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ESO Lua File v101042

internalingame/tribute/tribute.lua

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local ANIMATE_INSTANTLY = true
local ANY_ACTIVE_CARD = nil
local NO_CARD = 0
local NO_PATRON = nil
local NO_RESOURCE = nil
-------------
-- Tribute --
-------------
ZO_TRIBUTE_CARD_POPUP_TYPE =
{
    CARD = 1,
    MECHANIC = 2,
}
ZO_TRIBUTE_SHOW_CARD_POPUP_DELAY_SECONDS = 0
ZO_TRIBUTE_SHOW_CARD_TOOLTIP_DELAY_SECONDS = 0.35
ZO_TRIBUTE_SHOW_RESOURCE_TOOLTIP_DELAY_SECONDS = 0.5
ZO_TRIBUTE_SHOW_PATRON_USAGE_TOOLTIP_DELAY_SECONDS = 0.5
ZO_TRIBUTE_PATRON_TOOLTIP_OFFSET_X = -40
ZO_TRIBUTE_PATRON_TOOLTIP_OFFSET_Y = 0
ZO_TRIBUTE_CONFINED_CARDS_KEYBIND_HEIGHT = 35
ZO_TRIBUTE_CONFINED_CARDS_KEYBIND_OFFSET_Y = 20
-- We want to cover 2 meters of board, but also the orient is scaled down since it houses labels.
-- So for the final result to cover the world area we want, we need to set its actual meters to 2 meters inversed by the scale we're going to apply
ZO_TRIBUTE_BOARD_ORIENT_DIMENSIONS = 2 / ZO_TRIBUTE_CARD_WORLD_SCALE
ZO_Tribute = ZO_InitializingObject:Subclass()
function ZO_Tribute:Initialize(control)
    self.control = control
    
    TRIBUTE_FRAGMENT = ZO_SimpleSceneFragment:New(control)
    TRIBUTE_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_HIDING then
            -- Due to the nature of UI controls plastered on models, a timing issue can occur where the UI can hide several frames
            -- before the game cleans up the models resulting in ESO-771856. So if the UI hides, just make sure the TributeState immediately gets us back to viewing the world.
            -- We also don't want to wait for the summary fragment to go away naturally, we want it gone immediately
            SCENE_MANAGER:RemoveFragmentImmediately(TRIBUTE_SUMMARY_FRAGMENT)
            SCENE_MANAGER:RemoveFragmentImmediately(UNIFORM_BLUR_FRAGMENT)
            OnTributeUIHiding()
        end
    end)
    TRIBUTE_SCENE = ZO_RemoteScene:New("tribute", SCENE_MANAGER)
    TRIBUTE_SCENE:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
            self:RefreshInputModeFragments()
            KEYBIND_STRIP:RemoveDefaultExit()
            self:SetupGame()
            --The UI cannot be toggled while a tribute match is ongoing, so make sure it isn't hidden when we start
            if GetGuiHidden("internal_ingame") then
                SetGuiHidden("internal_ingame", false)
            end
        elseif newState == SCENE_HIDING then
            ZO_TRIBUTE_PATRON_SELECTION_MANAGER:EndPatronSelection()
            ZO_TRIBUTE_PILE_VIEWER_MANAGER:SetViewingPile(nil)
            ZO_Dialogs_ReleaseAllDialogsOfName("CONFIRM_CONCEDE_TRIBUTE")
            ZO_Dialogs_ReleaseAllDialogsOfName("GAMEPAD_TRIBUTE_OPTIONS")
            ZO_Dialogs_ReleaseAllDialogsOfName("KEYBOARD_TRIBUTE_OPTIONS")
            if self.beginEndOfGameFanfareEventId then
                zo_removeCallLater(self.beginEndOfGameFanfareEventId)
                self.beginEndOfGameFanfareEventId = nil
            end
            self:ResetResourceTooltip()
            self:ResetPatronUsageTooltip()
            self:ResetDiscardCounters()
            self:ResetCardPopupAndTooltip(ANY_ACTIVE_CARD)
            self:RefreshInputState()
            KEYBIND_STRIP:RestoreDefaultExit()
        elseif newState == SCENE_HIDDEN then
            self.gamepadCursor:Reset()
            self:ResetPatrons()
            self.gameFlowState = TRIBUTE_GAME_FLOW_STATE_INACTIVE
            if self.showVictoryTutorial then
                self.showVictoryTutorial = false
                TUTORIAL_MANAGER:ShowTutorial(TUTORIAL_TRIGGER_TRIBUTE_PVP_VICTORY)
            end
        end
    end)
    self.gameFlowState = TRIBUTE_GAME_FLOW_STATE_INACTIVE
    control:RegisterForEvent(EVENT_TRIBUTE_GAME_FLOW_STATE_CHANGE, function(_, gameFlowState)
        local previousState = self.gameFlowState
        self.gameFlowState = gameFlowState
        if gameFlowState ~= TRIBUTE_GAME_FLOW_STATE_INACTIVE then
            if previousState == TRIBUTE_GAME_FLOW_STATE_INACTIVE then
                self:DeferredInitialize()
            elseif previousState == TRIBUTE_GAME_FLOW_STATE_PLAYING then
                self.canSkipCurrentTributeTutorialStep = false
                self:ResetDiscardCounters()
            elseif previousState == TRIBUTE_GAME_FLOW_STATE_PATRON_DRAFT then
                --If we still have patronSelectionShowTime set, that means we are ending the drafting state before we actually began showing the selection screen.
                local forceEndSelection = self.patronSelectionShowTime ~= nil
                ZO_TRIBUTE_PATRON_SELECTION_MANAGER:EndPatronSelection(forceEndSelection)
                self.patronSelectionShowTime = nil
            end
            if gameFlowState == TRIBUTE_GAME_FLOW_STATE_INTRO then
                SCENE_MANAGER:Show("tribute")
                self.turnTimerTextLabelTimeline:PlayInstantlyToStart()
            elseif gameFlowState == TRIBUTE_GAME_FLOW_STATE_PATRON_DRAFT then
                self.patronSelectionShowTime = GetFrameTimeSeconds() + TRIBUTE_PATRON_SELECTION_DELAY_SECONDS
            elseif gameFlowState == TRIBUTE_GAME_FLOW_STATE_PLAYING then
                self:OnTributeReadyToPlay()
            elseif gameFlowState == TRIBUTE_GAME_FLOW_STATE_GAME_OVER then
                self:OnGameOver()
            end
            self:RefreshInputState()
        end
    end)
    local function OnAddOnLoaded(event, name)
        if name == "ZO_InternalIngame" then
            self:SetupSavedVars()
            self.control:UnregisterForEvent(EVENT_ADD_ON_LOADED)
        end
    end
    control:RegisterForEvent(EVENT_ADD_ON_LOADED, OnAddOnLoaded)
end
function ZO_Tribute:InitializeControls()
    local control = self.control
    self.cardInstanceIdToCardObject = {}
    self.resourceDisplayControls = {}
    self.patronUsageDisplayControls = {}
    self.discardCounters = {}
    self.activeCardPopup = {}
    self.activeCardTooltip = {}
    self.queuedCardPopup = {}
    self.queuedCardTooltip = {}
    self.queuedResourceTooltip = {}
    self.queuedPatronUsageTooltip = {}
    self.activeBoardLocationPatronsTooltipCardObject = nil
    self.boardOrientControl = control:GetNamedChild("BoardOrient")
    for perspective = TRIBUTE_PLAYER_PERSPECTIVE_ITERATION_BEGIN, TRIBUTE_PLAYER_PERSPECTIVE_ITERATION_END do
        local discardCounter = CreateControlFromVirtual("$(parent)DiscardCountDisplay", self.boardOrientControl, "ZO_TributeDiscardCountDisplay_Control", perspective)
        self.discardCounters[perspective] = ZO_TributeDiscardCountDisplay:New(discardCounter, perspective)
        self.patronUsageDisplayControls[perspective] = CreateControlFromVirtual("$(parent)PatronUsageDisplay", self.boardOrientControl, "ZO_TributePatronUsageDisplay_Control", perspective)
        local perspectiveResourceDisplayControls = {}
        self.resourceDisplayControls[perspective] = perspectiveResourceDisplayControls
        for resource = TRIBUTE_RESOURCE_ITERATION_BEGIN, TRIBUTE_RESOURCE_ITERATION_END do
            local suffix = string.format("_%d_%d", perspective, resource)
            local resourceDisplayControl = CreateControlFromVirtual("$(parent)ResourceDisplay", self.boardOrientControl, "ZO_TributeResourceDisplay_Control", suffix)
            resourceDisplayControl:SetColor(GetInterfaceColor(INTERFACE_COLOR_TYPE_TRIBUTE_RESOURCE, resource))
            perspectiveResourceDisplayControls[resource] = resourceDisplayControl
        end
    end
    local confirmButtonDescriptor =
    {
        name = GetString(SI_TRIBUTE_TARGET_VIEWER_CONFIRM_ACTION),
        keybind = "UI_SHORTCUT_SECONDARY",
        callback = function()
            local canConfirm, expectedResult = CanConfirmTributeTargetSelection()
            if canConfirm then
                TributeConfirmTargetSelection()
            end
        end,
    }
    self.confirmButton = control:GetNamedChild("Confirm")
    --TODO Tribute: This is done to force the keybind button to be underneath the card popups visually. This should be revisited if we decide we want to move the keybind to world space
    self.confirmButton:SetTransformOffset(0, 0, 0)
    self.confirmButton:SetKeybindButtonDescriptor(confirmButtonDescriptor)
    self.confirmButton:GetNamedChild("Bg"):SetColor(ZO_BLACK:UnpackRGB())
    local confinedCardsButtonDescriptor =
    {
        name = GetString(SI_TRIBUTE_VIEW_CONFINED_CARDS_ACTION),
        keybind = "UI_SHORTCUT_TERTIARY",
        --This descriptor is just used for visual purposes, so we do not need to specify a callback. The actual logic is handled elsewhere
    }
    self.confinedCardsButton = control:GetNamedChild("ConfinedCardsButton")
    self.confinedCardsButton:SetKeybindButtonDescriptor(confinedCardsButtonDescriptor)
    self.confinedCardsButton:SetClampedToScreen(true)
    self.confinedCardsButton:GetNamedChild("Bg"):SetColor(ZO_BLACK:UnpackRGB())
    self.confinedCardsContainer = control:GetNamedChild("ConfinedCards")
    local lastConfinedCardControl = nil
    local confinedCardTiles = {}
    local MAX_VISIBLE_CONFINED_CARDS = 5
    --Populate and anchor the children for the confined card container
    for index = 1, MAX_VISIBLE_CONFINED_CARDS do
        local confinedCardTile = CreateControlFromVirtual("$(parent)Card", self.confinedCardsContainer, "ZO_TributeConfinedCardTile", index)
        if lastConfinedCardControl then
            confinedCardTile:SetAnchor(TOP, lastConfinedCardControl, BOTTOM, 0, 15)
        else
            confinedCardTile:SetAnchor(TOPLEFT)
        end
        table.insert(confinedCardTiles, confinedCardTile)
        lastConfinedCardControl = confinedCardTile
    end
    self.confinedCardsContainer.cardControls = confinedCardTiles
    self.instruction = control:GetNamedChild("Instruction")
    -- ZoFontTributeAntique40 is a rarely used font, so defer loading it until it's actually becomes necessary
