Back to Home

ESO Lua File v101043

ingame/armory/gamepad/armory_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
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
-------------------------
-- Armory Gamepad
-------------------------
local ARMORY_OVERVIEW_MODE = 1
local ARMORY_VIEW_BUILD_MODE = 2
local ARMORY_BUILD_NAME_ICON_GAMEPAD_DIALOG = "ARMORY_BUILD_NAME_ICON_GAMEPAD_DIALOG"
ZO_Armory_Gamepad = ZO_Gamepad_ParametricList_Screen:Subclass()
function ZO_Armory_Gamepad:Initialize(control)
    self.control = control
    ARMORY_GAMEPAD_FRAGMENT = ZO_FadeSceneFragment:New(control)
    ARMORY_GAMEPAD_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            self.mode = ARMORY_OVERVIEW_MODE
            self.selectedBuildData = nil
            self:SetCurrentList(self.buildList)
            self:RefreshList()
            self:SetActiveKeybinds(self.buildKeybindStripDescriptor)
            -- Since always defaulting to the overview mode, refresh the list before getting the target data.
            local targetData = self.buildList:GetTargetData()
            self:RefreshTargetTooltip(self.buildList, targetData)
        elseif newState == SCENE_FRAGMENT_SHOWN then
            TriggerTutorial(TUTORIAL_TRIGGER_ARMORY_OPENED)
        elseif newState == SCENE_FRAGMENT_HIDDEN then
            self:ResetTooltips()
        end
    end)
    ARMORY_ROOT_GAMEPAD_SCENE = ZO_InteractScene:New("armoryRootGamepad", SCENE_MANAGER, ZO_ARMORY_MANAGER:GetInteraction())
    ARMORY_ROOT_GAMEPAD_SCENE:AddFragment(ARMORY_GAMEPAD_FRAGMENT)
    ARMORY_ROOT_GAMEPAD_SCENE:SetHideSceneConfirmationCallback(function(scene, nextSceneName, bypassHideSceneConfirmationReason)
        if ZO_ARMORY_MANAGER:IsBuildOperationInProgress() then
            ARMORY_ROOT_GAMEPAD_SCENE:RejectHideScene()
            --If we tried to hide the scene because the gamepad preferred mode changed, close the armory when the build operation completes to prevent the user from getting stuck in a bad state
            if bypassHideSceneConfirmationReason == ZO_BHSCR_GAMEPAD_MODE_CHANGED then
                ZO_ARMORY_MANAGER:SetHideOnBuildOperationComplete(true)
            end
        else
            ARMORY_ROOT_GAMEPAD_SCENE:AcceptHideScene()
            ZO_Dialogs_SetDialogQueuePaused(false)
        end
    end)
    local ACTIVATE_ON_SHOW = true
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ACTIVATE_ON_SHOW, ARMORY_ROOT_GAMEPAD_SCENE)
     -- Initialize grid list object
    local ALWAYS_ANIMATE = true
    self.armoryBuildIconPickerGridListControl = self.control:GetNamedChild("RightPaneBuildIconPicker")
    ARMORY_BUILD_ICON_PICKER_FRAGMENT = ZO_FadeSceneFragment:New(self.armoryBuildIconPickerGridListControl, ALWAYS_ANIMATE)
    self.armoryBuildIconPicker = ZO_ArmoryBuildIconPicker_Gamepad:New(self.armoryBuildIconPickerGridListControl)
    local function OnOpenArmoryMenu()
        if IsInGamepadPreferredMode() then
            SCENE_MANAGER:Show("armoryRootGamepad")
        end
    end
    control:RegisterForEvent(EVENT_OPEN_ARMORY_MENU, OnOpenArmoryMenu)
    ZO_ARMORY_MANAGER:RegisterCallback("BuildOperationCompleted", function()
        if ARMORY_GAMEPAD_FRAGMENT:IsShowing() then
            self:RefreshList()
        end
    end)
    ZO_ARMORY_MANAGER:RegisterCallback("BuildListUpdated", function()
        if ARMORY_GAMEPAD_FRAGMENT:IsShowing() then
            self:RefreshList()
        end
    end)
end
function ZO_Armory_Gamepad:OnDeferredInitialize()
    self:RefreshHeader()
end
function ZO_Armory_Gamepad:PerformUpdate()
   self.dirty = false
end
do
    local function UpdateCapacityString()
        return zo_strformat(SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT, GetNumBagUsedSlots(BAG_BACKPACK), GetBagSize(BAG_BACKPACK))
    end
    function ZO_Armory_Gamepad:RefreshHeader()
        --First, set up the header data that never changes
        if not self.headerData then
            self.headerData =
            {
                titleText = GetString(SI_ARMORY_TITLE),
                data1HeaderText = GetString(SI_GAMEPAD_INVENTORY_CAPACITY),
                data1Text = UpdateCapacityString,
            }
        end
        if self.mode == ARMORY_VIEW_BUILD_MODE and self.selectedBuildData then
            self.headerData.subtitleText = self.selectedBuildData:GetName()
            self.headerData.data2HeaderText = GetString(SI_GAMEPAD_ARMORY_CURSE_HEADER)
