Back to Home

ESO Lua File v101043

libraries/utility/zo_fadingcontrolbuffer.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
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
FCB_PUSH_DIRECTION_DOWN = 1
FCB_PUSH_DIRECTION_UP = -1
    return entry._control
end
    return header._control
end
    return line._control
end
ZO_FadingControlBuffer = ZO_InitializingCallbackObject:Subclass()
local HOLD_TIMES = { 6000, 4000, 2000 }
local START_FULLY_OPAQUE = 1
local START_AT_BEGINNING = 2
local START_FADE_IMMEDIATELY = 3
local CONTROL_TYPE_ENTRY = 1
local CONTROL_TYPE_ITEM = 2
-- Note: maxHeight, maxDisplayedEntries, and maxLinesPerEntry can be nil, which means they will be ignored. maxLinesPerEntry does not include the entry header, if any.
-- maxHeight can be nil, a number, or a function. If it's nil, it will be ignored. If it's a function, it will be evaluated before being used.
-- If narrateAllEntries is true, every active entry will be narrated any time we add or update an entry. Otherwise, we will only narrate the most recent entry added/updated
function ZO_FadingControlBuffer:Initialize(control, maxDisplayedEntries, maxHeight, maxLinesPerEntry, fadeAnimationName, translateAnimationName, anchor, narrateAllEntries)
    self.control = control
    self.entryPools = {}
    self.headerPools = {}
    self.linePools = {}
    self.queue = {}
    self.templates = {}
    self.activeEntries = {}
    self.maxDisplayedEntries = maxDisplayedEntries
    self.maxHeight = maxHeight
    self.maxLinesPerEntry = maxLinesPerEntry
    self.fadeAnimationName = fadeAnimationName
    self.translateAnimationName = translateAnimationName
    self.anchor = anchor or ZO_Anchor:New(TOP)
    self.currentNumDisplayedEntries = 0
    self.currentlyMovingEntries = 0
    self.currentlyFadingEntries = 0
    self.translateDuration = 500
    self.holdTimes = HOLD_TIMES
    self.fadesInImmediately = false
    self.additionalVerticalSpacing = 0
    self.pushDirection = FCB_PUSH_DIRECTION_DOWN
    self.holdDisplayingEntries = false
    self.narrateAllEntries = narrateAllEntries
    SCREEN_NARRATION_MANAGER:RegisterFadingControlBuffer(self)
end
function ZO_FadingControlBuffer:SetTranslateDuration(translateDuration)
    self.translateDuration = translateDuration
end
function ZO_FadingControlBuffer:SetHoldTimes(...)
    self.holdTimes = { ... }
end
function ZO_FadingControlBuffer:SetHoldDisplayingEntries(holdEntries)
    self.holdDisplayingEntries = holdEntries
    if(not holdEntries) then
        if(self:HasQueuedEntry() and not self:HasEntries()) then
            self:DisplayNextQueuedEntry()
        end
    end
end
function ZO_FadingControlBuffer:SetAdditionalVerticalSpacing(additionalVerticalSpacing)
    self.additionalVerticalSpacing = additionalVerticalSpacing
end
function ZO_FadingControlBuffer:SetFadesInImmediately(fadesInImmediately)
    self.fadesInImmediately = fadesInImmediately
end
function ZO_FadingControlBuffer:SetPushDirection(pushDirection)
    self.pushDirection = pushDirection
end
function ZO_FadingControlBuffer:SetDisplayOlderEntriesFirst(displayOlderEntriesFirst)
    self.displayOlderEntriesFirst = displayOlderEntriesFirst
end
--[[
'templateData' must be a table as follows:
{setup = <function>, equalityCheck = <function>, equalitySetup = <function>, headerTemplateName = <string>, headerSetup = <function>, headerEqualityCheck = <function>})
where:
setup = function(control, data)
equalityCheck = function(oldLines, newLines) -> bool [optional]
equalitySetup = function(fadingControlBuffer, oldEntry, newEntry) [optional, but required if equalityCheck is specified]
where:
fadingControlBuffer is this class object.