    self.instruction:SetFont("ZoFontTributeAntique40")
    self.instructionBackground = self.instruction:GetNamedChild("Background")
    local patronStalls = {}
    self.patronStalls = patronStalls
    for draftId = TRIBUTE_PATRON_DRAFT_ID_ITERATION_BEGIN, TRIBUTE_PATRON_DRAFT_ID_ITERATION_END do
        local patronStallControl = CreateControlFromVirtual("$(parent)PatronStall", self.boardOrientControl, "ZO_TributePatronStall_Control", draftId)
        patronStallControl.object:SetPatronDraftId(draftId)
        patronStalls[draftId] = patronStallControl.object
    end
    local gamepadCursorControl = control:GetNamedChild("GamepadCursor")
    self.gamepadCursorControl = gamepadCursorControl
    self.gamepadCursor = ZO_TributeCursor_Gamepad:New(gamepadCursorControl)
    self.turnTimerTextLabel = self.boardOrientControl:GetNamedChild("TurnTimerText")
    -- ZoFontTributeAntique40 is a rarely used font, so defer loading it until it's actually becomes necessary
    self.turnTimerTextLabel:SetFont("ZoFontTributeAntique40")
    self.turnTimerTextLabelTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_Tribute_HUDFade", self.turnTimerTextLabel)
    self.turnTimerTimeRemainingLabel = self.turnTimerTextLabel:GetNamedChild("TimeRemaining")
    -- ZoFontTributeAntique40 is a rarely used font, so defer loading it until it actually becomes necessary
    self.turnTimerTimeRemainingLabel:SetFont("ZoFontTributeAntique40")
end
function ZO_Tribute:DeferredInitialize()
    if not self.initialized then
        self:InitializeControls()
        self:RegisterForEvents()
        self:RegisterDialogs()
        self.keybindStripDescriptor =
        {
            {
                --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
                name = "Tribute Primary",
                keybind = "UI_SHORTCUT_PRIMARY",
                ethereal = true,
                enabled = function()
                    return self:IsInputStyleGamepad()
                end,
                callback = function()
                    local object, objectType = self.gamepadCursor:GetObjectUnderCursor()
                    if objectType == ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES.CARD then
                        InteractWithTributeCard(object:GetCardInstanceId())
                    else
                        InteractWithTributeBoard()
                    end
                end,
            },
            {
                --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
                name = "Confirm Targets",
                keybind = "UI_SHORTCUT_SECONDARY",
                ethereal = true,
                callback = function()
                    local canConfirm, expectedResult = CanConfirmTributeTargetSelection()
                    if canConfirm then
                        TributeConfirmTargetSelection()
                    else
                        local alertText = GetString("SI_TRIBUTETARGETSELECTIONCONFIRMATIONRESULT", expectedResult)
                        if alertText ~= "" then
                            RequestAlert(UI_ALERT_CATEGORY_ALERT, SOUNDS.GENERAL_ALERT_ERROR,  alertText)
                        end
                    end
                end,
                enabled = function()
                    return self:IsInputStyleMouse() or self:IsInputStyleGamepad()
                end,
            },
            {
                name = function()
                    if IsTributeTutorialGame() then
                        return GetString(SI_TRIBUTE_SKIP_TUTORIAL_DIALOG_KEYBIND)
                    else
                        return GetString(SI_TRIBUTE_VIEW_CONFINED_CARDS_ACTION)
                    end
                end,
                keybind = "UI_SHORTCUT_TERTIARY",
                ethereal = function()
                    --Treat this keybind as ethereal if we aren't in a tutorial
                    return not IsTributeTutorialGame()
                end,
                alignment = KEYBIND_STRIP_ALIGN_RIGHT,
                callback = function()
                    if IsTributeTutorialGame() then
                        TrySkipCurrentTributeTutorialStep()
                    else
                        --This only works properly because we can assume this keybind is ethereal if we get here
                        --Otherwise we'd have to add additional logic to enabled or visible
                        local popupObject = self.activeCardPopup.popupObject
                        if popupObject then
                            popupObject:ShowConfinedCards()
                        end
                    end
                end,
                enabled = function()
                    if IsTributeTutorialGame() then
                        return self.canSkipCurrentTributeTutorialStep
                    else
                        --We wait until we fire the callback until we actually check the number of confined cards, as the keybinds are not refreshed often enough to do it here
                        return self:CanShowConfineKeybind()
                    end
                end,
            },
            {
                --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
                name = "Tribute Negative",
                keybind = "UI_SHORTCUT_NEGATIVE",
                ethereal = true,
                enabled = function()
                    return self:IsInputStyleMouse() or self:IsInputStyleGamepad()
                end,
                callback = function()
                    -- Check whether the current move can be cancelled here rather than in enabled()
                    -- because we may not update the descriptor with every relevant action.
                    if TributeCanCancelCurrentMove() then
                        TributeCancelCurrentMove()
                    else
                        local NO_EVENT = nil
                        local NOT_INTERCEPTING_CLOSE_ACTION = false
                        self:RequestExitTribute(NO_EVENT, NOT_INTERCEPTING_CLOSE_ACTION)
                    end
                end,
            },
        }
        ZO_PlatformStyle:New(function(...) self:ApplyPlatformStyle(...) end)
        self.initialized = true
    end
end
function ZO_Tribute:SetupSavedVars()
    local defaults =
    {
        autoPlayChecked = false,
    }
    self.savedVars = ZO_SavedVars:NewAccountWide("ZO_InternalIngame_SavedVariables", 1, "Tribute", defaults)
end
function ZO_Tribute:RegisterDialogs()
    local GAMEPAD_TRIBUTE_AUTO_PLAY_ENTRY =
    {
        template = "ZO_CheckBoxTemplate_WithoutIndent_Gamepad",
        text = GetString(SI_TRIBUTE_SETTINGS_DIALOG_AUTO_PLAY),
        templateData =
        {
            -- Called when the checkbox is toggled
            setChecked = function(checkBox, checked)
                checkBox.dialog.autoPlay = checked
            end,
            --Used during setup to determine if the data should be setup checked or unchecked
            checked = function(data)
                return data.dialog.autoPlay
            end,
            setup = function(control, data, selected, reselectingDuringRebuild, enabled, active)
                control.checkBox.dialog = data.dialog
                ZO_GamepadCheckBoxTemplate_Setup(control, data, selected, reselectingDuringRebuild, enabled, active)
            end,
            callback = function(dialog)
                local targetControl = dialog.entryList:GetTargetControl()
                ZO_GamepadCheckBoxTemplate_OnClicked(targetControl)
                SCREEN_NARRATION_MANAGER:QueueDialog(dialog)
            end,
        },
    }
    local GAMEPAD_TRIBUTE_CONCEDE_ENTRY =
    {
        template = "ZO_GamepadFullWidthLeftLabelEntryTemplate",
        templateData =
        {
            text = GetString(SI_TRIBUTE_SETTINGS_DIALOG_CONCEDE_MATCH),
            setup = function(control, data, selected, reselectingDuringRebuild, enabled, active)
                data:SetNameColors(ZO_ERROR_COLOR, ZO_ERROR_COLOR:GetDim())
                ZO_SharedGamepadEntry_OnSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
            end,
            callback = function(dialog)
                ZO_Dialogs_ReleaseDialogOnButtonPress("GAMEPAD_TRIBUTE_OPTIONS")
                ZO_Dialogs_ShowGamepadDialog("CONFIRM_CONCEDE_TRIBUTE")
            end,
            updateFn = function(dialog)
                if WillConcedeCausePenalty() then
                    local forfeitPenaltyMs = GetTributeForfeitPenaltyDurationMs()
                    local formattedTimeText = ZO_FormatTimeMilliseconds(forfeitPenaltyMs, TIME_FORMAT_STYLE_COLONS, TIME_FORMAT_PRECISION_TWELVE_HOUR)
                    local concedeWarningText = zo_strformat(SI_TRIBUTE_SETTINGS_DIALOG_CONCEDE_WARNING, formattedTimeText)
                    GAMEPAD_TOOLTIPS:LayoutTextBlockTooltip(GAMEPAD_LEFT_DIALOG_TOOLTIP, concedeWarningText)
                    ZO_GenericGamepadDialog_ShowTooltip(dialog)
                else
                    ZO_GenericGamepadDialog_HideTooltip(dialog)
                end
            end,
        },
    }
    local GAMEPAD_TRIBUTE_SHOW_GAMER_CARD_ENTRY =
    {
        template = "ZO_GamepadFullWidthLeftLabelEntryTemplate",
        templateData =
        {
            text = GetString(ZO_GetGamerCardStringId()),
            setup = ZO_SharedGamepadEntry_OnSetup,
            callback = function(dialog)
                ZO_ShowGamerCardFromDisplayName(dialog.data.opponentName)
                ZO_Dialogs_ReleaseDialogOnButtonPress("GAMEPAD_TRIBUTE_OPTIONS")
            end,
        },
    }
    ZO_Dialogs_RegisterCustomDialog("GAMEPAD_TRIBUTE_OPTIONS",
    {
        gamepadInfo =
        {
            dialogType = GAMEPAD_DIALOGS.PARAMETRIC,
            dialogFragmentGroup = ZO_GAMEPAD_KEYBINDS_FRAGMENT_GROUP,
        },
        setup = function(dialog, data)
            local parametricList = dialog.info.parametricList
            ZO_ClearNumericallyIndexedTable(parametricList)
