Back to Home

ESO Lua File v100019

libraries/zo_dialog/zo_dialog.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
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
local MAX_NUM_DIALOGS = 1
local NUM_DIALOG_BUTTONS = 2
local RELEASED_FROM_BUTTON_PRESS = true
local BUTTON_SPACING = 20
local displayedDialogs = {}
local dialogQueue = {}
local g_currencyPool = nil
local g_curInstanceId = 0
local QUEUED_DIALOG_INDEX_NAME = 1
local QUEUED_DIALOG_INDEX_DATA = 2
local QUEUED_DIALOG_INDEX_PARAMS = 3
local function QueueDialog(name, data, params, isGamepad, dialogInfo)
    if name and dialogInfo and dialogInfo.onlyQueueOnce then
        -- If the dialog is already queued and can only be queued once, don't requeue it
        for _, dialog in pairs(dialogQueue) do
            if dialog[QUEUED_DIALOG_INDEX_NAME] == name then
                return
            end
        end
    end
    name = name or ""
    data = data or {}
    params = params or {}
    table.insert(dialogQueue, {name, data, params, isGamepad})
end
local function ContainsName(testName, ...)
    for i = 1, select("#", ...) do
        local name = select(i, ...)
        if(name == testName) then
            return true
        end
    end
end
local function RemoveQueuedDialogs(name)
    local i = 1
    while(i <= #dialogQueue) do
        local dialog = dialogQueue[i]
        if(name == dialog[QUEUED_DIALOG_INDEX_NAME]) then
            table.remove(dialogQueue, i)
        else
            i = i + 1
        end
    end
end
local function RemoveQueuedDialogsExcept(...)
    local i = 1
    while(i <= #dialogQueue) do
        local dialog = dialogQueue[i]
        if(not ContainsName(dialog[QUEUED_DIALOG_INDEX_NAME], ...)) then
            table.remove(dialogQueue, i)
        else
            i = i + 1
        end
    end
end
local function GetDisplayedDialog()
    if(#displayedDialogs > 0) then
        return displayedDialogs[1].dialog
    end
end
local function HandleCallback(clickedButton)
    local dialog = GetDisplayedDialog()
    local instanceId = dialog.instanceId
    if(dialog) then
        if(clickedButton.m_callback) then
            clickedButton.m_callback(dialog)
        end
        --Make sure the dialog wasn't released and then reshown
        if(clickedButton.m_noReleaseOnClick == nil and dialog.instanceId == instanceId) then
            ZO_Dialogs_ReleaseDialog(dialog, RELEASED_FROM_BUTTON_PRESS)
        end
    end   
end
function ZO_Dialogs_SetupCustomButton(button, text, keybind, clickSound, callback)
    button:SetKeybind(keybind)
    button:SetText(text)
    button:SetClickSound(clickSound)
    button.m_callback = callback
end
local function GetDialog(isGamepad)
    local dialogBaseName = "ZO_Dialog"
    if isGamepad then
        dialogBaseName = "ZO_DialogGamepad"
    end
    for i = 1, MAX_NUM_DIALOGS do
        local dialog = GetControl(dialogBaseName..i)
        if(dialog:IsControlHidden()) then
            ZO_Dialogs_InitializeDialog(dialog, isGamepad)
            return dialog
        end
    end
    return nil
end
local function GetFormattedDialogText(text, params)
    if text then
        if params and #params > 0 then
            text = zo_strformat(text, unpack(params))
        elseif type(text) == "number" then
            text = GetString(text)
        end
    else
        text = ""
    end
    return text
end
local function GetFormattedText(dialog, textTable, params)
    if not textTable then
        return
    end
    local timer = textTable.timer
    if params and type(timer) == "number" and type(params[timer]) == "number" then
        local timerParam = params[timer]
        if textTable.verboseTimer then
            timerParam = ZO_FormatTimeMilliseconds(timerParam, TIME_FORMAT_STYLE_DESCRIPTIVE)
        else
            timerParam = ZO_FormatTimeMilliseconds(timerParam, TIME_FORMAT_STYLE_DESCRIPTIVE_SHORT_SHOW_ZERO_SECS)
        end
        params[timer] = timerParam
    end
    
    local textOrCallback = textTable.text
    local finalText
    if type(textOrCallback) == "function" then
        finalText = textOrCallback(dialog)
    else
        finalText = textOrCallback
    end
    local formattedText = GetFormattedDialogText(finalText, params)
    return formattedText
end
local function SetDialogTextFormatted(dialog, textControl, textTable, params)
    local formattedText = GetFormattedText(dialog, textTable, params)
    if not textControl or not formattedText then
        return
    end
    textControl:SetText(formattedText)
    textControl:SetHidden(false)
    if textTable.align then
        textControl:SetHorizontalAlignment(textTable.align)
    end
    return select(2, textControl:GetTextDimensions())
end
function ZO_Dialogs_SetDialogLoadingIcon(loadingIcon, textControl, showLoadingIconData)
    local shouldShowLoadingIcon = false
    local iconAnchor
    local showType = type(showLoadingIconData)
    
