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--Vetical Scrollbar Base
------------------------
local OFF_ALPHA = 0.5
local SCROLL_AREA_ALPHA = 0.8
local ON_ALPHA = 1
local STATE_CHANGE_DURATION = 250
local MIN_SCROLL_VALUE = 0
local MAX_SCROLL_VALUE = 100
local MAX_FADE_DISTANCE_UI = 64
local DEFAULT_Y_DISTANCE_FROM_EDGE_WHERE_SELECTION_CAUSES_SCROLL = 150
local NO_SELECTED_DATA = nil
local NO_DATA_CONTROL = nil
local RESELECTING_DURING_REBUILD = true
local NOT_RESELECTING_DURING_REBUILD = false
local ANIMATE_INSTANTLY = true
local DONT_ANIMATE_INSTANTLY = false
ZO_SCROLL_LIST_OPERATION_ADVANCE_CURSOR = "advance_cursor"
ZO_SCROLL_LIST_OPERATION_LINE_BREAK = "line_break"
ZO_SCROLL_MOVEMENT_DIRECTION_NEGATIVE = - 1
ZO_SCROLL_MOVEMENT_DIRECTION_NONE = 0
ZO_SCROLL_MOVEMENT_DIRECTION_POSITIVE = 1
ZO_SCROLL_BUILD_DIRECTION_LEFT_TO_RIGHT = 1
ZO_SCROLL_BUILD_DIRECTION_RIGHT_TO_LEFT = - 1
ZO_SCROLL_SELECT_CATEGORY_PREVIOUS = - 1
ZO_SCROLL_SELECT_CATEGORY_NEXT = 1
ZO_SCROLL_BAR_WIDTH = 16
-- Used by both ZO_VerticalScrollbarBase and ZO_Scroll
end
end
----
-- Start of VerticalScrollbarBase functions
----
local function VerticalScrollbarBase_SetOnInteractWithScrollbarCallback ( self , onInteractWithScrollbarCallback )
end
end
end
end
local newAlpha = OFF_ALPHA
newAlpha = SCROLL_AREA_ALPHA
end
newAlpha = ON_ALPHA
end
else
end
end
end
end
end
end
end
end
end
end
end
end
end
----
-- End of VerticalScrollbarBase functions
----
if inScrollArea then
else
end
end
end
end
end
--Shared Scroll Animation Functions
---------------------------------------
local SCROLL_ANIMATION_UNITS_PERCENT = 1
local SCROLL_ANIMATION_UNITS_REAL = 2
local SCROLL_ANIMATION_DEFAULT_DURATION_MS = 400
local scrollObject = animationObject . scrollObject
local value = scrollObject . animationStart + ( scrollObject . animationTarget - scrollObject . animationStart ) * progress
if scrollObject . animationUnits == SCROLL_ANIMATION_UNITS_REAL then
if verticalExtents > 0 then
-- Store off raw offset if the value is out of the bounds of the extents
-- and extents have not yet updated and animation progress is complete.
end
else
end
end
end
if animateInstantly then
else
end
local SCROLL_ANIMATION_COMPLETE = true
end
end
if animateInstantly then
else
end
local SCROLL_ANIMATION_COMPLETE = true
end
end
end
local scrollObject = animationObject . scrollObject
scrollObject . animationStart = nil
scrollObject . animationTarget = nil
end
end
animation . scrollObject = scrollObject
return animation , timeline
end
--Shared Scroll Edge Fades
-----------------------------------------------------------------
local function ComputeScrollFadeDistancesFromRealValues ( sliderValue , sliderMin , sliderMax , maxFadeDistance )
return topFadeDistance , bottomFadeDistance
end
local function ComputeScrollFadeDistancesFromPercentValues ( sliderValue , verticalExtents , maxFadeDistance )
local realSliderMin = 0
local realSliderMax = verticalExtents
local realSliderValue = ( sliderValue / MAX_SCROLL_VALUE ) * verticalExtents
return ComputeScrollFadeDistancesFromRealValues ( realSliderValue , realSliderMin , realSliderMax , maxFadeDistance )
end
local topFadeDistance , bottomFadeDistance
if isPercent then
topFadeDistance , bottomFadeDistance = ComputeScrollFadeDistancesFromPercentValues ( sliderValue , verticalExtents , maxFadeDistance )
else
topFadeDistance , bottomFadeDistance = ComputeScrollFadeDistancesFromRealValues ( sliderValue , sliderMin , sliderMax , maxFadeDistance )
end
if topFadeDistance > 0 then
else
end
if bottomFadeDistance > 0 then
else
end
else
end
end
--Scroll Control - Encapsulates a scroll control with a scrollbar
-----------------------------------------------------------------
--Init
end
end
end
end
end
--Scrolling functions
end
end
end
if verticalExtents > 0 then
end
end
end
if verticalExtents > 0 then
local oldVerticalOffset
else
end
local newVerticalOffset = oldVerticalOffset + verticalDelta
else
local newVerticalOffset = currentVerticalOffset + verticalDelta
end
end
end
end
local SCROLL_TO_SIDE_TOP = 1
local SCROLL_TO_SIDE_BOTTOM = 2
local scrollDistance = 0
if scrollToSide == SCROLL_TO_SIDE_TOP then -- The control's top is above the top edge of the scroll, must scroll up to fully contain the control.