            self.headerData.data2Text = GetString("SI_CURSETYPE", self.selectedBuildData:GetCurseType())
        else
            --If we are not in the view build mode, clear out the build name and curse text
            self.headerData.subtitleText = nil
            self.headerData.data2HeaderText = nil
            self.headerData.data2Text = nil
        end
        ZO_GamepadGenericHeader_Refresh(self.header, self.headerData)
    end
end
function ZO_Armory_Gamepad:InitializeKeybindStripDescriptors()
    self.buildKeybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            keybind = "UI_SHORTCUT_PRIMARY",
            name = function()
                return GetString(SI_GAMEPAD_SELECT_OPTION)
            end,
            callback = function()
                local targetData = self.buildList:GetTargetData()
                if targetData.isNewBuildSlot then
                    ShowMarketAndSearch(GetString(SI_CROWN_STORE_SEARCH_ADDITIONAL_ARMORY_SLOTS), MARKET_OPEN_OPERATION_UNLOCK_ARMORY_BUILD_SLOT)
                else
                    self.mode = ARMORY_VIEW_BUILD_MODE
                    self.selectedBuildData = targetData.data
                    self:SetCurrentList(self.buildDetailsList)
                    ARMORY_BUILD_SKILLS_GAMEPAD:SetSelectedArmoryBuildData(self.selectedBuildData)
                    ARMORY_BUILD_CHAMPION_GAMEPAD:SetSelectedArmoryBuildData(self.selectedBuildData)
                    self.buildDetailsList:SetFirstIndexSelected()
                    self:RefreshList()
                    self:SetActiveKeybinds(self.buildDetailsKeybindStripDescriptor)
                end
            end,
            sound = SOUNDS.GAMEPAD_MENU_FORWARD,
        },
        {
            keybind = "UI_SHORTCUT_NEGATIVE",
            name = function()
                return GetString(SI_GAMEPAD_BACK_OPTION)
            end,
            callback = function()
                SCENE_MANAGER:HideCurrentScene()
            end,
        },
        {
            keybind = "UI_SHORTCUT_SECONDARY",
            name = GetString(SI_ARMORY_RESTORE_BUILD_ACTION),
            onShowCooldown = function()
                return GetArmoryOperationsCooldownRemaining() / 1000
            end,
            callback = function()
                local targetData = self.buildList:GetTargetData()
                ZO_ARMORY_MANAGER:ShowBuildOperationConfirmationDialog(ARMORY_BUILD_OPERATION_TYPE_RESTORE, targetData.data.buildIndex)
            end,
            visible = function()
                local targetData = self.buildList:GetTargetData()
                return not targetData.isNewBuildSlot
            end,
            enabled = function()
                local function disabledAlertText()
                    return zo_strformat(SI_ARMORY_BUILD_OPERATION_COOLDOWN_ALERT, ZO_FormatTimeMilliseconds(GetArmoryOperationsCooldownDurationMs(), TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE, TIME_FORMAT_PRECISION_SECONDS))
                end
                return not ZO_ARMORY_MANAGER:IsBuildOperationInProgress(), disabledAlertText
            end,
        },
        {
            keybind = "UI_SHORTCUT_TERTIARY",
            name = GetString(SI_ARMORY_SAVE_BUILD_ACTION),
            onShowCooldown = function()
                return GetArmoryOperationsCooldownRemaining() / 1000
            end,
            callback = function()
                local targetData = self.buildList:GetTargetData()
                ZO_ARMORY_MANAGER:ShowBuildOperationConfirmationDialog(ARMORY_BUILD_OPERATION_TYPE_SAVE, targetData.data.buildIndex)
            end,
            visible = function()
                local targetData = self.buildList:GetTargetData()
                return not targetData.isNewBuildSlot
            end,
            enabled = function()
                local function disabledAlertText()
                    return zo_strformat(SI_ARMORY_BUILD_OPERATION_COOLDOWN_ALERT, ZO_FormatTimeMilliseconds(GetArmoryOperationsCooldownDurationMs(), TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE, TIME_FORMAT_PRECISION_SECONDS))
                end
                return not ZO_ARMORY_MANAGER:IsBuildOperationInProgress(), disabledAlertText
            end,
        },
        {
            keybind = "UI_SHORTCUT_RIGHT_STICK",
            name = GetString(SI_ARMORY_OPEN_BUILD_DIALOG_ACTION),
            callback = function()
