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--Vetical Scrollbar Base
------------------------
local OFF_ALPHA = 0.5
local SCROLL_AREA_ALPHA = 0.8
local ON_ALPHA = 1
local STATE_CHANGE_DURATION = 250
local MIN_SCROLL_VALUE = 0
local MAX_SCROLL_VALUE = 100
local NO_SELECTED_DATA = nil
local NO_DATA_CONTROL = nil
local RESELECTING_DURING_REBUILD = true
local NOT_RESELECTING_DURING_REBUILD = false
local ANIMATE_INSTANTLY = true
end
local newAlpha = OFF_ALPHA
newAlpha = SCROLL_AREA_ALPHA
end
newAlpha = ON_ALPHA
end
else
end
end
end
end
end
end
end
end
end
end
end
end
if ( inScrollArea ) then
else
end
end
end
end
end
--Shared Scroll Animation Functions
---------------------------------------
end
end
local scrollObject = animationObject . scrollObject
scrollObject . animationStart = nil
scrollObject . animationTarget = nil
end
local scrollObject = animationObject . scrollObject
local value = scrollObject . animationStart + ( scrollObject . animationTarget - scrollObject . animationStart ) * progress
end
animation . scrollObject = scrollObject
return animation , timeline
end
--Shared Scroll Edge Fades
-----------------------------------------------------------------
if ( useFadeGradient ) then
if ( sliderValue > sliderMin ) then
else
end
if ( sliderValue < sliderMax ) then
else
end
else
end
end
--Scroll Control - Encapsulates a scroll control with a scrollbar
-----------------------------------------------------------------
--Init
end
end
end
end
--Scrolling functions
end
end
if ( verticalExtents > 0 ) then
end
end
end
if ( verticalExtents > 0 ) then
local newVerticalOffset = oldVerticalOffset + verticalDelta
else
local newVerticalOffset = currentVerticalOffset + verticalDelta
end
end
end
end
-- self is a ScrollControl.
--
-- NOTE: This doesn't check the lineage of the otherControl, so please don't pass in controls which aren't descended
-- from self.
if ( controlTop < scrollTop ) -- The control's top is above the top edge of the scroll, must scroll up to fully contain the control.
then
return controlTop - scrollTop
elseif ( controlBottom > scrollBottom ) -- The control's bottom is below the bottom edge of the scroll, must scroll down to fully contain the control.
then
return controlBottom - scrollBottom
end
return 0
end
if ( scrollDistance ~= 0 ) then
end
end
end
if ( controlTop < scrollTop ) then
elseif ( controlBottom > scrollBottom ) then
end
end
local halfHeightDelta = heightDelta * . 5
if controlTop < scrollTop then
elseif controlBottom > scrollBottom then
end
if scrollInstantly then
else
end
end
end
--Scroll update functions
end
end
local scrollEnabled = ( verticalExtents > 0 or verticalOffset > 0 )
if scrollbar then
--thumb resizing
if ( verticalExtents > 0 and scrollBarHeight >= 0 and scrollAreaHeight >= 0 ) then
local thumbHeight = scrollBarHeight * scrollAreaHeight / ( verticalExtents + scrollAreaHeight )
else
end
--auto scroll bar hiding
if wasHidden and not scrollbarHidden and scrollbar . resetScrollbarOnShow then
end
--extents updating
local verticalExtentsChanged = self . verticalExtents ~= nil and not zo_floatsAreEqual ( self . verticalExtents , verticalExtents )
if verticalExtentsChanged then
if verticalExtents > 0 then
else
end
end
elseif scrollIndicator then
--auto scroll indicator hiding
if wasHidden and not scrollbarHidden then
end
--extents updating
local verticalExtentsChanged = self . verticalExtents ~= nil and not zo_floatsAreEqual ( self . verticalExtents , verticalExtents )
if verticalExtentsChanged then
if verticalExtents <= 0 then
end
end
end
end
--Visual Config
end
end
end
end
end
--Scroll List Control
--A scrollable list of controls that reuses controls as they scroll out of view.
