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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 |
ZO_GAMEPAD_HEADER_TABBAR_CREATE = true
ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE = false
ZO_GAMEPAD_HEADER_LAYOUTS =
{
--[[
The key/value pairs are arranged beneath the title row as follows:
Screen Header (left pane):
data1Header data1
data2Header data2
data3Header data3
data4Header data4
Content Header (right pane):
data1Header data1 data3Header data3
data2Header data2 data4Header data4
--]]
DATA_PAIRS_SEPARATE = 1 ,
--[[
The key/value pairs are arranged beneath the title row as follows:
Screen Header (left pane):
data1Header data1 data2Header data2
data3Header data3 data4Header data4
Content Header (right pane):
data1Header data1 data2Header data2 data3Header data3 data4Header data4
--]]
DATA_PAIRS_TOGETHER = 2 ,
--[[
The key/value pairs are arranged beneath the title row as follows:
Screen Header (left pane):
Not defined. Don't use this - it's a special case for the content header.
Content Header (right pane):
data1Header data1 data2Header data2 data3Header data3 data4Header data4
If a data section is not provided, it will be disregarded when it comes to anchoring (data1 will anchor to data3 if there's no data2, etc.)
--]]
CONTENT_HEADER_DATA_PAIRS_LINKED = 3 ,
}
ZO_GAMEPAD_HEADER_CONTROLS =
{
TABBAR = 1 ,
TITLE = 2 ,
CENTER_BASELINE = 3 ,
TITLE_BASELINE = 4 ,
DIVIDER_SIMPLE = 5 ,
DIVIDER_PIPPED = 6 ,
DATA1 = 7 ,
DATA1HEADER = 8 ,
DATA2 = 9 ,
DATA2HEADER = 10 ,
DATA3 = 11 ,
DATA3HEADER = 12 ,
DATA4 = 13 ,
DATA4HEADER = 14 ,
MESSAGE = 15 ,
SUBTITLE = 16 ,
}
-- Alias the control names to make the code less verbose and more readable.
local TABBAR = ZO_GAMEPAD_HEADER_CONTROLS . TABBAR
local TITLE = ZO_GAMEPAD_HEADER_CONTROLS . TITLE
local SUBTITLE = ZO_GAMEPAD_HEADER_CONTROLS . SUBTITLE
local CENTER_BASELINE = ZO_GAMEPAD_HEADER_CONTROLS . CENTER_BASELINE
local TITLE_BASELINE = ZO_GAMEPAD_HEADER_CONTROLS . TITLE_BASELINE
local DIVIDER_SIMPLE = ZO_GAMEPAD_HEADER_CONTROLS . DIVIDER_SIMPLE
local DIVIDER_PIPPED = ZO_GAMEPAD_HEADER_CONTROLS . DIVIDER_PIPPED
local DATA1 = ZO_GAMEPAD_HEADER_CONTROLS . DATA1
local DATA1HEADER = ZO_GAMEPAD_HEADER_CONTROLS . DATA1HEADER
local DATA2 = ZO_GAMEPAD_HEADER_CONTROLS . DATA2
local DATA2HEADER = ZO_GAMEPAD_HEADER_CONTROLS . DATA2HEADER
local DATA3 = ZO_GAMEPAD_HEADER_CONTROLS . DATA3
local DATA3HEADER = ZO_GAMEPAD_HEADER_CONTROLS . DATA3HEADER
local DATA4 = ZO_GAMEPAD_HEADER_CONTROLS . DATA4
local DATA4HEADER = ZO_GAMEPAD_HEADER_CONTROLS . DATA4HEADER
local MESSAGE = ZO_GAMEPAD_HEADER_CONTROLS . MESSAGE
local DEFAULT_LAYOUT = ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE
local FIRST_DATA_CONTROL = DATA1
local LAST_DATA_CONTROL = MESSAGE
-- Because these consts are created before the xml is loaded, we don't have an effecient way to track the anticipated height of the info labels
-- We need to track the disparity to line up the bottoms, so we just grabbed these numbers ahead of time
-- TODO: Revisit this and come up with a better way to anchor dynamically
local GENERIC_HEADER_INFO_LABEL_HEIGHT = 33
local GENERIC_HEADER_INFO_DATA_HEIGHT = 50
local GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY = 4 -- This is used to align the baselines of the headers and their texts; will need to update if fonts change
local ROW_OFFSET_Y = GENERIC_HEADER_INFO_LABEL_HEIGHT + 10
local DATA_OFFSET_X = 5
local HEADER_OFFSET_X = 29
ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y = ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y + GENERIC_HEADER_INFO_LABEL_HEIGHT
-- The Anchor class simply wraps a ZO_Anchor object with a target id, which we can later resolve into an actual control.
