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------------------
--Initialization--
------------------
if newState == SCENE_SHOWING then
elseif newState == SCENE_SHOWN then
elseif newState == SCENE_HIDING then
elseif newState == SCENE_HIDDEN then
end
end )
-- Defer remaining initialization until after all controls have loaded
-- in order to guarantee that all anchor references will be valid.
end
end )
end
end
local allConstants = { keyboardStyle , gamepadStyle }
constants . SUBLABEL_PRIMARY_ANCHOR = ZO_Anchor : New ( TOPRIGHT , self . headerLabel , BOTTOMRIGHT , 0 , constants . SUBLABEL_PRIMARY_ANCHOR_OFFSET_Y )
end
keyboardStyle . SUBLABEL_SECONDARY_ANCHOR = ZO_Anchor : New ( TOPLEFT , self . headerLabel , BOTTOMLEFT , 10 , keyboardStyle . SUBLABEL_PRIMARY_ANCHOR_OFFSET_Y )
ZO_PlatformStyle : New ( function ( style ) self : ApplyPlatformStyle ( style ) end , keyboardStyle , gamepadStyle )
end
if newState == SCENE_FRAGMENT_SHOWING or newState == SCENE_FRAGMENT_HIDDEN then
end
end
FOCUSED_QUEST_TRACKER : RegisterCallback ( "QuestTrackerFragmentStateChange" , OnQuestTrackerFragmentStateChanged )
end
-- To be overridden
end
-- To be overridden
end
-- To be overridden
end
-- To be overridden
end
-- To be overridden
end
end
-- To be overridden
return nil
end
-- To be overridden
return nil
end
end
end
end
if primaryAnchor then
if secondaryAnchor then
end
end
end
self : RefreshAnchorSetOnControl ( self . container , style . CONTAINER_PRIMARY_ANCHOR , style . CONTAINER_SECONDARY_ANCHOR )
self : RefreshAnchorSetOnControl ( self . headerLabel , style . HEADER_PRIMARY_ANCHOR , style . HEADER_SECONDARY_ANCHOR )
self : RefreshAnchorSetOnControl ( self . subLabel , style . SUBLABEL_PRIMARY_ANCHOR , style . SUBLABEL_SECONDARY_ANCHOR )
end |