ESO Lua File v100010

internalingame/market/gamepad/marketgridscreen_gamepad.lua

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local FIRST_PAGE_NUMBER = 1
ZO_GAMEPAD_MARKET_PAGE_LEFT_DIRECTION = 1
ZO_GAMEPAD_MARKET_PAGE_RIGHT_DIRECTION = 2
ZO_GAMEPAD_MARKET_PAGE_CONTENT_TEMPLATE = "ZO_GamepadMarket_PageContentTemplate"
local FOCUS_MOVEMENT_TYPES = 
{
    MOVE_NEXT = 1,
    MOVE_PREVIOUS = 2,
}
--[[
Gamepad Grid Focus
Similar to ZO_GamepadFocus but supports two dimensional layouts.
Entries must be added left -> right, top -> bottom, row by row
--]]
local GamepadGridFocus = ZO_GamepadFocus:Subclass()
function GamepadGridFocus:New(...)
    return ZO_GamepadFocus.New(self, ...)
end
function GamepadGridFocus:Initialize(gridWidth, gridHeight, leftBoundCallBack, rightBoundCallBack, topBoundCallBack, bottomBoundCallBack)
    self.data = {}
    self.index = nil
    self.savedIndex = nil
    self.gridWidth = gridWidth
    self.gridHeight = gridHeight
    self.horizontalMovementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL)
    self.verticalMovementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_VERTICAL)
    self:SetActive(false)
    self.cooldown = 0
    self.righBoundCallBack = rightBoundCallBack
    self.directionalInputEnabled = true
    local function GamepadListPlaySound(movementType)
        if movementType == FOCUS_MOVEMENT_TYPES.MOVE_NEXT then
            PlaySound(SOUNDS.GAMEPAD_MENU_DOWN)
        elseif movementType == FOCUS_MOVEMENT_TYPES.MOVE_PREVIOUS then
            PlaySound(SOUNDS.GAMEPAD_MENU_UP)
        end
    end
end
 
do
    local GRID_MOVEMENT_COOL_DOWN_FRAMES = 5
    local LUA_TABLE_OFFSET = 1
    local MOVE_DIRECTION_TABLE =
    {
        [MOVEMENT_CONTROLLER_NO_CHANGE] = 0,
        [MOVEMENT_CONTROLLER_MOVE_NEXT] = 1,
        [MOVEMENT_CONTROLLER_MOVE_PREVIOUS] = -1
    }
    -- Used to map x/y movement to sound direction for sounds: TOPLEFT, TOP, TOPRIGHT // LEFT, MIDDLE, RIGHT // BOTTOMLEFT, BOTTOM, BOTTOMRIGHT
    local DIR_SOUND_MAP = 
    {
        [-1 ] = { [-1 ] = FOCUS_MOVEMENT_TYPES.MOVE_PREVIOUS, [ 0 ] = FOCUS_MOVEMENT_TYPES.MOVE_PREVIOUS, [ 1 ] = FOCUS_MOVEMENT_TYPES.MOVE_PREVIOUS },
        [ 0 ] = { [-1 ] = FOCUS_MOVEMENT_TYPES.MOVE_PREVIOUS, [ 0 ] = nil,                                [ 1 ] = FOCUS_MOVEMENT_TYPES.MOVE_NEXT     },
        [ 1 ] = { [-1 ] = FOCUS_MOVEMENT_TYPES.MOVE_NEXT,     [ 0 ] = FOCUS_MOVEMENT_TYPES.MOVE_NEXT,     [ 1 ] = FOCUS_MOVEMENT_TYPES.MOVE_NEXT     }
    }
    function GamepadGridFocus:UpdateDirectionalInput()
        if self.index and self.cooldown <= 0 then -- Use a cooldown to prevent unintentional jittery movement through the grid
            local moveX, moveY = self.horizontalMovementController:CheckMovement(), self.verticalMovementController:CheckMovement()
            if moveX ~= MOVEMENT_CONTROLLER_NO_CHANGE or moveY ~= MOVEMENT_CONTROLLER_NO_CHANGE then
                local dx, dy = MOVE_DIRECTION_TABLE[moveX], MOVE_DIRECTION_TABLE[moveY]
                local gridX = dx + self:GetGridXPosition()
                local gridY = dy + self:GetGridYPosition()
                
                if gridX < 1 then
                    if self.leftBoundCallBack then
                        self.leftBoundCallBack()
                    end
                elseif gridX > self.gridWidth then
                    if self.righBoundCallBack then
                        self.righBoundCallBack()
                    end
                elseif gridY < 1 then
                    if self.topBoundCallBack then
                        self.topBoundCallBack()
                    end
                elseif gridY > self.gridHeight then
                    if self.bottomBoundCallBack then
                        self.bottomBoundCallBack()
                    end
                else
                    local newIndex = self.index + dx + (dy * self.gridWidth) -- interleaved index
                    local selectedData = self.data[newIndex]
                    if selectedData then
                        self:SetFocusByIndex(newIndex)