oldEntry is the currently active entry.
newEntry is the entry that has been deemed equal to oldEntry via the equalityCheck function.
headerTemplateName [optional, but required if a header is present in an entry]
headerSetup = function(control, data) [optional, but required if a header is present in an entry]
headerEqualityCheck = function(fadingControlBuffer, oldHeader, newHeader) [optional]
headerNarrationText = function(data) [optional, used when we want to specify special behavior for narrating header entries for this template]
narrationText = function(data) [optional, used when we want to specify special behavior for narrating line entries for this template]
--]]
function ZO_FadingControlBuffer:AddTemplate(templateName, templateData)
    self.templates[templateName] = templateData
end
function ZO_FadingControlBuffer:HasTemplate(templateName)
    return self.templates[templateName] ~= nil
end
--[[
An 'entry' can consist of a header and one or more lines (either are optional).
An 'item' is the term used for either a 'header' or a 'line'.
'entry' must be a table as follows:
{header = <table>, lines = <array of tables>}
where:
header contains a table that is passed through as 'data' to the headerSetup function. [optional]
lines contains an array of tables that are each passed through as 'data' to the setup function. [optional]
--]]
function ZO_FadingControlBuffer:AddEntry(templateName, entry)
    if self.templates[templateName] then
        local templateData = self.templates[templateName]
        entry._templateName = templateName
        if not self:HasQueuedEntry() then
            if not self:TryHandlingExistingEntry(templateName, templateData, entry) then
                if self:CanDisplayEntry(templateName, entry) then
                    self:DisplayEntry(templateName, entry)
                else
                    self:EnqueueEntry(templateName, entry)
                end
            end
        else
            self:EnqueueEntry(templateName, entry)
        end
    end
end
function ZO_FadingControlBuffer:SetMaxHeight(maxHeight)
    self.maxHeight = maxHeight
end
function ZO_FadingControlBuffer:ClearAll()
    while #self.activeEntries > 0 do
        local entry = self.activeEntries[#self.activeEntries]
        entry.m_fadeTimeline:Stop()
        self:ReleaseControl(entry)
    end
end
function ZO_FadingControlBuffer:HasEntries()
    return #self.activeEntries > 0
end
function ZO_FadingControlBuffer:FadeAll()
    for _, entry in ipairs(self.activeEntries) do
        self:UpdateFadeOutDelayAndPlayFromOffset(entry, START_FADE_IMMEDIATELY)
    end
end
--[[ Private API ]]--
function ZO_FadingControlBuffer:GetEntryIndex(entryControl)
    for i, entry in ipairs(self.activeEntries) do
        if entry == entryControl then
            return i
        end
    end
end
function ZO_FadingControlBuffer:GetLineIndex(entryControl, lineControl)
    for i, entry in ipairs(entryControl.activeLines) do
        if entry == lineControl then
            return i
        end
    end
end
function ZO_FadingControlBuffer:TryHandlingExistingEntry(templateName, templateData, entry)
    if not templateData.equalityCheck then
        return false
    end
    local handled = false
    for _, activeEntryControl in ipairs(self.activeEntries) do
        local activeEntry = activeEntryControl.entry
        if templateName == activeEntry._templateName then
            -- Are both headers equal?
            if activeEntry.header and entry.header and templateData.headerEqualityCheck and templateData.headerEqualityCheck(activeEntry.header, entry.header) then
                if entry.lines then
                    -- Are all lines equal?
                    if activeEntry.lines and templateData.equalityCheck(activeEntry.lines, entry.lines) then
                        templateData.equalitySetup(self, activeEntry, entry)
                        self.lastHandledEntry = activeEntry
                        self:FireCallbacks("OnEntryUpdated")
                        activeEntryControl.setupTime = GetFrameTimeMilliseconds()
                        handled = true
                    else
                        -- The headers are equal, but the lines are not equal. Add the lines to the header if there is space.
