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ZO_GAMEPAD_FOOTER_CONTROLS =
{
DATA1 = 1 ,
DATA1HEADER = 2 ,
DATA2 = 3 ,
DATA2HEADER = 4 ,
DATA3 = 5 ,
DATA3HEADER = 6 ,
LOADINGICON = 7 ,
}
local EMPTY_TABLE = { }
-- Alias the control names to make the code less verbose and more readable.
local DATA1 = ZO_GAMEPAD_FOOTER_CONTROLS . DATA1
local DATA1HEADER = ZO_GAMEPAD_FOOTER_CONTROLS . DATA1HEADER
local DATA2 = ZO_GAMEPAD_FOOTER_CONTROLS . DATA2
local DATA2HEADER = ZO_GAMEPAD_FOOTER_CONTROLS . DATA2HEADER
local DATA3 = ZO_GAMEPAD_FOOTER_CONTROLS . DATA3
local DATA3HEADER = ZO_GAMEPAD_FOOTER_CONTROLS . DATA3HEADER
local LOADINGICON = ZO_GAMEPAD_FOOTER_CONTROLS . LOADINGICON
return object
end
{
}
end
end
return false
end
end
else
end
if anchorToBaselineControl then
else
-- This is to make sure there is no gap when a control is missing.
end
end
end
ProcessData ( controls [ DATA1HEADER ] , data . data1HeaderText , controls [ DATA1 ] , - ZO_GAMEPAD_DEFAULT_HEADER_DATA_PADDING )
ProcessData ( controls [ DATA2HEADER ] , data . data2HeaderText , controls [ DATA2 ] , - ZO_GAMEPAD_DEFAULT_HEADER_DATA_PADDING )
ProcessData ( controls [ DATA3HEADER ] , data . data3HeaderText , controls [ DATA3 ] , - ZO_GAMEPAD_DEFAULT_HEADER_DATA_PADDING )
controls [ DATA3HEADER ] : SetAnchor ( BOTTOMRIGHT , target , BOTTOMLEFT , - ZO_GAMEPAD_DEFAULT_HEADER_DATA_PADDING , - 1 )
end
end
end |