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ESO Lua File v100024

ingame/skills/gamepad/gamepadskills.lua

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ZO_GamepadSkills = ZO_Gamepad_ParametricList_Screen:Subclass()
ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE = 1
ZO_GAMEPAD_SKILLS_BUILD_PLANNER_ASSIGN_MODE = 2
ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE = 3
ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE = 4
function ZO_GamepadSkills:New(...)
    local gamepadSkills = ZO_Gamepad_ParametricList_Screen.New(self, ...)
    return gamepadSkills
end
function ZO_GamepadSkills:Initialize(control)
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE)
    self.trySetClearUpdatedAbilityFlagCallback = function(callId)
        self:TrySetClearUpdatedAbilityFlag(callId)
    end
    self.trySetClearNewSkillLineFlagCallback = function(callId)
        self:TrySetClearNewSkillLineFlag(callId)
    end
    -- Used to select a desired skill ability after a lineFilterList refresh
    self.selectSkillData = nil
    self.skillLineXPBarFragment = ZO_FadeSceneFragment:New(ZO_GamepadSkillsTopLevelSkillInfo)
    GAMEPAD_SKILLS_ROOT_SCENE = ZO_InteractScene:New("gamepad_skills_root", SCENE_MANAGER, ZO_SKILL_RESPEC_INTERACT_INFO)
    GAMEPAD_SKILLS_ROOT_SCENE:RegisterCallback("StateChange", function(oldState, newState)
        ZO_Gamepad_ParametricList_Screen.OnStateChanged(self, oldState, newState)
        if newState == SCENE_SHOWING then
            self:SetMode(ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE)
            self:RefreshHeader(GetString(SI_MAIN_MENU_SKILLS))
            self.assignableActionBar:OnShowing()
            self.categoryListRefreshGroup:TryClean()
            KEYBIND_STRIP:AddKeybindButtonGroup(self.categoryKeybindStripDescriptor)
            if self.returnToAdvisor then
                local previousSceneName = SCENE_MANAGER:GetPreviousSceneName()
                if previousSceneName == "gamepad_skills_line_filter" then
                    -- first entry is always the skills advisor
                    self.categoryList:SetSelectedIndexWithoutAnimation(1)
                    self:DeactivateCurrentList()
                    ZO_GAMEPAD_SKILLS_ADVISOR_SUGGESTIONS_WINDOW:Activate()
                end
                self.returnToAdvisor = false
            end
            TriggerTutorial(TUTORIAL_TRIGGER_COMBAT_SKILLS_OPENED)
            
            local level = GetUnitLevel("player")
            if level >= GetSkillBuildTutorialLevel() then
                TriggerTutorial(TUTORIAL_TRIGGER_SKILL_BUILD_SELECTION)
            end
            
            if self.showAttributeDialog then
                --Defer dialog call in case we're entering the scene from the base scene. This is to
                --ensure the dialog's keybind layer is added after the other layers, and not before.
                local function ShowDialog()
                    if SCENE_MANAGER:IsShowing("gamepad_skills_root") then
                        ZO_Dialogs_ShowGamepadDialog("GAMEPAD_SKILLS_ATTRIBUTE_PURCHASE", nil, nil)
                    end
                end
                zo_callLater(ShowDialog, 20)
            end
        elseif newState == SCENE_SHOWN then
            --If we entered skills with the action bar selected make sure to activate it. We do this in shown because fragments are set to showing after
            --the scene is which means the action bar is still hidden on showing which prevents activating it.
            if self.mode == ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE then
                if self.assignableActionBar:IsActive() then
                    self:ActivateAssignableActionBarFromList()
                end
            end
        elseif newState == SCENE_HIDING then
            --Disable now so it's not possible to change the selected skill live/skills advisor entry as the scene is hiding since the line filter list depends on it being a skill line
            self:DisableCurrentList()
        elseif newState == SCENE_HIDDEN then
            self.assignableActionBar:OnHidden()
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.categoryKeybindStripDescriptor)
            GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP)
            GAMEPAD_TOOLTIPS:Reset(GAMEPAD_RIGHT_TOOLTIP)
        end
    end)
    GAMEPAD_SKILLS_LINE_FILTER_SCENE = ZO_InteractScene:New("gamepad_skills_line_filter", SCENE_MANAGER, ZO_SKILL_RESPEC_INTERACT_INFO)
    GAMEPAD_SKILLS_LINE_FILTER_SCENE:AddFragment(self.skillLineXPBarFragment)
    GAMEPAD_SKILLS_LINE_FILTER_SCENE:RegisterCallback("StateChange", function(oldState, newState)
        ZO_Gamepad_ParametricList_Screen.OnStateChanged(self, oldState, newState)
        if newState == SCENE_SHOWING then
            local targetSkillLineData = self.categoryList:GetTargetData().skillLineData
            self:SetMode(ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE)
            self:RefreshHeader(targetSkillLineData:GetFormattedName())
            self.assignableActionBar:OnShowing()
            --To pick up the new skill line that was just selected
            self.lineFilterListRefreshGroup:MarkDirty("List")
            self.lineFilterListRefreshGroup:TryClean()
            
            -- If there was a skill data to select, find it and select it now that the skill list is showing
            local setSelectedIndex = false
            if self.selectSkillData then
                for i = 1, self.lineFilterList:GetNumEntries() do
                    local data = self.lineFilterList:GetDataForDataIndex(i)
                    if data.skillData == self.selectSkillData then
                        self.lineFilterList:SetSelectedIndexWithoutAnimation(i)
                        setSelectedIndex = true
                        break
                    end
                end
                self.selectSkillData = nil
            end
            if not setSelectedIndex then
                self.lineFilterList:SetSelectedIndexWithoutAnimation(1)
            end
            ACTION_BAR_ASSIGNMENT_MANAGER:UpdateWerewolfBarStateInCycle(targetSkillLineData)
            
            KEYBIND_STRIP:AddKeybindButtonGroup(self.lineFilterKeybindStripDescriptor)
        elseif newState == SCENE_HIDDEN then
            local NO_SKILL_LINE_SELECTED = nil
            ACTION_BAR_ASSIGNMENT_MANAGER:UpdateWerewolfBarStateInCycle(NO_SKILL_LINE_SELECTED)
            self.assignableActionBar:OnHidden()
            self:DisableCurrentList()
            self:TryClearSkillUpdatedStatus()
            self:TryClearSkillLineNewStatus()
            self.clearSkillUpdatedStatusCallId = nil
            self.clearSkillUpdatedStatusSkillData = nil
            self.clearSkillLineNewStatusCallId = nil
            self.clearSkillLineNewStatusSkillLineData = nil
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.lineFilterKeybindStripDescriptor)
            GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP)
            GAMEPAD_TOOLTIPS:Reset(GAMEPAD_RIGHT_TOOLTIP)
             if self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE then
                self.actionBarAnimation:PlayInstantlyToStart()
            end
        end
    end)
    local ALWAYS_ANIMATE = true
    GAMEPAD_SKILLS_BUILD_PLANNER_FRAGMENT = ZO_FadeSceneFragment:New(self.control:GetNamedChild("BuildPlannerContainer"), ALWAYS_ANIMATE)
    GAMEPAD_SKILLS_BUILD_PLANNER_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            self.modeBeforeBuildPlannerShow = self.mode
            if self.modeBeforeBuildPlannerShow == ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE then
                KEYBIND_STRIP:RemoveKeybindButtonGroup(self.categoryKeybindStripDescriptor)
            elseif self.modeBeforeBuildPlannerShow == ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE then
                KEYBIND_STRIP:RemoveKeybindButtonGroup(self.lineFilterKeybindStripDescriptor)
            end
            self:SetMode(ZO_GAMEPAD_SKILLS_BUILD_PLANNER_ASSIGN_MODE)
            KEYBIND_STRIP:AddKeybindButtonGroup(self.buildPlannerKeybindStripDescriptor)
            self.buildPlannerListRefreshGroup:TryClean()
        elseif newState == SCENE_FRAGMENT_HIDING then
            self.assignableActionBar:ClearTargetSkill()
        elseif newState == SCENE_FRAGMENT_HIDDEN then
            self.buildPlannerList:Deactivate()
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.buildPlannerKeybindStripDescriptor)
         
            if self.modeBeforeBuildPlannerShow == ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE then
                KEYBIND_STRIP:AddKeybindButtonGroup(self.categoryKeybindStripDescriptor)