    if(showType == "boolean") then
        shouldShowLoadingIcon = showLoadingIconData
    elseif(showType == "table") then
        shouldShowLoadingIcon = true
        iconAnchor = showLoadingIconData
    end
    if(shouldShowLoadingIcon) then
        loadingIcon:Show()
        if(not iconAnchor) then
            local horizontalAlignment = textControl:GetHorizontalAlignment()
            loadingIcon:ClearAnchors()
            if(horizontalAlignment == TEXT_ALIGN_LEFT) then
                loadingIcon:SetAnchor(RIGHT, textControl, LEFT, -5, 0)
            elseif(horizontalAlignment == TEXT_ALIGN_RIGHT) then
                loadingIcon:SetAnchor(LEFT, textControl, RIGHT, 5, 0)
            else
                local textWidth = textControl:GetTextDimensions()            
                loadingIcon:SetAnchor(RIGHT, textControl, CENTER, -textWidth * 0.5 - 5, 0)
            end            
        else
            iconAnchor:Set(loadingIcon)
        end
    else
        loadingIcon:Hide()
    end
end
    for _, displayedDialog in ipairs(displayedDialogs) do
        if(displayedDialog.name == name) then
            return displayedDialog.dialog
        end
    end
    return nil
end
local function ReanchorDialog(dialog, isGamepad)
    if(not dialog) then
        return
    end
    
