Back to Home

ESO Lua File v101041

ingame/skills/gamepad/gamepadassignableactionbar.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
--[[
The (Gamepad)AssignableActionBar shows and lets you manage you what your current pending skill assignments will be inside the Gamepad Skills UI.
It's distinct from the "real" action bar in that only handles skills, it doesn't necessarily care about the state of each ability, and it can change
without changing the real action bar.
]]
--
ZO_AssignableActionBar = ZO_InitializingCallbackObject:Subclass()
function ZO_AssignableActionBar:Initialize(control)
    self.control = control
    self.interpolator = ZO_SimpleControlScaleInterpolator:New(1.0, 1.28)
    self.headerLabel = control:GetNamedChild("Header")
    self.movementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL)
    self.selectedButtonIndex = nil
    self.mostRecentlySelectedActionSlotIndex = nil
    self.buttons =
    {
        ZO_GamepadAssignableActionBarButton:New(self.control:GetNamedChild("Button1"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1),
        ZO_GamepadAssignableActionBarButton:New(self.control:GetNamedChild("Button2"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 2),
        ZO_GamepadAssignableActionBarButton:New(self.control:GetNamedChild("Button3"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 3),
        ZO_GamepadAssignableActionBarButton:New(self.control:GetNamedChild("Button4"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 4),
        ZO_GamepadAssignableActionBarButton:New(self.control:GetNamedChild("Button5"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 5),
        ZO_GamepadAssignableActionBarButton:New(self.control:GetNamedChild("UltimateButton"), ACTION_BAR_ULTIMATE_SLOT_INDEX + 1),
    }
    
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("SlotUpdated", function(...) self:OnSlotUpdated(...) end)
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("SlotNewStatusChanged", function(...) self:OnSlotUpdated(...) end)
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("CurrentHotbarUpdated", function(...) self:OnCurrentHotbarUpdated(...) end)
    self.control:SetHandler("OnEffectivelyShown", function() self:Refresh() end)
end
function ZO_AssignableActionBar:OnSkillsHidden()
    self:Deactivate()
    ACTION_BAR_ASSIGNMENT_MANAGER:CancelPendingWeaponSwap()
end
function ZO_AssignableActionBar:OnCurrentHotbarUpdated()
    if not self.control:IsHidden() then
        self:Refresh()
    end
end
function ZO_AssignableActionBar:OnSlotUpdated(hotbarCategory, actionSlotIndex)
    if not self.control:IsHidden() and hotbarCategory == ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarCategory() then
        local button = self.buttons[ZO_AssignableActionBar.ConvertActionSlotIndexToButtonIndex(actionSlotIndex)]
        if button then
            button:Refresh()
        end
    end
end
function ZO_AssignableActionBar:GetControl()
    return self.control
end
function ZO_AssignableActionBar:Refresh()
end
function ZO_AssignableActionBar:RefreshAllButtons()
    for i, button in ipairs(self.buttons) do
        button:Refresh()
    end
end
function ZO_AssignableActionBar:SetHeaderNarrationOverrideName(overrideHeaderName)
    self.overrideHeaderName = overrideHeaderName
end
function ZO_AssignableActionBar:RefreshHeaderLabel()
    if self.headerLabel then
        local hotbarName = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarName()
        self.headerLabel:SetText(hotbarName)
    end
end
function ZO_AssignableActionBar.ConvertButtonIndexToActionSlotIndex(buttonIndex)
    return buttonIndex + ACTION_BAR_FIRST_NORMAL_SLOT_INDEX
end
function ZO_AssignableActionBar.ConvertActionSlotIndexToButtonIndex(actionSlotIndex)
    return actionSlotIndex - ACTION_BAR_FIRST_NORMAL_SLOT_INDEX
end
function ZO_AssignableActionBar:Activate()
    if not self.active then
        self:RefreshAllButtons()
        DIRECTIONAL_INPUT:Activate(self, self.control)
        self.active = true
    end
end
function ZO_AssignableActionBar:Deactivate()
    if self.active then 
