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return manager
end
self . scenes = { }
self . sceneGroups = { }
self . previousSceneStack = { }
self . sceneStack = { }
self . callWhen = { }
EVENT_MANAGER : RegisterForEvent ( "SceneManager" , EVENT_REMOTE_SCENE_STATE_CHANGE , function ( eventId , ... ) self : OnRemoteSceneChange ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "SceneManager" , EVENT_SHOW_REMOTE_BASE_SCENE , function ( eventId , ... ) self : ShowBaseScene ( ... ) end )
end
if scene and ( sceneChangeOrigin ~= ZO_REMOTE_SCENE_CHANGE_ORIGIN ) then
if sceneChangeType == REMOTE_SCENE_STATE_CHANGE_TYPE_SWAP then
else
if sceneChangeType == REMOTE_SCENE_STATE_CHANGE_TYPE_HIDE then
end
else
if sceneChangeType == REMOTE_SCENE_STATE_CHANGE_TYPE_PUSH then
-- we need to send events on push because the result isn't known ahead of time
-- we need to inform remote scenes if we actually show as a result of the push
elseif sceneChangeType == REMOTE_SCENE_STATE_CHANGE_TYPE_SHOW then
-- we send events on show, because whatever requested us to show needs to know
-- what to do when we perform the show on our main stack
end
end
end
end
end
end
end
end
end
end
return self . scenes [ sceneName ]
end
self . sceneGroups [ sceneGroupName ] = sceneGroup
end
return self . sceneGroups [ sceneGroupName ]
end
if sceneGroup then
end
return false
end
self . baseScene = self . scenes [ sceneName ]
end
if ( self . currentScene ) then
if ( state == SCENE_SHOWING or state == SCENE_SHOWN ) then
end
end
end
if ( self . currentScene ) then
if ( state == SCENE_SHOWING or state == SCENE_SHOWN ) then
end
end
end
for i = 1 , # fragmentGroup do
end
end
for i = 1 , # fragmentGroup do
end
end
if self . currentScene and self . nextScene and self . nextScenePushed and self . currentScene : GetName ( ) == sceneName then
return true
end
if ( currentSceneName == sceneName ) then
return true
end
end
return false
end
if ( currentSceneName == sceneName ) then
return true
end
end
return false
end
if self . currentScene and self . nextScene and self . nextScenePushed then
end
return self . sceneStack [ # self . sceneStack ] == sceneName
end
if self . currentScene and self . nextScene and not self . nextSceneClearsSceneStack then
end
return self . previousSceneStack [ # self . previousSceneStack ] == sceneName
end
end
end
for i = # self . sceneStack , # self . sceneStack - numScenes + 1 , - 1 do
self . sceneStack [ i ] = nil
end
end
end
end
end
function ZO_SceneManager : SetNextScene ( nextScene , push , nextSceneClearsSceneStack , numScenesNextScenePops )
self . nextScene = nextScene
self . nextScenePushed = push
self . nextSceneClearsSceneStack = nextSceneClearsSceneStack
self . numScenesNextScenePops = numScenesNextScenePops
end
self . nextScene = nil
self . nextScenePushed = nil
self . nextSceneClearsSceneStack = nil
self . numScenesNextScenePops = nil
end
if isRemoteScene then
end
end
-- Note that push, nextSceneClearsSceneStack and numScenesNextScenePops are meant to be INTERNAL parameters. They should NOT
-- be used when calling Show from outside of this file
local currentScene = self . currentScene
local nextScene = self . scenes [ sceneName ]
if ( nextScene ) then
if nextSceneClearsSceneStack == nil then
nextSceneClearsSceneStack = true
end
if numScenesNextScenePops == nil then
numScenesNextScenePops = 0
end
--if a scene exists
if ( currentScene ) then
if ( nextScene ~= currentScene ) then
if ( self . nextScene ) then
if ( nextScene ~= self . nextScene ) then
local oldNextScene = self . nextScene
end
else
end
else
end
end
else
--otherwise, start showing this scene
self . previousScene = self . currentScene