            elseif self.modeBeforeBuildPlannerShow == ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE then
                KEYBIND_STRIP:AddKeybindButtonGroup(self.lineFilterKeybindStripDescriptor)
            end
            self:SetMode(self.modeBeforeBuildPlannerShow)
            self.modeBeforeBuildPlannerShow = nil
        end
    end)
    GAMEPAD_SKILLS_LINE_PREVIEW_FRAGMENT = ZO_FadeSceneFragment:New(ZO_GamepadSkillsLinePreview)
    GAMEPAD_SKILLS_LINE_PREVIEW_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            self.lineFilterPreviewListRefreshGroup:MarkDirty("List")
            self.lineFilterPreviewListRefreshGroup:TryClean()
        end
    end)
    GAMEPAD_SKILLS_SCENE_GROUP = ZO_SceneGroup:New("gamepad_skills_root", "gamepad_skills_line_filter")
    GAMEPAD_SKILLS_SCENE_GROUP:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_GROUP_SHOWING then
            self:PerformDeferredInitialization()
            self.showAttributeDialog = GetAttributeUnspentPoints() > 0 and not SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave()
        elseif newState == SCENE_GROUP_HIDDEN then
            SKILLS_AND_ACTION_BAR_MANAGER:ResetInterface()
        end
    end)
    GAMEPAD_SKILLS_ROOT_SCENE:SetHideSceneConfirmationCallback(ZO_GamepadSkills.OnConfirmHideScene)
    GAMEPAD_SKILLS_LINE_FILTER_SCENE:SetHideSceneConfirmationCallback(ZO_GamepadSkills.OnConfirmHideScene)
    --Init the weapon swap descriptors here because OnWeaponSwap is private and cannot be initialized on a scene show if an addon does the show
    self.categoryKeybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_LEFT }
    self:AddWeaponSwapDescriptor(self.categoryKeybindStripDescriptor)
    self:AddSkillsAdvisorDescriptor(self.categoryKeybindStripDescriptor)
    self.lineFilterKeybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_LEFT }
    self:AddWeaponSwapDescriptor(self.lineFilterKeybindStripDescriptor)
    self.buildPlannerKeybindStripDescriptor = {}
    self:AddWeaponSwapDescriptor(self.buildPlannerKeybindStripDescriptor)
end
function ZO_GamepadSkills.OnConfirmHideScene(scene, nextSceneName, bypassHideSceneConfirmationReason)
    if bypassHideSceneConfirmationReason == nil and 
        SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() and
        not GAMEPAD_SKILLS_SCENE_GROUP:HasScene(nextSceneName) then
        
        ZO_Dialogs_ShowGamepadDialog("CONFIRM_REVERT_CHANGES",
        {
            confirmCallback = function() scene:AcceptHideScene() end,
            declineCallback = function() scene:RejectHideScene() end,
        })        
    else
        scene:AcceptHideScene()
    end
end
function ZO_GamepadSkills:PerformUpdate()
    -- Include update functionality here if the screen uses self.dirty to track needing to update
    self.dirty = false
end
function ZO_GamepadSkills:PerformDeferredInitialization()
    if self.fullyInitialized then return end
    self.fullyInitialized = true
end
local ACTION_NONE = 1
local ACTION_PURCHASE = 2
local ACTION_SELL = 3
local ACTION_INCREASE_RANK = 4
local ACTION_DECREASE_RANK = 5
local ACTION_MORPH = 6
local ACTION_UNMORPH = 7
local ACTION_REMORPH = 8
local POINT_ACTION_TEXTURES =
{
    [ACTION_PURCHASE] = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds",
    [ACTION_SELL] = "EsoUI/Art/Buttons/Gamepad/gp_minus.dds",
    [ACTION_INCREASE_RANK] = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds",
    [ACTION_DECREASE_RANK] = "EsoUI/Art/Buttons/Gamepad/gp_minus.dds",
    [ACTION_MORPH] = "EsoUI/Art/Progression/Gamepad/gp_morph.dds",
    [ACTION_UNMORPH] = "EsoUI/Art/Buttons/Gamepad/gp_minus.dds",
    [ACTION_REMORPH] = "EsoUI/Art/Progression/Gamepad/gp_remorph.dds",
}
local function GetIncreaseSkillAction(skillData)
    local skillPointAllocator = skillData:GetPointAllocator()
    if skillPointAllocator:CanPurchase() then
        return ACTION_PURCHASE
    elseif skillPointAllocator:CanMorph() then
        local skillProgressionData = skillPointAllocator:GetProgressionData()
        if skillProgressionData:IsMorph() then
            return ACTION_REMORPH
        else
            return ACTION_MORPH
        end
    elseif skillPointAllocator:CanIncreaseRank() then
        return ACTION_INCREASE_RANK
    else
        return ACTION_NONE
    end
end
local function GetDecreaseSkillAction(skillData)
    local skillPointAllocator = skillData:GetPointAllocator()
    if skillPointAllocator:CanSell() then
        return ACTION_SELL
    elseif skillPointAllocator:CanUnmorph() then
        return ACTION_UNMORPH
    elseif skillPointAllocator:CanDecreaseRank() then
        return ACTION_DECREASE_RANK
    else
        return ACTION_NONE
    end
end
function ZO_GamepadSkills:InitializeHeader()
    local selectedSkillBuild = ZO_SKILLS_ADVISOR_SINGLETON:GetAvailableSkillBuildById(ZO_SKILLS_ADVISOR_SINGLETON:GetSelectedSkillBuildId())
    self.headerData =
    {
        titleText = GetString(SI_MAIN_MENU_SKILLS),
        subtitleText = selectedSkillBuild and zo_strformat(SI_SKILLS_ADVISOR_GAMEPAD_SELECTED_BUILD_SUBTITLE, selectedSkillBuild.name) or "",
        data1HeaderText = GetString(SI_GAMEPAD_SKILLS_AVAILABLE_POINTS),       
        data2HeaderText = GetString(SI_GAMEPAD_SKILLS_SKY_SHARDS),               
    }
    ZO_GamepadGenericHeader_SetDataLayout(self.header, ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER)
end
function ZO_GamepadSkills:RefreshHeader(headerTitle)
    self.headerData.titleText = headerTitle
    local selectedSkillBuild = ZO_SKILLS_ADVISOR_SINGLETON:GetAvailableSkillBuildById(ZO_SKILLS_ADVISOR_SINGLETON:GetSelectedSkillBuildId())
    self.headerData.subtitleText = selectedSkillBuild and zo_strformat(SI_SKILLS_ADVISOR_GAMEPAD_SELECTED_BUILD_SUBTITLE, selectedSkillBuild.name) or ""
end
local function IsEntryHeader(data)
    return data.header
end
local function AreSkillLineEntriesEqual(left, right)
    return left.skillLineData == right.skillLineData
end
function ZO_GamepadSkills:GetSkillLineEntryIndex(skillLineData)
    for i = 1, self.categoryList:GetNumEntries() do
        local categoryEntry = self.categoryList:GetDataForDataIndex(i)
        if not categoryEntry.isSkillsAdvisor then
            if categoryEntry.skillLineData == skillLineData then
                return i
            end
        end
    end
end
function ZO_GamepadSkills:SelectSkillLineFromAdvisor()
    local skillAdvisorSelectedData = ZO_GAMEPAD_SKILLS_ADVISOR_SUGGESTIONS_WINDOW:GetSelectedData()
    if skillAdvisorSelectedData then
        self.returnToAdvisor = true
        local skillAdvisorProgressionData = skillAdvisorSelectedData.skillProgressionData
        local skillData = skillAdvisorProgressionData:GetSkillData()
        local skillLineData = skillData:GetSkillLineData()
        -- Set the category index to the category where clicked skill ability can be found
        local categoryIndex = self:GetSkillLineEntryIndex(skillLineData)
        if categoryIndex then 
            self.categoryList:SetSelectedIndexWithoutAnimation(categoryIndex)
        
            if skillLineData:IsAvailable() then
                -- Since the ability we want to select won't be available until after the lineFilterList is refreshed,
                -- store ability we want to select as a member var and use it to select the abilty after list is ready
                self.selectSkillData = skillData
                -- Prevent input while transitioning from skills advisor to selected skill ability in skill line
                self:DisableCurrentList()
                -- Open the skill line filter view
                SCENE_MANAGER:Push("gamepad_skills_line_filter")
            else
                self:SetCurrentList(self.categoryList)
            end
        else
            -- SkillLine not known or yet advised
            ZO_GAMEPAD_SKILLS_ADVISOR_SUGGESTIONS_WINDOW:SetSelectSkillData(skillData)
            skillLineData:SetAdvised(true)
            self:SetCurrentList(self.categoryList)
        end
    end
end
function ZO_GamepadSkills:InitializeCategoryKeybindStrip()
    table.insert(self.categoryKeybindStripDescriptor,
    {
        name = function() --name
            if self.assignableActionBar:IsActive() then
                return GetString(SI_GAMEPAD_SKILLS_BUILD_PLANNER)
            end
            return GetString(SI_GAMEPAD_SELECT_OPTION)
        end,
        keybind = "UI_SHORTCUT_PRIMARY",
        callback =  function()
            --Here we determine what fragment to load, but we're going to wait until it loads to decide how to populate it
            --So we'll prevent any further movement and proceed based on what we expect the selected data to be by the time we need it.
