// create focus indicator if necessary
var fclass = this.focusclass;
if ( typeof ( canvas.focusclass ) != 'undefined' ){
fclass = canvas.focusclass;
}
if ( fclass != null ){
canvas.__focus = new lz[ fclass ](canvas);
canvas.__focus.reset();
}
super.init();
lastpar.nodeLevel )){
lastpar = par;
lastbut = tbut;
}
}
return lastbut;
]]>
while ( v1.nodeLevel > v2.nodeLevel ){
v1 = v1.immediateparent;
if ( !v1.visible ) return null;
}
while ( v2.nodeLevel > v1.nodeLevel ){
v2 = v2.immediateparent;
if ( !v2.visible ) return null;
}
while ( v1 != v2 ){
v1 = v1.immediateparent;
v2 = v2.immediateparent;
if ( !v1.visible || !v2.visible ) return null;
}
return v1;
//if the mode changes, and the focussed view is in the mode
//it'll clear it (and change the focus)
//however, if the focussed view was already null, the lz.Focus
//will not notify us of a focus change (because it hasn't)
if ( lz.Focus.getFocus() == null ){
this.checkDefault( null );
}
this.defaultstyle = def;
if (this.ondefaultstyle) this.ondefaultstyle.sendEvent(def);
if (this.defaultstyle == null) {
this.defaultstyle = new lz.style(canvas, {isdefault:true});
}
return this.defaultstyle