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local START_FULLY_OPAQUE = 1local START_AT_BEGINNING = 2local START_FADE_IMMEDIATELY = 3local CONTROL_TYPE_ENTRY = 1local CONTROL_TYPE_ITEM = 2local FLUSH_UPDATE_TIME_MS = 200local FADING_ENTRY_OFFSET_TIME_MS = 67local DEFAULT_MAX_DISPLAYED_ENTRIES = 4--[[ Public API ]]-- return fadingStationaryControlBufferendfunction ZO_FadingStationaryControlBuffer:Initialize(control, maxDisplayedEntries, fadeAnimationName, iconAnimationName, containerAnimationName, anchor, controllerType) EVENT_MANAGER:RegisterForUpdate(string.format("%s%s", "ZO_FadingStationaryControlBuffer", controllerType), 30, function(...) self:OnUpdateBuffer(...) end)end return end end end end for i = numQueuedTimedEntries, 1, -1 do end endend endend end queuedTimedEntry.fadeStartDelayMs = queuedTimedEntry.fadeStartDelayMs + timePausedMS end endend entry.templateName = templateName endendendendend--[[ Private API ]]-- if entry == entryControl then return i end endenddo --fadeout anim is complete, go back to the ready state end endend for i = 1, childCount do if child.pool then -- Could evaluate to false if the child is not managed by this class. end endend endend endend -- incase we are displaying a large batch of items and collect an extra one while the animation is playing -- we want to wait for the current animation to finish before moving onto the next set -- which we call here endend end if entryIndex then end endendfunction ZO_FadingStationaryControlBuffer:TryConcatWithExistingEntry(templateName, entry, tableLocation) local handled = false local activeEntry = activeEntryControl.entry if templateName == activeEntry.templateName then -- Are both headers equal? if activeEntry.header and entry.header and templateData.headerEqualityCheck and templateData.headerEqualityCheck(activeEntry.header, entry.header) then if entry.lines then -- Are all lines equal? handled = true end end -- Headers are either not equal or not present. Are all lines equal? elseif activeEntry.lines and entry.lines and templateData.equalityCheck(activeEntry.lines, entry.lines) then handled = true end if handled then break end end end return handledend return false end return false end end-- supplimental check for adding entries from a batch-- we already know they are ok to go, but now we need to make sure we don't over add itemsendenddo if object.fadeLabelAndBgTimeline then end if object.fadeIconTimeline then end object.key = nil if object.activeLines then end -- This isn't strictly necessary, but it keeps things clean and avoids potentially nasty bugs. local entry = object.entry if entry then end local lines = object.entry.lines if lines then end end object.entry = nil end end if completedPlayback then fadingControlBuffer.currentlyFadingEntries = fadingControlBuffer.currentlyFadingEntries - 1 end end if completedPlayback then end end local fadeIconTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual(iconAnimationName, control.icon) end if not pool then local name = string.format("%s%s%s%d", parent:GetName(), templateName, self.controllerType, pool:GetNextControlId()) end end end function ZO_FadingStationaryControlBuffer:AcquireItemObject(name, templateName, pools, parent, offsetY) local pool = pools[templateName] if not pool then -- Save the anchor Y offsets so we can preserve them when adjusting anchors later. for i = 0, MAX_ANCHORS - 1 do if isValid then end end end pools[templateName] = pool end -- We set the parent before acquiring the object so we can reuse the same factory function across multiple parents. -- To keep the item control name simple, it must always be created as a child of an entry control. pool.parent = parent end local HEADER_INDEX = 1 local PRESERVE_FADE = true function ZO_FadingStationaryControlBuffer:SetupItem(hasHeader, item, templateName, setupFn, pools, parent, offsetY, isHeader) if item then local control = self:AcquireItemObject(isHeader and "Header" or "Line", templateName, pools, parent, offsetY) local insertionIndex = HEADER_INDEX + 1 if isHeader or not hasHeader then insertionIndex = HEADER_INDEX end end return offsetY endend } ) endfunction ZO_FadingStationaryControlBuffer:DisplayEntry(templateName, entry, entryNumber, hasCurrentEntries) -- Call the setup function for the header and each of the lines. local offsetY = 0 local HEADER_ITEM = true offsetY = self:SetupItem(HEADER_ITEM, entry.header, templateData.headerTemplateName, templateData.headerSetup, self.headerPools, entryControl, offsetY, HEADER_ITEM) local lines = entry.lines if lines then for i = #lines, 1, -1 do offsetY = self:SetupItem(hasHeader, lines[i], templateName, templateData.setup, linePools, entryControl, offsetY) end end entryControl.entry = entry if hasCurrentEntries then if entryNumber == 0 then else entryControl:SetAnchor(BOTTOMRIGHT, self.lastAnchoredEntry, TOPRIGHT, 0, self.additionalEntrySpacingY) end else else entryControl:SetAnchor(BOTTOMRIGHT, self.lastAnchoredEntry, TOPRIGHT, 0, self.additionalEntrySpacingY) end end local FADE_IN_DELAY_FACTOR = entryNumber * FADING_ENTRY_OFFSET_TIME_MS return entryControlend local hadEntries = false local newBatch = {} local templateName = queuedEntry.templateName local persistent = queuedEntry.isPersistent local persistHandled = false if persistent then end if not persistHandled then if not handled then handled = true hadEntries = true end else end end if hadEntries then endend local batchData = { batch = batch, templateName = templateName, entry = queuedEntry, }end local noMoreEntries = false local displayItems = 0 local latestBottomEntry = nil if currentBatch == nil then break end local control = self:DisplayEntry(currentBatch[i].templateName, currentBatch[i].entry, displayItems, hasCurrentEntries) if displayItems == 0 then end displayItems = displayItems + 1 else noMoreEntries = true break end end if noMoreEntries then break else currentBatch = nil end end if displayItems > 0 then if latestBottomEntry then end endend |