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ESO Lua File v100035

libraries/zo_dialog/gamepad/zo_genericdialog_gamepad.lua

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GAMEPAD_DIALOGS = {
    BASIC = 1,
    PARAMETRIC = 2,
    COOLDOWN = 3,
    CENTERED = 4,
    STATIC_LIST = 5,
    ITEM_SLIDER = 6,
    CUSTOM = 7,
}
local GAMEPAD_DIALOG_SHOWING = false
local DEFAULT_WARNING_COLOR = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_FAILED))
----------------------
-- Helper Functions --
----------------------
local DialogKeybindStripDescriptor = ZO_InitializingObject:Subclass()
function DialogKeybindStripDescriptor:Initialize(control)
    -- dialog buttons expect the dialog to be the callbackArg
    self.callback = function(pressState)
        if self.buttonCallback then
            self.buttonCallback(self.dialog, pressState)
        end
        -- it's possible for the callback to remove the dialog and clean it up
        -- but most don't, so we need to make sure we close them all without error
        if(self.dialog and not self.dialog.info.blockDialogReleaseOnPress) then
            ZO_Dialogs_ReleaseDialogOnButtonPress(self.dialog.name)
        end
    end
    self.visible = function()
        if self.buttonVisible then
            if type(self.buttonVisible) == "function" then
                return self.buttonVisible(self.dialog)
            else
                return self.buttonVisible
            end
        else 
            return true
        end
    end
    self.enabled = function()
        if self.buttonEnabled then
            if type(self.buttonEnabled) == "function" then
                return self.buttonEnabled(self.dialog)
            else
                return self.buttonEnabled
            end
        else 
            return true
        end 
    end
    self.name = function()
        if self.buttonText then
            if type(self.buttonText) == "function" then
                return self.buttonText(self.dialog)
            elseif type(self.buttonText) == "number" then
                return GetString(self.buttonText)
            else
                return self.buttonText
            end
        end
    end
    self:Reset()
end
function DialogKeybindStripDescriptor:Reset()
    self.buttonVisible = nil
    self.buttonCallback = nil
    self.buttonEnabled = nil
    self.buttonText = nil
    self.dialog = nil
    self.keybind = nil
    self.sound = nil
    self.alignment = KEYBIND_STRIP_ALIGN_LEFT
    self.handlesKeyUp = nil
    self.onShowCooldown = nil
    self.cooldown = nil
end
function DialogKeybindStripDescriptor:SetAlignment(alignment)
    if alignment then
        self.alignment = alignment
    end
end
function DialogKeybindStripDescriptor:SetDialog(dialog)
    self.dialog = dialog
end
function DialogKeybindStripDescriptor:SetButtonCallback(callback)
end
function DialogKeybindStripDescriptor:SetVisible(visible)
end
function DialogKeybindStripDescriptor:SetEnabled(enabled)
end
function DialogKeybindStripDescriptor:SetText(text)
    self.buttonText = text
end
function DialogKeybindStripDescriptor:SetEthereal(ethereal)
    self.ethereal = ethereal
end
function DialogKeybindStripDescriptor:SetHandlesKeyUp(handlesKeyUp)
    self.handlesKeyUp = handlesKeyUp
end
function DialogKeybindStripDescriptor:SetKeybind(keybind, index)
    if keybind then
        self.keybind = keybind
    else
        if index == 1 then
            self.keybind = "DIALOG_PRIMARY"
        elseif index == 2 then
            self.keybind = "DIALOG_NEGATIVE"
        end
    end
end
function DialogKeybindStripDescriptor:SetSound(sound)
    self.sound = sound
end
function DialogKeybindStripDescriptor:SetOnShowCooldown(timeMs)
    self.onShowCooldown = timeMs
end
function DialogKeybindStripDescriptor:GetOnShowCooldown()
    return self.onShowCooldown
end
function DialogKeybindStripDescriptor:SetDefaultSoundFromKeybind(twoOrMoreButtons)
    if twoOrMoreButtons then
        if self.keybind == "DIALOG_PRIMARY" then
            self.sound = SOUNDS.DIALOG_ACCEPT
        elseif self.keybind == "DIALOG_NEGATIVE" then