                self:ResetTooltips()
                ZO_Dialogs_ShowGamepadDialog(ARMORY_BUILD_NAME_ICON_GAMEPAD_DIALOG, { currentList = self:GetCurrentList() })
            end,
            visible = function()
                local targetData = self.buildList:GetTargetData()
                return not targetData.isNewBuildSlot
            end,
        },
    }
    self.buildDetailsKeybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            keybind = "UI_SHORTCUT_PRIMARY",
            name = function()
                return GetString(SI_GAMEPAD_SELECT_OPTION)
            end,
            visible = function()
                local targetData = self.buildDetailsList:GetTargetData()
                if not targetData.isBuildSkillsEntry and not targetData.isBuildChampionEntry then
                    return false
                end
                return true
            end,
            callback = function()
                local targetData = self.buildDetailsList:GetTargetData()
                if targetData.isBuildSkillsEntry then
                    ARMORY_BUILD_SKILLS_GAMEPAD:Activate()
                elseif targetData.isBuildChampionEntry then
                    ARMORY_BUILD_CHAMPION_GAMEPAD:Activate()
                end
            end,
        },
        {
            keybind = "UI_SHORTCUT_NEGATIVE",
            name = function()
                return GetString(SI_GAMEPAD_BACK_OPTION)
            end,
            callback = function()
                local targetData = self.buildDetailsList:GetTargetData()
                self.mode = ARMORY_OVERVIEW_MODE
                self:SetCurrentList(self.buildList)
                self.buildList:SetSelectedIndex(self.selectedBuildData.buildIndex)
                self:RefreshList()
                self:SetActiveKeybinds(self.buildKeybindStripDescriptor)
            end,
            sound = SOUNDS.GAMEPAD_MENU_BACK,
        },
        {
            keybind = "UI_SHORTCUT_SECONDARY",
            name = GetString(SI_ARMORY_RESTORE_BUILD_ACTION),
            onShowCooldown = function()
                return GetArmoryOperationsCooldownRemaining() / 1000
            end,
            callback = function()
                ZO_ARMORY_MANAGER:ShowBuildOperationConfirmationDialog(ARMORY_BUILD_OPERATION_TYPE_RESTORE, self.selectedBuildData.buildIndex)
            end,
            visible = function()
                local targetData = self.buildDetailsList:GetTargetData()
                return not targetData.isNewBuildSlot
            end,
            enabled = function()
                local function disabledAlertText()
                    return zo_strformat(SI_ARMORY_BUILD_OPERATION_COOLDOWN_ALERT, ZO_FormatTimeMilliseconds(GetArmoryOperationsCooldownDurationMs(), TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE, TIME_FORMAT_PRECISION_SECONDS))
                end
                return not ZO_ARMORY_MANAGER:IsBuildOperationInProgress(), disabledAlertText
            end,
        },
        {
            keybind = "UI_SHORTCUT_TERTIARY",
            name = GetString(SI_ARMORY_SAVE_BUILD_ACTION),
            onShowCooldown = function()
                return GetArmoryOperationsCooldownRemaining() / 1000
            end,
            callback = function()
                ZO_ARMORY_MANAGER:ShowBuildOperationConfirmationDialog(ARMORY_BUILD_OPERATION_TYPE_SAVE, self.selectedBuildData.buildIndex)
            end,
            visible = function()
                local targetData = self.buildDetailsList:GetTargetData()
                return not targetData.isNewBuildSlot
            end,
            enabled = function()
                local function disabledAlertText()
                    return zo_strformat(SI_ARMORY_BUILD_OPERATION_COOLDOWN_ALERT, ZO_FormatTimeMilliseconds(GetArmoryOperationsCooldownDurationMs(), TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE, TIME_FORMAT_PRECISION_SECONDS))
                end
                return not ZO_ARMORY_MANAGER:IsBuildOperationInProgress(), disabledAlertText
            end,
        },
        {
            keybind = "UI_SHORTCUT_RIGHT_STICK",
            name = GetString(SI_ARMORY_OPEN_BUILD_DIALOG_ACTION),
            callback = function()
                self:ResetTooltips()
                ZO_Dialogs_ShowGamepadDialog(ARMORY_BUILD_NAME_ICON_GAMEPAD_DIALOG, { currentList = self:GetCurrentList() })