    local dialogNumber = dialog.id
    dialog:ClearAnchors()
    if isGamepad then
        if(dialogNumber == 1) then
            local dialogBackground = dialog:GetNamedChild("Bg")
            local anchor1 = ZO_GamepadGrid_GetNavAnchor(GAMEPAD_GRID_NAV1, 1)
            anchor1:AddToControl(dialogBackground)
            ZO_GamepadGrid_GetNavAnchor(GAMEPAD_GRID_NAV1, 2):AddToControl(dialogBackground)
            dialog:SetAnchor(LEFT, GuiRoot, LEFT, anchor1:GetOffsetX())
        end
    else
        if(dialogNumber == 1)
        then
            dialog:SetAnchor(CENTER, GuiRoot, CENTER, 0, -55)
        elseif(dialogNumber == 2)
        then
            dialog:SetAnchor(TOP, ZO_Dialog1, BOTTOM, 0, 24)
        elseif(dialogNumber == 3)
        then
            dialog:SetAnchor(BOTTOM, ZO_Dialog1, TOP, 0, -24)
        elseif(dialogNumber == 4)
        then
            dialog:SetAnchor(TOP, ZO_Dialog2, BOTTOM, 0, 24)
        end
    end
end
local function GetButtonControl(dialog, index)
    local dialogInfo = dialog.info
    if(index <= dialog.numButtons) then
        if(dialog.buttonControls) then
            return dialog.buttonControls[index]
        end
        if(dialogInfo.customControl and dialogInfo.buttons) then
            return dialogInfo.buttons[index].control
        end
    end
end
    dialogFn(...)
end
local function RefreshMainText(dialog, dialogInfo, textParams)
    if not textParams then
        textParams = {}
    end
    local mainText, textControl
    local isGamepadDialog = dialog.isGamepad and dialogInfo.gamepadInfo and dialogInfo.gamepadInfo.dialogType -- There is a legacy gamepad dialog still in use (for now).
    if isGamepadDialog then
        local title = GetFormattedText(dialog, dialogInfo.title, textParams.titleParams)
        mainText = GetFormattedText(dialog, dialogInfo.mainText, textParams.mainTextParams)
        ZO_GenericGamepadDialog_RefreshText(dialog, title, mainText)
    else
        textControl = dialog:GetNamedChild("Text")
        mainText = dialogInfo.mainText
        if textControl then
            if mainText then
                if type(mainText) == "function" then
                    dialog.mainText = mainText(dialog)
                else
                    dialog.mainText = mainText
                end
                if(dialog.mainText.lineSpacing) then
                    textControl:SetLineSpacing(dialog.mainText.lineSpacing)
                else
                    textControl:SetLineSpacing(0)
                end
                SetDialogTextFormatted(dialog, textControl, dialog.mainText, textParams.mainTextParams)
            else
                textControl:SetText(nil)
                textControl:SetHidden(true)
            end 
        end
    end
    return mainText, textControl
end
function ZO_Dialogs_RefreshDialogText(name, dialog, textParams)
    local dialogInfo = ESO_Dialogs[name]
    if(type(dialogInfo) ~= "table") then
        return
    end
    if(ZO_Dialogs_IsShowingDialog()) then
        RefreshMainText(dialog, dialogInfo, textParams)
    end
end 
-- To show a gamepad style sidebar dialog, call this function.
-- See comments about ZO_Dialogs_ShowDialog for more information
function ZO_Dialogs_ShowGamepadDialog(name, data, textParams)
    local IS_GAMEPAD = true
    local currentScene = SCENE_MANAGER:GetCurrentScene()
    local dialog = ESO_Dialogs[name]
    if currentScene and currentScene:IsShowing() then
        ZO_Dialogs_ShowDialog(name, data, textParams, IS_GAMEPAD)
    elseif dialog.gamepadInfo and dialog.gamepadInfo.allowShowOnNextScene and SCENE_MANAGER:GetNextScene() and not dialog.gamepadInfo.nextSceneCallback then
        --Only one of this type of dialog can be registered for the next scene at a time, first come first serve
        dialog.gamepadInfo.nextSceneCallback = function(scene, oldState, newState)
            if newState == SCENE_SHOWING or newState == SCENE_SHOWN then
                SCENE_MANAGER:UnregisterCallback("SceneStateChanged", dialog.gamepadInfo.nextSceneCallback)
                ZO_Dialogs_ShowGamepadDialog(name, data, textParams)
                dialog.gamepadInfo.nextSceneCallback = nil
            end
        end
        SCENE_MANAGER:RegisterCallback("SceneStateChanged", dialog.gamepadInfo.nextSceneCallback)
    else
        if dialog.noChoiceCallback then
            dialog.data = data
            dialog.noChoiceCallback(dialog)
        end
    end
end
-- To show a dialog, call this function.
-- The first parameter should be the name of the dialog (as definied in either InGameDialogs or PreGameDialogs).
-- The second parameter should be an array table, containing any data that will be needed in the callback functions in the dialog
-- you want to display.
-- The third parameter is a table, which contains parameters used when filling out the strings in your dialog.
--
-- If the main text in the dialog has 2 parameters (e.g "Hello <<1>> <<2>>"), then the 3rd parameter should contain a subtable called
-- mainTextParams which itself contains 2 members, the first will go into the <<1>> and the second will go into the <<2>>. The 3rd parameter
-- in ZO_Dialogs_ShowDialog can also contain a titleParams subtable which is used to fill in the parameters in the title, if needed.
--
-- So as an example, let's say you had defined a dialog in InGameDialogs called "TEST_DIALOG" with
-- title = { text = "Dialog <<1>>" } and mainText = { text = "Main <<1>> Text <<2>>" }
-- And you called
-- ZO_Dialogs_ShowDialog("TEST_DIALOG", {5}, {titleParams={"Test1"}, mainTextParams={"Test2", "Test3"}})
-- The resulting dialog would have a title that read "Dialog Test1" and a main text field that read "Main Test2 Text Test3".
-- The 5 passed in the second parameter could be used by the callback functions to perform various tasks based on this value.
-- Dialogs themselves (see InGameDialogs.lua, etc.) must contain at least a "mainText" table, with at least the "text" member.
-- mainText.text is filled in using the mainTextParams subtable of the table passed in the 3rd parameter to ZO_Dialogs_ShowDialog.
-- The mainText table can also optionally contain:
-- An "align" member to set the alignment of the text (TEXT_ALIGN_LEFT, TEXT_ALIGN_RIGHT, or TEXT_ALIGN_CENTER....left is default).
-- A "timer" field, which indicates that a certain parameter should be treated as a sceonds in a timer, and converted to time format
-- (so if mainText contains "timer = 1", the 1st parameter in mainText.text is converted to time format before being placed
-- in the string).
--
-- Dialogs can also optionally contain:
--
-- A "title" table, which works the same way as "mainText" ("text", "align" and "title" fields are allowed), no title is shown if "title" is not set.
-- A "noChoiceCallback" field, which is executed when the dialog is closed without making a choice first.
-- A "hideSound" field, which is a sound id to be played when the dialog is closed without selecting an option
-- An "updateFn" field, which should be a function. If present, this function is called on each update when this dialog is showing.
-- An "editBox" field, which adds an edit box to the dialog. It can specify:
-- textType = The type of input the edit box accepts.
-- To get the value in the editbox, use ZO_Dialogs_GetEditBoxText.
-- Finally, the is a "buttons" table, in which each member corresponds to a button. Dialogs support a maximum of 2 buttons.
-- If the buttons table is present, each of it's members in turn MUST contain a "text" field. Also, each button can optionally contain:
-- A "callback" function field (whose first parameter should always be "dialog"....use "dialog.data[i]" to reference the ith data member passed in).
-- A "clickSound" field that defines what sound to play when the button is clicked.
-- An option to show an animated loading icon near the main text, called "showLoadingIcon"
--
-- See the "DESTROY_AUGMENT_PROMPT" and "DEATH_PROMPT" dialogs in InGameDialogs.lua for examples of dialogs that use these various fields.
function ZO_Dialogs_ShowDialog(name, data, textParams, isGamepad)
    -- Get the dialog info from the ESO_Dialogs table
    local dialogInfo = ESO_Dialogs[name]
    if(type(dialogInfo) ~= "table") then
        return nil
    end
    
