ESO Lua File v100011

pregame/gamecredits/gamecredits.lua

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local g_pools = {}
local g_translateAnimationPool
local g_currentEntryIndex
local g_numCreditsEntries
local g_scrollParent
--local g_crossfade
local function AddPool(poolType, template, setupCallback)
    g_pools[poolType] =
    {
        pool = ZO_ControlPool:New(template, g_scrollParent),
        setupCallback = setupCallback,
    }
end
local function AcquireControl(entryType, entryData, additionalData)
    local poolData = g_pools[entryType]
    local control, key = poolData.pool:AcquireObject()
    control.key = key
    control.entryType = entryType
    
    control:SetAnchor(TOP, g_scrollParent, BOTTOM)
    local controlHeight, onExitCallback = poolData.setupCallback(control, entryData, additionalData)
    return controlHeight, control, onExitCallback
end
local function ReleaseEntry(control)
    local key = control.key
    local entryType = control.entryType
    control.key = nil
    control.entryType = nil
    g_pools[entryType].pool:ReleaseObject(key)
end
local function SetupTextControl(control, text)
    control:SetText(text)
    return select(2, control:GetTextDimensions())
end
local function SetupLogoControl(control, textureFile, height)
    control:SetTexture(textureFile)
    return tonumber(height)
end
local function OnBGExitCallback(timeline, offset)
    --g_crossfade:DoCrossfade(timeline.control.textureFile)
end
local function SetupBackgroundSwitch(control, textureFile)
    control.textureFile = textureFile
    control:SetTexture(textureFile) -- won't display anything, just loads this image so it's ready to go
    return 0, OnBGExitCallback -- control is invisible, doesn't need a height. OnExitCallback used here to do transition when the control exits the window
end
local function SetupPaddingSection(control, unused, height)
    return tonumber(height)
end
local CREDITS_SCROLL_SPEED = 75 -- pixels per second
local function AddNextEntry()
    if(g_currentEntryIndex <= g_numCreditsEntries) then
        local entryType, entryData, additionalData = GetGameCreditsEntry(g_currentEntryIndex)
        local controlHeight, control, onExitCallback = AcquireControl(entryType, entryData, additionalData)
        local translateTimeline, translateKey = g_translateAnimationPool:AcquireObject()
        local translateAnim = translateTimeline:GetAnimation(1)
        translateTimeline.key = translateKey
        translateTimeline.control = control
        translateTimeline:ApplyAllAnimationsToControl(control)
        local scrollHeight = ZO_GameCreditsScroll:GetHeight()
        local scrollDistance = scrollHeight + controlHeight
        local scrollTimeMS = (scrollDistance / CREDITS_SCROLL_SPEED) * 1000
        local addNextEntryTime = zo_max(16, (controlHeight / CREDITS_SCROLL_SPEED) * 1000) -- The zo_max is to add at least some amount of time before the next entry is added.
        local onExitTime = (scrollHeight / CREDITS_SCROLL_SPEED) * 1000
        
        translateAnim:SetTranslateDeltas(0, -scrollDistance)
        translateAnim:SetDuration(scrollTimeMS)
        translateTimeline:ClearAllCallbacks()
        translateTimeline:InsertCallback(AddNextEntryAnimationTrigger, addNextEntryTime)
        if(onExitCallback) then
            translateTimeline:InsertCallback(onExitCallback, onExitTime)
        end
        translateTimeline:PlayFromStart()
        g_currentEntryIndex = g_currentEntryIndex + 1
    end
end
AddNextEntryAnimationTrigger = function(timeline, offset)
    if(g_currentEntryIndex > g_numCreditsEntries) then
        timeline.stopCreditsRollWhenFinished = true
    else
        AddNextEntry()
    end
end
local function TimelineRelease(timeline)
    ReleaseEntry(timeline.control)
    timeline.key = nil
    timeline.control = nil
    timeline.stopCreditsRollWhenFinished = nil
end
local function ReleaseSection(timeline, completedPlaying)
    if(completedPlaying) then
        local stopCredits = timeline.stopCreditsRollWhenFinished
        g_translateAnimationPool:ReleaseObject(timeline.key)
        if(stopCredits) then
            ZO_GameCredits_Exit()
        end
    end
end
local function BeginCredits()
    g_numCreditsEntries = GetNumGameCreditsEntries()
    g_currentEntryIndex = 1
    g_currentDrawLevel = 1
    if(g_numCreditsEntries > 0) then
        AddNextEntry()
    end
end
    g_scrollParent = self:GetNamedChild("Scroll")
    -- Additional code was removed that would initialize the loading screen backgrounds that
    -- would need to be added to resume use of bg crossfades.
    --g_crossfade = ZO_CrossfadeBG_GetObject(self:GetNamedChild("BG"))
    -- NOTE: Templates must be unique due to how the object pools name controls as they're created.
    AddPool(GAME_CREDITS_ENTRY_TYPE_DEPARTMENT_HEADER, "ZO_GameCreditsDepartment", SetupTextControl)
    AddPool(GAME_CREDITS_ENTRY_TYPE_SECTION_HEADER, "ZO_GameCreditsSection", SetupTextControl)
    AddPool(GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT, "ZO_GameCreditsNames", SetupTextControl)
    AddPool(GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT_BLOCK, "ZO_GameCreditsTextBlock", SetupTextControl)
    AddPool(GAME_CREDITS_ENTRY_TYPE_COMPANY_LOGO, "ZO_GameCreditsLogo", SetupLogoControl)
    AddPool(GAME_CREDITS_ENTRY_TYPE_BACKGROUND_SWITCH, "ZO_GameCreditsBGSwitch", SetupBackgroundSwitch)
    AddPool(GAME_CREDITS_ENTRY_TYPE_PADDING_SECTION, "ZO_GameCreditsPadding", SetupPaddingSection)
    
    g_translateAnimationPool = ZO_AnimationPool:New("GameCreditsTranslate")
    g_translateAnimationPool:SetCustomResetBehavior(TimelineRelease)
    
    EVENT_MANAGER:RegisterForEvent("GameCredits", EVENT_GAME_CREDITS_READY, BeginCredits)
    GAME_CREDITS_FRAGMENT = ZO_FadeSceneFragment:New(self)
    GAME_CREDITS_FRAGMENT:RegisterCallback("StateChange",   function(oldState, newState)
                                                                if(newState == SCENE_FRAGMENT_SHOWING) then
                                                                    ShowCredits()
                                                                elseif(newState == SCENE_FRAGMENT_HIDDEN) then
                                                                    StopCredits()
                                                                    g_translateAnimationPool:ReleaseAllObjects()
                                                                end
                                                            end)
end
function ZO_GameCredits_ReleaseSection(timeline, completedPlaying)
    ReleaseSection(timeline, completedPlaying)
end
function ZO_GameCredits_Exit()
    SCENE_MANAGER:RemoveFragment(GAME_CREDITS_FRAGMENT)
end