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ZO_GAMEPAD_HEADER_TABBAR_CREATE = true
ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE = false
ZO_GAMEPAD_HEADER_LAYOUTS =
{
--[[
The key/value pairs are arranged beneath the title row as follows:
Screen Header (left pane):
data1Header data1
data2Header data2
data3Header data3
data4Header data4
Content Header (right pane):
data1Header data1 data3Header data3
data2Header data2 data4Header data4
--]]
DATA_PAIRS_SEPARATE = 1 ,
--[[
The key/value pairs are arranged beneath the title row as follows:
Screen Header (left pane):
data1Header data1 data2Header data2
data3Header data3 data4Header data4
Content Header (right pane):
data1Header data1 data2Header data2 data3Header data3 data4Header data4
--]]
DATA_PAIRS_TOGETHER = 2 ,
--[[
The key/value pairs are arranged beneath the title row as follows:
Screen Header (left pane):
Not defined. Don't use this - it's a special case for the content header.
Content Header (right pane):
data1Header data1 data2Header data2 data3Header data3 data4Header data4
If a data section is not provided, it will be disregarded when it comes to anchoring (data1 will anchor to data3 if there's no data2, etc.)
--]]
CONTENT_HEADER_DATA_PAIRS_LINKED = 3 ,
}
ZO_GAMEPAD_HEADER_CONTROLS =
{
TABBAR = 1 ,
TITLE = 2 ,
CENTER_BASELINE = 3 ,
TITLE_BASELINE = 4 ,
DIVIDER_SIMPLE = 5 ,
DIVIDER_PIPPED = 6 ,
DATA1 = 7 ,
DATA1HEADER = 8 ,
DATA2 = 9 ,
DATA2HEADER = 10 ,
DATA3 = 11 ,
DATA3HEADER = 12 ,
DATA4 = 13 ,
DATA4HEADER = 14 ,
MESSAGE = 15 ,
SUBTITLE = 16 ,
}
-- Alias the control names to make the code less verbose and more readable.
local TABBAR = ZO_GAMEPAD_HEADER_CONTROLS . TABBAR
local TITLE = ZO_GAMEPAD_HEADER_CONTROLS . TITLE
local SUBTITLE = ZO_GAMEPAD_HEADER_CONTROLS . SUBTITLE
local CENTER_BASELINE = ZO_GAMEPAD_HEADER_CONTROLS . CENTER_BASELINE
local TITLE_BASELINE = ZO_GAMEPAD_HEADER_CONTROLS . TITLE_BASELINE
local DIVIDER_SIMPLE = ZO_GAMEPAD_HEADER_CONTROLS . DIVIDER_SIMPLE
local DIVIDER_PIPPED = ZO_GAMEPAD_HEADER_CONTROLS . DIVIDER_PIPPED
local DATA1 = ZO_GAMEPAD_HEADER_CONTROLS . DATA1
local DATA1HEADER = ZO_GAMEPAD_HEADER_CONTROLS . DATA1HEADER
local DATA2 = ZO_GAMEPAD_HEADER_CONTROLS . DATA2
local DATA2HEADER = ZO_GAMEPAD_HEADER_CONTROLS . DATA2HEADER
local DATA3 = ZO_GAMEPAD_HEADER_CONTROLS . DATA3
local DATA3HEADER = ZO_GAMEPAD_HEADER_CONTROLS . DATA3HEADER
local DATA4 = ZO_GAMEPAD_HEADER_CONTROLS . DATA4
local DATA4HEADER = ZO_GAMEPAD_HEADER_CONTROLS . DATA4HEADER
local MESSAGE = ZO_GAMEPAD_HEADER_CONTROLS . MESSAGE
local DEFAULT_LAYOUT = ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE
local FIRST_DATA_CONTROL = DATA1
local LAST_DATA_CONTROL = MESSAGE
-- Because these consts are created before the xml is loaded, we don't have an effecient way to track the anticipated height of the info labels
-- We need to track the disparity to line up the bottoms, so we just grabbed these numbers ahead of time
-- TODO: Revisit this and come up with a better way to anchor dynamically
local GENERIC_HEADER_INFO_LABEL_HEIGHT = 33
local GENERIC_HEADER_INFO_DATA_HEIGHT = 50
local GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY = 4 -- This is used to align the baselines of the headers and their texts; will need to update if fonts change
local ROW_OFFSET_Y = GENERIC_HEADER_INFO_LABEL_HEIGHT + 10
local DATA_OFFSET_X = 5
local HEADER_OFFSET_X = 29
ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y = ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y + GENERIC_HEADER_INFO_LABEL_HEIGHT
-- The Anchor class simply wraps a ZO_Anchor object with a target id, which we can later resolve into an actual control.
