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do
local ORIGIN_COLOR =
{
}
return ORIGIN_COLOR [ ZO_REMOTE_SCENE_CHANGE_ORIGIN ]
end
end
----------
--Scene
----------
local g_loggingEnabled = false
-- Alias
SCENE_SHOWING = ZO_STATE . SHOWING
SCENE_SHOWN = ZO_STATE . SHOWN
SCENE_HIDING = ZO_STATE . HIDING
SCENE_HIDDEN = ZO_STATE . HIDDEN
end
end
end
break
end
end
end
return true
end
end
return false
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
if ( fragmentCategory == category ) then
return fragment
end
end
end
--Making a local for the scene name so it appears in the traceback in case of errors
end
--We will DetermineIfTransitionIsComplete when calling RefreshFragments below. Allowing DetermineIfTransitionIsComplete before then will not have allowed the fragments to react the scene state change which
--can cause the scene to finish the transition before some fragments even got a chance to try hiding or showing. The specific case that triggered this was removing a temporary fragment in the scene hiding callback.
end
local AS_A_RESULT_OF_SCENE_STATE_CHANGE = true
end
end
--Meant to be overriden
end
end
end
end
local NO_CUSTOM_SHOW_PARAMETER = nil
local NO_CUSTOM_HIDE_PARAMETER = nil
fragment : Refresh ( NO_CUSTOM_SHOW_PARAMETER , NO_CUSTOM_HIDE_PARAMETER , asAResultOfSceneStateChange , self )
end
end
--wait until after we have refreshed all fragments to evaluate if we're done
--Protect against fragments being added or removed during iteration by unpacking onto the stack
end
end
end
end
local allHiddenImmediately = true
allHiddenImmediately = false
end
end
end
return allHiddenImmediately
end
local hasHideOnSceneHiddenFragments = false
--If we waited for a fragment with a conditional to show before considering the scene shown we may wait forever,
--because the conditional may not be true. So we just ignore them on show.
return false
end
if fragmentState == SCENE_FRAGMENT_HIDING then
hasHideOnSceneHiddenFragments = true
else
return false
end
end
end
end
end
if hasHideOnSceneHiddenFragments then
--dont evaluate whether we should transition as a result of hiding a fragment here
--since we're already evaluating that right now and will return the correct result
--Protect against fragments being added or removed during iteration by unpacking onto the stack
return allHiddenImmediately
end
return true
end
end
end
return
end
local nextState = nil
nextState = SCENE_SHOWN
nextState = SCENE_HIDDEN
end
if not nextState then
return
end
end
end
end
end
end
end
end
function ZO_Scene : ConfirmHideScene ( nextSceneName , push , nextSceneClearsSceneStack , numScenesNextScenePops , bypassHideSceneConfirmationReason )
end
end
SCENE_MANAGER : Show ( nextSceneName , push , nextSceneClearsSceneStack , numScenesNextScenePops , ZO_BHSCR_ALREADY_SEEN )
end
end
end
end
return self . wasRequestedToShowInGamepadPreferredMode or self . inputPreferredMode == INPUT_PREFERRED_MODE_ALWAYS_GAMEPAD
end
end
return false
end
end
end
end
end
function ZO_Scene : SetHandleGamepadPreferredModeChangedCallback ( handleGamepadPreferredModeChangedCallback )
end
end
WriteToInterfaceLog ( string . format ( "%s - %s - %s" , ZO_Scene_GetOriginColor ( ) : Colorize ( GetString ( "SI_SCENEMANAGERMESSAGEORIGIN" , ZO_REMOTE_SCENE_CHANGE_ORIGIN ) ) , self . name , message ) )
end
end
----------
--Remote Scene
----------
end
end
if newState == SCENE_HIDING or newState == SCENE_SHOWING then
else
end
-- call parent SetState after we send out message because it could
-- trigger another call to SetState and the events would be out of order
end
end
-- we are done, but some remote scene might not have reported that it is also done
-- only set the state if both scenes have completed their transition
end
end
return true
end
end
end
end
else
self : Log ( string . format ( "Sequence Numbers did not match. Expected %d, got %d" , self : GetSequenceNumber ( ) , sequenceNumber ) )
end
end
end |