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-----------------------
--Scene Stack Fragments
-----------------------
group . fragments = { }
group . objects = { }
group . activateAll = false
return group
end
if ( fragment ) then
end
end
end
end
end
end
if ( object ) then
break
end
end
end
if active then
end
else
end
end
end
----------
--Scene
----------
SCENE_SHOWN = "shown"
SCENE_HIDDEN = "hidden"
SCENE_SHOWING = "showing"
SCENE_HIDING = "hiding"
return scene
end
end
end
end
break
end
end
end
return true
end
end
return false
end
end
end
end
end
end
return true
end
end
end
return false
end
return
end
end
end
end
if isBase then
end
end
end
end
end
else
end
local hideCurrentSceneFromBaseFragment = self . stackFragmentGroupBaseIndex == # self . stackFragmentGroups
end
end
else
end
end
end
end
end
end
end
end
end
end
if ( fragmentCategory == category ) then
return fragment
end
end
end
end
end
end
end
end
--Meant to be overriden
end
end
end
end
end
end
end
end
end
end
--wait until after we have refreshed all fragments to evaluate if we're done
--Protect against fragments being added or removed during iteration by unpacking onto the stack
end
end
end
local allHiddenImmediately = true
allHiddenImmediately = false
end
end
end
return allHiddenImmediately
end
local hasHideOnSceneHiddenFragments = false
--If we waited for a fragment with a conditional to show before considering the scene shown we may wait forever,
--because the conditional may not be true. So we just ignore them on show.
return false
end
if ( fragmentState == SCENE_FRAGMENT_HIDING ) then
hasHideOnSceneHiddenFragments = true
else
return false
end
end
end
end
end
if ( hasHideOnSceneHiddenFragments ) then
--dont evaluate whether we should transition as a result of hiding a fragment here
--since we're already evaluating that right now and will return the correct result
--Protect against fragments being added or removed during iteration by unpacking onto the stack
return allHiddenImmediately
end
return true
end
end
end
end
end
end
end
end
return false
end
----------
--Remote Scene
----------
return scene
end
end
if newState == SCENE_SHOWING then
ChangeRemoteSceneVisibility ( self . name , REMOTE_SCENE_STATE_CHANGE_TYPE_SHOW , ZO_REMOTE_SCENE_CHANGE_ORIGIN )
elseif newState == SCENE_HIDING then
ChangeRemoteSceneVisibility ( self . name , REMOTE_SCENE_STATE_CHANGE_TYPE_HIDE , ZO_REMOTE_SCENE_CHANGE_ORIGIN )
end
end
-- call parent SetState after we send out message becase it could
-- trigger another call to SetState and the events would be out of order
end
end
end
end
return true
end
ChangeRemoteSceneVisibility ( self . name , REMOTE_SCENE_STATE_CHANGE_TYPE_PUSH , ZO_REMOTE_SCENE_CHANGE_ORIGIN )
end
end
ChangeRemoteSceneVisibility ( self . name , REMOTE_SCENE_STATE_CHANGE_TYPE_SWAP , ZO_REMOTE_SCENE_CHANGE_ORIGIN )
end
end |