1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 |
ZO_GamepadTooltip = { }
if tooltipContainer == nil then
return
end
return nil -- if this line fired you called a function that does not exist on ZO_GamepadTooltip or ZO_Tooltip
end
-- Always default the border to hidden so that tooltips to which it is not relevant don't have to deal with it.
end
else
end
end
return returnValue
end
ZO_GamepadTooltip . metaTable =
{
t . currentLayoutFunctionName = key
end
end ,
}
GAMEPAD_LEFT_TOOLTIP = "GAMEPAD_LEFT_TOOLTIP"
GAMEPAD_RIGHT_TOOLTIP = "GAMEPAD_RIGHT_TOOLTIP"
GAMEPAD_MOVABLE_TOOLTIP = "GAMEPAD_MOVABLE_TOOLTIP"
GAMEPAD_LEFT_DIALOG_TOOLTIP = "GAMEPAD_LEFT_DIALOG_TOOLTIP"
GAMEPAD_QUAD3_TOOLTIP = "GAMEPAD_QUAD3_TOOLTIP"
GAMEPAD_QUAD1_TOOLTIP = "GAMEPAD_QUAD1_TOOLTIP"
GAMEPAD_TOOLTIP_NORMAL_BG = 1
GAMEPAD_TOOLTIP_DARK_BG = 2
local gamepadTooltip = { }
return gamepadTooltip
end
local AUTO_SHOW_BG = true
local DONT_AUTO_SHOW_BG = false
self : InitializeTooltip ( GAMEPAD_LEFT_DIALOG_TOOLTIP , self . dialogControl , "Left" , AUTO_SHOW_BG , RIGHT )
end
function ZO_GamepadTooltip : InitializeTooltip ( tooltipType , baseControl , prefix , autoShowBg , scrollIndicatorSide )
container . tip . initialized = false ;
container . statusLabelValueForVisualLayer = container : GetNamedChild ( "StatusLabelValueForVisualLayer" )
_G [ tooltipType .. "_BACKGROUND_FRAGMENT" ] = bgFragment
_G [ tooltipType .. "_DARK_BACKGROUND_FRAGMENT" ] = darkBgFragment
local headerControl = nil
if headerContainerControl ~= nil then
if headerContainer ~= nil then
end
end
{
bgControl = bgControl ,
darkBgControl = darkBgControl ,
headerContainerControl = headerContainerControl ,
headerControl = headerControl ,
gamepadTooltipContainerBorderControl = gamepadTooltipContainerBorderControl ,
bgFragment = bgFragment ,
darkBgFragment = darkBgFragment ,
autoShowBg = autoShowBg ,
defaultAutoShowBg = autoShowBg ,
bgType = GAMEPAD_TOOLTIP_NORMAL_BG ,
resetScroll = true ,
scrollIndicatorSide = scrollIndicatorSide ,
}
end
--Set retainFragment to true if you intend to re-layout this tooltip immediately after calling ClearTooltip
--This saves us the performance cost of removing the fragment just to add it right back in again
--Particularly when done in an update loop
if tooltipContainer then
if not retainFragment then
end
end
end
end
if tooltipContainerTip then
end
end
if container . gamepadTooltipContainerBorderControl then
end
end
end
if stat == nil then stat = "" end
if visualLayer == nil then visualLayer = "" end
if tooltipContainer then
if visualLayer ~= "" then
else
end
end
end
end
movableTooltipContainer : SetAnchor ( anchor : GetMyPoint ( ) , anchor : GetTarget ( ) , anchor : GetRelativePoint ( ) , anchor : GetOffsetX ( ) , anchor : GetOffsetY ( ) )
end
end
if tooltipContainer then
-- we don't want to initialize the tip at this point, because we don't need it to be yet
-- and this is called in the class initialization, which defeats the point of deferring initialization of the tip
local tooltipContainerTip = tooltipContainer . tip
end
end
end
end
end
end
end
tooltipInfo . resetScroll = resetScroll
end
end
tooltipInfo . autoShowBg = tooltipInfo . defaultAutoShowBg
tooltipInfo . bgType = GAMEPAD_TOOLTIP_NORMAL_BG
tooltipInfo . resetScroll = true
if tooltipInfo . headerContainerControl ~= nil then
end
if tooltipType == GAMEPAD_MOVABLE_TOOLTIP then
local HIDE_LEFT_DIVIDER = false
local HIDE_RIGHT_DIVIDER = false
end
end
if tooltipContainerTip then
return tooltipContainerTip . tooltip
end
end
end
if tooltipContainer then
local tooltipContainerTip = tooltipContainer . tip
if tooltipContainerTip . initialized == false then
tooltipContainerTip . initialized = true
tooltipContainerTip . tooltip . gamepadTooltipContainerBorderControl = tooltipContainer . gamepadTooltipContainerBorderControl
end
return tooltipContainerTip
end
end
end
if info . bgType == GAMEPAD_TOOLTIP_NORMAL_BG then
return info . bgFragment
elseif info . bgType == GAMEPAD_TOOLTIP_DARK_BG then
return info . darkBgFragment
end
end
end
end
end
end |