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end
TOPLEVEL_LOCKS_UI_MODE = true
ZO_REMOTE_SCENE_CHANGE_ORIGIN = SCENE_MANAGER_MESSAGE_ORIGIN_INGAME
end
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_NEW_MOVEMENT_IN_UI_MODE , function ( ) self : OnNewMovementInUIMode ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_GAME_CAMERA_ACTIVATED , function ( ) self : OnGameCameraActivated ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_GAME_FOCUS_CHANGED , function ( _ , hasFocus ) self : OnGameFocusChanged ( hasFocus ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_ENTER_GROUND_TARGET_MODE , function ( ) self : OnEnterGroundTargetMode ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_PLAYER_ACTIVATED , function ( ) self : OnLoadingScreenDropped ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_PLAYER_DEACTIVATED , function ( ) self : OnLoadingScreenShown ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_GLOBAL_MOUSE_UP , function ( ) self : OnGlobalMouseUp ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_MOUNTED_STATE_CHANGED , function ( ) self : OnMountStateChanged ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_DISPLAY_TUTORIAL , function ( eventCode , ... ) self : OnTutorialStart ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , function ( eventCode , ... ) self : OnGamepadPreferredModeChanged ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_REMOTE_TOP_LEVEL_CHANGE , function ( eventId , ... ) self : ChangeRemoteTopLevel ( ... ) end )
end
end
return false
end
return true
end
end
end
return false
end
if inUIMode then
return true
else
if not self : IsLockedInUIMode ( ) and DoesGameHaveFocus ( ) and IsSafeForSystemToCaptureMouseCursor ( ) then
if allowed then
end
end
--Showing the hud scene may fail if the current scene needs confirmation before closing. So we wait to do all of the other parts until after the hide of the current scene succeeds.
local DEFAULT_PUSH = nil
local DEFAULT_NEXT_SCENE_CLEARS_SCENE_STACK = nil
local DEFAULT_NUM_SCENES_NEXT_SCENE_POPS = nil
self : ShowWithFollowup ( self . hudSceneName , ResultCallback , DEFAULT_PUSH , DEFAULT_NEXT_SCENE_CLEARS_SCENE_STACK , DEFAULT_NUM_SCENES_NEXT_SCENE_POPS , bypassHideSceneConfirmationReason )
return true
end
end
end
end
return false
end
--Consume the sticks when we're in UI mode so they don't leak through into the camera and movement processing.
end
--UI Mode Life Cycle
if self . hudUISceneHidesAutomatically and self . numTopLevelShown == 0 and self . numRemoteTopLevelShown == 0 and showingHUDUI and DoesGameHaveFocus ( ) and not SYSTEMS : GetObject ( "ChatSystem" ) : IsTextEntryOpen ( ) then
end
end
return
end
if not mousedOverControl or mousedOverControl == GuiRoot then
end
end
else
end
end
end
end
local ONLY_CONSIDER_MOUSE_VISIBILITY_WHILE_MOVING = true
if GetSetting_Bool ( SETTING_TYPE_UI , UI_SETTING_RETURN_CURSOR_ON_CHAT_FOCUS ) and IsGameCameraActive ( ) then
-- something other than ending chat input is making us exit UI mode, just return to the old state and normal UI mode behavior
end
end )
end
end
end
end
end
--Only HUD Brief tutorial types can have the Action Required flag set true.
else
end
end
end
if interactionType ~= INTERACTION_NONE then
end
end
end
local shouldShowHUD = false
local handleGamepadPreferredModeChangedCallback = self . currentScene : GetHandleGamepadPreferredModeChangedCallback ( )
if handleGamepadPreferredModeChangedCallback and handleGamepadPreferredModeChangedCallback ( isGamepadPreferred ) then
shouldShowHUD = false
--If we are showing a scene, or will be showing a scene after this one hides and that scene was not opened in the current input mode (gamepad/keyboard) then we need to stop it from showing.