        self:DeselectButtons()
        self:ClearTargetSkill()
        DIRECTIONAL_INPUT:Deactivate(self)
        self.active = false
    end
end
function ZO_AssignableActionBar:SetHighlightAll(highlightAll)
    for i, button in ipairs(self.buttons) do
        button:SetSelected(highlightAll, self.interpolator)
    end
end
function ZO_AssignableActionBar:IsUltimateSelected()
    local selectedButton = self.buttons[self.selectedButtonIndex]
    if selectedButton then
        return selectedButton:IsUltimateSlot()
    end
end
function ZO_AssignableActionBar:UpdateDirectionalInput()
    local result = self.movementController:CheckMovement()
    local newActionSlotIndex
    if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
        newActionSlotIndex = ZO_AssignableActionBar.ConvertButtonIndexToActionSlotIndex(self.selectedButtonIndex + 1)
    elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
        newActionSlotIndex = ZO_AssignableActionBar.ConvertButtonIndexToActionSlotIndex(self.selectedButtonIndex - 1)
    end
    if newActionSlotIndex then
        local clampedSlotIndex = zo_clamp(newActionSlotIndex, ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_ULTIMATE_SLOT_INDEX + 1)
        if self:SelectButton(clampedSlotIndex) then
            PlaySound(SOUNDS.HOR_LIST_ITEM_SELECTED)
        end
    end
end
function ZO_AssignableActionBar:SelectButton(actionSlotIndex)
    local buttonIndex = nil
    if actionSlotIndex then
        for index, button in ipairs(self.buttons) do
            if button:GetSlotIndex() == actionSlotIndex then
                buttonIndex = index
                break
            end
        end
        if not buttonIndex then
            internalassert(false, "Button not found")
            return false
        end
        if self.targetSkill and self.targetSkill:IsUltimate() ~= self.buttons[buttonIndex]:IsUltimateSlot() then
            return false
        end
    end
    if buttonIndex ~= self.selectedButtonIndex then
        local oldSelected = self.buttons[self.selectedButtonIndex]
        local oldWasUltimate = nil
        if oldSelected then
            oldSelected:SetSelected(false, self.interpolator)
            oldWasUltimate = oldSelected:IsUltimateSlot()
        end
        self.selectedButtonIndex = buttonIndex
        local newSelected = self.buttons[self.selectedButtonIndex]
        local newIsUltimate = nil
        if newSelected then
            newSelected:SetSelected(true, self.interpolator)
            newIsUltimate = newSelected:IsUltimateSlot()
        end
        local buttonTypeChanged = oldWasUltimate ~= newIsUltimate
        self:FireCallbacks("SelectedButtonChanged", actionSlotIndex, buttonTypeChanged)
        if actionSlotIndex then
            self.mostRecentlySelectedActionSlotIndex = actionSlotIndex
        end
        return true
    end
    return false
end
function ZO_AssignableActionBar:SelectFirstNormalButton()
    return self:SelectButton(ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1)
end
function ZO_AssignableActionBar:SelectFirstUltimateButton()
    return self:SelectButton(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1)
end
function ZO_AssignableActionBar:SelectMostRecentlySelectedButton()
    if self.mostRecentlySelectedActionSlotIndex then
        self:SelectButton(self.mostRecentlySelectedActionSlotIndex)
    else
        self:SelectFirstNormalButton() -- pick a button to start out with
    end
end
function ZO_AssignableActionBar:DeselectButtons()
    return self:SelectButton(nil)
end
function ZO_AssignableActionBar:AssignSkill(skillData)
    internalassert(skillData, "Needs skillData")
    local selectedButton = self.buttons[self.selectedButtonIndex]
    if selectedButton then
        selectedButton:AssignSkill(skillData)
        self:FireCallbacks("AbilityFinalized")
    end
end
function ZO_AssignableActionBar:SetTargetSkill(skillData)
    self.targetSkill = skillData
    if not self:GetSelectedSlotIndex() then
        local actionSlotIndex = skillData:GetSlotOnCurrentHotbar() or ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():FindEmptySlotForSkill(skillData)
