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ESO Lua File v100034

ingame/scenes/ingamescenemanager.lua

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end
TOPLEVEL_LOCKS_UI_MODE = true
ZO_REMOTE_SCENE_CHANGE_ORIGIN = SCENE_MANAGER_MESSAGE_ORIGIN_INGAME
ZO_SceneManager_Leader.AddBypassHideSceneConfirmationReason("GAMEPAD_MODE_CHANGED")
local ZO_IngameSceneManager = ZO_SceneManager_Leader:Subclass()
function ZO_IngameSceneManager:New()
    return  ZO_SceneManager_Leader.New(self)
end
function ZO_IngameSceneManager:Initialize(...)
    ZO_SceneManager_Leader.Initialize(self, ...)
    self.topLevelWindows = {}
    self.restoresBaseSceneOnGameMenuToggle = {}
    self.numTopLevelShown = 0
    self.numRemoteTopLevelShown = 0
    self.initialized = false
    self.hudSceneName = "hud"
    self.hudUISceneName = "hudui"
    self.hudUISceneHidesAutomatically = true
    self.exitUIModeOnChatFocusLost = false
    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
function ZO_IngameSceneManager:IsInUIMode()
    if IsGameCameraActive() then
        return IsGameCameraUIModeActive()
    end
    return false
end
function ZO_IngameSceneManager:IsLockedInUIMode()
    if IsGameCameraActive() then
        for topLevel, _ in pairs(self.topLevelWindows) do
            if topLevel.locksUIMode and not topLevel:IsControlHidden() then
                return true
            end
        end
    end
    return false
end
function ZO_IngameSceneManager:SetInUIMode(inUIMode, bypassHideSceneConfirmationReason)
    if IsGameCameraActive() then
        if inUIMode ~= self:IsInUIMode() then
            if inUIMode then
                SetGameCameraUIMode(true)
                self:SetBaseScene(self.hudUISceneName)
                ZO_RadialMenu.ForceActiveMenuClosed()
                DIRECTIONAL_INPUT:Activate(self, GuiRoot)
                return true
            else
                if not self:IsLockedInUIMode() and DoesGameHaveFocus() and IsSafeForSystemToCaptureMouseCursor() then
                    local function ResultCallback(allowed)
                        if allowed then
                            self.manuallyEnteredHUDUIMode = nil
                            EndLooting()
                            SetGameCameraUIMode(false)
                            self:HideTopLevels()
                            DIRECTIONAL_INPUT:Deactivate(self)
                            MAIN_MENU_MANAGER:ForceClearBlockingScenes()
                            self:SetBaseScene(self.hudSceneName)
                        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
function ZO_IngameSceneManager:UpdateDirectionalInput()
    --Consume the sticks when we're in UI mode so they don't leak through into the camera and movement processing.