            end,
        },
    }
end
function ZO_Armory_Gamepad:InitializeLists()
    local function SetupBuildList(list)
        list:AddDataTemplateWithHeader("ZO_GamepadItemSubEntryTemplate", ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, NO_EQUALITY_FUNCTION, "ZO_GamepadMenuEntryHeaderTemplate")
    end
    local function SetupBuildDetailsList(list)
        list:AddDataTemplateWithHeader("ZO_GamepadItemSubEntryTemplate", ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, NO_EQUALITY_FUNCTION, "ZO_GamepadMenuEntryHeaderTemplate")
    end
    self.buildList = self:AddList("Builds", SetupBuildList)
    self.buildDetailsList = self:AddList("Details", SetupBuildDetailsList)
    local function OnTargetBuildChanged(list, targetData, oldTargetData)
        self:UpdateKeybinds(self.buildKeybindStripDescriptor)
    end
    local function OnTargetBuildDetailsChanged(list, targetData, oldTargetData)
        self:UpdateKeybinds(self.buildDetailsKeybindStripDescriptor)
    end
    self.mode = ARMORY_OVERVIEW_MODE
end
function ZO_Armory_Gamepad:RemoveKeybinds()
    if self.keybindStripDescriptor then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
    end
end
function ZO_Armory_Gamepad:AddKeybinds()
    if self.keybindStripDescriptor then
        KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
    end
end
function ZO_Armory_Gamepad:UpdateKeybinds(keybindDescriptor)
    keybindDescriptor = keybindDescriptor or self.keybindStripDescriptor
    KEYBIND_STRIP:UpdateKeybindButtonGroup(keybindDescriptor)
    for _, keybindDesc in ipairs(keybindDescriptor) do
        local onShowCooldown = keybindDesc.onShowCooldown
        if onShowCooldown then
            KEYBIND_STRIP:TriggerCooldown(keybindDesc, onShowCooldown)
        end
    end
end
function ZO_Armory_Gamepad:SetActiveKeybinds(keybindDescriptor)
    self:RemoveKeybinds()
    self.keybindStripDescriptor = keybindDescriptor
    self:AddKeybinds()
end
function ZO_Armory_Gamepad:SetChangeArmoryBuildIconPickerEnabled(state)
    if self.changeArmoryBuildIconPickerEnabled ~= state then
        if state then
            self.armoryBuildIconPicker:Activate()
        elseif self.changeArmoryBuildIconPickerEnabled then
            self.armoryBuildIconPicker:Deactivate()
        end
        self.changeArmoryBuildIconPickerEnabled = state
    end
end
do
    local MAIN_HAND_EQUIP_SLOT =
    {
        [EQUIP_SLOT_MAIN_HAND] = true,
        [EQUIP_SLOT_BACKUP_MAIN] = true,
    }
    local OFF_HAND_TO_MAIN_HAND_MAP =
    {
        [EQUIP_SLOT_OFF_HAND] = EQUIP_SLOT_MAIN_HAND,
        [EQUIP_SLOT_BACKUP_OFF] = EQUIP_SLOT_BACKUP_MAIN,
    }
    local BACKBAR_SLOTS =
    {
        [EQUIP_SLOT_BACKUP_MAIN] = true,
        [EQUIP_SLOT_BACKUP_OFF] = true,
        [EQUIP_SLOT_BACKUP_POISON] = true,
    }
    local function GetBuildEntryNarrationText(entryData, entryControl)
        local narrations = {}
        ZO_AppendNarration(narrations, ZO_GetSharedGamepadEntryDefaultNarrationText(entryData, entryControl))
        ZO_AppendNarration(narrations, GAMEPAD_ARMORY_BUILD_OVERVIEW:GetNarrationText())
        return narrations
    end
    function ZO_Armory_Gamepad:RefreshBuildList()
        local list = self.buildList
        list:Clear()
        local numBuilds = GetNumUnlockedArmoryBuilds()
        for _, buildData in ZO_ARMORY_MANAGER:BuildDataIterator() do
            local entryData = ZO_GamepadEntryData:New(buildData:GetName(), buildData:GetIcon())
            entryData.data = buildData
            entryData:SetIconTintOnSelection(true)
            entryData:SetIconDisabledTintOnSelection(true)
            entryData.narrationText = GetBuildEntryNarrationText
            list:AddEntry("ZO_GamepadItemSubEntryTemplate", entryData)
        end
        if numBuilds < MAX_NUM_ARMORY_BUILDS then
            local entryData = ZO_GamepadEntryData:New(GetString(SI_ARMORY_UNLOCK_NEW_BUILD_ENTRY_NAME), "EsoUI/Art/Armory/newBuild_Icon.dds")
            entryData.isNewBuildSlot = true
            entryData:SetIconTintOnSelection(true)
            entryData:SetIconDisabledTintOnSelection(true)
            list:AddEntry("ZO_GamepadItemSubEntryTemplate", entryData)
        end
        list:Commit()
    end
    function ZO_Armory_Gamepad:RefreshBuildDetailsList()
        local list = self.buildDetailsList
        list:Clear()
