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-- Simple Scene Fragment; just shows the control associated with the fragment, no fancy animations
end
end
end
end
--Animated Scene Fragment
------------------------
do
local animationPools = { }
if not animationPools [ animationTemplate ] then
end
end
end
end
end
self . alwaysAnimate = alwaysAnimate
self . animation = nil
self . animationKey = nil
-- This callback should be at the end of the function because it could cause other sequential animations to play
end
if completedPlaying then
end
self . animation = nil
self . animationKey = nil
-- This callback should be at the end of the function because it could cause other sequential animations to play
end
self . duration = duration or DEFAULT_SCENE_TRANSITION_TIME
self . animationTemplate = animationTemplate
end
if ( self . animation == nil ) then
end
end
return self . animation
end
end
if ( not self . instantScenes ) then
self . instantScenes = { }
end
end
if ( self . instantScenes ) then
if ( currentScene == scene ) then
return false
end
end
end
return true
end
if ( ( currentScene : GetState ( ) ~= SCENE_SHOWN or self . alwaysAnimate ) and self : IsAnimatedInCurrentScene ( ) ) then
else
end
else
end
end
if ( ( currentScene : GetState ( ) == SCENE_HIDING or self . alwaysAnimate ) and self : IsAnimatedInCurrentScene ( ) ) then
else
end
else
end
end
end
return ZO_AnimatedSceneFragment . New ( self , "TranslateFromLeftSceneAnimation" , control , alwaysAnimate , duration )
end
return ZO_AnimatedSceneFragment . New ( self , "TranslateFromRightSceneAnimation" , control , alwaysAnimate , duration )
end
return ZO_AnimatedSceneFragment . New ( self , "TranslateFromBottomSceneAnimation" , control , alwaysAnimate , duration )
end
return ZO_AnimatedSceneFragment . New ( self , "TranslateFromTopSceneAnimation" , control , alwaysAnimate , duration )
end
end
self . alwaysAnimate = alwaysAnimate
self . inAnimation = inAnimation or "ConveyorInSceneAnimation"
self . outAnimation = outAnimation or "ConveyorOutSceneAnimation"
if wasHiding and completedPlaying then
end
if wasHiding then
end
self . animation = nil
self . animationKey = nil
self . currentAnimationTemplate = nil
-- This callback should be at the end of the function because it could cause other sequential animations to play
if wasHiding then
else
end
end
end
do
--Used to allow a conveyor animation to move in the opposite direction it was designed as
local g_reverseAnimationDirection = false
--Allows the function below to return a variable number of results while still preforming the reset afterward
g_reverseAnimationDirection = false
return ...
end
-- Use this function in order to wrap your logic in a closure that will reverse the animation and un-reverse when it's done
-- Right now it only supports 3 return values for the behavior, add more as needed.
-- This system makes sure we can't accidentally reverse the direction and leave it reversed. Do not expose the reverse variable globally
-- Or allow a global function to set it explicitely
g_reverseAnimationDirection = true
end
-- When reversed, things that would normally move forward should move backward
-- And the animations should be swapped so the alhpas fade in the right order
local forward = not g_reverseAnimationDirection
local backward = not forward
local inAnimation = g_reverseAnimationDirection and self . outAnimation or self . inAnimation
local outAnimation = g_reverseAnimationDirection and self . inAnimation or self . outAnimation
return outAnimation , backward
end
return inAnimation , forward
else
return inAnimation , backward
end
end
return outAnimation , forward
end
return outAnimation , forward
end
end
end
self . offsets = { }
local templates = { self . inAnimation , self . outAnimation }
local templateInfo = { }
self . offsets [ template ] = templateInfo
for i = 1 , MAX_ANCHORS do
local anchorInfo = { }
templateInfo [ i ] = anchorInfo
end
end
end
if isValid then
local middleX = offsetX
if animationTemplate == "ConveyorInSceneAnimation" then
local rightX = middleX + controlWidth
return rightX , middleX
else
local leftX = middleX - controlWidth
return middleX , leftX
end
end
return 0 , 0
end
if isValid then
return offsetY
end
return 0
end
local templateInfo = self . offsets [ self . currentAnimationTemplate ]
local anchorInfo = templateInfo [ index ]
end
if self . currentAnimationTemplate ~= animationTemplate then
if self . animation then
end
self . currentAnimationTemplate = animationTemplate
end
return self . animation , playForward
end
end
if not self . instantScenes then
self . instantScenes = { }
end
end
if self . instantScenes then
if currentScene == scene then
return false
end
end
end
return true
end
if instant then
if playForward then
else
end
else
if playForward then
else
end
end
end
return GAMEPAD_NAV_QUADRANT_1_BACKGROUND_FRAGMENT
end
local instant = ( currentScene : GetState ( ) == SCENE_SHOWN and not self . alwaysAnimate ) or not self : IsAnimatedInCurrentScene ( )
if not instant then
--if the background is translating in we don't want the conveyor to animate because it doubles up the movement
if backgroundFragment : GetState ( ) == SCENE_FRAGMENT_SHOWING or backgroundFragment : GetState ( ) == SCENE_FRAGMENT_HIDDEN then
instant = true
end
end
end
end
end
----------------------------
-- Hidable Scene Fragment
----------------------------
end
end )
end
function ZO_HideableSceneFragment : SetHiddenForReason ( reason , hidden , customShowDuration , customHideDuration )
--Refresh here even if this reason didn't change the hidden state for the hiddenReasons object. If, for example, a reason came in
--that wanted to hide over 0 ms and the fragment was currently hiding over 200ms, we want to Refresh so we can Hide at the faster rate.
end
end
--HUD Fade Scene Fragment
DEFAULT_HUD_DURATION = 250
end
showDuration = showDuration or DEFAULT_HUD_DURATION
hideDuration = hideDuration or 0
if completed then
end
end
if completed then
end
end
self . showDuration = showDuration
self . hideDuration = hideDuration
--Allow Show and Hide to be called even if we're already showing or hiding. Something may come along with a hide that
--requests to be hidden faster than the hide already in progress.
end
if ( self . animation == nil ) then
end
return self . animation
end
local duration = customShowDuration or self . showDuration
--set the show duration
--take the slowest requested show
else
--play from start at show duration
end
end
end
local duration = customHideDuration or self . hideDuration
--set the hide duration
--take the fastest requested hide
else
--play from end at hide duration
else
end
end
end
if ( self . state == SCENE_FRAGMENT_SHOWING ) then
end
end
if ( self . state == SCENE_FRAGMENT_HIDING ) then
end
end
-------------------------
--Anchor Scene Fragment
-------------------------
end
self . anchor = anchor
end
end
-------------------------
--Background Fragment
-------------------------
ZO_BackgroundFragment = { }
end
local FADE_IN = true
local INSTANT_FADE = true
end
if newState == SCENE_HIDING then
end
elseif newState == SCENE_HIDDEN then
end
end
end )
end
end
end
self . control . background : SetTexture ( focused and self . control . focusTexture or self . control . unfocusTexture )
end
end
end
local anim = nil
end
if ( anim ~= nil ) then
if ( instant ) then
else
end
end
end
-------------------------
--Action Layer Fragment
-------------------------
end
self . actionLayerName = actionLayerName
--ZO_ActionLayerFragments should always refresh so that in the case where a new scene
--is shown with a different combination of layers, the intended stack order for the layers
--won't be broken by leaving the previous ones pushed.
end
end
end |