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FCB_PUSH_DIRECTION_DOWN = 1
FCB_PUSH_DIRECTION_UP = - 1
return entry . _control
end
return header . _control
end
return line . _control
end
--[[ Public API ]] --
return fadingControlBuffer
end
local HOLD_TIMES = { 6000 , 4000 , 2000 }
local START_FULLY_OPAQUE = 1
local START_AT_BEGINNING = 2
local START_FADE_IMMEDIATELY = 3
local CONTROL_TYPE_ENTRY = 1
local 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.
function ZO_FadingControlBuffer : Initialize ( control , maxDisplayedEntries , maxHeight , maxLinesPerEntry , fadeAnimationName , translateAnimationName , anchor )
self . entryPools = { }
self . headerPools = { }
self . linePools = { }
self . queue = { }
self . templates = { }
self . activeEntries = { }
self . maxDisplayedEntries = maxDisplayedEntries
self . maxLinesPerEntry = maxLinesPerEntry
self . fadeAnimationName = fadeAnimationName
self . translateAnimationName = translateAnimationName
self . currentNumDisplayedEntries = 0
self . currentlyMovingEntries = 0
self . currentlyFadingEntries = 0
self . translateDuration = 500
self . holdTimes = HOLD_TIMES
self . fadesInImmediately = false
self . additionalVerticalSpacing = 0
self . pushDirection = FCB_PUSH_DIRECTION_DOWN
self . holdDisplayingEntries = false
end
self . translateDuration = translateDuration
end
self . holdTimes = { ... }
end
self . holdDisplayingEntries = holdEntries
if ( not holdEntries ) then
end
end
end
self . additionalVerticalSpacing = additionalVerticalSpacing
end
self . fadesInImmediately = fadesInImmediately
end
self . pushDirection = pushDirection
end
--[[
'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]
--]]
self . templates [ templateName ] = templateData
end
return self . templates [ templateName ] ~= nil
end
--[[
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]
--]]
if self . templates [ templateName ] then
local templateData = self . templates [ templateName ]
entry . _templateName = templateName
else
end
end
else
end
end
end
while # self . activeEntries > 0 do
local entry = self . activeEntries [ # self . activeEntries ]
end
end
return # self . activeEntries > 0
end
end
end
--[[ Private API ]] --
if entry == entryControl then
return i
end
end
end
if entry == lineControl then
return i
end
end
end
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. Prepend 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 false
end
return self . holdTimes [ entryIndex ] or self . holdTimes [ # self . holdTimes ]
end
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
end
end
local fadeStartDelay = self . translateDuration * fadeInDelayFactor
end
for i = 1 , childCount do
if child . pool then -- Could evaluate to false if the child is not managed by this class.
end
end
end
self . currentNumDisplayedEntries = self . currentNumDisplayedEntries - 1
end
if entryIndex then
end
end
end
local entry = entryControl . entry
-- Figure out how many lines we are going to end up with.
local totalLines = # entry . lines + # newLines
if self . maxLinesPerEntry then
end
-- Calculate the height for the given number of lines.
return height
end
local templateData = self . templates [ templateName ]
local offsetY = 0
local HEADER_ITEM = true
if entry . header then
offsetY = self : CalculateItemHeight ( templateData . headerTemplateName , self . headerPools , entryControl , offsetY , HEADER_ITEM )
end
local lines = entry . lines
if lines or maxLines then
local linePools = self . linePools
local numLines = maxLines or # lines
for i = 1 , numLines do
end
end
return offsetY
end
local height = 0
for i = 1 , # self . activeEntries do
height = height + self . activeEntries [ i ] . height
end
return height
end
local notEnoughFreeEntries = false
if self . maxDisplayedEntries then
notEnoughFreeEntries = self . currentNumDisplayedEntries >= self . maxDisplayedEntries
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 self . fadesInImmediately then
-- 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
if self . fadesInImmediately then
return not self . holdDisplayingEntries
end
return self . currentlyMovingEntries == 0 and self . currentlyFadingEntries == 0 and not self . holdDisplayingEntries
end
return # self . queue > 0
end
end
local queuedEntry = self . queue [ 1 ]
local templateName = queuedEntry . _templateName
local templateData = self . templates [ templateName ]
if not handled then
handled = true
end
end
if handled then
end
if not self . fadesInImmediately or not handled then
break
end
end
end
local height
end
else
end
return height
end
do
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
if entry . header then
entry . header . _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
local pool = self . entryPools [ templateName ]
if not pool then
end
self . entryPools [ templateName ] = pool
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 )
if item then
local control = self : AcquireItemObject ( isHeader and "Header" or "Line" , templateName , pools , parent , offsetY )
offsetY = offsetY + height
local insertionIndex = HEADER_INDEX + 1
if isHeader or not hasHeader then
insertionIndex = HEADER_INDEX
end
fadeInDelayFactor = . 25
end
return offsetY
end
end
local entry = entryControl . entry
local currentLines = entry . lines
local offsetY = 0
-- Release lines until we are within our line limit.
if self . maxLinesPerEntry then
local numCurrentLines = # currentLines
local totalLines = numCurrentLines + # newLines
if totalLines > self . maxLinesPerEntry then
for i = numCurrentLines , numCurrentLines - numLinesToRemove + 1 , - 1 do
local lineControl = line . _control
lineControl . fadeInHold = false
end
end
end
local templateName = entry . _templateName
local templateData = self . templates [ templateName ]
-- Insert the new lines at the front of the existing line list.
local hasHeader = ( entry . header ~= nil )
local linePools = self . linePools
for i = # newLines , 1 , - 1 do
offsetY = self : SetupItem ( hasHeader , newLines [ i ] , templateName , templateData . setup , linePools , entryControl , offsetY )
end
entryControl . height = entryControl . height + offsetY
entryControl . targetBottomY = entryControl . targetBottomY + offsetY
end
do
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 entries = self . activeEntries
local lastEntryControl = entries [ # entries ]
local timeDisplayed = currentTime - lastEntryControl . setupTime
if timeDisplayed < MIN_DISPLAY_TIME_MS then
return false
end
lastEntryControl . fadeInHold = false
return true
end
end
local templateData = self . templates [ templateName ]
-- 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 hasHeader = ( entry . header ~= nil )
local linePools = self . linePools
for i = # lines , 1 , - 1 do
offsetY = self : SetupItem ( hasHeader , lines [ i ] , templateName , templateData . setup , linePools , entryControl , offsetY )
end
end
entry . _control = entryControl
entryControl . entry = entry
entryControl . height = offsetY + self . additionalVerticalSpacing
entryControl . targetBottomY = entryControl . height
local needsMove = self . activeEntries [ 1 ] ~= nil
self . currentNumDisplayedEntries = self . currentNumDisplayedEntries + 1
if needsMove then
end
local fadeInDelayFactor = 0
if self . fadesInImmediately then
fadeInDelayFactor = . 25
elseif needsMove then
fadeInDelayFactor = . 9
end
end
local targetBottomY = 0
for i = 1 , # entriesOrLines do
if targetBottomY > topY then
else
end
end
end
local PRESERVE_FADE = true
local entriesOrLines = self . activeEntries
local targetBottomY = 0
if targetBottomY < topY + self . additionalVerticalSpacing then
else
end
end
end
function 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 ( )
heightAdjustment = heightAdjustment + existingHeightDelta * ( 1.0 - progress ) * self . pushDirection
end
self . currentlyMovingEntries = self . currentlyMovingEntries + 1
if not self . fadesInImmediately and not preserveFade then
end
return targetBottomY
end |