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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
end
end
return 0
end
end
return left - right
end
local low , high = 1 , # dataList
local mid = 0
while low <= high do
if ( compareVal == 0 ) then
return true , mid
elseif ( compareVal < 0 ) then
high = mid - 1
else
low = mid + 1
end
end
local numEntries = # dataList
while ( high <= numEntries ) do
return false , high
end
high = high + 1
end
return false , high
end
end
if found then
end
end
end
end
end
if precision == 0 then
end
precision = precision or 1
end
if precision == 0 then
end
precision = precision or 1
if floorValue % 2 == 0 then
return floorValue * precision
else
return ( floorValue + 1 ) * precision
end
end
if precision == 0 then
end
end
end
-- Expected range for amount: [0, 1]
return from + amount * ( to - from )
end
-- Expected range for amount: [0, 1]
local numElements = # from
local interpolatedElements = { }
for index = 1 , numElements do
interpolatedElements [ index ] = from [ index ] + amount * ( to [ index ] - from [ index ] )
end
return interpolatedElements
end
end
end
if startValue == endValue then
return 0.0
end
end
end
epsilon = epsilon or 0.001
end
-- Parses the first unsigned integer from a string or returns s if s is not a string.
end
return s
end
end
end
if inheritColor then
end
end
if inheritColor then
end
end
if inheritColor then
end
end
end
end
return true
end
return false
end
local ZO_CallLaterId = 1
local id = ZO_CallLaterId
ZO_CallLaterId = ZO_CallLaterId + 1
function ( )
end )
return id
end
end
do
local workingTable = { }
if i == indexToReplace then
workingTable [ i ] = itemToReplaceWith
else
end
end
end
end
object [ k ] = v
end
end
end
return ( angle - startAngle ) % ZO_TWO_PI
end
end
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.
end
local diffX = x1 - x2
local diffY = y1 - y2
end
local diffX = x1 - x2
local diffY = y1 - y2
local diffZ = z1 - z2
end
end
if distance == 0 then
-- there is no valid angle for a 0-length vector
return 0 , 0
end
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.
pattern = pattern or ZO_TOKENIZE_BY_SPACES_PATTERN
local splitArgs = { }
end
return splitArgs ;
end
-- Rotate 2D coordinates about the origin by the specified angle.
return x * cosine - y * sine , y * cosine + x * sine
end
-- 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 bottomLeftX , bottomLeftY = ZO_Rotate2D ( angle , - 0.5 * scaleCoefficientX , 0.5 * scaleCoefficientY )
local bottomRightX , bottomRightY = ZO_Rotate2D ( angle , 0.5 * scaleCoefficientX , 0.5 * scaleCoefficientY )
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
-- Apply easing to minimize visual distortion when both the x- and y- rotations
-- converge on right angles concurrently.
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.
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.
local cellX = cellIndex % numColumns
local x1 , x2 = cellX / numColumns , ( cellX + 1 ) / numColumns
local y1 , y2 = cellY / numRows , ( cellY + 1 ) / numRows
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.
local cellInterval = ( elapsedSeconds % intervalSeconds ) / intervalSeconds
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
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
return function ( )
if iter <= iterationEnd then
local ret = iter
iter = iter * 2 -- BitLShift(iter, 1)
return ret
end
end
end
end
return true
end
end
return false
end
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
local iter = 1
return function ( )
while iter <= mask do
local currentFlag = iter
iter = iter * 2 -- BitLShift(iter, 1)
return currentFlag
end
end
return nil
end
end
end
local flags = { ... }
local flagsToClear = 0
end
end
end
local flags = { ... }
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.
if flagsBefore == flagsAfter then
-- No flags have changed.
return
end
local changedFlags = nil
-- Higher mask value of either the before or after mask.
-- Begin with first bit mask.
local currentFlagMask = 1
while currentFlagMask <= maxFlagMask do
-- The new ("after") flag bit value.
-- Has this flag bit value changed?
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.
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).
local minFunctionIndex = ( numTopmostFunctionsToExclude or 0 ) + 1
local functionNames = { }
local functionIndex = 0
if functionName ~= "ZO_GetCallstackFunctionNames" and functionName ~= "ZO_GetCallstackFunctionNamesIterator" then
functionIndex = functionIndex + 1
if functionIndex >= minFunctionIndex then
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.
-- Skip this function and ZO_GetCallstackFunctionNamesIterator.
local numFunctionsToSkip = callstackIndex + 1
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.
end
-- Returns the name of the function that called the current function that is executing.
-- Skip this function and the caller function.
end
end
end
-- Returns a reference to the "owner" object instance associated
-- with the specified control if such an owner exists.
owner = topLevelControl . owner or topLevelControl . object or nil
end
return owner
end |