    return function()
        while iter <= mask do
            local currentFlag = iter
            iter = iter * 2 -- BitLShift(iter, 1)
            if BitAnd(mask, currentFlag) == currentFlag then
                return currentFlag
            end
        end
        return nil
    end
end
function ZO_FlagHelpers.ClearMaskFlag(mask, flag)
    local flagInverse = BitNot(flag, ZO_INTEGER_53_MAX_BITS)
    return BitAnd(mask, flagInverse)
end
function ZO_FlagHelpers.ClearMaskFlags(mask, ...)
    local flags = {...}
    local flagsToClear = 0
    for _, flag in ipairs(flags) do
        flagsToClear = BitOr(flagsToClear, flag)
    end
    return ZO_FlagHelpers.ClearMaskFlag(mask, flagsToClear)
end
function ZO_FlagHelpers.SetMaskFlag(mask, flag)
    return BitOr(mask, flag)
end
function ZO_FlagHelpers.SetMaskFlags(mask, ...)
    local flags = {...}
    for _, flag in ipairs(flags) do
        mask = BitOr(mask, flag)
    end
    return mask
end
-- Returns nil if no flags have changed; otherwise,
-- Returns a table whose keys and values are the flags that
-- have changed and their new corresponding Boolean values.
function ZO_FlagHelpers.CompareMaskFlags(flagsBefore, flagsAfter)
    if flagsBefore == flagsAfter then
        -- No flags have changed.
        return
    end
    local changedFlags = nil
    -- Higher mask value of either the before or after mask.
    local maxFlagMask = zo_max(flagsBefore, flagsAfter)
    -- Begin with first bit mask.
    local currentFlagMask = 1
    while currentFlagMask <= maxFlagMask do
        -- The new ("after") flag bit value.
        local flagAfter = BitAnd(flagsAfter, currentFlagMask)
        -- Has this flag bit value changed?
        if flagAfter ~= BitAnd(flagsBefore, currentFlagMask) then
            if not changedFlags then
                -- Deferred table allocation for performance.
                changedFlags = {}
            end
            -- Key: Flag mask (such as 1 or 4 or 64, etc.)
            -- Value: Flag bit value (true or false)
            changedFlags[currentFlagMask] = flagAfter ~= 0
        end
        -- Left shift mask to next highest bit.
        currentFlagMask = currentFlagMask * 2
    end
    return changedFlags
end
-- Returns an iterator for which the keys are the names of the functions in
-- the callstack ordered from the top to the bottom of the callstack.
    local stackTrace = debug.traceback()
    return zo_strgmatch(stackTrace, "in function '(%S*)'")
end
-- Returns a numerically indexed table containing the names of the functions
-- in the callstack ordered from the top to the bottom of the callstack.
-- Specify an optional 'numTopmostFunctionsToExclude' to exclude one or more
-- function names starting from the top of the callstack (default is 0).
function ZO_GetCallstackFunctionNames(numTopmostFunctionsToExclude)
    local minFunctionIndex = (numTopmostFunctionsToExclude or 0) + 1
    local functionNames = {}
    local functionIndex = 0
    for functionName in ZO_GetCallstackFunctionNamesIterator() do
        if functionName ~= "ZO_GetCallstackFunctionNames" and functionName ~= "ZO_GetCallstackFunctionNamesIterator" then
            functionIndex = functionIndex + 1
            if functionIndex >= minFunctionIndex then
                table.insert(functionNames, functionName)
            end
        end
    end
    return functionNames
end
-- Returns the name of the function at the specified index in the callstack.
-- Note that index 1 is the name of the caller function, index 2 is the name
-- of the function that called the caller function, and so on.
function ZO_GetCallstackFunctionName(callstackIndex)
    -- Skip this function and ZO_GetCallstackFunctionNamesIterator.
    local numFunctionsToSkip = callstackIndex + 1
    for functionName in ZO_GetCallstackFunctionNamesIterator() do
        if numFunctionsToSkip > 0 then
            numFunctionsToSkip = numFunctionsToSkip - 1
        else
            return functionName
        end
    end
end
-- Returns the name of the current function that is executing.
    -- Skip this function.
    return ZO_GetCallstackFunctionName(1)
end
-- Returns the name of the function that called the current function that is executing.
    -- Skip this function and the caller function.
    return ZO_GetCallstackFunctionName(2)
end
    return function(...) receiverFunction(object, ...) end
end
    return function(_, ...) receiverFunction(object, ...) end
end
-- Returns a reference to the "owner" object instance associated
-- with the specified control if such an owner exists.
    local owner = control.owner or control.object or nil
    if not owner and control:GetType() ~= CT_TOPLEVELCONTROL then
        local topLevelControl = control:GetOwningWindow()
        owner = topLevelControl.owner or topLevelControl.object or nil
    end
    return owner
end