Back to Home

ESO Lua File v101044

libraries/utility/zo_fadingstationarycontrolbuffer.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
ZO_FadingStationaryControlBuffer = ZO_Object:Subclass()
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
local FLUSH_UPDATE_TIME_MS = 200
local FADING_ENTRY_OFFSET_TIME_MS = 67
local DEFAULT_MAX_DISPLAYED_ENTRIES = 4
--[[ Public API ]]--
function ZO_FadingStationaryControlBuffer:New(...)
    local fadingStationaryControlBuffer = ZO_Object.New(self)
    fadingStationaryControlBuffer:Initialize(...)
    return fadingStationaryControlBuffer
end
function ZO_FadingStationaryControlBuffer:Initialize(control, maxDisplayedEntries, fadeAnimationName, iconAnimationName, containerAnimationName, anchor, controllerType)
    self.control = control
    self.entryPools = {}
    self.headerPools = {}
    self.linePools = {}
    self.queue = {}
    self.templates = {}
    self.activeEntries = {}
    self.queuedTimedEntries = {}
    self.maxDisplayedEntries = maxDisplayedEntries or DEFAULT_MAX_DISPLAYED_ENTRIES
    self.maxLinesPerEntry = nil
    self.fadeAnimationName = fadeAnimationName
    self.iconAnimationName = iconAnimationName
    self.anchor = anchor or ZO_Anchor:New(TOP)
    self.currentNumDisplayedEntries = 0
    self.currentlyFadingEntries = 0
    self.queuedBatches = {}
    self.currentEntries = {}
    self.nextTimeToFlushMS = 0
    self.doesContainsEntries = false
    self.containerShowTimeMs = 5000
    self.containerStartTimeMs = 0
    self.emptyDeltaTime = 0
    local offsetY = select(6, self.control:GetAnchor())
    self.resetPositionY = offsetY
    self.controllerType = controllerType
    self.additionalEntrySpacingY = 0
    self.paused = false
    self:InitializeContainerAnimations(containerAnimationName)
    EVENT_MANAGER:RegisterForUpdate(string.format("%s%s", "ZO_FadingStationaryControlBuffer", controllerType), 30, function(...) self:OnUpdateBuffer(...) end)
end
function ZO_FadingStationaryControlBuffer:OnUpdateBuffer(timeMs)
    if self.paused then
        return
    end
    if timeMs > self.nextTimeToFlushMS then
        self:FlushEntries()
        self.nextTimeToFlushMS = timeMs + FLUSH_UPDATE_TIME_MS
    end
    if self.doesContainsEntries then
        local deltaContainerTime = timeMs - self.containerStartTimeMs
        if deltaContainerTime > self.containerShowTimeMs then
            self.doesContainsEntries = false
            self.fadeTimeline:PlayFromStart()
        end
    end
    local numQueuedTimedEntries = #self.queuedTimedEntries
    for i = numQueuedTimedEntries, 1, -1 do
        if self.queuedTimedEntries[i].fadeStartDelayMs < timeMs then
            self.queuedTimedEntries[i].control.fadeIconTimeline:PlayFromStart()
            table.remove(self.queuedTimedEntries, i)
        end
    end
end
function ZO_FadingStationaryControlBuffer:Pause()
    if not self.paused then
        self.paused = true
        self.pauseTimeMS = GetFrameTimeMilliseconds()
    end
end
function ZO_FadingStationaryControlBuffer:Resume()
    if self.paused then
        self.paused = false
        local timePausedMS = GetFrameTimeMilliseconds() - self.pauseTimeMS
        self.pauseTimeMS = nil
        if self.containerStartTimeMs ~= 0 then
            self.containerStartTimeMs = self.containerStartTimeMs + timePausedMS
        end
        for i, queuedTimedEntry in ipairs(self.queuedTimedEntries) do
            queuedTimedEntry.fadeStartDelayMs = queuedTimedEntry.fadeStartDelayMs + timePausedMS
        end
    end
end
function ZO_FadingStationaryControlBuffer:AddEntry(templateName, entry)
    if self.templates[templateName] then
        entry.templateName = templateName
        table.insert(self.queue, entry)
    end
end
function ZO_FadingStationaryControlBuffer:SetContainerShowTime(time)
    self.containerShowTimeMs = time
end
function ZO_FadingStationaryControlBuffer:AddTemplate(templateName, templateData)
    assert(templateData.equalityCheck)
    self.templates[templateName] = templateData
end
function ZO_FadingStationaryControlBuffer:SetAdditionalEntrySpacingY(additionalSpacingY)
    self.additionalEntrySpacingY = additionalSpacingY
end
--[[ Private API ]]--
    
