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			220 lines
		
	
	
	
		
			7.3 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			220 lines
		
	
	
	
		
			7.3 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
local ui = require('openmw.ui')
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local util = require('openmw.util')
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local self = require('openmw.self')
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local ambient = require('openmw.ambient')
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local MODE = ui._getAllUiModes()
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local WINDOW = ui._getAllWindowIds()
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local replacedWindows = {}
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local hiddenWindows = {}
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local modeStack = {}
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local function registerWindow(window, showFn, hideFn)
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    if not WINDOW[window] then
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        error('At the moment it is only possible to override existing windows. Window "'..
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              tostring(window)..'" not found.')
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    end
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    ui._setWindowDisabled(window, true)
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    if replacedWindows[window] then
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        replacedWindows[window].hideFn()
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    end
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    replacedWindows[window] = {showFn = showFn, hideFn = hideFn, visible = false}
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    hiddenWindows[window] = nil
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end
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local function updateHidden(mode, options)
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    local toHide = {}
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    if options and options.windows then
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        for _, w in pairs(ui._getAllowedWindows(mode)) do
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            toHide[w] = true
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        end
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        for _, w in pairs(options.windows) do
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            toHide[w] = nil
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        end
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    end
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    for w, _ in pairs(hiddenWindows) do
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        if toHide[w] then
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            toHide[w] = nil
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        else
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            hiddenWindows[w] = nil
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            if not replacedWindows[w] then
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                ui._setWindowDisabled(w, false)
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            end
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        end
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    end
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    for w, _ in pairs(toHide) do
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        hiddenWindows[w] = true
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        if not replacedWindows[w] then
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            ui._setWindowDisabled(w, true)
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        end
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    end
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end
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local function setMode(mode, options)
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    local function impl()
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        updateHidden(mode, options)
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        ui._setUiModeStack({mode}, options and options.target)
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    end
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    if mode then
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        if not pcall(impl) then
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            error('Invalid mode: ' .. tostring(mode))
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        end
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    else
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        ui._setUiModeStack({})
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    end
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end
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local function addMode(mode, options)
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    local function impl()
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        updateHidden(mode, options)
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        ui._setUiModeStack(modeStack, options and options.target)
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    end
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    modeStack[#modeStack + 1] = mode
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    if not pcall(impl) then
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        modeStack[#modeStack] = nil
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        error('Invalid mode: ' .. tostring(mode))
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    end
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end
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local function removeMode(mode)
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    local sizeBefore = #modeStack
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    local j = 1
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    for i = 1, sizeBefore do
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        if modeStack[i] ~= mode then
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            modeStack[j] = modeStack[i]
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            j = j + 1
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        end
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    end
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    for i = j, sizeBefore do modeStack[i] = nil end
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    if sizeBefore > #modeStack then
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        ui._setUiModeStack(modeStack)
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    end
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end
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local oldMode = nil
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local function onUiModeChanged(arg)
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    local newStack = ui._getUiModeStack()
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    for i = 1, math.max(#modeStack, #newStack) do
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        modeStack[i] = newStack[i]
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    end
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    for w, state in pairs(replacedWindows) do
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        if state.visible then
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            state.hideFn()
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            state.visible = false
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        end
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    end
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    local mode = newStack[#newStack]
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    if mode then
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        for _, w in pairs(ui._getAllowedWindows(mode)) do
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            local state = replacedWindows[w]
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            if state and not hiddenWindows[w] then
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                state.showFn(arg)
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                state.visible = true
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            end
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        end
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    end