                        self.onPlaySoundFunction(DIR_SOUND_MAP[dy][dx])
                    end
                end
                self.cooldown = GRID_MOVEMENT_COOL_DOWN_FRAMES
            end
        else
            self.cooldown = self.cooldown - 1
        end
    end
    function GamepadGridFocus:SetGridDimensions(gridWidth, gridHeight)
        self.gridWidth = gridWidth
        self.gridHeight = gridHeight
    end
    function GamepadGridFocus:GetGridWidth()
        return self.gridWidth
    end
    function GamepadGridFocus:GetGridHeight()
        return self.gridHeight
    end
    function GamepadGridFocus:GetGridDimensions()
        return self.gridWidth, self.gridHeight
    end
    function GamepadGridFocus:GetGridXPosition()
        return LUA_TABLE_OFFSET + zo_mod(self.index - LUA_TABLE_OFFSET, self.gridWidth)
    end
    function GamepadGridFocus:GetGridYPosition()
        return LUA_TABLE_OFFSET + zo_mod(zo_floor((self.index - LUA_TABLE_OFFSET) / self.gridWidth), self.gridHeight)
    end 
    function GamepadGridFocus:GetGridPosition()
        return self:GetGridXPosition(), self:GetGridYPosition()
    end
    function GamepadGridFocus:SetGridPosition(gridX, gridY)
        local newIndex = zo_min(gridX + ((gridY  - LUA_TABLE_OFFSET) * self.gridWidth), #self.data) -- interleaved index
        local selectedData = self.data[newIndex]
        if selectedData then
            self:SetFocusByIndex(newIndex)
        end
    end
end
--
--[[ Gamepad Market Page Fragment ]]--
--
local GamepadMarketPageFragment = ZO_ConveyorSceneFragment:Subclass()
function GamepadMarketPageFragment:New(...)
    return ZO_ConveyorSceneFragment.New(self, ...)
end
do
    local PAGE_IN_ANIMATION = "ZO_GamepadMarket_GridScreen_PageInSceneAnimation"
    local PAGE_OUT_ANIMATION = "ZO_GamepadMarket_GridScreen_PageOutSceneAnimation"
    local FORWARD = true
    local BACKWARD = false
    function GamepadMarketPageFragment:Initialize(control, baseAnchor, alwaysAnimate)
        ZO_ConveyorSceneFragment.Initialize(self, control, baseAnchor, alwaysAnimate, PAGE_IN_ANIMATION, PAGE_OUT_ANIMATION)
        self.direction = ZO_GAMEPAD_MARKET_PAGE_RIGHT_DIRECTION
    end
    function GamepadMarketPageFragment:ChooseAnimation()
        local currentScene = self.sceneManager:GetCurrentScene()
        if self:GetState() == SCENE_FRAGMENT_SHOWING then
            return PAGE_IN_ANIMATION, FORWARD
        else
            return PAGE_OUT_ANIMATION, FORWARD
        end
    end
    
    function GamepadMarketPageFragment:SetAnimationXOffsets(animation, animationTemplate)
        local controlWidth = self.control:GetWidth()
        local controlOffset = controlWidth * 1
        local middleX = self.baseAnchor:GetOffsetX()
        local startX, endX = middleX, middleX
        if animationTemplate == PAGE_IN_ANIMATION and self.direction == ZO_GAMEPAD_MARKET_PAGE_LEFT_DIRECTION then
            startX = middleX + controlOffset
        elseif animationTemplate == PAGE_OUT_ANIMATION and self.direction == ZO_GAMEPAD_MARKET_PAGE_LEFT_DIRECTION then
            endX = middleX - controlOffset
        elseif animationTemplate == PAGE_IN_ANIMATION and self.direction == ZO_GAMEPAD_MARKET_PAGE_RIGHT_DIRECTION then
            startX = middleX - controlOffset
        else
            endX = middleX + controlOffset
        end
        animation:SetStartOffsetX(startX)
        animation:SetEndOffsetX(endX)
    end
end
function GamepadMarketPageFragment:SetDirection(direction)
    self.direction = direction
end
--
--[[ Gamepad Market Grid Screen ]]--
--
ZO_GamepadMarket_GridScreen = ZO_Object:Subclass()
do
    local GAMEPAD_MARKET_BLANK_TILE_TEMPLATE = "ZO_Gamepad_MarketBlankTileTemplate"
    function ZO_GamepadMarket_GridScreen:Initialize(control, gridWidth, gridHeight, initialTabBarEntries, StickTopBoundCallBack)
        control.owner = self
        self.control = control
        self.currentCategoryControl = control -- Used for product parenting, may be updated by subclass
        local controlName = control:GetName()
        self.pageName = controlName .. ZO_GAMEPAD_MARKET_PAGE_CONTENT_TEMPLATE