function ZO_FadingStationaryControlBuffer:GetActiveEntryIndex(entryControl)
    for i, entry in ipairs(self.activeEntries) do
        if entry == entryControl then
            return i
        end
    end
end
do
    local function OnContainerFadeStop(timeline)
        --fadeout anim is complete, go back to the ready state
        local isValid, point, relTo, relPoint = timeline.control:GetAnchor()
        timeline.control:SetAnchor(point, relTo, relPoint, 0, timeline.controlBuffer.resetPositionY)
        timeline.controlBuffer:ReleaseAllControls()
        timeline.controlBuffer:RefreshBatchAfterRelease()
    end
    function ZO_FadingStationaryControlBuffer:InitializeContainerAnimations(containerAnimationName)
        local control = self.control
        self.fadeTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual(containerAnimationName, control)
        self.fadeTimeline.controlBuffer = self
        self.fadeTimeline:Stop()
        self.fadeTimeline.control = control
        self.fadeTimeline:SetHandler("OnStop", OnContainerFadeStop)
        control.fadeTimeline = self.fadeTimeline
    end
end
local function ReleaseAllChildren(control)
    local childCount = control:GetNumChildren()
    for i = 1, childCount do
        local child = control:GetChild(i)
        if child.pool then -- Could evaluate to false if the child is not managed by this class.
            child.pool:ReleaseObject(child.key)
        end
    end
end
function ZO_FadingStationaryControlBuffer:ReleaseAllControls()
    while #self.activeEntries > 0 do
        self:ReleaseControl(self.activeEntries[1])
    end
end
function ZO_FadingStationaryControlBuffer:RefreshBatchAfterRelease()
    if self.currentNumDisplayedEntries == 0 then
        self.lastAnchoredEntry = nil
        self:DisplayBatches()
    end
end
function ZO_FadingStationaryControlBuffer:RefreshBatchAfterFading()
    -- incase we are displaying a large batch of items and collect an extra one while the animation is playing
    -- we want to wait for the current animation to finish before moving onto the next set
    -- which we call here
    if  self.currentlyFadingEntries <= 0 then
        self:DisplayBatches()
    end
end
function ZO_FadingStationaryControlBuffer:ReleaseControl(alertControl)
    if alertControl.type == CONTROL_TYPE_ENTRY then
        self.currentNumDisplayedEntries = self.currentNumDisplayedEntries - 1
    end
    ReleaseAllChildren(alertControl)
    alertControl.pool:ReleaseObject(alertControl.key)
    if alertControl.type == CONTROL_TYPE_ENTRY then
        local entryIndex = self:GetActiveEntryIndex(alertControl)
        if entryIndex then
            table.remove(self.activeEntries, entryIndex)
        end
    end
end
function ZO_FadingStationaryControlBuffer:TryConcatWithExistingEntry(templateName, entry, tableLocation)
    local templateData = self.templates[templateName]
    local tableLocation = tableLocation or self.activeEntries
    local handled = false
    for _, activeEntryControl in ipairs(tableLocation) do
        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?
                    if activeEntry.lines and templateData.equalityCheck(activeEntry.lines, entry.lines) then
                        templateData.equalitySetup(self, activeEntry, entry)
                        activeEntryControl.setupTime = GetFrameTimeMilliseconds()
                        handled = true
                    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
                templateData.equalitySetup(self, activeEntry, entry)
                handled = true
            end
            if handled then
                break
            end
        end
    end
    return handled
end
function ZO_FadingStationaryControlBuffer:CanDisplayMore()
    if self.fadeTimeline:IsPlaying() then
        return false
    end
    if self.doesContainsEntries and self.currentlyFadingEntries > 0 then
        return false
    end
    
    return self:CanDisplayEntry()
end
-- supplimental check for adding entries from a batch
-- we already know they are ok to go, but now we need to make sure we don't over add items
function ZO_FadingStationaryControlBuffer:CanDisplayEntry()
