Back to Home

ESO Lua File v101043

ingame/retrait/gamepad/retraitstation_reconstruct_gamepad.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
-- ItemSetsBook (Reconstruct) --
ZO_RetraitStation_Reconstruct_Gamepad = ZO_ItemSetsBook_Gamepad_Base:Subclass()
function ZO_RetraitStation_Reconstruct_Gamepad:New(...)
    return ZO_ItemSetsBook_Gamepad_Base.New(self, ...)
end
function ZO_RetraitStation_Reconstruct_Gamepad:Initialize(control, scene)
    ZO_ItemSetsBook_Gamepad_Base.Initialize(self, control, scene)
    GAMEPAD_RECONSTRUCT_FRAGMENT = self:GetFragment()
    self:GetFragment():RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_HIDING then
            self:HideReconstructOptions()
            -- Clear the result tooltip as well as any associated Crafting Result that may still be in progress.
            self.resultTooltip.tip:ClearLines()
            GAMEPAD_CRAFTING_RESULTS:SetCraftingTooltip(nil)
        end
    end)
    self.costContainer = self.control:GetNamedChild("Cost")
    self.costFragment = ZO_FadeSceneFragment:New(self.costContainer)
    self.optionsModeHidden = true
    self.itemSetPieceData = ZO_ItemSetCollectionReconstructionPieceData:New()
    self.optionsPanel = self.control:GetNamedChild("Options")
    self.traitListContainer = self.optionsPanel:GetNamedChild("TraitList")
    self.qualityListContainer = self.optionsPanel:GetNamedChild("QualityList")
    self.itemHeader = self.optionsPanel:GetNamedChild("Header")
    self.itemIcon = self.itemHeader:GetNamedChild("Icon")
    self.itemName = self.itemHeader:GetNamedChild("Label")
    self.resultTooltip = self.control:GetNamedChild("ResultTooltip")
    --Register the result tooltip for narration
    local tooltipNarrationInfo = 
    {
        canNarrate = function()
            return not self.resultTooltip:IsHidden()
        end,
        tooltipNarrationFunction = function()
            return self.resultTooltip.tip:GetNarrationText()
        end,
    }
    GAMEPAD_TOOLTIPS:RegisterCustomTooltipNarration(tooltipNarrationInfo)
    --Register the cost for narration
    local costTooltipNarrationInfo =
    {
        canNarrate = function()
            return self.costFragment:IsShowing()
        end,
        tooltipNarrationFunction = function()
            local narrations = {}
            --Get the header narration
            table.insert(narrations, GetString(SI_ITEM_RECONSTRUCTION_TOTAL_COST))
            --Get the currency cost narration
            local currencyCosts, materialCosts = self.itemSetPieceData:GetCostInfo()
            local currencyCost = currencyCosts[1]
            if currencyCost then
                table.insert(narrations, ZO_Currency_FormatGamepad(currencyCost.currencyType, currencyCost.currencyRequired, ZO_CURRENCY_FORMAT_AMOUNT_NAME))
            end
            --Get the required materials narrations
            for index, materialCost in ipairs(materialCosts) do
                local itemName = GetItemLinkName(materialCost.reagentItemLink)
                local stackCount = materialCost.reagentsRequired
                table.insert(narrations, zo_strformat(SI_GAMEPAD_RECONSTRUCT_REQUIRED_ITEM_NARRATION_FORMATTER, stackCount, itemName))
            end
            return narrations
        end,
    }
    GAMEPAD_TOOLTIPS:RegisterCustomTooltipNarration(costTooltipNarrationInfo)
    self.materialContainer = self.costContainer:GetNamedChild("SummaryMaterials")
    self.materialPool = ZO_ControlPool:New("ZO_GamepadDisplayEntryTemplateLowercase34", self.materialContainer)
    local function OnCraftStarted()
        self.isCraftInProgress = true
    end
    local function OnCraftStopped()
        self.isCraftInProgress = false
        if self:IsOptionsModeShowing() then
            self:ShowItemSetsBook()
        end
