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local ZO_TreeNode
local RESELECTING_DURING_REBUILD = true
local USER_REQUESTED_OPEN = true
local SYSTEM_REQUESTED_OPEN = false
--Tree
---------------
tree . width = width
tree . defaultIndent = defaultIndent
tree . defaultSpacing = defaultSpacing
tree . exclusive = false
tree . autoSelectChildOnNodeOpen = false
tree . templateInfo = { }
for i = 1 , # tree . exclusivePath do
if ( tree . exclusivePath [ i ] == treeNode ) then
return
end
end
end
return tree
end
end
local OPEN = true
end
end
end
end
end
if rootNode then
return rootNode
end
if currentChildren then
if foundNode then
return foundNode
end
end
end
end
return nil
end
end
end
end
end
if ( children ) then
local firstChild = children [ 1 ]
if ( firstChild ) then
end
end
end
end
timeline : SetHandler ( "OnStop" , function ( currentTimeline ) self : OnOpenAnimationStopped ( currentTimeline ) end )
end )
--populated on demand since it requires making an animation from the pool to know
end
end
end
end
end
end
end
return left == right
end
function ZO_Tree : AddTemplate ( template , setupFunction , selectionFunction , equalityFunction , childIndent , childSpacing )
{
template = template ,
childIndent = childIndent ,
childSpacing = childSpacing ,
}
end
if ( not parentNode ) then
end
local treeNode = ZO_TreeNode : New ( self , templateInfo , parentNode , data , templateInfo . childIndent or self . defaultIndent , templateInfo . childSpacing or self . defaultSpacing , open == true )
treeNode . selectSound = selectSound
return treeNode
end
if currentNodeOfPreviousTree and currentNodeOfCurrentTree then
if previousChildren and currentChildren then
if previousChild . equalityFunction == currentChild . equalityFunction and previousChild . equalityFunction ( previousChild . data , currentChild . data ) then
if tree . exclusive then
return
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
local USER_REQUESTED = true
end
--Computes the offset of the bottom of the control at the end of the path from the scroll child top
--Used to determine where a node control will end up after being selected. This simulates the layout logic.
local offset = 0
--Path goes from parents to children
local nextNodeOnPathToSelectedNode = pathToSelectedNode [ # pathToSelectedNode ]
if childTreeNode == nextNodeOnPathToSelectedNode then
--When we find a node on the path we add its height, then if we can recurse on its children we add the proper spacing for the child section (1/2 on top, 1/2 on bottom) then recurse.
if # pathToSelectedNode == 1 then
return offset
else
end
else
--In exclusive mode we will be closing every non-leaf node except for the ones on the path so just count their control height. Their children will be hidden.
else
--In non-exlcusive mode we won't be touching the nodes off the path so use their actual height with children
end
end
end
return 0
end
local pathToSelectedNode = { }
local currentNode = treeNode
end
--Compute some metrics about the state of this tree after treeNode is selected. We use this so we can scroll to where the node WILL BE instead of where it is right now.
