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--[[
Each entry can contain the following:
local entry =
{
control, -- Control to focus on. Can be nil.
data, -- Data associated with the focus. Can be nil.
highlight, -- Highlight texture that is alpha'ed in and out via the highlightFadeAnimation when focus is lost/received. Can be nil.
highlightFadeAnimation, -- Animation to play on a highlight texture. If nil, and highlight exists, will create a FocusAlphaFadeAnimation connected to the highlight texture
iconScaleAnimation, -- Animation to play on an icon. If nil, and entry.control.icon exists, will create a FocusIconScaleAnimation connected to entry.control.icon. If false, no animation will be created or played.
activate = function(control, data) blah() end, -- Function that is called when focused is received. If nil, defaults to control:Activate() if that function exists.
deactivate = function(control, data) blah() end, -- Function that is called when focused is lost. If nil, defaults to control:Deactivate() if that function exists.
canFocus = function(control) return true end, -- Function that returns a boolean indicating whether the control can receive focus. If nil, defaults to true.
}
--]]
--Layout consts--
ZO_GAMEPAD_FOCUS_HIGHLIGHT_INSIDE_PADDING = 4
ZO_GAMEPAD_FOCUS_HIGHLIGHT_WIDE_PADDING = ZO_GAMEPAD_FOCUS_HIGHLIGHT_INSIDE_PADDING + 5
local FOCUS_MOVEMENT_TYPES =
{
MOVE_NEXT = 1 ,
MOVE_PREVIOUS = 2 ,
}
if movementType == FOCUS_MOVEMENT_TYPES . MOVE_NEXT then
elseif movementType == FOCUS_MOVEMENT_TYPES . MOVE_PREVIOUS then
end
end
return object
end
--[[
Initializes a GamepadFocus with an optional movementController or direction.
If movementController is not nil, one will be created using direction. If direction
is not specified, it will default to vertical.
]]
end
self . movementController = movementController or ZO_MovementController : New ( direction or MOVEMENT_CONTROLLER_DIRECTION_VERTICAL )
end
end
else
if not retainFocus then
end
end
end
end
end
end
end
end
end
if not entry . highlightFadeAnimation and entry . highlight then
entry . highlightFadeAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "FocusAlphaFadeAnimation" , entry . highlight )
end
entry . iconScaleAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "FocusIconScaleAnimation" , entry . control . icon )
end
if entry . highlightFadeAnimation then
if entry . highlight then
end
end
if entry . iconScaleAnimation then
end
end
end
end
local shouldUpdateFocus = false
if focus and k <= focus then
shouldUpdateFocus = true
-- k == focus is a special case
if k < focus then
focus = focus - 1
end
end
end
end
if shouldUpdateFocus then
end
end
end
end
end
if item . highlightFadeAnimation then
end
if item . iconScaleAnimation then
end
return true
end
end
end
if item . highlightFadeAnimation then
if noAnimations then
else
end
end
if item . iconScaleAnimation then
if noAnimations then
else
end
end
return true
end
end
end
if index then
end
return nil
end
end
end
end
if focusItem then
end
end
end
end
end
end
end
end
local isControlFocused = false
isControlFocused = true
end
return isControlFocused
end
local didSetFocus
end
local shouldUpdateFocus = false
didSetFocus = true
break
end
end
return didSetFocus
end
end
end
-- DisableFocus() could have triggered a SetFocus(), so we need to check whether self.index is nil before enabling focus again.
-- EnableFocus() could have triggered a SetFocus, so we need to check self.index again.
end
end
end
end
end
end
elseif includeSavedFocus then
end
end
local DISABLE_ANIMATIONS = true
end
end
end
if not oldIndex then
return nil
end
local newIndex = oldIndex - 1
while newIndex >= 1 do
return newIndex
end
newIndex = newIndex - 1
end
end
if not oldIndex then
return nil
end
local newIndex = oldIndex + 1
while newIndex <= # focusItems do
return newIndex
end
newIndex = newIndex + 1
end
end
if index then
return true
else
end
end
return false
end
if index then
return true
end
return false
end
if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
end
end
end
else
end
end
--The entry that was already focused is no longer eligible for focus
--Try to select the previous thing
--Nothing to select backward, so move forward
--We failed to select anything forward or backwards, so there is no valid focus
return false
end
end
end
return true
end |