scrollDistance = controlTop - scrollTop
elseif scrollToSide == SCROLL_TO_SIDE_BOTTOM then -- The control's bottom is below the bottom edge of the scroll, must scroll down to fully contain the control.
scrollDistance = controlBottom - scrollBottom
end
local topFadeDistance , bottomFadeDistance = ComputeScrollFadeDistancesFromRealValues ( verticalOffsetAfterScroll , 0 , verticalExtents , ZO_Scroll_GetMaxFadeDistance ( self ) )
if scrollToSide == SCROLL_TO_SIDE_TOP then
-- divide by 2 for effect
scrollDistance = scrollDistance - topFadeDistance * 0.5
else
-- divide by 2 for effect
scrollDistance = scrollDistance + bottomFadeDistance * 0.5
end
end
return scrollDistance
end
local scrollToSide
if controlTop < scrollTop then -- The control's top is above the top edge of the scroll, must scroll up to fully contain the control.
scrollToSide = SCROLL_TO_SIDE_TOP
elseif controlBottom > scrollBottom then -- The control's bottom is below the bottom edge of the scroll, must scroll down to fully contain the control.
scrollToSide = SCROLL_TO_SIDE_BOTTOM
end
if scrollDistance ~= 0 then
end
end
if scrollDistance ~= 0 then
end
end
local scrollDistance = ZO_Scroll_GetScrollDistanceToControl ( self , otherControl , SCROLL_TO_SIDE_BOTTOM )
if scrollDistance ~= 0 then
end
end
return controlTop >= scrollTop and controlBottom <= scrollBottom
end
if controlTop < scrollTop then
elseif controlBottom > scrollBottom then
end
end
local halfControlHeight = ( controlBottom - controlTop ) * 0.5
local halfScrollHeight = ( scrollBottom - scrollTop ) * 0.5
local scrollDistance = controlTop + halfControlHeight - scrollTop - halfScrollHeight
if scrollInstantly then
local targetValue = ( scrollToValue / verticalExtents ) * MAX_SCROLL_VALUE
else
end
end
function ZO_Scroll_SetScrollToRealOffsetAccountingForGradients ( self , finalTotalHeight , controlFinalTopOffset , durationMS )
local finalVerticalOffset = controlFinalTopOffset
local topGradientHeight = ComputeScrollFadeDistancesFromRealValues ( finalVerticalOffset , 0 , finalVerticalExtents , ZO_Scroll_GetMaxFadeDistance ( self ) )
-- divide by 2 for effect
finalVerticalOffset = finalVerticalOffset - topGradientHeight * 0.5
end
if durationMS == 0 then
else
end
end
--Scroll update functions
end
end
end
VerticalScrollbarBase_SetOnInteractWithScrollbarCallback ( self . scrollbar , onInteractWithScrollbarCallback )
end
end
local scrollEnabled = verticalExtents > 0 or verticalOffset > 0
local scrollbarHidden = not self . useScrollbar or ( self . hideScrollBarOnDisabled and not scrollEnabled ) or self . isScrollBarEthereal
local verticalExtentsChanged = self . verticalExtents ~= nil and not zo_floatsAreEqual ( self . verticalExtents , verticalExtents )
if scrollbar then
--thumb resizing
if verticalExtents > 0 and scrollBarHeight >= 0 and scrollAreaHeight >= 0 then
local thumbHeight = scrollBarHeight * scrollAreaHeight / ( verticalExtents + scrollAreaHeight )
else
end
--set mouse input enabled based on scrollability
--auto scroll bar hiding
local maxScrollValue = ( not scrollbarHidden or self . isScrollBarEthereal ) and MAX_SCROLL_VALUE or MIN_SCROLL_VALUE
if wasHidden and not scrollbarHidden and scrollbar . resetScrollbarOnShow then
end
--update the scrollBar value when the extents changes or explicitly ask to
if verticalExtentsChanged or forceUpdateBarValue then
if verticalExtents > 0 then
local finalValue = MAX_SCROLL_VALUE * ( verticalOffset / verticalExtents )
end
-- If the previous and current scrollBar values are the same,
-- the onValueChanged function will not be invoked to update the scroll child position.