    return self.currentNumDisplayedEntries < self.maxDisplayedEntries
end
function ZO_FadingStationaryControlBuffer:FadeAll()
end
do
    local function Reset(object)
        if object.fadeLabelAndBgTimeline then
            object.fadeLabelAndBgTimeline:Stop()
        end
        if object.fadeIconTimeline then
            object.fadeIconTimeline:Stop()
        end
        object:SetHidden(true)
        object.key = nil
        if object.activeLines then
            ZO_ClearNumericallyIndexedTable(object.activeLines)
        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 _, line in ipairs(lines) do
                    line.control = nil
                 end
             end
    
             object.entry = nil  
         end
    end
    local function OnLabelFadeStop(timeline, completedPlayback)
        if completedPlayback then
            local fadingControlBuffer = timeline.control.fadingControlBuffer
            fadingControlBuffer.currentlyFadingEntries = fadingControlBuffer.currentlyFadingEntries - 1
            fadingControlBuffer:RefreshBatchAfterFading() 
        end
    end
    local function OnIconFadeStop(timeline, completedPlayback)
        if completedPlayback then
            local fadingControlBuffer = timeline.control.fadingControlBuffer
            timeline.control.fadeLabelAndBgTimeline:PlayFromStart()
        end
    end
    local function InitializeItemControl(control, fadeAnimationName, iconAnimationName)
        control.icon = control:GetNamedChild("Icon")
        control.label = control:GetNamedChild("Label")
        control.bg = control:GetNamedChild("Bg")
        local fadeLabelAndBgTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual(fadeAnimationName)
        fadeLabelAndBgTimeline:GetAnimation(1):SetAnimatedControl(control.bg)
        fadeLabelAndBgTimeline:GetAnimation(2):SetAnimatedControl(control.label)
        local fadeIconTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual(iconAnimationName, control.icon)
        fadeLabelAndBgTimeline.control = control
        fadeIconTimeline.control = control
        fadeLabelAndBgTimeline:SetHandler("OnStop", OnLabelFadeStop)
        fadeIconTimeline:SetHandler("OnStop", OnIconFadeStop)
        control.fadeLabelAndBgTimeline = fadeLabelAndBgTimeline
        control.fadeIconTimeline = fadeIconTimeline
        fadeIconTimeline:Stop()
        fadeLabelAndBgTimeline:Stop()
        return control
    end
    function ZO_FadingStationaryControlBuffer:AcquireEntryObject(templateName)
        local pool = self.entryPools[templateName]
        if not pool then
            local function Factory(pool)
                local parent = self.control
                local name = string.format("%s%s%s%d", parent:GetName(), templateName, self.controllerType, pool:GetNextControlId())
                local control = CreateControl(name, parent, CT_CONTROL)
                control:SetResizeToFitDescendents(true)
                control.pool = pool
                control.activeLines = {}
                control.type = CONTROL_TYPE_ENTRY
                return control
            end
            pool = ZO_ObjectPool:New(Factory, Reset)
            self.entryPools[templateName] = pool
        end
        local control, key = pool:AcquireObject()
        control:SetHidden(false)
        control.key = key
        control.fadingControlBuffer = self
        ZO_ClearNumericallyIndexedTable(control.activeLines)
        return control
    end
    function ZO_FadingStationaryControlBuffer:AcquireItemObject(name, templateName, pools, parent, offsetY)
        local pool = pools[templateName]
        if not pool then
            local function Factory(pool)
                local name = string.format("%s%s%s", templateName, name, self.controllerType)
                local control = ZO_ObjectPool_CreateNamedControl(name, templateName, pool, pool.parent)
                control.pool = pool
                control.type = CONTROL_TYPE_ITEM
                -- Save the anchor Y offsets so we can preserve them when adjusting anchors later.
                control.anchorOffsetY = {nil, nil} -- Pre-allocate space for two anchors.
