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-------------------
--SelectableLabel--
-------------------
do
end
end
end
end
else
end
end
label . selected = false
label . mouseoverEnabled = true
label . normalColor = ZO_NORMAL_TEXT
end
if label . mouseoverEnabled then
label . mouseover = true
end
end
if label . mouseoverEnabled then
label . mouseover = false
end
end
end
end
end
end
end
------------------
--KeyMarkupLabel--
------------------
do
local g_largeKeyEdgefilePool
local g_smallKeyEdgefilePool
if largeSize then
if not g_largeKeyEdgefilePool then
end )
end
else
if not g_smallKeyEdgefilePool then
end )
end
end
end
else
end
end
function ZO_KeyMarkupLabel_OnNewUserAreaCreated ( self , areaData , areaText , left , right , top , bottom , largeSize )
end
keyEdgeFile . key = key
end
end
function ZO_SmallKeyMarkupLabel_OnNewUserAreaCreated ( self , areaData , areaText , left , right , top , bottom )
ZO_KeyMarkupLabel_OnNewUserAreaCreated ( self , areaData , areaText , leftOffset , rightOffset , topOffset , bottomOffset , false )
end
function ZO_LargeKeyMarkupLabel_OnNewUserAreaCreated ( self , areaData , areaText , left , right , top , bottom )
ZO_KeyMarkupLabel_OnNewUserAreaCreated ( self , areaData , areaText , leftOffset , rightOffset , topOffset , bottomOffset , true )
end
end
end
end
end
local pool
if largeSize then
pool = g_largeKeyEdgefilePool
else
pool = g_smallKeyEdgefilePool
end
end
end
end
end
end
end
--------------------------
--FontAdjustingWrapLabel--
--------------------------
do
local fonts = label . fonts
local numFonts = # fonts
local lastFont = fonts [ numFonts ]
local maxLines = lastFont . lineLimit or numFonts
label . maxLines = maxLines
label . dontUseMaxLinesForAdjusting = lastFont . dontUseForAdjusting
end
return label . fonts
end
return label . fonts
end
-- dontUseMaxLinesForAdjusting is used when multiple fonts have fontData.lineLimit == label.maxLines
-- With MaxLineCount non-zero the text will be truncated on the larger font so the smaller font will not be tested
-- To see the true number of lines with the given font, we SetMaxLineCount(0) before adjusting and then set it back to label.maxLines
if label . dontUseMaxLinesForAdjusting then
end
local fontLineLimit = fontData . lineLimit or i
break
end
end
if label . dontUseMaxLinesForAdjusting then
end
end
if label . forceUpdate or label . width ~= width then
label . width = width
label . forceUpdate = false
end
end
end
label . forceUpdate = true
end
else
label . fonts = fonts
end
label . forceUpdate = true
end
end
end
end
function ZO_PlatformStyleFontAdjustingWrapLabel_OnInitialized ( label , keyboardFonts , gamepadFonts , wrapMode )
end
end
end
end
end
end
--------------------------------
--PrefixAllianceIconLabel--
--------------------------------
do
if allianceId <= ALLIANCE_MAX_VALUE then
if forceGamepad then
else
end
end
end
end
end
---------------------
--RollingMeterLabel--
---------------------
--[[
Sample Usage
-- Create a top-level window.
local rollingMeterWindow = WINDOW_MANAGER:CreateTopLevelWindow()
-- Create a rolling meter label control.
local rollingMeterLabel = WINDOW_MANAGER:CreateControlFromVirtual(nil, rollingMeterWindow, "ZO_RollingMeterLabel")
rollingMeterLabel:SetAnchor(CENTER, GuiRoot, CENTER)
rollingMeterLabel:SetHorizontalAlignment(TEXT_ALIGN_RIGHT)
rollingMeterLabel:SetResizeToFitLabels(true)
local KEYBOARD_STYLE =
{
color = ZO_NORMAL_TEXT,
font = "ZoFontCenterScreenAnnounceLarge",
}
local GAMEPAD_STYLE =
{
color = ZO_NORMAL_TEXT,
font = "ZoFontGamepad42",
}
rollingMeterLabel:SetPlatformStyles(KEYBOARD_STYLE, GAMEPAD_STYLE)
-- Roll a starting value into the rolling meter label.
rollingMeterLabel:SetValue(10)
-- Roll a new value into the rolling meter label.
-- NOTE: This will animate 10 => 20 and SKIP the interstitial values (11-19).
rollingMeterLabel:SetValue(20)
-- Create a transition manager for the rolling meter label.