-- We need to explicitly call to recalculate our scroll child position since our extents changed.
end
else
end
end
local IS_PERCENT = true
elseif scrollIndicator then
--auto scroll indicator hiding
if wasHidden and not scrollbarHidden then
end
--extents updating
if verticalExtentsChanged then
if verticalExtents <= 0 then
end
end
end
end
--Visual Config
end
end
end
end
end
end
end
end
end
end
--Scroll List Control
--A scrollable list of controls that reuses controls as they scroll out of view.
--Use this control when you have a very large number of a couple different types of controls to display.
--To use:
--(1) Add a scroll list to your XML.
--(2) Add data types to the scroll list, one for each type of control. A data type includes an XML control template, a height, and a callback that can setup the control given data.
--(3) Add data to the scroll list. First, use GetDataList to get the table holding the data. Next, use CreateDataEntry to create a list element of a certain data type. You may pass
-- in an arbitrary piece of data that will be given to the setup callback when the control is shown. Once you have made as many data entries as you need, add them to the data
-- list in any way you want. Finally, call Commit to update the scroll list with your data.
-- Note: The scroll list can use faster update logic if all controls are the same height.
-------------------------------------------------------------------------------------------------------------
local SCROLL_LIST_UNIFORM = 1
local SCROLL_LIST_NON_UNIFORM = 2
local SCROLL_LIST_OPERATIONS = 3
local NO_HEIGHT_SET = - 1
end
end
self . yDistanceFromEdgeWhereSelectionCausesScroll = DEFAULT_Y_DISTANCE_FROM_EDGE_WHERE_SELECTION_CAUSES_SCROLL
end
function ZO_ScrollList_SetYDistanceFromEdgeWhereSelectionCausesScroll ( self , yDistanceFromEdgeWhereSelectionCausesScroll )
end
end
end
return true
else
return false
end
end
end
end
do
end , "HeightChanged" )
else
end
end
end
end
end
end
end
--Adds a new control type for the list to handle. It must maintain a consistent size.
--@typeId - A unique identifier to give to CreateDataEntry when you want to add an element of this type.
--@templateName - The name of the virtual control template that will be used to hold this data
--@height - The control height
--@setupCallback - The function that will be called when a control of this type becomes visible. Signature: setupCallback(control, data)
--@dataTypeSelectSound - An optional sound to play when a row of this data type is selected.
--@resetControlCallback - An optional callback when the datatype control gets reset.
function ZO_ScrollList_AddDataType ( self , typeId , templateName , height , setupCallback , hideCallback , dataTypeSelectSound , resetControlCallback )
local factoryFunction = function ( objectPool ) return ZO_ObjectPool_CreateNamedControl ( string . format ( "%s%dRow" , self : GetName ( ) , typeId ) , templateName , objectPool , self . contents ) end
local pool = ZO_ObjectPool : New ( factoryFunction , resetControlCallback or ZO_ObjectPool_DefaultResetControl )
{
height = height ,
pool = pool ,
selectSound = dataTypeSelectSound ,
selectable = true ,
}
--automatically choose the scrolling logic based on if the controls are all the same height or not
end
end
-- Scroll List Construction Operations --
indentX = indentX or 0
currentX = layoutInfo . startPos + indentX * layoutInfo . direction
currentY = currentY + lineBreakAmount + layoutInfo . lineBreakModifier
layoutInfo . lineBreakModifier = 0
return currentX , currentY
end
-- ZO_ScrollListOperation --
return operation
end
end
return true -- Can be overridden in derived classes
end
return nil -- Can be overridden in derived classes
end
return nil -- Can be overridden in derived classes
end
return 0 -- Can be overridden in derived classes
end
end
end
-- ZO_ScrollList_AdvanceCursor_Operation --
end
function ZO_ScrollList_AdvanceCursor_Operation : GetPositionsAndAdvance ( layoutInfo , currentX , currentY , data )
currentY = currentY + instanceData . moveY
return currentX , currentY
end
end
-- ZO_ScrollList_LineBreak_Operation --
end
function ZO_ScrollList_LineBreak_Operation : GetPositionsAndAdvance ( layoutInfo , currentX , currentY , data )
if layoutInfo . startPos < layoutInfo . endPos then
else
end
local indentX = instanceData . indentX or 0