            table.insert(parametricList, GAMEPAD_TRIBUTE_AUTO_PLAY_ENTRY)
            if IsConsoleUI() and (data.opponentPlayerType == TRIBUTE_PLAYER_TYPE_REMOTE_PLAYER or data.opponentPlayerType == TRIBUTE_PLAYER_TYPE_PLAYER) then
                table.insert(parametricList, GAMEPAD_TRIBUTE_SHOW_GAMER_CARD_ENTRY)
            end
            table.insert(parametricList, GAMEPAD_TRIBUTE_CONCEDE_ENTRY)
            ZO_GenericGamepadDialog_RefreshText(dialog, GetString(SI_TRIBUTE_SETTINGS_DIALOG_TITLE))
            dialog.autoPlay = data.autoPlay
            dialog:setupFunc()
        end,
        updateFn = function(dialog)
            local targetData = dialog.entryList:GetTargetData()
            if targetData and targetData.updateFn then
                targetData.updateFn(dialog)
            end
        end,
        parametricList = {}, -- Added Dynamically
        blockDialogReleaseOnPress = true,
        finishedCallback = function(dialog)
            TRIBUTE:OnSettingsChanged(dialog.autoPlay)
            TRIBUTE:RefreshInputState()
        end,
        buttons =
        {
            {
                keybind = "DIALOG_PRIMARY",
                text = SI_GAMEPAD_SELECT_OPTION,
                callback = function(dialog)
                    local targetData = dialog.entryList:GetTargetData()
                    if targetData and targetData.callback then
                        targetData.callback(dialog)
                    end
                end,
            },
            {
                keybind = "DIALOG_NEGATIVE",
                text = SI_DIALOG_CLOSE,
                callback = function()
                    ZO_Dialogs_ReleaseDialogOnButtonPress("GAMEPAD_TRIBUTE_OPTIONS")
                end
            },
        },
    })
    ZO_Dialogs_RegisterCustomDialog("CONFIRM_CONCEDE_TRIBUTE",
    {
        gamepadInfo =
        {
            dialogType = GAMEPAD_DIALOGS.BASIC,
            dialogFragmentGroup = ZO_GAMEPAD_KEYBINDS_FRAGMENT_GROUP,
        },
        title =
        {
            text = SI_TRIBUTE_CONFIRM_CONCEDE_DIALOG_TITLE
        },
        mainText =
        {
            text = SI_TRIBUTE_CONFIRM_CONCEDE_DIALOG_DESCRIPTION
        },
        finishedCallback = function()
            TRIBUTE:RefreshInputState()
        end,
        canQueue = true,
        buttons =
        {
            {
                text = SI_DIALOG_ACCEPT,
                callback = function()
                    TributeConcede()
                end
            },
            {
                text = SI_DIALOG_DECLINE,
                -- Nothing to do but close the dialog, since we've already rejected the exit request
            },
        }
    })
end
do
    local ACCEPT = true
    local REJECT = false
    function ZO_Tribute:RequestExitTribute(_, isInterceptingCloseAction)
        if not TRIBUTE_SUMMARY_FRAGMENT:IsHidden() then
            -- The game over display is up and we got here, just leave immediately
            -- Typically ingame already knows if we're in GAME_OVER, so this should only happen if we manually brought up the summary with dev tools
            TributeExitResponse(ACCEPT)
            return
        end
        -- The game isn't over, so either close whatever is open, or attempt to concede the match
        TributeExitResponse(REJECT)
        local intercepted = false
        if isInterceptingCloseAction then
            -- Only close whatever is up, and don't concede if something was up
            local activeViewer = self:GetActiveViewer()
            if activeViewer then
                local INTERCEPTING_CLOSE_ACTION = true
                activeViewer:RequestClose(INTERCEPTING_CLOSE_ACTION)
                intercepted = true
            end
        end
        if not intercepted then
            local opponentName, opponentPlayerType = GetTributePlayerInfo(TRIBUTE_PLAYER_PERSPECTIVE_OPPONENT)
            local dialogData =
            {
                autoPlay = self:IsAutoPlayChecked(),
                opponentName = opponentName,
                opponentPlayerType = opponentPlayerType,
            }
            if IsInGamepadPreferredMode() then
                ZO_Dialogs_ShowGamepadDialog("GAMEPAD_TRIBUTE_OPTIONS", dialogData)
            else
                ZO_Dialogs_ShowDialog("KEYBOARD_TRIBUTE_OPTIONS", dialogData)
            end
            self:RefreshInputState()
        end
    end
    function ZO_Tribute:RegisterForEvents()
        local control = self.control
        
        local cardsContainer = self.control:GetNamedChild("Cards")
        control:RegisterForEvent(EVENT_TRIBUTE_CARD_ADDED, function(_, cardInstanceId)
            local cardObject = TRIBUTE_POOL_MANAGER:AcquireCardByInstanceId(cardInstanceId, cardsContainer, SPACE_WORLD)
            self.cardInstanceIdToCardObject[cardInstanceId] = cardObject
        end)
        control:RegisterForEvent(EVENT_TRIBUTE_CARD_REMOVED, function(_, cardInstanceId)
            local cardObject = self.cardInstanceIdToCardObject[cardInstanceId]
            if cardObject then
                self:ResetCardPopupAndTooltip(cardObject)
                cardObject:ReleaseObject()
                self.cardInstanceIdToCardObject[cardInstanceId] = nil
            end
        end)
        control:RegisterForEvent(EVENT_TRIBUTE_CLEAR_BOARD_CARDS, function()
            self:ResetCardPopupAndTooltip(ANY_ACTIVE_CARD)
            for _, cardObject in pairs(self.cardInstanceIdToCardObject) do
                cardObject:ReleaseObject()
            end
            ZO_ClearTable(self.cardInstanceIdToCardObject)
        end)
        control:RegisterForEvent(EVENT_TRIBUTE_RESOURCE_CHANGED, function(_, perspective, resource, newAmount, delta)
            local perspectiveResourceDisplayControls = self.resourceDisplayControls[perspective]
            if perspectiveResourceDisplayControls then
                local resourceDisplayControl = perspectiveResourceDisplayControls[resource]
                if resourceDisplayControl then
                    resourceDisplayControl:SetText(newAmount)
                end
            end
        end)
        control:RegisterForEvent(EVENT_TRIBUTE_PATRON_USAGE_COUNT_CHANGED, function(_, perspective, newAmount)
            local perspectivePatronUsageDisplayControl = self.patronUsageDisplayControls[perspective]
            if perspectivePatronUsageDisplayControl then
                perspectivePatronUsageDisplayControl:SetText(newAmount)
            end
        end)
        control:RegisterForEvent(EVENT_TRIBUTE_RESOURCE_TOKEN_HIGHLIGHTED, function(_, perspective, resource)
            if perspective and resource then
                self:QueueResourceTooltip(perspective, resource)
                self.gamepadCursor:SetObjectUnderCursor(resource, ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES.RESOURCE_TOKEN, true)
            else
                self:ResetResourceTooltip()
                self.gamepadCursor:ResetObjectUnderCursor()
            end
        end)
        control:RegisterForEvent(EVENT_TRIBUTE_PATRON_USAGE_COUNTER_HIGHLIGHTED, function(_, perspective)
            if perspective then
                self:QueuePatronUsageTooltip(perspective)
                self.gamepadCursor:SetObjectUnderCursor(perspective, ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES.PATRON_USAGE_COUNTER, true)
            else
                self:ResetPatronUsageTooltip()
                self.gamepadCursor:ResetObjectUnderCursor()
            end
        end)
        control:RegisterForEvent(EVENT_TRIBUTE_BEGIN_TARGET_SELECTION, function(_, needsTargetViewer)
            if not needsTargetViewer then
                --Anchor to the right of the resources area
                self.confirmButton:ClearAnchors()
                local powerResourceDisplayControl = self.resourceDisplayControls[TRIBUTE_PLAYER_PERSPECTIVE_SELF][TRIBUTE_RESOURCE_POWER]
                local screenX, screenY = powerResourceDisplayControl:ProjectRectToScreenAndComputeAABBPoint(RIGHT)
                local CONFIRM_OFFSET_X = 150
                self.confirmButton:SetAnchor(LEFT, GuiRoot, TOPLEFT, screenX + CONFIRM_OFFSET_X, screenY)
                --Only show the confirm button if we actually need one
                if not IsTributeTargetSelectionAutoComplete() then
                    self.confirmButton:SetHidden(false)
                    local canConfirm, expectedResult = CanConfirmTributeTargetSelection()
                    self.confirmButton:SetEnabled(canConfirm)
                end
                local SHOW_INSTRUCTION = true
                self:RefreshInstruction(SHOW_INSTRUCTION)
            end
        end)
        control:RegisterForEvent(EVENT_TRIBUTE_END_TARGET_SELECTION, function()
            self.confirmButton:SetHidden(true)
            local HIDE_INSTRUCTION = false
            self:RefreshInstruction(HIDE_INSTRUCTION)
        end)
        control:RegisterForEvent(EVENT_TRIBUTE_CARD_STATE_FLAGS_CHANGED, function(_, cardInstanceId, stateFlags)
            local cardObject = self.cardInstanceIdToCardObject[cardInstanceId]
            if cardObject then
                local wasHighlighted = cardObject:IsHighlighted()
                local wasTargeted = cardObject:IsTargeted()
                cardObject:OnStateFlagsChanged(stateFlags)
                local isHighlighted = cardObject:IsHighlighted()
                local isTargeted = cardObject:IsTargeted()
                if wasHighlighted ~= isHighlighted then
                    if isHighlighted then
                        self:QueueCardPopupAndTooltip(cardObject)
                    else
                        self:ResetCardPopupAndTooltip(cardObject)
                    end
                elseif isHighlighted then
                    local popupObject = self.activeCardPopup.popupObject
                    if popupObject and popupObject:GetCardInstanceId() == cardInstanceId then
                        -- A popup instance of this card is currently showing; notify that instance as well.