                        if self:CanDisplayEntry(templateName, entry, activeEntryControl) then
                            self:AddLinesToExistingEntry(activeEntryControl, entry.lines, templateData.displayOlderLinesFirst)
                            handled = true
                        end
                    end
                end
            -- Headers are either not equal or not present. Are all lines equal?
            elseif activeEntry.lines and entry.lines and templateData.equalityCheck(activeEntry.lines, entry.lines) then
                templateData.equalitySetup(self, activeEntry, entry)
                self.lastHandledEntry = activeEntry
                self:FireCallbacks("OnEntryUpdated")
                handled = true
            end
            if handled then
                -- Reset the fade timer.
                activeEntryControl.m_fadeTimeline:Stop()
                self:UpdateFadeOutDelayAndPlayFromOffset(activeEntryControl, START_FULLY_OPAQUE)
                return true
            end
        end
    end
    return false
end
function ZO_FadingControlBuffer:GetEntryHoldTime(alertEntry)
    local entryIndex = self:GetEntryIndex(alertEntry)
    return self.holdTimes[entryIndex] or self.holdTimes[#self.holdTimes]
end
function ZO_FadingControlBuffer:UpdateFadeOutDelayAndPlayFromOffset(alertEntry, adjustType)
    local fadeTimeline = alertEntry.m_fadeTimeline
    local fadeInAnimation = fadeTimeline:GetAnimation(1)
    local fadeInDelay = fadeTimeline:GetAnimationOffset(fadeInAnimation)
    local initialOffset
    if adjustType == START_FULLY_OPAQUE or adjustType == START_FADE_IMMEDIATELY then
        initialOffset = fadeInAnimation:GetDuration()
    elseif adjustType == START_AT_BEGINNING then
        initialOffset = 0
    end
    local holdTime = initialOffset + fadeInDelay
    if adjustType ~= START_FADE_IMMEDIATELY then
        holdTime = holdTime + self:GetEntryHoldTime(alertEntry)
    end
    fadeTimeline:SetAnimationOffset(fadeTimeline:GetAnimation(2), holdTime)
    if(adjustType == START_FULLY_OPAQUE or adjustType == START_FADE_IMMEDIATELY) then
        -- If a playback offset of > 0 is specified we essentially want to start from the fully faded in state...
        -- That state is defined as however long the duration and delay of the initial animation
        fadeTimeline:PlayFromStart(initialOffset + fadeInDelay)
    else
        fadeTimeline:PlayFromStart()
    end
end
function ZO_FadingControlBuffer:UpdateFadeInDelay(alertEntry, fadeInDelayFactor)
    local fadeAnimation = alertEntry.m_fadeTimeline:GetFirstAnimation()
    local fadeStartDelay = self.translateDuration * fadeInDelayFactor
    alertEntry.m_fadeTimeline:SetAnimationOffset(fadeAnimation, fadeStartDelay)
end
local function ReleaseAllChildren(control)
    local childCount = control:GetNumChildren()
    for i = 1, childCount do
        local child = control:GetChild(i)
        if child.pool then -- Could evaluate to false if the child is not managed by this class.
            child.pool:ReleaseObject(child.key)
        end
    end
end
function ZO_FadingControlBuffer:ReleaseControl(alertControl)
    if alertControl.type == CONTROL_TYPE_ENTRY then
        self.currentNumDisplayedEntries = self.currentNumDisplayedEntries - 1
    end
    ReleaseAllChildren(alertControl)
    alertControl.pool:ReleaseObject(alertControl.key)
    if alertControl.type == CONTROL_TYPE_ENTRY then
        local entryIndex = self:GetEntryIndex(alertControl)
        if entryIndex then
            table.remove(self.activeEntries, entryIndex)
        end
    end
    if not self:HasQueuedEntry() and not self:HasEntries() then
        self:FireCallbacks("LastControlReleased")
    end
end
function ZO_FadingControlBuffer:CalcHeightOfEntryAfterPrepending(entryControl, newLines)
    local entry = entryControl.entry
    -- Figure out how many lines we are going to end up with.
    local totalLines = #entry.lines + #newLines
    if self.maxLinesPerEntry then
        totalLines = zo_min(totalLines, self.maxLinesPerEntry)
    end
    -- Calculate the height for the given number of lines.
