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local TUTORIAL_SEEN = truelocal TUTORIAL_NOT_SEEN = false--Allow extra space for icons and keybind backgrounds that can extend above and below the top and bottom lines.ZO_TUTORIAL_DIALOG_DESCRIPTION_EDGE_PADDING_Y = 6ZO_TUTORIAL_DIALOG_DESCRIPTION_TOTAL_PADDING_Y = ZO_TUTORIAL_DIALOG_DESCRIPTION_EDGE_PADDING_Y * 2ZO_TUTORIAL_DIALOG_SOFT_MAX_HEIGHT = 350ZO_TUTORIAL_DIALOG_HARD_MAX_HEIGHT = 360 local dialogControl = ZO_TutorialDialog { canQueue = true, title = {}, end, buttons = { { keybind = "DIALOG_NEGATIVE", end, }, }, } { canQueue = true, end, gamepadInfo = { dialogType = GAMEPAD_DIALOGS.CENTERED, }, title = { end, }, { end, }, buttons = { { -- Even though this is an ethereal keybind, the name will still be shown as the centered dialogs interact keybind and read during screen narration keybind = "DIALOG_PRIMARY", end, } }, end end, end end, } )endend -- Suppression is disabled in ZO_UiInfoBoxTutorialend return TUTORIAL_TYPE_UI_INFO_BOXend--Additional spacing to account for the backdrop behind a key label if there's one in the last line or the first line ZO_Dialogs_ShowGamepadDialog("UI_TUTORIAL_GAMEPAD", { tutorialIndex = tutorialIndex, owner = self }) else local descriptionHeight = self.dialogDescription:GetTextHeight() + ZO_TUTORIAL_DIALOG_DESCRIPTION_TOTAL_PADDING_Y --To prevent having this pane scroll over a tiny amount of space we only force it to scroll if it hits the hard max height. This guarentees that it will scroll at least (hard - soft UI units). local paneHeight = descriptionHeight if paneHeight > ZO_TUTORIAL_DIALOG_HARD_MAX_HEIGHT then paneHeight = ZO_TUTORIAL_DIALOG_SOFT_MAX_HEIGHT end endend end end endendend if seen then end else endendend |