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-- Simple Scene Fragment; just shows the control associated with the fragment, no fancy animations
end
end
end
end
--Animated Scene Fragment
------------------------
do
local animationPools = { }
if not animationPools [ animationTemplate ] then
end
end
end
end
end
-- This callback should be at the end of the function because it could cause other sequential animations to play
end
if completedPlaying then
end
-- This callback should be at the end of the function because it could cause other sequential animations to play
end
end
end
end
end
end
end
end
if ( currentScene == scene ) then
return false
end
end
end
return true
end
if ( ( currentScene : GetState ( ) ~= SCENE_SHOWN or self . alwaysAnimate ) and self : IsAnimatedInCurrentScene ( ) ) then
else
end
else
end
end
if ( ( currentScene : GetState ( ) == SCENE_HIDING or self . alwaysAnimate ) and self : IsAnimatedInCurrentScene ( ) ) then
else
end
else
end
end
end
return ZO_AnimatedSceneFragment . New ( self , "TranslateFromLeftSceneAnimation" , control , alwaysAnimate , duration )
end
return ZO_AnimatedSceneFragment . New ( self , "TranslateFromRightSceneAnimation" , control , alwaysAnimate , duration )
end
return ZO_AnimatedSceneFragment . New ( self , "TranslateFromBottomSceneAnimation" , control , alwaysAnimate , duration )
end
return ZO_AnimatedSceneFragment . New ( self , "TranslateFromTopSceneAnimation" , control , alwaysAnimate , duration )
end
end
if wasHiding and completedPlaying then
end
if wasHiding then
end
-- This callback should be at the end of the function because it could cause other sequential animations to play
if wasHiding then
else
end
end
end
do
--Used to allow a conveyor animation to move in the opposite direction it was designed as
local g_reverseAnimationDirection = false
--Allows the function below to return a variable number of results while still preforming the reset afterward
g_reverseAnimationDirection = false
return ...
end
-- Use this function in order to wrap your logic in a closure that will reverse the animation and un-reverse when it's done
-- Right now it only supports 3 return values for the behavior, add more as needed.
-- This system makes sure we can't accidentally reverse the direction and leave it reversed. Do not expose the reverse variable globally
-- Or allow a global function to set it explicitely
g_reverseAnimationDirection = true
end
-- When reversed, things that would normally move forward should move backward
-- And the animations should be swapped so the alhpas fade in the right order
local forward = not g_reverseAnimationDirection
local backward = not forward
return outAnimation , backward
end
return inAnimation , forward
else
return inAnimation , backward
end
end
return outAnimation , forward
end
return outAnimation , forward
end
end
end
local templateInfo = { }
for i = 1 , MAX_ANCHORS do
local anchorInfo = { }
templateInfo [ i ] = anchorInfo
end
end
end
if isValid then
local middleX = offsetX
if animationTemplate == "ConveyorInSceneAnimation" then
local rightX = middleX + controlWidth
return rightX , middleX
else
local leftX = middleX - controlWidth
return middleX , leftX
end
end
return 0 , 0
end
if isValid then
return offsetY
end
return 0
end
local anchorInfo = templateInfo [ index ]
end
end
end
end
end
end
end
if currentScene == scene then
return false
end
end
end
return true
end
if instant then
if playForward then
else
end
else
if playForward then
else
end
end
end
return GAMEPAD_NAV_QUADRANT_1_BACKGROUND_FRAGMENT
end
local instant = ( currentScene : GetState ( ) == SCENE_SHOWN and not self . alwaysAnimate ) or not self : IsAnimatedInCurrentScene ( )
if not instant then
--if the background is translating in we don't want the conveyor to animate because it doubles up the movement
if backgroundFragment : GetState ( ) == SCENE_FRAGMENT_SHOWING or backgroundFragment : GetState ( ) == SCENE_FRAGMENT_HIDDEN then
instant = true
end
end
end
end
end
----------------------------
-- Hidable Scene Fragment
----------------------------
end
end )
end
function ZO_HideableSceneFragment : SetHiddenForReason ( reason , hidden , customShowDuration , customHideDuration )
--Refresh here even if this reason didn't change the hidden state for the hiddenReasons object. If, for example, a reason came in
--that wanted to hide over 0 ms and the fragment was currently hiding over 200ms, we want to Refresh so we can Hide at the faster rate.
end
end
--HUD Fade Scene Fragment
DEFAULT_HUD_DURATION = 250
end
showDuration = showDuration or DEFAULT_HUD_DURATION
hideDuration = hideDuration or 0
if completed then
end
end
if completed then
end
end
--Allow Show and Hide to be called even if we're already showing or hiding. Something may come along with a hide that
--requests to be hidden faster than the hide already in progress.
end
end
end
--set the show duration
--take the slowest requested show
else
--play from start at show duration
end
end
end
--set the hide duration
--take the fastest requested hide
else
--play from end at hide duration
else
end
end
end
end
end
end
end
-------------------------
--Anchor Scene Fragment
-------------------------
end
end
end
-------------------------
--Background Fragment
-------------------------
ZO_BackgroundFragment = { }
end
local FADE_IN = true
local INSTANT_FADE = true
end
if newState == SCENE_HIDING then
end
elseif newState == SCENE_HIDDEN then
end
end
end )
end
end
end
self . control . background : SetTexture ( focused and self . control . focusTexture or self . control . unfocusTexture )
end
end
end
local anim = nil
end
if ( anim ~= nil ) then
if ( instant ) then
else
end
end
end
-------------------------
--Action Layer Fragment
-------------------------
end
self : RegisterCallback ( "Refreshed" , function ( oldState , newState , asAResultOfSceneStateChange , refreshedForScene )
--If the fragments were refreshed and we were already showing then re-push this action layer so it falls into order. For example, if layers A and B are in the current and next scene,
--but the next scene has layer C that comes before the 2 shared layers we will need to re-push them after layer C is added so they are on the top of the stack instead of the bottom.
--We only do it for already shown fragments on the scene showing because fragments that went from hidden or showing to shown already added from the Show() function and we don't want to
--constantly be readding these because there is code that adds action layers manually after the scene starts showing that would be pushed to the bottom if we readded.
if asAResultOfSceneStateChange then
if refreshedForScene : GetState ( ) == SCENE_SHOWING and oldState == SCENE_FRAGMENT_SHOWN and newState == SCENE_FRAGMENT_SHOWN then
end
end
end )
end
end
end |