currentX , currentY = GetLineBreakPositions ( layoutInfo , currentX , currentY , instanceData . lineBreakAmount , indentX )
return currentX , currentY
end
end
-- ZO_ScrollList_AddControl_Operation --
end
-- Defined set of actions this operation can use
end
end
-- A controlWidth of nil will cause controls to be added Anchor TOPLEFT Anchor TOPRIGHT to fill the horizontal space of the parent control
function ZO_ScrollList_AddControl_Operation : SetControlTemplate ( templateName , parentControl , operationId , controlWidth , controlHeight , resetControlCallback )
return
end
end
self . pool = ZO_ObjectPool : New ( factoryFunction , resetControlCallback or ZO_ObjectPool_DefaultResetControl )
end
end
end
end
end
return true
end
local headerStringWidth = 0
if controlPool then
else
end
end
end
end
end
return headerStringWidth
end
end
function ZO_ScrollList_AddControl_Operation : GetPositionsAndAdvance ( layoutInfo , currentX , currentY , dataEntry )
local lineBreakAfterControl = false
if controlEndPos > layoutInfo . endPos then
currentX , currentY = GetLineBreakPositions ( layoutInfo , currentX , currentY , self . spacingY , self . indentX )
lineBreakAfterControl = true
end
-- Calculate left and right based on the direction we are told to advance
-- Since we want Left to always be less than Right, and having Right_To_Left
-- build direction will cause Left to be greater than Right
-- we need to compensate for that fact in this case, but keep the calculation the same
-- when we are in the direction of Left_To_Right
dataEntry . left = currentX - halfControlWidth + halfControlWidth * layoutInfo . direction
dataEntry . right = currentX + halfControlWidth + halfControlWidth * layoutInfo . direction
dataEntry . top = currentY
if lineBreakAfterControl then
currentX , currentY = GetLineBreakPositions ( layoutInfo , currentX , currentY , self . spacingY , self . indentX )
end
return currentX , currentY
end
function ZO_ScrollList_AddControl_Operation : AddToScrollContents ( contents , control , currentX , currentY , offset )
local xOffset = currentX
else
end
end
else
end
else
if layoutInfo then
else
-- Nil width (i.e.: fill) requires derivitive layoutInfo to calculate.
-- If we're not calling this from a place to knows that information,
-- just return nil to denote that the size is "fill" but we can't calculate it in this context
return nil
end
end
end
else
end
end
-- ZO_ScrollList_AddControl_Centered_Operation --
end
function ZO_ScrollList_AddControl_Centered_Operation : AddToScrollContents ( contents , control , currentX , currentY , offset )
local xOffset = currentX
control : SetAnchor ( CENTER , contents , TOPLEFT , xOffset + self : GetControlWidth ( instanceData ) / 2 , yOffset + self : GetControlHeight ( instanceData ) / 2 )
else
end
end
do
if typeId == ZO_SCROLL_LIST_OPERATION_ADVANCE_CURSOR then
return advanceCursorOperation
elseif typeId == ZO_SCROLL_LIST_OPERATION_LINE_BREAK then
return lineBreakOperation
end
end
end
end
-- If items at the end of the scroll are not selectable, max out the scroll in that direction.
end
-- A controlWidth of nil will cause controls to be added Anchor TOPLEFT Anchor TOPRIGHT to fill the horizontal space of the parent control
function ZO_ScrollList_AddControlOperation ( self , operationId , templateName , controlWidth , controlHeight , resetControlCallback , showCallback , hideCallback , spacingX , spacingY , indentX , selectable , centerEntries )
local operation = centerEntries and ZO_ScrollList_AddControl_Centered_Operation : New ( ) or ZO_ScrollList_AddControl_Operation : New ( )
operation : SetControlTemplate ( templateName , self . contents , operationId , controlWidth , controlHeight , resetControlCallback )
end
end
end
if dataTable and dataTable . height ~= newHeight then
dataTable . height = newHeight
end
end
end
end
end
end
end
end
end
--ScrollBarHiddenCallback is deprecated. Included here for addon backwards compatibility
end
return
end
--if a parent id is given and it doesn't exist, give up
local parent = nil
if parentId then
if not parent then
return
end
end
local category = { id = categoryId , parent = parent , children = { } , hidden = false }
if parent then
end
end
ZO_ScrollList_SelectData ( self , NO_SELECTED_DATA , NO_DATA_CONTROL , RESELECTING_DURING_REBUILD , ANIMATE_INSTANTLY )
end
end
if category then
return category . hidden
end
end
--Creates a data entry for use in the scroll list. Add it to the data list then commit it.