            --We may already be in the process of a scroll, so "current data" isn't reliable.
            if not IsActionBarSlottingAllowed() then
                ZO_Alert(UI_ALERT_CATEGORY_ERROR, SOUNDS.NEGATIVE_CLICK, SI_SKILLS_DISABLED_SPECIAL_ABILITIES)
                return false
            end
            
            local targetData = self.categoryList:GetTargetData()
            if self.assignableActionBar:IsActive() then
                self:DeactivateCurrentList()
                self.selectedTooltipRefreshGroup:MarkDirty("Full")
                SCENE_MANAGER:AddFragment(GAMEPAD_SKILLS_BUILD_PLANNER_FRAGMENT)
                PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD)
            elseif targetData and targetData.isSkillsAdvisor then
                self:DeactivateCurrentList()
                if ZO_SKILLS_ADVISOR_SINGLETON:GetSelectedSkillBuildId() then
                    ZO_GAMEPAD_SKILLS_ADVISOR_SUGGESTIONS_WINDOW:Activate()
                else
                    SCENE_MANAGER:Push("gamepad_skills_advisor_build_selection_root")
                end
            elseif targetData and not targetData.advised then 
                self:DeactivateCurrentList()
                SCENE_MANAGER:Push("gamepad_skills_line_filter")
            end
        end,
    })
    --Confirm Bind
    table.insert(self.categoryKeybindStripDescriptor,
    {
        name = GetString(SI_SKILL_RESPEC_CONFIRM_KEYBIND),
        keybind = "UI_SHORTCUT_SECONDARY",
        visible = function()
            return SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave()
        end,
        callback = function()
            self:ShowConfirmRespecDialog()
        end,
    })
    --Clear All Bind
    table.insert(self.categoryKeybindStripDescriptor,
    {
        name = function()
            return GetString("SI_SKILLPOINTALLOCATIONMODE_CLEARKEYBIND", SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode())
        end,
        keybind = "UI_SHORTCUT_RIGHT_STICK",
        visible = function()
            if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeAllowDecrease() and not self.assignableActionBar:IsActive() then
                 local targetData = self.categoryList:GetTargetData()
                 return not targetData.isSkillsAdvisor
            end
        end,
        callback = function()
            local skillLineEntry = self.categoryList:GetTargetData()
            self:ShowConfirmClearAllDialog(skillLineEntry.skillLineData)
        end,
    })
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.categoryKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.categoryKeybindStripDescriptor, self.categoryList, IsEntryHeader)
end
function ZO_GamepadSkills:InitializeLineFilterKeybindStrip()
    table.insert(self.lineFilterKeybindStripDescriptor,
    {
        name = function()
            --This is confirm when respecing and assign otherwise
            if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
                return GetString(SI_SKILL_RESPEC_CONFIRM_KEYBIND)
            else
                return GetString(SI_GAMEPAD_SKILLS_ASSIGN)
            end
        end,
        keybind = "UI_SHORTCUT_SECONDARY",
        visible = function()
            if self.mode ~= ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE or self.assignableActionBar:IsActive() then
                return false
            end
            --This is confirm when respecing and assign otherwise
            if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
                return true
            else
                local skillEntry = self.lineFilterList:GetTargetData()
                if skillEntry then
                    local skillData = skillEntry.skillData
                    return skillData:IsActive() and skillData:GetPointAllocator():IsPurchased()
                end
            end
        end,
        callback = function()
            --This is confirm when respecing and assign otherwise
            if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
                self:ShowConfirmRespecDialog()
            else
                local skillEntry = self.lineFilterList:GetTargetData()
                local skillData = skillEntry.skillData
                self:DeactivateCurrentList()
                self:StartSingleAbilityAssignment(skillData)
                PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD)
            end
        end,
    })
    local function IsInSkillPointAllocationMode()
        return not (self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE or self.assignableActionBar:IsActive())
    end
    local function IncreaseSkillKeybindName()
        local skillEntry = self.lineFilterList:GetTargetData()
        local actionType = GetIncreaseSkillAction(skillEntry.skillData)
        if actionType == ACTION_PURCHASE or actionType == ACTION_INCREASE_RANK then
            return GetString(SI_GAMEPAD_SKILLS_PURCHASE)
        elseif actionType == ACTION_MORPH or actionType == ACTION_REMORPH then
            return GetString(SI_GAMEPAD_SKILLS_MORPH)
        end
    end
    local function IncreaseSkillKeybindVisible()
        local skillEntry = self.lineFilterList:GetTargetData()
        if skillEntry then
            return GetIncreaseSkillAction(skillEntry.skillData) ~= ACTION_NONE
        else
            return false
        end
    end
    local function IncreaseSkillKeybindCallback()
        local skillEntry = self.lineFilterList:GetTargetData()
        local skillData = skillEntry.skillData
        local skillProgressionData = skillData:GetPointAllocatorProgressionData()
        local actionType = GetIncreaseSkillAction(skillData)
        local availablePoints = GetAvailableSkillPoints()
        local name = skillProgressionData:GetFormattedNameWithRank()
        if actionType == ACTION_PURCHASE then
            if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeConfirmOnPurchase() then
                local labelData = { titleParams = { availablePoints }, mainTextParams = { name } }
                local dialogData = { purchaseSkillProgressionData = skillProgressionData, }
                ZO_Dialogs_ShowGamepadDialog("GAMEPAD_SKILLS_PURCHASE_CONFIRMATION", dialogData, labelData)
            else
                skillData:GetPointAllocator():Purchase()
            end
        elseif actionType == ACTION_INCREASE_RANK then
            if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeConfirmOnIncreaseRank() then
                local labelData = { titleParams = { availablePoints }, mainTextParams = { name } }
                local dialogData = { currentSkillProgressionData = skillProgressionData }
                ZO_Dialogs_ShowGamepadDialog("GAMEPAD_SKILLS_UPGRADE_CONFIRMATION", dialogData, labelData)
            else
                skillData:GetPointAllocator():IncreaseRank()
            end
        elseif actionType == ACTION_MORPH or actionType == ACTION_REMORPH then
            local morphSkillData = skillProgressionData:GetSkillData()
            local baseMorphSkillProgressionData = morphSkillData:GetMorphData(MORPH_SLOT_BASE)
            local mainTextData = { titleParams = { availablePoints } }
            local dialogData = { morphSkillData = morphSkillData }
            GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
            ZO_Dialogs_ShowGamepadDialog("GAMEPAD_SKILLS_MORPH_CONFIRMATION", dialogData, mainTextData)
        end
    end
    local function DecreaseSkillKeybindEnabled()
        local skillEntry = self.lineFilterList:GetTargetData()
        if skillEntry then
            local skillData = skillEntry.skillData
            local actionType = GetDecreaseSkillAction(skillData)
            if actionType ~= ACTION_NONE then
                return true
            elseif SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode() == SKILL_POINT_ALLOCATION_MODE_MORPHS_ONLY and skillData:IsActive() then
                local skillPointAllocator = skillData:GetPointAllocator()
                if skillPointAllocator:IsPurchased() and skillPointAllocator:GetMorphSlot() == MORPH_SLOT_BASE and not skillPointAllocator:CanSell() then
                    return false, GetString(SI_SKILL_RESPEC_MORPHS_ONLY_CANNOT_SELL_BASE_ABILITY)
                end
            end
        end