        self.productName = controlName .. ZO_GAMEPAD_MARKET_PRODUCT_TEMPLATE
        self.blankProductName = controlName .. GAMEPAD_MARKET_BLANK_TILE_TEMPLATE
        self.fullPane = self.control:GetNamedChild("FullPane")
        self.contentContainer = self.fullPane:GetNamedChild("ContainerContent")
        self.selectingItem = false
        local function CreateBlankTile(objectPool)
            return CreateControlFromVirtual(self.blankProductName, self.currentCategoryControl, GAMEPAD_MARKET_BLANK_TILE_TEMPLATE, objectPool:GetNextControlId())
        end
        self.blankTilePool = ZO_ObjectPool:New(CreateBlankTile)
        local function StickLeftBoundCallBack()
            self:PreviousPage()
        end
        local function StickRightBoundCallBack()
            self:NextPage()
        end
        self.currentItemAnchor = ZO_Anchor:New(TOPLEFT, self.currentPage, TOPLEFT, 0, 0)
        self.focusList = GamepadGridFocus:New(gridWidth, gridHeight, StickLeftBoundCallBack, StickRightBoundCallBack, StickTopBoundCallBack)
        self.focusList:SetFocusChangedCallback(function(...) self:OnSelectionChanged(...)  end)
        self.previewProducts = {}
        self:InitializeHeaderData(initialTabBarEntries)
        self:InitializePageData()
        self:InitializeFooterData()
        self.headerContainer = self.control:GetNamedChild("Quadrant1ContainerHeaderContainer")
        self.header = self.headerContainer.header
        ZO_GamepadGenericHeader_Initialize(self.header, initialTabBarEntries ~= nil)
    end
end
function ZO_GamepadMarket_GridScreen:Activate()
    if not self.selectingItem then
        self.focusList:Activate()
        self.selectingItem = true
    end
end
function ZO_GamepadMarket_GridScreen:Deactivate()
    if self.selectingItem then
        self.focusList:Deactivate()
        self.selectingItem = false
    end
end
function ZO_GamepadMarket_GridScreen:ClearGridList()
    self.focusList:RemoveAllEntries()
end
function ZO_GamepadMarket_GridScreen:SetGridDimensions(gridWidth, gridHeight)
    self.focusList:SetGridDimensions(gridWidth, gridHeight)
end
function ZO_GamepadMarket_GridScreen:InitializePageData()
    local isValidAnchor, point, relativeTo, relativePoint, offsetX, offsetY = self.contentContainer:GetAnchor(0)
    local pageTopLeftAnchor = ZO_Anchor:New(point, relativeTo, relativePoint, offsetX, offsetY)
    local ALWAYS_ANIMATE = true
    local function CreatePageContentControl(objectPool)
        local id = objectPool:GetNextControlId()
        local pageControl = CreateControlFromVirtual(self.pageName, self.fullPane, ZO_GAMEPAD_MARKET_PAGE_CONTENT_TEMPLATE, id)
        pageControl.fragment = GamepadMarketPageFragment:New(pageControl, pageTopLeftAnchor, ALWAYS_ANIMATE)
        pageControl.items = {}
        pageControl.blankTiles = {}
        return pageControl
    end
    local function RefreshPageContentControl(pageControl)
        if pageControl.fragment:IsShowing() then
            SCENE_MANAGER:RemoveFragment(pageControl.fragment)
        end
        ZO_ClearTable(pageControl.items)
        ZO_ClearTable(pageControl.blankTiles)
    end
    self.pageControlPool = ZO_ObjectPool:New(CreatePageContentControl, RefreshPageContentControl)
    self.pages = {}
    self.currentPageNumber = 0
end
function ZO_GamepadMarket_GridScreen:ClearPages()
    if self.currentPage then
        SCENE_MANAGER:RemoveFragment(self.currentPage.fragment)
    end
    ZO_ClearTable(self.pages)
    ZO_ClearTable(self.previewProducts)
    self.currentPageNumber = 0
    self.lastPage = nil
    self.currentPage = nil
    self.pageControlPool:ReleaseAllObjects()
    self.blankTilePool:ReleaseAllObjects()
end
function ZO_GamepadMarket_GridScreen:GetNumPages()
    return #self.pages
end
function ZO_GamepadMarket_GridScreen:PrepareGridForBuild(itemsPerRow, itemsPerColumn, itemWidth, itemHeight, itemPadding)
    self:ClearPages()
    self:SetGridDimensions(itemsPerRow, itemsPerColumn)
    self.numItemsOnPage = itemsPerRow * itemsPerColumn
    self.totalItems = 0
    -- We always want at least one page.
