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SCENE_FRAGMENT_SHOWN = "shown"
SCENE_FRAGMENT_HIDDEN = "hidden"
SCENE_FRAGMENT_SHOWING = "showing"
SCENE_FRAGMENT_HIDING = "hiding"
return fragment
end
self . state = SCENE_FRAGMENT_HIDDEN
self . allowShowHideTimeUpdates = false
end
-- Instead of there being at most 1 scenemanager, there are now N scenemanagers with N active scenes.
-- Since a fragment can be owned by only 1 scene manager at a time, we need to make sure we aren't constructing a state where two scenes are both visible and sharing the same fragment.
local oldSceneManager = self . sceneManager
if oldSceneManager == nil or oldSceneManager == newSceneManager then
-- no change
return true
end
-- If the old scene manager is parented to a scene, but that scene is hidden, then the subscene is effectively hidden.
return true
end
-- the old scene is either hidden or nonexistent, we can safely steal this fragment from it
return true
end
local assertString = "Trying to change scene managers, but the old scene manager (%s, state:%s) still contains this fragment"
internalassert ( false , string . format ( assertString , oldCurrentScene : GetName ( ) , oldCurrentScene : GetState ( ) ) )
return false
end
return true
end
self . sceneManager = newSceneManager
end
end
return self . category
end
self . category = category
end
--Force Refresh causes a fragment to hide and show again even if it is part of the next scene.
return self . forceRefresh
end
self . forceRefresh = forceRefresh
end
if ( not self . dependencies ) then
self . dependencies = { }
end
self . dependencies [ fragment ] = true
end
end
end
if ( self . dependencies ) then
return self . dependencies [ fragment ] == true
end
return false
end
return self . dependencies ~= nil
end
return self . hideOnSceneHidden
end
self . hideOnSceneHidden = hideOnSceneHidden
end
--Show and Hide will be called by the scene management system. They should not be called directly by code.
end
end
return self . state
end
return self . state == SCENE_FRAGMENT_SHOWING or self . state == SCENE_FRAGMENT_SHOWN
end
return self . state == SCENE_FRAGMENT_HIDDEN
end
end
end
--If true, Show and Hide will be called even if the fragment is already in the Showing or Hiding state.
self . allowShowHideTimeUpdates = allow
end
if ( newState ~= self . state ) then
local oldState = self . state
self . state = newState
if ( currentScene ) then
end
end
end
end
end
if ( self . state ~= SCENE_FRAGMENT_SHOWN and ( self . allowShowHideTimeUpdates == true or self . state ~= SCENE_FRAGMENT_SHOWING ) ) then
end
end
if ( self . state ~= SCENE_FRAGMENT_HIDDEN and ( self . allowShowHideTimeUpdates == true or self . state ~= SCENE_FRAGMENT_HIDING ) ) then
if ( not self . hideOnSceneHidden ) then
end
end
end
if self . sceneManager then
return false
end
if nextScene then
if currentSceneState == SCENE_HIDING or currentSceneState == SCENE_HIDDEN then
if self . forceRefresh then
-- always hide on a force refresh
return false
if currentHasDependency ~= nextHasDependency then
return false
end
end
return true
else
-- next scene has this fragment so we should show
return true
end
else
-- next scene does not have this fragment, so we should hide
return false
end
end
else
if currentSceneState == SCENE_SHOWING or currentSceneState == SCENE_SHOWN then
return true
end
end
else
-- the fragment failed its conditional, so we shouldn't show
return false
end
else
-- Either we have no current scene or the current scene doesn't have this fragment, we shouldn't be showing
return false
end
end
return false
end
function ZO_SceneFragment : Refresh ( customShowParam , customHideParam , asAResultOfSceneStateChange , refreshedForScene )
local oldState = self . state
else
end
self : FireCallbacks ( "Refreshed" , oldState , self . state , asAResultOfSceneStateChange , refreshedForScene )
end |