    end
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStarted", OnCraftStarted)
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", OnCraftStopped)
end
function ZO_RetraitStation_Reconstruct_Gamepad:OnHorizonalScrollListCleared(list)
    local listContainer = list:GetControl():GetParent()
    listContainer.selectedLabel:SetHidden(true)
    listContainer.extraInfoLabel:SetHidden(true)
end
function ZO_RetraitStation_Reconstruct_Gamepad:InitializeTraitList(scrollListClass, listSlotTemplate, validationFont)
    local listContainer = self.traitListContainer
    listContainer.titleLabel:SetText(GetString(SI_SMITHING_HEADER_TRAIT))
    local function SetupFunction(control, data, selected, selectedDuringRebuild, enabled)
        self:SetupSharedSlot(control, SLOT_TYPE_SMITHING_TRAIT, listContainer, self.traitList)
        local DO_NOT_SHOW_STACK_COUNT = false
        ZO_ItemSlot_SetAlwaysShowStackCount(control, DO_NOT_SHOW_STACK_COUNT)
        local EMPTY_STACK_COUNT = 0
        ZO_ItemSlot_SetupSlot(control, EMPTY_STACK_COUNT, data.icon, data.traitKnown, not enabled)
        if selected then
            listContainer.extraInfoLabel:SetHidden(data.traitKnown)
            listContainer.selectedLabel:SetText(data.localizedName)
            listContainer.selectedLabel:SetHidden(false)
        end
    end
    local function EqualityFunction(leftData, rightData)
        return leftData.name == rightData.name
    end
    local function OnHorizonalScrollListCleared(...)
        self:OnHorizonalScrollListCleared(...)
    end
    local BASE_NUM_ITEMS_IN_LIST = 5
    self.traitList = scrollListClass:New(listContainer.listControl, listSlotTemplate, BASE_NUM_ITEMS_IN_LIST, SetupFunction, EqualityFunction, OnHorizonalScrollListShown, OnHorizonalScrollListCleared)
    local MIN_SCALE = 0.6
    local MAX_SCALE = 1.1
    self.traitList:SetScaleExtents(MIN_SCALE, MAX_SCALE)
    self.traitList:SetOnSelectedDataChangedCallback(function(selectedData, oldData, selectedDuringRebuild)
        self.isTraitValid = selectedData.traitKnown
        self.itemSetPieceData:SetOverrideTraitType(selectedData.type)
        self:RefreshResultTooltip()
        --Do not try to narrate if a craft is in progress, as the screen will close once it's done
        if not self.isCraftInProgress then
            SCREEN_NARRATION_MANAGER:QueueFocus(self.focus)
        end
    end)
end
function ZO_RetraitStation_Reconstruct_Gamepad:InitializeQualityList(scrollListClass, listSlotTemplate, validationFont)
    local listContainer = self.qualityListContainer
    listContainer.titleLabel:SetText(GetString(SI_GAMEPAD_SMITHING_IMPROVEMENT_REAGENT_TITLE))
    local function SetupFunction(control, data, selected, selectedDuringRebuild, enabled)
        self:SetupSharedSlot(control, SLOT_TYPE_SMITHING_BOOSTER, listContainer, self.qualityList)
        local DO_NOT_SHOW_STACK_COUNT = false
        ZO_ItemSlot_SetAlwaysShowStackCount(control, DO_NOT_SHOW_STACK_COUNT)
        control.qualityIndex = data.qualityIndex
        control.qualityType = data.qualityType
        local EMPTY_STACK_COUNT = 0
        ZO_ItemSlot_SetupSlot(control, EMPTY_STACK_COUNT, data.icon, data.valid, not enabled)
        if selected then
            if data.extraInfo then
                listContainer.extraInfoLabel:SetText(data.extraInfo)
                listContainer.extraInfoLabel:SetHidden(false)
            else
                listContainer.extraInfoLabel:SetHidden(true) 
            end
            listContainer.selectedLabel:SetText(data.description)
            listContainer.selectedLabel:SetHidden(false)
        end
    end
    local function EqualityFunction(leftData, rightData)
        return leftData.name == rightData.name
    end
    local function OnHorizonalScrollListCleared(...)
