Back to Home

ESO Lua File v101038

pregame/gamecredits/sharedgamecredits.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
CreditsScreen_Base = ZO_InitializingObject:Subclass()
function CreditsScreen_Base:Initialize(control, poolTemplates)
    self.control = control
    self.pools = {}
    self.activeControls = {}
    self.currentEntryIndex = nil
    self.numCreditsEntries = 0
    self.scrollParent = control:GetNamedChild("Scroll")
    self.fragment = ZO_FadeSceneFragment:New(control)
    self.fragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            self:ShowCredits()
        elseif newState == SCENE_FRAGMENT_HIDDEN then
            self:StopCredits()
        end
    end)
    local function SetupTextControl(...)
        return self:SetupTextControl(...)
    end
    self:AddPool(GAME_CREDITS_ENTRY_TYPE_DEPARTMENT_HEADER, poolTemplates[GAME_CREDITS_ENTRY_TYPE_DEPARTMENT_HEADER], SetupTextControl)
    self:AddPool(GAME_CREDITS_ENTRY_TYPE_SECTION_HEADER, poolTemplates[GAME_CREDITS_ENTRY_TYPE_SECTION_HEADER], SetupTextControl)
    self:AddPool(GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT, poolTemplates[GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT], SetupTextControl)
    self:AddPool(GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT_BLOCK, poolTemplates[GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT_BLOCK], SetupTextControl)
    self:AddPool(GAME_CREDITS_ENTRY_TYPE_COMPANY_LOGO, poolTemplates[GAME_CREDITS_ENTRY_TYPE_COMPANY_LOGO], function(...) return self:SetupLogoControl(...) end)
    self:AddPool(GAME_CREDITS_ENTRY_TYPE_BACKGROUND_SWITCH, poolTemplates[GAME_CREDITS_ENTRY_TYPE_BACKGROUND_SWITCH], function(...) return self:SetupBackgroundSwitch(...) end)
    self:AddPool(GAME_CREDITS_ENTRY_TYPE_PADDING_SECTION, poolTemplates[GAME_CREDITS_ENTRY_TYPE_PADDING_SECTION], function(...) return self:SetupPaddingSection(...) end)
    control:SetHandler("OnUpdate", function(control, timeS) self:OnUpdate(timeS) end)
    control:RegisterForEvent(EVENT_GAME_CREDITS_READY, function() self:BeginCredits() end)
end
function CreditsScreen_Base:GetFragment()
    return self.fragment
end
function CreditsScreen_Base:SetupTextControl(control, text)
    control:SetText(text)
    return control:GetTextHeight()
end
function CreditsScreen_Base:SetupLogoControl(control, textureFile, height)
    control:SetTexture(textureFile)
    return tonumber(height)
end
function CreditsScreen_Base: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 -- control is invisible, doesn't need a height
end
function CreditsScreen_Base:SetupPaddingSection(control, unused, height)
    return tonumber(height)
end
function CreditsScreen_Base:AddPool(poolType, template, setupCallback)
    self.pools[poolType] =
    {
        pool = ZO_ControlPool:New(template, self.scrollParent),
        setupCallback = setupCallback,
    }
end
function CreditsScreen_Base:AcquireControl(entryType, entryData, additionalData)
    local poolData = self.pools[entryType]
    local control, key = poolData.pool:AcquireObject()
    control.key = key
    control.entryType = entryType
    