    DIRECTIONAL_INPUT:Consume(ZO_DI_LEFT_STICK, ZO_DI_RIGHT_STICK)
end
--UI Mode Life Cycle
function ZO_IngameSceneManager:ConsiderExitingUIMode(showingHUDUI)
    if self.hudUISceneHidesAutomatically and self.numTopLevelShown == 0 and self.numRemoteTopLevelShown == 0 and showingHUDUI and DoesGameHaveFocus() and not SYSTEMS:GetObject("ChatSystem"):IsTextEntryOpen() then
        return self:SetInUIMode(false)
    end
end
function ZO_IngameSceneManager:OnGameFocusChanged()
    if IsGameCameraActive() and IsPlayerActivated() then
        if DoesGameHaveFocus() and IsSafeForSystemToCaptureMouseCursor() then
            if self.actionRequiredTutorialThatActivatedWithoutFocus then
                self:ClearActionRequiredTutorialBlockers()
                self.actionRequiredTutorialThatActivatedWithoutFocus = false
                return
            end
            
            local mousedOverControl = WINDOW_MANAGER:GetMouseOverControl()
            if not mousedOverControl or mousedOverControl == GuiRoot then
                if self:IsInUIMode() then
                    self:ConsiderExitingUIMode(self:IsShowingBaseScene())
                end
            end
        else
            if not self:IsInUIMode() then
                self:SetInUIMode(true)
                self:ShowBaseScene()
            end
        end
    end
end
local ONLY_CONSIDER_MOUSE_VISIBILITY_WHILE_MOVING = true
function ZO_IngameSceneManager:OnChatInputStart()
    self.exitUIModeOnChatFocusLost = false
    if GetSetting_Bool(SETTING_TYPE_UI, UI_SETTING_RETURN_CURSOR_ON_CHAT_FOCUS) and IsGameCameraActive() then
        if not self:IsInUIMode() and SCENE_MANAGER:IsShowingBaseScene() then
            self:SetInUIMode(true)
            self:ShowBaseScene()
            HideMouse(ONLY_CONSIDER_MOUSE_VISIBILITY_WHILE_MOVING)
            self:CallWhen(self.hudUISceneName, SCENE_HIDDEN, function()
                if self.exitUIModeOnChatFocusLost then
                    -- something other than ending chat input is making us exit UI mode, just return to the old state and normal UI mode behavior
                    ShowMouse(ONLY_CONSIDER_MOUSE_VISIBILITY_WHILE_MOVING)
                    self.exitUIModeOnChatFocusLost = false
                end
            end)
            self.exitUIModeOnChatFocusLost = true
        end
    end
end
function ZO_IngameSceneManager:OnChatInputEnd()
    if self.exitUIModeOnChatFocusLost then
        self.exitUIModeOnChatFocusLost = false
        ShowMouse(ONLY_CONSIDER_MOUSE_VISIBILITY_WHILE_MOVING)
        self:SafelyAttemptToExitUIMode()
    end
end
function ZO_IngameSceneManager:OnTutorialStart(tutorialIndex)
    --Only HUD Brief tutorial types can have the Action Required flag set true.
    if IsTutorialActionRequired(tutorialIndex) then
        TUTORIAL_SYSTEM:ForceRemoveAll() --Make sure no tutorial is showing before turning off UI mode
        if DoesGameHaveFocus() and IsSafeForSystemToCaptureMouseCursor() then
            self:ClearActionRequiredTutorialBlockers()
        else
            self.actionRequiredTutorialThatActivatedWithoutFocus = true
        end
    end
end
function ZO_IngameSceneManager:ClearActionRequiredTutorialBlockers()
    local interactionType = GetInteractionType()
    if interactionType ~= INTERACTION_NONE then
        EndInteraction(interactionType)
    end
    if IsInteractionPending() then
        EndPendingInteraction()
    end
    
    self:HideTopLevels()
    self:SetInUIMode(false)
end
function ZO_IngameSceneManager:OnGamepadPreferredModeChanged(isGamepadPreferred)
    if self.currentScene then
        local shouldShowHUD = false
            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
        elseif self.nextScene then
            if self.nextScene:WasRequestedToShowInGamepadPreferredMode() ~= IsInGamepadPreferredMode() then
                shouldShowHUD = true
            end
        end