        self:OnHorizonalScrollListCleared(...)
    end
    local BASE_NUM_ITEMS_IN_LIST = 5
    self.qualityList = scrollListClass:New(listContainer.listControl, listSlotTemplate, BASE_NUM_ITEMS_IN_LIST, SetupFunction, EqualityFunction, OnHorizonalScrollListShown, OnHorizonalScrollListCleared)
    local MIN_SCALE = 0.6
    local MAX_SCALE = 1.1
    self.qualityList:SetScaleExtents(MIN_SCALE, MAX_SCALE)
    self.qualityList:SetOnSelectedDataChangedCallback(function(selectedData, oldData, selectedDuringRebuild)
        self.itemSetPieceData:SetUpgradeFunctionalQuality(selectedData.quality)
        self:RefreshResultTooltip()
        self:RefreshCostSummary()
        --Do not try to narrate if a craft is in progress, as the screen will close once it's done
        if not self.isCraftInProgress then
            SCREEN_NARRATION_MANAGER:QueueFocus(self.focus)
        end
    end)
end
function ZO_RetraitStation_Reconstruct_Gamepad:InitializeFragmentGroups()
    self.costFragmentGroup =
    {
        GAMEPAD_NAV_QUADRANT_4_BACKGROUND_FRAGMENT,
        self.costFragment,
    }
end
function ZO_RetraitStation_Reconstruct_Gamepad:SetupSharedSlot(control, slotType, listContainer, list)
    ZO_InventorySlot_SetType(control, slotType)
end
function ZO_RetraitStation_Reconstruct_Gamepad:HideReconstructOptions()
    self.optionsModeHidden = true
    SCENE_MANAGER:RemoveFragmentGroup(self.costFragmentGroup)
    self.focus:Deactivate()
    self.optionsPanel:SetHidden(true)
    self.resultTooltip:SetHidden(true)
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.reconstructKeybindStripDescriptor)
    self:RefreshHeader()
end
function ZO_RetraitStation_Reconstruct_Gamepad:RefreshItemData()
    self.itemIcon:SetTexture(self.itemSetPieceData:GetIcon())
    self.currentItemName = self.itemSetPieceData:GetFormattedColorizedName()
    self.itemName:SetText(self.currentItemName)
end
function ZO_RetraitStation_Reconstruct_Gamepad:RefreshTraitList()
    self.traitList:Clear()
    local allTraits = ZO_CraftingUtils_GetSmithingTraitItemInfo()
    local pieceId = self.itemSetPieceData:GetId()
    local pieceTraitCategory = self.itemSetPieceData:GetTraitCategory()
    -- Order matters:
    local craftingType = self.itemSetPieceData:GetTradeskillType()
    local isJewelry = craftingType == CRAFTING_TYPE_JEWELRYCRAFTING
    for _, traitData in ipairs(allTraits) do
        local traitCategory = GetItemTraitTypeCategory(traitData.type)
        local hasNoTrait = traitCategory == ITEM_TRAIT_TYPE_NONE
        if pieceTraitCategory == traitCategory or (isJewelry and hasNoTrait) then
            traitData.traitKnown = IsTraitKnownForItem(pieceId, traitData.type) or (isJewelry and hasNoTrait)
            if hasNoTrait then
                traitData.localizedName = GetString(SI_ITEM_RECONSTRUCTION_DEFAULT_TRAIT)
            else
                traitData.localizedName = GetString("SI_ITEMTRAITTYPE", traitData.type)
            end
            self.traitList:AddEntry(traitData)
        end
    end
    self.traitList:Commit()
end
function ZO_RetraitStation_Reconstruct_Gamepad:RefreshQualityList()
    self.qualityList:Clear()
    local minimumUpgradeQuality = self.itemSetPieceData:GetMinimumFunctionalQuality()
    if minimumUpgradeQuality == ITEM_FUNCTIONAL_QUALITY_LEGENDARY or self.itemSetPieceData:GetDisplayQuality() == ITEM_DISPLAY_QUALITY_MYTHIC_OVERRIDE then
        self.qualityListContainer:SetHidden(true)
        return
    end
    local craftingType = self.itemSetPieceData:GetTradeskillType()
    local sufficientPrecursorReagents = true
    for functionalQuality = minimumUpgradeQuality, ITEM_FUNCTIONAL_QUALITY_LEGENDARY do
        local reagentQualityColor = GetItemQualityColor(functionalQuality)
        local reagentName, reagentIcon, reagentsAvailable, reagentsRequired, reagentDescription
        if functionalQuality == minimumUpgradeQuality then
            reagentsAvailable = 0
            reagentsRequired = 0
            -- This name is only for comparison purposes and is not visible in the UI.