            self.sound = SOUNDS.DIALOG_DECLINE
        end
    end
end
local function MakeKeybindStripDescriptor(pool)
    local descriptor = DialogKeybindStripDescriptor:New()
    return descriptor
end
local function ResetKeybindStripDescriptor(descriptor)
    descriptor:Reset()
end
local g_keybindStripDescriptors = ZO_ObjectPool:New(MakeKeybindStripDescriptor, ResetKeybindStripDescriptor)
local g_keybindGroupDesc = {}
local g_keybindState = nil
local function TryRefreshKeybind(dialog, keybindDesc, buttonData, twoOrMoreButtons, index)
    if(dialog.textParams ~= nil and dialog.textParams.buttonTextOverrides ~= nil and dialog.textParams.buttonTextOverrides[index] ~= nil) then
        keybindDesc:SetText(dialog.textParams.buttonTextOverrides[index])
    else
        keybindDesc:SetText(buttonData.text or buttonData.name)
    end
    if(dialog.textParams ~= nil and dialog.textParams.buttonKeybindOverrides ~= nil and dialog.textParams.buttonKeybindOverrides[index] ~= nil) then
        keybindDesc:SetKeybind(dialog.textParams.buttonKeybindOverrides[index], index)
    else
        local keybind
        if IsInGamepadPreferredMode() and buttonData.gamepadPreferredKeybind then
            keybind = buttonData.gamepadPreferredKeybind
        else
            keybind = buttonData.keybind
        end
        keybindDesc:SetKeybind(keybind, index)
    end
    keybindDesc:SetDialog(dialog)
    keybindDesc:SetAlignment(buttonData.alignment)
    keybindDesc:SetButtonCallback(buttonData.callback)
    keybindDesc:SetVisible(buttonData.visible)
    keybindDesc:SetEthereal(buttonData.ethereal)
    keybindDesc:SetEnabled(buttonData.enabled)
    keybindDesc:SetOnShowCooldown(buttonData.onShowCooldown)
    keybindDesc:SetHandlesKeyUp(buttonData.handlesKeyUp)
    if buttonData.clickSound then
        keybindDesc:SetSound(buttonData.clickSound)
    else
        keybindDesc:SetDefaultSoundFromKeybind(twoOrMoreButtons)
    end
end
local function TryShowKeybinds(dialog)
    ZO_ClearNumericallyIndexedTable(g_keybindGroupDesc)
    local buttons = dialog.info.buttons
    local numButtons = buttons and #buttons or 0
    if numButtons > 0 then
        for index, value in ipairs(buttons) do
            if(type(value) == "table") then
                local keybindDesc = g_keybindStripDescriptors:AcquireObject()
                TryRefreshKeybind(dialog, keybindDesc, value, (numButtons > 1), index)
                table.insert(g_keybindGroupDesc, keybindDesc)
            end
        end
    end
    if(#g_keybindGroupDesc > 0) then
        KEYBIND_STRIP:AddKeybindButtonGroup(g_keybindGroupDesc, g_keybindState)
        for _, keybindDesc in ipairs(g_keybindGroupDesc) do
            local onShowCooldown = keybindDesc:GetOnShowCooldown()
            if onShowCooldown then
                KEYBIND_STRIP:TriggerCooldown(keybindDesc, onShowCooldown, g_keybindState)
            end
        end
    end
end
local function TryRefreshKeybinds(dialog)
    local buttons = dialog.info.buttons
    local numButtons = buttons and #buttons or 0
    if numButtons > 0 then
        for index, value in ipairs(buttons) do
            if(type(value) == "table") then
                local keybindDesc = g_keybindGroupDesc[index]
                if keybindDesc then
                    TryRefreshKeybind(dialog, keybindDesc, value, (numButtons > 1), index)
                end
            end
        end
    end
    KEYBIND_STRIP:UpdateKeybindButtonGroup(g_keybindGroupDesc, g_keybindState)
end
local function TryRemoveKeybinds()
    if(#g_keybindGroupDesc > 0) then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(g_keybindGroupDesc, g_keybindState)
    end
end
    TryRefreshKeybinds(dialog)
end
    --[[Different dialogs have different needs for input blocking. Most will want to eat all input so you don't end up scrolling lists
below the dialog or moving characters. Some want the right stick to pass through to control tooltip scrolling on the scene below. In that case
add allowRightStickPassThrough = true to the dialog's gamepadInfo table.]]
