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end
TOPLEVEL_LOCKS_UI_MODE = true
ZO_REMOTE_SCENE_CHANGE_ORIGIN = REMOTE_SCENE_STATE_CHANGE_ORIGIN_INGAME
manager . topLevelWindows = { }
manager . restoresBaseSceneOnGameMenuToggle = { }
manager . numTopLevelShown = 0
manager . initialized = false
manager . hudSceneName = "hud"
manager . hudUISceneName = "hudui"
manager . hudUISceneHidesAutomatically = true
manager . exitUIModeOnChatFocusLost = false
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_NEW_MOVEMENT_IN_UI_MODE , function ( ) manager : OnNewMovementInUIMode ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_GAME_CAMERA_ACTIVATED , function ( ) manager : OnGameCameraActivated ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_GAME_FOCUS_CHANGED , function ( _ , hasFocus ) manager : OnGameFocusChanged ( hasFocus ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_ENTER_GROUND_TARGET_MODE , function ( ) manager : OnEnterGroundTargetMode ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_PLAYER_ACTIVATED , function ( ) manager : OnLoadingScreenDropped ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_PLAYER_DEACTIVATED , function ( ) manager : OnLoadingScreenShown ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_GLOBAL_MOUSE_UP , function ( ) manager : OnGlobalMouseUp ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_MOUNTED_STATE_CHANGED , function ( ) manager : OnMountStateChanged ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_DISPLAY_TUTORIAL , function ( eventCode , ... ) manager : OnTutorialStart ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , function ( ) manager : OnGamepadPreferredModeChanged ( ) end )
EVENT_MANAGER : RegisterForEvent ( "IngameSceneManager" , EVENT_REMOTE_TOP_LEVEL_CHANGE , function ( eventId , ... ) manager : ChangeRemoteTopLevel ( ... ) end )
return manager
end
end
return false
end
return true
end
end
end
return false
end
if ( inUI ) then
return true
else
if ( not self : IsLockedInUIMode ( ) and DoesGameHaveFocus ( ) and IsSafeForSystemToCaptureMouseCursor ( ) ) then
self . manuallyEnteredHUDUIMode = nil
return true
end
end
end
end
return false
end
--Consume the sticks when we're in UI mode so they don't leak through into the camera and movement processing.
end
--UI Mode Life Cycle
if ( self . hudUISceneHidesAutomatically and self . numTopLevelShown == 0 and showingHUDUI and DoesGameHaveFocus ( ) and not CHAT_SYSTEM : IsTextEntryOpen ( ) ) then
end
end
if self . actionRequiredTutorialThatActivatedWithoutFocus then
self . actionRequiredTutorialThatActivatedWithoutFocus = false
return
end
if ( not mousedOverControl or mousedOverControl == GuiRoot ) then
end
end
else
end
end
end
end
local ONLY_CONSIDER_MOUSE_VISIBILITY_WHILE_MOVING = true
self . exitUIModeOnChatFocusLost = false
if GetSetting_Bool ( SETTING_TYPE_UI , UI_SETTING_RETURN_CURSOR_ON_CHAT_FOCUS ) and IsGameCameraActive ( ) then
if self . exitUIModeOnChatFocusLost then
-- something other than ending chat input is making us exit UI mode, just return to the old state and normal UI mode behavior
self . exitUIModeOnChatFocusLost = false
end
end )
self . exitUIModeOnChatFocusLost = true
end
end
end
if self . exitUIModeOnChatFocusLost then
self . exitUIModeOnChatFocusLost = false
end
end
--Only HUD Brief tutorial types can have the Action Required flag set true.
