ESO Lua File v100011

internalingame/market/gamepad/market_gamepad.lua

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ZO_GAMEPAD_MARKET_SCENE_NAME  = "gamepad_market"
ZO_GAMEPAD_MARKET_PREVIEW_SCENE_NAME = "gamepad_market_preview"
ZO_GAMEPAD_MARKET_BUNDLE_CONTENTS_SCENE_NAME = "gamepad_market_bundle_contents"
ZO_GAMEPAD_MARKET_LOCKED_SCENE_NAME = "gamepad_market_locked"
local EMPTY_TAB_HEADER_ENTRY = { text = "" } -- Default tab header, used to have a tab entry before the market results have been pulled
local DEFAULT_AMOUNT_CROWNS = 0
local BUNDLE_PRODUCTS_PER_ROW = 2
local INDIVIDUAL_PRODUCTS_PER_ROW = 3
local PRODUCTS_PER_COLUMN = 2
local BUNDLE_PRODUCTS_PER_PAGE = BUNDLE_PRODUCTS_PER_ROW * PRODUCTS_PER_COLUMN
local INDIVIDUAL_PRODUCTS_PER_PAGE = INDIVIDUAL_PRODUCTS_PER_ROW * PRODUCTS_PER_COLUMN
local MINIMUM_NUM_PAGES = 1
local NO_SELECTION_MODE = 1
local GRID_SELECTION_MODE = 2
local FILTER_SELECTION_MODE = 3
local DROP_DOWN_SELECTION_MODE = 4
local BUNDLE_PRODUCT_PADDING = 20
local INDIVIDUAL_PRODUCT_PADDING = 20
local FIRST_CATEGORY_INDEX = 1
local MARKET_BUY_CROWNS_BUTTON =
{
    name = GetString(SI_MARKET_BUY_CROWNS),
    keybind = "UI_SHORTCUT_TERTIARY",
}
--
--[[ Gamepad Market Preview ]]--
--
local GamepadMarketPreview = ZO_Object:Subclass()
function GamepadMarketPreview:New(...)
    local preview = ZO_Object.New(self)
    preview:Initialize(...)
    return preview
end
function GamepadMarketPreview:Initialize(control)
    control.owner = self
    self.control = control
    self.movementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL)
    GAMEPAD_MARKET_PREVIEW_SCENE = ZO_RemoteScene:New(ZO_GAMEPAD_MARKET_PREVIEW_SCENE_NAME, SCENE_MANAGER)
    GAMEPAD_MARKET_PREVIEW_SCENE:RegisterCallback("StateChange", function(...) self:OnStateChanged(...) end)
end
function GamepadMarketPreview:InitializeKeybindDescriptors()
    self.keybindStripDescriptors =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
             name =  function()
                if self.marketProduct:IsBundle() or self.marketProduct:IsBundleAttachment() then
                    return GetString(SI_MARKET_PURCHASE_BUNDLE_KEYBIND_TEXT)
                else
                    return GetString(SI_MARKET_PURCHASE_KEYBIND_TEXT)
                end
            end,
            keybind = "UI_SHORTCUT_PRIMARY",
            visible = function()
                return self.marketProduct ~= nil and not self.marketProduct:HasBeenPurchased()
            end,
            callback = function()
                self.previewProductsContainer:BeginPurchase(self.marketProduct)
            end,
        },
        MARKET_BUY_CROWNS_BUTTON,
        {
            name = GetString(SI_GAMEPAD_PREVIEW_PREVIOUS),
            keybind = "UI_SHORTCUT_LEFT_TRIGGER",
            callback = function()
                self:MoveToPreviousPreviewProduct()
            end,
            enabled = function() return self:HasMultiplePreviewProducts() end
        },
        {
            name = GetString(SI_GAMEPAD_PREVIEW_NEXT),
            keybind = "UI_SHORTCUT_RIGHT_TRIGGER",
            callback = function()
                self:MoveToNextPreviewProduct()
            end,
            enabled = function() return self:HasMultiplePreviewProducts() end
        },
        KEYBIND_STRIP:GetDefaultGamepadBackButtonDescriptor()
    }
end
function GamepadMarketPreview:HasMultiplePreviewProducts()
    return self.previewProductsContainer:HasMultiplePreviewProducts()
end
function GamepadMarketPreview:UpdatePreviewedProduct(marketProduct)
    self.marketProduct = marketProduct
    if IsCharacterPreviewingAvailable() then
        self.marketProduct:Preview()
    end
    if self.marketProduct:IsBundleAttachment() then
        if self.marketProduct.isCollectible then
            GAMEPAD_TOOLTIPS:LayoutCollectible(GAMEPAD_MOVABLE_TOOLTIP, self.marketProduct:GetTooltipLayoutArgs())
        else
            GAMEPAD_TOOLTIPS:LayoutItem(GAMEPAD_MOVABLE_TOOLTIP, self.marketProduct:GetTooltipLayoutArgs())
