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local POINT = 1local TARGET = 2local REL_POINT = 3local OFFS_X = 4local OFFS_Y = 5local CONSTRAINTS = 6ZO_OPPOSING_ANCHOR_POINTS ={ [BOTTOM] = TOP, [BOTTOMLEFT] = TOPRIGHT, [BOTTOMRIGHT] = TOPLEFT, [CENTER] = CENTER, [LEFT] = RIGHT, [RIGHT] = LEFT, [TOP] = BOTTOM, [TOPLEFT] = BOTTOMRIGHT, [TOPRIGHT] = BOTTOMLEFT,} return ZO_OPPOSING_ANCHOR_POINTS[anchorPoint] or NONEend local screenOffsetX = controlCenterX / screenCenterX local screenOffsetY = controlCenterY / screenCenterY local strongHorizontalAnchor, weakHorizontalAnchor if screenOffsetX < 0.5 then weakHorizontalAnchor = RIGHT strongHorizontalAnchor = screenOffsetX < 0.45 and RIGHT or NONE else weakHorizontalAnchor = LEFT strongHorizontalAnchor = screenOffsetX > 0.55 and LEFT or NONE end local strongVerticalAnchor, weakVerticalAnchor if screenOffsetY < 0.5 then weakVerticalAnchor = BOTTOM strongVerticalAnchor = screenOffsetY < 0.45 and BOTTOM or NONE else weakVerticalAnchor = TOP strongVerticalAnchor = screenOffsetY > 0.55 and TOP or NONE end local strongAnchor = strongHorizontalAnchor + strongVerticalAnchor if strongAnchor ~= NONE then return strongAnchor end local weakAnchor = weakHorizontalAnchor + weakVerticalAnchor return weakAnchorend a.data = { copy[POINT], copy[TARGET], copy[REL_POINT], copy[OFFS_X], copy[OFFS_Y], copy[CONSTRAINTS] } else a.data = { pointOnMe or TOPLEFT, target, pointOnTarget or a[POINT], offsetX or 0, offsetY or 0, constraints or ANCHOR_CONSTRAINS_XY } end return aendend if isValid then endendendendendendendendendendendend if(offsetX) then end if(offsetY) then endendendend then control:SetAnchor(data[POINT], data[TARGET], data[REL_POINT], data[OFFS_X], data[OFFS_Y], data[CONSTRAINTS]) endend then control:SetAnchor(data[POINT], data[TARGET], data[REL_POINT], data[OFFS_X], data[OFFS_Y], data[CONSTRAINTS]) endendGROW_DIRECTION_UP_LEFT = 1GROW_DIRECTION_UP_RIGHT = 2GROW_DIRECTION_DOWN_LEFT = 3GROW_DIRECTION_DOWN_RIGHT = 4local verticalGrowthProduct ={ [GROW_DIRECTION_UP_LEFT] = -1, [GROW_DIRECTION_UP_RIGHT] = -1, [GROW_DIRECTION_DOWN_LEFT] = 1, [GROW_DIRECTION_DOWN_RIGHT] = 1,}local horizontalGrowthProduct ={ [GROW_DIRECTION_UP_LEFT] = -1, [GROW_DIRECTION_UP_RIGHT] = 1, [GROW_DIRECTION_DOWN_LEFT] = -1, [GROW_DIRECTION_DOWN_RIGHT] = 1,}function ZO_Anchor_BoxLayout(currentAnchor, control, controlIndex, containerStride, padX, padY, controlWidth, controlHeight, initialX, initialY, growDirection) growDirection = growDirection or GROW_DIRECTION_DOWN_RIGHT local col = controlIndex - (row * containerStride) padX = col * padX padY = row * padY if(padX < 0) then padX = 0 end if(padY < 0) then padY = 0 end return row, col, offsetX, offsetYend--[[ You would like to anchor "control" to "anchorTo". anchorTo will not move. This function determines the best fit for control so that anchorTo is not obscured and so that control fits in the window. NOTE: anchorTo can't be nil...it MUST be a valid control. The most common use of this function is to anchor a really big window, like a tooltip, to a really small window, like an actionbutton or inventory slot.--]] offsetX = offsetX or 0 offsetY = offsetY or 0 local anchorToCenterX, anchorToCenterY = anchorToLeft + anchorToWidth * 0.5, anchorToTop + anchorToHeight * 0.5 local UICenterX, UICenterY = UIWidth * 0.5, UIHeight * 0.5 if(anchorToCenterX < UICenterX) then if(anchorToCenterY < UICenterY) then --TOPLEFT else --BOTTOMLEFT end else if(anchorToCenterY < UICenterY) then --TOPRIGHT else --BOTTOMRIGHT end endend--anchors a control to the centered text in a larger label control:SetAnchor(anchor:GetMyPoint(), label, anchor:GetRelativePoint(), labelWidth*0.5 - textWidth*0.5 + offX, offY)end local vx = x - anchorCenterX local vy = y - anchorCenterY local vMagSq = vx*vx + vy*vy local rx, ry if(vMagSq > 0.001) then --scale the vector toward the origin of rotation local radiusSq = radius * radius rx = vx * factor ry = vy * factor else --just put it at the top, we're so close to the center that it doesn't really matter what side we're on rx = 0 ry = -radius end end control:SetAnchor(CENTER, anchorToControl, CENTER, math.cos(theta) * radius, (-math.sin(theta)) * radius)endend |