    local height = self:CalcHeightOfEntry(entry._templateName, entry, totalLines)
    return height
end
function ZO_FadingControlBuffer:CalcHeightOfEntry(templateName, entry, maxLines)
    local entryControl = self:AcquireEntryObject(templateName)
    local templateData = self.templates[templateName]
    local offsetY = 0
    local HEADER_ITEM = true
    if entry.header then
        offsetY = self:CalculateItemHeight(templateData.headerTemplateName, self.headerPools, entryControl, offsetY, HEADER_ITEM)
    end
    local lines = entry.lines
    if lines or maxLines then
        local linePools = self.linePools
        local numLines = maxLines or #lines
        for i = 1, numLines do
            offsetY = self:CalculateItemHeight(templateName, linePools, entryControl, offsetY)
        end
    end
    ReleaseAllChildren(entryControl)
    entryControl.pool:ReleaseObject(entryControl.key)
    return offsetY
end
function ZO_FadingControlBuffer:CalcHeightOfActiveEntries()
    local height = 0
    for i = 1, #self.activeEntries do
        height = height + self.activeEntries[i].height
    end
    return height
end
function ZO_FadingControlBuffer:CanDisplayEntry(templateName, entry, prependToEntryControl)
    local notEnoughFreeEntries = false
    if self.maxDisplayedEntries then
        notEnoughFreeEntries = self.currentNumDisplayedEntries >= self.maxDisplayedEntries
    end
    if not prependToEntryControl and notEnoughFreeEntries then
        -- If the FadingControlBuffer does NOT fade in immediately and there isn't space to add a new entry, the new entry will be queued
        if self.fadesInImmediately then
            -- If the FadingControlBuffer DOES fade in immediately but there isn't space to add a new entry, try to kick old entries off to make space
            if not self:TryRemoveLastEntry() then
                -- If space can not be made (all entries are too recent), queue the next entry
                return false
            end
        else
            return false
        end
    end
    local additionalHeight
    if prependToEntryControl then
        additionalHeight = self:CalcHeightOfEntryAfterPrepending(prependToEntryControl, entry.lines)
        -- Subtract the height of the control we're prepending to, since the latter will be contained in self.activeEntries.
        currentHeight = currentHeight - prependToEntryControl.height
    else
        additionalHeight = self:CalcHeightOfEntry(templateName, entry)
    end
    local totalHeight = currentHeight + additionalHeight
    local maxHeight = self.maxHeight
    if maxHeight then
        if (type(maxHeight) == "function") then
            maxHeight = maxHeight()
        end 
        if totalHeight > maxHeight then
            return false
        end
    end
    if self.fadesInImmediately then
        return not self.holdDisplayingEntries
    end
    return self.currentlyMovingEntries == 0 and self.currentlyFadingEntries == 0 and not self.holdDisplayingEntries
end
function ZO_FadingControlBuffer:HasQueuedEntry()
    return #self.queue > 0
end
function ZO_FadingControlBuffer:EnqueueEntry(templateName, entry)
    table.insert(self.queue, entry)
end
function ZO_FadingControlBuffer:DisplayNextQueuedEntry()
    while self:HasQueuedEntry() do
        local queuedEntry = self.queue[1]
        local templateName = queuedEntry._templateName
        local templateData = self.templates[templateName]
        local handled = self:TryHandlingExistingEntry(templateName, templateData, queuedEntry)
        if not handled then
            if self:CanDisplayEntry(templateName, queuedEntry) then
                self:DisplayEntry(templateName, queuedEntry)
                handled = true
            end
        end
        if handled then
            table.remove(self.queue, 1)
        end
        if not self.fadesInImmediately or not handled then
            break
        end
    end
end
local function CalculateControlHeight(control)
    local height
    if control.GetTextHeight then
        height = control:GetTextHeight()
        if (height == 0) and control.GetFontHeight then -- Could happen if label control has no text.