    if(ZO_Dialogs_IsShowingDialog()) then
        if(dialogInfo.canQueue) then
            QueueDialog(name, data, textParams, isGamepad, dialogInfo)
        end
        return nil
    end
    --Acquire Dialog Control
    ------------------------------
    local dialog
    local isGamepadDialog = isGamepad and dialogInfo.gamepadInfo and dialogInfo.gamepadInfo.dialogType  -- There is a legacy gamepad dialog still in use (for now).
    local isGenericGamepadDialog = isGamepadDialog and dialogInfo.gamepadInfo.dialogType ~= GAMEPAD_DIALOGS.CUSTOM
    if isGenericGamepadDialog then
        dialog = ZO_GenericGamepadDialog_GetControl(dialogInfo.gamepadInfo.dialogType)
        if not dialog then
            return nil
        end
    elseif dialogInfo.customControl then
        if type(dialogInfo.customControl) == "function" then
            dialog = dialogInfo.customControl()
        else
            dialog = dialogInfo.customControl
        end
        if not dialog then
            return nil
        end
    else
        dialog = GetDialog(isGamepad)
        if not dialog then
            -- Dialog can't be created right now, so place it in a queue to be created later
            QueueDialog(name, data, textParams, isGamepad)
            return nil
        end
    end
    dialog.isGamepad = isGamepad
    --Shared Init
    ------------------
    --Clear focus in case the dialog came up when we had an edit control focused.
    WINDOW_MANAGER:SetFocusByName()
    dialog.info = dialogInfo
    dialog.data = data
    dialog.textParams = textParams
    --Title
    local titleControl = dialog:GetNamedChild("Title")
    local divider = dialog:GetNamedChild("Divider")
    local title = dialogInfo.title
    if not textParams then
        textParams = {}
    end
    if title then
        SetDialogTextFormatted(dialog, titleControl, title, textParams.titleParams)
    elseif titleControl and isGamepad then
        SetDialogTextFormatted(dialog, titleControl, "")
    end
    --Buttons
    local buttonInfos = dialogInfo.buttons
    local numButtonInfos = buttonInfos and #buttonInfos or 0
    dialog.numButtons = numButtonInfos
    if(numButtonInfos > 0 and not isGamepadDialog) then
        for i = 1, numButtonInfos do
            local buttonInfo = buttonInfos[i]
            local button = GetButtonControl(dialog, i)
            local buttonVisible = true
            if buttonInfo.visible ~= nil then
                if type(buttonInfo.visible) == "function" then
                    buttonVisible = buttonInfo.visible(dialog)
                else
                    buttonVisible = buttonInfo.visible
                end
            end
            if(not buttonVisible) then
                button:SetHidden(true)
                button:SetKeybindEnabled(false)
            else
                if textParams and textParams.buttonTextOverrides and textParams.buttonTextOverrides[i] then
                    button:SetText(textParams.buttonTextOverrides[i])    
                elseif(type(buttonInfo.text) == "number") then
                    button:SetText(GetString(buttonInfo.text))
                elseif(type(buttonInfo.text) == "function") then
                    button:SetText(buttonInfo.text(dialog))
                else
                    button:SetText(buttonInfo.text)
                end
                button:SetHidden(false)
                button.m_callback = buttonInfo.callback 
                button.m_noReleaseOnClick = buttonInfo.noReleaseOnClick
                
                local keybind
                local hasKeybind = true
                if(buttonInfo.keybind) then
                    keybind = buttonInfo.keybind
                elseif(buttonInfo.keybind == nil) then
                    if(i == 1) then
                        keybind = "DIALOG_PRIMARY"
                    else
                        keybind = "DIALOG_NEGATIVE"
                    end
                else
                    hasKeybind = false
                end
                button:SetKeybindEnabled(hasKeybind)
                button:SetKeybind(keybind)
                if(buttonInfo.clickSound) then
                    button:SetClickSound(buttonInfo.clickSound)
                else
                    if(keybind == "DIALOG_NEGATIVE") then
                        button:SetClickSound(SOUNDS.DIALOG_DECLINE)
                    else
                        button:SetClickSound(SOUNDS.DIALOG_ACCEPT)
                    end
                end
                if(buttonInfo.requiresTextInput) then
                    dialog.requiredTextFields:AddButton(button)
                end 
            end
        end
    end
    --Custom Init
    if dialogInfo.customControl or isGamepadDialog then
        RefreshMainText(dialog, dialogInfo, textParams)
        if dialogInfo.setup then
            dialogInfo.setup(dialog, data)
        end
    else
        local mainText, textControl = RefreshMainText(dialog, dialogInfo, textParams)
        if not mainText then
            return nil
        end   
        
        ZO_Dialogs_SetDialogLoadingIcon(dialog.loadingIcon, textControl, dialogInfo.showLoadingIcon)
        local modalUnderlay = dialog:GetNamedChild("ModalUnderlay")
        if modalUnderlay then
            if dialogInfo.modal == nil or dialogInfo.modal then
                modalUnderlay:SetHidden(false)
            else
                modalUnderlay:SetHidden(true)
            end
        end
        local controlAbove = textControl
        