--
    DIRECTIONAL_INPUT:Consume(unpack(dialog.directionalInputEaters))
    if not dialog.info.gamepadInfo.allowRightStickPassThrough then
        ZO_SCROLL_SHARED_INPUT:Consume()
    end
end
do
    local ALLOW_RIGHT_STICK = { ZO_DI_LEFT_STICK, ZO_DI_DPAD }
    local CONSUME_ALL = { ZO_DI_LEFT_STICK, ZO_DI_RIGHT_STICK, ZO_DI_DPAD }
        if dialog.info.gamepadInfo.allowRightStickPassThrough then
            dialog.directionalInputEaters = ALLOW_RIGHT_STICK
        else
            dialog.directionalInputEaters = CONSUME_ALL
        end
    end
end
----------------------------
-- Global Gamepad Dialogs --
----------------------------
function ZO_GenericGamepadDialog_GetControl(dialogType)
    if dialogType == GAMEPAD_DIALOGS.BASIC then
        return ZO_GamepadDialogBase
    elseif dialogType == GAMEPAD_DIALOGS.PARAMETRIC then
        return ZO_GamepadDialogPara
    elseif dialogType == GAMEPAD_DIALOGS.COOLDOWN then
        return ZO_GamepadDialogCool
    elseif dialogType == GAMEPAD_DIALOGS.CENTERED then
        return ZO_GamepadDialogCentered
    elseif dialogType == GAMEPAD_DIALOGS.STATIC_LIST then
        return ZO_GamepadDialogStaticList
    elseif dialogType == GAMEPAD_DIALOGS.ITEM_SLIDER then
        return ZO_GamepadDialogItemSlider
    end
    return nil
end
-----------------------
-- Dialog Management --
-----------------------
local function OnDialogShowing(dialog)
    GAMEPAD_DIALOG_SHOWING = true
    CALLBACK_MANAGER:FireCallbacks("OnGamepadDialogShowing")
    PushActionLayerByName(GetString(SI_KEYBINDINGS_LAYER_DIALOG))
    dialog:Activate()
    g_keybindState = KEYBIND_STRIP:PushKeybindGroupState()
    if dialog.shouldShowTooltip then
        ZO_GenericGamepadDialog_ShowTooltip(dialog)
    end
    dialog.hideSceneOnClose = false
end
local function OnDialogShown(dialog)
    TryShowKeybinds(dialog)
    if dialog.isShowingOnBase then
        PlaySound(SOUNDS.GAMEPAD_OPEN_WINDOW)
    else
        PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD)
    end
    if dialog.info.OnShownCallback then
        dialog.info.OnShownCallback(dialog)
    end
end
local function OnDialogHiding(dialog)
    if dialog.entryList then
        dialog.entryList:Deactivate()
    end
    if dialog.info.onHidingCallback then
        dialog.info.onHidingCallback(dialog)
    end
end
local function OnDialogHidden(dialog)
    if dialog.info.OnHiddenCallback then
        dialog.info.OnHiddenCallback(dialog)
    end
    if dialog.warningTextControl then
        dialog.warningTextControl:SetColor(DEFAULT_WARNING_COLOR:UnpackRGBA())
    end
    local releasedFromButton = dialog.releasedFromButton
    dialog.releasedFromButton = nil
    RemoveActionLayerByName(GetString(SI_KEYBINDINGS_LAYER_DIALOG))
    dialog:Deactivate()
    KEYBIND_STRIP:PopKeybindGroupState()
    g_keybindStripDescriptors:ReleaseAllObjects()
    -- store dialog name in a local here because ZO_CompleteReleaseDialogOnDialogHidden will clear it
    local name = dialog.name
    ZO_CompleteReleaseDialogOnDialogHidden(dialog, releasedFromButton)
    if dialog.isShowingOnBase then
        PlaySound(SOUNDS.GAMEPAD_CLOSE_WINDOW)
    else
        PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
    end
    if dialog.hideSceneOnClose then
        SCENE_MANAGER:HideCurrentScene()
    end
    GAMEPAD_DIALOG_SHOWING = false
    CALLBACK_MANAGER:FireCallbacks("OnGamepadDialogHidden", name)
end
-- this always gets called
function ZO_GenericGamepadDialog_RefreshText(dialog, title, mainText, warningText, subText)
    if dialog.gamepadInfo and dialog.gamepadInfo.RefreshTextOverride then
        dialog.gamepadInfo.RefreshTextOverride(dialog, title, mainText, warningText, subText)
    else
        local headerData = dialog.headerData
        if headerData then
            ZO_ClearTable(headerData) -- make sure we are not bringing over header data from the previous setup.