-- This allows us to specify all anchor data at file scope and resolve the target controls only when needed.
object . targetId = targetId
return object
end
local SCREEN_HEADER_ANCHORS =
{
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE ] =
{
[ DATA1HEADER ] = { Anchor : New ( BOTTOMLEFT , DIVIDER_SIMPLE , BOTTOMLEFT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) ,
Anchor : New ( BOTTOMRIGHT , DIVIDER_SIMPLE , BOTTOMRIGHT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) } ,
[ DATA1 ] = { Anchor : New ( BOTTOMRIGHT , DATA1HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2 ] = { Anchor : New ( BOTTOMRIGHT , DATA2HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA3 ] = { Anchor : New ( BOTTOMRIGHT , DATA3HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4 ] = { Anchor : New ( BOTTOMRIGHT , DATA4HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ MESSAGE ] = { Anchor : New ( TOPLEFT , DIVIDER_SIMPLE , BOTTOMLEFT , 0 , ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y ) ,
Anchor : New ( TOPRIGHT , DIVIDER_SIMPLE , BOTTOMRIGHT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) } ,
} ,
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_TOGETHER ] =
{
[ DATA1HEADER ] = { Anchor : New ( BOTTOMLEFT , DIVIDER_SIMPLE , BOTTOMLEFT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) } ,
[ DATA1 ] = { Anchor : New ( BOTTOMLEFT , DATA1HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2 ] = { Anchor : New ( BOTTOMRIGHT , DIVIDER_SIMPLE , BOTTOMRIGHT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y + GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2HEADER ] = { Anchor : New ( BOTTOMRIGHT , DATA2 , BOTTOMLEFT , - DATA_OFFSET_X , - GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA3 ] = { Anchor : New ( BOTTOMLEFT , DATA3HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4 ] = { Anchor : New ( BOTTOMRIGHT , DATA2 , BOTTOMRIGHT , 0 , ROW_OFFSET_Y + GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4HEADER ] = { Anchor : New ( BOTTOMRIGHT , DATA4 , BOTTOMLEFT , - DATA_OFFSET_X , - GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ MESSAGE ] = { Anchor : New ( TOPLEFT , DIVIDER_SIMPLE , BOTTOMLEFT , 0 , ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y ) ,
} ,
}
-- The overlap anchors are used instead of the normal anchors in cases where the data label's text overlaps its corresponding header label.
local DATA_OVERLAP_ROW_OFFSET_Y = 40
local HEADER_OVERLAP_ROW_OFFSET_Y = 31
local SCREEN_HEADER_OVERLAP_ANCHORS =
{
-- Anchors header content as
-- DATA[N]HEADER
-- DATA[N]
-- DATA[N+1]HEADER...