        end
    else
        GAMEPAD_TOOLTIPS:LayoutMarketProduct(GAMEPAD_MOVABLE_TOOLTIP, self.marketProduct)
    end
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptors)
end
function GamepadMarketPreview:MoveToPreviousPreviewProduct()
    self:UpdatePreviewedProduct(self.previewProductsContainer:MoveToPreviousPreviewProduct())
end
function GamepadMarketPreview:MoveToNextPreviewProduct()
    self:UpdatePreviewedProduct(self.previewProductsContainer:MoveToNextPreviewProduct())
end
function GamepadMarketPreview:SetPreviewProductsContainer(previewProductsContainer)
    self.previewProductsContainer = previewProductsContainer
end
function GamepadMarketPreview:OnShowing()
    KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptors)
    self:Activate()
    self:UpdatePreviewedProduct(self.previewProductsContainer:GetCurrentPreviewProduct())
end
function GamepadMarketPreview:OnHiding()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptors)
    self:Deactivate()
    self.marketProduct = nil
    self.previewProductsContainer = nil
end
function GamepadMarketPreview:OnStateChanged(oldState, newState)
    if(newState == SCENE_SHOWING) then
        self:OnShowing()
    elseif(newState == SCENE_HIDING) then
        self:OnHiding()
    end
end
function GamepadMarketPreview:Activate()
    BeginItemPreview()
    BeginItemPreviewSpin() -- don't need to take any further action to allow the spinner
end
function GamepadMarketPreview:Deactivate()
    EndItemPreview()
end
--
--[[ Gamepad Market ]]--
--
local GamepadMarket = ZO_Object.MultiSubclass(ZO_GamepadMarket_GridScreen, ZO_Market_Shared)
function GamepadMarket:New(...)
    return ZO_Market_Shared.New(self, ...)
end
function GamepadMarket:Initialize(control)
    local function OutOfBoundsUpwards()
        self:SetSelectionMode(FILTER_SELECTION_MODE)
    end
    ZO_GamepadMarket_GridScreen.Initialize(self, control, BUNDLE_PRODUCTS_PER_ROW, PRODUCTS_PER_COLUMN, { EMPTY_TAB_HEADER_ENTRY }, OutOfBoundsUpwards)
    ZO_Market_Shared.Initialize(self)
end
function GamepadMarket:SetupSceneGroupCallback()
    self.marketSceneGroup = self.marketScene:GetSceneGroup()
    self.marketSceneGroup:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_GROUP_SHOWING then
            self:OnInitialInteraction()
        elseif newState == SCENE_GROUP_HIDDEN then
            self:OnEndInteraction()
        end
    end)
end
function GamepadMarket:PerformDeferredInitialization()
    if self.isInitialized then return end
    self.selectionMode = NO_SELECTION_MODE
    self.isLockedForCategoryRefresh = false
    self.categoryFilterType = MARKET_FILTER_VIEW_ALL
    self.verticalMovementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_VERTICAL)
    self.isInitialized = true
end
function GamepadMarket:OnSelectionChanged(selectedData)
    if selectedData then
        self.selectedMarketProduct = selectedData.marketProduct
        GAMEPAD_TOOLTIPS:LayoutMarketProduct(GAMEPAD_MOVABLE_TOOLTIP, self.selectedMarketProduct)
    elseif not self.isLockedForCategoryRefresh then
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_MOVABLE_TOOLTIP)
        self.selectedMarketProduct = nil
    end
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptors)
end
function GamepadMarket:OnStateChanged(oldState, newState)
    if newState == SCENE_SHOWING then
        self:OnShowing()
    elseif newState == SCENE_HIDING then
        self:OnHiding()
    elseif newState == SCENE_HIDDEN then
        self:OnHidden()
    end
end
function GamepadMarket:OnInitialInteraction()
    ZO_Market_Shared.OnInitialInteraction(self)
    if self.isInitialized and self.marketState == MARKET_STATE_OPEN then
        self.isLockedForCategoryRefresh = false
        self.filterDropDown:SelectFirstItem()
        self:SetFilterCategory(MARKET_FILTER_VIEW_ALL)
        if self.categoriesInitialized then
        end
    end
end
function GamepadMarket:OnEndInteraction()