-- This allows us to specify all anchor data at file scope and resolve the target controls only when needed.
object . targetId = targetId
return object
end
local SCREEN_HEADER_ANCHORS =
{
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE ] =
{
[ DATA1HEADER ] = { Anchor : New ( BOTTOMLEFT , DIVIDER_SIMPLE , BOTTOMLEFT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) ,
Anchor : New ( BOTTOMRIGHT , DIVIDER_SIMPLE , BOTTOMRIGHT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) } ,
[ DATA1 ] = { Anchor : New ( BOTTOMRIGHT , DATA1HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2 ] = { Anchor : New ( BOTTOMRIGHT , DATA2HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA3 ] = { Anchor : New ( BOTTOMRIGHT , DATA3HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4 ] = { Anchor : New ( BOTTOMRIGHT , DATA4HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ MESSAGE ] = { Anchor : New ( TOPLEFT , DIVIDER_SIMPLE , BOTTOMLEFT , 0 , ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y ) ,
Anchor : New ( TOPRIGHT , DIVIDER_SIMPLE , BOTTOMRIGHT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) } ,
} ,
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_TOGETHER ] =
{
[ DATA1HEADER ] = { Anchor : New ( BOTTOMLEFT , DIVIDER_SIMPLE , BOTTOMLEFT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) } ,
[ DATA1 ] = { Anchor : New ( BOTTOMLEFT , DATA1HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2 ] = { Anchor : New ( BOTTOMRIGHT , DIVIDER_SIMPLE , BOTTOMRIGHT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y + GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2HEADER ] = { Anchor : New ( BOTTOMRIGHT , DATA2 , BOTTOMLEFT , - DATA_OFFSET_X , - GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA3 ] = { Anchor : New ( BOTTOMLEFT , DATA3HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4 ] = { Anchor : New ( BOTTOMRIGHT , DATA2 , BOTTOMRIGHT , 0 , ROW_OFFSET_Y + GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4HEADER ] = { Anchor : New ( BOTTOMRIGHT , DATA4 , BOTTOMLEFT , - DATA_OFFSET_X , - GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ MESSAGE ] = { Anchor : New ( TOPLEFT , DIVIDER_SIMPLE , BOTTOMLEFT , 0 , ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y ) ,
} ,
}
-- The overlap anchors are used instead of the normal anchors in cases where the data label's text overlaps its corresponding header label.
local DATA_OVERLAP_ROW_OFFSET_Y = 40
local HEADER_OVERLAP_ROW_OFFSET_Y = 31
local SCREEN_HEADER_OVERLAP_ANCHORS =
{
-- Anchors header content as
-- DATA[N]HEADER
-- DATA[N]
-- DATA[N+1]HEADER...
-- if DATA[N]HEADER and DATA[N] overlap each other
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE ] =
{
} ,
}
local CONTENT_HEADER_ANCHORS =
{
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE ] =
{
[ DATA1HEADER ] = { Anchor : New ( BOTTOMLEFT , DIVIDER_SIMPLE , BOTTOMLEFT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) ,
[ DATA1 ] = { Anchor : New ( BOTTOMRIGHT , DATA1HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2 ] = { Anchor : New ( BOTTOMRIGHT , DATA2HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
Anchor : New ( BOTTOMRIGHT , DIVIDER_SIMPLE , BOTTOMRIGHT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) } ,
[ DATA3 ] = { Anchor : New ( BOTTOMRIGHT , DATA3HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4 ] = { Anchor : New ( BOTTOMRIGHT , DATA4HEADER , BOTTOMRIGHT , 0 , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