        if shouldShowHUD then
            local FORCE_CLOSE = true
            ZO_Dialogs_ReleaseAllDialogs(FORCE_CLOSE)
            if not self:IsShowingBaseScene() then
                if not self:SetInUIMode(false, ZO_BHSCR_GAMEPAD_MODE_CHANGED) then
                    if self:IsLockedInUIMode() then
                        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
function ZO_IngameSceneManager:SafelyAttemptToExitUIMode()
    if IsGameCameraActive() and IsPlayerActivated() then
        if not self.manuallyEnteredHUDUIMode then
            local mousedOverControl = WINDOW_MANAGER:GetMouseOverControl()
            if not mousedOverControl or mousedOverControl == GuiRoot then
                if self:IsInUIMode() and IsSafeForSystemToCaptureMouseCursor() then
                    self:ConsiderExitingUIMode(self:IsShowingBaseScene())
                end
            end
        end
    end
end
function ZO_IngameSceneManager:OnGlobalMouseUp()
    if not IsConsoleUI() then
        self:SafelyAttemptToExitUIMode()
    end
end
function ZO_IngameSceneManager:OnEnterGroundTargetMode()
    self:SetInUIMode(false)
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,
    }
    function ZO_IngameSceneManager:DoesCurrentSceneOverrideMountStateChange()
        if self.currentScene then
            local currentSceneName = self.currentScene:GetName()
            if OVERRIDING_SCENE_NAMES[currentSceneName] then
                if self:IsShowing(currentSceneName) then
                    return true
                end
            end
        end
        return false
    end
    function ZO_IngameSceneManager:OnMountStateChanged()
        -- The market screen causes a dismount and blocks mounting so we need to ignore this on that screen
        if not self:DoesCurrentSceneOverrideMountStateChange() then
            self:SetInUIMode(false)
        end
    end
end
function ZO_IngameSceneManager:OnLoadingScreenDropped()
    self.hudSceneName = "hud"
    self.hudUISceneName = "hudui"
    self.hudUISceneHidesAutomatically = true
    if IsGameCameraActive() then
        if self:IsInUIMode() then
            if not self:SetInUIMode(false) then
                self:SetBaseScene("hudui")
                self:ShowBaseScene()
            end
        else
            self:SetBaseScene("hud")
            self:ShowBaseScene()
        end
    else
        self:SetBaseScene("hudui")
        self:ShowBaseScene()
    end
end
function ZO_IngameSceneManager:OnLoadingScreenShown()
    if IsGameCameraActive() then
        self:SetInUIMode(true)
    end
end
function ZO_IngameSceneManager:OnGameCameraActivated()
    if IsPlayerActivated() then
        if self:IsShowing(self.hudSceneName) or self:IsShowingNext(self.hudSceneName) then
            self:SetInUIMode(false)
        elseif self:IsInUIMode() then
            self:ConsiderExitingUIMode(self:IsShowingBaseScene())
        end
        if not DoesGameHaveFocus() then
            self:OnGameFocusChanged(false)
        end
    end
end
function ZO_IngameSceneManager:OnPreSceneStateChange(scene, currentState, nextState)
    if IsGameCameraActive() then
        if nextState == SCENE_SHOWING and scene ~= self.baseScene then
            if not self:IsInUIMode() then
                self:SetInUIMode(true)
            end
        end
    end
end
function ZO_IngameSceneManager:OnNextSceneRemovedFromQueue(oldNextScene, newNextScene)
    --if the old next scene was booted out, reconsider if we want to exit UI mode based on what the new next scene is
    ZO_SceneManager_Leader.OnNextSceneRemovedFromQueue(self, oldNextScene, newNextScene)
    if IsGameCameraActive() then
        if self.currentScene:GetState() == SCENE_HIDING and newNextScene == self.baseScene then
            if self:IsInUIMode() then
                local SHOWING_HUD_UI = true
                self:ConsiderExitingUIMode(SHOWING_HUD_UI)
