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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
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
return
end
if ( not mousedOverControl or mousedOverControl == GuiRoot ) then
end
end
else
end
end
end
end
local ONLY_CONSIDER_MOUSE_VISIBILITY_WHILE_MOVING = true
if GetSetting_Bool ( SETTING_TYPE_UI , UI_SETTING_RETURN_CURSOR_ON_CHAT_FOCUS ) and IsGameCameraActive ( ) then
-- something other than ending chat input is making us exit UI mode, just return to the old state and normal UI mode behavior
end
end )
end
end
end
end
end
--Only HUD Brief tutorial types can have the Action Required flag set true.
else
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 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 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
end
else
end
else
end
end
end
end
end
end
end
end
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
local SHOWING_HUD_UI = true
end
elseif ( newState == SCENE_SHOWING ) then
end
end
end
end
end
else
end
end
--HUD
end
end
end
end
end
end
--Top Levels
topLevel . locksUIMode = locksUIMode
end
end
end
end
end
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
else
end
end
end
end
--Global API
end
end
end
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