            height = control:GetFontHeight()
        end
    else
        height = control:GetHeight()
    end
    return height
end
do
    local function Reset(object)
        object.m_translateTimeline:Stop()
        object.m_fadeTimeline:Stop()
        object:SetAlpha(0)
        object:SetHidden(true)
        object.key = nil
        if object.activeLines then
            ZO_ClearNumericallyIndexedTable(object.activeLines)
        end
        -- This isn't strictly necessary, but it keeps things clean and avoids potentially nasty bugs.
        local entry = object.entry
        if entry then
            entry._control = nil
            if entry.header then
                entry.header._control = nil
            end
            local lines = object.entry.lines
            if lines then
                for i = 1, #lines do
                    lines[i]._control = nil
                end
            end
            object.entry = nil
        end
    end
    local function OnFadeStop(timeline, completedPlayback)
        if completedPlayback then
            local fadingControlBuffer = timeline.m_control.fadingControlBuffer
            fadingControlBuffer:ReleaseControl(timeline.m_control)
        end
    end
    local function OnTranslateStop(timeline)
        local fadingControlBuffer = timeline.m_control.fadingControlBuffer
        fadingControlBuffer.currentlyMovingEntries = fadingControlBuffer.currentlyMovingEntries - 1
    end
    local function OnFadeOutAnimationStart(animation, control)
        local fadingControlBuffer = control.fadingControlBuffer
        fadingControlBuffer.currentlyFadingEntries = fadingControlBuffer.currentlyFadingEntries + 1
    end
    local function OnFadeOutAnimationStop(animation, control)   
        local fadingControlBuffer = control.fadingControlBuffer  
        fadingControlBuffer.currentlyFadingEntries = fadingControlBuffer.currentlyFadingEntries - 1
    end
    local function OnFadeInAnimationStop(animation, control)
        if control.fadeInHold then
            control.m_fadeTimeline:Stop()
            control.fadeInHold = false
        end
    end
    local function SetupControl(control, fadeAnimationName, translateAnimationName)
        local fadeTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual(fadeAnimationName, control)
        local translateTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual(translateAnimationName, control)
        fadeTimeline.m_control = control
        fadeTimeline:SetHandler("OnStop", OnFadeStop)
        fadeTimeline:GetAnimation(1):SetHandler("OnStop", OnFadeInAnimationStop)
        fadeTimeline:GetAnimation(2):SetHandler("OnPlay", OnFadeOutAnimationStart)
        fadeTimeline:GetAnimation(2):SetHandler("OnStop", OnFadeOutAnimationStop)
        translateTimeline.m_control = control
        translateTimeline:SetHandler("OnStop", OnTranslateStop)
        control.m_fadeTimeline = fadeTimeline
        control.m_translateTimeline = translateTimeline
        return control
    end
    function ZO_FadingControlBuffer:AcquireEntryObject(templateName)
        local pool = self.entryPools[templateName]
        if not pool then
            local function Factory(pool)
                local parent = self.control
                local name = parent:GetName() .. templateName .. "Entry" .. pool:GetNextControlId()
                local control = CreateControl(name, parent, CT_CONTROL)
                control:SetResizeToFitDescendents(true)
                control.pool = pool
                control.activeLines = {}
                control.type = CONTROL_TYPE_ENTRY
                return SetupControl(control, self.fadeAnimationName, self.translateAnimationName)
            end
            pool = ZO_ObjectPool:New(Factory, Reset)
            self.entryPools[templateName] = pool
        end
        local control, key = pool:AcquireObject()
        control:SetHidden(false)
        control.key = key
        control.fadingControlBuffer = self
        ZO_ClearNumericallyIndexedTable(control.activeLines)
        return control
    end
    local function AdjustAnchors(control, newRelativeTo, newOffsetY)
        for i = 0, MAX_ANCHORS - 1 do
            local isValid, point, _, relPoint, offsetX = control:GetAnchor(i)
            if isValid then
                control:SetAnchor(point, newRelativeTo, relPoint, offsetX, control.anchorOffsetY[i] + newOffsetY)
            end
        end
    end
    function ZO_FadingControlBuffer:AcquireItemObject(name, templateName, pools, parent, offsetY)
        local pool = pools[templateName]
        if not pool then
            local function Factory(pool)
                local name = templateName .. name
                local control = ZO_ObjectPool_CreateNamedControl(name, templateName, pool, pool.parent)
                control.pool = pool
                control.type = CONTROL_TYPE_ITEM
                -- Save the anchor Y offsets so we can preserve them when adjusting anchors later.