            end
        end
    end
end
function ZO_IngameSceneManager:OnSceneStateChange(scene, oldState, newState)
    if IsGameCameraActive() then
        if newState == SCENE_HIDING and self.nextScene == self.baseScene then
            if self:IsInUIMode() then
                local SHOWING_HUD_UI = true
                self:ConsiderExitingUIMode(SHOWING_HUD_UI)
            end
        elseif newState == SCENE_SHOWING then
            if IsGameCameraSiegeControlled() then
                if scene:GetName() ~= self.hudSceneName and scene:GetName() ~= self.hudUISceneName then
                    ReleaseGameCameraSiegeControlled()
                end
            end
        end
    end
    ZO_SceneManager_Leader.OnSceneStateChange(self, scene, oldState, newState)
end
function ZO_IngameSceneManager:OnNewMovementInUIMode()
    if not self:IsShowingBaseScene() then
        self:ShowBaseScene()
    else
        self:ConsiderExitingUIMode(self:IsShowingBaseScene())
    end
end
--HUD
function ZO_IngameSceneManager:SetHUDScene(hudSceneName)
   local oldHudScene = self.hudSceneName
   self.hudSceneName = hudSceneName
   if self:IsShowing(oldHudScene) or self:IsShowingNext(oldHudScene) then
        self:SetBaseScene(hudSceneName)
        self:Show(hudSceneName)
   end
end
function ZO_IngameSceneManager:GetHUDSceneName()
   return self.hudSceneName
end
function ZO_IngameSceneManager:RestoreHUDScene()
    self:SetHUDScene("hud")
end
function ZO_IngameSceneManager:SetHUDUIScene(hudUISceneName, hidesAutomatically)
    local oldHUDUIScene = self.hudUISceneName
    self.hudUISceneName = hudUISceneName
    self.hudUISceneHidesAutomatically = hidesAutomatically
    if self:IsShowing(oldHUDUIScene) or self:IsShowingNext(oldHUDUIScene) then
        self:SetBaseScene(hudUISceneName)
        self:Show(hudUISceneName)
    end
end
function ZO_IngameSceneManager:RestoreHUDUIScene()
    self:SetHUDUIScene("hudui", true)
end
--Top Levels
function ZO_IngameSceneManager:RegisterTopLevel(topLevel, locksUIMode)
    topLevel.locksUIMode = locksUIMode
    self.topLevelWindows[topLevel] = true
end
function ZO_IngameSceneManager:HideTopLevel(topLevel)
    if not topLevel:IsControlHidden() and self.topLevelWindows[topLevel] == true then
        topLevel:SetHidden(true)
        self.numTopLevelShown = self.numTopLevelShown - 1
        self:OnHideTopLevel()
    end
end
function ZO_IngameSceneManager:OnHideTopLevel()
    if IsGameCameraActive() then
        self:ConsiderExitingUIMode(self:IsShowingBaseScene() or self:IsShowingBaseSceneNext())
    end
end
function ZO_IngameSceneManager:ShowTopLevel(topLevel)
    if topLevel:IsControlHidden() and self.topLevelWindows[topLevel] == true then
        topLevel:SetHidden(false)
        self.numTopLevelShown = self.numTopLevelShown + 1
        self:OnShowTopLevel()
    end    
end
function ZO_IngameSceneManager:OnShowTopLevel()
    if IsGameCameraActive() and not self:IsInUIMode() then
        self:SetInUIMode(true)
        self:ShowBaseScene()
    end
end
function ZO_IngameSceneManager:ToggleTopLevel(topLevel)
    if topLevel:IsControlHidden() then
        self:ShowTopLevel(topLevel)
    else
        self:HideTopLevel(topLevel)
    end
end
function ZO_IngameSceneManager:ChangeRemoteTopLevel(remoteChangeOrigin, remoteChangeType)
    if remoteChangeOrigin ~= ZO_REMOTE_SCENE_CHANGE_ORIGIN then
        if remoteChangeType == REMOTE_SCENE_REQUEST_TYPE_SHOW then
            self.numRemoteTopLevelShown = self.numRemoteTopLevelShown + 1
            self:OnShowTopLevel()
        elseif remoteChangeType == REMOTE_SCENE_REQUEST_TYPE_HIDE then
            self.numRemoteTopLevelShown = zo_max(self.numRemoteTopLevelShown - 1, 0)
            self:OnHideTopLevel()
        end
    end
end
local function GetMenuObject()
    return SYSTEMS:GetObject("mainMenu")
end
--Alt Key Functions
function ZO_IngameSceneManager:OnToggleUIModeBinding()
