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ZO_GAMEPAD_FLOATING_SCROLL_TOOLTIP_TOP_ICON_PADDING_Y = 35
ZO_GAMEPAD_FLOATING_SCROLL_SAFE_TOOLTIP_TOP_OFFSET = ZO_GAMEPAD_SAFE_ZONE_INSET_Y + ZO_GAMEPAD_FLOATING_SCROLL_TOOLTIP_TOP_ICON_PADDING_Y
ZO_ScrollTooltip_Gamepad = { } -- A scrolling wrapper for ZO_Tooltip
local MIN_SCROLL_VALUE = 0
local MAX_SCROLL_VALUE = 100
end
end
end
local canScroll = verticalExtents > 0
end
else
end
end
end
end
function ZO_ScrollTooltip_Gamepad : OnScrollExtentsChanged ( scroll , horizontalExtents , verticalExtents )
-- If our height is > 0, and our scroll child is bigger than self (which means it would have to scroll to fit)...
ZO_UpdateScrollFade ( self . useFadeGradient , self . scroll , ZO_SCROLL_DIRECTION_VERTICAL , ZO_GetScrollMaxFadeGradientSize ( self ) )
end
end
ZO_ScrollRelative ( self , - scrollInput * self . magnitude * self . baseMagnitude * GetFrameDeltaTimeMilliseconds ( ) )
end
end
ZO_UpdateScrollFade ( self . useFadeGradient , self . scroll , ZO_SCROLL_DIRECTION_VERTICAL , ZO_GetScrollMaxFadeGradientSize ( self ) )
end
if resetScroll ~= false then -- Default to true, but allow overriding.
ZO_UpdateScrollFade ( self . useFadeGradient , self . scroll , ZO_SCROLL_DIRECTION_VERTICAL , ZO_GetScrollMaxFadeGradientSize ( self ) )
end
end
end
end
end
end
do
local RESIZE_UPDATE_SENSITIVITY_LIMIT = . 0001
local ANCHORS_TO_BACKGROUND = true
if zo_abs ( contentHeight - control . lastContentHeight ) > RESIZE_UPDATE_SENSITIVITY_LIMIT or control . forceResizeUpdate then
local totalHeight = contentHeight + ZO_GAMEPAD_FLOATING_SCROLL_TOOLTIP_TOP_ICON_PADDING_Y * 2
end
end
end
function ZO_ResizingFloatingScrollTooltip_Gamepad_OnInitialized ( control , tooltipStyles , screenResizeHandler , scrollIndicatorSide , scrollIndicatorOffsetX )
end )
end
if scrollIndicatorSide then
ZO_Scroll_Gamepad_SetScrollIndicatorSide ( control . scrollTooltip . scrollIndicator , control , scrollIndicatorSide , scrollIndicatorOffsetX , nil , ANCHORS_TO_BACKGROUND )
end
end
end |