                control.anchorOffsetY = {nil, nil} -- Pre-allocate space for two anchors.
                for i = 0, MAX_ANCHORS - 1 do
                    local isValid, _, _, _, _, offsetY = control:GetAnchor(i)
                    if isValid then
                        control.anchorOffsetY[i] = offsetY
                    end
                end
                return SetupControl(control, self.fadeAnimationName, self.translateAnimationName)
            end
            pool = ZO_ObjectPool:New(Factory, Reset)
            pools[templateName] = pool
        end
        -- We set the parent before acquiring the object so we can reuse the same factory function across multiple parents.
        -- To keep the item control name simple, it must always be created as a child of an entry control.
        pool.parent = parent
        local control, key = pool:AcquireObject()
        control:SetParent(parent)
        control:SetHidden(false)
        control.key = key
        control.fadingControlBuffer = self
        return control
    end
    function ZO_FadingControlBuffer:CalculateItemHeight(templateName, pools, parent, offsetY, isHeader)
        local control = self:AcquireItemObject(isHeader and "Header" or "Line", templateName, pools, parent, offsetY)
        local height = CalculateControlHeight(control)
        return (offsetY + height)
    end
    
    local HEADER_INDEX = 1
    local PRESERVE_FADE = true
    function ZO_FadingControlBuffer:SetupItem(hasHeader, item, templateName, setupFn, pools, parent, offsetY, isHeader, shouldAppend)
        if item then
            local control = self:AcquireItemObject(isHeader and "Header" or "Line", templateName, pools, parent, offsetY)
            setupFn(control, item)
            local height = CalculateControlHeight(control)
            offsetY = offsetY + height
            item._control = control
            control.height = height
            control.targetBottomY = height
            control.fadeInHold = true
            control:SetAlpha(0)
            local insertionIndex
            if shouldAppend then
                -- append after existing lines
                table.insert(parent.activeLines, control)
            elseif isHeader or not hasHeader then
                -- prepend to header location
                table.insert(parent.activeLines, HEADER_INDEX, control)
            else
                -- insert after header, before existing lines
                table.insert(parent.activeLines, HEADER_INDEX + 1, control)
            end
            AdjustAnchors(control, parent, 0)
            self:MoveEntriesOrLines(parent.activeLines, PRESERVE_FADE)
            local fadeInDelayFactor = .25
            self:UpdateFadeInDelay(control, fadeInDelayFactor)
            self:UpdateFadeOutDelayAndPlayFromOffset(control, START_AT_BEGINNING)
        end
        return offsetY
    end
end
function ZO_FadingControlBuffer:AddLinesToExistingEntry(entryControl, newLines, shouldAppend)
    local entry = entryControl.entry
    local currentLines = entry.lines
    local offsetY = 0
    -- Release lines until we are within our line limit.