    if IsGameCameraActive() then
        if self:IsInUIMode() then
            self:SetInUIMode(false)
        else
            if GetHousingEditorMode() ~= HOUSING_EDITOR_MODE_DISABLED then
                --disable housing if going to a menu, but not a from mouse mode back to crosshair
                HousingEditorRequestModeChange(HOUSING_EDITOR_MODE_DISABLED)
            end
            if self.currentScene:DoesSceneRestoreHUDSceneFromToggleUIMode() then
                self:RestoreHUDScene()
                self:RestoreHUDUIScene()
                return
            end
            self:SetInUIMode(true)
            GetMenuObject():ShowLastCategory()
        end
    else
        self:ShowBaseScene()
    end
end
--Escape Key Functions
function ZO_IngameSceneManager:HideTopLevels()
    local topLevelHidden = false
    for topLevel, _ in pairs(self.topLevelWindows) do
        if not topLevel:IsControlHidden() then
            self:HideTopLevel(topLevel)
            topLevelHidden = true
        end
    end
    return topLevelHidden
end
function ZO_IngameSceneManager:OnToggleGameMenuBinding()
    if self.hudUISceneName == "housingEditorHud" or self.hudUISceneName == "housingEditorHudUI" then
        HousingEditorRequestModeChange(HOUSING_EDITOR_MODE_DISABLED)
        return
    end
    local SHOW_BASE_SCENE = true
    if SYSTEMS:GetObject("guild_heraldry"):AttemptSaveIfBlocking(SHOW_BASE_SCENE) then
        return
    end
    if MAIN_MENU_MANAGER:HasBlockingScene() then
        MAIN_MENU_MANAGER:ActivatedBlockingScene_BaseScene()
        return
    end
    if IsPlayerGroundTargeting() then
        CancelCast()
        return
    end
    
    if IsGameCameraSiegeControlled() then
        return
    end
    if ZO_Dialogs_IsShowingDialog() then
        ZO_Dialogs_ReleaseAllDialogs()
        return
    end
    if self.currentScene:DoesSceneRestoreHUDSceneFromToggleGameMenu() then
        self:RestoreHUDScene()
        self:RestoreHUDUIScene()
        return
    end
        return
    end
    if PopupTooltip and not PopupTooltip:IsControlHidden() then
        ZO_PopupTooltip_Hide()
        return
    end
    if self:IsShowingBaseScene() and not self:IsInUIMode() then
        local interactionType = GetInteractionType()
        --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
            EndInteraction(interactionType)
            return
        end
        if IsInteractionPending() then
            EndPendingInteraction()
            return
        end
            return
        end
    end    
    if self:IsLockedInUIMode() then
        return
    end
    if self:IsShowing(self.hudUISceneName) and not self.restoresBaseSceneOnGameMenuToggle[self.hudUISceneName] then
        self:RestoreHUDUIScene()
        return
    end
    --Top Levels and Scenes
    local topLevelHidden = self:HideTopLevels()
    local baseSceneShown = false
    if not self:IsShowingBaseScene() then
        self:ShowBaseScene()
        baseSceneShown = true
    end
    --System Menu Toggle
    if not (topLevelHidden or baseSceneShown) then
        SCENE_MANAGER:Toggle("gameMenuInGame")
    end
end
--Period Key Functionality
function ZO_IngameSceneManager:OnToggleHUDUIBinding()
    if IsGameCameraActive() then
        if self:IsInUIMode() then
            self:SetInUIMode(false)
        elseif self.hudUISceneName == self.hudSceneName then
            self:SetInUIMode(true)
        else
            self.manuallyEnteredHUDUIMode = true
            self:Show(self.hudUISceneName)
        end
    end 
end
function ZO_IngameSceneManager:SetSceneRestoresBaseSceneOnGameMenuToggle(sceneName, doesRestore)
    self.restoresBaseSceneOnGameMenuToggle[sceneName] = doesRestore
end
--Global API
    SCENE_MANAGER:OnToggleUIModeBinding()
end
    SCENE_MANAGER:OnToggleGameMenuBinding()
end
    SCENE_MANAGER:OnToggleHUDUIBinding()
end
SCENE_MANAGER = ZO_IngameSceneManager:New()