    self:ClearProducts()
    self:ClearPages()
    self.lastCategoryData = nil
    self.currentCategoryData = nil
    self.categoryFilterType = nil
    ZO_Market_Shared.OnEndInteraction(self)
end
function GamepadMarket:OnShowing()
    if self.marketState == MARKET_STATE_OPEN then
        self:OnMarketOpen()
    end
end
function GamepadMarket:OnHiding()
end
function GamepadMarket:OnHidden()
    self:SetSelectionMode(NO_SELECTION_MODE)
end
function GamepadMarket:InitializeKeybindDescriptors()
    local previousPageDescriptor = 
    {
        keybind = "UI_SHORTCUT_LEFT_TRIGGER",
        ethereal = true,
        callback = function()
            self:SetSelectionMode(GRID_SELECTION_MODE)
            self:PreviousPage()
        end,
        enabled = function() return self:HasPreviousPage() end
    }
    local nextPageDescriptor = 
    {
        keybind = "UI_SHORTCUT_RIGHT_TRIGGER",
        ethereal = true,
        callback = function()
            self:SetSelectionMode(GRID_SELECTION_MODE)
            self:NextPage()
        end,
        enabled = function() return self:HasNextPage() end
    }
    local function SetUnlockedForCategoryRefresh()
        self.isLockedForCategoryRefresh = false
    end
    self.gridKeybindStripDescriptors =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
             name =  function()
                        if self.selectedMarketProduct:IsBundle() then
                            return GetString(SI_MARKET_PURCHASE_BUNDLE_KEYBIND_TEXT)
                        else
                            return GetString(SI_MARKET_PURCHASE_KEYBIND_TEXT)
                        end
                    end,
            keybind = "UI_SHORTCUT_PRIMARY",
            visible = function()
                            return self.selectedMarketProduct ~= nil and not self.selectedMarketProduct:HasBeenPurchased()
                        end,
            callback = function()
                self.isLockedForCategoryRefresh = true
                self:BeginPurchase(self.selectedMarketProduct, SetUnlockedForCategoryRefresh)
            end,
        },
        {
            name =  function()
                if self.selectedMarketProduct:IsBundle() then
                    return GetString(SI_GAMEPAD_MARKET_BUNDLE_DETAILS_KEYBIND)
                else
                    return GetString(SI_MARKET_PREVIEW_KEYBIND_TEXT)
                end
            end,
            keybind = "UI_SHORTCUT_SECONDARY",
            visible =   function()
                local marketProduct = self.selectedMarketProduct
                if marketProduct ~= nil and ((marketProduct:HasPreview() and IsCharacterPreviewingAvailable()) or marketProduct:IsBundle()) then
                    return true
                end
            end,
            callback =  function()
                local marketProduct = self.selectedMarketProduct
                if marketProduct:IsBundle() then
                    self:ShowBundleContents(marketProduct)
                else
                    self:BeginPreview()
                end
            end,
        },
        MARKET_BUY_CROWNS_BUTTON,
        previousPageDescriptor,
        nextPageDescriptor,
        KEYBIND_STRIP:GetDefaultGamepadBackButtonDescriptor(),
    }
    self.filterDropDownKeybindStripDescriptors = 
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            name = GetString(SI_GAMEPAD_SELECT_OPTION),
            keybind = "UI_SHORTCUT_PRIMARY",
            callback =  function()
                self:SetSelectionMode(DROP_DOWN_SELECTION_MODE)
            end,
        },
        previousPageDescriptor,
        nextPageDescriptor,
        KEYBIND_STRIP:GetDefaultGamepadBackButtonDescriptor(),
    }
end
function GamepadMarket:GetPrimaryButtonDescriptor()
    return self.primaryButtonDescriptor
end
-- Set to sane default to prevent unknown states when switching selection modes from various places (tabs, pages, showing/hiding, highligh changes, start button, etc...)
