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ZO_GamepadTooltip = { }
local tooltipFunction = tooltipContainer and tooltipContainer . tip . tooltip [ self . currentLayoutFunctionName ]
return nil -- if this line fired you called a function that does not exist on ZO_GamepadTooltip or ZO_Tooltip
end
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_TOOLTIP_NORMAL_BG = 1
GAMEPAD_TOOLTIP_DARK_BG = 2
local gamepadTooltip = { }
return gamepadTooltip
end
self . dialogControl = dialogControl
self . tooltips = { }
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 . 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
self . tooltips [ tooltipType ] =
{
bgControl = bgControl ,
darkBgControl = darkBgControl ,
headerContainerControl = headerContainerControl ,
headerControl = headerControl ,
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 tooltipContainer 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
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 not tooltipContainer then
return nil
else
return tooltipContainer . tip . tooltip
end
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
return self . tooltips [ tooltipType ]
end
end
end
--Title
if title then
end
--Body
end
end |