-- if DATA[N]HEADER and DATA[N] overlap each other
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE ] =
{
} ,
}
local CONTENT_HEADER_ANCHORS =
{
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE ] =
{
[ DATA1HEADER ] = { Anchor : New ( BOTTOMLEFT , DIVIDER_SIMPLE , BOTTOMLEFT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) ,
[ DATA1 ] = { Anchor : New ( BOTTOMRIGHT , DATA1HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2 ] = { Anchor : New ( BOTTOMRIGHT , DATA2HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
Anchor : New ( BOTTOMRIGHT , DIVIDER_SIMPLE , BOTTOMRIGHT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) } ,
[ DATA3 ] = { Anchor : New ( BOTTOMRIGHT , DATA3HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4 ] = { Anchor : New ( BOTTOMRIGHT , DATA4HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
} ,
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_TOGETHER ] =
{
[ DATA1HEADER ] = { Anchor : New ( BOTTOMLEFT , DIVIDER_SIMPLE , BOTTOMLEFT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) } ,
[ DATA1 ] = { Anchor : New ( BOTTOMLEFT , DATA1HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2 ] = { Anchor : New ( BOTTOMRIGHT , CENTER_BASELINE , BOTTOMLEFT , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2HEADER ] = { Anchor : New ( BOTTOMRIGHT , DATA2 , BOTTOMLEFT , - DATA_OFFSET_X , - GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA3 ] = { Anchor : New ( BOTTOMLEFT , DATA3HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4 ] = { Anchor : New ( BOTTOMRIGHT , DIVIDER_SIMPLE , BOTTOMRIGHT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y + GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4HEADER ] = { Anchor : New ( BOTTOMRIGHT , DATA4 , BOTTOMLEFT , - DATA_OFFSET_X , - GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
} ,
[ ZO_GAMEPAD_HEADER_LAYOUTS . CONTENT_HEADER_DATA_PAIRS_LINKED ] =
{
[ DATA1HEADER ] = { Anchor : New ( BOTTOMLEFT , DIVIDER_SIMPLE , BOTTOMLEFT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) } ,
[ DATA1 ] = { Anchor : New ( BOTTOMLEFT , DATA1HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2HEADER ] = { Anchor : New ( BOTTOMLEFT , DATA1 , BOTTOMRIGHT , HEADER_OFFSET_X , - GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2 ] = { Anchor : New ( BOTTOMLEFT , DATA2HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA3HEADER ] = { Anchor : New ( BOTTOMLEFT , DATA2 , BOTTOMRIGHT , HEADER_OFFSET_X , - GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA3 ] = { Anchor : New ( BOTTOMLEFT , DATA3HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4HEADER ] = { Anchor : New ( BOTTOMLEFT , DATA3 , BOTTOMRIGHT , HEADER_OFFSET_X , - GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4 ] = { Anchor : New ( BOTTOMLEFT , DATA4HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
} ,
}
-- These targets are only applicable for the SCREEN header.
local MESSAGE_ANCHOR_TARGETS =
{
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE ] =
{
{ DATA1HEADER , DATA1 } ,
{ DATA2HEADER , DATA2 } ,
{ DATA3HEADER , DATA3 } ,
{ DATA4HEADER , DATA4 } ,
} ,
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_TOGETHER ] =
{
{ DATA1HEADER , DATA1 , DATA2HEADER , DATA2 } ,
{ DATA3HEADER , DATA3 , DATA4HEADER , DATA4 } ,
}
}
-- TODO: Switch the following code over to use ZO_SharedGamepadEntry_OnSetup.
end
ZO_GamepadMenuHeaderTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
end
{
}
if createTabBar == ZO_GAMEPAD_HEADER_TABBAR_CREATE then
control . tabBar = ZO_GamepadTabBarScrollList : New ( tabBarControl , dividerPippedControl : GetNamedChild ( "LeftIcon" ) , dividerPippedControl : GetNamedChild ( "RightIcon" ) )
control . tabBar : AddDataTemplate ( "ZO_GamepadTabBarTemplate" , TabBar_Setup , ZO_GamepadMenuEntryTemplateParametricListFunction )
end
end
control . tabBar : AddDataTemplate ( template , TabBar_Setup , ZO_GamepadMenuEntryTemplateParametricListFunction )
end
end
end
end
local target = anchor . targetId and targets [ anchor . targetId ] or nil
end
return not controls [ CENTER_BASELINE ]
end
if anchorSet [ 2 ] then
end
end
-- Note: ZO_GamepadGenericHeader_RefreshData must be called after changing the layout.