        local skillsEntryData = ZO_GamepadEntryData:New(GetString(SI_GAMEPAD_ARMORY_SKILLS_CATEGORY), "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_skills.dds")
        skillsEntryData:SetIconTintOnSelection(true)
        skillsEntryData:SetIconDisabledTintOnSelection(true)
        skillsEntryData.isBuildSkillsEntry = true
        list:AddEntry("ZO_GamepadMenuEntryTemplate", skillsEntryData)
        local championEntryData = ZO_GamepadEntryData:New(GetString(SI_GAMEPAD_ARMORY_CHAMPION_CATEGORY), "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_champion.dds")
        championEntryData:SetIconTintOnSelection(true)
        championEntryData:SetIconDisabledTintOnSelection(true)
        championEntryData.isBuildChampionEntry = true
        list:AddEntry("ZO_GamepadMenuEntryTemplate", championEntryData)
        local attributeEntryData = ZO_GamepadEntryData:New(GetString(SI_GAMEPAD_ARMORY_ATTRIBUTES_CATEGORY), "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_character.dds")
        attributeEntryData:SetIconTintOnSelection(true)
        attributeEntryData:SetIconDisabledTintOnSelection(true)
        attributeEntryData.tooltipFunction = function() GAMEPAD_TOOLTIPS:LayoutArmoryBuildAttributes(GAMEPAD_LEFT_TOOLTIP, self.selectedBuildData) end
        list:AddEntry("ZO_GamepadMenuEntryTemplate", attributeEntryData)
        local headersUsed = {}
        local equipmentSlots = {}
        local mainHandLinks = {}
        local equipmentSlotTypes = ZO_ARMORY_MANAGER:GetEquipmentSlotTypes()
        local isWeaponSwapLocked = GetUnitLevel("player") < GetWeaponSwapUnlockedLevel()
        for index, equipType in ipairs(equipmentSlotTypes) do
            local entryData = ZO_GamepadEntryData:New()
            local slotState, itemLink = self.selectedBuildData:GetEquipSlotItemLinkInfo(equipType)
            entryData:SetIconTintOnSelection(true)
            entryData:SetIconDisabledTintOnSelection(true)
            local mainHandEquipType = OFF_HAND_TO_MAIN_HAND_MAP[equipType]
            local shouldHideEquipType = isWeaponSwapLocked and BACKBAR_SLOTS[equipType]
            if mainHandEquipType then
                shouldHideEquipType = shouldHideEquipType or GetItemLinkEquipType(mainHandLinks[mainHandEquipType]) == EQUIP_TYPE_TWO_HAND
            end
            if not shouldHideEquipType then
                if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID then
                    entryData:AddIcon(GetItemLinkIcon(itemLink))
                    entryData:SetText(zo_strformat(SI_TOOLTIP_ITEM_NAME, GetItemLinkName(itemLink)))
                    entryData:SetNameColors(entryData:GetColorsBasedOnQuality(GetItemLinkDisplayQuality(itemLink)))
                    local _, bagId, slotIndex = self.selectedBuildData:GetEquipSlotInfo(equipType)
                    entryData.tooltipFunction = function() GAMEPAD_TOOLTIPS:LayoutBagItem(GAMEPAD_LEFT_TOOLTIP, bagId, slotIndex) end
                    if MAIN_HAND_EQUIP_SLOT[equipType] then
                        mainHandLinks[equipType] = itemLink
                    end
                elseif slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_MISSING or slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_INACCESSIBLE then
                    local unselectedErrorColor = ZO_ERROR_COLOR:GetDim()
                    entryData:AddIcon(ZO_Character_GetEmptyEquipSlotTexture(equipType))
                    entryData:SetIconTint(ZO_ERROR_COLOR, unselectedErrorColor)
                    entryData:SetText(zo_strformat(SI_GAMEPAD_ARMORY_EQUIPMENT_FORMATTER, GetString("SI_EQUIPSLOT", equipType)))
                    entryData:SetNameColors(ZO_ERROR_COLOR, unselectedErrorColor)
                    local tooltipString
                    if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_INACCESSIBLE then
                        local bagId = select(2, self.selectedBuildData:GetEquipSlotInfo(equipType))
                        if bagId == BAG_BANK then
                            tooltipString = GetString(SI_ARMORY_BUILD_EQUIPMENT_IN_BANK_TOOLTIP)
                        elseif IsHouseBankBag(bagId) then
                            local collectibleId = GetCollectibleForHouseBankBag(bagId)
                            local nameWithNickname
                            if collectibleId ~= 0 then
                                local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(collectibleId)
                                if collectibleData then