elseif self . currentScene : IsShowing ( ) and self . currentScene : WasRequestedToShowInGamepadPreferredMode ( ) ~= IsInGamepadPreferredMode ( ) then
shouldShowHUD = true
shouldShowHUD = true
end
end
if shouldShowHUD then
local FORCE_CLOSE = true
internalassert ( false , "Gamepad preferred mode changed while locked in UI mode: could the player be locked inside a dialog or menu without an input method?" )
else
local DEFAULT_PUSH = nil
local DEFAULT_NEXT_SCENE_CLEARS_SCENE_STACK = nil
local DEFAULT_NUM_SCENES_NEXT_SCENE_POPS = nil
self : Show ( self . hudSceneName , DEFAULT_PUSH , DEFAULT_NEXT_SCENE_CLEARS_SCENE_STACK , DEFAULT_NUM_SCENES_NEXT_SCENE_POPS , ZO_BHSCR_GAMEPAD_MODE_CHANGED )
end
end
end
end
end
end
if not mousedOverControl or mousedOverControl == GuiRoot then
end
end
end
end
end
end
end
end
do
local OVERRIDING_SCENE_NAMES =
{
[ "market" ] = true ,
[ "gamepad_market_pre_scene" ] = true ,
[ "gamepad_market" ] = true ,
[ "gamepad_market_preview" ] = true ,
[ "dyeStampConfirmationKeyboard" ] = true ,
[ "dyeStampConfirmationGamepad" ] = true ,
[ "inventory" ] = true ,
[ "gamepad_inventory_root" ] = true ,
[ "collectionsBook" ] = true ,
[ "gamepadCollectionsBook" ] = true ,
[ "stats" ] = true ,
[ "outfitStylesBook" ] = true ,
[ "gamepad_outfits_selection" ] = true ,
[ "chapterUpgradePreviewGamepad" ] = true ,
[ "giftInventoryViewGamepad" ] = true ,
[ "giftInventoryViewKeyboard" ] = true ,
[ "dailyLoginRewardsPreview_Gamepad" ] = true ,
[ "dailyLoginRewards" ] = true ,
[ "tradinghouse" ] = true ,
}
if OVERRIDING_SCENE_NAMES [ currentSceneName ] then
return true
end
end
end
return false
end
-- The market screen causes a dismount and blocks mounting so we need to ignore this on that screen
end
end
end
end
else
end
else
end
end
end
end
end
end
end
end
end
end
end
end
--if the old next scene was booted out, reconsider if we want to exit UI mode based on what the new next scene is
local SHOWING_HUD_UI = true
end
end
end
end
local SHOWING_HUD_UI = true
end
elseif newState == SCENE_SHOWING then
end
end
end
end
end
else
end
end
--HUD
end
end
end
end
end
end
end
--Top Levels
topLevel . locksUIMode = locksUIMode
end
end
end
end
end
end
end
end
end
else
end
end
if remoteChangeOrigin ~= ZO_REMOTE_SCENE_CHANGE_ORIGIN then
if remoteChangeType == REMOTE_SCENE_REQUEST_TYPE_SHOW then
elseif remoteChangeType == REMOTE_SCENE_REQUEST_TYPE_HIDE then
end
end
end
end
--Alt Key Functions
else
--disable housing if going to a menu, but not a from mouse mode back to crosshair
end
return
end
end
else
end
end
--Escape Key Functions
local topLevelHidden = false
topLevelHidden = true
end
end
return topLevelHidden
end
return
end
return
end
local SHOW_BASE_SCENE = true
return
end
return
end
return
end
return
end
return
end
return
end
return
end
return
end
--hidey holes are the first interaction type to have two parts and we don't want hitting
--Esc to take the player out of a hideyhole.
if interactionType ~= INTERACTION_NONE and interactionType ~= INTERACTION_HIDEYHOLE then
return
end
return
end
end
return
end
if self : IsShowing ( self . hudUISceneName ) and not self . restoresBaseSceneOnGameMenuToggle [ self . hudUISceneName ] then
return
end
--Top Levels and Scenes
local baseSceneShown = false
baseSceneShown = true
end
--System Menu Toggle
if not ( topLevelHidden or baseSceneShown ) then
end
end
--Period Key Functionality
else
end
end
end
end
--Global API
end
end
end
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