        if actionSlotIndex then
            internalassert(self:SelectButton(actionSlotIndex))
        elseif skillData:IsUltimate() then
            internalassert(self:SelectFirstUltimateButton())
        else
            internalassert(self:SelectFirstNormalButton())
        end
    end
end
function ZO_AssignableActionBar:ClearTargetSkill()
    self.targetSkill = nil
end
function ZO_AssignableActionBar:AssignTargetSkill()
    self:AssignSkill(self.targetSkill)
end
function ZO_AssignableActionBar:IsAssigningTargetSkill()
    return self.targetSkill ~= nil
end
function ZO_AssignableActionBar:ClearAbility()
    local selectedButton = self.buttons[self.selectedButtonIndex]
    if selectedButton then
        selectedButton:ClearSlot()
        self:FireCallbacks("AbilityFinalized")
    end
end
function ZO_AssignableActionBar:GetSelectedSlotIndex()
    local selectedButton = self.buttons[self.selectedButtonIndex]
    if selectedButton then
        return selectedButton:GetSlotIndex()
    end
end
local function SetupTooltipStatusLabel(tooltipType, actionSlotIndex)
    local valueText
    if actionSlotIndex == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 then
        valueText = zo_strformat(SI_GAMEPAD_SKILLS_TOOLTIP_STATUS_NUMBER, GetString(SI_BINDING_NAME_GAMEPAD_ACTION_BUTTON_8))
    else
        valueText = zo_strformat(SI_GAMEPAD_SKILLS_TOOLTIP_STATUS_NUMBER, ZO_AssignableActionBar.ConvertActionSlotIndexToButtonIndex(actionSlotIndex))
    end
    GAMEPAD_TOOLTIPS:SetStatusLabelText(tooltipType, GetString(SI_GAMEPAD_SKILLS_TOOLTIP_STATUS), valueText)
end
function ZO_AssignableActionBar:LayoutOrClearSlotTooltip(tooltipType)
    local hotbar = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
    local selectedActionSlotIndex = self:GetSelectedSlotIndex()
    if hotbar:IsSlotLocked(selectedActionSlotIndex) then
        local description = ZO_ERROR_COLOR:Colorize(hotbar:GetSlotUnlockText(selectedActionSlotIndex))
        GAMEPAD_TOOLTIPS:LayoutTitleAndDescriptionTooltip(tooltipType, GetString(SI_ACTION_BAR_SLOT_LOCKED_HEADER), description)
    elseif self.buttons[self.selectedButtonIndex] then
        local selectedButton = self.buttons[self.selectedButtonIndex]
        local slotData = selectedButton:GetSlotData()
        SetupTooltipStatusLabel(tooltipType, selectedActionSlotIndex)
        slotData:LayoutGamepadTooltip(tooltipType)
    else
        GAMEPAD_TOOLTIPS:ClearTooltip(tooltipType)
    end
end
function ZO_AssignableActionBar:LayoutAssignableSkillLineAbilityTooltip(tooltipType, skillData)
    local skillProgressionData = skillData:GetPointAllocatorProgressionData()
    local abilityId = skillProgressionData:GetAbilityId()
    local slottedActionBarIndex = nil
    -- Mark the ability as already slotted if it is
    for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
        if abilityId == GetSlotBoundId(i) then
            slottedActionBarIndex = i
            break
        end
    end
    if slottedActionBarIndex then
        SetupTooltipStatusLabel(tooltipType, slottedActionBarIndex)
    else
        GAMEPAD_TOOLTIPS:ClearStatusLabel(tooltipType)
    end
    if skillData:IsPlayerSkill() then
        GAMEPAD_TOOLTIPS:LayoutSkillProgression(tooltipType, skillProgressionData)
    elseif skillData:IsCompanionSkill() then
        GAMEPAD_TOOLTIPS:LayoutCompanionSkillProgression(GAMEPAD_LEFT_TOOLTIP, skillProgressionData)
    end
end
function ZO_AssignableActionBar:IsActive()
    return self.active
end
--Gets the narration for the currently selected slot
function ZO_AssignableActionBar:GetSelectedSlotNarrationText()
    local selectedButton = self.buttons[self.selectedButtonIndex]
    if selectedButton then
        return selectedButton:GetNarrationText()
    end
end
--Gets the narration for the bar
function ZO_AssignableActionBar:GetNarrationText()
    local narrations = {}
    --If an overrideHeaderName was specified, use that, otherwise use the name of the current hotbar
    local headerName
    if self.overrideHeaderName then