        if(dialogInfo.editBox) then
            local editControl = dialog:GetNamedChild("EditBox")
            local editContainer = dialog:GetNamedChild("Edit")
            local editBoxInfo = dialogInfo.editBox
            editContainer:SetAnchor(TOPLEFT, controlAbove, BOTTOMLEFT, 0, 10)
            editContainer:SetAnchor(TOPRIGHT, controlAbove, BOTTOMRIGHT, 0, 10)
            editContainer:SetHidden(false)
            if(editBoxInfo.textType) then
                editControl:SetTextType(editBoxInfo.textType)
                if editBoxInfo.specialCharacters then
                    for _, character in pairs(editBoxInfo.specialCharacters) do
                        editControl:AddValidCharacter(character)
                    end
                else
                    editControl:RemoveAllValidCharacters()
                end
            else
                editControl:SetTextType(TEXT_TYPE_ALL)
            end
            if(editBoxInfo.maxInputCharacters) then
                editControl:SetMaxInputChars(editBoxInfo.maxInputCharacters)
            else
                editControl:SetMaxInputChars(128)
            end
            if(editBoxInfo.defaultText) then
                ZO_EditDefaultText_Initialize(editControl, GetString(editBoxInfo.defaultText))
            else
                ZO_EditDefaultText_Disable(editControl)
            end
            if editBoxInfo.autoComplete then
                if editControl.autoComplete then
                    editControl.autoComplete:SetEnabled(true)
                else
                    editControl.autoComplete = ZO_AutoComplete:New(editControl)
                end
                editControl.autoComplete:SetIncludeFlags(editBoxInfo.autoComplete.includeFlags)
                editControl.autoComplete:SetExcludeFlags(editBoxInfo.autoComplete.excludeFlags)
                editControl.autoComplete:SetOnlineOnly(editBoxInfo.autoComplete.onlineOnly)
                editControl.autoComplete:SetMaxResults(editBoxInfo.autoComplete.maxResults)
            else
                if editControl.autoComplete then
                    editControl.autoComplete:SetEnabled(false)
                end
            end
            if not editControl.instructions then
                editControl.instructions = ZO_ValidNameInstructions:New(editContainer:GetNamedChild("Instructions"))
            end
            editControl.instructions:Hide()
            if editBoxInfo.validatesText and editBoxInfo.validator then
                editControl.validator = editBoxInfo.validator
            else
                editControl.validator = nil
            end
            
            if(editBoxInfo.matchingString) then
                dialog.requiredTextFields:SetMatchingString(editBoxInfo.matchingString)
            end
            controlAbove = editControl
        end
        local radioButtonContainer = dialog:GetNamedChild("RadioButtonContainer")
        dialog.radioButtonPool:ReleaseAllObjects()
        dialog.radioButtonGroup:Clear()
        radioButtonContainer:SetHidden(true)
        if(dialogInfo.radioButtons) then
            radioButtonContainer:SetHidden(false)
            radioButtonContainer:SetAnchor(TOPLEFT, controlAbove, BOTTOMLEFT, 0, 15)
            radioButtonContainer:SetAnchor(TOPRIGHT, controlAbove, BOTTOMRIGHT, 0, 15)
            local prev
            for i = 1, #dialogInfo.radioButtons do
                local buttonInfo = dialogInfo.radioButtons[i]
                local radioButton = dialog.radioButtonPool:AcquireObject()
                dialog.radioButtonGroup:Add(radioButton)
                local label = GetControl(radioButton, "Label")
                label:SetText(buttonInfo.text)
                radioButton.data = buttonInfo.data
                if(i == 1) then
                    dialog.radioButtonGroup:SetClickedButton(radioButton)
                    radioButton:SetAnchor(TOPLEFT, nil, TOPLEFT, 15, 0)
                else
                    radioButton:SetAnchor(TOPLEFT, prev, BOTTOMLEFT, 0, 10)
                end
                prev = radioButton
            end
            controlAbove = radioButtonContainer
        end
            
        -- Handle button centering
        local btn1 = dialog:GetNamedChild("Button1")
        local btn2 = dialog:GetNamedChild("Button2")
        
        if(numButtonInfos == 0) then -- Hide both buttons
            btn1:SetHidden(true)
            btn2:SetHidden(true)
        elseif(numButtonInfos == 1) then -- Only show one
            btn2:SetHidden(true)
            btn1:ClearAnchors()
            if isGamepad then
                btn1:SetAnchor(TOPLEFT, controlAbove, BOTTOMLEFT, 0, 23)
            else
                btn1:SetAnchor(TOPRIGHT, controlAbove, BOTTOMRIGHT, 0, 23)
            end
        elseif(numButtonInfos == 2) then -- Show both
            btn2:ClearAnchors()
            btn1:ClearAnchors()
            if isGamepad then
                btn1:SetAnchor(TOPLEFT, controlAbove, BOTTOMLEFT, 0, 23)
                btn2:SetAnchor(TOPLEFT, btn1, TOPRIGHT, BUTTON_SPACING, 0)
            else
                btn2:SetAnchor(TOPRIGHT, controlAbove, BOTTOMRIGHT, 0, 23)
                btn1:SetAnchor(TOPRIGHT, btn2, TOPLEFT, -BUTTON_SPACING, 0)
            end
        end
        if(dialogInfo.callback) then
            -- Pass in the id of the dialog being shown for this purpose.
            -- It can (eventually) be used to track this particular dialog instance.
            dialogInfo.callback(dialog.id)
        end
    end
    dialog:SetHandler("OnUpdate", dialogInfo.updateFn)
    table.insert(displayedDialogs, {name = name, dialog = dialog})
    