                        popupObject:OnStateFlagsChanged(stateFlags)
                    end
                end
                if wasTargeted ~= isTargeted then
                    if isTargeted then
                        PlaySound(SOUNDS.TRIBUTE_CARD_TARGETED)
                    else
                        PlaySound(SOUNDS.TRIBUTE_CARD_UNTARGETED)
                    end
                    local canConfirm, expectedResult = CanConfirmTributeTargetSelection()
                    self.confirmButton:SetEnabled(canConfirm)
                end
            end
        end)
        
        control:RegisterForEvent(EVENT_TRIBUTE_AGENT_DEFEAT_COST_CHANGED, function(_, cardInstanceId, delta, newDefeatCost, shouldPlayFx, shouldSuppressSounds)
            local cardObject = self.cardInstanceIdToCardObject[cardInstanceId]
            if cardObject then
                self:ResetCardPopupAndTooltip(ANY_ACTIVE_CARD)
                if shouldPlayFx then
                    cardObject:UpdateDefeatCost(newDefeatCost, delta, shouldSuppressSounds)
                else
                    cardObject:RefreshDefeatCost()
                end
            end
        end)
        control:RegisterForEvent(EVENT_TRIBUTE_PATRON_STATE_FLAGS_CHANGED, function(_, patronDraftId, stateFlags)
            local patronStallObject = self.patronStalls[patronDraftId]
            local isUnderCursor = ZO_FlagHelpers.MaskHasFlag(stateFlags, TRIBUTE_PATRON_STATE_FLAGS_HIGHLIGHTED)
            self.gamepadCursor:SetObjectUnderCursor(patronStallObject, ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES.PATRON_STALL, isUnderCursor)
        end)
        self.handAndDocksTutorialPiles =
        {
            [TRIBUTE_BOARD_LOCATION_PLAYER_HAND] = ZO_TributePileData:New(TRIBUTE_BOARD_LOCATION_PLAYER_HAND),
            [TRIBUTE_BOARD_LOCATION_DOCKS] = ZO_TributePileData:New(TRIBUTE_BOARD_LOCATION_DOCKS),
        }
        self.deckAndCooldownTutorialPiles =
        {
            [TRIBUTE_BOARD_LOCATION_PLAYER_DECK] = ZO_TributePileData:New(TRIBUTE_BOARD_LOCATION_PLAYER_DECK),
            [TRIBUTE_BOARD_LOCATION_PLAYER_COOLDOWN] = ZO_TributePileData:New(TRIBUTE_BOARD_LOCATION_PLAYER_COOLDOWN),
        }
        control:RegisterForEvent(EVENT_TRIBUTE_PILE_UPDATED, function(_, boardLocation)
            local pileData = self.handAndDocksTutorialPiles[boardLocation]
            if pileData then
                pileData:MarkDirty()
                pileData:TryTriggerHandAndDocksTutorials()
            end
            pileData = self.deckAndCooldownTutorialPiles[boardLocation]
            if pileData then
                pileData:MarkDirty()
                pileData:TryTriggerDeckAndCooldownTutorials()
            end
        end)
        control:RegisterForEvent(EVENT_TRIBUTE_PLAYER_TURN_STARTED, function(_, isLocalPlayer)
            if isLocalPlayer then
                self.turnTimerTextLabelTimeline:PlayForward()
            else
                self.turnTimerTextLabelTimeline:PlayBackward()
            end
        end)
        control:RegisterForEvent(EVENT_TRIBUTE_CARD_MECHANIC_RESOLUTION_STATE_CHANGED, function(_, cardInstanceId, mechanicActivationSource,
            mechanicIndex, quantity, isResolved)
            if (not isResolved) or mechanicActivationSource ~= TRIBUTE_MECHANIC_ACTIVATION_SOURCE_ACTIVATION then
                return
            end
            local cardObject = self.cardInstanceIdToCardObject[cardInstanceId]
            if not cardObject:IsWorldCard() then
                return
            end
            local triggerId = select(7, GetTributeCardMechanicInfo(cardObject:GetCardDefId(), mechanicActivationSource, mechanicIndex))
            if triggerId == 0 then
                return
            end
            local _, _, isStacked, isTopOfStack = cardObject:GetStackInfo()
            if isStacked and not isTopOfStack then
                return
            end
            cardObject:UpdateTriggerAnimation()
        end)
        local function RefreshInputState()
            self:RefreshInputState()
        end
        local function OnGamepadPreferredModeChanged()
            self:RefreshInputModeFragments()
            self:RefreshInputState()
        end
        ZO_HELP_OVERLAY_SYNC_OBJECT:SetHandler("OnShown", RefreshInputState, "tribute")
        ZO_HELP_OVERLAY_SYNC_OBJECT:SetHandler("OnHidden", RefreshInputState, "tribute")
        ZO_DIALOG_SYNC_OBJECT:SetHandler("OnShown", RefreshInputState, "tribute")
        ZO_DIALOG_SYNC_OBJECT:SetHandler("OnHidden", RefreshInputState, "tribute")
    
        control:RegisterForEvent(EVENT_GAMEPAD_PREFERRED_MODE_CHANGED, OnGamepadPreferredModeChanged)
        local function ViewerActivationStateChanged(viewer, isActive)
            if isActive then
                self:SetActiveViewer(viewer)
            else
                local activeViewer = self:GetActiveViewer()
                --Only try to clear the active viewer if the one we are trying to clear matches
                if viewer == activeViewer then
                    self:SetActiveViewer(nil)
                end
            end
        end
        --Register the pile viewer callbacks
        local function PileViewerFragmentStateChanged(oldState, newState)
            if newState == SCENE_FRAGMENT_SHOWING then
                self:RefreshInputState()
            elseif newState == SCENE_FRAGMENT_HIDDEN then
                self:RefreshInputState()
            end
        end
        if not IsConsoleUI() then
            TRIBUTE_PILE_VIEWER_KEYBOARD_FRAGMENT:RegisterCallback("StateChange", PileViewerFragmentStateChanged)
        end
        TRIBUTE_PILE_VIEWER_GAMEPAD_FRAGMENT:RegisterCallback("StateChange", PileViewerFragmentStateChanged)
        ZO_TRIBUTE_PILE_VIEWER_MANAGER:RegisterCallback("ActivationStateChanged", ViewerActivationStateChanged)
        --Register the target viewer callbacks
        local function TargetViewerFragmentStateChanged(oldState, newState)
            --In some situations, we will get here before the activation state change fires.
            --As a result, we need to manually call the ViewerActivationStateChanged function before we refresh input to make sure it's still accurate
            if newState == SCENE_FRAGMENT_SHOWING then
                ViewerActivationStateChanged(ZO_TRIBUTE_TARGET_VIEWER_MANAGER, ZO_TRIBUTE_TARGET_VIEWER_MANAGER:IsActive())
                self:RefreshInputState()
            elseif newState == SCENE_FRAGMENT_HIDDEN then
                ViewerActivationStateChanged(ZO_TRIBUTE_TARGET_VIEWER_MANAGER, ZO_TRIBUTE_TARGET_VIEWER_MANAGER:IsActive())
                self:RefreshInputState()
            end
        end
        if not IsConsoleUI() then
            TRIBUTE_TARGET_VIEWER_KEYBOARD_FRAGMENT:RegisterCallback("StateChange", TargetViewerFragmentStateChanged)
        end
        TRIBUTE_TARGET_VIEWER_GAMEPAD_FRAGMENT:RegisterCallback("StateChange", TargetViewerFragmentStateChanged)
        ZO_TRIBUTE_TARGET_VIEWER_MANAGER:RegisterCallback("ActivationStateChanged", function(viewer, isActive)
            ViewerActivationStateChanged(viewer, isActive)
            --This is necessary specifically for the case where we cancel target selection while viewing the board.