function GamepadMarket:ClearCurrentSelectionMode()
    if self.isInitialized then
        self:Deactivate() -- Product Grid Deactivation
        DIRECTIONAL_INPUT:Deactivate(self) -- Deactivate filter dropdown highlighting
        self.filterDropDown:Deactivate() -- Deactivate the combo box drop down itself
        self.filterDropDownHighlight:SetHidden(true)
        if self.keybindStripDescriptors then
            self:RemoveKeybinds()
        end
        self.keybindStripDescriptors = nil
    end
end
function GamepadMarket:SetSelectionMode(selectionMode)
    if self.selectionMode ~= selectionMode then
        self:ClearCurrentSelectionMode()
        if selectionMode == GRID_SELECTION_MODE then
            self:Activate() -- Product Grid Activation
            self.keybindStripDescriptors = self.gridKeybindStripDescriptors 
        elseif selectionMode == FILTER_SELECTION_MODE then
            DIRECTIONAL_INPUT:Activate(self)
            self.keybindStripDescriptors = self.filterDropDownKeybindStripDescriptors
            self.filterDropDownHighlight:SetHidden(false)
        elseif selectionMode == DROP_DOWN_SELECTION_MODE then
            self.filterDropDown:Activate()
            self.keybindStripDescriptors = nil -- The drop down adds its own keybindings
        end
        if self.keybindStripDescriptors then
            self:AddKeybinds()
        end
        self.selectionMode = selectionMode
    end
end
function GamepadMarket:UpdateDirectionalInput()
     -- Check if we're moving down from the filter drop down
    if self.selectionMode == FILTER_SELECTION_MODE and #self.focusList.data > 0 and self.verticalMovementController:CheckMovement() == MOVEMENT_CONTROLLER_MOVE_NEXT then
        self:SetSelectionMode(GRID_SELECTION_MODE)
    end
end
function GamepadMarket:RefreshVisibleCategoryFilter()
end
function GamepadMarket:AddFilterEntry(filterType)
    local text = GetString("SI_MARKETFILTERVIEW", filterType)
    local function SetFilterCategory()
        self:SetSelectionMode(NO_SELECTION_MODE)
        if not self.control:IsHidden() then
            self:SetFilterCategory(filterType)
            self:SetSelectionMode(FILTER_SELECTION_MODE)
        end
    end
    local entry = self.filterDropDown:CreateItemEntry(text, SetFilterCategory)
    table.insert(self.filterDropDownEntries, entry)
end
function GamepadMarket:InitializeFilterDropDown()
    local dropDown = self.control:GetNamedChild("FullPaneContainerContentFilterContainerDropdown")
    self.filterDropDown = ZO_ComboBox_ObjectFromContainer(dropDown)
    local function DropDownDeactivateCallback()
        if self.selectionMode == DROP_DOWN_SELECTION_MODE then
            self:SetSelectionMode(FILTER_SELECTION_MODE)
        end
    end
    self.filterDropDownEntries = {}
    self.filterDropDown:SetFont("ZoFontGamepad42")
    self.filterDropDownHighlight = dropDown:GetNamedChild("Highlight")
    
    self:AddFilterEntry(MARKET_FILTER_VIEW_ALL)
    self:AddFilterEntry(MARKET_FILTER_VIEW_PURCHASED)
    self:AddFilterEntry(MARKET_FILTER_VIEW_NOT_PURCHASED)
    self.filterDropDown:SetSortsItems(false)
    self.filterDropDown:AddItems(self.filterDropDownEntries)
    self.filterDropDown:SelectFirstItem()
end
function GamepadMarket:SetFilterCategory(categoryFilterType)
    if self.categoryFilterType ~= categoryFilterType then
        self.categoryFilterType = categoryFilterType
        self:UpdateCurrentCategory()
        self:RefreshKeybinds()
    end
end
function GamepadMarket:BeginPreview()
    self.isLockedForCategoryRefresh = true
    ZO_GamepadMarket_GridScreen.BeginPreview(self)
end 
function GamepadMarket:OnCategorySelected(data)
    if self.marketScene:IsShowing() and self.marketState == MARKET_STATE_OPEN then
        self.lastCategoryData, self.currentCategoryData = self.currentCategoryData, data
        self.currentCategoryControl = data.control
        
        if not self.isLockedForCategoryRefresh then
            self:ClearPages()
            self:BuildMarketProductList(data)
        else
            self:RefreshPageVisibility(ZO_GAMEPAD_MARKET_PAGE_LEFT_DIRECTION)
            self.isLockedForCategoryRefresh = false
        end
        self.currentCategoryControl:SetHidden(false)
        if #self.focusList.data > 0 then
            self:SetSelectionMode(GRID_SELECTION_MODE)
        else
            self:SetSelectionMode(FILTER_SELECTION_MODE)