    local page = self.pageControlPool:AcquireObject()
    table.insert(self.pages, page)
    self:SetGridDimensions(itemsPerRow, itemsPerColumn)
    self.currentPage = self.pages[FIRST_PAGE_NUMBER]
    self.currentPageNumber = FIRST_PAGE_NUMBER
    self.boxIndex = 0
    self.currentItemAnchor:SetTarget(self.currentPage)
    self.itemsPerRow = itemsPerRow
    self.itemsPerColumn = itemsPerColumn
    self.itemWidth = itemWidth
    self.itemHeight = itemHeight
    self.itemPadding = itemPadding
end
do
    local GRID_INITIAL_X_OFFSET = 0
    local GRID_INITIAL_Y_OFFSET = 0
    function ZO_GamepadMarket_GridScreen:AddEntry(marketProduct, control, dontAddToFocusList)
        if #self.currentPage.items == self.numItemsOnPage then
            self.currentPageNumber = self.currentPageNumber + 1
            self.currentPage = self.pageControlPool:AcquireObject()
            table.insert(self.pages, self.currentPage)
        end
        self.currentItemAnchor:SetTarget(self.currentPage)
        control:ClearAnchors()
        ZO_Anchor_BoxLayout(self.currentItemAnchor, control, self.boxIndex, self.itemsPerRow, self.itemPadding, self.itemPadding, self.itemWidth, self.itemHeight, GRID_INITIAL_X_OFFSET, GRID_INITIAL_Y_OFFSET)
        control:SetDimensions(self.itemWidth, self.itemHeight)
        self.boxIndex = zo_mod(self.boxIndex + 1, self.numItemsOnPage) -- uses indexes starting from 0
        control:SetParent(self.currentPage)
        control:SetHidden(true) -- Default to hidden to prevent visual bugs when switching tabs in the market
        if dontAddToFocusList ~= true then
            table.insert(self.currentPage.items, marketProduct)
            marketProduct:SetPageData(#self.pages, #self.currentPage.items)
            self.totalItems = self.totalItems + 1
            if marketProduct:HasPreview() then
                table.insert(self.previewProducts, marketProduct)
                marketProduct:SetPreviewIndex(#self.previewProducts)
            end
        else
            table.insert(self.currentPage.blankTiles, control)
        end
    end
end
do 
    local DONT_ADD_TO_FOCUS_LIST = true
    function ZO_GamepadMarket_GridScreen:FinishPageWithBlankTiles()
        -- If the last page isn't full, fill the rest of the slots with blank tiles
        local currentItemIndex = self:GetNumberOfItemsOnCurrentPage()
        if currentItemIndex < self.numItemsOnPage then
            local lastItemIndex = self.numItemsOnPage - 1
            for i = currentItemIndex, lastItemIndex do
                local blankTile = self.blankTilePool:AcquireObject()
                self:AddEntry(nil, blankTile, DONT_ADD_TO_FOCUS_LIST)
            end
        end
    end
end
function ZO_GamepadMarket_GridScreen:RefreshPageVisibility(direction)
    if self.lastPage then
        self.lastPage.fragment:SetDirection(direction)
        SCENE_MANAGER:RemoveFragment(self.lastPage.fragment)
    end
    if self.currentPage then
        for _, product in pairs(self.currentPage.items) do
            product:SetHidden(false)
        end
        for _, blankTile in pairs(self.currentPage.blankTiles) do
            blankTile:SetHidden(false)
        end
        self.currentPage.fragment:SetDirection(direction)
        SCENE_MANAGER:AddFragment(self.currentPage.fragment)
    end
    self:RefreshFooter()
end
function ZO_GamepadMarket_GridScreen:Commit(direction, keepCurrentPage)
    if keepCurrentPage ~= true then
        self:FinishPageWithBlankTiles()
        self.currentPageNumber = FIRST_PAGE_NUMBER
        self.currentPage = self.pages[FIRST_PAGE_NUMBER]
    end
    if self.currentPage then
