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return object
end
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
end
end
end
end
end
function ZO_ItemPreviewListHelper_Shared : PreviewList ( previewType , previewListEntries , startingIndex , dontWrap )
end
end
function ZO_ItemPreviewListHelper_Shared : UpdatePreviewList ( newPreviewList , dontReselectCurrentEntry )
local currentEntryIndex = nil
-- Copy new previews over old list
currentEntryIndex = newPreviewIndex
end
end
-- Select a new entry
if dontReselectCurrentEntry then
currentEntryIndex = 1
end
if currentEntryIndex == nil then
-- try to pick the element in the list closest to the old index.
-- If the old entry wasn't at the end of the list or further, that means we pick the next item index-wise. If it is at the end, that means we pick the last item in that list
end
end
return false
end
end
return true
end
end
end
end
return false
end
end
return true
end
if previewIndex < 1 then
end
end
end
else
end
end
end
end
end
end
end
end
local previewData = nil
-- A previewType of nil indicates that the previewType is specified
-- per list entry as the first element in the data array.
else
end
end
return previewType , previewData
end
return true
end
return false
end
end
end
end
end
end
end
self : GetPreviewObject ( ) : RegisterCallback ( "CanChangePreviewChanged" , self . CanChangePreviewChangedCallback )
end
self : GetPreviewObject ( ) : UnregisterCallback ( "CanChangePreviewChanged" , self . CanChangePreviewChangedCallback )
end
if marketProductId ~= 0 then
local previewList
previewList = { }
-- Only preview the parts of the bundle that actually can be previewed
end
end
else
-- If we got here, we already validated that it can be previewed
previewList = { marketProductId }
end
if # previewList > 0 then
end
end
end
if marketProductId ~= 0 then
-- If we can preview anything in this bundle it's enough to start a preview. We'll figure out which ones to include when we actually decide to preview.
return true
end
end
else
end
end
return false
end |