        end
    end
end
function GamepadMarket:UpdateCurrencyBalance()
    self:RefreshHeader()
end
function GamepadMarket:CreateMarketScene()
    self:SetMarketScene(ZO_RemoteScene:New(ZO_GAMEPAD_MARKET_SCENE_NAME , SCENE_MANAGER))
end
do
    local function CreateSubCategoryData(name, parentData, index, numProducts)
        return {
            text = name,
            numProducts = numProducts,
            soundId = SOUNDS.MARKET_SUB_CATEGORY_SELECTED,
            parentData = parentData,
            parent = parentData.control,
            categoryIndex = index,
        }
    end
    local function CreateCategoryData(name, parent, index, numSubCategories)
        return {
            text = name,
            control = CreateControlFromVirtual(ZO_GAMEPAD_MARKET_PAGE_CONTENT_TEMPLATE, parent, ZO_GAMEPAD_MARKET_PAGE_CONTENT_TEMPLATE, index),
            subCategories = {},
            numSubCategories = numSubCategories,
            soundId = SOUNDS.MARKET_CATEGORY_SELECTED,
            categoryIndex = index
        }
    end
    -- We handle the bundles category specifically because the gamepad design calls for the bundles category to have larger tiles
    -- This is true even if another category, for instance costumes, contains bundles
    -- At the moment there's no other way to deal with specific categores other than specifically by name
    local BUNDLES_CATEGORY_NAME = "Bundles"
    function GamepadMarket:AddTopLevelCategory(categoryIndex, name, numSubCategories)
        local isBundleCategory = name == BUNDLES_CATEGORY_NAME
        name = zo_strformat(SI_MARKET_PRODUCT_NAME_FORMATTER, name)
        
        local categoryData = CreateCategoryData(name, self.contentContainer, categoryIndex, numSubCategories)
        categoryData.isBundleCategory = isBundleCategory
        local hasChildren = numSubCategories > 0
        if hasChildren then
            for i = 1, numSubCategories do
                local subCategoryName, numSubCategoryMarketProducts = GetMarketProductSubCategoryInfo(categoryIndex, i)
                subCategoryName = zo_strformat(SI_MARKET_PRODUCT_NAME_FORMATTER, subCategoryName)
                local subCategoryData = CreateSubCategoryData(subCategoryName, categoryData, i, numSubCategoryMarketProducts)
                table.insert(categoryData.subCategories, subCategoryData)
            end
        end
        
        local tabEntry =
        {
            text = name,
            callback = function() self:OnCategorySelected(categoryData) end,
        }
        table.insert(self.headerData.tabBarEntries, tabEntry)
    end
end
function GamepadMarket:BuildCategories(control)
    if self.marketState == MARKET_STATE_OPEN then
        ZO_ClearTable(self.headerData.tabBarEntries)
        local numCategories = GetNumMarketProductCategories() 
        for i = 1, numCategories do
            local name, numSubCategories = GetMarketProductCategoryInfo(i)
            self:AddTopLevelCategory(i, name, numSubCategories)
        end
        self.categoriesInitialized = true
        self:RefreshHeader()
    end
end
function GamepadMarket:GetMarketProductIds(categoryIndex, subCategoryIndex, index, ...)
    if index >= 1 then
        local id = GetMarketProductDefId(categoryIndex, subCategoryIndex, index)
        index = index - 1
        return self:GetMarketProductIds(categoryIndex, isubCategoryIndex, index, id, ...)
    end
    return ...
end
function GamepadMarket:LayoutMarketProducts(...)
    self:ClearProducts()
    
    local filterType = self.categoryFilterType
    local numProducts = select("#", ...)
    local productsPerRow, productPadding, productWidth, productHeight
        
    if self.currentCategoryData.isBundleCategory then
        productsPerRow, productPadding, productWidth, productHeight = BUNDLE_PRODUCTS_PER_ROW, BUNDLE_PRODUCT_PADDING, ZO_GAMEPAD_MARKET_BUNDLE_PRODUCT_WIDTH, ZO_GAMEPAD_MARKET_BUNDLE_PRODUCT_HEIGHT
    else
        productsPerRow, productPadding, productWidth, productHeight = INDIVIDUAL_PRODUCTS_PER_ROW, INDIVIDUAL_PRODUCT_PADDING, ZO_GAMEPAD_MARKET_INDIVIDUAL_PRODUCT_WIDTH, ZO_GAMEPAD_MARKET_INDIVIDUAL_PRODUCT_HEIGHT
    end
            
    self:PrepareGridForBuild(productsPerRow, PRODUCTS_PER_COLUMN, productWidth, productHeight, productPadding)
    for i = 1, numProducts do
        local id = select(i, ...)