        return false
    end
    local function DecreaseSkillKeybindCallback()
        local skillEntry = self.lineFilterList:GetTargetData()
        local skillData = skillEntry.skillData
        local skillPointAllocator = skillData:GetPointAllocator()
        local actionType = GetDecreaseSkillAction(skillData)
        if actionType == ACTION_SELL then
            skillPointAllocator:Sell()
        elseif actionType == ACTION_DECREASE_RANK then
            skillPointAllocator:DecreaseRank()
        elseif actionType == ACTION_UNMORPH then
            skillPointAllocator:Unmorph()
        end
    end
    --Decrease Skill Bind
    table.insert(self.lineFilterKeybindStripDescriptor,
    {
        name = function()
            local skillEntry = self.lineFilterList:GetTargetData()
            local action = GetDecreaseSkillAction(skillEntry.skillData)
            return zo_iconFormat(POINT_ACTION_TEXTURES[action], "100%", "100%")
        end,
        keybind = "UI_SHORTCUT_LEFT_SHOULDER",
        visible = function()
            if IsInSkillPointAllocationMode() and SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
                return DecreaseSkillKeybindEnabled()
            else
                return false
            end
        end,
    })
    --Increase Skill Only Bind
    table.insert(self.lineFilterKeybindStripDescriptor,
    {
        name = function()
            local skillEntry = self.lineFilterList:GetTargetData()
            local action = GetIncreaseSkillAction(skillEntry.skillData)
            return zo_iconFormat(POINT_ACTION_TEXTURES[action], "100%", "100%")
        end,
        keybind = "UI_SHORTCUT_RIGHT_SHOULDER",
        visible = function()
            if IsInSkillPointAllocationMode() and SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
                return IncreaseSkillKeybindVisible()
            else
                return false
            end
        end,
    })
    --Single Ability Assign/Assignable Action Bar/Increase Skill Bind
    table.insert(self.lineFilterKeybindStripDescriptor,
    {
        name = function()
            if self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE then
                return GetString(SI_GAMEPAD_SKILLS_ASSIGN)
            elseif self.assignableActionBar:IsActive() then
                return GetString(SI_GAMEPAD_SKILLS_BUILD_PLANNER)
            else
                return IncreaseSkillKeybindName()
            end
        end,
        keybind = "UI_SHORTCUT_PRIMARY",
        visible = function()
            if IsInSkillPointAllocationMode() then
                return not SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() and IncreaseSkillKeybindVisible()
            else
                return true
            end
        end,
        callback = function()
            if self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE then
                self:DeactivateCurrentList()
                self.assignableActionBar:AssignTargetSkill()
                self.actionBarAnimation:PlayBackward()
                self.assignableActionBar:Deactivate()
                GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP)
                PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
                --Don't set mode back to ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE til OnAbilityFinalizedCallback says everything worked
            elseif self.assignableActionBar:IsActive() then
                self:DeactivateCurrentList()
                SCENE_MANAGER:AddFragment(GAMEPAD_SKILLS_BUILD_PLANNER_FRAGMENT)
                PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD)
            else
                IncreaseSkillKeybindCallback()
            end
        end,
    })
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.lineFilterKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, function()
        if self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE then
            self.actionBarAnimation:PlayBackward()
            self.assignableActionBar:Deactivate()
            GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP)
            self:SetMode(ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE)
            PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
        else
            SCENE_MANAGER:HideCurrentScene()
        end
    end)
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.lineFilterKeybindStripDescriptor, self.lineFilterList, IsEntryHeader)
end
function ZO_GamepadSkills:InitializeBuildPlannerKeybindStrip()
    ZO_Gamepad_AddForwardNavigationKeybindDescriptors(self.buildPlannerKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON,
        function() --callback
            self:AssignSelectedBuildPlannerAbility()
        end,
        GetString(SI_GAMEPAD_SKILLS_ASSIGN) --name
    )
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.buildPlannerKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, 
        function()
            SCENE_MANAGER:RemoveFragment(GAMEPAD_SKILLS_BUILD_PLANNER_FRAGMENT)
            PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
            GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP)
        end)
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.buildPlannerKeybindStripDescriptor, self.buildPlannerList)
end
function ZO_GamepadSkills:AddWeaponSwapDescriptor(descriptor)
    descriptor[#descriptor + 1] =
    {
        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,
    }
end
function ZO_GamepadSkills:AddSkillsAdvisorDescriptor(descriptor)
    descriptor[#descriptor + 1] =
    {
        alignment = KEYBIND_STRIP_ALIGN_RIGHT,
        name = GetString(SI_SKILLS_ADVISOR_GAMEPAD_OPEN_ADVISOR_SETTINGS),
        keybind = "UI_SHORTCUT_LEFT_STICK",
        sound = SOUNDS.SKILLS_ADVISOR_SELECT,
        visible =   function()
                        local targetData = self.categoryList:GetTargetData()
                        return targetData and targetData.isSkillsAdvisor
                    end,
        callback = function() 
                        SCENE_MANAGER:Push("gamepad_skills_advisor_build_selection_root")
                    end,
    }
end
function ZO_GamepadSkills:InitializeAssignableActionBar()
    local actionBarControl = CreateControlFromVirtual("$(parent)AssignableActionBar", self.header, "ZO_GamepadSkillsActionBarTemplate")
    local Y_OFFSET = 60
    actionBarControl:SetAnchor(TOP, self.header:GetNamedChild("Message"), BOTTOM, 0, Y_OFFSET)
    --Bg is child of Toplevel so it isn't cut off by scroll mask.
    local actionBarBg = self.control:GetNamedChild("Bg")
    actionBarBg:SetAnchor(TOPLEFT, actionBarControl, TOPLEFT, 0, -12)
    actionBarBg:SetAnchor(BOTTOMRIGHT, actionBarControl, BOTTOMRIGHT, 0, 30)
    self.assignableActionBar = ZO_AssignableActionBar:New(actionBarControl)
    self.assignableActionBar:SetOnAbilityFinalizedCallback(function()
        if self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE then
            self.assignableActionBar:ClearTargetSkill()
            self:SetMode(ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE)
        end
    end)
    self:SetupHeaderFocus(self.assignableActionBar)
    local function OnSelectedActionBarButtonChanged(actionBar, didSlotTypeChange)
        self.selectedTooltipRefreshGroup:MarkDirty("Full")
        if actionBar:GetSelectedSlotIndex() then
            self.assignableActionBarSelectedIndex = actionBar:GetSelectedSlotIndex()
        end
        if self.mode == ZO_GAMEPAD_SKILLS_BUILD_PLANNER_ASSIGN_MODE then
            if didSlotTypeChange then
                self.buildPlannerListRefreshGroup:MarkDirty("List")
            end
        end
    end
    self.actionBarAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("GamepadSkillsSingleAssignActionBarAnimation")
    self.actionBarAnimation:GetAnimation(1):SetAnimatedControl(actionBarControl)
    self.actionBarAnimation:GetAnimation(2):SetAnimatedControl(actionBarBg)
    self.actionBarAnimation:PlayInstantlyToStart()
end
function ZO_GamepadSkills:ActivateAssignableActionBarFromList()
    --Only activate the action bar if it is showing. You could start moving toward it being selected and then close the window
    --before selection happens, then the selection happens when the window is closed an the bar activates (ESO-490544).