local entry =
{
typeId = typeId ,
categoryId = categoryId ,
}
return entry
end
local operation =
{
typeId = operationId ,
}
end
end
end
end
end
end
end
end
return nil
end
end
return nil
end
end
--Allows you to prevent the list from scrolling
end
end
end
end
local function PlayAnimationOnControl ( control , controlTemplate , animationFieldName , animateInstantly , overrideEndAlpha )
if controlTemplate then
local highlight = CreateControlFromVirtual ( "$(parent)Scroll" , control , controlTemplate , animationFieldName )
control [ animationFieldName ] = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ShowOnMouseOverLabelAnimation" , highlight )
if overrideEndAlpha then
end
end
if animateInstantly then
else
end
end
end
if animateInstantly then
else
end
end
end
local highlightTemplate , animationFieldName
else
end
PlayAnimationOnControl ( control , highlightTemplate , control . highlightAnimationFieldName , DONT_ANIMATE_INSTANTLY , self . overrideHighlightEndAlpha )
end
end
end
end
end
end
--Allows you to lock the highlight in place. The highlight will automatically unlock if the list is recommitted.
return
end
if lock then
else
end
end
end
end
--Reinitializes the highlight (used mostly when a mouse enter would have been missed)
return
end
end
--find the control to highlight if any
return
end
end
end
return
end
--allows us to place the highlight correctly when we unlock
return
end
end
return
end
return
end
end
end
else
if selectSound then
end
end
end
end
-- highlightTemplateOrFunction can be the name of a template control, or it can be a function that returns the name of a control.
-- If a function, it can optionally have an additional return for an animation field name. Highlight templates and
-- animation field names are one-to-one, so a unique animation field name is required if and only if the scroll list
-- needs to display multiple different highlights.
function ZO_ScrollList_EnableHighlight ( self , highlightTemplateOrFunction , highlightCallback , overrideEndAlpha )
end
end
end
-- Not updating state here, you should call this when the list is being created.
-- The bar will update state properly when the list has data committed.
end
-- Not updating state here, you should call this when the list is being created.
-- The bar will update state properly when the list has data committed.
end
end
end
end
end
--Determines if one piece of selected data is the "same" as the other. Used mainly to
--keep an item selected even when the data for the list is updated if they share some
--property determined by the equality function. For example, if you have an item with
--id=1 and state=up and replace it with id=1 and state=down, the selection will be maintained
--if the equality function only compares ids.
if data1 == data2 then
return true
end
if data1 == nil or data2 == nil then
return false
end
local dataEntry1 = data1 . dataEntry
local dataEntry2 = data2 . dataEntry
if dataEntry1 . typeId == dataEntry2 . typeId then
end
end
return false
end
return true
end
return false
end
for i = 1 , numActive do
local currentDataEntry = currentControl . dataEntry
return currentControl
end
end
end
return nil
end
return i
end
end
end
return nil
end
if dataEntry then
return i
end
return i
end
end
end
end
return nil
end
return
end
if reselectingDuringRebuild == nil then
reselectingDuringRebuild = false
end
-- Update the current selection to the new data
-- If it's already the selected entry then we still need to do some cleanup if this is a rebuild
-- Specifically we need to make sure the selected index is still valid and correct
if notAlreadySelected or reselectingDuringRebuild then
if animateInstantly == nil then
animateInstantly = false
end
-- Find the data index for the data in the scroll list
local dataIndex
dataIndex = i
break
end
end
--this data we tried to select isn't in the scroll list at all, just abort
if dataIndex == nil then
return
end
end
-- if this is a new selection, unselect the old control and save off any necessary info
local previouslySelectedData = nil
if notAlreadySelected then
end
end
end
-- if we have a selected data then update the selected control and any necessary info
-- don't need to select the control if it's already the selected data
if notAlreadySelected then
end
end
end
end
end
end
end
if windowHeight > 0 then
end
end
local currentDataEntry = currentControl . dataEntry
end
else
end
end
end
else
end
end
local controlPool = dataType . pool
end
currentControl . key = nil
currentControl . dataEntry = nil
currentControl . index = nil
end
if scrollableDistance > 0 then
end
self . scrollbar : SetThumbTextureHeight ( scrollBarHeight * scrollListHeight / ( scrollableDistance + scrollListHeight ) )
else
end
else
end
end
end
end
end
end
if dataEntry == nil then
return false
end
return dataTypeInfo . selectable
end
return dataTypeInfo . categoryHeader
end
if selectedIndex then
end
return nil
end
if selectedIndex then
for i = selectedIndex , 1 , - 1 do
if scrollIntoView then
local NO_CALLBACK = nil
else
ZO_ScrollList_SelectData ( self , self . data [ i ] . data , NO_DATA_CONTROL , NOT_RESELECTING_DURING_REBUILD , animateInstantly )
end
return
end
end
end
