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local isShowingDialog = false
local dialogQueue = { }
ESO_PregameConsoleDialogs = { } -- Might want to place in GlobalVars.lua like ESO_Dialogs
--[[ A test/example dialog
To define a new dialog:
ESO_PregameConsoleDialogs["Test1"] =
{
title = "title",
errorText = "errorText",
errorMessage = "errorMessage",
keyStrip =
{
{
alignment = KEYBIND_STRIP_ALIGN_LEFT,
name = "Back to Start Screen",
keybind = "UI_SHORTCUT_EXIT",
callback = function()
--TestPrint("Back to Start Screen")
end,
},
-- More key bindings, if needed.
},
}
To then show the dialog:
ZO_PregameConsoleErrorDialogs_ShowDialog("Test1")
]] --
end
if params and # params > 0 then
end
else
end
end
return
end
end
return dialog
end
return nil
end
return isShowingDialog
end
return displayedDialog . dialog
end
end
return nil
end
-- taken from http://snippets.luacode.org/?p=snippets/Deep_copy_of_a_Lua_Table_2
return t
end
local res = { }
end
res [ k ] = v
end
return res
end
return nil
end
if ( dialogInfo . canQueue ) then
end
return nil
end
-- Not supporting custom controls
if ( not dialog ) then
return nil
end
dialog . info = dialogInfo
if ( not textParams ) then
textParams = { }
end
-- Title
local title = dialogInfo . title
if ( title ) then
end
-- Error Text
local errorText = dialogInfo . errorText
if ( errorText ) then
end
-- Error Message (user friendly message)
local errorMessage = dialogInfo . errorMessage
if ( errorMessage ) then
end
-- Buttons
-- Display
isShowingDialog = true
dialog . currentKeystrip = nil
if ( dialogInfo . keyStrip ~= nil ) then
-- Create our own keystrip is essentially a copy of the dialogInfo's keystrip except
-- that we close the dialog when any keybinding is pressed and call their callback.
dialog . currentKeystrip = { }
end
end
end
end
return dialog
end
local dialog
else
dialog = nameOrDialog
end
if ( dialog == nil ) then
return false
end
local dialogInfo = dialog . info
isShowingDialog = false
-- Show next dialog in queue
if ( queuedDialog ) then
else
end
end
return true
end
if newState == SCENE_SHOWING then
end
elseif newState == SCENE_HIDDEN then
end
-- TODO: HACK: Apparently the "A" button is being hooked up and is hiding the dialog,
-- but I cannot figure out where. To keep the dialogs working, clear the isShowingDialog
-- flag when a dialog hides.
isShowingDialog = false
end
end
end |