        for _, item in ipairs(self.currentPage.items) do
            self.focusList:AddEntry(item:GetFocusData())
        end
        self.focusList:SetFocusToFirstEntry()
    end
    self:RefreshPageVisibility(direction)
end
function ZO_GamepadMarket_GridScreen:RefreshKeybinds()
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptors)
end
do
    local KEEP_CURRENT_PAGE = true
    function ZO_GamepadMarket_GridScreen:SetPageNumber(pageNumber, direction)
        self:ClearGridList()
        self.lastPage, self.currentPage = self.currentPage, self.pages[pageNumber]
        self.currentPageNumber = pageNumber
        self:Commit(direction, KEEP_CURRENT_PAGE)
    end
end
function ZO_GamepadMarket_GridScreen:HasNextPage()
    return self.currentPageNumber < self:GetNumPages()
end
function ZO_GamepadMarket_GridScreen:NextPage()
    if self:HasNextPage() then
        self:SetPageNumber(self.currentPageNumber + 1, ZO_GAMEPAD_MARKET_PAGE_LEFT_DIRECTION)
    end
end
function ZO_GamepadMarket_GridScreen:HasPreviousPage()
    return self.currentPageNumber > 1
end
function ZO_GamepadMarket_GridScreen:PreviousPage()
    if self:HasPreviousPage() then
        self:SetPageNumber(self.currentPageNumber - 1, ZO_GAMEPAD_MARKET_PAGE_RIGHT_DIRECTION)
    end
end
function ZO_GamepadMarket_GridScreen:GetNumberOfItemsOnCurrentPage()
    if self.currentPage then
        return #self.currentPage.items
    else
        return 0
    end
end
function ZO_GamepadMarket_GridScreen:InitializeHeaderData(initialTabBarEntries)
    local function UpdateCrownLabel(control)
        ZO_CurrencyControl_SetSimpleCurrency(control, CURRENCY_TYPE_CROWNS, GetMarketCurrency(), ZO_GAMEPAD_MARKET_CURRENCY_OPTIONS)
        return true
    end
    local function UpdateCapacity()
        return zo_strformat(SI_GAMEPAD_MARKET_CAPACITY_FORMAT, GetNumBagUsedSlots(BAG_BACKPACK), GetBagSize(BAG_BACKPACK))
    end
    self.headerData = 
    {
        contextTitleText = GetString(SI_GAMEPAD_MARKET_TITLE),
        data1HeaderText = GetString(SI_CURRENCY_CROWN),
        data1Text = UpdateCrownLabel,
        data2HeaderText = GetString(SI_GAMEPAD_INVENTORY_CAPACITY),
        data2Text = UpdateCapacity,
        tabBarEntries = initialTabBarEntries
    }
    if initialTabBarEntries == nil then
        self.headerData.titleText = GetString(SI_GAMEPAD_MARKET_TITLE) -- Default title
    end
    
    self:RefreshHeader()
end
function ZO_GamepadMarket_GridScreen:InitializeFooterData()
    local footerControl = self.control:GetNamedChild("FullPaneContainerFooter")
    self.footer = 
    {
        control = footerControl,
        previousControl = footerControl:GetNamedChild("Previous"),
        nextControl = footerControl:GetNamedChild("Next"),
        pageControl = footerControl:GetNamedChild("PageNumber"),
        pageNumLabel = footerControl:GetNamedChild("PageNumberNumber")
    }
end
function ZO_GamepadMarket_GridScreen:RefreshHeader()
    if self.isInitialized then
        ZO_GamepadGenericHeader_Refresh(self.header, self.headerData)
    end
end
function ZO_GamepadMarket_GridScreen:RefreshFooter()
    local hasPageNumber = false
    if self:HasNextPage() then
        self.footer.nextControl:SetHidden(false)
        hasPageNumber = true
    else
        self.footer.nextControl:SetHidden(true)
    end
    if self:HasPreviousPage() then
        self.footer.previousControl:SetHidden(false)
        hasPageNumber = true
    else
        self.footer.previousControl:SetHidden(true)
    end
    if hasPageNumber then
        self.footer.control:SetHidden(false)
        self.footer.pageNumLabel:SetText(self.currentPageNumber)
    else
        self.footer.control:SetHidden(true)
