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local CSA_INACTIVE = 0
CSA_EVENT_SMALL_TEXT = 1
CSA_EVENT_LARGE_TEXT = 2
CSA_EVENT_COMBINED_TEXT = 3
CSA_EVENT_NO_TEXT = 4
CSA_EVENT_RAID_COMPLETE_TEXT = 5
CSA_OPTION_SUPPRESS_ICON_FRAME = true
local ARG_INDEX_SOUND = 1
local ARG_INDEX_MESSAGE = 2
local ARG_INDEX_COMBINED_MESSAGE = 3
local ARG_INDEX_ICON = 4
local ARG_INDEX_ICON_BG = 5
local ARG_INDEX_EXPIRING_CALLBACK = 6
local ARG_INDEX_BAR_PARAMS = 7
local ARG_INDEX_LIFESPAN = 8
local ARG_INDEX_SUPPRESS_FRAME = 9
local ARG_BREAKDOWN_INDEX_SCORE = 1
local ARG_BREAKDOWN_INDEX_TIME = 2
local ARG_BREAKDOWN_INDEX_SHOW_AS_ERROR = 3
local ARG_BREAKDOWN_INDEX_VITALITY_AMOUNT = 4
local ARG_BREAKDOWN_INDEX_VITALITY_PERCENT = 5
local SMALL_TEXT_FONT_KEYBOARD = "ZoFontCenterScreenAnnounceSmall"
local SMALL_TEXT_FONT_GAMEPAD = "ZoFontGamepad42"
local SMALL_TEXT_SPACING_KEYBOARD = 0
local SMALL_TEXT_SPACING_GAMEPAD = 10
local DEFAULT_FADE_OUT_TIME = 3500
end
end
end
end
end
end
end
return announce
end
function CenterScreenAnnounce : InitializeLineAnimation ( line , timelineTemplate , timelineMemberKey , stopHandler , expiringCallbackCheckOffset , expiringCallbackExecutor )
line [ timelineMemberKey ] = timeline
timeline . m_control = line
if ( expiringCallbackCheckOffset and expiringCallbackExecutor ) then
end
end
function CenterScreenAnnounce : InitializeWipeAnimation ( container , timelineTemplate , timelineMemberKey , stopHandler , expiringCallbackCheckOffset , expiringCallbackExecutor , wipeIn , wipeOut )
self : InitializeLineAnimation ( container , timelineTemplate , timelineMemberKey , stopHandler , expiringCallbackCheckOffset , expiringCallbackExecutor )
local timeline = container [ timelineMemberKey ]
end
local WAIT_INTERVAL_SECONDS = 0.5
do
if handlers [ eventId ] then
if queueableHandlers [ eventId ] then
if waitingQueueData then
local conditions = queueableHandlers [ eventId ] . conditionParameters or { }
local passConditions = true
passConditions = false
break
end
end
if passConditions then
local updateParametersTable = queueableHandlers [ eventId ] . updateParameters
if updateParametersTable then
end
end
waitingQueueData . nextUpdateTimeSeconds = timeNowSeconds + queueableHandlers [ eventId ] . updateTimeDelaySeconds
return
end
end
{
eventId = eventId ,
eventData = { ... } ,
nextUpdateTimeSeconds = timeNowSeconds + queueableHandlers [ eventId ] . updateTimeDelaySeconds
}
CENTER_SCREEN_ANNOUNCE . waitingQueueController : SetHandler ( "OnUpdate" , CENTER_SCREEN_ANNOUNCE . m_onWaitingUpdateHandler )
else
end
end
end
-- Recent message handler, using a 250 ms expiry delay
if ( not completedPlayback ) then return end
self : UpdateDisplay ( control ) -- passing in the control whose animation just finished...yes, it's already been released
end
if ( not completedPlayback ) then return end
end
end
end
end
end
self : InitializeWipeAnimation ( self . m_largeTextContainer , "CenterScreenLargeText" , "m_timeline" , OnFadeOutComplete , DEFAULT_FADE_OUT_TIME , CallExpiringCallbackTimeline , SetupWipeIn , SetupWipeOut )
self : InitializeLineAnimation ( line , "CenterScreenSmallTextFadeOut" , "m_fadeOutTimeline" , OnFadeOutComplete , 0 , CallExpiringCallbackTimeline )
self : InitializeLineAnimation ( line , "CenterScreenSmallTextTranslate" , "m_translateTimeline" , OnSmallLineTranslateComplete )
return line
end
line . m_key = nil
end
end
self . INITIAL_LINE_OFFSET_KEYBOARD = ( testLine : GetFontHeight ( ) + SMALL_TEXT_SPACING_KEYBOARD ) * self . MAX_SMALL_TEXT_LINES
self . INITIAL_LINE_OFFSET_GAMEPAD = ( testLine : GetFontHeight ( ) + SMALL_TEXT_SPACING_GAMEPAD ) * self . MAX_SMALL_TEXT_LINES
end