                                    nameWithNickname = collectibleData:GetNameWithNickname()
                                end
                            end
                            if nameWithNickname and nameWithNickname ~= "" then
                                tooltipString = zo_strformat(SI_ARMORY_BUILD_EQUIPMENT_IN_HOUSE_BANK_TOOLTIP, ZO_SELECTED_TEXT:Colorize(nameWithNickname))
                            end
                        end
                    end
                    if not tooltipString or tooltipString == "" then
                        -- If we get here, that means the item is missing
                        tooltipString = GetString(SI_ARMORY_BUILD_EQUIPMENT_MISSING_TOOLTIP)
                    end
                    entryData.tooltipFunction = function() GAMEPAD_TOOLTIPS:LayoutTextBlockTooltip(GAMEPAD_LEFT_TOOLTIP, tooltipString) end
                else
                    entryData:AddIcon(ZO_Character_GetEmptyEquipSlotTexture(equipType))
                    entryData:SetText(zo_strformat(SI_GAMEPAD_ARMORY_EQUIPMENT_FORMATTER, GetString("SI_EQUIPSLOT", equipType)))
                end
                --Headers for Equipment Visual Categories (Weapons, Apparel): display header for the first equip slot of a category to be visible
                local visualCategory = ZO_Character_GetEquipSlotVisualCategory(equipType)
                    if headersUsed[visualCategory] == nil then
                    entryData:SetHeader(GetString("SI_EQUIPSLOTVISUALCATEGORY", visualCategory))
                    list:AddEntryWithHeader("ZO_GamepadItemSubEntryTemplate", entryData)
                    headersUsed[visualCategory] = true
                else
                    list:AddEntry("ZO_GamepadItemSubEntryTemplate", entryData)
                end
            end
        end
        list:Commit()
    end
    function ZO_Armory_Gamepad:RefreshList()
        if self.mode == ARMORY_OVERVIEW_MODE then
            self:RefreshBuildList()
        elseif self.mode == ARMORY_VIEW_BUILD_MODE then
            self:RefreshBuildDetailsList()
        end
        self:RefreshHeader()
    end
end
function ZO_Armory_Gamepad:OnTargetChanged(list, selectedData)
    self:RefreshTargetTooltip(list, selectedData)
end
function ZO_Armory_Gamepad:ResetTooltips()
    --We need to reset the tooltip instead of clearing so that the generic header will hide
    GAMEPAD_TOOLTIPS:Reset(GAMEPAD_QUAD_2_3_TOOLTIP)
    GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP)
    SCENE_MANAGER:RemoveFragment(ARMORY_BUILD_SKILLS_GAMEPAD_FRAGMENT)
    SCENE_MANAGER:RemoveFragment(ARMORY_BUILD_CHAMPION_GAMEPAD_FRAGMENT)
    SCENE_MANAGER:RemoveFragment(GAMEPAD_LEFT_TOOLTIP_BACKGROUND_FRAGMENT)
    SCENE_MANAGER:RemoveFragment(ZO_GAMEPAD_ARMORY_BUILD_OVERVIEW_FRAGMENT)
    SCENE_MANAGER:RemoveFragment(GAMEPAD_NAV_QUADRANT_2_BACKGROUND_FRAGMENT)
end
function ZO_Armory_Gamepad:RefreshTargetTooltip(list, selectedData)
    self:ResetTooltips()
    if selectedData and not selectedData.isNewBuildSlot then
        if self.mode == ARMORY_OVERVIEW_MODE then
            GAMEPAD_ARMORY_BUILD_OVERVIEW:SetSelectedArmoryBuildData(selectedData.data)
            SCENE_MANAGER:AddFragment(ZO_GAMEPAD_ARMORY_BUILD_OVERVIEW_FRAGMENT)
            SCENE_MANAGER:AddFragment(GAMEPAD_NAV_QUADRANT_2_BACKGROUND_FRAGMENT)
        else
            SCENE_MANAGER:RemoveFragment(ZO_GAMEPAD_ARMORY_BUILD_OVERVIEW_FRAGMENT)
            SCENE_MANAGER:RemoveFragment(GAMEPAD_NAV_QUADRANT_2_BACKGROUND_FRAGMENT)
            if selectedData.tooltipFunction then
                selectedData.tooltipFunction(selectedData)
            elseif selectedData.isBuildSkillsEntry then
                SCENE_MANAGER:AddFragment(ARMORY_BUILD_SKILLS_GAMEPAD_FRAGMENT)
                SCENE_MANAGER:AddFragment(GAMEPAD_LEFT_TOOLTIP_BACKGROUND_FRAGMENT)
            elseif selectedData.isBuildChampionEntry then
                SCENE_MANAGER:AddFragment(ARMORY_BUILD_CHAMPION_GAMEPAD_FRAGMENT)
                SCENE_MANAGER:AddFragment(GAMEPAD_LEFT_TOOLTIP_BACKGROUND_FRAGMENT)
            end
        end
    end
end
function ZO_Armory_Gamepad:InitializeBuildOptionsDialog()
    local dialogName = ARMORY_BUILD_NAME_ICON_GAMEPAD_DIALOG
    local parametricDialog = ZO_GenericGamepadDialog_GetControl(GAMEPAD_DIALOGS.PARAMETRIC)
    local function UpdateSelectedName(name, forceUpdate)