    if not isGamepad then
        if(SCENE_MANAGER.RegisterTopLevel) then
            SCENE_MANAGER:RegisterTopLevel(dialog, TOPLEVEL_LOCKS_UI_MODE)        
            SCENE_MANAGER:ShowTopLevel(dialog)
        else
            dialog:SetHidden(false)
        end
    else
        ZO_GenericGamepadDialog_Show(dialog)
    end
    -- Append the keybind state index to the dialog so that it knows where its keybinds sit on the keybind stack
    dialog.keybindStateIndex = KEYBIND_STRIP:GetTopKeybindStateIndex()
    g_hasFocusEdit = nil
    dialog.name = name
    dialog:BringWindowToTop()
    if not isGamepadDialog then
        PlaySound(SOUNDS.DIALOG_SHOW)
    end
    --edit controls cant take focus when hidden
    if(dialogInfo.editBox) then
        dialog:GetNamedChild("EditBox"):TakeFocus()
    end
    return dialog
end
function ZO_TwoButtonDialog_OnInitialized(self, id)
    self.id = id
    self.requiredTextFields = ZO_RequiredTextFields:New()
    self.requiredTextFields:AddTextField(GetControl(self, "EditBox"))
    self.radioButtonGroup = ZO_RadioButtonGroup:New()
    self.radioButtonPool = ZO_ControlPool:New("ZO_DialogRadioButton", self:GetNamedChild("RadioButtonContainer"), "RadioButton")
    self.buttonControls = { GetControl(self, "Button1"), GetControl(self, "Button2") }
    self.loadingIcon = GetControl(self, "Loading")
end
function ZO_Dialogs_InitializeDialog(dialog, isGamepad)
    ReanchorDialog(dialog, isGamepad)
    local textControl = dialog:GetNamedChild("Text")
    local button1Control = dialog:GetNamedChild("Button1")
    local button2Control = dialog:GetNamedChild("Button2")
    local buttonExtraText1Control = dialog:GetNamedChild("ButtonExtraText1")
    local buttonExtraText2Control = dialog:GetNamedChild("ButtonExtraText2")
    local editContainer = dialog:GetNamedChild("Edit")
    local editControl = dialog:GetNamedChild("EditBox")
    textControl:SetHorizontalAlignment(TEXT_ALIGN_LEFT)
    buttonExtraText1Control:SetHidden(true)
    buttonExtraText2Control:SetHidden(true)
    button1Control:SetState(BSTATE_NORMAL, false)
    button2Control:SetState(BSTATE_NORMAL, false)
    button1Control:SetKeybindEnabled(true)
    button2Control:SetKeybindEnabled(true)
    editContainer:SetHidden(true)
    editControl:SetText("")
    editControl:LoseFocus()
       
    if(not g_currencyPool) then
        g_currencyPool = ZO_ControlPool:New("ZO_CurrencyTemplate", dialog, "Currency")
    end
    dialog.buttonCostKeys = {}
    dialog.currencyKey = nil
    dialog.requiredTextFields:ClearButtons()
    dialog.requiredTextFields:SetMatchingString(nil)
    dialog.instanceId = g_curInstanceId
    g_curInstanceId = g_curInstanceId + 1
end
    return #displayedDialogs > 0
end
    local i = 1
    while i <= #displayedDialogs do
        local displayedDialog = displayedDialogs[i]
        local released = false
        if displayedDialog.name == name then
            released = ZO_Dialogs_ReleaseDialog(displayedDialog.dialog)
        end
        -- Gamepad dialogs don't get removed from the table until after they're done hiding, so we can safely advance the index
        if not released or displayedDialog.dialog.isGamepad then
            i = i + 1
        end
    end
end
    local i = 1
    while(i <= #displayedDialogs) do
        local displayedDialog = displayedDialogs[i]
        local released = false
        if(not ContainsName(displayedDialog.name, ...)) then
            released = ZO_Dialogs_ReleaseDialog(displayedDialog.dialog)
        end
        -- Gamepad dialogs don't get removed from the table until after they're done hiding, so we can safely advance the index
        if not released or displayedDialog.dialog.isGamepad then
            i = i + 1
        end
    end
end
function ZO_Dialogs_ReleaseDialogOnButtonPress(nameOrDialog)
    return ZO_Dialogs_ReleaseDialog(nameOrDialog, RELEASED_FROM_BUTTON_PRESS)
end
function ZO_Dialogs_ReleaseDialog(nameOrDialog, releasedFromButton)
    local dialog
    if type(nameOrDialog) == "string" then
        dialog = ZO_Dialogs_FindDialog(nameOrDialog)
    else
        dialog = nameOrDialog
    end
    if dialog == nil then
        -- This dialog is not currently visible
        return false
    end
    if dialog.hiding then
        return false
    end
    dialog.hiding = true
    if dialog.isGamepad then
        --Gamepad dialog will release when it's finished hiding
        dialog.hideFunction(dialog, releasedFromButton)
    else
        --Keyboard dialogs will hide instantly
        if SCENE_MANAGER.HideTopLevel then
            SCENE_MANAGER:HideTopLevel(dialog)
        else
            dialog:SetHidden(true)
        end
        ZO_CompleteReleaseDialogOnDialogHidden(dialog, releasedFromButton)
    end
    
    return true  
end
function ZO_CompleteReleaseDialogOnDialogHidden(dialog, releasedFromButton)
    dialog.hiding = false
    