        if self:ShouldAddMarketProduct(filterType, id) then
            local marketProduct = self.marketProductPool:AcquireObject()
            local marketControl = marketProduct:GetControl()
            marketProduct:Show(id)
            self:AddEntry(marketProduct, marketControl)
        end
    end
    local direction = ZO_GAMEPAD_MARKET_PAGE_LEFT_DIRECTION
    if self.lastCategoryData and self.lastCategoryData ~= self.currentCategoryData then
        -- We have to account for tab wrapping and perceived direction traversal
        if self.currentCategoryData.categoryIndex < self.lastCategoryData.categoryIndex  then
            if self.currentCategoryData.categoryIndex ~= FIRST_CATEGORY_INDEX or self.lastCategoryData.categoryIndex ~= #self.headerData.tabBarEntries then
                direction = ZO_GAMEPAD_MARKET_PAGE_RIGHT_DIRECTION
            end
        elseif self.currentCategoryData.categoryIndex == #self.headerData.tabBarEntries and self.lastCategoryData.categoryIndex == FIRST_CATEGORY_INDEX then
            direction = ZO_GAMEPAD_MARKET_PAGE_RIGHT_DIRECTION
        end
    end
    self:Commit(direction)
end
function GamepadMarket:OnMarketOpen()
    if ZO_GAMEPAD_MARKET_LOCKED then -- This can be called before the lock screen has been initialized
        ZO_GAMEPAD_MARKET_LOCKED:OnMarketOpen()
    end
    if self.isInitialized then
        ZO_GamepadMarket_GridScreen.OnShowing(self)
        
        -- When the market is shown make sure that regardless of the last state we get the correct mode settings. Setting selectionMode to nil will ensure that keybindings are correctly reset
        self.selectionMode = nil
        self:SetSelectionMode(GRID_SELECTION_MODE)
        self.isLockedForCategoryRefresh = false -- Once shown we always want to make sure we can update the categories
        
        if (not self.categoriesInitialized) then
            self:BuildCategories()
        else
            self:UpdateCurrentCategory()
        end
        
        self:RefreshHeader()
        self:SelectAfterPreview()
    end
end
function GamepadMarket:OnMarketLocked()
    if self.isInitialized and (not SCENE_MANAGER:GetScene(ZO_GAMEPAD_MARKET_LOCKED_SCENE_NAME):IsShowing()) then
        -- Don't hide the market, let the lock screen push on top of the market on the scene stack to prevent issues with hide/push in close proximity
        SCENE_MANAGER:Hide(self.marketSceneGroup:GetActiveScene())
        SCENE_MANAGER:Push(ZO_GAMEPAD_MARKET_LOCKED_SCENE_NAME)
    end
end
function GamepadMarket:OnMarketPurchaseResult()
    -- handled by GamepadMarketPurchaseManager
end
function GamepadMarket:ShowBundleContents(bundle)
    ZO_GAMEPAD_MARKET_BUNDLE_CONTENTS:SetBundle(bundle)
    SCENE_MANAGER:Push(ZO_GAMEPAD_MARKET_BUNDLE_CONTENTS_SCENE_NAME)
end
--
-- [[ Market Product Tooltip ]]--
--
do
    local marketTitleStyle =
    {
        fontSize = 42,
        customSpacing = 8,
        fontColorField = GAMEPAD_TOOLTIP_COLOR_GENERAL_COLOR_1,
        uppercase = false,
    }
    local marketCategoryStyle =
    {
        fontSize = 27,
        customSpacing = 8,
        fontColorField = GAMEPAD_TOOLTIP_COLOR_GENERAL_COLOR_2,
        uppercase = true,
    }
    local marketCostStyle =
    {
        fontSize = 27,
        customSpacing = 8,
        fontColorField = GAMEPAD_TOOLTIP_COLOR_GENERAL_COLOR_1
    }
    local MarketTooltipMixin = {}
    local GAMEPAD_MARKET_CURRENCY_OPTIONS_TOOLTIP =
    {
        showTooltips = false,
        useShortFormat = false,
        iconSide = RIGHT,
        iconSize = 25,
    }
    function MarketTooltipMixin:LayoutMarketProduct(product)
        -- Name
        local headerSection = self:AcquireSection(self:GetStyle("bodyHeader"))
        headerSection:AddLine(zo_strformat(SI_MARKET_PRODUCT_NAME_FORMATTER, product.name), marketTitleStyle)
        local priceSection = self:AcquireSection(self:GetStyle("bodySection"))
        -- Category
        if product:IsBundle() then
            headerSection:AddLine(GetString(SI_GAMEPAD_MARKET_BUNDLES_TOOLTIP_BUNDLE_HEADER), marketCategoryStyle)
        elseif GetMarketProductNumCollectibles(product:GetId()) > 0 then
            local type = select(4, GetMarketProductCollectibleInfo(product:GetId(), 1))
            headerSection:AddLine(GetString("SI_COLLECTIBLECATEGORYTYPE", type), marketCategoryStyle)
        end
        -- Price
        headerSection:AddSimpleCurrency(CURRENCY_TYPE_CROWNS, product.costAmount, GAMEPAD_MARKET_CURRENCY_OPTIONS_TOOLTIP, nil, nil, marketCostStyle)
        self:AddSection(headerSection)
        -- Description
        local bodySection = self:AcquireSection(self:GetStyle("bodySection"))
        bodySection:AddLine(product.description, self:GetStyle("bodyDescription"))
        self:AddSection(bodySection)
    end
    -- Using a mixin because adding a method to ZO_Tooltip doesn't work with GAMEPAD_TOOLTIPS if the method is added after ZO_Tooltip_Gamepad.lua is loaded
    local movableTooltip = GAMEPAD_TOOLTIPS:GetTooltip(GAMEPAD_MOVABLE_TOOLTIP)
    zo_mixin(movableTooltip, MarketTooltipMixin)
end
--
--[[ Gamepad Market Bundle Contents ]]--
--
local GamepadMarketBundleContents = ZO_GamepadMarket_GridScreen:Subclass()
function GamepadMarketBundleContents:New(...)
