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ZO_REMOTE_SCENE_CHANGE_ORIGIN = REMOTE_SCENE_STATE_CHANGE_ORIGIN_INTERNAL
return manager
end
self . topLevelWindows = { }
self . numTopLevelShown = 0
end
-- we'll just let the ingame GUI tell us if we should show or not
end
-- we don't keep a stack so ignore
end
-- when a remote thing tells us to show, they are the authority
-- so perform the show, but don't message it back
local scene = self . scenes [ sceneName ]
if scene then
end
end
end
if isRemoteScene then
end
-- we need the ingame GUI to tell us whether we actually get to show or not
-- so do nothing here
end
if isRemoteScene then
end
end
--Top Levels
topLevel . locksUIMode = locksUIMode
self . topLevelWindows [ topLevel ] = true
end
self . numTopLevelShown = self . numTopLevelShown - 1
ChangeRemoteTopLevel ( REMOTE_SCENE_STATE_CHANGE_TYPE_HIDE , REMOTE_SCENE_STATE_CHANGE_ORIGIN_INTERNAL )
end
end
self . numTopLevelShown = self . numTopLevelShown + 1
ChangeRemoteTopLevel ( REMOTE_SCENE_STATE_CHANGE_TYPE_SHOW , REMOTE_SCENE_STATE_CHANGE_ORIGIN_INTERNAL )
end
end
else
end
end
local topLevelHidden = false
topLevelHidden = true
end
end
return topLevelHidden
end
function ZO_InternalIngameSceneManager : Show ( sceneName , push , nextSceneClearsSceneStack , numScenesNextScenePops )
-- remote scenes will have their states changed from the ingame scene manager and messages will tell this manager
-- what the scenes should do. Otherwise, treat the scene as normal.
local nextScene = self . scenes [ sceneName ]
ChangeRemoteSceneVisibility ( sceneName , REMOTE_SCENE_STATE_CHANGE_TYPE_SHOW , ZO_REMOTE_SCENE_CHANGE_ORIGIN )
else
end
end
function ZO_InternalIngameSceneManager : InternalIngameShow ( sceneName , push , nextSceneClearsSceneStack , numScenesNextScenePops )
end
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