--Use this control when you have a very large number of a couple different types of controls to display.
--To use:
--(1) Add a scroll list to your XML.
--(2) Add data types to the scroll list, one for each type of control. A data type includes an XML control template, a height, and a callback that can setup the control given data.
--(3) Add data to the scroll list. First, use GetDataList to get the table holding the data. Next, use CreateDataEntry to create a list element of a certain data type. You may pass
-- in an arbitrary piece of data that will be given to the setup callback when the control is shown. Once you have made as many data entries as you need, add them to the data
-- list in any way you want. Finally, call Commit to update the scroll list with your data.
-- Note: The scroll list can use faster update logic if all controls are the same height.
-------------------------------------------------------------------------------------------------------------
local SCROLL_LIST_UNIFORM = 1
local SCROLL_LIST_NON_UNIFORM = 2
local NO_HEIGHT_SET = - 1
end
end
end
end
end
end
end
end
end
end
end
--Adds a new control type for the list to handle. It must maintain a consistent size.
--@typeId - A unique identifier to give to CreateDataEntry when you want to add an element of this type.
--@templateName - The name of the virtual control template that will be used to hold this data
--@height - The control height
--@setupCallback - The function that will be called when a control of this type becomes visible. Signature: setupCallback(control, data)
--@dataTypeSelectSound - An optional sound to play when a row of this data type is selected.
--@resetControlCallback - An optional callback when the datatype control gets reset.
function ZO_ScrollList_AddDataType ( self , typeId , templateName , height , setupCallback , hideCallback , dataTypeSelectSound , resetControlCallback )
local factoryFunction = function ( objectPool ) return ZO_ObjectPool_CreateNamedControl ( string . format ( "%s%dRow" , self : GetName ( ) , tostring ( typeId ) ) , templateName , objectPool , self . contents ) end
local pool = ZO_ObjectPool : New ( factoryFunction , resetControlCallback or ZO_ObjectPool_DefaultResetControl )
{
height = height ,
pool = pool ,
selectSound = dataTypeSelectSound ,
selectable = true ,
}
--automatically choose the scrolling logic based on if the controls are all the same height or not
end
end
end
if dataTable and dataTable . height ~= newHeight then
dataTable . height = newHeight
end
end
end
end
end
end
end
return
end
--if a parent id is given and it doesn't exist, give up
local parent = nil
if ( parentId ) then
if ( not parent ) then
return
end
end
local category = { id = categoryId , parent = parent , children = { } , hidden = false }
if ( parent ) then
end
end
ZO_ScrollList_SelectData ( self , NO_SELECTED_DATA , NO_DATA_CONTROL , RESELECTING_DURING_REBUILD , ANIMATE_INSTANTLY )
end
end
if ( category ) then
return category . hidden
end
end
--Creates a data entry for use in the scroll list. Add it to the data list then commit it.
local entry =
{
typeId = typeId ,
categoryId = categoryId ,
}
return entry
end
end
end
end
end
end
end
return nil
end
end
--Allows you to prevent the list from scrolling
end
end
end
end
local function PlayAnimationOnControl ( control , controlTemplate , animationFieldName , animateInstantly )
if controlTemplate then
local highlight = CreateControlFromVirtual ( "$(parent)Scroll" , control , controlTemplate , animationFieldName )
control [ animationFieldName ] = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ShowOnMouseOverLabelAnimation" , highlight )
end
if animateInstantly then
else
end
end
end
if animateInstantly then
else
end
end
end
end
end
end
end
end
end
--Allows you to lock the highlight in place. The highlight will automatically unlock if the list is recommitted.
return
end
if ( lock ) then
else
end
end
end
end
--Reinitializes the highlight (used mostly when a mouse enter would have been missed)
return
end
end
--find the control to highlight if any
return
end
end
end
return
end
--allows us to place the highlight correctly when we unlock
return
end
end
return
end
return
end
end
end
else
if ( selectSound ) then
end
end
end
end
end
end
-- Not updating state here, you should call this when the list is being created.
