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local ZO_TreeNodelocal RESELECTING_DURING_REBUILD = truelocal USER_REQUESTED_OPEN = truelocal SYSTEM_REQUESTED_OPEN = false--Tree--------------- tree.width = width tree.defaultIndent = defaultIndent tree.defaultSpacing = defaultSpacing tree.exclusive = false tree.autoSelectChildOnNodeOpen = false tree.templateInfo = {} for i = 1, #tree.exclusivePath do if(tree.exclusivePath[i] == treeNode) then return end end end return treeendend local OPEN = true end end endendend if branchNode then return branchNode end return branchNode end if currentChildren then if foundNode then return foundNode end end end end return nilend end end endend if children then local firstChild = children[1] if firstChild then end endendend timeline:SetHandler("OnStop", function(currentTimeline) self:OnOpenAnimationStopped(currentTimeline) end) end) --populated on demand since it requires making an animation from the pool to knowend end else return 0 endendendendendend return left == rightendfunction ZO_Tree:AddTemplate(template, setupFunction, selectionFunction, equalityFunction, childIndent, childSpacing, overrideName) { template = template, childIndent = childIndent, childSpacing = childSpacing, }end if not parentNode then end local treeNode = ZO_TreeNode:New(self, templateInfo, parentNode, data, templateInfo.childIndent or self.defaultIndent, templateInfo.childSpacing or self.defaultSpacing, open == true) if selectSoundOverride ~= nil then treeNode.selectSound = selectSoundOverride treeNode.selectSound = SOUNDS.TREE_HEADER_CLICK else treeNode.selectSound = SOUNDS.TREE_SUBCATEGORY_CLICK end return treeNodeend if currentNodeOfPreviousTree and currentNodeOfCurrentTree then if previousChildren and currentChildren then if previousChild.equalityFunction == currentChild.equalityFunction and previousChild.equalityFunction(previousChild.data, currentChild.data) then if tree.exclusive then return end end end end end end end end endend end local NOT_REBUILDING = false endend endendend if userRequested == nil then userRequested = true endend--Computes the offset of the bottom of the control at the end of the path from the scroll child top--Used to determine where a node control will end up after being selected. This simulates the layout logic. --Path goes from parents to children local nextNodeOnPathToSelectedNode = pathToSelectedNode[#pathToSelectedNode] if childTreeNode == nextNodeOnPathToSelectedNode then --When we find a node on the path we add its height, then if we can recurse on its children we add the proper spacing for the child section (1/2 on top, 1/2 on bottom) then recurse. if #pathToSelectedNode == 1 then else end else --In exclusive mode we will be closing every non-leaf node except for the ones on the path so just count their control height. Their children will be hidden. else --In non-exlcusive mode we won't be touching the nodes off the path so use their actual height with children end end end return 0end local pathToSelectedNode = {} local currentNode = parentTreeNode end --Compute some metrics about the state of this tree after treeNode is selected. We use this so we can scroll to where the node WILL BE instead of where it is right now. local parentTreeNodeControlFinalBottomOffset = self:ComputeEndOfPathControlFinalBottomOffset(self.rootNode, pathToSelectedNode) local parentTreeNodeControlFinalTopOffset = parentTreeNodeControlFinalBottomOffset - parentTreeNode:GetControlHeight() local finalTopOffset = parentTreeNodeControlFinalTopOffset local childNodeControlFinalBottomOffset = 0 local childNodeControlFinalTopOffset = 0 if childNode then childNodeControlFinalBottomOffset = self:ComputeEndOfPathControlFinalBottomOffset(self.rootNode, pathToSelectedNode) if childNodeControlFinalTopOffset - parentTreeNodeControlFinalTopOffset > self.scrollControl:GetHeight() then finalTopOffset = childNodeControlFinalBottomOffset + childNode:GetControlHeight() - self.scrollControl:GetHeight() * 0.5 end end local finalTotalHeight local previouslyOpenSectionChildrenHeight = 0 break end end -- new node's height subtracted from the previously opened nodes' heights -- this is the change in height the tree will have, which will be needed to calculate the scroll's animation finalTotalHeight = self.rootNode:GetCurrentChildrenHeight() + parentTreeNode:GetChildrenHeight() - previouslyOpenSectionChildrenHeight else end ZO_Scroll_SetScrollToRealOffsetAccountingForGradients(self.scrollControl, finalTotalHeight, finalTopOffset, self:GetOpenAnimationDuration())end end endend if open then --open the path to