            headerData.titleText = title
            headerData.titleTextAlignment = TEXT_ALIGN_LEFT
        end
        if dialog.mainTextControl then
            dialog.mainTextControl:SetText(mainText)
        end
        if dialog.warningTextControl then
            local warningTextDisplay = warningText or ""
            dialog.warningTextControl:SetText(warningTextDisplay)
        end
        if dialog.subTextControl then
            local subTextDisplay = subText or ""
            dialog.subTextControl:SetText(subTextDisplay)
        end
        if not ZO_GenericGamepadDialog_RefreshHeaderData(dialog, dialog.data) and headerData then
            -- refresh the header, but only if ZO_GenericGamepadDialog_RefreshHeaderData didn't already
            ZO_GamepadGenericHeader_Refresh(dialog.header, headerData)
        end
    end
end
    local headerData = dialog.headerData
    if headerData and data then
        headerData.headerLineCount = 0
        if data.data1 then
            headerData.data1HeaderText = data.data1.header
            headerData.data1Text = data.data1.value
            headerData.headerLineCount = headerData.headerLineCount + 1
        else
            headerData.data1HeaderText = nil
            headerData.data1Text = nil
        end
        if data.data2 then
            headerData.data2HeaderText = data.data2.header
            headerData.data2Text = data.data2.value
            headerData.headerLineCount = headerData.headerLineCount + 1
        else
            headerData.data2HeaderText = nil
            headerData.data2Text = nil
        end
        if data.data3 then
            headerData.data3HeaderText = data.data3.header
            headerData.data3Text = data.data3.value
            headerData.headerLineCount = headerData.headerLineCount + 1
        else
            headerData.data3HeaderText = nil
            headerData.data3Text = nil
        end
        if data.data4 then
            headerData.data4HeaderText = data.data4.header
            headerData.data4Text = data.data4.value
            headerData.headerLineCount = headerData.headerLineCount + 1
        else
            headerData.data4HeaderText = nil
            headerData.data4Text = nil
        end
        ZO_GamepadGenericHeader_Refresh(dialog.header, headerData)
        if dialog.onRefreshHeader then
            dialog.onRefreshHeader()
        end
        return true
    end
    return false
end
    local gamepadInfo = dialog.info.gamepadInfo
    if gamepadInfo.dontEndInWorldInteractions then
        return ZO_GAMEPAD_DIALOG_DONT_END_IN_WORLD_INTERACTIONS_FRAGMENT_GROUP
    elseif gamepadInfo.dialogFragmentGroup then
        return gamepadInfo.dialogFragmentGroup
    else
        return ZO_GAMEPAD_DIALOG_FRAGMENT_GROUP
    end
end
    -- Management
    dialog.Activate = function(dialog)
        if not dialog.info.blockDirectionalInput then
            DIRECTIONAL_INPUT:Activate(dialog, dialog)
        end
    end
    dialog.Deactivate = function(dialog) DIRECTIONAL_INPUT:Deactivate(dialog) end
    dialog.fragment = dialog.fragment or ZO_TranslateFromLeftSceneFragment:New(dialog, true)
    dialog.hideFunction = function(dialog, releasedFromButton)
        dialog.releasedFromButton = releasedFromButton
        TryRemoveKeybinds()
        local dialogFragmentGroup = ZO_GenericGamepadDialog_GetDialogFragmentGroup(dialog)
        if dialogFragmentGroup then -- pregame doesn't have ZO_GAMEPAD_DIALOG_FRAGMENT_GROUP
            SCENE_MANAGER:RemoveFragmentGroup(dialogFragmentGroup)
        end
        SCENE_MANAGER:RemoveFragment(dialog.fragment)
    end
    dialog.OnDialogShowing = OnDialogShowing
    dialog.OnDialogShown = OnDialogShown
    dialog.OnDialogHiding = OnDialogHiding
    dialog.OnDialogHidden = OnDialogHidden
    dialog.fragment:RegisterCallback("StateChange", function(oldState, newState)
                                                        if newState == SCENE_FRAGMENT_SHOWING then
                                                            dialog:OnDialogShowing()
                                                        elseif newState == SCENE_FRAGMENT_SHOWN then
                                                            dialog:OnDialogShown()
                                                        elseif newState == SCENE_FRAGMENT_HIDING then
                                                            dialog:OnDialogHiding()
                                                        elseif newState == SCENE_FRAGMENT_HIDDEN then
                                                            dialog:OnDialogHidden()
                                                        end
                                                    end)
    local headerContainer = dialog:GetNamedChild("HeaderContainer")
    if headerContainer then
        dialog.headerData = {}
        dialog.header = dialog:GetNamedChild("HeaderContainer").header