    local bundleContents = ZO_Object.New(self)
    bundleContents:Initialize(...)
    return bundleContents
end
function GamepadMarketBundleContents:Initialize(control)
    ZO_GamepadMarket_GridScreen.Initialize(self, control, INDIVIDUAL_PRODUCTS_PER_ROW, PRODUCTS_PER_COLUMN)
    GAMEPAD_MARKET_BUNDLE_CONTENTS_SCENE = ZO_RemoteScene:New(ZO_GAMEPAD_MARKET_BUNDLE_CONTENTS_SCENE_NAME, SCENE_MANAGER)
    GAMEPAD_MARKET_BUNDLE_CONTENTS_SCENE:RegisterCallback("StateChange", function(...) self:OnStateChanged(...) end)
end
function GamepadMarketBundleContents:InitializeMarketProductPool()
    local function CreateMarketProduct(objectPool)
        return ZO_GamepadMarketProductBundleAttachment:New(objectPool:GetNextControlId(), self.currentCategoryControl, self, self.productName)
    end
    local function ResetMarketProduct(marketProduct)
        marketProduct:Reset()
    end
    self.marketProductPool = ZO_ObjectPool:New(CreateMarketProduct, ResetMarketProduct)
end
function GamepadMarketBundleContents:OnStateChanged(oldState, newState)
    if newState == SCENE_SHOWING then
        self:OnShowing()
    elseif newState == SCENE_HIDDEN then
        self:OnHiding()
    end
end
function GamepadMarketBundleContents:PerformDeferredInitialization()
    if not self.isInitialized then
        local function RefreshBundleAttachments()
            self:RefreshProducts()
        end
        GAMEPAD_MARKET_BUNDLE_CONTENTS_SCENE:GetSceneGroup():RegisterCallback("StateChange", function(oldState, newState)
            if newState == SCENE_GROUP_SHOWING then
                self:OnInitialInteraction()
            elseif newState == SCENE_GROUP_HIDDEN then
                self:OnEndInteraction()
            end
        end)
        self.headerData.contextTitleText = GetString(SI_GAMEPAD_MARKET_BUNDLES)
        self.keybindStripDescriptors =
        {
            alignment = KEYBIND_STRIP_ALIGN_LEFT,
            {
                name = GetString(SI_MARKET_PURCHASE_KEYBIND_TEXT),
                keybind = "UI_SHORTCUT_PRIMARY",
                visible = function()
                    return self.bundle ~= nil and not self.bundle:HasBeenPurchased()
                end,
                callback = function()
                    self:BeginPurchase(self.bundle, RefreshBundleAttachments)
                end,
            },
            {
                name =  GetString(SI_MARKET_PREVIEW_KEYBIND_TEXT),
                keybind = "UI_SHORTCUT_SECONDARY",
                visible = function()
                    return self.selectedMarketProduct ~= nil and self.bundle ~= nil and self.selectedMarketProduct:HasPreview() and IsCharacterPreviewingAvailable()
                end,
                callback = function() self:BeginPreview() end
            },
            MARKET_BUY_CROWNS_BUTTON,
            KEYBIND_STRIP:GetDefaultGamepadBackButtonDescriptor()
        }
        self.isInitialized = true
    end
end
function GamepadMarketBundleContents:SetBundle(bundle)
    self.bundle = bundle 
    self.headerData.titleText = bundle.title:GetText()
end
do
    local BLANK_HINT = ""
    local IS_PURCHASEABLE = true
    function GamepadMarketBundleContents:LayoutBundleProducts(bundle)
        self:ClearProducts()
        self:PrepareGridForBuild(INDIVIDUAL_PRODUCTS_PER_ROW, PRODUCTS_PER_COLUMN, ZO_GAMEPAD_MARKET_INDIVIDUAL_PRODUCT_WIDTH, ZO_GAMEPAD_MARKET_INDIVIDUAL_PRODUCT_HEIGHT, INDIVIDUAL_PRODUCT_PADDING)
        local bundleId = bundle:GetId()
        local numProducts = bundle:GetNumAttachedItems()
        for i = 1, numProducts do
            local id, iconFile, name, itemQuality, requiredLevel, itemCount = GetMarketProductItemInfo(bundleId, i)
            local background = GetMarketProductItemGamepadBackground(bundleId, i)
            local marketProduct = self.marketProductPool:AcquireObject()
            local marketControl = marketProduct:GetControl()
            local itemLink = GetMarketProductItemLink(bundleId, i)
        
            marketProduct:SetBundle(bundle)
            marketProduct:ShowAsBundleItem(id, iconFile, name, itemQuality, requiredLevel, itemCount, itemLink, i, background)
            self:AddEntry(marketProduct, marketControl)
        end
        local numCollectibles = bundle:GetNumAttachedCollectibles() 
