ESO Lua File v100010

libraries/zo_horizontalscrolllist/gamepad/zo_horizontalscrolllist_gamepad.lua

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ZO_HorizontalScrollList_Gamepad = ZO_HorizontalScrollList:Subclass()
--[[ Public API ]]--
function ZO_HorizontalScrollList_Gamepad:New(...)
    return ZO_HorizontalScrollList.New(self, ...)
end
-- for best results numVisibleEntries should be odd
function ZO_HorizontalScrollList_Gamepad:Initialize(control, templateName, numVisibleEntries, setupFunction, equalityFunction, onCommitWithItemsFunction, onClearedFunction)
    ZO_HorizontalScrollList.Initialize(self, control, templateName, numVisibleEntries, setupFunction, equalityFunction, onCommitWithItemsFunction, onClearedFunction)
    self:SetActive(false)
    self.movementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL)
end
function ZO_HorizontalScrollList_Gamepad:SetOnActivatedChangedFunction(onActivatedChangedFunction)
    self.dirty = true
end
function ZO_HorizontalScrollList_Gamepad:Commit()
    ZO_HorizontalScrollList.Commit(self)
    local hideArrows = not self.active
    self.leftArrow:SetHidden(hideArrows)
    self.rightArrow:SetHidden(hideArrows)
end
function ZO_HorizontalScrollList_Gamepad:SetActive(active)
    if (self.active ~= active) or self.dirty then
        self.active = active
        self.dirty = false
        if self.active then
            DIRECTIONAL_INPUT:Activate(self)
            self.leftArrow:SetHidden(false)
            self.rightArrow:SetHidden(false)
        else
            DIRECTIONAL_INPUT:Deactivate(self)
            self.leftArrow:SetHidden(true)
            self.rightArrow:SetHidden(true)
        end
        if self.onActivatedChangedFunction then
            self.onActivatedChangedFunction(self, self.active)
        end
    end
end
function ZO_HorizontalScrollList_Gamepad:Activate()
    self:SetActive(true)
end
function ZO_HorizontalScrollList_Gamepad:Deactivate()
    self:SetActive(false)
end
function ZO_HorizontalScrollList_Gamepad:UpdateDirectionalInput()
    local result = self.movementController:CheckMovement()
    if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
        self:MoveLeft()
    elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
        self:MoveRight()
    end
end