Fonts: say what Global Font covers, and what it does not - #2000
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Global Font styles our own text; Blizzard's is left alone unless Apply to All Game Text is on. The row had no tooltip at all, so someone who set a font and saw the quest log and spellbook keep the game face had nothing to read and no reason to look further down the section. Reported that way. The toggle's own tooltip already explains it, which is only useful once you have found the toggle.
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What does this PR do?
Adds a tooltip to the Global Font dropdown. No behavior change.
Global Font styles EllesmereUI's own text. Blizzard's own text is left on the game face unless Apply to All Game Text is enabled, which is off by default. That row had no tooltip at all, so someone who picked a font and then saw the quest log, spellbook and achievements keep the default face had nothing to read on the control they had just used, and no reason to look further down the section.
The Apply to All Game Text toggle already explains this well, but its tooltip only helps once you have found the toggle.
Reported by @fource, who had set a global font and asked why quest text and the spellbook still differed, and apologised in case it was a stupid question. It was not; there was nothing on screen to tell them.
How was it tested?
Text-only change to one options row. Verified the file still compiles under Lua 5.1 (
luac -p) and that the tooltip renders in the same position as the sibling Outline Mode row, which is the only other tooltip in that block.No locale key change: option row
tooltip=fields are plain strings, notEllesmereUI.L()calls, and re-running.tools/extract-locale-keys.shleavesEllesmereUILocales/_keys.txtbyte-identical.Screenshots
Not included; the change is one tooltip string on an existing control.
Checklist
HookScript/hooksecurefunconly, neverSetScripton Blizzard frames -- N/A