    if self.maxLinesPerEntry then
        local numCurrentLines = #currentLines
        local totalLines = numCurrentLines + #newLines
        if totalLines > self.maxLinesPerEntry then
            local numLinesToRemove = zo_min(totalLines - self.maxLinesPerEntry, numCurrentLines)
            -- if appending, remove from the front. If prepending, remove from the back
            local startIndex = shouldAppend and numLinesToRemove or numCurrentLines
            for i = startIndex, startIndex - numLinesToRemove + 1, -1 do
                local line = table.remove(currentLines, i)
                local lineControl = line._control
                offsetY = offsetY - CalculateControlHeight(lineControl)
                local lineIndex = self:GetLineIndex(entryControl, lineControl)
                table.remove(entryControl.activeLines, lineIndex)
                lineControl.fadeInHold = false
                self:UpdateFadeOutDelayAndPlayFromOffset(lineControl, START_FADE_IMMEDIATELY)
            end
        end
    end
    local templateName = entry._templateName
    local templateData = self.templates[templateName]
    local NOT_HEADER = false
    local hasHeader = (entry.header ~= nil)
    local linePools = self.linePools
    if shouldAppend then
        for _, line in ZO_NumericallyIndexedTableIterator(newLines) do
            table.insert(currentLines, line)
            offsetY = self:SetupItem(hasHeader, line, templateName, templateData.setup, linePools, entryControl, offsetY, NOT_HEADER, shouldAppend)
        end
    else
        for _, line in ZO_NumericallyIndexedTableReverseIterator(newLines) do
            table.insert(currentLines, 1, line)
            offsetY = self:SetupItem(hasHeader, line, templateName, templateData.setup, linePools, entryControl, offsetY, NOT_HEADER, shouldAppend)
        end
    end
    entryControl.height = entryControl.height + offsetY
    entryControl.targetBottomY = entryControl.targetBottomY + offsetY
    entryControl.setupTime = GetFrameTimeMilliseconds()
    self.lastHandledEntry = entry
    self:FireCallbacks("OnEntryUpdated")
    self:MoveEntriesOrLines(self.activeEntries)
end
do
    local MIN_DISPLAY_TIME_MS = 500
    -- Push the oldest entry off the screen to make room for the new one, even if the old one hasn't timed out
    function ZO_FadingControlBuffer:TryRemoveLastEntry()
        local entries = self.activeEntries
        local currentTime = GetFrameTimeMilliseconds()
        local lastEntryControl = entries[#entries]
        local timeDisplayed = currentTime - lastEntryControl.setupTime
        if timeDisplayed < MIN_DISPLAY_TIME_MS then
            return false
        end
        table.remove(entries, #entries)
        lastEntryControl.fadeInHold = false
        self:UpdateFadeOutDelayAndPlayFromOffset(lastEntryControl, START_FADE_IMMEDIATELY)
        return true
    end
end
function ZO_FadingControlBuffer:DisplayEntry(templateName, entry)
    local entryControl = self:AcquireEntryObject(templateName)
    local templateData = self.templates[templateName]
    self.lastHandledEntry = entry
    self:FireCallbacks("OnEntryUpdated")
    -- Call the setup function for the header and each of the lines.
    local offsetY = 0
    local HEADER_ITEM = true
    offsetY = self:SetupItem(HEADER_ITEM, entry.header, templateData.headerTemplateName, templateData.headerSetup, self.headerPools, entryControl, offsetY, HEADER_ITEM)
    local lines = entry.lines
    if lines then
        local NOT_HEADER = false
        local shouldAppend = templateData.displayOlderLinesFirst
        local hasHeader = (entry.header ~= nil)
        local linePools = self.linePools
        for _, line in iterator(lines) do
            offsetY = self:SetupItem(hasHeader, line, templateName, templateData.setup, linePools, entryControl, offsetY, NOT_HEADER, shouldAppend)
        end
    end
    entry._control = entryControl
    entryControl.entry = entry
    entryControl.height = offsetY + self.additionalVerticalSpacing
    entryControl.targetBottomY = entryControl.height
    entryControl.setupTime = GetFrameTimeMilliseconds()
    self.anchor:Set(entryControl)
    entryControl:SetAlpha(0)
    local needsMove = self.activeEntries[1] ~= nil
    if self.displayOlderEntriesFirst then
        -- append new entries to end of list
        table.insert(self.activeEntries, entryControl)
    else
        -- prepend new entries to beginning of list, and move rest of list over
        table.insert(self.activeEntries, 1, entryControl)
    end
    self.currentNumDisplayedEntries = self.currentNumDisplayedEntries + 1
    if needsMove then
        self:MoveEntriesOrLines(self.activeEntries)
    end
    local fadeInDelayFactor = 0
