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end
--These are anchored here because they use pixel offsets instead of UI unit offsets to get exact 2-pixel borders
local previewInitialTextureSizing = PIXEL_UNITS : Add ( self . previewInitialTexture , PIXEL_SOURCE_PIXELS )
--Make it resize to fit after all of its children get anchored
local valueSliderBackgroundTextureSizing = PIXEL_UNITS : Add ( valueSliderBackgroundTexture , PIXEL_SOURCE_PIXELS )
local alphaSliderBackgroundTextureSizing = PIXEL_UNITS : Add ( alphaSliderBackgroundTexture , PIXEL_SOURCE_PIXELS )
end
{
title =
{
} ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . CUSTOM ,
allowShowOnNextScene = true ,
dontEndInWorldInteractions = true ,
} ,
canQueue = true ,
blockDialogReleaseOnPress = true ,
blockDirectionalInput = true ,
buttons =
{
[ 1 ] =
{
alignment = KEYBIND_STRIP_ALIGN_CENTER ,
} ,
[ 2 ] =
{
alignment = KEYBIND_STRIP_ALIGN_CENTER ,
} ,
}
} )
end
self . colorSelectNormalizedX , self . colorSelectNormalizedY = self . colorSelect : GetThumbNormalizedPosition ( )
end
end
end
do
local COLOR_SELECT_SPEED = 1.4
local VALUE_SPEED = 1
local radiusSq = self . colorSelectNormalizedX * self . colorSelectNormalizedX + self . colorSelectNormalizedY * self . colorSelectNormalizedY
if radiusSq > 1 then
end
self . colorSelect : SetThumbNormalizedPosition ( self . colorSelectNormalizedX , self . colorSelectNormalizedY )
end
end
end
end
--[[ XML Handlers ]] --
end |