    end
    dialog.container = dialog:GetNamedChild("Container")
    if dialog.container then
        dialog.scrollChild = dialog.container:GetNamedChild("ScrollChild")
        dialog.scrollIndicator = dialog.container:GetNamedChild("ScrollIndicator")
        dialog.mainTextControl = dialog.scrollChild:GetNamedChild("MainText")
        dialog.subTextControl = dialog.scrollChild:GetNamedChild("SubText")
        dialog.warningTextControl = dialog.scrollChild:GetNamedChild("WarningText")
    end
end
function ZO_GenericGamepadDialog_SetDialogWarningColor(dialog, warningColor)
    if dialog.warningTextControl then
        dialog.warningTextControl:SetColor(warningColor:UnpackRGBA())
    end
end
function ZO_GenericGamepadDialog_Show(dialog)
    --Attach the dialog fragment to whichever scene is currenty showing
    dialog.isShowingOnBase = false
    local dialogFragmentGroup = ZO_GenericGamepadDialog_GetDialogFragmentGroup(dialog)
    if dialogFragmentGroup then
        SCENE_MANAGER:AddFragmentGroup(dialogFragmentGroup)
    end
    if SCENE_MANAGER:IsShowingBaseScene() then
        dialog.isShowingOnBase = true
    end
    if dialog.scrollIndicator then
        dialog.scrollIndicator:ClearAnchors()
        local offsetY = dialog.info.offsetScrollIndictorForArrow and ZO_GAMEPAD_PANEL_BG_SCROLL_INDICATOR_OFFSET_FOR_ARROW
        ZO_Scroll_Gamepad_SetScrollIndicatorSide(dialog.scrollIndicator, dialog, RIGHT, dialog.rightStickScrollIndicatorOffsetX, offsetY)
    end
    SCENE_MANAGER:AddFragment(dialog.fragment)
    if dialog.entryList then
        dialog.entryList:Activate()
    end
end
    return GAMEPAD_DIALOG_SHOWING
end
-------------
-- Tooltip --
-------------
    dialog.shouldShowTooltip = true
    GAMEPAD_TOOLTIPS:SetBgType(GAMEPAD_LEFT_DIALOG_TOOLTIP, GAMEPAD_TOOLTIP_DARK_BG)
    GAMEPAD_TOOLTIPS:ShowBg(GAMEPAD_LEFT_DIALOG_TOOLTIP)
end
    if dialog.shouldShowTooltip then
        GAMEPAD_TOOLTIPS:HideBg(GAMEPAD_LEFT_DIALOG_TOOLTIP)
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_DIALOG_TOOLTIP)
        GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_DIALOG_TOOLTIP)
        dialog.shouldShowTooltip = false
    end
end
-------------------------------------
-- Parametric List Dialog Template --
-------------------------------------
-- Dialog
    if dialog.container then
        local fonts =
        {
            {
                font = "ZoFontGamepadCondensed42",
                lineLimit = 2,
            },
            {
                font = "ZoFontGamepadCondensed34",
                lineLimit = 2,
            },
        }
        local function OnRefreshText()
            local headerData = dialog.headerData
            if headerData and headerData.headerLineCount then
                local lineLimit = 4 - headerData.headerLineCount
                if lineLimit <= 0 then
                    lineLimit = 1
                end
                for i, font in pairs(fonts) do
                    font.lineLimit = lineLimit
                end
            end
            return fonts
        end
        if dialog.mainTextControl then
            ZO_FontAdjustingWrapLabel_OnInitialized(dialog.mainTextControl, OnRefreshText, TEXT_WRAP_MODE_ELLIPSIS)
        end
        if dialog.mainTextControl then
            dialog.onRefreshHeader = function()
                dialog.mainTextControl:MarkDirty()
            end
        end
    end
    local baseHideFunction = dialog.hideFunction
    dialog.hideFunction =   function(dialog, releasedFromButton)
                                baseHideFunction(dialog, releasedFromButton)
                                dialog.entryList:RemoveAllOnSelectedDataChangedCallbacks()
                                -- ensure deactivate is called before clear so that the parametricListOnActivatedChangedCallback
                                -- can act on the selected entry (or anything else in the list) as necessary
                                dialog.entryList:Deactivate()
                                dialog.entryList:Clear()
                            end
end
do
    local function DefaultOnSelectionChangedCallback()
        KEYBIND_STRIP:UpdateKeybindButtonGroup(g_keybindGroupDesc, g_keybindState)
    end
    function ZO_GenericParametricListGamepadDialogTemplate_Setup(dialog, limitNumEntries, data)
        if data then
            ZO_GenericGamepadDialog_RefreshHeaderData(dialog, data)
        end
        local onSelectionChangedCallback
        if dialogOnSelectionChangedCallback then
            onSelectionChangedCallback =    function(...)
                                                dialogOnSelectionChangedCallback(dialog, ...)
                                                DefaultOnSelectionChangedCallback()
                                            end
        else
        end
        dialog.entryList:SetOnActivatedChangedFunction(function(...)