return
end
end
ZO_ScrollList_SelectData ( self , NO_SELECTED_DATA , NO_DATA_CONTROL , NOT_RESELECTING_DURING_REBUILD , animateInstantly )
end
local controlTop
local controlBottom
else
controlTop = dataEntry . top
controlBottom = dataEntry . bottom
end
return controlTop , controlBottom
end
else
end
end
-- If an animation is in progress and we call to change the scrollBar's value,
-- we must account for the distance left to travel in our calculations
-- of the new scrollBar value so we do not over/under shoot the target
local animationOffset = 0
end
return animationOffset
end
function ZO_ScrollList_ScrollDataIntoView ( self , dataIndex , onScrollCompleteCallback , animateInstantly )
local calculatedControlTop = controlTop - self . yDistanceFromEdgeWhereSelectionCausesScroll - scrollAnimationOffset
local calculatedControlBottom = controlBottom + self . yDistanceFromEdgeWhereSelectionCausesScroll - scrollAnimationOffset
if calculatedControlTop < scrollTop then
ZO_ScrollList_ScrollRelative ( self , calculatedControlTop - scrollTop , onScrollCompleteCallback , animateInstantly )
elseif calculatedControlBottom > scrollBottom then
ZO_ScrollList_ScrollRelative ( self , calculatedControlBottom - scrollBottom , onScrollCompleteCallback , animateInstantly )
end
end
end
function ZO_ScrollList_ScrollDataToCenter ( self , dataIndex , onScrollCompleteCallback , animateInstantly )
ZO_ScrollList_ScrollRelative ( self , controlCenter - scrollCenter - scrollAnimationOffset , onScrollCompleteCallback , animateInstantly )
end
return
end
-- Allow Wrapping
ZO_ScrollList_SelectDataAndScrollIntoView ( self , self . data [ newIndex ] . data , onScrollCompleteCallback , hasWrapped or shouldAnimateInstantly )
return
end
end
end
return
end
-- Allow Wrapping
ZO_ScrollList_SelectDataAndScrollIntoView ( self , self . data [ newIndex ] . data , onScrollCompleteCallback , hasWrapped or shouldAnimateInstantly )
return
end
end
end
-- x and y direction must use the values for directions described at the top of this file
return
end
-- Move Y Direction
if yDirection ~= ZO_SCROLL_MOVEMENT_DIRECTION_NONE then
local currentTopValue = currentData . top * yDirection
local bestDistance = math . huge
local bestIndex = nil
while nextIndex <= numDataEntries and nextIndex > 0 do
local nextDataTopValue = nextData . top * yDirection
-- check and see if the next data is within the y direction we are searching,
-- and has an x direction greater than or equal to our current data's x
if nextDataTopValue > currentTopValue then
if deltaDistance < bestDistance then
bestIndex = nextIndex
bestDistance = deltaDistance
end
end
-- we only want to select an entry that is only one y delta away.
-- We must look ahead and see if the next data after current next data has an even greater y
local lookAheadIndex = nextIndex + yDirection
local nextSelectableData
local noFurtherDataToExplore = false
while not nextSelectableData do
-- we can't look ahead anymore, bail out
if lookAheadIndex > numDataEntries or lookAheadIndex < 1 then
break
end
if currentTopValue < nextDataTopValue and nextDataTopValue < nextSelectableData . top * yDirection then
noFurtherDataToExplore = true
break
end
end
lookAheadIndex = lookAheadIndex + yDirection
end
-- we found that there is no other data to look at
-- and we no longer need to look any further
if noFurtherDataToExplore then
break
end
end
nextIndex = nextIndex + yDirection
end
if bestIndex then
if yDirection == ZO_SCROLL_MOVEMENT_DIRECTION_NEGATIVE and nextIndex == 0 and ZO_ScrollList_CanScrollUp ( self ) then
elseif yDirection == ZO_SCROLL_MOVEMENT_DIRECTION_POSITIVE and nextIndex >= numDataEntries and ZO_ScrollList_CanScrollDown ( self ) then
end
end
end
end
-- Move X Direction
-- Since data is given in X direction order, simply pick the next selectable data
-- in the correct layout direction in contigious order
-- we also save this X position for use in calculating Y direction
-- since this emulates how people already expect this form of selection to work (see text editors)
if xDirection == ZO_SCROLL_MOVEMENT_DIRECTION_POSITIVE then
while nextIndex <= numDataEntries do
break
end
nextIndex = nextIndex + xDirection
end
elseif xDirection == ZO_SCROLL_MOVEMENT_DIRECTION_NEGATIVE then
while nextIndex > 0 do
break
end
nextIndex = nextIndex + xDirection
end
end
end
end
end
end
ZO_ScrollList_SelectDataAndScrollIntoView ( self , self . data [ i ] . data , onScrollCompleteCallback , shouldAnimateInstantly )
return true
end
end
return false
end
ZO_ScrollList_SelectDataAndScrollIntoView ( self , self . data [ i ] . data , onScrollCompleteCallback , shouldAnimateInstantly )
return true
end
end
return false
end
end
--When the list in inactive, you can't get selected data. Auto select is a mechanic of lists that will reselect the last thing that was selected
-- Assuming it wasn't reset, or manually set to something else. If another party needs to know what data would be selected if the list were active, this is how
return selectedIndex
end
end
return nil
end
if recalledIndex then
end
return nil
end
end
-- This should be used before a commit/activate. It won't affect an already commited/activated list.
