local MAX_SCROLL_SPEED_MODIFIER = 5 local MIN_SCROLL_SPEED_MODIFIER = 1 local CreditsScreen_Gamepad = CreditsScreen_Base:Subclass() function CreditsScreen_Gamepad:New(...) return CreditsScreen_Base.New(self, ...) end function CreditsScreen_Gamepad:Initialize(control) CreditsScreen_Base.Initialize(self, control) self.creditDescriptor = { { name = GetString(SI_CANCEL), keybind = "UI_SHORTCUT_NEGATIVE", callback = function() self:Exit() end, }, { --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized. name = "Gamepad Game Credits Faster", keybind = "UI_SHORTCUT_RIGHT_TRIGGER", ethereal = true, callback = function() local speedMultiplier = self:GetScrollSpeedMultiplier() if speedMultiplier < MAX_SCROLL_SPEED_MODIFIER then self:SetScrollSpeedMultiplier(speedMultiplier + 1) end end, }, { --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized. name = "Gamepad Game Credits Slower", keybind = "UI_SHORTCUT_LEFT_TRIGGER", ethereal = true, callback = function() local speedMultiplier = self:GetScrollSpeedMultiplier() if speedMultiplier > MIN_SCROLL_SPEED_MODIFIER then self:SetScrollSpeedMultiplier(speedMultiplier - 1) end end, }, } GAME_CREDITS_GAMEPAD_FRAGMENT = ZO_FadeSceneFragment:New(control) GAME_CREDITS_GAMEPAD_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState) if newState == SCENE_FRAGMENT_SHOWING then self.keybindState = KEYBIND_STRIP:PushKeybindGroupState() KEYBIND_STRIP:RemoveDefaultExit(self.keybindState) KEYBIND_STRIP:AddKeybindButtonGroup(self.creditDescriptor, self.keybindState) ShowCredits() elseif newState == SCENE_FRAGMENT_HIDDEN then self:StopCredits() KEYBIND_STRIP:RemoveKeybindButtonGroup(self.creditDescriptor, self.keybindState) KEYBIND_STRIP:RestoreDefaultExit(self.keybindState) KEYBIND_STRIP:PopKeybindGroupState() end end) -- NOTE: Templates must be unique due to how the object pools name controls as they're created. self:AddPool(GAME_CREDITS_ENTRY_TYPE_DEPARTMENT_HEADER, "ZO_GameCreditsDepartmentGamepad", function(textControl, text) return self:SetupTextControl(textControl, text) end) self:AddPool(GAME_CREDITS_ENTRY_TYPE_SECTION_HEADER, "ZO_GameCreditsSectionGamepad", function(textControl, text) return self:SetupTextControl(textControl, text) end) self:AddPool(GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT, "ZO_GameCreditsNamesGamepad", function(textControl, text) return self:SetupTextControl(textControl, text) end) self:AddPool(GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT_BLOCK, "ZO_GameCreditsTextBlockGamepad", function(textControl, text) return self:SetupTextControl(textControl, text) end) self:AddPool(GAME_CREDITS_ENTRY_TYPE_COMPANY_LOGO, "ZO_GameCreditsLogoGamepad", function(logoControl, texture, height) return self:SetupLogoControl(logoControl, texture, height) end) self:AddPool(GAME_CREDITS_ENTRY_TYPE_BACKGROUND_SWITCH, "ZO_GameCreditsBGSwitchGamepad", function(backgroundControl, texture) return self:SetupBackgroundSwitch(backgroundControl, texture) end) self:AddPool(GAME_CREDITS_ENTRY_TYPE_PADDING_SECTION, "ZO_GameCreditsPaddingGamepad", function(paddingControl, unused, height) return self:SetupPaddingSection(paddingControl, unused, height) end) EVENT_MANAGER:RegisterForEvent("GameCreditsGamepad", EVENT_GAME_CREDITS_READY, function() self:BeginCredits() end) end function CreditsScreen_Gamepad:Exit() SCENE_MANAGER:HideCurrentScene() end function CreditsScreen_Gamepad:IsPreferredScreen() return IsInGamepadPreferredMode() end function ZO_GameCredits_Gamepad_Initialize(control) GAME_CREDITS_GAMEPAD = CreditsScreen_Gamepad:New(control) end