            --Since the target viewer fragment is already hidden in this case, we wont get the state change callback for it, so we need to refresh the input state manually here
            if not isActive then
                self:RefreshInputState()
            end
            self.gamepadCursor:RefreshInsets()
        end)
        --Register the mechanic selector callbacks
        local function MechanicSelectorFragmentStateChanged(oldState, newState)
            if newState == SCENE_FRAGMENT_SHOWING then
                self:RefreshInputState()
            elseif newState == SCENE_FRAGMENT_HIDDEN then
                self:RefreshInputState()
            end
        end
        TRIBUTE_MECHANIC_SELECTOR_FRAGMENT:RegisterCallback("StateChange", MechanicSelectorFragmentStateChanged)
        TRIBUTE_MECHANIC_SELECTOR:RegisterCallback("ActivationStateChanged", ViewerActivationStateChanged)
        --Register the confinement viewer callbacks
        local function ConfinementViewerFragmentStateChanged(oldState, newState)
            --In some situations, we will get here before the activation state change fires.
            --As a result, we need to manually call the ViewerActivationStateChanged function before we refresh input to make sure it's still accurate
            if newState == SCENE_FRAGMENT_SHOWING then
                ViewerActivationStateChanged(ZO_TRIBUTE_CONFINEMENT_VIEWER_MANAGER, ZO_TRIBUTE_CONFINEMENT_VIEWER_MANAGER:IsActive())
                self:RefreshInputState()
            elseif newState == SCENE_FRAGMENT_HIDDEN then
                ViewerActivationStateChanged(ZO_TRIBUTE_CONFINEMENT_VIEWER_MANAGER, ZO_TRIBUTE_CONFINEMENT_VIEWER_MANAGER:IsActive())
                self:RefreshInputState()
            end
        end
        if not IsConsoleUI() then
            TRIBUTE_CONFINEMENT_VIEWER_KEYBOARD_FRAGMENT:RegisterCallback("StateChange", ConfinementViewerFragmentStateChanged)
        end
        TRIBUTE_CONFINEMENT_VIEWER_GAMEPAD_FRAGMENT:RegisterCallback("StateChange", ConfinementViewerFragmentStateChanged)
        ZO_TRIBUTE_CONFINEMENT_VIEWER_MANAGER:RegisterCallback("ActivationStateChanged", ViewerActivationStateChanged)
        local function PatronSelectionStateChanged(oldState, newState)
            if newState == SCENE_FRAGMENT_SHOWING then
                self:RefreshInputState()
            elseif newState == SCENE_FRAGMENT_HIDDEN then
                self:RefreshInputState()
            end
        end
        if not IsConsoleUI() then
            TRIBUTE_PATRON_SELECTION_KEYBOARD_FRAGMENT:RegisterCallback("StateChange", PatronSelectionStateChanged)
        end
        TRIBUTE_PATRON_SELECTION_GAMEPAD_FRAGMENT:RegisterCallback("StateChange", PatronSelectionStateChanged)
        control:RegisterForEvent(EVENT_REQUEST_TRIBUTE_EXIT, function(...) self:RequestExitTribute(...) end)
        self.gamepadCursor:RegisterCallback("ObjectUnderCursorChanged", function(object, objectType, previousObject, previousObjectType)
            if previousObjectType == ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES.CARD or previousObjectType == ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES.MECHANIC_TILE or previousObjectType == ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES.DISCARD_COUNTER then
                previousObject:OnCursorExit()
            end
            if objectType == ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES.CARD or objectType == ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES.MECHANIC_TILE or objectType == ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES.DISCARD_COUNTER then
                object:OnCursorEnter()
            end
        end)
        self.gamepadCursor:RegisterCallback("CursorPositionChanged", function(x, y)
            TRIBUTE_MECHANIC_MANAGER:OnGamepadCursorPositionChanged(x, y)
        end)
        self.gamepadCursor:RegisterCallback("CursorStateChanged", function(active)
            TRIBUTE_MECHANIC_MANAGER:OnGamepadCursorStateChanged(active)
        end)
        local function OnUpdate(_, frameTimeSeconds)
            self:OnUpdate(frameTimeSeconds)
        end
        control:SetHandler("OnUpdate", OnUpdate)
    end
end
function ZO_Tribute:ApplyPlatformStyle()
    ApplyTemplateToControl(self.confirmButton, ZO_GetPlatformTemplate("ZO_KeybindButton"))
    --Reset the text here to handle the force uppercase on gamepad
    self.confirmButton:SetText(GetString(SI_TRIBUTE_TARGET_VIEWER_CONFIRM_ACTION))
    self.confirmButton:UpdateEnabledState()
    local FORCE_UPDATE = true
    self:RefreshInstruction(self.showTargetInstructions, FORCE_UPDATE)
end
function ZO_Tribute:OnUpdate(frameTimeSeconds)
    local popupCardObject = self.queuedCardPopup.cardObject
    if popupCardObject and self.queuedCardPopup.showTimeSeconds <= frameTimeSeconds then
        -- Process and reset queued card popup.
        self.queuedCardPopup.cardObject = nil
        self.queuedCardPopup.showTimeSeconds = nil
        self:ShowCardPopup(popupCardObject)
    end
    local tooltipCardObject = self.queuedCardTooltip.cardObject
    if tooltipCardObject and self.queuedCardTooltip.showTimeSeconds <= frameTimeSeconds then
        -- Process and reset queued card tooltip.
        self.queuedCardTooltip.cardObject = nil
        self.queuedCardTooltip.showTimeSeconds = nil
        self:ShowCardTooltip(tooltipCardObject)
        --Once the card tooltip is showing, refresh the confine keybind and card controls
        self:RefreshConfineKeybind()
    end
    if self.queuedResourceTooltip.showTimeSeconds and self.queuedResourceTooltip.showTimeSeconds <= frameTimeSeconds then
        local perspective = self.queuedResourceTooltip.perspective
        local resource = self.queuedResourceTooltip.resource
        self.queuedResourceTooltip.perspective = nil
        self.queuedResourceTooltip.resource = nil
        self.queuedResourceTooltip.showTimeSeconds = nil
        self:ShowResourceTooltip(perspective, resource)
    end
    if self.queuedPatronUsageTooltip.showTimeSeconds and self.queuedPatronUsageTooltip.showTimeSeconds <= frameTimeSeconds then
        local perspective = self.queuedPatronUsageTooltip.perspective
        self.queuedPatronUsageTooltip.perspective = nil
        self.queuedPatronUsageTooltip.showTimeSeconds = nil
        self:ShowPatronUsageTooltip(perspective)
    end
    if self.patronSelectionShowTime and self.patronSelectionShowTime <= frameTimeSeconds then
        self.patronSelectionShowTime = nil
        ZO_TRIBUTE_PATRON_SELECTION_MANAGER:BeginPatronSelection()
    end
    local showTurnTimeRemaining = false
    if GetActiveTributePlayerPerspective() == TRIBUTE_PLAYER_PERSPECTIVE_SELF then
        local timeLeftMs = GetTributeRemainingTimeForTurn()
        if timeLeftMs and timeLeftMs <= self.turnTimerWarningThresholdMs then
            local formattedTimeLeft = ZO_FormatTimeMilliseconds(timeLeftMs, TIME_FORMAT_STYLE_DESCRIPTIVE_MINIMAL_HIDE_ZEROES, TIME_FORMAT_PRECISION_SECONDS)
            self.turnTimerTimeRemainingLabel:SetText(formattedTimeLeft)
            showTurnTimeRemaining = true
        end
    end
    self.turnTimerTimeRemainingLabel:SetHidden(not showTurnTimeRemaining)
    -- This check is very fast, and will early out if we're not in a tutorial match
    -- This makes it so we don't have to refresh the entire descriptor every update just to check this, though
    if self.isPlayerInputEnabled then
        local canSkipCurrentTributeTutorialStep = CanSkipCurrentTributeTutorialStep()
        if self.canSkipCurrentTributeTutorialStep ~= canSkipCurrentTributeTutorialStep then
            self.canSkipCurrentTributeTutorialStep = canSkipCurrentTributeTutorialStep
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
        end
    end
end
function ZO_Tribute:TryTriggerInitialTutorials()
    -- TODO Tribute: Add tutorials
end
do
    internalassert(TRIBUTE_GAME_FLOW_STATE_ITERATION_END == 5, "New Tribute game flow state, check INPUT_ENABLED_GAME_FLOW_STATES")
    local INPUT_ENABLED_GAME_FLOW_STATES =
    {
        [TRIBUTE_GAME_FLOW_STATE_PLAYING] = true,
    }
    function ZO_Tribute:RefreshInputModeFragments()
        if IsInGamepadPreferredMode() then
            TRIBUTE_SCENE:RemoveFragment(KEYBIND_STRIP_FADE_FRAGMENT)
            TRIBUTE_SCENE:AddFragment(KEYBIND_STRIP_GAMEPAD_FRAGMENT)
        else
            TRIBUTE_SCENE:RemoveFragment(KEYBIND_STRIP_GAMEPAD_FRAGMENT)
            TRIBUTE_SCENE:AddFragment(KEYBIND_STRIP_FADE_FRAGMENT)
        end
    end
    function ZO_Tribute:RefreshInputState()
        local allowPlayerInput = TRIBUTE_SCENE:IsShowing() and INPUT_ENABLED_GAME_FLOW_STATES[self.gameFlowState]
        local resetTargetObjects = true
        local refreshEffectiveCardStates = false
        local activeViewer = self:GetActiveViewer()
        local isUsingViewer = activeViewer ~= nil
        local isShowingDialog = ZO_DIALOG_SYNC_OBJECT:IsShown()
        if isUsingViewer or isShowingDialog or ZO_HELP_OVERLAY_SYNC_OBJECT:IsShown() then
            allowPlayerInput = false
            resetTargetObjects = false
        end
        if self.isPlayerInputEnabled ~= allowPlayerInput then
            if allowPlayerInput then
                KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
            else
                KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
            end
            self.isPlayerInputEnabled = allowPlayerInput
            refreshEffectiveCardStates = true
        end
        local inputStyle = TRIBUTE_INPUT_STYLE_NONE
        if allowPlayerInput or (isUsingViewer and activeViewer:IsViewingBoard()) then
            inputStyle = IsInGamepadPreferredMode() and TRIBUTE_INPUT_STYLE_GAMEPAD or TRIBUTE_INPUT_STYLE_MOUSE
        end
        if self.gameFlowState == TRIBUTE_GAME_FLOW_STATE_PATRON_DRAFT and not isShowingDialog then
            inputStyle = IsInGamepadPreferredMode() and TRIBUTE_INPUT_STYLE_NONE or TRIBUTE_INPUT_STYLE_MOUSE
        end
        if self.inputStyle ~= inputStyle then
            refreshEffectiveCardStates = true
            resetTargetObjects = false
            local oldInputStyle = self.inputStyle
            self.inputStyle = inputStyle
            SetTributeInputStyle(inputStyle)
        
            local wasMouseStyle = oldInputStyle == TRIBUTE_INPUT_STYLE_MOUSE
            local isMouseStyle = inputStyle == TRIBUTE_INPUT_STYLE_MOUSE
            if wasMouseStyle or isMouseStyle then
                self:SetMouseControlsEnabled(isMouseStyle)
            end
        
            local wasGamepadStyle = oldInputStyle == TRIBUTE_INPUT_STYLE_GAMEPAD
            local isGamepadStyle = inputStyle == TRIBUTE_INPUT_STYLE_GAMEPAD
            if wasGamepadStyle or isGamepadStyle then
                self:SetGamepadControlsEnabled(isGamepadStyle)
            end
        end
        if self.isPlayerInputEnabled then
            -- Perform the update after any potential change to the input style.