    if not self.assignableActionBar:GetControl():IsHidden() then
        if self.assignableActionBarSelectedIndex then
            self.assignableActionBar:SelectButton(self.assignableActionBarSelectedIndex)
        else
            self.assignableActionBar:SelectFirstNormalButton()
        end
        self.assignableActionBar:Activate()
    end
end
function ZO_GamepadSkills:OnEnterHeader()
    self:UpdateKeybinds()
    PlaySound(SOUNDS.GAMEPAD_MENU_UP)
end
function ZO_GamepadSkills:OnLeaveHeader()
    self.assignableActionBar:Deactivate()
    self:UpdateKeybinds()
    PlaySound(SOUNDS.GAMEPAD_MENU_DOWN)
end
function ZO_GamepadSkills:UpdateKeybinds()
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.categoryKeybindStripDescriptor)
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.lineFilterKeybindStripDescriptor)
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.buildPlannerKeybindStripDescriptor)
end
function ZO_GamepadSkills:InitializeCategoryList()
    self.skillInfo = self.control:GetNamedChild("SkillInfo")
    local function SkillLineEntryTemplateSetup(control, data, selected, reselectingDuringRebuild, enabled, activated)
        local skillLineData = data.skillLineData
        if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
            data:SetText(skillLineData:GetFormattedNameWithNumPointsAllocated())
        else
            data:SetText(skillLineData:GetFormattedName())
        end        
        ZO_SharedGamepadEntry_OnSetup(control, data, selected, reselectingDuringRebuild, enabled, activated)
        ZO_GamepadSkillLineEntryTemplate_Setup(control, data, selected)
        if selected then
            GAMEPAD_SKILLS_ROOT_SCENE:AddFragment(self.skillLineXPBarFragment)
            ZO_GamepadSkillLineXpBar_Setup(data.skillLineData, self.skillInfo.xpBar, self.skillInfo.name, true)
        end
    end
    local function MenuEntryTemplateSetup(control, data, selected, reselectingDuringRebuild, enabled, activated)
        ZO_SharedGamepadEntry_OnSetup(control, data, selected, reselectingDuringRebuild, enabled, activated)
        if selected then
            GAMEPAD_SKILLS_ROOT_SCENE:RemoveFragment(self.skillLineXPBarFragment)
        end
    end
    local function SetupCategoryList(list)
        list:SetValidateGradient(true)
        list:AddDataTemplateWithHeader("ZO_GamepadSkillLineEntryTemplate", SkillLineEntryTemplateSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, AreSkillLineEntriesEqual, "ZO_GamepadMenuEntryHeaderTemplate")
    end
    self.categoryList = self:AddList("Category", SetupCategoryList)
    self.categoryList:SetOnSelectedDataChangedCallback(
    function(_, selectedData)
        self:OnSelectedSkillLineChanged(selectedData)
    end)
end
local function MenuAbilityEntryTemplateSetup(control, skillEntry, selected, reselectingDuringRebuild, enabled, activated)
    local skillData = skillEntry.skillData
    
    --Derive the progression specific info from the point allocator progression. This is done here so we can just do a RefreshVisible when the point allocator changes.
    local skillPointAllocator = skillData:GetPointAllocator()
    local skillProgressionData = skillPointAllocator:GetProgressionData()
    local name 
    if skillData:IsPassive() then
        if skillData:GetNumRanks() > 1 then
            name = skillProgressionData:GetFormattedNameWithUpgradeLevels(SI_GAMEPAD_ABILITY_NAME_AND_UPGRADE_LEVELS)
        else
            name = skillProgressionData:GetFormattedName()
        end
    else
        name = skillProgressionData:GetFormattedNameWithRank()
    end
    skillEntry:SetText(name)
    skillEntry:ClearIcons()
    skillEntry:AddIcon(skillProgressionData:GetIcon())
    if skillEntry.isPreview then
        local color = skillPointAllocator:IsPurchased() and ZO_SELECTED_TEXT or ZO_DISABLED_TEXT
        skillEntry:SetNameColors(color, color)
    end
    ZO_SharedGamepadEntry_OnSetup(control, skillEntry, selected, reselectingDuringRebuild, enabled, activated)
    ZO_GamepadSkillEntryTemplate_Setup(control, skillEntry, selected, activated, ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE)
end
local function IsSkillEqual(leftSkillEntry, rightSkillEntry)
    return leftSkillEntry.skillData == rightSkillEntry.skillData
end
function ZO_GamepadSkills:InitializeLineFilterList()
    local function SetupLineFilterList(list)
        list:SetValidateGradient(true)
        list:AddDataTemplateWithHeader("ZO_GamepadAbilityEntryTemplate", MenuAbilityEntryTemplateSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, IsSkillEqual, "ZO_GamepadMenuEntryHeaderTemplate")
    end
    self.lineFilterList = self:AddList("LineFilter", SetupLineFilterList)
    self.lineFilterList:SetOnSelectedDataChangedCallback(function(list, selectedData)
        self:OnSelectedSkillChanged(selectedData)
    end)
    local lineFilterListControl = self.lineFilterList:GetControl()
    local lineFilterListContainer = lineFilterListControl:GetParent()
    local lineFilterRespecBindingsControl = WINDOW_MANAGER:CreateControlFromVirtual("$(parent)RespecBindings", lineFilterListContainer, "ZO_GamepadSkills_RespecBindings")
    lineFilterRespecBindingsControl:SetAnchor(BOTTOMLEFT, lineFilterListControl, TOPLEFT, 0, 0)
    lineFilterRespecBindingsControl:SetAnchor(BOTTOMRIGHT, lineFilterListControl, TOPRIGHT, 0, 0)
    self.lineFilterRespecBindingsControl = lineFilterRespecBindingsControl
end
function ZO_GamepadSkills:InitializeLineFilterPreviewList()
    local lineFilterPreviewContainer = ZO_GamepadSkillsLinePreview:GetNamedChild("ScrollContainer")
    local lineFilterPreviewList = ZO_ParametricScrollList:New(lineFilterPreviewContainer:GetNamedChild("List"), PARAMETRIC_SCROLL_LIST_VERTICAL)
    lineFilterPreviewList:SetHeaderPadding(GAMEPAD_HEADER_DEFAULT_PADDING, 0)
    lineFilterPreviewList:SetUniversalPostPadding(5)
    lineFilterPreviewList:SetSelectedItemOffsets(0, 0)
    lineFilterPreviewList:SetAlignToScreenCenter(true)
    lineFilterPreviewList:SetGradient(1, 0)
    lineFilterPreviewList:SetGradient(2, 0)
    
    -- this isn't a list that we will interact with and selecting entries on it
    -- causes sounds effects to play (and we select entries in the list in RefreshLineFilterList)
    lineFilterPreviewList:SetSoundEnabled(false)
    lineFilterPreviewList:AddDataTemplate("ZO_GamepadSingleLineAbilityEntryTemplate", MenuAbilityEntryTemplateSetup, nil, IsSkillEqual)
    lineFilterPreviewList:AddDataTemplateWithHeader("ZO_GamepadSingleLineAbilityEntryTemplate", MenuAbilityEntryTemplateSetup, nil, IsSkillEqual, "ZO_GamepadMenuEntryHeaderTemplate")
    self.lineFilterPreviewList = lineFilterPreviewList
    self.lineFilterPreviewWarning = lineFilterPreviewContainer:GetNamedChild("Warning")
end
local function MenuEntryHeaderTemplateSetup(control, skillEntry, selected, selectedDuringRebuild, enabled, activated)
    control.header:SetText(skillEntry:GetHeader())
    local skillData = skillEntry.skillData
    control.skillRankHeader:SetText(skillData:GetSkillLineData():GetCurrentRank())
end
function ZO_GamepadSkills:InitializeBuildPlanner()
    local buildPlannerControl = self.control:GetNamedChild("BuildPlanner"):GetNamedChild("Container"):GetNamedChild("List")
    self.buildPlannerList = ZO_GamepadVerticalParametricScrollList:New(buildPlannerControl)
    self.buildPlannerList:SetAlignToScreenCenter(true)
    self.buildPlannerList:SetValidateGradient(true)
    self.buildPlannerList:SetNoItemText(GetString(SI_GAMEPAD_SKILLS_NO_ABILITIES))
    self.buildPlannerList:AddDataTemplate("ZO_GamepadSimpleAbilityEntryTemplate", MenuAbilityEntryTemplateSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, IsSkillEqual)
    self.buildPlannerList:AddDataTemplateWithHeader("ZO_GamepadSimpleAbilityEntryTemplate", MenuAbilityEntryTemplateSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, IsSkillEqual, "ZO_GamepadSimpleAbilityEntryHeaderTemplate", MenuEntryHeaderTemplateSetup)