the root while currentNode do --because the tree is automatically opening a path, any opened nodes must be system requested opens end currentNode = treeNode while currentNode do end --close every node not on the newly opened path for i = 1, #rootChildren do local rootChild = rootChildren[i] end end end else endend --Default to bringing the immediate parent of this node into view if bringParentIntoView == nil then bringParentIntoView = true end --Can only select leaf nodes --If we already have this node selected we should still try to bring the parent into view anyway if immediateParentNode then if immediateParentNodeControl then --If the parent is open then just scroll it to the top right now end else --If the parent is closed we need to open it and set up the scroll to target node behavior end end end end else --Otherwise we need to select the node end if not reselectingDuringRebuild then if immediateParentNode then if immediateParentNodeControl then --If the parent is already open we can scroll to it right now else --Otherwise we need to setup scroll over time since sections will be opening and closing end end end end end if selectionHighlight then end end endend end endend endendend self.selectionHighlight = CreateControlFromVirtual(self.control:GetName() .. "Highlight", self.control, self.selectionHighlightTemplate) endend if treeRoot then if stopIteration then return end else end if children then for i = 1, #children do end endendend local node = timeline.node endendendendend if scrollControl and scrollControl.scroll then endend--TreeNode--------------- if templateInfo then node.templateInfo = templateInfo end node.tree = tree node.parentNode = parentNode node.childIndent = childIndent node.childSpacing = childSpacing node.childrenHeight = 0 node.childrenCurrentHeight = 0 node.open = open node.openPercentage = open and 1 or 0 node.selected = false return nodeend local total = 0 while treeNode ~= nil do end return totalend--Tree nodes have a control and a child section. The child section if it exists anchors to the control with half childSpacing above and half below to center it. Tree nodes--within a child section anchor one after another with childSpacing between them. The first control anchors to the top left of the child section with no offset. The child spacing--comes from the parent of the node that the child is being added to. This is likely wrong. It should come from the node the child is being added to. local previousNode = nil --split the child spacing evenly on either side of the child container self.childContainer:SetAnchor(TOPLEFT, self.control, BOTTOMLEFT, 0, self.parentNode:GetChildSpacing() * 0.5) else --root node, anchor that to fill the tree control space end end end else end if previousNode then else endend --split the child spacing evenly on either side of the child container nextNodeControl:SetAnchor(TOPLEFT, self.childContainer, BOTTOMLEFT, 0, self.parentNode:GetChildSpacing() * 0.5) else endendendend--This functionality works in the context of a full refresh rather than arbitrarily deciding to disable a node manually--So you'll want to control this in a setup/refresh, and ensure that the tree's Commit function is called after said refresh.endend end endend return true else endend endendend if open then else end else --custom anim must always be first for i = 2, numAnimations do end if open then else end end else else end end endendend endend endendendendendendendend endendendendend--The height of the children if this node was all the way open local height = 0 end return height else return 0 endendend endend--The height of the children taking into account how open they are local height = 0 end return height else return 0 endend endend endend end endendendendend else return nil endendendendendend endend local hasPassedCurrentNode = false if hasPassedCurrentNode then return siblingNode end hasPassedCurrentNode = true end end endend local adjacentNode return adjacentNode adjacentNode = siblingNode end end endend local hasPassedCurrentNode = false local previousNode = nil if hasPassedCurrentNode then return siblingNode end else hasPassedCurrentNode = true previousNode = siblingNode end end end return previousNode endend--Global XML -- Play the selected sound if not already opened end endend -- Play the selected sound if not already selected end local NOT_REBUILDING = false local DONT_BRING_PARENT_INTO_VIEW = false endend--ZO_Trees--------------- return objectend EVENT_MANAGER:RegisterForEvent("ZO_Trees", EVENT_ALL_GUI_SCREENS_RESIZED, function() self:OnScreenResized() end)endend endend |