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ZO_GAMEPAD_FOOTER_CONTROLS =
{
DATA1 = 1 ,
DATA1HEADER = 2 ,
DATA1LOADINGICON = 3 ,
DATA2 = 4 ,
DATA2HEADER = 5 ,
DATA2LOADINGICON = 6 ,
DATA3 = 7 ,
DATA3HEADER = 8 ,
DATA3LOADINGICON = 9 ,
}
local EMPTY_TABLE = { }
-- Alias the control names to make the code less verbose and more readable.
local DATA1 = ZO_GAMEPAD_FOOTER_CONTROLS . DATA1
local DATA1HEADER = ZO_GAMEPAD_FOOTER_CONTROLS . DATA1HEADER
local DATA1LOADINGICON = ZO_GAMEPAD_FOOTER_CONTROLS . DATA1LOADINGICON
local DATA2 = ZO_GAMEPAD_FOOTER_CONTROLS . DATA2
local DATA2HEADER = ZO_GAMEPAD_FOOTER_CONTROLS . DATA2HEADER
local DATA2LOADINGICON = ZO_GAMEPAD_FOOTER_CONTROLS . DATA2LOADINGICON
local DATA3 = ZO_GAMEPAD_FOOTER_CONTROLS . DATA3
local DATA3HEADER = ZO_GAMEPAD_FOOTER_CONTROLS . DATA3HEADER
local DATA3LOADINGICON = ZO_GAMEPAD_FOOTER_CONTROLS . DATA3LOADINGICON
return object
end
{
}
end
end
local function ProcessData ( control , textData , anchorToBaselineControl , anchorToBaselineOffsetX , overrideColor )
return false
end
end
if overrideColor then
end
end
if anchorToBaselineControl then
else
-- This is to make sure there is no gap when a control is missing.
end
end
end
ProcessData ( controls [ DATA1HEADER ] , data . data1HeaderText , controls [ DATA1 ] , - ZO_GAMEPAD_DEFAULT_HEADER_DATA_PADDING - loadingIcon1Offset , data . data1HeaderColor )
ProcessData ( controls [ DATA2 ] , data . data2Text , controls [ DATA1HEADER ] , - ZO_GAMEPAD_CONTENT_INSET_X , data . data2Color )
ProcessData ( controls [ DATA2HEADER ] , data . data2HeaderText , controls [ DATA2 ] , - ZO_GAMEPAD_DEFAULT_HEADER_DATA_PADDING - loadingIcon2Offset , data . data2HeaderColor )
ProcessData ( controls [ DATA3 ] , data . data3Text , controls [ DATA2HEADER ] , - ZO_GAMEPAD_CONTENT_INSET_X , data . data3Color )
ProcessData ( controls [ DATA3HEADER ] , data . data3HeaderText , controls [ DATA3 ] , - ZO_GAMEPAD_DEFAULT_HEADER_DATA_PADDING - loadingIcon3Offset , data . data3HeaderColor )
end
end
end |