    local function RefreshSelectedTooltip()
        self.selectedTooltipRefreshGroup:MarkDirty("Full")
    end
    local X_OFFSET = 30
    local Y_OFFSET = 15
    buildPlannerControl:ClearAnchors()
    buildPlannerControl:SetAnchor(TOPLEFT, self.header, BOTTOMLEFT, -X_OFFSET, Y_OFFSET)
    buildPlannerControl:SetAnchor(BOTTOMRIGHT, buildPlannerControl:GetParent(), BOTTOMRIGHT, X_OFFSET, 0)
end
function ZO_GamepadSkills:InitializeRefreshGroups()
    --Category List
    local categoryListRefreshGroup = ZO_OrderedRefreshGroup:New(ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME)
    categoryListRefreshGroup:AddDirtyState("List", function()
        self:RefreshCategoryList()
    end)
    categoryListRefreshGroup:AddDirtyState("Visible", function()
        self.categoryList:RefreshVisible()
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.categoryKeybindStripDescriptor)
    end)
    categoryListRefreshGroup:SetActive(function()
        return GAMEPAD_SKILLS_ROOT_SCENE:IsShowing()
    end)
    categoryListRefreshGroup:MarkDirty("List")
    self.categoryListRefreshGroup = categoryListRefreshGroup
    --Line Filter List
    local lineFilterListRefreshGroup = ZO_OrderedRefreshGroup:New(ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME)
    lineFilterListRefreshGroup:AddDirtyState("List", function()
        self:RefreshLineFilterList(false)
    end)
    lineFilterListRefreshGroup:AddDirtyState("Visible", function()
        self.lineFilterList:RefreshVisible()
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.lineFilterKeybindStripDescriptor)
    end)
    lineFilterListRefreshGroup:SetActive(function()
        return GAMEPAD_SKILLS_LINE_FILTER_SCENE:IsShowing()
    end)
    self.lineFilterListRefreshGroup = lineFilterListRefreshGroup
    --Line Filter Preview List
    local lineFilterPreviewListRefreshGroup = ZO_OrderedRefreshGroup:New(ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME)
    lineFilterPreviewListRefreshGroup:AddDirtyState("List", function()
        self:RefreshLineFilterList(true)
    end)
    lineFilterPreviewListRefreshGroup:AddDirtyState("Visible", function()
        self.lineFilterPreviewList:RefreshVisible()
    end)
    lineFilterPreviewListRefreshGroup:SetActive(function()
        return GAMEPAD_SKILLS_LINE_PREVIEW_FRAGMENT:IsShowing()
    end)
    self.lineFilterPreviewListRefreshGroup = lineFilterPreviewListRefreshGroup
    --Build Planner List
    local buildPlannerListRefreshGroup = ZO_OrderedRefreshGroup:New(ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME)
    buildPlannerListRefreshGroup:AddDirtyState("List", function()
        self:RefreshBuildPlannerList()
    end)
    buildPlannerListRefreshGroup:AddDirtyState("Visible", function()
        self.buildPlannerList:RefreshVisible()
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.buildPlannerKeybindStripDescriptor)
    end)
    buildPlannerListRefreshGroup:SetActive(function()
        return GAMEPAD_SKILLS_BUILD_PLANNER_FRAGMENT:IsShowing()
    end)
    self.buildPlannerListRefreshGroup = buildPlannerListRefreshGroup
    --Selected Tooltip
    local selectedTooltipRefreshGroup = ZO_OrderedRefreshGroup:New(ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME)
    selectedTooltipRefreshGroup:AddDirtyState("Full", function()
        self:RefreshSelectedTooltip()
    end)
    self.selectedTooltipRefreshGroup = selectedTooltipRefreshGroup
end
function ZO_GamepadSkills:InitializeEvents()
    --Skill and Point Updates
    --Systems that could need a refresh:
    --categoryList (RefreshCategoryList)
    --lineFilterList (RefreshLineFilterList(false))
    --lineFilterPreviewList (RefreshLineFilterList(true))
    --buildPlannerList (RefreshBuildPlannerList)
    --Selected Tooltip (RefreshSelectedTooltip)
    --Points Display (RefreshPointsDisplay)
    local function FullRebuild()
        self.categoryListRefreshGroup:MarkDirty("List")
        self.lineFilterListRefreshGroup:MarkDirty("List")
        self.lineFilterPreviewListRefreshGroup:MarkDirty("List")
        self.buildPlannerListRefreshGroup:MarkDirty("List")
        self:RefreshPointsDisplay()
        self.selectedTooltipRefreshGroup:MarkDirty("Full")
    end
    local function OnSkillLineUpdated(skillLineData)
        --For the skill line rank on each entry and the skill line XP bar on the selected entry
        self.categoryListRefreshGroup:MarkDirty("Visible")
        --For the locked/unlocked display on a skill
        self.lineFilterListRefreshGroup:MarkDirty("Visible", skillLineData)
        --For the locked/unlocked display on a skill
        self.lineFilterPreviewListRefreshGroup:MarkDirty("Visible", skillLineData)
        --For the skill line rank in the header of each section
        self.buildPlannerListRefreshGroup:MarkDirty("Visible")
        self.selectedTooltipRefreshGroup:MarkDirty("Full")
    end
    local function OnSkillLineAdded(skillLineData)
        --To add the new skill line to the list
        self.categoryListRefreshGroup:MarkDirty("List")
        --To add the skills in the new skill line to the combined planner list
        self.buildPlannerListRefreshGroup:MarkDirty("List")
        self.selectedTooltipRefreshGroup:MarkDirty("Full")
    end
    local function OnSkillProgressionUpdated(skillData)
        local skillLineData = skillData:GetSkillLineData()
        --For the name of an active skill entry
        self.lineFilterListRefreshGroup:MarkDirty("Visible", skillLineData)
        --For the name of an active skill entry
        self.lineFilterPreviewListRefreshGroup:MarkDirty("Visible", skillLineData)
        --For the name of an active skill entry
        self.buildPlannerListRefreshGroup:MarkDirty("Visible")
        self.selectedTooltipRefreshGroup:MarkDirty("Full")
    end
    local function OnPointAllocatorPurchasedChanged(skillPointAllocator)
        local skillLineData = skillPointAllocator:GetSkillData():GetSkillLineData()
        --For the number of allocated points after the skill line name
        self.categoryListRefreshGroup:MarkDirty("Visible")
        --For the purchased state and name of skills
        self.lineFilterListRefreshGroup:MarkDirty("Visible", skillLineData)
        --For the purchased state and name of skills
        self.lineFilterPreviewListRefreshGroup:MarkDirty("Visible", skillLineData)
        --To add or remove skills from the combined planner list
        self.buildPlannerListRefreshGroup:MarkDirty("List")
        self.selectedTooltipRefreshGroup:MarkDirty("Full")
    end
    local function OnPointAllocatorProgressionKeyChanged(skillPointAllocator)
        local skillLineData = skillPointAllocator:GetSkillData():GetSkillLineData()
        --For the number of allocated points after the skill line name
        self.categoryListRefreshGroup:MarkDirty("Visible")
        --For the name of skills
        self.lineFilterListRefreshGroup:MarkDirty("Visible", skillLineData)
        --For the name of skills
        self.lineFilterPreviewListRefreshGroup:MarkDirty("Visible", skillLineData)
        self.selectedTooltipRefreshGroup:MarkDirty("Full")
    end
    local function OnSkillsCleared(skillLineData)
        --Skill Line Data is only defined if a single skill line was cleared
        --For the number of allocated points after the skill line name
        self.categoryListRefreshGroup:MarkDirty("Visible")
        --For the purchased state and name of skills
        self.lineFilterListRefreshGroup:MarkDirty("Visible", skillLineData)
        --For the purchased state and name of skills
        self.lineFilterPreviewListRefreshGroup:MarkDirty("Visible", skillLineData)
        --To add or remove skills from the combined planner list
        self.buildPlannerListRefreshGroup:MarkDirty("List")
        self.selectedTooltipRefreshGroup:MarkDirty("Full")
    end
    local function OnSkillPointsChanged()
        --For the number of allocated points after the skill line name