            ZO_GamepadOnDefaultScrollListActivatedChanged(...)
            if dialog.info.parametricListOnActivatedChangedCallback then
                dialog.info.parametricListOnActivatedChangedCallback(...)
            end
        end)
        ZO_GenericParametricListGamepadDialogTemplate_RebuildEntryList(dialog, limitNumEntries)
    end
end
do
    local function ParametricListControlSetupFunc(control, data, selected, reselectingDuringRebuild, enabled, active)
        if control.resetFunction then
            control.resetFunction()
        end
        data.setup(control, data, selected, reselectingDuringRebuild, enabled, active)
    end
        local listControl = dialog:GetNamedChild("EntryList"):GetNamedChild("List")
        dialog.entryList = ZO_GamepadVerticalItemParametricScrollList:New(listControl)
        dialog.entryList:SetAlignToScreenCenter(true)
        dialog.entryList:SetHandleDynamicViewProperties(true)
        -- Unregister all dropdown callbacks since the dialog control may be used for a different dialog
        local function ResetDropdownItem(control)
            control.dropdown:ClearCallbackRegistry()
        end
        -- Custom data templates
        dialog.entryList:AddDataTemplateWithHeader("ZO_GamepadDropdownItem", ParametricListControlSetupFunc, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryFullWidthHeaderTemplate", nil, nil, ResetDropdownItem)
        dialog.entryList:AddDataTemplate("ZO_GamepadDropdownItem", ParametricListControlSetupFunc, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, nil, ResetDropdownItem)
        dialog.entryList:AddDataTemplateWithHeader("ZO_GamepadMultiSelectionDropdownItem", ParametricListControlSetupFunc, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryFullWidthHeaderTemplate", nil, nil, ResetDropdownItem)
        dialog.entryList:AddDataTemplate("ZO_GamepadMultiSelectionDropdownItem", ParametricListControlSetupFunc, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, nil, ResetDropdownItem)
    end
        dialog.entryList:RefreshVisible()
    end
    -- Valid fields for parametric list entries are:
        -- visible - a bool or function which determines if we show the entry
        -- template - the template for the gamepad entry data in the parametric list
        -- templateData - A table of fields to add to the entry data
        -- text - the text that will appear in the list
        -- icon - an optional icon to show next to the entry in the parametric list
        -- entryData - a premade ZO_GamepadEntryData in place of the one created from templateData, text, and icon
    function ZO_GenericParametricListGamepadDialogTemplate_RebuildEntryList(dialog, limitNumEntries, reselect)
        dialog.entryList:Clear()
        for i, entryInfoTable in ipairs(dialog.info.parametricList) do
            if limitNumEntries == nil or i <= limitNumEntries then
                local visible = true
                local entryDataOverrides = entryInfoTable.templateData -- this table will be copied on to the entry data that we create
                -- By default all entries are visible
                -- entries will only be hidden if entryDataOverrides.visible is false or is a function that returns false
                if entryDataOverrides and (entryDataOverrides.visible ~= nil) then
                    visible = entryDataOverrides.visible
                    if type(visible) == "function" then
                        visible = visible(dialog)
                    end
                end
                if visible then
                    local entryData = entryInfoTable.entryData
                    if entryData == nil then
                        local entryDataText = entryInfoTable.text
                        if entryDataText ~= nil then
                            if type(entryDataText) == "number" then
                                entryDataText = GetString(entryDataText)
                            end
                        else -- default entry text
                            entryDataText = "EntryItem" .. tostring(i)
                        end
                        entryData = ZO_GamepadEntryData:New(entryDataText, entryInfoTable.icon)
                        -- TODO: This loop is pretty awful (and we should just pass in entryData see Achievements_Gamepad.lua)
                        if entryDataOverrides then
                            for dataKey, dataValue in pairs(entryDataOverrides) do
                                entryData[dataKey] = dataValue
                            end
                        end
                    end
                    entryData.dialog = dialog
                    local entryTemplate = entryInfoTable.template
                    -- BUG: instead of letting you pick the headerTemplate/controlReset on a per-entry basis,
                    -- the first time we see a particular entryTemplate will be the model for ALL future entries using that entryTemplate.