        for i = 1, numCollectibles do
            local collectibleId, iconFile, name, type, description, unlocked = GetMarketProductCollectibleInfo(bundleId, i)
            local background = GetMarketProductCollectibleGamepadBackground(bundleId, i)
            local marketProduct = self.marketProductPool:AcquireObject()
            local marketControl = marketProduct:GetControl()
            local categoryName = GetString("SI_COLLECTIBLECATEGORYTYPE", type)
            local layoutArgs = { categoryName, name, nil, unlocked, IS_PURCHASEABLE, description, BLANK_HINT }
            marketProduct:SetBundle(bundle)
            marketProduct:ShowAsBundleCollectible(collectibleId, iconFile, name, unlocked, layoutArgs, i, background)
            self:AddEntry(marketProduct, marketControl)
        end
        self:Commit(ZO_GAMEPAD_MARKET_PAGE_LEFT_DIRECTION)
    end
end
function GamepadMarketBundleContents:OnShowing()
    ZO_GamepadMarket_GridScreen.OnShowing(self)
    self:LayoutBundleProducts(self.bundle)
    KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptors)
    self:Activate()
end
function GamepadMarketBundleContents:OnHiding()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptors)
    self:Deactivate()
end
function GamepadMarketBundleContents:OnSelectionChanged(selectedData)
    if selectedData then
        self.selectedMarketProduct = selectedData.marketProduct
        if self.selectedMarketProduct.isCollectible then
            GAMEPAD_TOOLTIPS:LayoutCollectible(GAMEPAD_MOVABLE_TOOLTIP, self.selectedMarketProduct:GetTooltipLayoutArgs())
        else
            GAMEPAD_TOOLTIPS:LayoutItem(GAMEPAD_MOVABLE_TOOLTIP, self.selectedMarketProduct:GetTooltipLayoutArgs())
        end
    else
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_MOVABLE_TOOLTIP)
        self.selectedMarketProduct = nil
    end
end
function GamepadMarketBundleContents:OnInitialInteraction()
end
function GamepadMarketBundleContents:OnEndInteraction()
end
--
-- [[ Market Locked Screen ]]--
--
local GamepadMarketLockedScreen = ZO_Object:New()
function GamepadMarketLockedScreen:New(...)
    local locked = ZO_Object.New(self)
    locked:Initialize(...)
    return locked
end
function GamepadMarketLockedScreen:Initialize(control)
    control.owner = self
    self.control = control
    local headerData = 
    {
        contextTitleText = GetString(SI_GAMEPAD_MARKET_TITLE),
        titleText = GetString(SI_GAMEPAD_MARKET_LOCKED_TITLE),
        messageText = GetString(SI_MARKET_LOCKED_TEXT)
    }
    local header = control:GetNamedChild("Quadrant1ContainerHeaderContainer").header
    self.keybindStripDescriptors =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        KEYBIND_STRIP:GetDefaultGamepadBackButtonDescriptor()
    }
    ZO_GAMEPAD_MARKET_LOCKED_SCENE = ZO_RemoteScene:New(ZO_GAMEPAD_MARKET_LOCKED_SCENE_NAME, SCENE_MANAGER)
    ZO_GAMEPAD_MARKET_LOCKED_SCENE:RegisterCallback("StateChange", function(...) self:OnStateChanged(...) end)
end
function GamepadMarketLockedScreen:OnStateChanged(oldState, newState)
    if(newState == SCENE_SHOWN) then
        KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptors)
    elseif(newState == SCENE_HIDDEN) then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptors)
    end
end
function GamepadMarketLockedScreen:OnMarketOpen()
    if ZO_GAMEPAD_MARKET_LOCKED_SCENE:IsShowing() then
        -- Clear the scene stack and make sure that the player menu is behind the gamepad market base scene
        -- To Do: If in the future the crowns store can be reached from a scene other than the main menu then a new solution will need to be created, potentially requiring a popToScene function in ZO_SceneManager
        SCENE_MANAGER:Show("playermenu")
        SCENE_MANAGER:Push(ZO_GAMEPAD_MARKET_SCENE_NAME) -- Push the market scene on top, now the back button acts as we expect
    end
end
--
--[[ XML Handlers ]]--
--
    ZO_GAMEPAD_MARKET = GamepadMarket:New(control)
    SYSTEMS:RegisterGamepadObject(ZO_MARKET_NAME, ZO_GAMEPAD_MARKET)
end
    ZO_GAMEPAD_MARKET_BUNDLE_CONTENTS = GamepadMarketBundleContents:New(control)
end
    ZO_GAMEPAD_MARKET_PREVIEW = GamepadMarketPreview:New(control)
end
    ZO_GAMEPAD_MARKET_LOCKED = GamepadMarketLockedScreen:New(control)
end