        self.categoryListRefreshGroup:MarkDirty("Visible")
        --For the point spending action icons
        self.lineFilterListRefreshGroup:MarkDirty("Visible")
        --For the point spending action icons
        self.lineFilterPreviewListRefreshGroup:MarkDirty("Visible")
        self.selectedTooltipRefreshGroup:MarkDirty("Full")
        self:RefreshPointsDisplay()
    end
    local function OnSkillPointAllocationModeChanged()
        --For the number of allocated points after the skill line name
        self.categoryListRefreshGroup:MarkDirty("Visible")
        --For the purchased state and name of skills
        self.lineFilterListRefreshGroup:MarkDirty("Visible")
        --For the purchased state and name of skills
        self.lineFilterPreviewListRefreshGroup:MarkDirty("Visible")
        --To add or remove skills from the combined planner list
        self.buildPlannerListRefreshGroup:MarkDirty("List")
        --For the number of used skill points changing
        self:RefreshPointsDisplay()
        --To show or hide the respec mode bindings
        --To refresh showing the commit/clear all binds
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.categoryKeybindStripDescriptor)
        self.selectedTooltipRefreshGroup:MarkDirty("Full")
    end
    local function OnCurrentHotbarUpdated()
        --To add or remove skills from the combined planner list to match hotbar-specific rules
        self.buildPlannerListRefreshGroup:MarkDirty("List")
        --To refresh tooltip if an action slot is selected
        self.selectedTooltipRefreshGroup:MarkDirty("Full")
    end
    self.control:RegisterForEvent(EVENT_PLAYER_ACTIVATED, FullRebuild)
    SKILLS_DATA_MANAGER:RegisterCallback("FullSystemUpdated", FullRebuild)
    SKILLS_DATA_MANAGER:RegisterCallback("SkillLineUpdated", OnSkillLineUpdated)
    SKILLS_DATA_MANAGER:RegisterCallback("SkillLineAdded", OnSkillLineAdded)
    SKILLS_DATA_MANAGER:RegisterCallback("SkillProgressionUpdated", OnSkillProgressionUpdated)
    SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("PurchasedChanged", OnPointAllocatorPurchasedChanged)
    SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("SkillProgressionKeyChanged", OnPointAllocatorProgressionKeyChanged)
    SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("OnSkillsCleared", OnSkillsCleared)
    SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("SkillPointsChanged", OnSkillPointsChanged)
    SKILLS_AND_ACTION_BAR_MANAGER:RegisterCallback("SkillPointAllocationModeChanged", OnSkillPointAllocationModeChanged)
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("CurrentHotbarUpdated", OnCurrentHotbarUpdated)
    --Weapon Swap
    local function OnHotbarSwapVisibleStateChanged()
        if not self.control:IsHidden() then
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.categoryKeybindStripDescriptor)
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.lineFilterKeybindStripDescriptor)
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.buildPlannerKeybindStripDescriptor)
        end
    end
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("HotbarSwapVisibleStateChanged", OnHotbarSwapVisibleStateChanged)
    --Skill Advisor
    ZO_SKILLS_ADVISOR_SINGLETON:RegisterCallback("OnRequestSelectSkillLine", function() self:SelectSkillLineFromAdvisor() end)
end
function ZO_GamepadSkills:TryClearSkillUpdatedStatus()
    if self.clearAbilityStatusOnSelectionChanged then
        self.clearAbilityStatusOnSelectionChanged = false
        self.clearSkillUpdatedStatusSkillData:ClearUpdate()
        self.lineFilterList:RefreshVisible()
    end
end
function ZO_GamepadSkills:TryClearSkillLineNewStatus()
    if self.clearSkillLineStatusOnSelectionChanged then
        self.clearSkillLineStatusOnSelectionChanged = false
        self.clearSkillLineNewStatusSkillLineData:ClearNew()
        self.categoryList:RefreshVisible()
    end
end
function ZO_GamepadSkills:TrySetClearUpdatedAbilityFlag(callId)
    if self.clearSkillUpdatedStatusCallId == callId then
        self.clearAbilityStatusOnSelectionChanged = true
    end
end
function ZO_GamepadSkills:TrySetClearNewSkillLineFlag(callId)
    if self.clearSkillLineNewStatusCallId == callId then
        self.clearSkillLineStatusOnSelectionChanged = true
    end
end
function ZO_GamepadSkills:RefreshCategoryList()
    self.categoryList:Clear()
    local skillsAdvisorEntryData = ZO_GamepadEntryData:New(zo_strformat(SI_SKILLS_ENTRY_NAME_FORMAT, GetString(SI_SKILLS_ADVISOR_TITLE)))
    skillsAdvisorEntryData.isSkillsAdvisor = true
    self.categoryList:AddEntry("ZO_GamepadMenuEntryTemplate", skillsAdvisorEntryData)
    for _, skillTypeData in SKILLS_DATA_MANAGER:SkillTypeIterator() do
        local isHeader = true
        for _, skillLineData in skillTypeData:SkillLineIterator() do
            if skillLineData:IsAvailable() or skillLineData:IsAdvised() then
                local function IsSkillLineNew()
                    return skillLineData:IsSkillLineOrAbilitiesNew()
                end
                local data = ZO_GamepadEntryData:New()
                data:SetNew(IsSkillLineNew)
                data.skillLineData = skillLineData
                if isHeader then
                    data:SetHeader(skillTypeData:GetName())  
                    self.categoryList:AddEntry("ZO_GamepadSkillLineEntryTemplateWithHeader", data)
                else
                    self.categoryList:AddEntry("ZO_GamepadSkillLineEntryTemplate", data)
                end
                isHeader = false
            end
        end
    end
    self.categoryList:Commit()
    local selectSkillData = ZO_GAMEPAD_SKILLS_ADVISOR_SUGGESTIONS_WINDOW:GetSelectSkillData()
    if selectSkillData then 
        local categoryEntryIndex = self:GetSkillLineEntryIndex(selectSkillData:GetSkillLineData())
        if categoryEntryIndex then 
            self.categoryList:SetSelectedIndexWithoutAnimation(categoryEntryIndex)
        end
        ZO_GAMEPAD_SKILLS_ADVISOR_SUGGESTIONS_WINDOW:SetSelectSkillData(nil)
    end
end
do
    local g_ShownHeaderTexts = {}
    function ZO_GamepadSkills:RefreshLineFilterList(refreshPreviewList)
        local list = refreshPreviewList and self.lineFilterPreviewList or self.lineFilterList
        list:Clear()
        ZO_ClearTable(g_ShownHeaderTexts)
        --Don't show the preview list if action bar slotting isn't allowed
        if refreshPreviewList then
            if not IsActionBarSlottingAllowed() then
                self.lineFilterPreviewWarning:SetHidden(false)
                self.lineFilterPreviewWarning:SetText(GetString(SI_SKILLS_DISABLED_SPECIAL_ABILITIES))
                list:Commit()
                return
            else
                self.lineFilterPreviewWarning:SetHidden(true)
            end
        end
        local skillLineEntry = self.categoryList:GetTargetData()
        if skillLineEntry.isSkillsAdvisor then
            return
        end
        local skillLineData = skillLineEntry.skillLineData
        for _, skillData in skillLineData:SkillIterator() do
            local skillEntry = ZO_GamepadEntryData:New()
            if refreshPreviewList then
                skillEntry.isPreview = true
            end
            skillEntry:SetFontScaleOnSelection(false)
            skillEntry.skillData = skillData
            local headerText = skillData:GetHeaderText()
            if not refreshPreviewList and not g_ShownHeaderTexts[headerText] then                
                skillEntry:SetHeader(headerText)
                if refreshPreviewList then
                    list:AddEntry("ZO_GamepadSingleLineAbilityEntryTemplateWithHeader", skillEntry)
                else
                    list:AddEntry("ZO_GamepadAbilityEntryTemplateWithHeader", skillEntry)
                end
                g_ShownHeaderTexts[headerText] = true
            else
                if refreshPreviewList then
