local CreditsScreen_Keyboard = CreditsScreen_Base:Subclass() function CreditsScreen_Keyboard:Initialize(control) -- NOTE: Templates must be unique due to how the object pools name controls as they're created. local POOL_TEMPLATES = { [GAME_CREDITS_ENTRY_TYPE_DEPARTMENT_HEADER] = "ZO_GameCreditsDepartment", [GAME_CREDITS_ENTRY_TYPE_SECTION_HEADER] = "ZO_GameCreditsSection", [GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT] = "ZO_GameCreditsNames", [GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT_BLOCK] = "ZO_GameCreditsTextBlock", [GAME_CREDITS_ENTRY_TYPE_COMPANY_LOGO] = "ZO_GameCreditsLogo", [GAME_CREDITS_ENTRY_TYPE_BACKGROUND_SWITCH] = "ZO_GameCreditsBGSwitch", [GAME_CREDITS_ENTRY_TYPE_PADDING_SECTION] = "ZO_GameCreditsPadding", } CreditsScreen_Base.Initialize(self, control, POOL_TEMPLATES) end function CreditsScreen_Keyboard:SetOnExitCallback(onExitCallback) self.onExitCallback = onExitCallback end function CreditsScreen_Keyboard:Exit() if self.onExitCallback then self.onExitCallback() end end function CreditsScreen_Keyboard:IsPreferredScreen() return not IsInGamepadPreferredMode() end function ZO_GameCredits_Keyboard_Initialize(control) GAME_CREDITS_KEYBOARD = CreditsScreen_Keyboard:New(control) end function ZO_GameCredits_Keyboard_OnKeyUp() GAME_CREDITS_KEYBOARD:Exit() end function ZO_GameCredits_Keyboard_OnMouseUp(upInside) if upInside then GAME_CREDITS_KEYBOARD:Exit() end end