local treeNodeControlFinalBottomOffset = self : ComputeEndOfPathControlFinalBottomOffset ( self . rootNode , pathToSelectedNode )
local treeNodeControlFinalTopOffset = treeNodeControlFinalBottomOffset - treeNode : GetControlHeight ( )
local finalTotalHeight
local previouslyOpenSectionChildrenHeight = 0
break
end
end
-- new node's height subtracted from the previously openned nodes' heights
-- this is the change in height the tree will have, which will be needed to calculate the scroll's animation
finalTotalHeight = self . rootNode : GetCurrentChildrenHeight ( ) + treeNode : GetChildrenHeight ( ) - previouslyOpenSectionChildrenHeight
else
end
ZO_Scroll_SetScrollToRealOffsetAccountingForGradients ( self . scrollControl , finalTotalHeight , treeNodeControlFinalTopOffset , self : GetOpenAnimationDuration ( ) )
end
end
end
end
if ( open ) then
--open the path to the root
while currentNode do
--because the tree is automatically opening a path, any opened nodes must be system requested opens
end
currentNode = treeNode
while currentNode do
end
--close every node not on the newly opened path
for i = 1 , # rootChildren do
local rootChild = rootChildren [ i ]
end
end
end
else
end
end
--Default to bringing the immediate parent of this node into view
if bringParentIntoView == nil then
bringParentIntoView = true
end
--Can only select leaf nodes
--If we already have this node selected we should still try to bring the parent into view anyway
if immediateParentNode then
if immediateParentNodeControl then
--If the parent is open then just scroll it to the top right now
else
--If the parent is closed we need to open it and set up the scroll to target node behavior
end
end
end
end
else
--Otherwise we need to select the node
end
if not reselectingDuringRebuild then
if immediateParentNode then
if immediateParentNodeControl then
--If the parent is already open we can scroll to it right now
else
--Otherwise we need to setup scroll over time since sections will be opening and closing
end
end
end
end
end
if ( selectionHighlight ) then
end
end
end
end
end
end
end
end
end
end
else
self . selectionHighlight = CreateControlFromVirtual ( self . control : GetName ( ) .. "Highlight" , self . control , self . selectionHighlightTemplate )
end
end
end
if ( treeRoot ) then
if stopIteration then
return
end
else
end
if ( children ) then
for i = 1 , # children do
end
end
end
end
local node = timeline . node
end
end
end
end
end
if scrollControl and scrollControl . scroll then
end
end
--TreeNode
---------------
if templateInfo then
node . templateInfo = templateInfo
end
node . tree = tree
node . parentNode = parentNode
node . childIndent = childIndent
node . childSpacing = childSpacing
node . childrenHeight = 0
node . childrenCurrentHeight = 0
node . open = open
node . openPercentage = open and 1 or 0
node . selected = false
return node
end
local total = 0
while ( treeNode ~= nil ) do
end
return total
end
--Tree nodes have a control and a child section. The child section if it exists anchors to the control with half childSpacing above and half below to center it. Tree nodes
--within a child section anchor one after another with childSpacing between them. The first control anchors to the top left of the child section with no offset. The child spacing
--comes from the parent of the node that the child is being added to. This is likely wrong. It should come from the node the child is being added to.
local previousNode = nil
--split the child spacing evenly on either side of the child container
self . childContainer : SetAnchor ( TOPLEFT , self . control , BOTTOMLEFT , 0 , self . parentNode : GetChildSpacing ( ) * 0.5 )
else
--root node, anchor that to fill the tree control space
end
end
end
else
end
if ( previousNode ) then
else
end
end
--split the child spacing evenly on either side of the child container
nextNodeControl : SetAnchor ( TOPLEFT , self . childContainer , BOTTOMLEFT , 0 , self . parentNode : GetChildSpacing ( ) * 0.5 )
else
end
end
end
end
--This functionality works in the context of a full refresh rather than arbitrarily deciding to disable a node manually
--So you'll want to control this in a setup/refresh, and ensure that the tree's Commit function is called after said refresh.
end
end
end
end
end
return true
else
end
end
end
end
end
if open then
else
end
else
--custom anim must always be first
for i = 2 , numAnimations do
end
if open then
else
end
end
else
else
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
--The height of the children if this node was all the way open
local height = 0
end
return height
else
return 0
end
end
end
end
end
--The height of the children taking into account how open they are
local height = 0
end
return height
else
return 0
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
--Global XML
-- Play the selected sound if not already opened
end
end
end
-- Play the selected sound if not already selected
end
local NOT_REBUILDING = false
local DONT_BRING_PARENT_INTO_VIEW = false
end
end
end
--ZO_Trees
---------------
return object
end
EVENT_MANAGER : RegisterForEvent ( "ZO_Trees" , EVENT_ALL_GUI_SCREENS_RESIZED , function ( ) self : OnScreenResized ( ) end )
end
end
end
end
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