    control:SetAnchor(TOP, self.scrollParent, BOTTOM)
    local controlHeight, onExitCallback = poolData.setupCallback(control, entryData, additionalData)
    return controlHeight, control, onExitCallback
end
function CreditsScreen_Base:ReleaseEntry(control)
    local key = control.key
    local entryType = control.entryType
    control.key = nil
    control.entryType = nil
    if entryType then
        self.pools[entryType].pool:ReleaseObject(key)
    end
end
do
    local CREDITS_SCROLL_SPEED = 75 -- UI units per second
    function CreditsScreen_Base:GetScrollSpeed()
        return CREDITS_SCROLL_SPEED * self.scrollSpeedMultiplier
    end
end
function CreditsScreen_Base:SetScrollSpeedMultiplier(speedMultiplier)
    self.scrollSpeedMultiplier = speedMultiplier
    if self.scrollSpeedMultiplier < 0 then
        self.scrollSpeedMultiplier = 0
    end
end
function CreditsScreen_Base:GetScrollSpeedMultiplier()
    return self.scrollSpeedMultiplier
end
function CreditsScreen_Base:ResetScrollSpeedMultiplier()
    self.scrollSpeedMultiplier = 1
end
do
    local finishedControls = {}
    function CreditsScreen_Base:OnUpdate(timeS)
        if self.running then
            if not self.lastUpdateTimeS then
                self.lastUpdateTimeS = timeS
            end
            local timeDifferenceS = timeS - self.lastUpdateTimeS
            self.lastUpdateTimeS = timeS
            self.phase = self.phase + timeDifferenceS * self:GetScrollSpeed()
            local phaseRung = math.floor(self.phase)
            ZO_ClearNumericallyIndexedTable(finishedControls)
            for _, control in ipairs(self.activeControls) do
                local currentDistance = (phaseRung - control.phaseRung)
                control:SetAnchor(TOP, self.scrollParent, BOTTOM, 0, -currentDistance)
                --Use -100 as a buffer so we don't see entries disappearing right on the edge
                if control:GetBottom() < -100 then
                    table.insert(finishedControls, control)
                end
            end
    
            for _, control in ipairs(finishedControls) do
                for searchIndex, searchControl in ipairs(self.activeControls) do
                    if searchControl == control then
                        table.remove(self.activeControls, searchIndex)
                        self:ReleaseEntry(control)
                    end
                end
            end
            while (self.addNextPhaseRung == nil or phaseRung >= self.addNextPhaseRung) and self.currentEntryIndex <= self.numCreditsEntries do
                self:AddNextEntry()
            end
            if self.currentEntryIndex > self.numCreditsEntries and #self.activeControls == 0 then
                self:Exit()
            end
        end
    end
end
do
    local function ClosestUIUnitsOnPixelBoundry(uiUnits)
        local globalScale = GetUIGlobalScale()
        local numPixels = uiUnits * globalScale
        numPixels = zo_round(numPixels)
        return numPixels / globalScale
    end
    function CreditsScreen_Base:AddNextEntry()
        if self.currentEntryIndex <= self.numCreditsEntries then
            local entryType, entryData, additionalData = GetGameCreditsEntry(self.currentEntryIndex)
            local controlHeight, control, onExitCallback = self:AcquireControl(entryType, entryData, additionalData)
            
            --We find the amount UI units closest to the control's height that translates to an integral pixel amount when scaled for rendering. This ensures an integral pixel spacing
            --between all controls and prevent them from rounding over the pixel boundry at different times (jitter)
        
            local scrollHeight = self.scrollParent:GetHeight()
            local scrollDistance = scrollHeight + controlHeight
        
            control.phaseRung = self.addNextPhaseRung or zo_ceil(self.phase)
            control.onExitCallback = onExitCallback
            table.insert(self.activeControls, control)
            self.addNextPhaseRung = control.phaseRung + controlHeight
            self.currentEntryIndex = self.currentEntryIndex + 1
        end
    end
end
function CreditsScreen_Base:ShowCredits()
    ShowCredits()
end
function CreditsScreen_Base:BeginCredits()
    if self:IsPreferredScreen() then
        self.numCreditsEntries = GetNumGameCreditsEntries()
        self.currentEntryIndex = 1
        g_currentDrawLevel = 1
        self.running = true
        ZO_ClearNumericallyIndexedTable(self.activeControls)
        self.phase = 0
    end
end
function CreditsScreen_Base:StopCredits()
    StopCredits()
    self.running = false
    self.addNextPhaseRung = nil
    for _, control in ipairs(self.activeControls) do
        self:ReleaseEntry(control)
    end
    self.lastUpdateTimeS = nil
end