/* Keep the installed quest-panel anchor across classic/action/minimap layouts.
   Header controls stay outside the scrolling goals and the old fade mask. */
#gameHud .quest-panel.quest-tracker{display:flex;flex-direction:column;overflow:hidden;mask-image:none;--quest-tracker-top:110px;--quest-tracker-limit:48vh;top:min(var(--quest-tracker-top),max(8px,calc(100dvh - 80px)));max-height:max(64px,min(var(--quest-tracker-limit),calc(100vh - var(--quest-tracker-top) - 12px)));max-height:max(64px,min(var(--quest-tracker-limit),calc(100dvh - var(--quest-tracker-top) - 12px)));z-index:3;background-color:#0c1b21f2;background-image:none}
#gameHud .quest-tracker-header{display:flex;align-items:center;gap:4px;flex-shrink:0;margin-bottom:4px}
#gameHud .quest-tracker-header .eyebrow{flex:1;min-width:0;margin:0;overflow:hidden;text-overflow:ellipsis;white-space:nowrap}
#gameHud .quest-tracker-header button{flex:0 0 32px;width:32px;height:32px;min-height:32px;padding:0;border:1px solid #c9b88966;border-radius:4px;background:#10212ce8;color:#f4e1b2;font-size:19px;line-height:1;cursor:pointer}
#gameHud .quest-tracker #questList{min-height:0;overflow-y:auto;scrollbar-width:thin}
#gameHud .quest-tracker button:focus-visible{outline:2px solid #ffe6a0;outline-offset:2px}
#gameHud .quest-panel.quest-tracker.quest-tracker-closed{width:max-content;max-width:calc(100vw - 24px);max-height:none;padding:0;border:0;background:none;overflow:visible;pointer-events:none}
#gameHud .quest-tracker-restore{min-height:36px;padding:6px 12px;border:1px solid #c9b88988;border-radius:4px;background:#10212ce8;color:#f4e1b2;cursor:pointer;pointer-events:auto;font:inherit}
#gameHud .quest-panel.quest-tracker[hidden],#gameHud .quest-tracker [hidden]{display:none!important}/* Match existing anchors; clamp only when a very short viewport cannot hold
   even the header. PC gets useful scroll space; touch keeps its compact cap
   so the existing pad remains above this layer. No map/camera/HUD relocation. */
@media(max-width:720px){#gameHud .quest-panel.quest-tracker{--quest-tracker-top:148px}}
@media(min-width:721px){body.has-minimap #gameHud .quest-panel.quest-tracker{--quest-tracker-top:292px}}
body.action-layout #gameHud .quest-panel.quest-tracker{--quest-tracker-top:128px;--quest-tracker-limit:36vh}
@media(max-width:1100px){body.action-layout #gameHud .quest-panel.quest-tracker{--quest-tracker-limit:33vh}}
@media(max-width:720px){body.action-layout #gameHud .quest-panel.quest-tracker{--quest-tracker-top:112px;--quest-tracker-limit:24vh}}
@media(max-height:560px) and (min-width:721px){body.action-layout #gameHud .quest-panel.quest-tracker{--quest-tracker-top:112px;--quest-tracker-limit:26vh}}
@media(max-height:560px){body:not(.touch-controls) #gameHud .quest-panel.quest-tracker{--quest-tracker-limit:48vh}}
.quest-tracker-compact{display:none}
/* Very short screens use existing Community > Quest menu (or L) instead.
   CSS hiding preserves native objectives and user collapse/close preference
   when resizing back; no floating control competes with the hotbar pages. */
@media(max-height:280px){
 #gameHud .quest-panel.quest-tracker{display:none!important}
}
/* Short Classic uses the existing Community > Quest menu / L as well;
   its floating tracker shares space with the unchanged hotbar page controls. */
@media(max-height:560px){body:not(.action-layout) #gameHud .quest-panel.quest-tracker{display:none!important}}
