1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 |
-- Globals
local g_expirationTime = nil
local ZO_GAMEPAD_CHAT_SYSTEM_SECONDS_VISIBLE_UNPINNED = 20
local ZO_GAMEPAD_CHAT_SYSTEM_SECONDS_VISIBLE_PINNED = 10
--[[ Chat Container ]] --
end
end
-- Design says we don't want more chat containers on console...replace this with a gamepad dialog if we need them later
end
-- doing nothing on purpose
end
-- normal pc-like behavior...
-- ...except now we're only fading out the background, not the text.
local KEEP_TEXT_ENTERED = true
else
-- hide it, not pinned
end
end
local FADE_BEGIN = 3
local FADE_DURATION = 2
end
end
--[[ Chat System ]] --
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end )
-- timer handling
g_expirationTime = nil
end
end
end
end
end
end
local defaults = {
containers = {
[ "*" ] = {
relPoint = BOTTOMLEFT ,
x = 0 ,
y = - 102 ,
width = 650 ,
height = 400 ,
} ,
} ,
}
end
end
end
return
end
end
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- back options
{
keybind = "UI_SHORTCUT_EXIT" ,
order = - 10000 ,
end ,
} ,
{
keybind = "UI_SHORTCUT_NEGATIVE" ,
order = - 10000 ,
end ,
} ,
-- Enter text
{
end ,
keybind = "UI_SHORTCUT_PRIMARY" ,
end ,
} ,
-- Pin / unpin chat window
{
return self : IsWindowPinned ( ) and GetString ( SI_GAMEPAD_UNPIN_CHAT_WINDOW ) or GetString ( SI_GAMEPAD_PIN_CHAT_WINDOW )
end ,
keybind = "UI_SHORTCUT_TERTIARY" ,
end ,
} ,
}
end
end
end
local consoleFont = "ZoFontGamepad34"
end
end
end
--Let the player know that a new chat message has arrived
end
end
EVENT_MANAGER : RegisterForEvent ( "GamepadChatSystem" , EVENT_CHAT_MESSAGE_CHANNEL , OnChatMessageChannel )
end
if showVirtualKeyboard == nil then
showVirtualKeyboard = true
end
if showVirtualKeyboard then
end
end
-- if we're not in the gamepad screen, just start the timer, otherwise stop it so we don't fade out mid-scene
else
g_expirationTime = nil
end
end
-- handle this so we don't minimize the window due to the fadeout timer while the user is typing
end
-- force this stuff to fade-in - it could've faded out if the player was using chat outside of the screen version
for tabIndex = 1 , # container . windows do
local NEVER_FADE = 0
end
-- hide this per Design for now...
end
end
local KEEP_TEXT_ENTERED = true
end
local secondsToExpire = ZO_GAMEPAD_CHAT_SYSTEM_SECONDS_VISIBLE_UNPINNED
secondsToExpire = ZO_GAMEPAD_CHAT_SYSTEM_SECONDS_VISIBLE_PINNED
end
end
return true
end
end
end
--[[ XML Functions ]] --
end |