self . currentScene = nextScene
end
end
end
--[[
Replace the current scene with a new scene while preserving the stack
Current Stack --> New Stack
| Current Scene | | New Scene |
| Scene 2 | | Scene 2 |
| Scene 1 | | Scene 1 |
If there isn't actually anything on the stack, Show is used to replace the scene
--]]
if # self . sceneStack >= 1 then
local NUMBER_OF_SCENES_TO_POP = 1
else
end
end
end
if ( self . currentScene and self . currentScene : GetName ( ) == sceneName and self . currentScene : GetState ( ) ~= SCENE_HIDING ) then
end
end
if ( self . currentScene ) then
end
end
local topSceneName
if ( # self . sceneStack >= numberOfScenes ) then
topSceneName = self . sceneStack [ # self . sceneStack - numberOfScenes + 1 ]
else
end
local KEEP_SCENE_STACK = false
end
end
if ( # self . sceneStack >= numberOfScenes ) then
local KEEP_SCENE_STACK = false
end
end
end
if ( self . currentScene and self . currentScene : GetName ( ) == sceneName and self : IsShowing ( sceneName ) ) then
else
end
end
if KEYBIND_STRIP then
end
if ( self . baseScene ) then
if ( not self . currentScene or ( self . currentScene ~= self . baseScene and self . nextScene ~= self . baseScene ) ) then
end
end
end
local currentScene = self . currentScene
if ( currentScene and currentScene : GetName ( ) == sceneName and ( currentScene : GetState ( ) == SCENE_SHOWING or currentScene : GetState ( ) == SCENE_SHOWN ) ) then
return true
else
return false
end
end
local nextScene = self . nextScene
return true
else
return false
end
end
return self . baseScene
end
return self . currentScene
end
return self . nextScene
end
if ( self . baseScene ) then
end
return false
end
if ( self . baseScene ) then
end
return false
end
local sceneCallbackList = self . callWhen [ sceneName ]
if ( sceneCallbackList == nil ) then
sceneCallbackList = { }
self . callWhen [ sceneName ] = sceneCallbackList
end
end
local sceneCallbackList = self . callWhen [ sceneName ]
if ( sceneCallbackList ) then
local i = 1
while i <= # sceneCallbackList do
local callWhenInfo = sceneCallbackList [ i ]
if ( callWhenInfo . state == state ) then
else
i = i + 1
end
end
end
end
if ( self . previousScene ) then
end
return nil
end
if ( self . currentScene ) then
end
return nil
end
if ( scene == self . currentScene ) then
if oldState == SCENE_HIDING and newState == SCENE_HIDDEN then
local nextSceneGroup
local currentNextScene = self . nextScene
if currentNextScene then
end
if lastSceneGroup ~= nextSceneGroup then
if lastSceneGroup ~= nil then
end
if nextSceneGroup ~= nil then
-- Check to see if self.nextScene has changed as a result of nextSceneGroup:SetState(SCENE_GROUP_SHOWING)
if currentNextScene ~= self . nextScene then
-- If self.nextScene has changed and currentNextScene's scene group is no longer showing, we set its state to SCENE_GROUP_HIDDEN
if nextSceneGroup ~= newNextSceneGroup then
end
-- Update currentNextScene to the new scene
currentNextScene = self . nextScene
end
end
end
if currentNextScene then
local push = self . nextScenePushed
if push then
if not self . dontAddCurrentSceneBackToStack then
end
elseif self . nextSceneClearsSceneStack then
elseif self . numScenesNextScenePops > 0 then
end
if self . dontAddCurrentSceneBackToStack then
self . dontAddCurrentSceneBackToStack = false
else
self . previousScene = self . currentScene
end
self . currentScene = currentNextScene
end
elseif newState == SCENE_SHOWN then
if sceneGroup then
end
end
end
end
end
self . previousSceneStack [ i ] = scene
end
end
if self . currentScene then
else
return false
end
end
self . dontAddCurrentSceneBackToStack = true
local scenes = { ... }
if numScenes > 0 then
for i = 1 , numScenes - 1 do
end
end
end |