end
if timeNow > entry . nextUpdateTimeSeconds then
local eventId = entry . eventId
end
end
end
end
--if the announcement has begun fading out ("expiring") before the bar even shows, we don't need to hold
if ( PLAYER_PROGRESS_BAR : GetOwner ( ) == CENTER_SCREEN_ANNOUNCE and self . m_displayMode ~= CSA_EVENT_NO_TEXT and self . m_largeTextContainer . m_timeline . beforeExpiring ) then
end
end )
end )
end
params . key = nil
end
control : RegisterForEvent ( EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , function ( ) self : OnGamepadPreferredModeChanged ( ) end )
end
end
end
-- Dynamically anchor the icon to the start of the text
local centeringOffset = ( lineWidth - textWidth ) / 2
end
ApplyTemplateToControl ( self . m_largeTextContainer , ZO_GetPlatformTemplate ( "ZO_CenterScreenAnnounce_LargeTextContainer" ) )
local smallFont = isGamepad and SMALL_TEXT_FONT_GAMEPAD or SMALL_TEXT_FONT_KEYBOARD
end
end
self . m_smallCombinedIconFrame : SetTexture ( isGamepad and "EsoUI/Art/ActionBar/Gamepad/gp_abilityFrame64.dds" or "EsoUI/Art/ActionBar/abilityFrame64_up.dds" )
end
end
end
barParams . key = key
return barParams
end
return false
end
return self . m_lastSmallLineMovedOutOfTheWay and ( # self . m_activeSmallTextLines < self . MAX_SMALL_TEXT_LINES )
end
return false
end
if entry . eventId == eventId then
return entry
end
end
return nil
end
local messagePriorities = { }
return messagePriorities [ eventId ] or 1
end
local eventData = { ... }
eventData . priority = priority
eventData . category = category
eventData . queuedOrder = queuedOrder
return priority , eventData
end
--Delay choosing the next message to show by WAIT_INTERVAL_SECONDS each time a new message comes in to stabilize a bit
end
if ( left . priority ~= right . priority ) then
return left . priority > right . priority
else
local leftBarParams = left [ ARG_INDEX_BAR_PARAMS ]
local rightBarParams = right [ ARG_INDEX_BAR_PARAMS ]
if ( leftBarParams ~= nil and rightBarParams ~= nil ) then
if ( leftBarParams . startLevel ~= rightBarParams . startLevel ) then
return leftBarParams . startLevel < rightBarParams . startLevel
else
if ( leftBarParams . start ~= rightBarParams . start ) then
return leftBarParams . start < rightBarParams . start
else
else
return false
end
end
end
elseif ( left . queuedOrder ~= right . queuedOrder ) then
return left . queuedOrder < right . queuedOrder
else
return false
end
end
end
local maxBarTypePriorities = { }
local barParams = eventData [ ARG_INDEX_BAR_PARAMS ]
if ( barParams ) then
local currentMaxPriority = maxBarTypePriorities [ barType ]
if ( currentMaxPriority == nil or eventData . priority > currentMaxPriority ) then
maxBarTypePriorities [ barType ] = eventData . priority
end
end
end
local barParams = eventData [ ARG_INDEX_BAR_PARAMS ]
if ( barParams ) then
eventData . priority = maxBarTypePriorities [ barType ]
end
end
end
end
end
if ( nextEvent ) then
local params = nextEvent [ ARG_INDEX_BAR_PARAMS ]
return params ~= nil
end
return false
end
if ( nextEvent ) then
local params = nextEvent [ ARG_INDEX_BAR_PARAMS ]
return true
end
end
return false
end
local currentParams = event [ ARG_INDEX_BAR_PARAMS ]
return true
end
end
return false
end
end
end
nextTop = nextTop + line . m_lineHeight
local timeline = line . m_translateTimeline
end
end
end
end
end
end
end
end
if ( completedLine . m_key ) then
end
end
end
end
end
end
do
end
else
end
end
end
local setupFunctions =
{
line . m_key = poolKey
line . m_lineHeight = line : GetTextHeight ( ) + ( IsInGamepadPreferredMode ( ) and SMALL_TEXT_SPACING_GAMEPAD or SMALL_TEXT_SPACING_KEYBOARD )
-- check for an overriding lifespan coming from the handlers, if not stick with the default
