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https://github.com/copyrighttxt/watrbx-game-engine.git
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GEEKING
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@@ -0,0 +1,292 @@
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--[[
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// CarouselView.lua
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// View for a carousel. Used for GameGenre screen
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// TODO: Support Vertical?
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//
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// Current this supports a focus that is aligned to the left (0, 0), in the future we
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// could do other alignments if we need them
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]]
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local CoreGui = Game:GetService("CoreGui")
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local GuiRoot = CoreGui:FindFirstChild("RobloxGui")
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local Modules = GuiRoot:FindFirstChild("Modules")
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local Utility = require(Modules:FindFirstChild('Utility'))
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local function createCarouselView()
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local this = {}
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local items = {}
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local padding = 0
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local itemSizePercentOfContainer = 1
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local focusItem = nil
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local BASE_TWEEN_TIME = 0.2
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local container = Utility.Create'ScrollingFrame'
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{
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Name = "CarouselContainer";
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BackgroundTransparency = 1;
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ClipsDescendants = false;
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ScrollingEnabled = false;
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Selectable = false;
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ScrollBarThickness = 0;
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}
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local function isVisible(item)
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return item.AbsolutePosition.x + item.AbsoluteSize.x >= 0 and
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item.AbsolutePosition.x < GuiRoot.AbsoluteSize.x
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end
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local function getFocusSize()
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local size = container.Size.Y.Offset
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return UDim2.new(0, size, 0, size)
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end
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local function getNonFocusSize()
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local size = container.Size.Y.Offset * itemSizePercentOfContainer
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return UDim2.new(0, size, 0, size)
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end
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local function getItemSize(item)
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if item == focusItem then
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return getFocusSize()
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else
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return getNonFocusSize()
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end
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end
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local function getItemLayoutPosition(index)
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local focusIndex = this:GetItemIndex(focusItem)
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local offsetFromFocus = index - focusIndex
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local x, y = 0, 0
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if index > focusIndex then
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-- items to the right of focus need additional buffer due to focus size being larger
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x = getFocusSize().X.Offset + offsetFromFocus * padding + (offsetFromFocus - 1) * getNonFocusSize().X.Offset
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else
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x = offsetFromFocus * padding + offsetFromFocus * getNonFocusSize().X.Offset
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end
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y = (index == focusIndex and 0) or (container.Size.Y.Offset - getNonFocusSize().Y.Offset) / 2
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return UDim2.new(0, x, 0, y)
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end
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local function recalcLayout()
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for i = 1, #items do
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local item = items[i]
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local size = getItemSize(item)
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local position = getItemLayoutPosition(i)
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if item:IsDescendantOf(game.Workspace) then
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item:TweenSizeAndPosition(size, position, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0, true)
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else
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item.Size = size
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item.Position = position
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end
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end
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end
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--[[ Public API ]]--
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function this:ChangeFocus(newFocus)
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-- We don't use SetFocus() as that function will do a recalc. We want to get the next position
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-- from current position, not recalcd postion for each item
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if self:ContainsItem(newFocus) then
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focusItem = newFocus
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for i = 1, #items do
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local item = items[i]
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item:TweenSizeAndPosition(getItemSize(item), getItemLayoutPosition(i), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, BASE_TWEEN_TIME, true)
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end
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end
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end
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function this:SetSize(newSize)
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if newSize ~= container.Size then
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container.Size = newSize
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container.CanvasSize = UDim2.new(0, container.Size.X.Offset * 2, 1, 0)
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recalcLayout()
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end
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end
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function this:SetPosition(newPosition)
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container.Position = newPosition
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end
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function this:SetPadding(newPadding)
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if newPadding ~= padding then
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padding = newPadding
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recalcLayout()
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end
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end
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function this:SetItemSizePercentOfContainer(value)
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if value ~= itemSizePercentOfContainer then
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itemSizePercentOfContainer = value
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recalcLayout()
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end
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end
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function this:SetParent(newParent)
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container.Parent = newParent
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end
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function this:SetFocus(newFocusItem)
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if self:ContainsItem(newFocusItem) and newFocusItem ~= focusItem then
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focusItem = newFocusItem
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recalcLayout()
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end
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end
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function this:GetFocusItem()
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return focusItem
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end
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function this:GetItemAt(index)
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return items[index]
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end
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function this:GetFront()
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return items[1]
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end
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function this:GetBack()
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return items[#items]
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end
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function this:GetItemIndex(item)
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for i = 1, #items do
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if items[i] == item then
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return i
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end
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end
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return 0
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end
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function this:GetCount()
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return #items
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end
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function this:GetVisibleCount()
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local visibleItemCount = 0
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for i = 1, #items do
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if isVisible(items[i]) then
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visibleItemCount = visibleItemCount + 1
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end
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end
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return visibleItemCount
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end
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function this:GetFirstVisibleItemIndex()
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for i = 1, #items do
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if isVisible(items[i]) then
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return i
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end
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end
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end
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function this:GetLastVisibleItemIndex()
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for i = #items, 1, -1 do
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if isVisible(items[i]) then
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return i
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end
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end
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end
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function this:GetFullVisibleItemCount()
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local containerSizeX = container.AbsoluteSize.x
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-- remove focus from the size, and figure out how many other items can fit
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local fittingSize = containerSizeX - getFocusSize().X.Offset
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if fittingSize <= 0 then
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return 0
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end
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local itemSize = getNonFocusSize().X.Offset + padding
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local count = math.floor(fittingSize/itemSize) + 1
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return count
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end
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function this:InsertCollectionFront(collection)
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for i = #collection, 1, -1 do
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local item = collection[i]
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table.insert(items, 1, item)
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item.Parent = container
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end
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recalcLayout()
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end
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function this:InsertCollectionBack(collection)
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for i = 1, #collection do
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local item = collection[i]
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table.insert(items, item)
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item.Parent = container
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end
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recalcLayout()
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end
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function this:RemoveAmountFromFront(amount)
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for i = 1, amount do
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local item = table.remove(items, 1)
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item.Parent = nil
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end
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recalcLayout()
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end
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function this:RemoveAmountFromBack(amount)
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for i = 1, amount do
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local item = table.remove(items)
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item.Parent = nil
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end
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recalcLayout()
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end
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function this:InsertFront(newItem)
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table.insert(items, 1, newItem)
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newItem.Parent = container
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recalcLayout()
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end
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function this:InsertBack(newItem)
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table.insert(items, newItem)
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newItem.Parent = container
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recalcLayout()
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end
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function this:RemoveFront()
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local item = table.remove(items, 1)
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item.Parent = nil
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recalcLayout()
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end
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function this:RemoveBack()
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local item = table.remove(items, #items)
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item.Parent = nil
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recalcLayout()
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end
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function this:RemoveItem(item)
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for i = 1, #items do
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if items[i] == item then
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local removedItem = table.remove(items, i)
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removedItem.Parent = nil
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break
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end
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end
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recalcLayout()
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end
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function this:RemoveAllItems()
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for i = #items, 1, -1 do
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local item = table.remove(items, #items)
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item.Parent = nil
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end
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end
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function this:ContainsItem(item)
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if not item then
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return false
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end
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return item.Parent == container
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end
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return this
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end
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return createCarouselView
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