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--[[
Each entry can contain the following:
local entry =
{
control, -- Control to focus on. Can be nil.
data, -- Data associated with the focus. Can be nil.
highlight, -- Highlight texture that is alpha'ed in and out via the highlightFadeAnimation when focus is lost/received. Can be nil.
highlightFadeAnimation, -- Animation to play on a highlight texture. If nil, and highlight exists, will create a FocusAlphaFadeAnimation connected to the highlight texture
iconScaleAnimation, -- Animation to play on an icon. If nil, and entry.control.icon exists, will create a FocusIconScaleAnimation connected to entry.control.icon. If false, no animation will be created or played.
activate = function(control, data) blah() end, -- Function that is called when focused is received. If nil, defaults to control:Activate() if that function exists.
deactivate = function(control, data) blah() end, -- Function that is called when focused is lost. If nil, defaults to control:Deactivate() if that function exists.
canFocus = function(control) return true end, -- Function that returns a boolean indicating whether the control can receive focus. If nil, defaults to true.
}
--]]
local FOCUS_MOVEMENT_TYPES =
{
MOVE_NEXT = 1 ,
MOVE_PREVIOUS = 2 ,
}
if movementType == FOCUS_MOVEMENT_TYPES . MOVE_NEXT then
elseif movementType == FOCUS_MOVEMENT_TYPES . MOVE_PREVIOUS then
end
end
return object
end
--[[
Initializes a GamepadFocus with an optional movementController or direction.
If movementController is not nil, one will be created using direction. If direction
is not specified, it will default to vertical.
]]
end
self . movementController = movementController or ZO_MovementController : New ( direction or MOVEMENT_CONTROLLER_DIRECTION_VERTICAL )
end
--The entry that was already focused is no longer eligble for focus
--Try to select the next thing
--Nothing to select forward, so move backward
end
end
end
else
if not retainFocus then
end
end
end
end
end
end
end
end
end
if not entry . highlightFadeAnimation and entry . highlight then
entry . highlightFadeAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "FocusAlphaFadeAnimation" , entry . highlight )
end
entry . iconScaleAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "FocusIconScaleAnimation" , entry . control . icon )
end
if entry . highlightFadeAnimation then
if entry . highlight then
end
end
if entry . iconScaleAnimation then
end
end
end
end
local shouldUpdateFocus = false
if focus and k <= focus then
shouldUpdateFocus = true
-- k == focus is a special case
if k < focus then
focus = focus - 1
end
end
end
end
if shouldUpdateFocus then
end
end
end
end
end
if item . highlightFadeAnimation then
end
if item . iconScaleAnimation then
end
return true
end
end
end
if item . highlightFadeAnimation then
end
if item . iconScaleAnimation then
end
return true
end
end
end
if index then
end
return nil
end
end
local isControlFocused = false
isControlFocused = true
end
return isControlFocused
end
local didSetFocus
end
local shouldUpdateFocus = false
didSetFocus = true
break
end
end
return didSetFocus
end
end
end
-- DisableFocus() could have triggered a SetFocus(), so we need to check whether self.index is nil before enabling focus again.
-- EnableFocus() could have triggered a SetFocus, so we need to check self.index again.
end
end
end
end
end
end
elseif includeSavedFocus then
end
end
end
if not oldIndex then
return nil
end
local newIndex = oldIndex - 1
while newIndex >= 1 do
return newIndex
end
newIndex = newIndex - 1
end
end
if not oldIndex then
return nil
end
local newIndex = oldIndex + 1
while newIndex <= # focusItems do
return newIndex
end
newIndex = newIndex + 1
end
end
if index then
return true
else
end
end
return false
end
if index then
return true
end
return false
end
if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
end
end
end
else
end
end |