                for i = 0, MAX_ANCHORS - 1 do
                    local isValid, _, _, _, _, offsetY = control:GetAnchor(i)
                    if isValid then
                        control.anchorOffsetY[i] = offsetY
                    end
                end
                return InitializeItemControl(control, self.fadeAnimationName, self.iconAnimationName)
            end
            pool = ZO_ObjectPool:New(Factory, Reset)
            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
        local control, key = pool:AcquireObject()
        control:SetParent(parent)
        control:SetHidden(false)
        control.key = key
        control.fadingControlBuffer = self
        return control
    end
    local HEADER_INDEX = 1
    local PRESERVE_FADE = true
    function ZO_FadingStationaryControlBuffer: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)
            setupFn(control, item)
            item.control = control
            control.fadeInHold = true
            local insertionIndex = HEADER_INDEX + 1
            if isHeader or not hasHeader then
                insertionIndex = HEADER_INDEX
            end
            table.insert(parent.activeLines, insertionIndex, control)
        end
        return offsetY
    end
end
function ZO_FadingStationaryControlBuffer:UpdateFadeInDelay(entryControl, fadeInDelayFactor)
    table.insert(self.queuedTimedEntries, {
                                            control = entryControl, 
                                            fadeStartDelayMs = fadeInDelayFactor + GetFrameTimeMilliseconds()
                                          }
                ) 
end
function ZO_FadingStationaryControlBuffer:DisplayEntry(templateName, entry, entryNumber, hasCurrentEntries)
    local entryControl = self:AcquireEntryObject(templateName)
    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.setupTimeMS = GetFrameTimeMilliseconds()
    self.anchor:Set(entryControl)
    if hasCurrentEntries then
        if entryNumber == 0 then
            entryControl:SetAnchor(BOTTOMRIGHT, self.control, BOTTOMRIGHT, 0, 0)
            self.bottomEntry:SetAnchor(BOTTOMRIGHT, entryControl, TOPRIGHT, 0, self.additionalEntrySpacingY)
        else
            entryControl:SetAnchor(BOTTOMRIGHT, self.lastAnchoredEntry, TOPRIGHT, 0, self.additionalEntrySpacingY)
            self.bottomEntry:SetAnchor(BOTTOMRIGHT, entryControl, TOPRIGHT, 0, self.additionalEntrySpacingY)
        end
    else
        if not self.lastAnchoredEntry then
            entryControl:SetAnchor(BOTTOMRIGHT, self.control, BOTTOMRIGHT, 0, 0)
        else
            entryControl:SetAnchor(BOTTOMRIGHT, self.lastAnchoredEntry, TOPRIGHT, 0, self.additionalEntrySpacingY)
        end
    end
    table.insert(self.activeEntries, 1, entryControl)
    self.currentNumDisplayedEntries = self.currentNumDisplayedEntries + 1
    self.currentlyFadingEntries = self.currentlyFadingEntries + 1
    local subControl = entryControl:GetChild(1)
    local FADE_IN_DELAY_FACTOR = entryNumber * FADING_ENTRY_OFFSET_TIME_MS
    self:UpdateFadeInDelay(subControl, FADE_IN_DELAY_FACTOR)
    subControl.label:SetAlpha(0)
    subControl.bg:SetAlpha(0)
    subControl.icon:SetAlpha(0)
    subControl.icon:SetScale(2)
    
    self.lastAnchoredEntry = entryControl
    return entryControl
end
function ZO_FadingStationaryControlBuffer:FlushEntries()
    local hadEntries = false
    local newBatch = {}
    while #self.queue > 0 do
        local queuedEntry = self.queue[1]
        local templateName = queuedEntry.templateName
        local persistent = queuedEntry.isPersistent
        local persistHandled = false
        if persistent then
            persistHandled = self:TryConcatWithExistingEntry(templateName, queuedEntry, self.activeEntries)
        end
        if not persistHandled then
            local handled = self:TryConcatWithExistingEntry(templateName, queuedEntry, newBatch)
            if not handled then
                self:AddToBatch(templateName, queuedEntry, newBatch)
                handled = true
                hadEntries = true
            end
        else
            self.containerStartTimeMs = GetFrameTimeMilliseconds()
        end
        table.remove(self.queue, 1)
    end
    if hadEntries then
        newBatch.iterator = #newBatch
        table.insert(self.queuedBatches, newBatch)
        self:DisplayBatches()
    end
end
function ZO_FadingStationaryControlBuffer:AddToBatch(templateName, queuedEntry, batch)
    local batchData = { 
                        batch = batch,
                        templateName = templateName,
                        entry = queuedEntry, 
                       }
    table.insert(batch, 1, batchData)
end
function ZO_FadingStationaryControlBuffer:DisplayBatches()
    local noMoreEntries = false
    local displayItems = 0
    local hasCurrentEntries = self.currentNumDisplayedEntries > 0
    local latestBottomEntry = nil
    while self:CanDisplayMore() do
        local currentBatch = self.queuedBatches[1]
        if currentBatch == nil then
            break
        end
        for i = currentBatch.iterator, 1, -1 do
            if self:CanDisplayEntry() then
                local control = self:DisplayEntry(currentBatch[i].templateName, currentBatch[i].entry, displayItems, hasCurrentEntries)
                if displayItems == 0 then
                    latestBottomEntry = control
                end
                displayItems = displayItems + 1
            else
                noMoreEntries = true
                currentBatch.iterator = i
                break
            end
        end
        if noMoreEntries then
            break
        else
            table.remove(self.queuedBatches, 1)
            currentBatch = nil
        end
    end
    if displayItems > 0 then
        if latestBottomEntry then
            self.bottomEntry = latestBottomEntry
        end
        self.control:SetAlpha(1)
        self.containerStartTimeMs = GetFrameTimeMilliseconds()
        self.doesContainsEntries = true
    end
end