        headerName = self.overrideHeaderName
    else
        headerName = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarName()
    end
    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(headerName))
    --Narration for the selected slot
    return narrations
end
ZO_GamepadAssignableActionBarButton = ZO_InitializingObject:Subclass()
function ZO_GamepadAssignableActionBarButton:Initialize(control, actionSlotIndex)
    self.control = control
    self.icon = control:GetNamedChild("Icon")
    self.lock = control:GetNamedChild("Lock")
    self.newIndicator = control:GetNamedChild("NewIndicator")
    self.newIndicatorIdle = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_GamepadAssignableActionBarNewIndicator_Idle", self.newIndicator)
    self.newIndicatorFadeout = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_GamepadAssignableActionBarNewIndicator_Fadeout", self.newIndicator)
    self.highlight = control:GetNamedChild("Highlight")
    self.keybindLabel = control:GetNamedChild("KeybindLabel")
    self.frame = control:GetNamedChild("Frame")
    self.actionSlotIndex = actionSlotIndex
    self.actionName = nil
    self.isSlotNew = false
end
function ZO_GamepadAssignableActionBarButton:GetSlotIndex()
    return self.actionSlotIndex
end
function ZO_GamepadAssignableActionBarButton:GetSlotData()
    return ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():GetSlotData(self.actionSlotIndex)
end
function ZO_GamepadAssignableActionBarButton:IsUltimateSlot()
    return ACTION_BAR_ASSIGNMENT_MANAGER:IsUltimateSlot(self.actionSlotIndex)
end
function ZO_GamepadAssignableActionBarButton:GetControl()
    return self.control
end
function ZO_GamepadAssignableActionBarButton:GetIconControl()
    return self.icon
end
function ZO_GamepadAssignableActionBarButton:SetSelected(selected, interpolator)
    if selected then
        interpolator:ScaleUp(self:GetIconControl())
    else
        interpolator:ScaleDown(self:GetIconControl())
    end
    if self.highlight then
        self.highlight:SetHidden(not selected)
    end
    if self.frame then
        local color = selected and ZO_SELECTED_TEXT or ZO_NORMAL_TEXT
        self.frame:SetEdgeColor(color:UnpackRGBA())
    end
    if selected then
        self:ClearNewIndicator()
    end
end
function ZO_GamepadAssignableActionBarButton:Refresh()
    local slotData = self:GetSlotData()
    local slotIcon = slotData:GetIcon()
    if slotIcon then
        self.icon:SetHidden(false)
        self.icon:SetTexture(slotIcon)
    else
        self.icon:SetHidden(true)
    end
    local hotbarData = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
    self.lock:SetHidden(not hotbarData:IsSlotLocked(self.actionSlotIndex))
    local isNew = hotbarData:IsSlotNew(self.actionSlotIndex)
    if isNew ~= self.isSlotNew then
        self.isSlotNew = isNew
        if isNew then
            self.newIndicatorFadeout:Stop()
            self.newIndicatorIdle:PlayFromStart()
        else
            self.newIndicatorIdle:Stop()
            self.newIndicatorFadeout:PlayFromStart()
        end
    end
    if self.keybindLabel then
        local currentHotbarCategory = hotbarData:GetHotbarCategory()
        local keyboardActionName, gamepadActionName = ACTION_BAR_ASSIGNMENT_MANAGER:GetKeyboardAndGamepadActionNameForSlot(self.actionSlotIndex, currentHotbarCategory)
        local actionPriority = ACTION_BAR_ASSIGNMENT_MANAGER:GetAutomaticCastPriorityForSlot(self.actionSlotIndex, currentHotbarCategory)
        if gamepadActionName ~= self.actionName or actionPriority ~= self.actionPriority then
            ZO_Keybindings_UnregisterLabelForBindingUpdate(self.keybindLabel)
            if gamepadActionName then
                local HIDE_UNBOUND = false
                ZO_Keybindings_RegisterLabelForBindingUpdate(self.keybindLabel, keyboardActionName, HIDE_UNBOUND, gamepadActionName)
            elseif actionPriority then
                self.keybindLabel:SetText(tostring(actionPriority))
            else
                self.keybindLabel:SetText("")
            end
