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--
--[[ Item Preview Options Fragment]] --
--
end
self . options = options
end
local options = self . options
if options . forcePreparePreview ~= nil then
end
if options . paddingLeft ~= nil and options . paddingRight ~= nil then
end
if options . previewBufferMS ~= nil then
end
if options . dynamicFramingConsumedWidth ~= nil and options . dynamicFramingConsumedHeight ~= nil then
itemPreviewObject : SetDynamicFramingConsumedSpace ( options . dynamicFramingConsumedWidth , options . dynamicFramingConsumedHeight )
end
if options . previewInEmptyWorld ~= nil then
end
end
end
--
--[[ Item Preview Type]] --
--
end
--Override
end
--Override
end
return 0
end
return ""
end
-- Market Product Preview
self . marketProductId = marketProductId
end
end
end
local previewVariationDisplayName = GetMarketProductPreviewVariationDisplayName ( self . marketProductId , variationIndex )
if previewVariationDisplayName == "" then
else
return previewVariationDisplayName
end
end
-- Furniture Market Product Preview
end
--Inventory Item As Furniture
self . bag = bag
self . slot = slot
end
end
--Collectible As Furniture
self . collectibleId = collectibleId
end
end
--Placed Furniture
self . furnitureId = furnitureId
end
end
--Provisioner Item as Furniture
function ZO_ItemPreviewType_ProvisionerItemAsFurniture : SetStaticParameters ( recipeListIndex , recipeIndex )
self . recipeListIndex = recipeListIndex
self . recipeIndex = recipeIndex
end
end
--Item Link
self . itemLink = itemLink
self . dyeBrushId = dyeBrushId
end
end
--
--[[ Item Preview]] --
--
ZO_ITEM_PREVIEW_MARKET_PRODUCT = 1
ZO_ITEM_PREVIEW_INVENTORY_ITEM_AS_FURNITURE = 2
ZO_ITEM_PREVIEW_COLLECTIBLE_AS_FURNITURE = 3
ZO_ITEM_PREVIEW_PLACED_FURNITURE = 4
ZO_ITEM_PREVIEW_PROVISIONER_ITEM_AS_FURNITURE = 5
ZO_ITEM_PREVIEW_FURNITURE_MARKET_PRODUCT = 6
ZO_ITEM_PREVIEW_ITEM_LINK = 7
ZO_ITEM_PREVIEW_WAIT_TIME_MS = 500
return preview
end
self . canChangePreview = true
self . lastSetChangeTime = 0
self . previewTypeObjects =
{
[ ZO_ITEM_PREVIEW_PROVISIONER_ITEM_AS_FURNITURE ] = ZO_ItemPreviewType_ProvisionerItemAsFurniture : New ( ) ,
}
self . forcePreparePreview = true
end
end
return self . previewTypeObjects [ previewType ]
end
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_SHOWN then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end
do
local PREVIEW_UPDATE_INTERVAL_MS = 100
-- for the first preview we won't put a restriction on when we can preview the next one
-- previewing a product automatically sets this to false so manually set it to true
EVENT_MANAGER : RegisterForUpdate ( "ZO_ItemPreview_Shared" , PREVIEW_UPDATE_INTERVAL_MS , function ( ... ) self : OnUpdate ( ... ) end )
end
end
if not self . canChangePreview and ( currentTimeMs - self . lastSetChangeTime ) > ZO_ITEM_PREVIEW_WAIT_TIME_MS then
self . lastSetChangeTime = currentTimeMs
end
if self . previewAtMS and currentTimeMs > self . previewAtMS then
end
end
--Override if desired
end
self . forcePreparePreview = true
self . previewBufferMS = nil
end
self . currentPreviewTypeObject = nil
self . previewAtMS = nil
self . numPreviewVariations = 0
self . previewVariationIndex = 0
end
return self . fragment
end
self . previewVariationIndex = 1
end
if self . numPreviewVariations > 1 then
self . variationLabel : SetText ( self . currentPreviewTypeObject : GetVariationName ( self . previewVariationIndex ) )
else
end
end
end
end
end
end
end
self : SharedPreviewSetup ( ZO_ITEM_PREVIEW_PROVISIONER_ITEM_AS_FURNITURE , recipeListIndex , recipeIndex )
end
end
if self . previewBufferMS then
else
end
else
end
end
self . previewAtMS = nil
end
self . canChangePreview = canChangePreview
end
return self . canChangePreview
end
if self . numPreviewVariations > 0 then
self . previewVariationIndex = self . previewVariationIndex + 1
if self . previewVariationIndex > self . numPreviewVariations then
self . previewVariationIndex = 1
end
end
end
if self . numPreviewVariations > 0 then
self . previewVariationIndex = self . previewVariationIndex - 1
if self . previewVariationIndex < 1 then
self . previewVariationIndex = self . numPreviewVariations
end
end
end
self . forcePreparePreview = forcePreparePreview
end
self . dynamicFramingConsumedWidth = consumedWidth
self . dynamicFramingConsumedHeight = consumedHeight
end
do
local DYNAMIC_FRAMING_ANGLE_RADIANS = - 0.4
local openingWidth = guiWidth - self . dynamicFramingConsumedWidth
local openingHeight = guiHeight - self . dynamicFramingConsumedHeight
end
end
end
self . previewInEmptyWorld = previewInEmptyWorld
end
do
if self . previewInEmptyWorld then
SetPreviewInEmptyWorld ( EMPTY_WORLD_PREVIEW_SUN_AZIMUTH_RADIANS , EMPTY_WORLD_PREVIEW_SUN_ELEVATION_RADIANS )
else
end
end
end
end
function ZO_ItemPreview_Shared : ToggleInteractionCameraPreview ( framingTargetFragment , framingFragment , previewOptionsFragment )
self : SetInteractionCameraPreviewEnabled ( not self : IsInteractionCameraPreviewEnabled ( ) , framingTargetFragment , framingFragment , previewOptionsFragment )
end
do
else
end
end
function ZO_ItemPreview_Shared : SetInteractionCameraPreviewEnabled ( enabled , framingTargetFragment , framingFragment , previewOptionsFragment )
else
--We want the preview to end instantly in the toggle case but on scene hidden otherwise. If it ends instantly when the scene hides
--there will be a 200ms window where it tries to go back into the interact camera then exits the scene and goes into the game camera.
--The two fragments that are important for continuing the preview until the scene is hidden are the preview fragment (self.fragment)
--and the framing fragment.
end
end
end
end
-- optional override
end
-- optional override
end
--override
end
self . previewBufferMS = previewBufferMS
end |