local f0_local0 = module local f0_local1, f0_local2 = ... f0_local0( f0_local1, package.seeall ) CoD.PrintModuleLoad( "Registering " .. _NAME ) LUI.ButtonDescText = {} LUI.ButtonDescText.new = function ( f1_arg0, f1_arg1 ) if not f1_arg1 then f1_arg1 = {} end local f1_local0 = f1_arg1.lines or 2 local self = LUI.UIElement.new() self.id = "generic_button_desc_text_id" self:registerAnimationState( "default", { leftAnchor = true, rightAnchor = true, topAnchor = true, bottomAnchor = false, left = 0, right = 0, top = 0, bottom = f1_local0 * CoD.TextSettings.SmallFont.Height } ) self:animateToState( "default" ) local f1_local2 = LUI.UIImage.new() f1_local2.id = "left_bullet_point" f1_local2:registerAnimationState( "default", { material = RegisterMaterial( "white" ), topAnchor = true, bottomAnchor = false, leftAnchor = true, rightAnchor = false, top = 3, left = 100, height = 13, width = 5, alpha = 0.6 } ) f1_local2:animateToState( "default" ) self:addElement( f1_local2 ) local f1_local3 = LUI.UIMarqueeText.new() f1_local3.id = "desc_text" f1_local3:SetUseTextWrapping( true ) f1_local3:SetTextHeight( CoD.TextSettings.SmallFont.Height ) f1_local3:registerAnimationState( "default", { alignment = LUI.Alignment.Left, font = CoD.TextSettings.SmallFont.Font, topAnchor = true, bottomAnchor = false, leftAnchor = true, rightAnchor = true, top = 0, bottom = f1_local0 * CoD.TextSettings.SmallFont.Height, left = 111, right = -23, red = Colors.primary_text_color.r, green = Colors.primary_text_color.g, blue = Colors.primary_text_color.b, alpha = 1 } ) f1_local3:animateToState( "default" ) f1_local3:registerEventHandler( "set_button_info_text", function ( element, event ) if event.text then element:setText( event.text ) end end ) self:addElement( f1_local3 ) return self end LUI.ButtonDescText.build = function ( f3_arg0, f3_arg1, f3_arg2 ) return LUI.ButtonDescText.new( f3_arg0, f3_arg1 ) end LUI.MenuBuilder.registerType( "button_desc_text", LUI.ButtonDescText.build ) LockTable( _M )