// 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