            self.actionName = gamepadActionName
            self.actionPriority = actionPriority
        end
    end
end
function ZO_GamepadAssignableActionBarButton:ClearNewIndicator()
    ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():ClearSlotNew(self.actionSlotIndex)
end
function ZO_GamepadAssignableActionBarButton:ClearSlot()
    if ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():ClearSlot(self.actionSlotIndex) then
        self:ClearNewIndicator()
        PlaySound(SOUNDS.ABILITY_SLOT_CLEARED)
    end
end
function ZO_GamepadAssignableActionBarButton:AssignSkill(skillData)
    if ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():AssignSkillToSlot(self.actionSlotIndex, skillData) then
        self:ClearNewIndicator()
        PlaySound(SOUNDS.ABILITY_SLOTTED)
    end
end
do
    local DEFAULT_SHOW_AS_HOLD = nil
    local NOT_BOUND_ACTION_STRING = GetString(SI_ACTION_IS_NOT_BOUND)
    function ZO_GamepadAssignableActionBarButton:GetNarrationText()
        local narrations = {}
        --Get the binding narration
        if self.keybindLabel then
            local hotbarData = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
            local currentHotbarCategory = hotbarData:GetHotbarCategory()
            local keyboardActionName, gamepadActionName = ACTION_BAR_ASSIGNMENT_MANAGER:GetKeyboardAndGamepadActionNameForSlot(self.actionSlotIndex, currentHotbarCategory)
            local actionPriority = ACTION_BAR_ASSIGNMENT_MANAGER:GetAutomaticCastPriorityForSlot(self.actionSlotIndex, currentHotbarCategory)
            local bindingTextNarration = nil
            --If we found an action name for the slot, use that for narrating
            if gamepadActionName then
                bindingTextNarration = ZO_Keybindings_GetPreferredHighestPriorityNarrationStringFromActions(keyboardActionName, gamepadActionName, DEFAULT_SHOW_AS_HOLD) or NOT_BOUND_ACTION_STRING
            elseif actionPriority then
                --If there was no action name and we have an action priority, use that for narrating the binding text
                bindingTextNarration = tostring(actionPriority)
            end
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(bindingTextNarration))
        end
        --Narration for the slotted entry
        local slotData = self:GetSlotData()
        if slotData then
            local actionType = slotData:GetSlottableActionType()
            --The skillData lives in different spots depending on the action type
            if actionType == ZO_SLOTTABLE_ACTION_TYPE_PLAYER_SKILL then
                local skillData = slotData:GetPlayerSkillData()
                local progressionData = skillData:GetPointAllocatorProgressionData()
                if progressionData then
                    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(progressionData:GetFormattedName()))
                end
            elseif actionType == ZO_SLOTTABLE_ACTION_TYPE_COMPANION_SKILL then
                local skillData = slotData:GetCompanionSkillData()
                local progressionData = skillData:GetPointAllocatorProgressionData()
                if progressionData then
                    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(progressionData:GetFormattedName()))
                end
            else
                --If we get here, assume the slot is empty
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_ACTION_BAR_EMPTY_ENTRY_NARRATION)))
            end
        end
        return narrations
    end
end
ZO_GamepadAssignableActionBar_QuickMenu_Base = ZO_InitializingCallbackObject:Subclass()
function ZO_GamepadAssignableActionBar_QuickMenu_Base:SetupListTemplates()
    assert(false, "should be overridden")
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:ForEachSlottableSkill(visitor)
    assert(false, "should be overridden")
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:Initialize(control, assignableActionBar)
    self.control = control
    self.assignableActionBar = assignableActionBar
