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local LOGO_FADE_IN = "logo_fade_in"
local LOGO_WAIT_FOR_BUTTON = "logo_wait_for_button"
local LOGO_FADING_OUT = "logo_fading_out"
local STARTUP_BUTTONS =
{
"UI_SHORTCUT_PRIMARY" ,
"UI_SHORTCUT_SECONDARY" ,
"UI_SHORTCUT_TERTIARY" ,
"UI_SHORTCUT_QUATERNARY" ,
"UI_SHORTCUT_NEGATIVE" ,
"UI_SHORTCUT_RIGHT_SHOULDER" ,
"UI_SHORTCUT_LEFT_SHOULDER" ,
"UI_SHORTCUT_RIGHT_TRIGGER" ,
"UI_SHORTCUT_LEFT_TRIGGER" ,
"UI_SHORTCUT_RIGHT_STICK" ,
"UI_SHORTCUT_LEFT_STICK" ,
"UI_SHORTCUT_START" ,
"UI_SHORTCUT_BACK" ,
}
local VERIFICATION_STATE =
{
NONE = 1 ,
OFFER = 2 ,
}
if newState == SCENE_SHOWING then
-- Reset fade in animations
end
elseif newState == SCENE_SHOWN then
end
elseif newState == SCENE_HIDDEN then
-- It's possible to switch from the gamepad UI to the keyboard UI while esoAnimatedBackgroundAnimation
-- is still playing. The OnStop handler of the animation may then attempt to advance the state, which
-- will fail when we are in the keyboard UI. To prevent the OnStop handler from doing anything, we
-- clear fadeMode.
-- Similar to esoAnimatedBackgroundAnimation, we'll stop this animation if it's playing and prevent
-- it from carrying out any unwanted actions.
end
end )
end
-- Note: the line of text says "Press <<primary button icon>> To Start" but we're still going to handle other input buttons
end
local SHOW_UNBOUND = true
local DEFAULT_GAMEPAD_ACTION_NAME = nil
local DONT_ALWAYS_PREFER_GAMEPAD = false
local DONT_SHOW_AS_HOLD = false
local scalePercent = 110
ZO_Keybindings_RegisterLabelForInLineBindingUpdate ( pressTextLabel , "UI_SHORTCUT_PRIMARY" , SHOW_UNBOUND , DEFAULT_GAMEPAD_ACTION_NAME , customTextFunction , DONT_ALWAYS_PREFER_GAMEPAD , DONT_SHOW_AS_HOLD , scalePercent )
self . esoAnimatedBackgroundAnimation = GetAnimationManager ( ) : CreateTimelineFromVirtual ( "ZO_PregameInitialScreen_AnimatedBackgroundAnimation" , esoLogoControl )
self . pressTextAnimation = GetAnimationManager ( ) : CreateTimelineFromVirtual ( "ZO_PregameInitialScreen_PressTextFadeAnimation" , pressTextLabel )
end
end )
end
end
end )
--Fast fadeout the logo and get us into game if we're quick launching.
else
if isSuccess == true then
else
end
end
end
end
if isSuccess then
self : SetupError ( GetString ( SI_CONSOLE_RESEND_VERIFY_EMAIL_SUCCEEDED_TITLE ) , GetString ( SI_CONSOLE_RESEND_VERIFY_EMAIL_SUCCEEDED_TEXT ) )
else
self : SetupError ( GetString ( SI_CONSOLE_RESEND_VERIFY_EMAIL_FAILED_TITLE ) , GetString ( SI_CONSOLE_RESEND_VERIFY_EMAIL_FAILED_TEXT ) )
end
end
EVENT_MANAGER : RegisterForEvent ( "PregameInitialScreen" , EVENT_PROFILE_LOGIN_RESULT , ProfileLoginResult )
EVENT_MANAGER : RegisterForEvent ( "PregameInitialScreen" , EVENT_RESEND_VERIFICATION_EMAIL_RESULT , ShowVerificationAlertDialog )
end
end
end
-- This will remove all gamepads and assign the gamepad that sends the next input as the primary gamepad.
-- It must occur before the player can be registered as pressing a key to continue.
end
end
local KEYBINDS_REMOVED = false
local KEYBINDS_ADDED = true
end
local descriptor =
{
--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.
}
end
{
--Resend
{
end ,
end
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . verifyEmailKeybindsDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( ) self : ResetScreenState ( ) end )
end
end
WriteToInterfaceLog ( string . format ( "PregameInitialScreen_Gamepad:ContinueFunction Continue allowed. Fade mode: %s" , self . fadeMode or "nil" ) )
--clear out existing errors
end
WriteToInterfaceLog ( string . format ( "PregameInitialScreen_Gamepad:ContinueFunction Selecting profile" ) )
else
-- If we already have a profile selected, we won't get an event callback from calling PregameSelectProfile
-- but we also don't need to wait and can just proceed
WriteToInterfaceLog ( string . format ( "PregameInitialScreen_Gamepad:ContinueFunction Profile already selected" ) )
end
else
end
else
WriteToInterfaceLog ( string . format ( "PregameInitialScreen_Gamepad:ContinueFunction Unable to continue at this time. Fade mode: %s" , self . fadeMode or "nil" ) )
end
end
end
WriteToInterfaceLog ( string . format ( "PregameInitialScreen_Gamepad:FinishUp Is ready to push start: %s" , self : IsReadyToPushStart ( ) and "true" or "false" ) )
end
end
WriteToInterfaceLog ( string . format ( "PregameInitialScreen_Gamepad:RefreshScreen Fade mode: %s" , self . fadeMode or "nil" ) )
end
end
end
end
WriteToInterfaceLog ( string . format ( "PregameInitialScreen_Gamepad:ShowError ErrorMessage: %s Fade mode: %s" , errorMessage or "nil" , self . fadeMode or "nil" ) )
end
self . errorBoxContainer : SetHeight ( self . errorTitle : GetTextHeight ( ) + self . errorMessage : GetTextHeight ( ) + messageOffsetY )
end
end
end
end |