                    -- to work around this you need to create a unique new entryTemplate whenever you want different behavior.
                    if not dialog.entryList:HasDataTemplate(entryTemplate) then
                        dialog.entryList:AddDataTemplateWithHeader(entryTemplate, ParametricListControlSetupFunc, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, entryInfoTable.headerTemplate or "ZO_GamepadMenuEntryHeaderTemplate", nil, nil, entryInfoTable.controlReset)
                        dialog.entryList:AddDataTemplate(entryTemplate, ParametricListControlSetupFunc, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, nil, entryInfoTable.controlReset)
                    end
                    local headerText = entryInfoTable.header
                    if headerText ~= nil then
                        if type(headerText) == "number" then
                            headerText = GetString(headerText)
                        end
                        entryData:SetHeader(headerText)
                        dialog.entryList:AddEntryWithHeader(entryTemplate, entryData)
                    else
                        dialog.entryList:AddEntry(entryTemplate, entryData)
                    end
                end
            end
        end
        if reselect then
            dialog.entryList:Commit()
        else
            dialog.entryList:CommitWithoutReselect()
        end
    end
end
-------------------------------------
-- Cooldown Dialog Template --
-------------------------------------
    dialog.cooldownLabelControl = dialog:GetNamedChild("LoadingContainerCooldownLabel")
    dialog.loadingControl = dialog:GetNamedChild("LoadingContainerLoading")
end
    local loadingMode = dialog.info.loading ~= nil
    dialog.cooldownLabelControl:SetText("")
    dialog.loadingControl:SetHidden(not loadingMode)
    if loadingMode then
        local loadingString = dialog.info.loading.text
        if type(loadingString) == "function" then
            loadingString = loadingString(dialog)
        end
        if loadingString and loadingString ~= "" then
            dialog.cooldownLabelControl:SetText(loadingString)
            dialog.cooldownLabelControl:SetColor(ZO_NORMAL_TEXT:UnpackRGBA())
        end
    else
        dialog.cooldownLabelControl:SetColor(ZO_SELECTED_TEXT:UnpackRGBA())
    end
end
-------------------------------------
-- Centered Template --
-------------------------------------
    dialog.fragment = ZO_FadeSceneFragment:New(dialog)
    dialog.scrollPadding = dialog.scrollChild:GetNamedChild("Padding")
    local GENERIC_CENTERED_DIALOG_RIGHT_SCROLL_INDICATOR_X_OFFSET = -1
    dialog.rightStickScrollIndicatorOffsetX = GENERIC_CENTERED_DIALOG_RIGHT_SCROLL_INDICATOR_X_OFFSET
    dialog:GetNamedChild("InteractKeybind"):SetText(zo_strformat(SI_TUTORIAL_CONTINUE, ZO_Keybindings_GenerateIconKeyMarkup(KEY_GAMEPAD_BUTTON_1)))
end
local MIN_HEIGHT_SCROLL_WINDOW = 480
local MIN_HEIGHT_SCROLL_CONTAINER = 187
local EXPAND_HEIGHT_SCROLL_WINDOW = 210
    dialog.headerData.titleTextAlignment = TEXT_ALIGN_CENTER
    ZO_GamepadGenericHeader_Refresh(dialog.header, dialog.headerData)
    local height = dialog:GetHeight()
    local scrollContentsHeight = dialog.mainTextControl:GetTextHeight() + dialog.scrollPadding:GetHeight()
    if scrollContentsHeight < MIN_HEIGHT_SCROLL_CONTAINER then
        height = MIN_HEIGHT_SCROLL_WINDOW
    elseif scrollContentsHeight < MIN_HEIGHT_SCROLL_CONTAINER + EXPAND_HEIGHT_SCROLL_WINDOW then
        height = MIN_HEIGHT_SCROLL_WINDOW + (scrollContentsHeight - MIN_HEIGHT_SCROLL_CONTAINER)
    else
        height = MIN_HEIGHT_SCROLL_WINDOW + EXPAND_HEIGHT_SCROLL_WINDOW
    end
    dialog:SetHeight(height)
end
-------------------------------------
-- Custom Centered Template --
-------------------------------------
    dialog.fragment = ZO_FadeSceneFragment:New(dialog)
end
-------------------------------------
-- Static List Dialog Template --
-------------------------------------
-- Dialog
    local containerName = dialog.scrollChild:GetName()
    dialog.listHeaderControl = CreateControlFromVirtual(containerName .. "ListHeader", dialog.scrollChild, "ZO_GamepadStaticListHeader")
    local function CreateEntryControl(objectPool)
        return ZO_ObjectPool_CreateNamedControl(containerName .. "Entry", "ZO_GamepadStaticListIconEntry", objectPool, dialog.scrollChild)
    end
    local function ResetEntryControl(entryControl)
        entryControl:SetHidden(true)
        entryControl:ClearAnchors()
    end
    dialog.entryPool = ZO_ObjectPool:New(CreateEntryControl, ResetEntryControl)
end
    if data then
    end