    self.fragment = ZO_FadeSceneFragment:New(self.control:GetNamedChild("Container"), ALWAYS_ANIMATE)
    self.fragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            self.keybindStripId = KEYBIND_STRIP:PushKeybindGroupState()
            KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStrip, self.keybindStripId)
            self.list:Activate()
            self:RefreshList()
        elseif newState == SCENE_FRAGMENT_HIDING then
            self.assignableActionBar:ClearTargetSkill()
        elseif newState == SCENE_FRAGMENT_HIDDEN then
            self.list:Deactivate()
            KEYBIND_STRIP:PopKeybindGroupState()
            self.keybindStripId = nil
        end
    end)
    local listControl = self.control:GetNamedChild("ContainerList")
    self.list = ZO_GamepadVerticalParametricScrollList:New(listControl)
    self.list:SetNoItemText(GetString(SI_GAMEPAD_SKILLS_NO_ABILITIES))
    local function RefreshSelectedTooltip()
        self:RefreshTooltip()
    end
    local keybindStrip =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            name = GetString(SI_GAMEPAD_SKILLS_ASSIGN),
            keybind = "UI_SHORTCUT_PRIMARY",
            enabled = function()
                local slotIndex = self.assignableActionBar:GetSelectedSlotIndex()
                local result = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():GetExpectedSlotEditResult(slotIndex)
                if result ~= HOT_BAR_RESULT_SUCCESS then
                    return false, GetString("SI_HOTBARRESULT", result)
                end
                return true
            end,
            callback = function()
                self:PerformAssignment()
            end,
        },
        {
            alignment = KEYBIND_STRIP_ALIGN_LEFT,
            name = GetString(SI_BINDING_NAME_SPECIAL_MOVE_WEAPON_SWAP),
            keybind = "UI_SHORTCUT_TERTIARY",
            visible = function()
                return ACTION_BAR_ASSIGNMENT_MANAGER:ShouldShowHotbarSwap()
            end,
            enabled = function()
                return ACTION_BAR_ASSIGNMENT_MANAGER:CanCycleHotbars()
            end,
            callback = function()
                ACTION_BAR_ASSIGNMENT_MANAGER:CycleCurrentHotbar()
            end,
        }
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(keybindStrip, GAME_NAVIGATION_TYPE_BUTTON, 
        function()
            SCENE_MANAGER:RemoveFragment(self.fragment)
            PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
        end)
    self.keybindStrip = keybindStrip
    local function OnHotbarSwapVisibleStateChanged()
        if self:IsShowing() then
            self:RefreshKeybinds()
        end
    end
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("HotbarSwapVisibleStateChanged", OnHotbarSwapVisibleStateChanged)
    local function OnSlotAssignmentsChanged()
        if self:IsShowing() then
            self.list:RefreshVisible()
        end
    end
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("SlotUpdated", OnSlotAssignmentsChanged)
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("CurrentHotbarUpdated", OnSlotAssignmentsChanged)
    local function OnSelectedButtonChanged(slotIndex, didSlotTypeChange)
        if self:IsShowing() then
            if didSlotTypeChange then
                self:RefreshList()
            end
            self:RefreshTooltip()
        end
    end
    self.assignableActionBar:RegisterCallback("SelectedButtonChanged", OnSelectedButtonChanged)
    --Narrates the list
    local narrationInfo = 
    {
        canNarrate = function()
            return self.fragment:IsShowing()
        end,
        headerNarrationFunction = function()
            --Treat the associated assignable action bar as the header for this list
            return self.assignableActionBar:GetNarrationText()
        end,
    }
    SCREEN_NARRATION_MANAGER:RegisterParametricList(self.list, narrationInfo)
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:GetListControl()
    return self.control:GetNamedChild("ContainerList")
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:Show()