} ,
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_TOGETHER ] =
{
[ DATA1HEADER ] = { Anchor : New ( BOTTOMLEFT , DIVIDER_SIMPLE , BOTTOMLEFT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) } ,
[ DATA1 ] = { Anchor : New ( BOTTOMLEFT , DATA1HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2 ] = { Anchor : New ( BOTTOMRIGHT , CENTER_BASELINE , BOTTOMLEFT , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2HEADER ] = { Anchor : New ( BOTTOMRIGHT , DATA2 , BOTTOMLEFT , - DATA_OFFSET_X , - GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA3 ] = { Anchor : New ( BOTTOMLEFT , DATA3HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4 ] = { Anchor : New ( BOTTOMRIGHT , DIVIDER_SIMPLE , BOTTOMRIGHT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y + GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4HEADER ] = { Anchor : New ( BOTTOMRIGHT , DATA4 , BOTTOMLEFT , - DATA_OFFSET_X , - GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
} ,
[ ZO_GAMEPAD_HEADER_LAYOUTS . CONTENT_HEADER_DATA_PAIRS_LINKED ] =
{
[ DATA1HEADER ] = { Anchor : New ( BOTTOMLEFT , DIVIDER_SIMPLE , BOTTOMLEFT , 0 , ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y ) } ,
[ DATA1 ] = { Anchor : New ( BOTTOMLEFT , DATA1HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2HEADER ] = { Anchor : New ( BOTTOMLEFT , DATA1 , BOTTOMRIGHT , HEADER_OFFSET_X , - GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA2 ] = { Anchor : New ( BOTTOMLEFT , DATA2HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA3HEADER ] = { Anchor : New ( BOTTOMLEFT , DATA2 , BOTTOMRIGHT , HEADER_OFFSET_X , - GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA3 ] = { Anchor : New ( BOTTOMLEFT , DATA3HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4HEADER ] = { Anchor : New ( BOTTOMLEFT , DATA3 , BOTTOMRIGHT , HEADER_OFFSET_X , - GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
[ DATA4 ] = { Anchor : New ( BOTTOMLEFT , DATA4HEADER , BOTTOMRIGHT , DATA_OFFSET_X , GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY ) } ,
} ,
}
-- These targets are only applicable for the SCREEN header.
local MESSAGE_ANCHOR_TARGETS =
{
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE ] =
{
{ DATA1HEADER , DATA1 } ,
{ DATA2HEADER , DATA2 } ,
{ DATA3HEADER , DATA3 } ,
{ DATA4HEADER , DATA4 } ,
} ,
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_TOGETHER ] =
{
{ DATA1HEADER , DATA1 , DATA2HEADER , DATA2 } ,
{ DATA3HEADER , DATA3 , DATA4HEADER , DATA4 } ,
}
}
-- TODO: Switch the following code over to use ZO_SharedGamepadEntry_OnSetup.
end
ZO_GamepadMenuHeaderTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
end
{
}
if createTabBar == ZO_GAMEPAD_HEADER_TABBAR_CREATE then
control . tabBar = ZO_GamepadTabBarScrollList : New ( tabBarControl , dividerPippedControl : GetNamedChild ( "LeftIcon" ) , dividerPippedControl : GetNamedChild ( "RightIcon" ) )
control . tabBar : AddDataTemplate ( "ZO_GamepadTabBarTemplate" , TabBar_Setup , ZO_GamepadMenuEntryTemplateParametricListFunction )
end
end
control . tabBar : AddDataTemplate ( template , TabBar_Setup , ZO_GamepadMenuEntryTemplateParametricListFunction )
end
end
end
end
local target = anchor . targetId and targets [ anchor . targetId ] or nil
end
return not controls [ CENTER_BASELINE ]
end
if anchorSet [ 2 ] then
end
end
-- Note: ZO_GamepadGenericHeader_RefreshData must be called after changing the layout.