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    self:sendEvent('UiModeChanged', {oldMode = oldMode, newMode = mode, arg = arg})
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    oldMode = mode
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end
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local function onUiModeChangedEvent(data)
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    if data.oldMode == data.newMode then
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        return
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    end
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    -- Sounds are processed in the event handler rather than in engine handler
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    -- in order to allow them to be overridden in mods.
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    if data.newMode == MODE.Journal or data.newMode == MODE.Book then
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        ambient.playSound('book open', {scale = false})
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    elseif data.oldMode == MODE.Journal or data.oldMode == MODE.Book then
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        if not ambient.isSoundPlaying('item book up') then
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            ambient.playSound('book close', {scale = false})
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        end
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    elseif data.newMode == MODE.Scroll or data.oldMode == MODE.Scroll then
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        if not ambient.isSoundPlaying('item book up') then
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            ambient.playSound('scroll', {scale = false})
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        end
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    end
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end
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return {
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    interfaceName = 'UI',
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    ---
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    -- @module UI
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    -- @usage require('openmw.interfaces').UI
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    interface = {
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        --- Interface version
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        -- @field [parent=#UI] #number version
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        version = 0,
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        --- All available UI modes.
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        -- Use `view(I.UI.MODE)` in `luap` console mode to see the list.
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        -- @field [parent=#UI] #table MODE
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        MODE = util.makeStrictReadOnly(MODE),
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        --- All windows.
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        -- Use `view(I.UI.WINDOW)` in `luap` console mode to see the list.
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        -- @field [parent=#UI] #table WINDOW
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        WINDOW = util.makeStrictReadOnly(WINDOW),
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        --- Register new implementation for the window with given name; overrides previous implementation.
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        -- Adding new windows is not supported yet. At the moment it is only possible to override built-in windows.
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        -- @function [parent=#UI] registerWindow
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        -- @param #string windowName
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        -- @param #function showFn Callback that will be called when the window should become visible
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        -- @param #function hideFn Callback that will be called when the window should be hidden
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        registerWindow = registerWindow,
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        --- Returns windows that can be shown in given mode.
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        -- @function [parent=#UI] getWindowsForMode
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        -- @param #string mode
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        -- @return #table
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        getWindowsForMode = ui._getAllowedWindows,
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        --- Stack of currently active modes
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        -- @field [parent=#UI] modes
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        modes = util.makeReadOnly(modeStack),
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        --- Get current mode (nil if all windows are closed), equivalent to `I.UI.modes[#I.UI.modes]`
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        -- @function [parent=#UI] getMode
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        -- @return #string
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        getMode = function() return modeStack[#modeStack] end,
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        --- Drop all active modes and set mode.
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        -- @function [parent=#UI] setMode
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        -- @param #string mode (optional) New mode
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        -- @param #table options (optional) Table with keys 'windows' and/or 'target' (see example).
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        -- @usage I.UI.setMode() -- drop all modes
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        -- @usage I.UI.setMode('Interface') -- drop all modes and open interface
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        -- @usage -- Drop all modes, open interface, but show only the map window.
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        -- I.UI.setMode('Interface', {windows = {'Map'}})
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        setMode = setMode,
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        --- Add mode to stack without dropping other active modes.
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        -- @function [parent=#UI] addMode
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        -- @param #string mode New mode
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        -- @param #table options (optional) Table with keys 'windows' and/or 'target' (see example).
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        -- @usage I.UI.addMode('Journal') -- open journal without dropping active modes.
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        -- @usage -- Open barter with an NPC
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        -- I.UI.addMode('Barter', {target = actor})
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        addMode = addMode,
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        --- Remove the specified mode from active modes.
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        -- @function [parent=#UI] removeMode
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        -- @param #string mode Mode to drop
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        removeMode = removeMode,
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        -- TODO
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        -- registerHudElement = function(name, showFn, hideFn) end,
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        -- showHud = function(bool) end,
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        -- isHudVisible = function() end,
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        -- showHudElement = function(name, bool) end,
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        -- hudElements,  -- map from element name to its visibility
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    },
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    engineHandlers = {
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        _onUiModeChanged = onUiModeChanged,
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    },
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    eventHandlers = {
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        UiModeChanged = onUiModeChangedEvent,
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    },
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}
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