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end if tooltip == ItemTooltip then endend-- Yes, all controls that want to clear tooltips could just call Tooltip:ClearLines.-- This function is here in case we want to have custom behavior for clearing tooltips. end if not tooltip.animation then if completedPlaying then end end) end end endend end endendfunction SetTooltipText(tooltip, text, color, colorG, colorB, lineAnchor, modifyTextType, textAlignment, setToFullSize, minWidth, lineSpacing) local r, g, b then g = colorG b = colorB else end tooltip:AddLine(text, "", r, g, b, lineAnchor, modifyTextType, textAlignment, setToFullSize, minWidth, lineSpacing) else endend-- Pass nil for relativePoint to have the control choose a good relativePoint end if owner then else end end if tooltip.animation then endendlocal QUAD_TOPLEFT = 1local QUAD_TOPRIGHT = 2local QUAD_BOTTOMRIGHT = 3local QUAD_BOTTOMLEFT = 4local OFFSET_FROM_OWNER = 4local BETWEEN_TOOLTIP_OFFSET_X = 20local BETWEEN_TOOLTIP_OFFSET_Y = 40 if ownerMiddleX >= middleScreenX and ownerMiddleY < middleScreenY then return QUAD_TOPRIGHT elseif ownerMiddleX >= middleScreenX and ownerMiddleY >= middleScreenY then return QUAD_BOTTOMRIGHT elseif ownerMiddleX < middleScreenX and ownerMiddleY >= middleScreenY then return QUAD_BOTTOMLEFT end return QUAD_TOPLEFTend return comparativeTooltip end return nilenddo local g_comparisonDynamicAnchors = {} local function DynamicAnchorLayout(tooltip, owner, quadrant, comparativeTooltip1, comparativeTooltip2, relativeAnchorsUsed) local positionToLeftByAnchors = relativeAnchorsUsed and isValid and ZO_FlagHelpers.MaskHasFlag(point, RIGHT) or false local positionToLeftByQuadrant = not relativeAnchorsUsed and quadrant and (quadrant == QUAD_TOPLEFT or quadrant == QUAD_BOTTOMLEFT) if comparativeTooltip1 and comparativeTooltip2 then if positionToLeftByAnchors or positionToLeftByQuadrant then else end elseif comparativeTooltip1 then if positionToLeftByAnchors or positionToLeftByQuadrant then else end end end g_comparisonDynamicAnchors[tooltip] = nil else end end end EVENT_MANAGER:RegisterForUpdate("UpdateComparisonDynamicAnchors", 0, UpdateComparisonDynamicAnchors) function StartWatchingComparisonDynamicAnchor(tooltip, owner, quadrant, comparativeTooltip1, comparativeTooltip2, relativeAnchorsUsed) if comparativeTooltip1 then g_comparisonDynamicAnchors[tooltip] = { owner, quadrant, comparativeTooltip1, comparativeTooltip2, relativeAnchorsUsed } else g_comparisonDynamicAnchors[tooltip] = nil end endendfunction ZO_Tooltips_SetupDynamicTooltipAnchors(tooltip, owner, comparativeTooltip1, comparativeTooltip2, useRelativeAnchors) if tooltip and owner then local quadrant = nil local relativeAnchorsUsed = false if useRelativeAnchors then if isValid then relativeAnchorsUsed = true end end if not relativeAnchorsUsed then local ownerMiddleX = (left + right) / (2 * ownerScale) local ownerMiddleY = (top + bottom) / (2 * ownerScale) local middleScreenX = screenWidth / 2 local middleScreenY = screenHeight / 2 if quadrant == QUAD_TOPLEFT or quadrant == QUAD_BOTTOMLEFT then else end end if comparativeTooltip2 and not comparativeTooltip1 then comparativeTooltip1 = comparativeTooltip2 comparativeTooltip2 = nil end StartWatchingComparisonDynamicAnchor(tooltip, owner, quadrant, comparativeTooltip1, comparativeTooltip2, relativeAnchorsUsed) endend endendendlocal OFFSET_DISTANCE = 5local OFFSETS_X ={ [TOP] = 0, [BOTTOM] = 0, [LEFT] = -OFFSET_DISTANCE, [RIGHT] = OFFSET_DISTANCE,}local OFFSETS_Y ={ [TOP] = -OFFSET_DISTANCE, [BOTTOM] = OFFSET_DISTANCE, [LEFT] = 0, [RIGHT] = 0,}local SIDE_TO_TOOLTIP_SIDE ={ [TOP] = BOTTOM, [BOTTOM] = TOP, [LEFT] = RIGHT, [RIGHT] = LEFT,} if side == nil then else InitializeTooltip(InformationTooltip, control, SIDE_TO_TOOLTIP_SIDE[side], OFFSETS_X[side], OFFSETS_Y[side]) end endendend if not tooltipControl.dividerPool then --ZO_ItemTooltip_SetStolen swaps out the divider texture so we have to reset it back end) end endend if gameDataType == TOOLTIP_GAME_DATA_DIVIDER then endend if tooltipControl.dividerPool then endend |