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
        end
        if refreshEffectiveCardStates then
            self:RefreshEffectiveCardStates()
        end
        if not resetTargetObjects then
            SetHighlightedTributeCard(NO_CARD)
            SetHighlightedTributePatron(NO_PATRON)
            SetHighlightedTributeResource(NO_RESOURCE)
        end
    end
end
function ZO_Tribute:RefreshInstruction(showTargetInstructions, forceRefresh)
    if self.showTargetInstructions ~= showTargetInstructions or forceRefresh then
        self.instruction:SetHidden(not showTargetInstructions)
        self.instruction:ClearAnchors()
        self.instruction:SetHandler("OnUpdate", nil)
        if showTargetInstructions then
            local OFFSET_Y = -20
            if IsInGamepadPreferredMode() then
                self.instruction:SetAnchor(BOTTOM, self.gamepadCursorControl, TOP, 0, OFFSET_Y)
            else
                local updatePositionCallback = function(_, timeSeconds)
                    local mousePositionX, mousePositionY = GetUIMousePosition()
                    self.instruction:SetAnchor(BOTTOM, GuiRoot, TOPLEFT, mousePositionX, mousePositionY + OFFSET_Y)
                end
                self.instruction:SetHandler("OnUpdate", updatePositionCallback)
                local NOT_USED = nil
                updatePositionCallback(NOT_USED, GetFrameTimeSeconds())
            end
            local instructionText = ZO_TRIBUTE_TARGET_VIEWER_MANAGER:GetInstructionText()
            self.instruction:SetText(instructionText)
        end
        self.showTargetInstructions = showTargetInstructions
    end
end
function ZO_Tribute:SetMouseControlsEnabled(enabled)
    if not enabled then
    end
end
function ZO_Tribute:IsInputStyleMouse()
    return self.inputStyle == TRIBUTE_INPUT_STYLE_MOUSE
end
function ZO_Tribute:SetGamepadControlsEnabled(enabled)
    self.gamepadCursor:SetActive(enabled)
end
function ZO_Tribute:IsInputStyleGamepad()
    return self.inputStyle == TRIBUTE_INPUT_STYLE_GAMEPAD
end
function ZO_Tribute:CanInteractWithCards()
    local activeViewer = self:GetActiveViewer()
    if activeViewer then
        return activeViewer:IsViewingBoard()
    else
        return true
    end
end
function ZO_Tribute:IsAutoPlayChecked()
    return self.savedVars.autoPlayChecked
end
function ZO_Tribute:OnSettingsChanged(autoPlayChecked)
    if self.savedVars.autoPlayChecked ~= autoPlayChecked then
        self.savedVars.autoPlayChecked = autoPlayChecked
        SetTributeAutoPlayEnabled(autoPlayChecked)
        ZO_SavePlayerConsoleProfile()
    end
end
function ZO_Tribute:OnBoardClicked(button, upInside)
    if self:IsInputStyleMouse() and upInside then
        --Disallow interacting with the board while a viewer is up
        if self:GetActiveViewer() ~= nil then
            return
        end
        if button == MOUSE_BUTTON_INDEX_LEFT then
            InteractWithTributeBoard()
        elseif button == MOUSE_BUTTON_INDEX_RIGHT then
            if TributeCanCancelCurrentMove() then
                TributeCancelCurrentMove()
            end
        end
    end
end
function ZO_Tribute:SetupGame()
    self:LayoutBoard()
    self:ResetPatrons()
    SetTributeAutoPlayEnabled(self.savedVars.autoPlayChecked)
    SetTributeGamepadCursorControl(self.gamepadCursorControl)
    --This value can change depending on the arena def, so regrab this value any time we start a match
    self.turnTimerWarningThresholdMs = GetTributeTurnTimerWarningThreshold()
    for _, perspectiveResourceDisplayControls in pairs(self.resourceDisplayControls) do
        for _, resourceDisplayControl in pairs(perspectiveResourceDisplayControls) do
            resourceDisplayControl:SetText("0")
        end
    end
    for _, perspectivePatronUsageDisplayControl in pairs(self.patronUsageDisplayControls) do
        perspectivePatronUsageDisplayControl:SetText(TRIBUTE_DEFAULT_PATRON_USAGE_COUNT)
    end
end
function ZO_Tribute:OnTributeReadyToPlay()
    if GetActiveTributePlayerPerspective() == TRIBUTE_PLAYER_PERSPECTIVE_SELF then
        self.turnTimerTextLabelTimeline:PlayForward()
    end
end
function ZO_Tribute:OnGameOver()
    ZO_Dialogs_ReleaseAllDialogsOfName("CONFIRM_CONCEDE_TRIBUTE")
    ZO_Dialogs_ReleaseAllDialogsOfName("GAMEPAD_TRIBUTE_OPTIONS")
    ZO_Dialogs_ReleaseAllDialogsOfName("KEYBOARD_TRIBUTE_OPTIONS")
    -- Give a bit of time for any other animations to play out a bit before going straight to the summary
    local FANFARE_DELAY_MS = 500
    self.beginEndOfGameFanfareEventId = zo_callLater(function(callId)
        if self.beginEndOfGameFanfareEventId == callId then
            self.beginEndOfGameFanfareEventId = nil
            TRIBUTE_SUMMARY:BeginEndOfGameFanfare()
        end
    end, FANFARE_DELAY_MS)
    self.turnTimerTextLabelTimeline:PlayBackward()
end
function ZO_Tribute:LayoutBoard()
    --Don't layout the board if we haven't initialized yet
    if not self.initialized then
        return
    end
    local renderPositionX, renderPositionY, renderPositionZ, rotationXRadians, rotationYRadians, rotationZRadians = GetTributeBoardSurfaceTransform()
    self.boardOrientControl:SetTransformOffset(renderPositionX, renderPositionY, renderPositionZ)
    self.boardOrientControl:SetTransformRotation(rotationXRadians, rotationYRadians, rotationZRadians)
    for perspective, perspectiveResourceDisplayControls in pairs(self.resourceDisplayControls) do
        for resource, resourceDisplayControl in pairs(perspectiveResourceDisplayControls) do
            renderPositionX, renderPositionY, renderPositionZ, rotationXRadians, rotationYRadians, rotationZRadians = GetTributeResourceDisplayTransformInfo(perspective, resource)
            resourceDisplayControl:SetTransformOffset(renderPositionX, renderPositionY, renderPositionZ)
            resourceDisplayControl:SetTransformRotation(rotationXRadians, rotationYRadians, rotationZRadians)
        end
    end
    for perspective, perspectivePatronUsageDisplayControl in pairs(self.patronUsageDisplayControls) do
        renderPositionX, renderPositionY, renderPositionZ, rotationXRadians, rotationYRadians, rotationZRadians = GetTributePatronUsageCountDisplayTransformInfo(perspective)
        perspectivePatronUsageDisplayControl:SetTransformOffset(renderPositionX, renderPositionY, renderPositionZ)
        perspectivePatronUsageDisplayControl:SetTransformRotation(rotationXRadians, rotationYRadians, rotationZRadians)
    end
    renderPositionX, renderPositionY, renderPositionZ, rotationXRadians, rotationYRadians, rotationZRadians = GetTributeTurnTimerLabelTransformInfo()
    self.turnTimerTextLabel:SetTransformOffset(renderPositionX, renderPositionY, renderPositionZ)
    self.turnTimerTextLabel:SetTransformRotation(rotationXRadians, rotationYRadians, rotationZRadians)
    for _, discardCounter in pairs(self.discardCounters) do
        discardCounter:UpdateTransform()
    end
    for _, patronStall in pairs(self.patronStalls) do
        patronStall:RefreshLayout()
    end
end
function ZO_Tribute:ResetPatrons()
    for _, patronStall in pairs(self.patronStalls) do
        patronStall:Reset()
    end
end
function ZO_Tribute:RefreshEffectiveCardStates()
    -- Refresh all card instances' effective card states in order to reflect the new pile viewer state.