    dialog.entryPool:ReleaseAllObjects()
    local listEntryAnchorControl
    local entryRowSpacing = 11
    local entryContainerOffsetY = 70
    local listHeader = dialog.listHeader
    local listHeaderControl = dialog.listHeaderControl
    if listHeader then
        local listHeaderLabelControl = listHeaderControl.labelControl
        listHeaderLabelControl:SetText(listHeader)
        listHeaderControl:SetHidden(false)
        listHeaderControl:SetAnchor(TOPLEFT, dialog.mainTextControl, BOTTOMLEFT, 0, entryContainerOffsetY)
        listEntryAnchorControl = listHeaderControl
        entryRowSpacing = 24
    else
        listHeaderControl:SetHidden(true)
    end
    local itemInfo = dialog.info.itemInfo
    if type(itemInfo) == "function" then
        itemInfo = dialog.info.itemInfo(dialog)
    end
    for i, itemInfo in ipairs(itemInfo) do
        local entryControl = dialog.entryPool:AcquireObject()
        if listEntryAnchorControl then
            entryControl:SetAnchor(TOPLEFT, listEntryAnchorControl, BOTTOMLEFT, 0, entryRowSpacing) --there is a built in 4 tall spacer
        else
            entryControl:SetAnchor(TOPLEFT, dialog.mainTextControl, BOTTOMLEFT, 0, entryContainerOffsetY)
        end
        
        local iconControl = entryControl.iconControl
        local labelControl = entryControl.labelControl
        iconControl:SetTexture(itemInfo.icon)
        local iconSize = itemInfo.iconSize or 32
        iconControl:SetDimensions(iconSize, iconSize)
        if itemInfo.iconColor then
            iconControl:SetColor(itemInfo.iconColor:UnpackRGB())
        end
        labelControl:SetText(itemInfo.label)
        if itemInfo.labelFont then
            labelControl:SetFont(itemInfo.labelFont)
        end
        entryControl:SetHidden(false)
        listEntryAnchorControl = entryControl
        entryRowSpacing = 11
    end
end
-------------------------------------
-- Item Slider Dialog Template --
-------------------------------------
    local itemSliderContainer = dialog:GetNamedChild("ItemSlider")
    dialog.icon1 = itemSliderContainer:GetNamedChild("Icon1")
    dialog.icon2 = itemSliderContainer:GetNamedChild("Icon2")
    dialog.sliderValue1 = itemSliderContainer:GetNamedChild("SliderValue1")
    dialog.sliderValue2 = itemSliderContainer:GetNamedChild("SliderValue2")
    dialog.slider = itemSliderContainer:GetNamedChild("Slider")
    local baseShownFunction = dialog.OnDialogShown
    dialog.OnDialogShown =  function(dialog)
                                baseShownFunction(dialog)
                                dialog.slider:Activate()
                            end
    local baseHiddenFunction = dialog.OnDialogHidden
    dialog.OnDialogHidden =  function(dialog)
                                        baseHiddenFunction(dialog)
                                        dialog.slider:Deactivate()
                                    end
end
do
    local function DefaultOnSliderValueChanged(dialog, sliderControl, value)
        dialog.sliderValue1:SetText(dialog.data.sliderMax - value)
        dialog.sliderValue2:SetText(value)
    end
    function ZO_GenericGamepadItemSliderDialogTemplate_Setup(dialog, headerData)
        if headerData then
            ZO_GenericGamepadDialog_RefreshHeaderData(dialog, headerData)
        end
        local ValueChangedCallback = dialog.info.OnSliderValueChanged or DefaultOnSliderValueChanged
        dialog.slider.valueChangedCallback =    function(sliderControl, value)
                                                    ValueChangedCallback(dialog, sliderControl, value)
                                                end
        local dialogData = dialog.data
        dialog.slider:SetMinMax(dialogData.sliderMin, dialogData.sliderMax)
        dialog.slider:SetValue(dialogData.sliderStartValue)
        dialog.slider:SetValueStep(1)
        dialog.sliderValue1:SetHidden(false)
        dialog.sliderValue2:SetHidden(false)
        local icon = GetItemInfo(dialogData.bagId, dialogData.slotIndex)
        local hasIcon = icon ~= nil
        if hasIcon then
            dialog.icon1:SetTexture(icon)
            dialog.icon2:SetTexture(icon)
        end
        dialog.icon1:SetHidden(not hasIcon)
        dialog.icon2:SetHidden(not hasIcon)
        ValueChangedCallback(dialog, dialog.slider, dialogData.sliderStartValue)
    end
end
    return dialog.slider:GetValue()
end
-------------------------------------
-- Dialog Utility Global Functions --
-------------------------------------
    local paraDialog = ZO_GenericGamepadDialog_GetControl(GAMEPAD_DIALOGS.PARAMETRIC)
    paraDialog.entryList:RefreshVisible()
end