return
end
local anchorSets = IsScreenHeader ( controls ) and SCREEN_HEADER_ANCHORS [ layout ] or CONTENT_HEADER_ANCHORS [ layout ]
local dataControl = controls [ k ]
end
end
local g_useHeaderOverlapAnchors = false
local function ReflowScreenHeaderDataPairSeparateIfNecessary ( parentControl , dataControlIndex , dataHeaderControlIndex )
if not overlapAnchors then
return
end
local controls = parentControl . controls
local dataControl = controls [ dataControlIndex ]
local dataHeaderControl = controls [ dataHeaderControlIndex ]
if g_useHeaderOverlapAnchors then
if dataHeaderControl then
local anchorSet = overlapAnchors [ dataHeaderControlIndex ]
if anchorSet then
end
end
g_useHeaderOverlapAnchors = false
end
if dataControl and dataHeaderControl then
local anchorSet = overlapAnchors [ dataControlIndex ]
if anchorSet then
g_useHeaderOverlapAnchors = true
end
end
end
end
g_useHeaderOverlapAnchors = false
end
local g_currentBottomLeftHeader = DATA1HEADER
local function ReflowContentHeaderDataPairIfNecessary ( parentControl , dataControlIndex , dataHeaderControlIndex )
local controls = parentControl . controls
local dataControl = controls [ dataControlIndex ]
local dataHeaderControl = controls [ dataHeaderControlIndex ]
dataHeaderControl : SetAnchor ( BOTTOMLEFT , controls [ g_currentBottomLeftHeader ] , BOTTOMLEFT , 0 , ROW_OFFSET_Y )
g_currentBottomLeftHeader = dataHeaderControlIndex
end
end
ZO_GamepadGenericHeader_SetDataLayout ( control , ZO_GAMEPAD_HEADER_LAYOUTS . CONTENT_HEADER_DATA_PAIRS_LINKED )
g_currentBottomLeftHeader = DATA1HEADER -- Reset the bottom left header value
end
local SCREEN_HEADER_REFLOW_FUNCS =
{
}
local CONTENT_HEADER_REFLOW_FUNCS =
{
}
local reflowFunc = IsScreenHeader ( control . controls ) and SCREEN_HEADER_REFLOW_FUNCS [ control . layout ] or CONTENT_HEADER_REFLOW_FUNCS [ control . layout ]
end
end
return false
end
end
end
end
return ""
end
return ""
end
end
else
internalassert ( false , "Unsupported data type. A custom narration function will need to be set for this control that returns a string or number." )
end
return ""
end
if isValid then
end
end
-- Test each anchor target set to see if any one of the controls in that set is in use.
-- The idea here is to anchor the message control to the last label/data row that is in use.
local previousTarget
if refreshResults [ target ] ~= false then
previousTarget = target
break
end
end
end
local anchorToControl
if previousTarget then
end
if anchorToControl then
end
end
end
if refreshResults [ MESSAGE ] then
-- Test each anchor target set to see if any one of the controls in that set is in use. If so, then increase the running offset by a set amount.
-- The idea here is to anchor the message control to the last label/data row that is in use.
local additionalOffsetY = 0
if refreshResults [ target ] ~= false then
additionalOffsetY = additionalOffsetY + ROW_OFFSET_Y
break
end
end
end
-- If there is a head control anchor it under the last data element.
additionalOffsetY = additionalOffsetY + ROW_OFFSET_Y
end
-- Apply the offset calculated above to the message control's anchors.
for i = 0 , MAX_ANCHORS - 1 do
end
end
end
local g_refreshResults = { }
return
end
end
end
SetAlignment ( controls [ TITLE ] , data . titleTextAlignment , IsScreenHeader ( control . controls ) and TEXT_ALIGN_CENTER or TEXT_ALIGN_LEFT )
end
if selectedTabData then
end
end
end
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ TITLE ] , data . titleTextNarration or data . titleText ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ SUBTITLE ] , data . subtitleTextNarration or data . subtitleText ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA1HEADER ] , data . data1HeaderTextNarration or data . data1HeaderText ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA1 ] , data . data1TextNarration or data . data1Text ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA2HEADER ] , data . data2HeaderTextNarration or data . data2HeaderText ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA2 ] , data . data2TextNarration or data . data2Text ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA3HEADER ] , data . data3HeaderTextNarration or data . data3HeaderText ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA3 ] , data . data3TextNarration or data . data3Text ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA4HEADER ] , data . data4HeaderTextNarration or data . data4HeaderText ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA4 ] , data . data4TextNarration or data . data4Text ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ MESSAGE ] , data . messageTextNarration or data . messageText ) )
return narration
end
-- Deactivate header ancestor of tabBar control that is passed in
-- ei. apply to header at ZO_GamepadInventoryTopLevel from ZO_GamepadInventoryTopLevelMaskContainerHeaderContainerHeaderTabBar
repeat
local ownerObject = parentControl . owner
if ownerObject then
end
break
end
end
end
if blockTabBarCallbacks then
else
end
end
local pipsEnabled = false
local pipsControl = nil
local numEntries = 0
end
if tabData . template then
else
end
numEntries = numEntries + 1
end
end
pipsEnabled = numEntries > 1
end
if blockTabBarCallbacks then
end
end
end
end
end
end
end
end
end
end
end
end
end |