    internalassert(self.assignableActionBar:IsActive(), "The action bar must be active for the quick menu to work")
    SCENE_MANAGER:AddFragment(self.fragment)
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:Hide()
    -- because the action bar is assumed active, we do not need to activate any lists in the parent skills object
    SCENE_MANAGER:RemoveFragment(self.fragment)
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:IsShowing()
    return self.fragment:IsShowing()
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:RefreshVisible()
end
do
    local DEFAULT_SHOW_AS_HOLD = nil
    local NOT_BOUND_ACTION_STRING = GetString(SI_ACTION_IS_NOT_BOUND)
    function ZO_GamepadAssignableActionBar_QuickMenu_Base:RefreshList()
        self.list:Clear()
        local lastSkillLineData = nil
        self:ForEachSlottableSkill(function(skillTypeData, skillLineData, skillData)
            local skillEntry = ZO_GamepadEntryData:New()
            skillEntry:SetFontScaleOnSelection(false)
            skillEntry.skillData = skillData
            if skillLineData ~= lastSkillLineData then
                skillEntry:SetHeader(skillLineData:GetFormattedName())
                --Override the entry's header narration to include the rank
                skillEntry.headerNarrationFunction = function(entryData, entryControl)
                    local narrations = {}
                    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(skillLineData:GetCurrentRank()))
                    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(entryData.header))
                    return narrations
                end
                self.list:AddEntry("ZO_GamepadSimpleAbilityEntryTemplateWithHeader", skillEntry)
            else
                self.list:AddEntry("ZO_GamepadSimpleAbilityEntryTemplate", skillEntry)
            end
            skillEntry.narrationText = function(entryData, entryControl)
                local narrations = {}
                --Generate the default entry narration
                ZO_AppendNarration(narrations, ZO_GetSharedGamepadEntryDefaultNarrationText(entryData, entryControl))
                --Include the narration for the keybinding if applicable
                if SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode() == SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY and skillData:IsActive() then
                    local actionSlotIndex = skillData:GetSlotOnCurrentHotbar()
                    if actionSlotIndex then
                        local keyboardActionName, gamepadActionName = ACTION_BAR_ASSIGNMENT_MANAGER:GetKeyboardAndGamepadActionNameForSlot(actionSlotIndex, ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarCategory())
                        if gamepadActionName then
                            local bindingTextNarration = ZO_Keybindings_GetPreferredHighestPriorityNarrationStringFromActions(keyboardActionName, gamepadActionName, DEFAULT_SHOW_AS_HOLD) or NOT_BOUND_ACTION_STRING
                            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(bindingTextNarration))
                        end
                    end
                end
                return narrations
            end
            lastSkillLineData = skillLineData
        end)
        self.list:Commit()
    end
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:RefreshTooltip()
    local skillEntry = self.list:GetTargetData()
    if skillEntry then
        self.assignableActionBar:LayoutAssignableSkillLineAbilityTooltip(GAMEPAD_LEFT_TOOLTIP, skillEntry.skillData)
    else
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
    end
    self.assignableActionBar:LayoutOrClearSlotTooltip(GAMEPAD_RIGHT_TOOLTIP)
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:RefreshKeybinds()
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStrip)
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:PerformAssignment()
    local skillEntry = self.list:GetTargetData()
    if skillEntry then
        self.assignableActionBar:AssignSkill(skillEntry.skillData)
    end
end