self . lastSelectedDataIndex = ZO_ScrollList_FindDataIndexByDataEntry ( self , dataEntry , optionalTypeId )
end
-- direction: ZO_SCROLL_SELECT_CATEGORY_PREVIOUS or ZO_SCROLL_SELECT_CATEGORY_NEXT
if not currentlySelectedData then
return
end
if nextDataIndex < 1 or nextDataIndex > # listData then
-- we are already at the end of our list
return
end
-- if we are going backwards and hit a non-selectable entry, we need to keep going until we find a selectable entry so we don't just select the same value
if direction == ZO_SCROLL_SELECT_CATEGORY_PREVIOUS then
nextDataIndex = nextDataIndex + direction
if nextDataIndex == 0 or nextDataIndex == # listData then
-- could not find an acceptable target, we are at the selectable end of our list
return
end
end
end
while nextDataIndex > 0 and nextDataIndex <= # listData do
-- we found header data, select the first selectable entry under it
local lookAheadIndex = nextDataIndex + 1
return
end
nextDataIndex = nextDataIndex + direction
end
-- could not find another header data, so just pick the last selectable value we found
end
--Updates the scroll control with new data. Call this when you modify the data list by adding or removing entries.
--the window isn't big enough to show anything (its anchors probably haven't been processed yet), so delay the commit until that happens
if windowHeight <= 0 then
return
end
local scrollableDistance = 0
local foundSelected = false
foundSelected = true
ZO_ScrollList_SelectData ( self , currentData . data , NO_DATA_CONTROL , RESELECTING_DURING_REBUILD , ANIMATE_INSTANTLY )
end
end
local currentY = 0
currentData . top = currentY
currentData . bottom = currentY
foundSelected = true
ZO_ScrollList_SelectData ( self , currentData . data , NO_DATA_CONTROL , RESELECTING_DURING_REBUILD , ANIMATE_INSTANTLY )
end
end
scrollableDistance = currentY - windowHeight
local layoutInfo = { }
layoutInfo . lineBreakModifier = 0
layoutInfo . startPos = 0
else
layoutInfo . endPos = 0
end
local currentX = layoutInfo . startPos
local currentY = 0
end
currentX , currentY = currentOperation : GetPositionsAndAdvance ( layoutInfo , currentX , currentY , currentData )
end
end
if currentY < currentData . bottom then
end
foundSelected = true
ZO_ScrollList_SelectData ( self , currentData . data , NO_DATA_CONTROL , RESELECTING_DURING_REBUILD , ANIMATE_INSTANTLY )
end
end
end
else
scrollableDistance = 0
end
end
--nuke the active list since things may have left it
while i >= 1 do
i = i - 1
end
if selectionsEnabled then
if not foundSelected then
else
ZO_ScrollList_SelectData ( self , NO_SELECTED_DATA , NO_DATA_CONTROL , RESELECTING_DURING_REBUILD , ANIMATE_INSTANTLY )
end
end
end
end
--updates the layout of visible controls
--data: optionally allows you to only update the control backed by the specified data table
--overrideSetupCallback: optionally allows you to call this function instead of the normal setup function if you only need to do a very specific update
end
end
end
end
--nuke the active list since things may have left it
while i >= 1 do
i = i - 1
end
--update scroll distance
end
end
break
end
end
end
end
if category then
category . hidden = true
local numRemoved = 0
local i = 1
local curCategory = categories [ curCategoryId ]
local found = false
--climb the hierarchy to see if this piece of data is under this category
while curCategory do
curCategoryId = curCategory . id
if curCategoryId == categoryId then
found = true
numRemoved = numRemoved + 1
break
end
curCategory = curCategory . parent
end
if not found then
i = i + 1
end
end
if numRemoved > 0 then
end
end
end
end
local inserted = false
return
inserted = true
break
end
end
if not inserted then
end
end
end
end
end
end
end
if category then
category . hidden = false
local numShown = 0
local i = 1
local shouldInsert = true
while curCategory do
if curCategory . hidden then