-- NOTE: The transition manager automatically animates the rolling meter label
-- in order to create smooth transitions from one value to another including
-- some, if not all, of the interstitial values.
local rollingMeterTransition = rollingMeterLabel:GetOrCreateTransitionManager()
-- Initialize the rolling meter label to a starting value via the transition manager.
rollingMeterTransition:SetValueImmediately(10)
-- Transition from the current value to a new value.
rollingMeterTransition:SetValue(20)
-- OPTIONAL:
-- Roll upward when incrementing rather than the default downward direction.
rollingMeterLabel:SetAnimationIncrementDirection(ZO_ROLLING_METER_LABEL_DIRECTION.UP)
-- Increase roll over animation acceleration by 50%.
rollingMeterLabel:SetTransitionAccelerationFactor(1.5)
-- Increase roll over animation speed by 100%.
rollingMeterLabel:SetTransitionSpeedFactor(2)
-- Limit transitions to, at most, 20 roll over animations regardless
-- of the difference between the current value and the new value.
rollingMeterLabel:SetTransitionMaxSteps(20)
-- OPTIONAL:
-- Register a TransitionComplete callback to be notified whenever the
-- current transition has completed.
local function OnTransitionComplete(transitionManager, finalValue)
local queueTransition = function()
local newValue = zo_random(1, 20)
transitionManager:SetValue(newValue)
end
-- Queue another random transition, creating any endlessly rolling meter.
zo_callLater(queueTransition, 2000)
end
rollingMeterTransition:SetTransitionCompleteCallback(OnTransitionComplete)
]]
ZO_ROLLING_METER_LABEL_DIRECTION =
{
DOWN = 1 ,
UP = 2 ,
}
local RollingMeterLabel = { }
-- Order matters:
end
do
end
if style . font then
end
end
self . platformStyle = ZO_PlatformStyle : New ( function ( style ) ApplyStyle ( self , style ) end , self . keyboardStyle , self . gamepadStyle )
end
end
end
end
end
-- An animation is in progress; adjust the end time using the amortized remainder of the new interval.
end
-- Update the animation interval.
end
if not startTimeMs then
-- No animation is in progress; the nil return value
-- indicates this to the caller.
return nil
end
-- Interval is calculated dynamically because it can be
-- updated while an animation is already in progress.
if intervalTimeMs > 0 then
if not frameTimeMs then
end
end
return 1 -- Animation is complete.
end
end
end
end
end
return
end
end
return
end
end
-- Suppress recursion.
return
end
-- Apply the maximum height of either label to the container.
local widthConstraint
-- Constrain the container width to match the largest label width.
else
-- Reset the width constraints of the container to return it to its
-- derived or explicitly set width.
widthConstraint = 0
end
-- Apply the horizontal alignment to the labels.
end
-- Suppress recursion.
return
end
-- Reset the labels' anchors.
end
-- Anchor the labels to the single point on the container that
-- is associated with the specified horizontal alignment.
local anchorPoint
if horizontalAlignment == TEXT_ALIGN_LEFT then
anchorPoint = TOPLEFT
elseif horizontalAlignment == TEXT_ALIGN_CENTER then
anchorPoint = TOP
else
anchorPoint = TOPRIGHT
end
else
-- Anchor the labels to the top corners of the container.
end
end
end
end
end
end
end
end
end
end
if animationProgress == nil then
-- No animation is in progress.
return
end
if animationProgress < 1 then
-- Apply the optional, one-time animation override easing function if any.
-- Apply the standard animation override easing function if any.
end
-- Animate the incoming and outgoing labels.
local inLabelOffsetCoefficient = 0
local outLabelOffsetCoefficient = 0
inLabelOffsetCoefficient = animationProgress - 1
outLabelOffsetCoefficient = animationProgress
else
inLabelOffsetCoefficient = - animationProgress + 1
outLabelOffsetCoefficient = - animationProgress
end
else
end
end
-- Promote the queued, one-time animation interval offset.
end
-- Promote the queued, one-time animation override easing function.
end
if isFinalAnimation then
-- There is no pending animation; clean up the animation state.
else
-- An animation is pending; initialize the animation state.
if intervalOffset then
-- Optional animation timing offset provided via SetValue.
else
-- Standard animation timing.
end
-- Determine the animation direction based on the configured direction and
-- the incoming and outgoing values, if numeric, relative to one another.
local invertDirection = outgoingNumericValue and incomingNumericValue and outgoingNumericValue > incomingNumericValue
if invertDirection then
self . animationDirection = self . animationIncrementDirection == ZO_ROLLING_METER_LABEL_DIRECTION . DOWN and ZO_ROLLING_METER_LABEL_DIRECTION . UP or ZO_ROLLING_METER_LABEL_DIRECTION . DOWN
else
end
-- Update the animation visuals.