    end
end
function ZO_GamepadMarket_GridScreen:AnchorMovableTooltip()
    local LEFT_HIDDEN = true
    local RIGHT_VISIBLE = false
    local anchors = {
        ZO_Anchor:New(TOPLEFT, self.fullPane, TOPRIGHT, 0, 20), 
        ZO_Anchor:New(BOTTOMLEFT, self.fullPane, BOTTOMRIGHT, 0, 0),
    }
    GAMEPAD_TOOLTIPS:SetMovableTooltipAnchors(anchors)
    GAMEPAD_TOOLTIPS:SetMovableTooltipVerticalRules(LEFT_HIDDEN, RIGHT_VISIBLE)
end
function ZO_GamepadMarket_GridScreen:BeginPreview()
    self.previewIndex = self.selectedMarketProduct:GetPreviewIndex()
    ZO_GAMEPAD_MARKET_PREVIEW:SetPreviewProductsContainer(self)
    SCENE_MANAGER:Push(ZO_GAMEPAD_MARKET_PREVIEW_SCENE_NAME)
    self.isPreviewing = true
end
function ZO_GamepadMarket_GridScreen:EndCurrentPreview()
end
function ZO_GamepadMarket_GridScreen:HasMultiplePreviewProducts()
    return #self.previewProducts > 1
end
function ZO_GamepadMarket_GridScreen:GetCurrentPreviewProduct()
    return self.previewProducts[self.previewIndex]
end
   
-- Supports wrapping around the preview list
function ZO_GamepadMarket_GridScreen:MoveToPreviousPreviewProduct()
    self.previewIndex = self.previewIndex - 1
    if self.previewIndex < 1 then
        self.previewIndex = #self.previewProducts - self.previewIndex
    end
    return self:GetCurrentPreviewProduct()
end
-- Supports wrapping around the preview list
function ZO_GamepadMarket_GridScreen:MoveToNextPreviewProduct()
    self.previewIndex = self.previewIndex + 1
    if self.previewIndex > #self.previewProducts then
        self.previewIndex = self.previewIndex - #self.previewProducts
    end
    return self:GetCurrentPreviewProduct()
end
function ZO_GamepadMarket_GridScreen:OnShowing()
    self:RefreshHeader()
    self:RefreshFooter()
end
function ZO_GamepadMarket_GridScreen:SelectAfterPreview()
    if self.isPreviewing then
        local marketProduct = self:GetCurrentPreviewProduct()
        local pageNumber, pageIndex = marketProduct:GetPageData()
        if pageNumber ~= self.currentPageNumber then
            self:SetPageNumber(pageNumber, ZO_GAMEPAD_MARKET_PAGE_LEFT_DIRECTION)
        end
        self.focusList:SetFocusByIndex(pageIndex)
        self:ClearPreviewVars()
    end
end
function ZO_GamepadMarket_GridScreen:ClearPreviewVars()
    self.isPreviewing = false
    self.previewIndex = nil
end
function ZO_GamepadMarket_GridScreen:PerformDeferredInitialization()
    self.isInitialized = true -- May be overriden
end
function ZO_GamepadMarket_GridScreen:InitializeMarketProductPool()
    local function CreateMarketProduct(objectPool)
        return ZO_GamepadMarketProduct:New(objectPool:GetNextControlId(), self.currentCategoryControl, self, self.productName)
    end
    local function ResetMarketProduct(marketProduct)
        marketProduct:Reset()
    end
    self.marketProductPool = ZO_ObjectPool:New(CreateMarketProduct, ResetMarketProduct)
end
function ZO_GamepadMarket_GridScreen:ClearProducts()
    self:ClearGridList()
    self.marketProductPool:ReleaseAllObjects()
    ZO_ClearTable(self.previewProducts)
end
function ZO_GamepadMarket_GridScreen:RefreshProducts()
    for _, entry in ipairs(self.focusList.data) do
        entry.marketProduct:Refresh()
    end
end
do
    local g_purchaseManager = ZO_GamepadMarketPurchaseManager:New() -- Singleton purchase manager
    function ZO_GamepadMarket_GridScreen:BeginPurchase(marketProduct, onPurchaseEndCallback)
        g_purchaseManager:BeginPurchase(marketProduct:GetProductForSell(), onPurchaseEndCallback)
    end
end
function ZO_GamepadMarket_GridScreen:OnSelectionChanged(selectedData)
    -- may be overridden
end