if ( lifespan ) then
else
end
local initialLineOffset = IsInGamepadPreferredMode ( ) and self . INITIAL_LINE_OFFSET_GAMEPAD or self . INITIAL_LINE_OFFSET_KEYBOARD
local initialAnchorOffset = initialLineOffset
local translateAnimationOffset = - initialLineOffset
local translateTimeline = line . m_translateTimeline
if ( numSmallText > 1 ) then
local totalLinesHeight = 0
for i = 1 , numSmallText - 1 do -- don't include the latest line, we don't care about its height
end
if ( totalLinesHeight >= initialAnchorOffset ) then
translateAnimationOffset = nil
initialAnchorOffset = totalLinesHeight
else
translateAnimationOffset = - ( initialLineOffset - totalLinesHeight )
end
end
line : SetAnchor ( TOP , nil , TOP , 0 , initialAnchorOffset ) -- lines always appear at the bottom and scroll up
if ( translateAnimationOffset ~= nil ) then
end
return line
end ,
-- check for an overriding lifespan coming from the handlers, if not stick with the default
if ( lifespan ) then
else
self . m_largeTextContainer . m_timeline : SetCallbackOffset ( CallExpiringCallbackTimeline , DEFAULT_FADE_OUT_TIME )
end
end ,
-- check for an overriding lifespan coming from the handlers, if not stick with the default
if ( lifespan ) then
else
self . m_largeTextContainer . m_timeline : SetCallbackOffset ( CallExpiringCallbackTimeline , DEFAULT_FADE_OUT_TIME )
end
-- NOTE: Combined text is the only thing that uses icons for now...and only on the small text label.
iconControl : GetNamedChild ( "Frame" ) : SetHidden ( select ( ARG_INDEX_SUPPRESS_FRAME , ... ) == CSA_OPTION_SUPPRESS_ICON_FRAME )
if ( icon ) then
end
if ( iconBG ) then
end
end ,
return nil
end ,
TrySettingDynamicText ( self . breakdownIconLabel , raidArgumentTable [ ARG_BREAKDOWN_INDEX_VITALITY_PERCENT ] )
if raidArgumentTable [ ARG_BREAKDOWN_INDEX_VITALITY_AMOUNT ] == 0 then
else
end
if raidArgumentTable [ ARG_BREAKDOWN_INDEX_SHOW_AS_ERROR ] then
else
end
if lifespan then
else
self . m_largeTextContainer . m_timeline : SetCallbackOffset ( CallExpiringCallbackTimeline , DEFAULT_FADE_OUT_TIME )
end
end ,
}
end
end
end
end
end
return
end
if ( displayLine ) then
end
if ( barParams and ( category == CSA_EVENT_LARGE_TEXT or category == CSA_EVENT_COMBINED_TEXT or category == CSA_EVENT_NO_TEXT ) ) then
PLAYER_PROGRESS_BAR : ShowIncrease ( barType , startLevel , start , stop , sound , category == CSA_EVENT_NO_TEXT and 0 or 500 , self )
end
end
end
end
local ALLOWED_EVENTS_WHILE_CRAFTING = {
[ EVENT_QUEST_ADDED ] = true ,
[ EVENT_QUEST_CONDITION_COUNTER_CHANGED ] = true ,
[ EVENT_QUEST_ADVANCED ] = true ,
[ EVENT_QUEST_COMPLETE ] = true ,
[ EVENT_OBJECTIVE_COMPLETED ] = true ,
[ EVENT_QUEST_OPTIONAL_STEP_ADVANCED ] = true ,
[ EVENT_ACHIEVEMENT_AWARDED ] = true ,
[ EVENT_BROADCAST ] = true ,
}
if ( category ~= nil ) then
if ( category == CSA_EVENT_NO_TEXT and barParams == nil ) then
return
end
-- prevent unwanted announcements from appearing when the user is crafting
return
end
-- Checking the recency of the message should be sufficient for duplicate messages
-- Otherwise, this needs to combine the full message text into a single string and check the recency of that.
-- MLR: Changing to use the Combined message when available because when multiple similar messages come in on the same frame,
-- the recency sees them as the same message and only the first will display.
else
end
end
end
end
-- Exposed so that external code can add custom events with appropriate priorities
local nextAutoPriority = 1
if ( priority == nil ) then
priority = nextAutoPriority
nextAutoPriority = nextAutoPriority + 1
end
messagePriorities [ eventId ] = priority
end
end |