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FCB_PUSH_DIRECTION_DOWN = 1FCB_PUSH_DIRECTION_UP = -1 return entry._controlendend return line._controlendlocal HOLD_TIMES = { 6000, 4000, 2000 }local START_FULLY_OPAQUE = 1local START_AT_BEGINNING = 2local START_FADE_IMMEDIATELY = 3local CONTROL_TYPE_ENTRY = 1local 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/updatedfunction ZO_FadingControlBuffer:Initialize(control, maxDisplayedEntries, maxHeight, maxLinesPerEntry, fadeAnimationName, translateAnimationName, anchor, narrateAllEntries)endendend if(not holdEntries) then end endendendendendend--[[ '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]--]]endend--[[ 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]--]] entry._templateName = templateName else end end else end endendend endendend endend--[[ Private API ]]-- if entry == entryControl then return i end endend if entry == lineControl then return i end endend return false end local handled = false 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? handled = true else -- The headers are equal, but the lines are not equal. Add the lines to the header if there is space. 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 handled = true end if handled then -- Reset the fade timer. return true end end end return falseendend local fadeTimeline = alertEntry.m_fadeTimeline local initialOffset if adjustType == START_FULLY_OPAQUE or adjustType == START_FADE_IMMEDIATELY then elseif adjustType == START_AT_BEGINNING then initialOffset = 0 end local holdTime = initialOffset + fadeInDelay if adjustType ~= START_FADE_IMMEDIATELY then end 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 else endendend for i = 1, childCount do if child.pool then -- Could evaluate to false if the child is not managed by this class. end endend end if entryIndex then end end endend local entry = entryControl.entry -- Figure out how many lines we are going to end up with. local totalLines = #entry.lines + #newLines end -- Calculate the height for the given number of lines. return heightend local offsetY = 0 local HEADER_ITEM = true offsetY = self:CalculateItemHeight(templateData.headerTemplateName, self.headerPools, entryControl, offsetY, HEADER_ITEM) end local lines = entry.lines if lines or maxLines then local numLines = maxLines or #lines for i = 1, numLines do end end return offsetYend local height = 0 end return heightend local notEnoughFreeEntries = false 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 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 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 -- Subtract the height of the control we're prepending to, since the latter will be contained in self.activeEntries. else end end return false end end end return self.currentlyMovingEntries == 0 and self.currentlyFadingEntries == 0 and not self.holdDisplayingEntriesendendend local templateName = queuedEntry._templateName if not handled then handled = true end end if handled then end break end endend local height end else end return heightenddo object.key = nil if object.activeLines then 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 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 if completedPlayback then local fadingControlBuffer = timeline.m_control.fadingControlBuffer end end local fadingControlBuffer = timeline.m_control.fadingControlBuffer fadingControlBuffer.currentlyMovingEntries = fadingControlBuffer.currentlyMovingEntries - 1 end fadingControlBuffer.currentlyFadingEntries = fadingControlBuffer.currentlyFadingEntries + 1 end fadingControlBuffer.currentlyFadingEntries = fadingControlBuffer.currentlyFadingEntries - 1 end end end local translateTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual(translateAnimationName, control) end if not pool then end end end for i = 0, MAX_ANCHORS - 1 do if isValid then end end end local pool = pools[templateName] if not pool then -- Save the anchor Y offsets so we can preserve them when adjusting anchors later. for i = 0, MAX_ANCHORS - 1 do if isValid then end end end 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 end local control = self:AcquireItemObject(isHeader and "Header" or "Line", templateName, pools, parent, offsetY) 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) offsetY = offsetY + height local insertionIndex if shouldAppend then -- append after existing lines elseif isHeader or not hasHeader then -- prepend to header location else -- insert after header, before existing lines end local fadeInDelayFactor = .25 end return offsetY endend local entry = entryControl.entry local currentLines = entry.lines local offsetY = 0 -- Release lines until we are within our line limit. local numCurrentLines = #currentLines local totalLines = numCurrentLines + #newLines -- 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 lineControl = line._control lineControl.fadeInHold = false end end end local templateName = entry._templateName local NOT_HEADER = false if shouldAppend then offsetY = self:SetupItem(hasHeader, line, templateName, templateData.setup, linePools, entryControl, offsetY, NOT_HEADER, shouldAppend) end else 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 + offsetYenddo 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 local lastEntryControl = entries[#entries] local timeDisplayed = currentTime - lastEntryControl.setupTime if timeDisplayed < MIN_DISPLAY_TIME_MS then return false end lastEntryControl.fadeInHold = false return true endend -- 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 iterator = shouldAppend and ZO_NumericallyIndexedTableIterator or ZO_NumericallyIndexedTableReverseIterator offsetY = self:SetupItem(hasHeader, line, templateName, templateData.setup, linePools, entryControl, offsetY, NOT_HEADER, shouldAppend) end end entry._control = entryControl entryControl.entry = entry entryControl.targetBottomY = entryControl.height -- append new entries to end of list else -- prepend new entries to beginning of list, and move rest of list over end if needsMove then end local fadeInDelayFactor = 0 fadeInDelayFactor = .25 elseif needsMove then fadeInDelayFactor = .9 endend local targetBottomY = 0 for i = 1, #entriesOrLines do if targetBottomY > topY then else end endendlocal PRESERVE_FADE = true local targetBottomY = 0 else end endendfunction ZO_FadingControlBuffer:MoveEntriesOrLinesCalculations(control, targetBottomY, topY, preserveFade) local neededY = targetBottomY - topY local heightAdjustment = neededY local progress = easingFunction and easingFunction(control.m_translateTimeline:GetProgress()) or control.m_translateTimeline:GetProgress() end end return targetBottomYend--Get the narration text for the given entry data local narrations = {} if templateData then --Generate the narration for the header if there is one 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 else end end end end return narrationsend--Gets the narration text for the fading control buffer local narrations = {} --If we want to narrate all entries, loop through each active entry and add it to the narration local entryData = entryControl.entry if entryData then end end else --If we are not narrating all entries at once, just grab the narration for the entry that was most recently updated if entryData then end end return narrationsend |