-- The bar will update state properly when the list has data committed.
end
end
end
end
--Determines if one piece of selected data is the "same" as the other. Used mainly to
--keep an item selected even when the data for the list is updated if they share some
--property determined by the equality function. For example, if you have an item with
--id=1 and state=up and replace it with id=1 and state=down, the selection will be maintained
--if the equality function only compares ids.
if ( data1 == data2 ) then
return true
end
if ( data1 == nil or data2 == nil ) then
return false
end
local dataEntry1 = data1 . dataEntry
local dataEntry2 = data2 . dataEntry
if ( dataEntry1 . typeId == dataEntry2 . typeId ) then
end
end
return false
end
return true
end
return false
end
for i = 1 , numActive do
local currentDataEntry = currentControl . dataEntry
return currentControl
end
end
end
return nil
end
if reselectingDuringRebuild == nil then
reselectingDuringRebuild = false
end
if animateInstantly == nil then
animateInstantly = false
end
local dataIndex
dataIndex = i
break
end
end
--this data we tried to select isn't in the scroll list at all, just abort
if dataIndex == nil then
return
end
end
end
end
end
end
end
end
end
end
if ( windowHeight > 0 ) then
end
end
local currentDataEntry = currentControl . dataEntry
end
end
end
end
end
currentControl . key = nil
currentControl . dataEntry = nil
end
local HIDE_SCROLLBAR = true
if ( scrollableDistance > 0 ) then
else
end
self . scrollbar : SetThumbTextureHeight ( scrollBarHeight * scrollListHeight / ( scrollableDistance + scrollListHeight ) )
end
else
else
end
end
end
end
end
end
end
end
if ( recalledIndex ) then
ZO_ScrollList_SelectData ( self , self . data [ i ] . data , NO_DATA_CONTROL , NOT_RESELECTING_DURING_REBUILD , animateInstantly )
return
end
end
end
return
end
end
ZO_ScrollList_SelectData ( self , NO_SELECTED_DATA , NO_DATA_CONTROL , NOT_RESELECTING_DURING_REBUILD , animateInstantly )
end
if ( controlTop < scrollTop ) then
elseif ( controlBottom > scrollBottom ) then
end
end
end
return
end
-- Allow Wraping
break
end
end
end
return
end
-- Allow Wraping
break
end
end
end
return true
end
end
return false
end
return true
end
end
return false
end
end
end
--Updates the scroll control with new data. Call this when you modify the data list by adding or removing entries.
--the window isn't big enough to show anything (its anchors probably haven't been processed yet), so delay the commit until that happens
if ( windowHeight <= 0 ) then
return
end
local scrollableDistance = 0
local foundSelected = false
local currentY = 0
currentData . top = currentY
currentData . bottom = currentY
foundSelected = true
ZO_ScrollList_SelectData ( self , currentData . data , NO_DATA_CONTROL , RESELECTING_DURING_REBUILD , ANIMATE_INSTANTLY )
end
end
scrollableDistance = currentY - windowHeight
else
foundSelected = true
ZO_ScrollList_SelectData ( self , self . data [ i ] . data , NO_DATA_CONTROL , RESELECTING_DURING_REBUILD , ANIMATE_INSTANTLY )
end
end
end
--nuke the active list since things may have left it
while ( i >= 1 ) do
i = i - 1
end
if selectionsEnabled then
if not foundSelected then
else
ZO_ScrollList_SelectData ( self , NO_SELECTED_DATA , NO_DATA_CONTROL , RESELECTING_DURING_REBUILD , ANIMATE_INSTANTLY )
end
end
end
end
--updates the layout of visible controls
--data: optionally allows you to only update the control backed by the specified data table
--overrideSetupCallback: optionally allows you to call this function instead of the normal setup function if you only need to do a very specific update
end
end
end
end
--nuke the active list since things may have left it
while ( i >= 1 ) do
i = i - 1
end