-- Play the associated sound if any.
local soundId = nil
else
end
if soundId then
end
end
end
-- Reset the one-time use animation offset if any was provided.
end
return not isFinalAnimation
end
function RollingMeterLabel : SetValue ( text , animationNormalizedIntervalOffset , animationOverrideEasingFunction )
if animationNormalizedIntervalOffset and animationNormalizedIntervalOffset >= 1 then
-- Skip animation and display the target value immediately;
-- this is used for initializing the control to a starting value.
return
end
-- Queue the optional parameters if an animation is already in progress.
return
end
-- Begin the animation if one is not already in progress.
end
end
end
-------------------------------
--RollingMeterLabelTransition--
-------------------------------
local BASE_TRANSITION_INTERVAL_MAX_MS = 500 -- Slowest roll over animation interval
local BASE_TRANSITION_INTERVAL_MIN_MS = 100 -- Fastest roll over animation interval
local BASE_TRANSITION_RECOIL_INTERVAL_MS = 1000 -- Final "recoil" roll over animation interval
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
-- Initialize transition state.
if optionalInitialValue then
else
end
-- Skip the animation and show the target value immediately.
local ANIMATION_NORMALIZED_INTERVAL_OFFSET = 1
return
end
-- Calculate the number of transition steps required for the given range.
-- Calculate transition easing.
-- Calculate animation easing and maximum animation speed.
local animationEasingExponent = self . transitionAccelerationFactor * zo_max ( math . log ( transitionSteps ) , 1 )
local BASE_ANIMATION_MAX_SPEED_MULTIPLIER = 2
local animationMaxSpeedInterpolant = zo_clamp ( self . transitionAccelerationFactor * animationMaxSpeedCoefficient * BASE_ANIMATION_MAX_SPEED_MULTIPLIER , 0 , 1 )
self . minTransitionIntervalMs = zo_lerp ( self . maxIntervalMs , self . minIntervalMs , animationMaxSpeedInterpolant )
end
-- Bypasses the animation and immediately updates the meter to show the specified value.
end
if not currentStep then
-- No transition is in progress.
return
end
-- Wait for current animation to complete.
return
end
-- Increment transition step.
currentStep = currentStep + 1
if currentStep > numSteps then
-- The transition is complete.
-- Notify the registered TransitionComplete callback if any.
end
return
end
-- Calculate the current value.
local progress = currentStep / numSteps
if currentStep < numSteps then
else
end
self . currentValue = ( self . initialValue < self . targetValue ) and zo_floor ( self . currentValue ) or zo_ceil ( self . currentValue )
-- Determine if the final step or target value has been reached.
if isFinalStep then
-- End the transition if the target value has been reached or
-- if we interpolated within less than one step from the target
-- value.
currentStep = numSteps + 1
end
-- Determine animation easing, offset and speed (interval).
local animationIntervalMs = nil
local animationNormalizedIntervalOffset = nil
if isFinalStep then
-- Apply recoil animation easing to the final step.
else
local animationProgress = 0
if numSteps > 2 then
-- Produce a clean [0..1..0] interpolant by deducting the final step
-- from the interval allowing for a smooth ramp up and down followed
-- by the recoil animation easing during the final step.
animationProgress = ( currentStep - 1 ) / numSteps
end
animationIntervalMs = zo_lerp ( self . maxIntervalMs , self . minTransitionIntervalMs , animationIntervalProgress )
-- Offset the animation by a random percentage to simulate "over-clocked"
-- transitions for animations that use the maximum animation speed.
local MIN_NORMALIZED_INTERVAL_OFFSET = 0.25
local MAX_NORMALIZED_INTERVAL_OFFSET = 0.75
animationNormalizedIntervalOffset = zo_lerp ( MIN_NORMALIZED_INTERVAL_OFFSET , MAX_NORMALIZED_INTERVAL_OFFSET , zo_random ( ) )
end
end
-- Start the animation for this step.
self . control : SetValue ( self . currentValue , animationNormalizedIntervalOffset , animationOverrideEasingFunction )
self . transitionAnimationStartedCallback ( self , self . currentTransitionStep , self . numTransitionSteps , self . currentValue , self . targetValue )
end
end |