Back to Home

ESO Lua File v101042

libraries/utility/baseobject.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
local function MUST_IMPLEMENT_SENTINEL()
    error("Attempted to access unimplemented field!", 2)
end
function ZO_VerifyClassImplementation(finalClass, classTraceback)
    -- detect any instances of ZO_MUST_IMPLEMENT that are not implemented.
    local function VisitClass(currentClass)
        for fieldName, fieldValue in pairs(currentClass) do
            if fieldValue == MUST_IMPLEMENT_SENTINEL and finalClass[fieldName] == MUST_IMPLEMENT_SENTINEL then
                local NO_STACK_TRACE = 0
                error("Class has unimplemented field: " .. fieldName .. "\n" .. classTraceback, NO_STACK_TRACE)
            end
        end
        if currentClass.__parentClasses then
            for _, parentClass in ipairs(currentClass.__parentClasses) do
                VisitClass(parentClass)
            end
        end
    end
    VisitClass(finalClass)
end
local SHOULD_VERIFY_CLASSES = GetCVar("EnableLuaClassVerification") == "1"
if SHOULD_VERIFY_CLASSES then
    local g_concreteClassSet = {}
    function RegisterConcreteClass(concreteClass, stackLevel)
        g_concreteClassSet[concreteClass] = debug.traceback(nil, stackLevel + 1)
    end
    function RemoveConcreteClass(concreteClass)
        g_concreteClassSet[concreteClass] = nil
    end
    function ZO_VerifyConcreteClasses()
        for concreteClass, classTraceback in pairs(g_concreteClassSet) do
            ZO_VerifyClassImplementation(concreteClass, classTraceback)
            g_concreteClassSet[concreteClass] = nil
        end
    end
    GetEventManager():RegisterForEvent("BaseObject", EVENT_ADD_ON_LOADED, function()
        ZO_VerifyConcreteClasses()
    end)
else
    -- do nothing instead of tracking and automatically verifying classes
    function RegisterConcreteClass()
    end
    function RemoveConcreteClass()
    end
    function ZO_VerifyConcreteClasses()
    end
end
ZO_Object = {}
ZO_Object.__index = ZO_Object
function ZO_Object:New(template)
    local class = template or self
    local newObject = setmetatable({}, class)
    return newObject
end
---
-- Call ZO_Object:Subclass() to create a new class that inherits from this one.
--
function ZO_Object:Subclass()
    local newClass = setmetatable({}, self)
    newClass.__index = newClass
    newClass.__parentClasses = { self }
    newClass.__isAbstractClass = false
    if self.__isAbstractClass then
        local PARENT_STACK = 2
        RegisterConcreteClass(newClass, PARENT_STACK) 
    end
    return newClass
end
---
-- Call ZO_Object:MultiSubclass() to create a new class that
-- inherits from multiple parent classes. In situations where the same method is
-- defined on multiple classes, the leftmost class in the argument list takes
-- priority. It is recommended that you override to avoid this!
--
function ZO_Object:MultiSubclass(...)
    local parentClasses = { self, ... }
    local newClass = setmetatable({}, {
        __index = function(table, key)
            for _, parentClassTable in ipairs(parentClasses) do
                local value = parentClassTable[key]
                if value ~= nil then
                    return value
                end
            end
        end
    })
    newClass.__index = newClass
    newClass.__parentClasses = parentClasses
    newClass.__isAbstractClass = false
    for _, parentClass in ipairs(parentClasses) do
        if parentClass.__isAbstractClass then
            local PARENT_STACK = 2
            RegisterConcreteClass(newClass, PARENT_STACK) 
            break
        end
    end
    return newClass
end
--- Use MUST_IMPLEMENT to create a field that must be implemented by
-- subclasses. If a concrete class does not implement a field that contains a
-- MUST_IMPLEMENT, it will cause an error after the entire addon has been loaded.
-- Example A: ZO_MyAbstractClass.MyAbstractFunction = ZO_MyAbstractClass:MUST_IMPLEMENT()
-- Example B: ZO_MyAbstractClass:MUST_IMPLEMENT("MyAbstractFunction")
function ZO_Object:MUST_IMPLEMENT(fieldName)
    if fieldName then
        self[fieldName] = MUST_IMPLEMENT_SENTINEL
    end
    return MUST_IMPLEMENT_SENTINEL
end
--- Use IGNORE_UNIMPLEMENTED_FUNCTIONS to mark a class as abstract. Typically used to denote an abstract derived class that
-- does not have any of its own MUST_IMPLEMENT fields, but inherits from another abstract class that does.
-- Example: ZO_MyAbstractDerivedClass:IGNORE_UNIMPLEMENTED()
function ZO_Object:IGNORE_UNIMPLEMENTED()
    self.__isAbstractClass = true
end
--- Use STUB to create a field that doesn't have to be implemented by subclasses, but will error if called.