        if self.selectedName ~= name or forceUpdate then
            self.selectedName = name
            self.violations = { IsValidArmoryBuildName(self.selectedName) }
            if #self.violations > 0 then
                local HIDE_UNVIOLATED_RULES = true
                local violationString = ZO_ValidNameInstructions_GetViolationString(self.selectedName, self.violations, HIDE_UNVIOLATED_RULES)
                local headerData =
                {
                    titleText = GetString(SI_INVALID_NAME_DIALOG_TITLE),
                    messageText = violationString,
                    messageTextAlignment = TEXT_ALIGN_LEFT,
                }
                GAMEPAD_TOOLTIPS:ShowGenericHeader(GAMEPAD_LEFT_DIALOG_TOOLTIP, headerData)
                ZO_GenericGamepadDialog_ShowTooltip(parametricDialog)
            else
                ZO_GenericGamepadDialog_HideTooltip(parametricDialog)
            end
        end
        KEYBIND_STRIP:UpdateCurrentKeybindButtonGroups()
    end
    local function ReleaseDialog()
        ZO_Dialogs_ReleaseDialogOnButtonPress(dialogName)
    end
    ZO_Dialogs_RegisterCustomDialog(dialogName,
    {
        gamepadInfo =
        {
            dialogType = GAMEPAD_DIALOGS.PARAMETRIC,
        },
        setup = function(dialog, data)
            self.noViolations = nil
            self.selectedName = nil
            local buildData
            local selectedData
            if self.mode == ARMORY_OVERVIEW_MODE then
                selectedData = self.buildList:GetTargetData()
                buildData = selectedData.data
            elseif self.mode == ARMORY_VIEW_BUILD_MODE then
                buildData = self.selectedBuildData
                selectedData = self.buildDetailsList:GetTargetData()
            end
            if buildData then
                UpdateSelectedName(buildData:GetName())
            end
            dialog.buildData = buildData
            dialog.currentList = data.currentList
            dialog.selectedData = selectedData
            self.armoryBuildIconPicker:SetupIconPickerForArmoryBuild(buildData)
            dialog:setupFunc()
        end,
        blockDialogReleaseOnPress = true, -- We'll handle Dialog Releases ourselves since we don't want DIALOG_PRIMARY to release the dialog on press.
        title =
        {
            text = SI_ARMORY_BUILD_DIALOG_TITLE,
        },
        parametricList =
        {
            -- name edit box
            {
                template = "ZO_Gamepad_GenericDialog_Parametric_TextFieldItem",
                templateData =
                {
                    nameField = true,
                    textChangedCallback = function(control)
                        local newName = control:GetText()
                        if self.selectedName ~= newName then
                            UpdateSelectedName(newName)
                            ZO_GenericParametricListGamepadDialogTemplate_RefreshVisibleEntries(parametricDialog)
                        end
                    end,
                    setup = function(control, data, selected, reselectingDuringRebuild, enabled, active)
                        control.highlight:SetHidden(not selected)
                        control.editBoxControl.textChangedCallback = data.textChangedCallback
                        if self.selectedName == "" then
                            control.editBoxControl:SetDefaultText(GetString(SI_ARMORY_BUILD_DIALOG_NAME_LABEL))
                        end
                        control.editBoxControl:SetMaxInputChars(MAX_ARMORY_BUILD_NAME_LENGTH)
                        control.editBoxControl:SetText(self.selectedName)
                        KEYBIND_STRIP:UpdateCurrentKeybindButtonGroups()
                    end,
                    callback = function(dialog)
                        local targetControl = dialog.entryList:GetTargetControl()
                        targetControl.editBoxControl:TakeFocus()
                    end,
                    narrationText = ZO_GetDefaultParametricListEditBoxNarrationText,
                    narrationTooltip = GAMEPAD_LEFT_DIALOG_TOOLTIP,
                },
            },
            {
                template = "ZO_GamepadMenuEntryTemplate",
                templateData =
                {
                    text = GetString(SI_GAMEPAD_ARMORY_CHANGE_ICON),
                    setup = function(control, data, ...)