            reagentName = "Default Quality"
            reagentIcon = "EsoUI/Art/Crafting/crafting_smithing_noTrait.dds"
            reagentDescription = reagentQualityColor:Colorize(zo_strformat(SI_GAMEPAD_SMITHING_IMPROVEMENT_NO_REAGENT, GetString("SI_ITEMQUALITY", functionalQuality)))
        else
            local upgradeFromFunctionalQuality = functionalQuality - 1
            reagentName, reagentIcon, reagentsAvailable = GetSmithingImprovementItemInfo(craftingType, upgradeFromFunctionalQuality)
            reagentsRequired = GetSmithingGuaranteedImprovementItemAmount(craftingType, upgradeFromFunctionalQuality)
            reagentDescription = reagentQualityColor:Colorize(zo_strformat(SI_GAMEPAD_SMITHING_IMPROVEMENT_REAGENT_SELECTION, GetString("SI_ITEMQUALITY", functionalQuality), reagentsRequired, reagentName))
        end
        local valid = true
        local extraInfo = nil
        if not sufficientPrecursorReagents then
            extraInfo = GetString(SI_SMITHING_MATERIAL_REQUIRED_PREVIOUS_QUALITY)
            valid = false
        elseif reagentsAvailable < reagentsRequired then
            extraInfo = zo_strformat(SI_SMITHING_MATERIAL_REQUIRED, reagentsRequired, reagentName)
            valid = false
            sufficientPrecursorReagents = false
        end
        self.qualityList:AddEntry({
            valid = valid,
            quality = functionalQuality,
            quantity = reagentsRequired,
            available = reagentsAvailable,
            color = reagentQualityColor,
            icon = reagentIcon,
            name = reagentName,
            description = reagentDescription,
            extraInfo = extraInfo,
        })
    end
    self.qualityList:Commit()
    self.qualityListContainer:SetHidden(false)
end
function ZO_RetraitStation_Reconstruct_Gamepad:InitializeFocusItems()
    self.focus = ZO_GamepadFocus:New(self.optionsPanel)
    local function ActivateFocus(focus, data)
        focus:Activate()
        local ACTIVE = true
        self:UpdateBorderHighlight(focus, ACTIVE)
        SCREEN_NARRATION_MANAGER:QueueFocus(self.focus)
    end
    local function DeactivateFocus(focus, data)
        focus:Deactivate()
        local INACTIVE = false
        self:UpdateBorderHighlight(focus, INACTIVE)
    end
    local function UpgradeVisibility()
        local minimumUpgradeQuality = self.itemSetPieceData:GetMinimumFunctionalQuality()
        return minimumUpgradeQuality < ITEM_FUNCTIONAL_QUALITY_LEGENDARY and self.itemSetPieceData:GetDisplayQuality() ~= ITEM_DISPLAY_QUALITY_MYTHIC_OVERRIDE
    end
    local function GetHeaderNarrationText()
        return { ZO_GamepadGenericHeader_GetNarrationText(self.header, self.headerData), SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.currentItemName) }
    end
    self.focusEntryData =
    {
        -- Trait selection
        {
            activate = ActivateFocus,
            deactivate = DeactivateFocus,
            control = self.traitList,
            narrationText = function()
                local narrations = {}
                local data = self.traitList.selectedData
                --Generate the narration for the selected value
                table.insert(narrations, ZO_FormatSpinnerNarrationText(GetString(SI_SMITHING_HEADER_TRAIT), data.localizedName))
                local traitCategory = GetItemTraitTypeCategory(data.type)
                --Only narrate the extra info if the trait type is not none