-- Example A: ZO_MyParentClass.MyStubbedFunction = ZO_MyAbstractClass:STUB()
-- Example B: ZO_MyParentClass:STUB("MyStubbedFunction")
local function STUB_SENTINEL()
    assert(false, "Attempted to access unimplemented field!")
end
function ZO_Object:STUB(fieldName)
    if fieldName then
        self[fieldName] = STUB_SENTINEL
    end
    return STUB_SENTINEL
end
function ZO_Object:IsInstanceOf(checkClass)
    local function VisitClass(currentClass)
        if currentClass == checkClass then
            return true
        end
        if currentClass.__parentClasses then
            for _, parentClass in ipairs(currentClass.__parentClasses) do
                if VisitClass(parentClass) then
                    return true
                end
            end
        end
        return false
    end
    return VisitClass(self.__index)
end
--[[
Here is a simple multiple inheritence example:
local A = ZO_Object:Subclass()
function A:InitializeA()
self.name = "A"
end
local B = ZO_Object:Subclass()
function B:InitializeB()
self.text = "B"
end
C = ZO_Object.MultiSubclass(A, B)
function C:New()
local obj = ZO_Object.New(self)
obj:Initialize()
return obj
end
function C:Initialize()
self:InitializeA()
self:InitializeB()
end
]]
--
    return function(tbl, key)
        local value = template[key]
        if value == nil then
            local dataSource = rawget(tbl, "dataSource")
            if dataSource then
                value = dataSource[key]
            end
        end
        return value
    end
end
ZO_DataSourceObject = {}
function ZO_DataSourceObject:New(template)
    template = template or self
    local newObject = setmetatable({}, template.instanceMetaTable)
    local mt = getmetatable(newObject)
    return newObject
end
function ZO_DataSourceObject:GetDataSource()
    return self.dataSource
end
function ZO_DataSourceObject:SetDataSource(dataSource)
    self.dataSource = dataSource
end
function ZO_DataSourceObject:Subclass()
    local newTemplate = setmetatable({}, { __index = self })
    newTemplate.instanceMetaTable = { __index = ZO_GenerateDataSourceMetaTableIndexFunction(newTemplate) }
    newTemplate.__parentClasses = { self }
    newTemplate.__isAbstractClass = false
    return newTemplate
end
---
-- ZO_InitializingObject is a new Object definition that more directly encodes
-- the practices most current ZO_Objects are actually using. in most cases, you
-- can directly replace a ZO_Object with a ZO_InitializingObject, and delete the
-- redundant :New() definition that most ZO_Object classes create.
--
ZO_InitializingObject = {}
zo_mixin(ZO_InitializingObject, ZO_Object)
ZO_InitializingObject.__index = ZO_InitializingObject
---
-- This is the external constructor for each object. should be called like so:
-- myObject = MyClass:New([arguments])
--
function ZO_InitializingObject:New(...)
    local newObject = setmetatable({}, self)
    newObject:Initialize(...)
    return newObject
end
---
-- Override this initialization function to define how your object should be constructed. example:
-- function MyClass:Initialize(argument1, argument2)
-- self.myField = argument1
-- end
-- You can still create an InitializingObject that doesn't have an Initialize
-- definition, it will just call this empty method instead.
function ZO_InitializingObject:Initialize()
    -- To be overridden
end
--
-- ZO_DeferredInitializingObject is a ZO_InitializingObject wrapper that standardizes the logic around deferring some of the initialization until later.
-- Use of this abstract class requires passing in a fragment and implementing OnDeferredInitialize
-- OnDeferredInitialize will be called when the fragment is showing before calling self:OnShowing()
ZO_DeferredInitializingObject = {}
zo_mixin(ZO_DeferredInitializingObject, ZO_InitializingObject)
ZO_DeferredInitializingObject.__index = ZO_DeferredInitializingObject
---
-- Override this initialization function to define how your object should be constructed.
-- You must create a fragment, scene, or scene group and call this base Initialize function, passing the fragment, scene, or scene group. example:
-- function MyClass:Initialize(control, argument1, argument2)
-- ZO_DeferredInitializingObject.Initialize(self, ZO_FadeSceneFragment:New(control))
-- self.myField = argument1
-- end
function ZO_DeferredInitializingObject:Initialize(sceneStateObject)
    assert(sceneStateObject)
    self.sceneStateObject = sceneStateObject
    self.sceneStateObject:RegisterCallback("StateChange", function(...) self:OnStateChanged(...) end)
    if self.sceneStateObject:IsInstanceOf(ZO_Scene) then
        self.scene = sceneStateObject
    elseif self.sceneStateObject:IsInstanceOf(ZO_SceneFragment) then
        self.fragment = sceneStateObject
    elseif self.sceneStateObject:IsInstanceOf(ZO_SceneGroup) then
        self.sceneGroup = sceneStateObject
    end
end
function ZO_DeferredInitializingObject:OnStateChanged(_, newState)
    if newState == ZO_STATE.SHOWING then
        if not self.initialized then
            self.initialized = true
            self:OnDeferredInitialize()
        end
        self:OnShowing()
    elseif newState == ZO_STATE.SHOWN then
        self:OnShown()
    elseif newState == ZO_STATE.HIDING then
        self:OnHiding()
    elseif newState == ZO_STATE.HIDDEN then
        self:OnHidden()
    end
end
function ZO_DeferredInitializingObject:OnShowing()
    -- To be overridden
end
function ZO_DeferredInitializingObject:OnShown()
    -- To be overridden
end
function ZO_DeferredInitializingObject:OnHiding()
    -- To be overridden
end
function ZO_DeferredInitializingObject:OnHidden()
    -- To be overridden
end
function ZO_DeferredInitializingObject:GetScene()
    return self.scene
end
function ZO_DeferredInitializingObject:GetFragment()
    return self.fragment
end
function ZO_DeferredInitializingObject:GetSceneGroup()
    return self.sceneGroup
end
function ZO_DeferredInitializingObject:IsShowing()
    return self.sceneStateObject:IsShowing()
end
ZO_DeferredInitializingObject:MUST_IMPLEMENT("OnDeferredInitialize")