                        data:ClearIcons()
                        data:AddIcon("EsoUI/Art/Guild/Gamepad/gp_guild_options_changeIcon.dds")
                        ZO_SharedGamepadEntry_OnSetup(control, data, ...)
                    end,
                    callback = function(dialog)
                        dialog.entryList:Deactivate()
                        dialog:Deactivate()
                        self:SetChangeArmoryBuildIconPickerEnabled(true)
                        ZO_GenericGamepadDialog_RefreshKeybinds(dialog)
                    end,
                },
            },
        },
        parametricListOnSelectionChangedCallback = function(dialog, list, newSelectedData, oldSelectedData)
            local targetControl = dialog.entryList:GetTargetControl()
            if newSelectedData.nameField and targetControl then
                local FORCE_UPDATE = true
                UpdateSelectedName(targetControl.editBoxControl:GetText(), FORCE_UPDATE)
                SCENE_MANAGER:RemoveFragment(ARMORY_BUILD_ICON_PICKER_FRAGMENT)
                SCENE_MANAGER:RemoveFragment(GAMEPAD_NAV_QUADRANT_2_3_BACKGROUND_FRAGMENT)
            else
                ZO_GenericGamepadDialog_HideTooltip(parametricDialog)
                SCENE_MANAGER:AddFragment(ARMORY_BUILD_ICON_PICKER_FRAGMENT)
                SCENE_MANAGER:AddFragment(GAMEPAD_NAV_QUADRANT_2_3_BACKGROUND_FRAGMENT)
                self.armoryBuildIconPicker:ScrollToSelectedData()
                self.armoryBuildIconPicker:RefreshGridList()
            end
        end,
        buttons =
        {
            -- Cancel Button
            {
                keybind = "DIALOG_NEGATIVE",
                text = function(dialog)
                    if self.armoryBuildIconPicker:IsActive() then
                        return GetString(SI_GAMEPAD_BACK_OPTION)
                    else
                        return GetString(SI_DIALOG_CLOSE)
                    end
                end,
                callback = function(dialog)
                    if self.armoryBuildIconPicker:IsActive() then
                        self:SetChangeArmoryBuildIconPickerEnabled(false)
                        dialog:Activate()
                        dialog.entryList:Activate()
                        ZO_GenericGamepadDialog_RefreshKeybinds(dialog)
                    else
                        if #self.violations == 0 then
                            dialog.buildData:SetName(self.selectedName)
                        end
                        dialog.buildData:SetIconIndex(self.armoryBuildIconPicker:GetSelectedArmoryBuildIconIndex())
                        SCENE_MANAGER:RemoveFragment(ARMORY_BUILD_ICON_PICKER_FRAGMENT)
                        SCENE_MANAGER:RemoveFragment(GAMEPAD_NAV_QUADRANT_2_3_BACKGROUND_FRAGMENT)
                        self:RefreshTargetTooltip(dialog.currentList, dialog.selectedData)
                        self:RefreshList()
                        ReleaseDialog()
                    end
                end,
            },
            -- Select Button (used for entering name)
            {
                keybind = "DIALOG_PRIMARY",
                text = GetString(SI_GAMEPAD_SELECT_OPTION),
                callback = function(dialog)
                    if self.armoryBuildIconPicker:IsActive() then
                        self.armoryBuildIconPicker:OnArmoryBuildIconPickerGridListEntryClicked()
                    else
                        local data = dialog.entryList:GetTargetData()
                        data.callback(dialog)
                    end
                end,
                enabled = function()
                    local targetData = parametricDialog.entryList:GetTargetData()
                    local enabled = true
                    if targetData.finishedSelector then
                        enabled = self.noViolations
                    end
                    return enabled
                end,
            },
        },
        noChoiceCallback = function(dialog)
            if #self.violations == 0 then
                dialog.buildData:SetName(self.selectedName)
            end
            dialog.buildData:SetIconIndex(self.armoryBuildIconPicker:GetSelectedArmoryBuildIconIndex())
            SCENE_MANAGER:RemoveFragment(ARMORY_BUILD_ICON_PICKER_FRAGMENT)
            SCENE_MANAGER:RemoveFragment(GAMEPAD_NAV_QUADRANT_2_3_BACKGROUND_FRAGMENT)
            self:RefreshTargetTooltip(dialog.currentList, dialog.selectedData)
            self:RefreshList()
            ReleaseDialog()
        end,
    })
end
-----------------------------
-- Global XML Functions
-----------------------------
    ARMORY_GAMEPAD = ZO_Armory_Gamepad:New(control)
end