                if traitCategory ~= ITEM_TRAIT_TYPE_NONE then
                    if not data.traitKnown then
                        table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SMITHING_TRAIT_MUST_BE_RESEARCHED)))
                    end
                end
                return narrations
            end,
            additionalInputNarrationFunction = function()
                local narrationFunction = self.traitList:GetAdditionalInputNarrationFunction()
                return narrationFunction()
            end,
            headerNarrationFunction = GetHeaderNarrationText,
        },
        -- Upgrade selection
        {
            activate = ActivateFocus,
            deactivate = DeactivateFocus,
            control = self.qualityList,
            visible = UpgradeVisibility,
            narrationText = function()
                local narrations = {}
                local data = self.qualityList.selectedData
                --Generate the narration for the selected value
                table.insert(narrations, ZO_FormatSpinnerNarrationText(GetString(SI_GAMEPAD_SMITHING_IMPROVEMENT_REAGENT_TITLE), data.description))
                --Generate the narration for any extra info
                table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(data.extraInfo))
                return narrations
            end,
            additionalInputNarrationFunction = function()
                local narrationFunction = self.qualityList:GetAdditionalInputNarrationFunction()
                return narrationFunction()
            end,
            headerNarrationFunction = GetHeaderNarrationText,
        },
    }
    --Re-narrate the current focus upon closing dialogs
    CALLBACK_MANAGER:RegisterCallback("AllDialogsHidden", function()
        --Do not try to narrate if a craft is in progress, as the screen will close once it's done
        if self.focus:IsActive() and not self.isCraftInProgress then
            local NARRATE_HEADER = true
            SCREEN_NARRATION_MANAGER:QueueFocus(self.focus, NARRATE_HEADER)
        end
    end)
end
function ZO_RetraitStation_Reconstruct_Gamepad:RefreshFocusItems(focusIndex)
    self.focus:RemoveAllEntries()
    for _, focusEntry in ipairs(self.focusEntryData) do
        if focusEntry.visible ~= false and (type(focusEntry.visible) ~= "function" or focusEntry.visible()) then
            self.focus:AddEntry(focusEntry)
        end
    end
    local FIRST_INDEX = 1
    self.focus:SetFocusByIndex(focusIndex or FIRST_INDEX)
end
function ZO_RetraitStation_Reconstruct_Gamepad:SetupCostLine(control, icon, name, quantity, insufficientQuantity)
    control:GetNamedChild("Label"):SetText(name)
    -- Order matters:
    local iconTexture = control:GetNamedChild("Icon")
    iconTexture:SetTexture(icon)
    local stackCountLabel = iconTexture:GetNamedChild("StackCount")
    stackCountLabel:SetText(quantity)
    if insufficientQuantity then
        stackCountLabel:SetColor(ZO_ERROR_COLOR:UnpackRGBA())
    else
        stackCountLabel:SetColor(ZO_SELECTED_TEXT:UnpackRGBA())
    end
    control:SetHidden(false)
end
function ZO_RetraitStation_Reconstruct_Gamepad:RefreshCostSummary()
    local currencyOptions, materialCosts = self.itemSetPieceData:GetCostInfo()
    local summaryContainer = self.costContainer:GetNamedChild("Summary")
    -- TODO: Add support for multiple currencies as future proofing.