    local name = dialog.name
    local dialogInfo = dialog.info
    if(not dialogInfo.customControl) then    
        dialog:SetHandler("OnUpdate", nil)
        for i = 1, NUM_DIALOG_BUTTONS do
            local btn = dialog:GetNamedChild("Button"..i)
            if(btn) then
                btn.m_callback = nil
                btn.m_noReleaseOnClick = nil
            end
            if(dialog.buttonCostKeys and dialog.buttonCostKeys[i]) then
                g_currencyPool:ReleaseObject(dialog.buttonCostKeys[i])
                dialog.buttonCostKeys[i] = nil
            end
        end
    
        if(dialog.currencyKey) then
            g_currencyPool:ReleaseObject(dialog.currencyKey)
            dialog.currencyKey = nil
        end        
    end
    dialog.name = nil
    for _, displayedDialog in ipairs(displayedDialogs) do
        if(displayedDialog.name == name) then
            table.remove(displayedDialogs, i)
            break
        end
    end
    if(dialogInfo.noChoiceCallback and not releasedFromButton) then
        dialogInfo.noChoiceCallback(dialog)
    end
    if next(dialogQueue) then
        local currentScene = SCENE_MANAGER:GetCurrentScene()
        local state = currentScene and currentScene:GetState()
        if state == SCENE_HIDING or state == SCENE_HIDDEN or not state then
            ZO_Dialogs_ReleaseAllDialogs(true)
        end
    end
    if dialogInfo.finishedCallback then
        dialogInfo.finishedCallback(dialog)
    end
    -- Show next dialog in queue
    local queuedDialog = table.remove(dialogQueue, 1)
    if(queuedDialog) then
        ZO_Dialogs_ShowDialog(unpack(queuedDialog))
    else
        if(not ZO_Dialogs_IsShowingDialog()) then
            CALLBACK_MANAGER:FireCallbacks("AllDialogsHidden")
        end
    end
end
function ZO_Dialogs_ReleaseAllDialogs(forceAll)
    for _, dialog in pairs(dialogQueue) do
        local dialogInfo = ESO_Dialogs[dialog[QUEUED_DIALOG_INDEX_NAME]]
        if dialogInfo and dialogInfo.removedFromQueueCallback then
            dialogInfo.removedFromQueueCallback(dialog[QUEUED_DIALOG_INDEX_DATA])
        end
    end
    dialogQueue = {}
    for i = #displayedDialogs, 1, -1 do
        local dialog = displayedDialogs[i].dialog
        if dialog and (forceAll or not dialog.info.mustChoose) then
            ZO_Dialogs_ReleaseDialog(dialog)
        end
    end
end
function ZO_Dialogs_IsDialogHiding(dialog)
    if type(dialog) == "string" then
        dialog = ZO_Dialogs_FindDialog(dialog)
    end
    return dialog and dialog.hiding
end
-- If textTable is nil, the default mainText table (defined in the ESO_Dialogs table) is used
function ZO_Dialogs_UpdateDialogMainText(dialog, textTable, params)
    if dialog then
        if dialog.isGamepad then
            if dialog.info and dialog.headerData then
                textTable = textTable or dialog.info.mainText
                local mainText = GetFormattedText(dialog, textTable, params)
                if mainText and mainText ~= "" then
                    ZO_GenericGamepadDialog_RefreshText(dialog, dialog.headerData.titleText, mainText)
                end
            end
        else
            local textControl = dialog:GetNamedChild("Text")
            if(textTable) then
                dialog.mainText = textTable
            end
        
            SetDialogTextFormatted(dialog, textControl, dialog.mainText, params)
        end
    end
end
function ZO_Dialogs_UpdateDialogTitleText(dialog, textTable, params)
    if dialog then
        local titleControl = dialog:GetNamedChild("Title")
        if titleControl then
            dialog.title = textTable
        end
        
        SetDialogTextFormatted(dialog, titleControl, dialog.title, params)
    end
end
function ZO_Dialogs_GetEditBoxText(dialog)
    if(dialog) then
        local editControl = dialog:GetNamedChild("EditBox")
    
        if(not editControl:IsHidden()) then
            return editControl:GetText()
        end        
    end   
    
    return nil
end
    local clickedButton = dialog.radioButtonGroup:GetClickedButton()
    if(clickedButton) then
        return clickedButton.data
    end
end
-- Activate or deactivate a button...use BSTATE_NORMAL to activate and BSTATE_DISABLED to deactivate
function ZO_Dialogs_UpdateButtonState(dialog, buttonNumber, buttonState)
    if(dialog and buttonNumber) then
        local buttonControl = dialog:GetNamedChild("Button"..buttonNumber)
        local lockButton = false
        if(buttonState == BSTATE_DISABLED) then
            lockButton = true
        end
        buttonControl:SetState(buttonState, lockButton)
    end
end
-- Update the text on a button itself
function ZO_Dialogs_UpdateButtonText(dialog, buttonNumber, text)
    if(dialog and buttonNumber) then
        local buttonControl = dialog:GetNamedChild("Button"..buttonNumber)
        if(text) then
            if(type(text) == "number") then
                text = GetString(text)
            end
            buttonControl:SetText(text)
        end
    end
end
-- Update the text underneath a button...if textTable is nil, this extra text control is hidden
function ZO_Dialogs_UpdateButtonExtraText(dialog, buttonNumber, textTable, params)
    if dialog and buttonNumber then
        local textControl = dialog:GetNamedChild("ButtonExtraText"..buttonNumber)
        if textTable then
            SetDialogTextFormatted(dialog, textControl, textTable, params)
            textControl:SetHidden(false)
        else
            textControl:SetHidden(true)
        end
    end
end
-- Update the currency control underneath a button
function ZO_Dialogs_UpdateButtonCost(dialog, buttonNumber, cost)
    if(dialog)
    then
        local buttonCostsShown = 0
        for i = 1,NUM_DIALOG_BUTTONS do
            if(dialog.buttonCostKeys[i]) then
                buttonCostsShown = buttonCostsShown + 1
            end
        end
        if(cost) then
            local textControl = dialog:GetNamedChild("ButtonExtraText"..buttonNumber)
            local buttonControl = dialog:GetNamedChild("Button"..buttonNumber)
            
