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--
--[[ ZO_ErrorFrame ]] --
--
end )
end )
--If we are currently displaying the error frame, set the currently viewed error to the new value
end
end )
--If the UI Error action layer is not currently on top, remove and re-add it so it is on top again
end
end )
EVENT_MANAGER : RegisterForEvent ( "ErrorFrame" , EVENT_LUA_ERROR , function ( eventCode , ... ) self : OnUIError ( ... ) end )
end
{
end ,
}
{
end ,
}
{
--Passing in "ingame" will reload both ingame *and* internal ingame
else
end
end ,
}
{
end ,
}
{
else
end
end ,
end ,
}
--These two are clickable keybind labels, NOT keybind buttons
{
end ,
}
{
end ,
}
end
--Re-apply the descriptor in order to refresh the name
--Re-narrate when the toggle changes
return true
else
return false
end
end
local normalKeybindTextColor = isGamepad and ZO_SELECTED_TEXT or ZO_NORMAL_TEXT
--Reset the text here to handle the force uppercase on gamepad
--Reset the text here to handle the force uppercase on gamepad
--Reset the text here to handle the force uppercase on gamepad
--Reset the text here to handle the force uppercase on gamepad
local spinnerFont = isGamepad and "ZoFontGamepad34" or "ZoFontWinH2"
end
end
local narrationInfo =
{
end ,
local narrations = { }
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( self . pageSpinner : GetFormattedValueText ( ) ) )
end
return narrations
end ,
local narrationData = { }
end
end
end
end
end
local pageLeftNarrationData =
{
keybindName = ZO_Keybindings_GetHighestPriorityNarrationStringFromAction ( "UI_ERROR_PAGE_LEFT" ) or GetString ( SI_ACTION_IS_NOT_BOUND ) ,
}
local pageRightNarrationData =
{
keybindName = ZO_Keybindings_GetHighestPriorityNarrationStringFromAction ( "UI_ERROR_PAGE_RIGHT" ) or GetString ( SI_ACTION_IS_NOT_BOUND ) ,
}
end
return narrationData
end ,
}
end
end
--If the error code is nil it should always be unique
if errorCode ~= nil then
if errorData . errorCode == errorCode then
return
end
end
end
local errorData =
{
errorString = errorString ,
errorCode = errorCode ,
}
--If we are in advanced mode and already viewing the error frame, re-narrate when a new error is added
end
end
--If the advanced mode setting changed, clear all suppressed errors
end
end
--Order matters. Set the min and max first so we don't stomp the hidden state of the buttons that we set below
--Show the page spinner if we have at least 2 errors and are in advanced mode
--Because we include the max as part of the value display, we need to update the display after setting the min and max
end
local fullError = errorData . errorString
local rawErrorCode = errorData . errorCode
--Colored Full Error: Wrap the <Locals>...</Locals> section with color markup
end )
--Copy Error : Tab the <Locals>...</Locals> section for easier reading.
end )
--Simple Error: Remove the <Locals>...</Locals> section and any newline after it if there is one
--Convert the error code into a hex value
--If we don't have an error code for whatever reason, just use an empty string
if rawErrorCode then
else
end
--Re-narrate whenever the current error changes
end
--First, refresh whether or not we are in advanced mode
else
--If we are already displaying the error, we only need to refresh the page spinner in case the max value changed and the title text in case the count changed
end
end
end
return true
end
return false
end
return true
end
return false
end
--Only show the suppress button in advanced mode
--Only show the more info button in advanced mode
--Do not show the reload button in pregame
--Only show the copy button in advanced mode (and not on consoles)
--Do not show the close button on consoles
--Do not show the copy error code button on consoles
end
do
local MAX_DISPLAYED_ERROR_COUNT = 99
self . titleText = zo_strformat ( SI_WINDOW_TITLE_UI_ERROR_MULTIPLE_MAX , MAX_DISPLAYED_ERROR_COUNT , colorizedErrorHexCode )
else
self . titleText = zo_strformat ( SI_WINDOW_TITLE_UI_ERROR_MULTIPLE , errorData . count , colorizedErrorHexCode )
end
else
end
end
end
else
end
end
local errorHidden = false
errorHidden = true
if suppressCurrent then
--If we don't have an error code for this error, it cannot be suppressed
if errorData . errorCode ~= nil then
end
end
end
end
end
return errorHidden
end
end
end
--In advanced mode, we will either suppress all current errors or dismiss without suppressing
else
--In simplified mode, we always suppress current errors
local SUPPRESS_CURRENT = true
end
end
--Only do something if we are in advanced mode
local SUPPRESS_CURRENT = true
else
return false
end
end
return true
end
return false
end
return true
end
return false
end
-- XML Handlers
end
end
end
end
end
end
end
end
end
end
end |