    local currencyOption = currencyOptions[1]
    local insufficientCurrency = currencyOption.currencyRequired > currencyOption.currencyAvailable
    self:SetupCostLine(summaryContainer:GetNamedChild("Currency"), currencyOption.currencyIcon, currencyOption.currencyName, currencyOption.currencyRequired, insufficientCurrency)
    if #materialCosts == 0 then
        self.materialContainer:SetHidden(true)
    else
        self.materialPool:ReleaseAllObjects()
        local previousControl
        for _, materialCost in ipairs(materialCosts) do
            local materialControl = self.materialPool:AcquireObject()
            self:SetupCostLine(materialControl, materialCost.reagentIcon, materialCost.reagentItemLink, materialCost.reagentsRequired, materialCost.reagentsRequired > materialCost.reagentsAvailable)
            -- Order matters:
            if previousControl then
                materialControl:SetAnchor(TOPLEFT, previousControl, BOTTOMLEFT)
                materialControl:SetAnchor(TOPRIGHT, previousControl, BOTTOMRIGHT)
            else
                materialControl:SetAnchor(TOPLEFT, self.materialContainer)
                materialControl:SetAnchor(TOPRIGHT, self.materialContainer)
            end
            previousControl = materialControl
        end
        
        self.materialContainer:SetHidden(false)
    end
end
function ZO_RetraitStation_Reconstruct_Gamepad:RefreshOptionsMode()
    self:RefreshHeader()
end
function ZO_RetraitStation_Reconstruct_Gamepad:UpdateBorderHighlight(focus, active)
    local focusControlParent = focus:GetControl():GetParent()
    focusControlParent.inactiveBG:SetHidden(active)
    focusControlParent.activeBG:SetHidden(not active)
end
function ZO_RetraitStation_Reconstruct_Gamepad:RefreshResultTooltip()
    self.resultTooltip.tip:ClearLines()
    if self.itemSetPieceData and self:IsOptionsModeShowing() then
        local SHOW_TRAIT = false
        self.resultTooltip.tip:LayoutItemSetCollectionPieceLink(self.itemSetPieceData:GetItemLink(), SHOW_TRAIT)
        self.resultTooltip.icon:SetTexture(self.itemSetPieceData:GetIcon())
    end
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.reconstructKeybindStripDescriptor)
end
function ZO_RetraitStation_Reconstruct_Gamepad:RequestReconstruction()
    local pieceId = self.itemSetPieceData:GetId()
    local traitType = self.itemSetPieceData:GetOverrideTraitType()
    local quality = self.itemSetPieceData:GetUpgradeFunctionalQuality() or self.itemSetPieceData:GetMinimumFunctionalQuality()
    local currencyType = ITEM_SET_COLLECTIONS_DATA_MANAGER:GetReconstructionCurrencyOptionType(1)
    return RequestItemReconstruction(pieceId, traitType, quality, currencyType)
end
function ZO_RetraitStation_Reconstruct_Gamepad:IsReconstructionEnabled()
    if self.isCraftInProgress then
        return false
    end
    if not self.isTraitValid then
        return false
    end
    local currencyCosts, materialCosts = self.itemSetPieceData:GetCostInfo()
    for _, materialCost in ipairs(materialCosts) do
        if materialCost.reagentsRequired > materialCost.reagentsAvailable then
            return false
        end
    end
    for _, currencyCost in pairs(currencyCosts) do
        if currencyCost.currencyRequired <= currencyCost.currencyAvailable then
            return true
        end
    end
    return false
end
function ZO_RetraitStation_Reconstruct_Gamepad:ShowItemSetsBook()
    self:ShowListDescriptor(self.subcategoryListDescriptor)
    self:EnterGridList()
end
-- Begin ZO_ItemSetsBook_Gamepad_Base Overrides --
function ZO_RetraitStation_Reconstruct_Gamepad:InitializeKeybindStripDescriptors()
    ZO_ItemSetsBook_Gamepad_Base.InitializeKeybindStripDescriptors(self)