    for _, cardObject in pairs(self.cardInstanceIdToCardObject) do
        cardObject:RefreshStateFlags()
    end
end
function ZO_Tribute:ResetCardPopupAndTooltip(cardObject)
    -- Reset a popup queued for the specified card.
    if not cardObject or self.queuedCardPopup.cardObject == cardObject then
        self.queuedCardPopup.cardObject = nil
        self.queuedCardPopup.showTimeSeconds = nil
    end
    -- Reset a tooltip queued for the specified card.
    if not cardObject or self.queuedCardTooltip.cardObject == cardObject then
        self.queuedCardTooltip.cardObject = nil
        self.queuedCardTooltip.showTimeSeconds = nil
    end
    self:HideCardPopup(cardObject)
    self:HideCardTooltip(cardObject)
end
function ZO_Tribute:HideCardPopup(cardObject)
    local activeCardPopup = self.activeCardPopup
    if cardObject and cardObject ~= activeCardPopup.cardObject then
        return
    end
    local activeCardObject = activeCardPopup.cardObject
    local popupObject = activeCardPopup.popupObject
    activeCardPopup.cardObject = nil
    activeCardPopup.popupObject = nil
    if popupObject then
        local PLAY_FORWARD = true
        activeCardObject:PlayAlphaAnimation(PLAY_FORWARD, ANIMATE_INSTANTLY)
        popupObject:ReleaseObject()
    end
end
function ZO_Tribute:HideCardTooltip(cardObject)
    local activeBoardLocationPatronsTooltipCardObject = self.activeBoardLocationPatronsTooltipCardObject
    if activeBoardLocationPatronsTooltipCardObject and (not cardObject or activeBoardLocationPatronsTooltipCardObject == cardObject) then
        activeBoardLocationPatronsTooltipCardObject:HideBoardLocationPatronsTooltip()
        self.activeBoardLocationPatronsTooltipCardObject = nil
    end
    local activeCardTooltip = self.activeCardTooltip
    if cardObject and cardObject ~= activeCardTooltip.cardObject then
        return
    end
    local keyboardControl = activeCardTooltip.keyboardControl
    local gamepadControl = activeCardTooltip.gamepadControl
    activeCardTooltip.cardObject = nil
    activeCardTooltip.keyboardControl = nil
    activeCardTooltip.gamepadControl = nil
    if keyboardControl then
        ClearTooltipImmediately(keyboardControl)
    end
    if gamepadControl then
    end
end
function ZO_Tribute:QueueCardPopupAndTooltip(cardObject)
    if not self:CanInteractWithCards() then
        return
    end
    if cardObject:IsStacked() then
        if cardObject:ShowBoardLocationPatronsTooltip(self.cardInstanceId) then
            self.activeBoardLocationPatronsTooltipCardObject = cardObject
        end
        return
    end
    local currentTimeSeconds = GetFrameTimeSeconds()
    self.queuedCardPopup.cardObject = cardObject
    self.queuedCardPopup.showTimeSeconds = currentTimeSeconds + ZO_TRIBUTE_SHOW_CARD_POPUP_DELAY_SECONDS
    self.queuedCardTooltip.cardObject = cardObject
    self.queuedCardTooltip.showTimeSeconds = currentTimeSeconds + ZO_TRIBUTE_SHOW_CARD_TOOLTIP_DELAY_SECONDS
end
-- Anchors popup to the center of the cardObject if centerX/Y is omitted.
function ZO_Tribute:ShowCardPopup(cardObject, centerX, centerY)
    self:HideCardPopup(ANY_ACTIVE_CARD)
    if not self:CanInteractWithCards() then
        return
    end
    if not (cardObject and cardObject:IsWorldCard() and cardObject:IsRevealed()) then
        return
    end
    local popupCardObject = TRIBUTE_POOL_MANAGER:AcquireCardByInstanceId(cardObject:GetCardInstanceId(), self.control, SPACE_INTERFACE)
    if not popupCardObject then
        return
    end
    if not (centerX and centerY) then
        -- Fallback to the Screen space center of the World space version of this card.
        centerX, centerY = cardObject:GetScreenCenter()
    end
    self.activeCardPopup.cardObject = cardObject
    self.activeCardPopup.popupObject = popupCardObject
    popupCardObject:ShowAsPopup(centerX, centerY, ZO_TRIBUTE_CARD_POPUP_TYPE.CARD)
    local PLAY_BACKWARD = false
    cardObject:PlayAlphaAnimation(PLAY_BACKWARD, ANIMATE_INSTANTLY)
end
-- Anchors tooltip to the active card popup if anchor details are omitted.
function ZO_Tribute:ShowCardTooltip(cardObject, anchorPoint, anchorControl, anchorRelativePoint, anchorOffsetX, anchorOffsetY)
    self:HideCardTooltip(ANY_ACTIVE_CARD)
    if not self:CanInteractWithCards() then
        return
    end
    if not (cardObject and cardObject:IsWorldCard() and cardObject:IsRevealed()) then
        return
    end
    if not (anchorPoint and anchorControl and anchorRelativePoint) then
        -- Fall back to anchoring to the right of the active card popup,
        -- if a popup is active and associated with the same card.
        local activeCardPopup = self.activeCardPopup
        if activeCardPopup.cardObject ~= cardObject or not activeCardPopup.popupObject then
            return
        end
        anchorControl = activeCardPopup.popupObject.control
        if not anchorControl then
            return
        end
        anchorPoint, anchorRelativePoint = LEFT, RIGHT
        anchorOffsetX, anchorOffsetY = 20, 0
    end
    self.activeCardTooltip.cardObject = cardObject
    if self:IsInputStyleMouse() then
        local tooltipControl = ItemTooltip
        InitializeTooltip(tooltipControl, anchorControl, anchorPoint, anchorOffsetX, anchorOffsetY, anchorRelativePoint)
        tooltipControl:SetTributeCard(cardObject:GetPatronDefId(), cardObject:GetCardDefId())
        self.activeCardTooltip.keyboardControl = tooltipControl
    elseif self:IsInputStyleGamepad() then
        local tooltipControl = ZO_TributeCardTooltip_Gamepad_GetControl()
        ZO_TributeCardTooltip_Gamepad_Show(cardObject, anchorPoint, anchorControl, anchorRelativePoint, anchorOffsetX, anchorOffsetY)
        self.activeCardTooltip.gamepadControl = tooltipControl
    end
end
function ZO_Tribute:RefreshConfineKeybind()
    self.confinedCardsButton:SetHidden(true)
    self.confinedCardsButton:ClearAnchors()
    --If we shouldn't be showing the confine keybind, early out
    if not self:CanShowConfineKeybind() then
        return
    end
    local popupObject = self.activeCardPopup.popupObject
    if popupObject and popupObject:GetNumConfinedCards() > 0 then
        local anchorControl = popupObject.control
        if not anchorControl then
            return
        end
        --Anchor the the button underneath the card popup
        local anchorPoint, anchorRelativePoint = TOP, BOTTOM
        local anchorOffsetX, anchorOffsetY = 0, ZO_TRIBUTE_CONFINED_CARDS_KEYBIND_OFFSET_Y
        self.confinedCardsButton:SetAnchor(anchorPoint, anchorControl, anchorRelativePoint, anchorOffsetX, anchorOffsetY)
        self.confinedCardsButton:SetHidden(false)
    end
end
function ZO_Tribute:RefreshConfinedCardsContainer()
    self.confinedCardsContainer:SetHidden(true)
    self.confinedCardsContainer:ClearAnchors()
    local popupObject = self.activeCardPopup.popupObject
    if popupObject then
        local anchorControl = popupObject.control
        if not anchorControl then
            return
        end
        --Tell the popup to set the visuals for the confined cards
        popupObject:PopulateConfinedCards(self.confinedCardsContainer.cardControls)
        --Anchor the container left of the card popup
        self.confinedCardsContainer:SetAnchor(RIGHT, anchorControl, LEFT, -5)
        self.confinedCardsContainer:SetHidden(false)
    end
end
function ZO_Tribute:QueuePatronUsageTooltip(perspective)
    local currentTimeSeconds = GetFrameTimeSeconds()
    self.queuedPatronUsageTooltip.perspective = perspective
    self.queuedPatronUsageTooltip.showTimeSeconds = currentTimeSeconds + ZO_TRIBUTE_SHOW_PATRON_USAGE_TOOLTIP_DELAY_SECONDS
end
function ZO_Tribute:ResetPatronUsageTooltip()
    self.queuedPatronUsageTooltip.perspective = nil
    self.queuedPatronUsageTooltip.showTimeSeconds = nil
end
function ZO_Tribute:HidePatronUsageTooltip()
    ClearTooltip(InformationTooltip)
end
function ZO_Tribute:ShowPatronUsageTooltip(perspective)
    local perspectivePatronUsageDisplayControl = self.patronUsageDisplayControls[perspective]
    if perspectivePatronUsageDisplayControl then