return
end
local anchorSets = IsScreenHeader ( controls ) and SCREEN_HEADER_ANCHORS [ layout ] or CONTENT_HEADER_ANCHORS [ layout ]
local dataControl = controls [ k ]
end
end
local g_useHeaderOverlapAnchors = false
local function ReflowScreenHeaderDataPairSeparateIfNecessary ( parentControl , dataControlIndex , dataHeaderControlIndex )
if not overlapAnchors then
return
end
local controls = parentControl . controls
local dataControl = controls [ dataControlIndex ]
local dataHeaderControl = controls [ dataHeaderControlIndex ]
if g_useHeaderOverlapAnchors then
if dataHeaderControl then
local anchorSet = overlapAnchors [ dataHeaderControlIndex ]
if anchorSet then
end
end
g_useHeaderOverlapAnchors = false
end
if dataControl and dataHeaderControl then
local anchorSet = overlapAnchors [ dataControlIndex ]
if anchorSet then
g_useHeaderOverlapAnchors = true
end
end
end
end
g_useHeaderOverlapAnchors = false
end
local g_currentBottomLeftHeader = DATA1HEADER
local function ReflowContentHeaderDataPairIfNecessary ( parentControl , dataControlIndex , dataHeaderControlIndex )
local controls = parentControl . controls
local dataControl = controls [ dataControlIndex ]
local dataHeaderControl = controls [ dataHeaderControlIndex ]
dataHeaderControl : SetAnchor ( BOTTOMLEFT , controls [ g_currentBottomLeftHeader ] , BOTTOMLEFT , 0 , ROW_OFFSET_Y )
g_currentBottomLeftHeader = dataHeaderControlIndex
end
end
ZO_GamepadGenericHeader_SetDataLayout ( control , ZO_GAMEPAD_HEADER_LAYOUTS . CONTENT_HEADER_DATA_PAIRS_LINKED )
g_currentBottomLeftHeader = DATA1HEADER -- Reset the bottom left header value
end
local SCREEN_HEADER_REFLOW_FUNCS =
{
}
local CONTENT_HEADER_REFLOW_FUNCS =
{
}
local reflowFunc = IsScreenHeader ( control . controls ) and SCREEN_HEADER_REFLOW_FUNCS [ control . layout ] or CONTENT_HEADER_REFLOW_FUNCS [ control . layout ]
end
end
return false
end
end
end
end
return ""
end
return ""
end
end
else
internalassert ( false , "Unsupported data type. A custom narration function will need to be set for this control that returns a string or number." )
end
return ""
end
if isValid then
end
end
-- Test each anchor target set to see if any one of the controls in that set is in use.
-- The idea here is to anchor the message control to the last label/data row that is in use.
local previousTarget
if refreshResults [ target ] ~= false then
previousTarget = target
break
end
end
end
local anchorToControl
if previousTarget then
-- TabBar control does not take the height of the pipped divider into account but is used
-- to determine if a pipped divider is showing, use the pipped divider for anchoring
end
if anchorToControl then
end
end
end
if refreshResults [ MESSAGE ] then
-- Test each anchor target set to see if any one of the controls in that set is in use. If so, then increase the running offset by a set amount.
-- The idea here is to anchor the message control to the last label/data row that is in use.
local additionalOffsetY = 0
if refreshResults [ target ] ~= false then
additionalOffsetY = additionalOffsetY + ROW_OFFSET_Y
break
end
end
end
-- If there is a head control anchor it under the last data element.
additionalOffsetY = additionalOffsetY + ROW_OFFSET_Y
end
-- Apply the offset calculated above to the message control's anchors.
for i = 0 , MAX_ANCHORS - 1 do
end
end
end
local g_refreshResults = { }
return
end
end
end
SetAlignment ( controls [ TITLE ] , data . titleTextAlignment , IsScreenHeader ( control . controls ) and TEXT_ALIGN_CENTER or TEXT_ALIGN_LEFT )
end
if selectedTabData then
end
end
end
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ TITLE ] , data . titleTextNarration or data . titleText ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ SUBTITLE ] , data . subtitleTextNarration or data . subtitleText ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA1HEADER ] , data . data1HeaderTextNarration or data . data1HeaderText ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA1 ] , data . data1TextNarration or data . data1Text ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA2HEADER ] , data . data2HeaderTextNarration or data . data2HeaderText ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA2 ] , data . data2TextNarration or data . data2Text ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA3HEADER ] , data . data3HeaderTextNarration or data . data3HeaderText ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA3 ] , data . data3TextNarration or data . data3Text ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA4HEADER ] , data . data4HeaderTextNarration or data . data4HeaderText ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ DATA4 ] , data . data4TextNarration or data . data4Text ) )
narration : AddNarrationText ( GetProcessedNarrationText ( controls [ MESSAGE ] , data . messageTextNarration or data . messageText ) )
return narration
end
-- Deactivate header ancestor of tabBar control that is passed in
-- ei. apply to header at ZO_GamepadInventoryTopLevel from ZO_GamepadInventoryTopLevelMaskContainerHeaderContainerHeaderTabBar
repeat
local ownerObject = parentControl . owner
if ownerObject then
end
break
end
end
end
if blockTabBarCallbacks then
else
end
end
local pipsEnabled = false
local pipsControl = nil
local numEntries = 0
end
if tabData . template then
else
end
numEntries = numEntries + 1
end
end
pipsEnabled = numEntries > 1
end
if blockTabBarCallbacks then
end
end
end
end
end
end
end
end
end
end
end
end
end |