local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.PhoneMessage.MessageImageDialogBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "MessageImageDialog"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.ImportCsToLua
  L1_2 = L1_2.CS_RPG_Client_UILayer_Dialog
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.MessageImageDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._image_path = nil
end
L0_1.ctor = L1_1
function L1_1(A0_2, A1_2)
  A0_2._image_path = A1_2
end
L0_1.init = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_bg
  L4_2 = A0_2.exit
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._on_load = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2.load_sprite_to
  L3_2 = A0_2._binder
  L3_2 = L3_2.img_content
  L4_2 = A0_2._image_path
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._refresh_hint
  L1_2(L2_2)
end
L0_1._setup_view = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_hint
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = G
  L3_2 = L3_2.Utils
  L3_2 = L3_2.is_gamepad_input
  L3_2 = L3_2()
  if L3_2 then
    L3_2 = "ActionGroupTextmapID_ActionGroup_Return"
    if L3_2 then
      goto lbl_14
    end
  end
  L3_2 = "UIText_PhoneMessage_ReplyImg_Close"
  ::lbl_14::
  L1_2(L2_2, L3_2)
end
L0_1._refresh_hint = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2
  L3_2 = A0_2
  L2_2 = A0_2._refresh_hint
  L2_2(L3_2)
end
L0_1._on_in_control_input_switch = L1_1
return L0_1