else
self . actionRequiredTutorialThatActivatedWithoutFocus = true
end
end
end
if interactionType ~= INTERACTION_NONE then
end
end
end
--if a scene was already shown when we change input mode, hide it
end
end
if ( not self . manuallyEnteredHUDUIMode ) then
if ( not mousedOverControl or mousedOverControl == GuiRoot ) then
end
end
end
end
end
end
end
end
do
local OVERRIDING_SCENE_NAMES =
{
[ "market" ] = true ,
[ "gamepad_market_pre_scene" ] = true ,
[ "gamepad_market" ] = true ,
[ "gamepad_market_preview" ] = true ,
[ "dyeStampConfirmationKeyboard" ] = true ,
[ "dyeStampConfirmationGamepad" ] = true ,
[ "inventory" ] = true ,
[ "gamepad_inventory_root" ] = true ,
[ "collectionsBook" ] = true ,
[ "gamepadCollectionsBook" ] = true ,
}
if self . currentScene then
if OVERRIDING_SCENE_NAMES [ currentSceneName ] then
return true
end
end
end
return false
end
-- The market screen causes a dismount and blocks mounting so we need to ignore this on that screen
then
end
end
end
self . hudSceneName = "hud"
self . hudUISceneName = "hudui"
self . hudUISceneHidesAutomatically = true
end
else
end
else
end
end
end
end
end
end
end
end
if ( nextState == SCENE_SHOWING and scene ~= self . baseScene ) then
end
end
end
end
--if the old next scene was booted out, reconsider if we want to exit UI mode based on what the new next scene is
local SHOWING_HUD_UI = true
end
end
end
end
if ( newState == SCENE_HIDING and self . nextScene == self . baseScene ) then
local SHOWING_HUD_UI = true
end
elseif ( newState == SCENE_SHOWING ) then
end
end
end
end
end
else
end
end
--HUD
local oldHudScene = self . hudSceneName
self . hudSceneName = hudSceneName
end
end
end
local oldHUDUIScene = self . hudUISceneName
self . hudUISceneName = hudUISceneName
self . hudUISceneHidesAutomatically = hidesAutomatically
end
end
end
--Top Levels
topLevel . locksUIMode = locksUIMode
self . topLevelWindows [ topLevel ] = true
end
self . numTopLevelShown = self . numTopLevelShown - 1
end
end
end
end
self . numTopLevelShown = self . numTopLevelShown + 1
end
end
end
end
else
end
end
if remoteChangeOrigin == REMOTE_SCENE_STATE_CHANGE_ORIGIN_INTERNAL then
if remoteChangeType == REMOTE_SCENE_STATE_CHANGE_TYPE_SHOW then
elseif remoteChangeType == REMOTE_SCENE_STATE_CHANGE_TYPE_HIDE then
end
end
end
end
--Alt Key Functions
else
--disable housing if going to a menu, but not a from mouse mode back to crosshair
end
return
end
end
else
end
end
--Escape Key Functions
return true
end
return false
end
local topLevelHidden = false
topLevelHidden = true
end
end
return topLevelHidden
end
return
end
-- The guild ranks scene was the current blocking scene, so we can return early here.
return
end
local SHOW_BASE_SCENE = true
return
end
return
end
return
end
return
end
return
end
return
end
return
end
--hidey holes are the first interaction type to have two parts and we don't want hitting
--Esc to take the player out of a hideyhole.
if ( interactionType ~= INTERACTION_NONE and interactionType ~= INTERACTION_HIDEYHOLE ) then
return
end
return
end
end
return
end
if ( self : IsShowing ( self . hudUISceneName ) and not self . restoresBaseSceneOnGameMenuToggle [ self . hudUISceneName ] ) then
return
end
--Top Levels and Scenes
local baseSceneShown = false
baseSceneShown = true
end
--System Menu Toggle
if ( not ( topLevelHidden or baseSceneShown ) ) then
end
end
--Period Key Functionality
elseif self . hudUISceneName == self . hudSceneName then
else
self . manuallyEnteredHUDUIMode = true
end
end
end
self . restoresBaseSceneOnGameMenuToggle [ sceneName ] = doesRestore
end
--Global API
end
end
end
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