    if self.fadesInImmediately then
        fadeInDelayFactor = .25
    elseif needsMove then
        fadeInDelayFactor = .9
    end
    self:UpdateFadeInDelay(entryControl, fadeInDelayFactor)
    self:UpdateFadeOutDelayAndPlayFromOffset(entryControl, START_AT_BEGINNING)
end
function ZO_FadingControlBuffer:MoveEntriesOrLines(entriesOrLines, preserveFade)
    local targetBottomY = 0
    for i = 1, #entriesOrLines do
        local control = entriesOrLines[i]
        local topY = control.targetBottomY - control.height
        if targetBottomY > topY then
            targetBottomY = self:MoveEntriesOrLinesCalculations(control, targetBottomY, topY, preserveFade)
        else
            targetBottomY = zo_max(targetBottomY, control.targetBottomY)
        end
    end
end
local PRESERVE_FADE = true
function ZO_FadingControlBuffer:TryCondenseBuffer()
    local entriesOrLines = self.activeEntries
    local targetBottomY = 0
    for _, control in ipairs(self.activeEntries) do
        local topY = control.targetBottomY - control.height
        if targetBottomY < topY + self.additionalVerticalSpacing then
             targetBottomY = self:MoveEntriesOrLinesCalculations(control, targetBottomY, topY, PRESERVE_FADE)
        else
            targetBottomY = zo_max(targetBottomY, control.targetBottomY)
        end
    end
end
function ZO_FadingControlBuffer:MoveEntriesOrLinesCalculations(control, targetBottomY, topY, preserveFade)
    local neededY = targetBottomY - topY
    local heightAdjustment = neededY
    targetBottomY = control.targetBottomY + neededY
    control.targetBottomY = targetBottomY
    local translateAnimation = control.m_translateTimeline:GetFirstAnimation()
    if translateAnimation:IsPlaying() then
        local _, existingHeightDelta = translateAnimation:GetTranslateDeltas()
        local easingFunction = translateAnimation:GetEasingFunction()
        local progress = easingFunction and easingFunction(control.m_translateTimeline:GetProgress()) or control.m_translateTimeline:GetProgress()
        heightAdjustment = heightAdjustment + existingHeightDelta * (1.0 - progress) * self.pushDirection
        control.m_translateTimeline:Stop()
    end
    translateAnimation:SetTranslateDeltas(0, heightAdjustment * self.pushDirection)
    translateAnimation:SetDuration(self.translateDuration)
    control.m_translateTimeline:PlayFromStart()
    self.currentlyMovingEntries = self.currentlyMovingEntries + 1
    if not self.fadesInImmediately and not preserveFade then
        control.m_fadeTimeline:Stop()
        control:SetAlpha(1)
        self:UpdateFadeOutDelayAndPlayFromOffset(control, START_FULLY_OPAQUE)
    end
    return targetBottomY
end
--Get the narration text for the given entry data
function ZO_FadingControlBuffer:GetEntryNarrationText(entryData)
    local narrations = {}
    local templateData = self.templates[entryData._templateName]
    if templateData then
        --Generate the narration for the header if there is one
        if entryData.header then
            if templateData.headerNarrationText then
                ZO_AppendNarration(narrations, templateData.headerNarrationText(entryData))
            else
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(entryData.header.text))
            end
        end
        --Iterate through each line of the entry and get the narration
        local lines = entryData.lines
        if lines then
            local narrationFunction = templateData.narrationText
            for _, line in ipairs(lines) do
                if narrationFunction then
                    ZO_AppendNarration(narrations, narrationFunction(line))
                else
                    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(line.text))
                end
            end
        end
    end
    return narrations
end
--Gets the narration text for the fading control buffer
function ZO_FadingControlBuffer:GetNarrationText(entryData)
    local narrations = {}
    --If we want to narrate all entries, loop through each active entry and add it to the narration
    if self.narrateAllEntries then
        for _, entryControl in ipairs(self.activeEntries) do
            local entryData = entryControl.entry
            if entryData then
                ZO_AppendNarration(narrations, self:GetEntryNarrationText(entryData))
            end
        end
    else
        --If we are not narrating all entries at once, just grab the narration for the entry that was most recently updated
        local entryData = self.lastHandledEntry
        if entryData then
            ZO_AppendNarration(narrations, self:GetEntryNarrationText(entryData))
        end
    end
    return narrations
end