shouldInsert = false
break
end
curCategory = curCategory . parent
end
if shouldInsert then
if not found then
numShown = numShown + 1
end
end
i = i + 1
end
if numShown > 0 then
end
end
end
end
--Used to locate the point in the data list where we should start looking for in view controls
else
return topEdge - compareData . bottom
end
return insertPoint
end
end
--holds controls that have already been evaluated and do not need to be looked at again this update scroll call
local consideredMap = { }
local IS_REAL_NUMBER = false
--remove active controls that are now hidden
local activeIndex = 1
local numActive = # activeControls
while activeIndex <= numActive do
local currentDataEntry = activeControls [ activeIndex ] . dataEntry
numActive = numActive - 1
else
activeIndex = activeIndex + 1
end
consideredMap [ currentDataEntry ] = true
end
--add revealed controls
local nextCandidateVisibleIndex = firstInViewVisibleIndex
local currentDataIndex = visibleDataIndices [ nextCandidateVisibleIndex ]
local dataEntry = allData [ currentDataIndex ]
local controlTop
if dataEntry then
if mode == SCROLL_LIST_UNIFORM then
controlTop = ( nextCandidateVisibleIndex - 1 ) * uniformControlHeight
else
controlTop = dataEntry . top
end
end
while dataEntry and controlTop <= bottomEdge do
if not consideredMap [ dataEntry ] then
local controlPool = dataType . pool
if controlPool then
end
consideredMap [ dataEntry ] = true
end
end
--even uniform active controls need to know their position to determine if they are still active
dataEntry . top = controlTop
dataEntry . bottom = controlTop + uniformControlHeight
end
end
nextCandidateVisibleIndex = nextCandidateVisibleIndex + 1
currentDataIndex = visibleDataIndices [ nextCandidateVisibleIndex ]
dataEntry = allData [ currentDataIndex ]
if dataEntry then
if mode == SCROLL_LIST_UNIFORM then
controlTop = ( nextCandidateVisibleIndex - 1 ) * uniformControlHeight
else
controlTop = dataEntry . top
end
end
end
--update positions
local numNowActive = # activeControls
for activeControlIndex = 1 , numNowActive do
local currentControl = activeControls [ activeControlIndex ]
local currentData = currentControl . dataEntry
currentOperation : AddToScrollContents ( contents , currentControl , currentData . left , currentData . top , offset )
else
local xOffset = currentData . left
end
end
--reset considered
consideredMap [ k ] = nil
end
end
end
local scrollValue
else
end
end
end
end
end
--This function actually moves the scroll window. The only thing that should ever call it is the slider's value changed handler.
--All other scrolling behavior should call scroll absolute or scroll relative which moves the slider and activates the value changed handler.
end
-- These functions are used for scrolling through the scroll list as a block of text instead of scrolling though each entry.
end
end
local minIndexData = nil
local currentIndex = currentControl . index
if currentIndex < minIndex then
minIndex = currentIndex
minIndexData = currentData
end
end
end
local maxIndex = 1
local maxIndexData = nil
local currentIndex = currentControl . index
if currentIndex > maxIndex then
maxIndex = currentIndex
maxIndexData = currentData
end
end
end
while checkIndex >= 1 do
return false
end
end
checkIndex = checkIndex - 1
end
return true
end
else
return false
end
end
while checkIndex <= numData do
return false
end
end
checkIndex = checkIndex + 1
end
return true
end
else
return false
end
end
function ZO_ScrollList_SelectDataAndScrollIntoView ( self , data , onScrollCompleteCallback , shouldAnimateInstantly )
ZO_ScrollList_SelectData ( self , data , NO_DATA_CONTROL , NOT_RESELECTING_DURING_REBUILD , shouldAnimateInstantly )
ZO_ScrollList_ScrollDataIntoView ( self , self . selectedDataIndex , onScrollCompleteCallback , shouldAnimateInstantly )
end
return scrollableDistance > 0
end |