    self.reconstructKeybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Perform reconstruction
        {
            keybind = "UI_SHORTCUT_SECONDARY",
            name = GetString(SI_RETRAIT_STATION_PERFORM_RECONSTRUCT),
            callback = function()
                ZO_Dialogs_ShowGamepadDialog("GAMEPAD_CONFIRM_ITEM_RECONSTRUCTION", {itemSetPieceData = self.itemSetPieceData})
            end,
            visible = function()
                return self:IsOptionsModeShowing()
            end,
            enabled = function()
                return self:IsReconstructionEnabled()
            end,
        },
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.reconstructKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, function()
        self:ShowItemSetsBook()
    end)
    ZO_CraftingUtils_ConnectKeybindButtonGroupToCraftingProcess(self.reconstructKeybindStripDescriptor)
end
-- End ZO_ItemSetsBook_Gamepad_Base Overrides --
-- Begin ZO_ItemSetsBook_Shared Overrides --
function ZO_RetraitStation_Reconstruct_Gamepad:RefreshHeader()
    if self:IsOptionsModeShowing() then
        self.headerData.titleText = GetString(SI_RETRAIT_STATION_RECONSTRUCT_MODE)
        ZO_GamepadGenericHeader_RefreshData(self.header, self.headerData)
    else
        ZO_ItemSetsBook_Gamepad_Base.RefreshHeader(self)
    end
end
function ZO_RetraitStation_Reconstruct_Gamepad:GetSceneName()
    return "reconstruct_gamepad"
end
function ZO_RetraitStation_Reconstruct_Gamepad:IsReconstructing()
    return true
end
function ZO_RetraitStation_Reconstruct_Gamepad:IsOptionsModeShowing()
    return not self.optionsModeHidden
end
function ZO_RetraitStation_Reconstruct_Gamepad:CanReconstruct()
    local selectedData = self.gridListPanelList:GetSelectedData()
    if selectedData and not selectedData.isEmptyCell then
        return selectedData:IsUnlocked()
    end
    return false
end
function ZO_RetraitStation_Reconstruct_Gamepad:ShowReconstructOptions()
    if self:CanReconstruct() then
        self.optionsModeHidden = false
        local selectedData = self.gridListPanelList:GetSelectedData()
        self.itemSetPieceData:Copy(selectedData)
        self.isTraitValid = false
        self:ExitGridList()
        self:HideCurrentListDescriptor()
        -- Order matters:
        self:RefreshOptionsMode()
        self:UpdateGridPanelVisibility()
        self.focus:Activate()
        self.optionsPanel:SetHidden(false)
        KEYBIND_STRIP:AddKeybindButtonGroup(self.reconstructKeybindStripDescriptor)
        GAMEPAD_CRAFTING_RESULTS:SetCraftingTooltip(self.resultTooltip)
        -- Reconstruction operations cannot fail for any reason other than pre-validation checks, so the failure argument here is irrelevant.
        GAMEPAD_CRAFTING_RESULTS:SetTooltipAnimationSounds(SOUNDS.RETRAITING_RETRAIT_TOOLTIP_GLOW_SUCCESS, SOUNDS.BLACKSMITH_IMPROVE_TOOLTIP_GLOW_FAIL)
        self.resultTooltip:SetHidden(false)
        SCENE_MANAGER:AddFragmentGroup(self.costFragmentGroup)
        local NARRATE_HEADER = true
        SCREEN_NARRATION_MANAGER:QueueFocus(self.focus, NARRATE_HEADER)
    end
end
-- End ZO_ItemSetsBook_Shared Overrides --
-- Begin ZO_Gamepad_ParametricList_Screen Overrides --
function ZO_RetraitStation_Reconstruct_Gamepad:OnDeferredInitialize()
    ZO_Gamepad_ParametricList_Screen.OnDeferredInitialize(self)
    local LIST_CLASS = ZO_SmithingHorizontalScrollList_Gamepad
    local SLOT_TEMPLATE = "ZO_GamepadSmithingListSlot"
    local VALIDATION_FONT = "ZoFontGamepadCondensed34"
    self:InitializeTraitList(LIST_CLASS, SLOT_TEMPLATE, VALIDATION_FONT)
    self:InitializeQualityList(LIST_CLASS, SLOT_TEMPLATE, VALIDATION_FONT)
end
-- End ZO_Gamepad_ParametricList_Screen Overrides --