--update scroll distance
end
end
break
end
end
end
end
if ( category ) then
category . hidden = true
local numRemoved = 0
local i = 1
local curCategory = categories [ curCategoryId ]
local found = false
--climb the hierarchy to see if this piece of data is under this category
while ( curCategory ) do
curCategoryId = curCategory . id
if ( curCategoryId == categoryId ) then
found = true
numRemoved = numRemoved + 1
break
end
curCategory = curCategory . parent
end
if ( not found ) then
i = i + 1
end
end
if ( numRemoved > 0 ) then
end
end
end
end
local inserted = false
return
inserted = true
break
end
end
if ( not inserted ) then
end
end
end
end
end
end
end
if ( category ) then
category . hidden = false
local numShown = 0
local i = 1
local shouldInsert = true
while ( curCategory ) do
if ( curCategory . hidden ) then
shouldInsert = false
break
end
curCategory = curCategory . parent
end
if ( shouldInsert ) then
if ( not found ) then
numShown = numShown + 1
end
end
i = i + 1
end
if ( numShown > 0 ) then
end
end
end
end
return topEdge - compareData . bottom
end
--Used to locate the point in the data list where we should start looking for in view controls
else
return insertPoint
end
end
--holds controls that have already been evaluated and do not need to be looked at again this update scroll call
local consideredMap = { }
--remove active controls that are now hidden
local i = 1
local numActive = # activeControls
while ( i <= numActive ) do
local currentDataEntry = activeControls [ i ] . dataEntry
if ( currentDataEntry . bottom < offset or currentDataEntry . top > offset + windowHeight ) then
numActive = numActive - 1
else
i = i + 1
end
consideredMap [ currentDataEntry ] = true
end
--add revealed controls
local i = firstInViewIndex
local visibleDataIndex = visibleData [ i ]
local bottomEdge = offset + windowHeight
local controlTop
if ( dataEntry ) then
if ( mode == SCROLL_LIST_UNIFORM ) then
controlTop = ( i - 1 ) * controlHeight
else
controlTop = dataEntry . top
end
end
while ( dataEntry and controlTop <= bottomEdge ) do
if ( not consideredMap [ dataEntry ] ) then
local dataType = dataTypes [ dataEntry . typeId ]
local controlPool = dataType . pool
end
consideredMap [ dataEntry ] = true
end
--even uniform active controls need to know their position to determine if they are still active
dataEntry . top = controlTop
dataEntry . bottom = controlTop + controlHeight
end
end
i = i + 1
visibleDataIndex = visibleData [ i ]
if ( dataEntry ) then
if ( mode == SCROLL_LIST_UNIFORM ) then
controlTop = ( i - 1 ) * controlHeight
else
controlTop = dataEntry . top
end
end
end
--update positions
local numActive = # activeControls
for i = 1 , numActive do
local currentControl = activeControls [ i ]
local currentData = currentControl . dataEntry
local controlOffset = currentData . top - offset
end
--reset considered
consideredMap [ k ] = nil
end
end
end
else
end
end
end
end
end
--This function actually moves the scroll window. The only thing that should ever call it is the slider's value changed handler.
--All other scrolling behavior should call scroll absolute or scroll relative which moves the slider and activates the value changed handler.
end
-- These functions are used for scrolling through the scroll list as a block of text instead of scrolling though each entry.
end
end
local minIndexData = nil
local currentIndex = currentControl . index
if currentIndex < minIndex then
minIndex = currentIndex
minIndexData = currentData
end
end
end
local maxIndex = 1
local maxIndexData = nil
local currentIndex = currentControl . index
if currentIndex > maxIndex then
maxIndex = currentIndex
maxIndexData = currentData
end
end
end
end
end
end
return scrollableDistance > 0
end |