        local offsetX, offsetY = perspectivePatronUsageDisplayControl:ProjectRectToScreenAndComputeAABBPoint(LEFT)
        offsetX = offsetX - 30
        if IsInGamepadPreferredMode() then
            ZO_TributePatronUsageTooltip_Gamepad_Show(RIGHT, GuiRoot, TOPLEFT, offsetX, offsetY)
        else
            InitializeTooltip(InformationTooltip, GuiRoot, RIGHT, offsetX, offsetY, TOPLEFT)
            InformationTooltip:AddLine(GetString(SI_TRIBUTE_PATRON_USAGE_COUNTER_TOOLTIP_TITLE), "", ZO_NORMAL_TEXT:UnpackRGBA())
            InformationTooltip:AddLine(GetString(SI_TRIBUTE_PATRON_USAGE_COUNTER_TOOLTIP_DESCRIPTION))
        end
    end
end
function ZO_Tribute:QueueResourceTooltip(perspective, resource)
    local currentTimeSeconds = GetFrameTimeSeconds()
    self.queuedResourceTooltip.perspective = perspective
    self.queuedResourceTooltip.resource = resource
    self.queuedResourceTooltip.showTimeSeconds = currentTimeSeconds + ZO_TRIBUTE_SHOW_RESOURCE_TOOLTIP_DELAY_SECONDS
end
function ZO_Tribute:ResetResourceTooltip()
    self.queuedResourceTooltip.perspective = nil
    self.queuedResourceTooltip.resource = nil
    self.queuedResourceTooltip.showTimeSeconds = nil
end
function ZO_Tribute:HideResourceTooltip()
    ClearTooltip(InformationTooltip)
end
function ZO_Tribute:ShowResourceTooltip(perspective, resource)
    local perspectiveResourceDisplayControls = self.resourceDisplayControls[perspective]
    if perspectiveResourceDisplayControls then
        local resourceDisplayControl = perspectiveResourceDisplayControls[resource]
        if resourceDisplayControl then
            local offsetX, offsetY
            local anchorPoint
            if resource == TRIBUTE_RESOURCE_POWER then
                offsetX, offsetY = resourceDisplayControl:ProjectRectToScreenAndComputeAABBPoint(LEFT)
                offsetX = offsetX - 30
                anchorPoint = RIGHT
            else
                offsetX, offsetY = resourceDisplayControl:ProjectRectToScreenAndComputeAABBPoint(RIGHT)
                offsetX = offsetX + 30
                anchorPoint = LEFT
            end
            if IsInGamepadPreferredMode() then
                ZO_TributeResourceTooltip_Gamepad_Show(resource, anchorPoint, GuiRoot, TOPLEFT, offsetX, offsetY)
            else
                InitializeTooltip(InformationTooltip, GuiRoot, anchorPoint, offsetX, offsetY, TOPLEFT)
                InformationTooltip:AddLine(zo_strformat(SI_TRIBUTE_RESOURCE_NAME_FORMATTER, GetString("SI_TRIBUTERESOURCE", resource)), "", ZO_NORMAL_TEXT:UnpackRGBA())
                InformationTooltip:AddLine(GetString("SI_TRIBUTERESOURCE_TOOLTIP", resource))
            end
        end
    end
end
function ZO_Tribute:ResetDiscardCounterTooltips()
    for _, discardCounter in pairs(self.discardCounters) do
        discardCounter:HideTooltip()
    end
end
function ZO_Tribute:ResetDiscardCounters()
    for _, discardCounter in pairs(self.discardCounters) do
        discardCounter:Reset()
    end
end
function ZO_Tribute:RemoveTutorial(tutorialTrigger)
    TUTORIAL_MANAGER:RemoveTutorialByTrigger(tutorialTrigger)
end
function ZO_Tribute:ShowCardTutorial(tutorialTrigger, cardObject, anchorPoint, relativePoint)
    if TUTORIAL_MANAGER:CanTutorialTriggerFire(tutorialTrigger) then
        local screenX, screenY = cardObject:GetScreenAnchorPosition(relativePoint)
        TUTORIAL_MANAGER:ShowTutorialWithPosition(tutorialTrigger, anchorPoint, screenX, screenY)
    end
end
function ZO_Tribute:ShowPatronStallTutorial(tutorialTrigger, patronStallObject, anchorPoint, relativePoint)
    if TUTORIAL_MANAGER:CanTutorialTriggerFire(tutorialTrigger) then
        local screenX, screenY = patronStallObject:GetScreenAnchorPosition(relativePoint)
        TUTORIAL_MANAGER:ShowTutorialWithPosition(tutorialTrigger, anchorPoint, screenX, screenY)
    end
end
function ZO_Tribute:GetGameFlowState()
    return self.gameFlowState
end
function ZO_Tribute:GetPatronStalls()
    return self.patronStalls
end
function ZO_Tribute:GetPatronStallByPatronId(patronId)
    for _, patronStall in pairs(self.patronStalls) do
        if patronStall.GetId and patronStall:GetId() == patronId then
            return patronStall
        end
    end
    return nil
end
function ZO_Tribute:QueueVictoryTutorial()
    self.showVictoryTutorial = true
end
function ZO_Tribute:GetCardByInstanceId(cardInstanceId)
    return self.cardInstanceIdToCardObject[cardInstanceId]
end
function ZO_Tribute:SetActiveViewer(activeViewer)
    self.activeViewer = activeViewer
end
function ZO_Tribute:GetActiveViewer()
    return self.activeViewer
end
function ZO_Tribute:CanShowConfineKeybind()
    if not self:CanInteractWithCards() then
        return false
    end
    --We cannot bring up the confinement viewer in tutorial games
    if IsTributeTutorialGame() then
        return false
    end
    --Do not display the confine keybind when a viewer is active
    local activeViewer = self:GetActiveViewer()
    if activeViewer then
        return false
    end
    --Do not display the confine keybind when target selection is active
    if self.showTargetInstructions then
        return false
    end
    return true
end
-----------------------------------
-- Tribute Discard Count Display --
-----------------------------------
ZO_TributeDiscardCountDisplay = ZO_InitializingObject:Subclass()
function ZO_TributeDiscardCountDisplay:Initialize(control, perspective)
    self.control = control
    self.control.object = self
    self.text = self.control:GetNamedChild("Text")
    self.perspective = perspective
    -- ZoFontTributeAntique52 is a rarely used font, so defer loading it until it actually becomes necessary
    self.text:SetFont("ZoFontTributeAntique52")
    self.count = 0
    self.control:RegisterForEvent(EVENT_TRIBUTE_FORCE_DISCARD_COUNT_CHANGED, function(_, playerPerspective, newCount)
        if playerPerspective == self.perspective then
            self:SetCount(newCount)
        end
    end)
end
function ZO_TributeDiscardCountDisplay:UpdateTransform()
    local renderPositionX, renderPositionY, renderPositionZ, rotationXRadians, rotationYRadians, rotationZRadians = GetTributeDiscardCountTransformInfo(self.perspective)
    self.control:SetTransformOffset(renderPositionX, renderPositionY, renderPositionZ)
    self.control:SetTransformRotation(rotationXRadians, rotationYRadians, rotationZRadians)
end
function ZO_TributeDiscardCountDisplay:SetCount(newCount)
    if newCount > 0 then
        self.text:SetText(newCount)
        self.control:SetHidden(false)
    else
        self.control:SetHidden(true)
    end
end
function ZO_TributeDiscardCountDisplay:Reset()
    self:SetCount(0)
    self:HideTooltip()
end
function ZO_TributeDiscardCountDisplay:HideTooltip()
    ClearTooltip(InformationTooltip)
end
function ZO_TributeDiscardCountDisplay:ShowTooltip()
    self:HideTooltip()
    local offsetX, offsetY = self.control:ProjectRectToScreenAndComputeAABBPoint(LEFT)
    offsetX = offsetX - 30
    if IsInGamepadPreferredMode() then
        ZO_TributeDiscardCounterTooltip_Gamepad_Show(RIGHT, GuiRoot, TOPLEFT, offsetX, offsetY)
    else
        InitializeTooltip(InformationTooltip, GuiRoot, RIGHT, offsetX, offsetY, TOPLEFT)
        InformationTooltip:AddLine(GetString(SI_TRIBUTE_DISCARD_COUNTER_TOOLTIP_TITLE), "", ZO_NORMAL_TEXT:UnpackRGBA())
        InformationTooltip:AddLine(GetString(SI_TRIBUTE_DISCARD_COUNTER_TOOLTIP_DESCRIPTION))
    end
end
function ZO_TributeDiscardCountDisplay:OnCursorEnter()
    self:ShowTooltip()
end
function ZO_TributeDiscardCountDisplay:OnCursorExit()
    self:HideTooltip()
end
function ZO_TributeDiscardCountDisplay:OnMouseEnter()
    if not IsInGamepadPreferredMode() then
        self:ShowTooltip()
    end
end
-----------------------------
-- Global Functions
-----------------------------
    TRIBUTE = ZO_Tribute:New(control)
end
function ZO_GetNextTributeCardWithStateFlagMask(stateFlagMask)
    return function(state, lastCardInstanceId)
        return GetNextTributeCardWithStateFlagsMask(stateFlagMask, lastCardInstanceId)
    end
end