            local currencyControl
            local key = dialog.buttonCostKeys[buttonNumber]
            if(key) then
                currencyControl = g_currencyPool:AcquireObject(key)
            else
                local newCurrencyControl, newCurrencyKey = g_currencyPool:AcquireObject()
                newCurrencyControl:SetParent(dialog)
                dialog.buttonCostKeys[buttonNumber] = newCurrencyKey
                currencyControl = newCurrencyControl
            end    
            
            ZO_CurrencyControl_SetSimpleCurrency(currencyControl, CURT_MONEY, cost, nil, CURRENCY_DONT_SHOW_ALL)
            local visibleCurrencyWidth = currencyControl:GetWidth()
            if(textControl:IsHidden()) then
                currencyControl:SetAnchor(TOPLEFT, buttonControl, BOTTOM, -visibleCurrencyWidth / 2, 5)
            else
                currencyControl:SetAnchor(TOPLEFT, textControl, BOTTOM, -visibleCurrencyWidth / 2, 5)
            end
            currencyControl:SetHidden(false)
        else
            local key = dialog.buttonCostKeys[buttonNumber]
            if(key) then
                self:ReleaseObject(key)
                dialog.buttonCostKeys[buttonNumber] = nil
            end
        end
    end
end
    for _, displayedDialog in ipairs(displayedDialogs) do
        if(displayedDialog.name == name) then
            return true
        end
    end
    
    return false
end
    local dialogInfo = ESO_Dialogs[name]
    return dialogInfo and (type(dialogInfo) == "table")
end
    ESO_Dialogs[name] = info
end
    local dialog = GetDisplayedDialog()
    if(dialog) then
        if not dialog.info.mustChoose then
            if not ZO_Dialogs_ReleaseDialog(dialog.name, not RELEASED_FROM_BUTTON_PRESS) then
                dialog:SetHidden(true)
            end
            if(dialog.info.hideSound) then
                PlaySound(dialog.info.hideSound)
            else
                if not dialog.isGamepad then
                    PlaySound(SOUNDS.DIALOG_HIDE)
                end
            end
            
            if(dialog.isGamepad) then
                ShowRemoteBaseScene()
            end
        end
    end
end
function ZO_Dialogs_HandleButtonForKeybind(dialog, keybind)
    local handledButton = false
    for i = 1, dialog.numButtons do
        local btn = GetButtonControl(dialog, i)
        if(btn ~= nil and btn:IsEnabled() and btn:GetKeybind() == keybind) then
            btn:OnClicked()
            handledButton = true
            break
        end
    end
    return handledButton
end
    local dialog = GetDisplayedDialog()
    if(dialog) then
        local handledButton = ZO_Dialogs_HandleButtonForKeybind(dialog, keybind)
        if(not handledButton and IsInGamepadPreferredMode()) then
            if(ZO_KeybindStrip_HandleKeybindDown(keybind)) then
                if(not dialog.info.blockDialogReleaseOnPress) then
                    ZO_Dialogs_ReleaseDialogOnButtonPress(dialog.name)
                end
            end
        end
    end
end
    local dialog = GetDisplayedDialog()
    if(dialog) then
        local handledButton = ZO_Dialogs_HandleButtonForKeybind(dialog, keybind)
        if(not handledButton) then
            ZO_KeybindStrip_HandleKeybindUp(keybind) 
        end
    end
end
end
    local parent = self:GetParent()
    local maxButtonIndex
    local maxButton
    for i = 1, parent:GetNumChildren() do
        local child = parent:GetChild(i)
        local customButtonIndex = child.customButtonIndex
        if(customButtonIndex ~= nil) then
            if(maxButtonIndex == nil or customButtonIndex > maxButtonIndex) then
                maxButtonIndex = customButtonIndex
                maxButton = child
            end
        end
    end
    if(maxButton) then
        self:SetAnchor(TOPRIGHT, maxButton, TOPLEFT, -BUTTON_SPACING, 0)
    else
        self:SetAnchor(BOTTOMRIGHT, nil, BOTTOMRIGHT, -25, -15)
    end
    if(maxButtonIndex) then
        self.customButtonIndex = maxButtonIndex + 1
    else
        self.customButtonIndex = 1
    end
end
    if control.instructions then
        if control.validator then
            local violations = {control.validator(control:GetText())}
            local noViolations = #violations == 0
            if noViolations then
                control.instructions:Hide()
            else
                control.instructions:Show(nil, violations)
            end
        else
            control.instructions:Hide()
        end
    end
end