                    list:AddEntry("ZO_GamepadSingleLineAbilityEntryTemplate", skillEntry)
                else
                    list:AddEntry("ZO_GamepadAbilityEntryTemplate", skillEntry)
                end
            end
        end
        list:Commit()
        if refreshPreviewList then
            -- attempt to vertically center the preview list so that all abilities in the skill line should be visible
            list:SetSelectedIndexWithoutAnimation(zo_floor(#list.dataList / 2) + 1)
        end
    end
end
do
    local SkillDataFilters = 
    {
        function(skillData)
            return skillData:GetPointAllocator():IsPurchased() and skillData:IsActive()
        end,
    }
    function ZO_GamepadSkills:RefreshBuildPlannerList()
        self.buildPlannerList:Clear()
        local skillLineFilters = { ZO_SkillLineData.IsAvailable }
        if ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarCategory() == HOTBAR_CATEGORY_WEREWOLF then
            table.insert(skillLineFilters, ZO_SkillLineData.IsWerewolf)
        end
        for _, skillTypeData in SKILLS_DATA_MANAGER:SkillTypeIterator() do
            for _, skillLineData in skillTypeData:SkillLineIterator(skillLineFilters) do
                local newSkillLine = true
                for _, skillData in skillLineData:SkillIterator(SkillDataFilters) do
                    if self.assignableActionBar:IsUltimateSelected() == skillData:IsUltimate() then
                        local skillEntry = ZO_GamepadEntryData:New()
                        skillEntry:SetFontScaleOnSelection(false)
                        skillEntry.skillData = skillData
                        if newSkillLine then
                            skillEntry:SetHeader(skillLineData:GetFormattedName())
                            self.buildPlannerList:AddEntry("ZO_GamepadSimpleAbilityEntryTemplateWithHeader", skillEntry)
                        else
                            self.buildPlannerList:AddEntry("ZO_GamepadSimpleAbilityEntryTemplate", skillEntry)
                        end
                        newSkillLine = false
                    end
                end
            end
        end
        self.buildPlannerList:Commit()
    end
end
function ZO_GamepadSkills:RefreshPointsDisplay()
    local availablePoints = SKILL_POINT_ALLOCATION_MANAGER:GetAvailableSkillPoints()
    local skyShards = GetNumSkyShards()
    self.headerData.data1Text = availablePoints
    self.headerData.data2Text = zo_strformat(SI_GAMEPAD_SKILLS_SKY_SHARDS_FOUND, skyShards, NUM_PARTIAL_SKILL_POINTS_FOR_FULL)
end
function ZO_GamepadSkills:RefreshRespecModeBindingsDisplay()
    local showBindings = SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave()
    self.lineFilterRespecBindingsControl:SetHidden(not showBindings)
    local listTopOffsetY = showBindings and 50 or 0
    local lineFilterListControl = self.lineFilterList:GetControl()
    local lineFilterListContainer = lineFilterListControl:GetParent()
    local skillsContainer = lineFilterListContainer:GetParent()
    local headerContainer = skillsContainer:GetNamedChild("HeaderContainer")
    lineFilterListControl:ClearAnchors()
    lineFilterListControl:SetAnchor(TOPLEFT, headerContainer, BOTTOMLEFT, 0, listTopOffsetY)
    lineFilterListControl:SetAnchor(BOTTOMRIGHT, nil, BOTTOMRIGHT, 0, 0)
end
do
    local g_purchaseAndUpgradeHeaderData =
    {
        data1 =
        {
            header = GetString(SI_GAMEPAD_SKILLS_AVAILABLE_POINTS),
        },
    }
    local function SetupFunction(control)
        local availablePoints = GetAvailableSkillPoints()
   
        g_purchaseAndUpgradeHeaderData.data1.value = availablePoints
        control.setupFunc(control, g_purchaseAndUpgradeHeaderData)
    end
    function ZO_GamepadSkills:InitializePurchaseAndUpgradeDialog()
        ZO_Dialogs_RegisterCustomDialog("GAMEPAD_SKILLS_PURCHASE_CONFIRMATION",
        {
            setup = SetupFunction,
            gamepadInfo =
            {
                dialogType = GAMEPAD_DIALOGS.BASIC,
                allowRightStickPassThrough = true,
            },
            title = 
            {
                text = GetString(SI_GAMEPAD_SKILLS_PURCHASE_TITLE),
            },
            mainText = 
            {
                text = GetString(SI_GAMEPAD_SKILLS_PURCHASE_CONFIRM),
            },
            warning = 
            {
                text = function(dialog)
                    if not ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() and dialog.data.purchaseSkillProgressionData:IsAdvised() then
                        ZO_GenericGamepadDialog_SetDialogWarningColor(dialog, ZO_SKILLS_ADVISOR_ADVISED_COLOR)
                        return GetString(SI_SKILLS_ADVISOR_PURCHASE_ADVISED)
                    end
                    return ""
                end
            },
            buttons =
            {
                [1] =
                {
                    text =      SI_GAMEPAD_SKILLS_PURCHASE,
                    callback =  function(dialog)
                                    local purchaseSkillProgressionData = dialog.data.purchaseSkillProgressionData
                                    local skillData = purchaseSkillProgressionData:GetSkillData()
                                    skillData:GetPointAllocator():Purchase()
                                end,
                },
                [2] =
                {
                    text =      SI_DIALOG_CANCEL,
                },
            },
        })
        ZO_Dialogs_RegisterCustomDialog("GAMEPAD_SKILLS_UPGRADE_CONFIRMATION",
        {
            setup = SetupFunction,
            gamepadInfo =
            {
                dialogType = GAMEPAD_DIALOGS.BASIC,
                allowRightStickPassThrough = true,
            },
            title = 
            {
                text = GetString(SI_GAMEPAD_SKILLS_PURCHASE_TITLE),
            },
            mainText = 
            {
                text = GetString(SI_GAMEPAD_SKILLS_UPGRADE_CONFIRM),
            },
            warning = 
            {
                text = function(dialog)
                    local currentSkillProgressionData = dialog.data.currentSkillProgressionData
                    local upgradeSkillProgressionData = currentSkillProgressionData:GetNextRankData()
                    if not ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() and upgradeSkillProgressionData:IsAdvised() then
                        ZO_GenericGamepadDialog_SetDialogWarningColor(dialog, ZO_SKILLS_ADVISOR_ADVISED_COLOR)
                        return GetString(SI_SKILLS_ADVISOR_PURCHASE_ADVISED)
                    end
                    return ""
                end
            },
            buttons =
            {
                [1] =
                {
                    text =      SI_GAMEPAD_SKILLS_PURCHASE,
                    callback =  function(dialog)
                                    local currentSkillProgressionData = dialog.data.currentSkillProgressionData
                                    local skillData = currentSkillProgressionData:GetSkillData()
                                    skillData:GetPointAllocator():IncreaseRank()
                                end,
                },
                [2] =
                {
                    text =      SI_DIALOG_CANCEL,
                },
            },
        })
    end
    local parametricDialog = ZO_GenericGamepadDialog_GetControl(GAMEPAD_DIALOGS.PARAMETRIC)
    local function MorphConfirmSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
        local morphSkillData = parametricDialog.data.morphSkillData
        local specificMorphSkillProgressionData = morphSkillData:GetProgressionData(data.morphSlot)
        data:SetText(specificMorphSkillProgressionData:GetFormattedName())
        data:ClearIcons()
        data:AddIcon(specificMorphSkillProgressionData:GetIcon())
        ZO_SharedGamepadEntry_OnSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
        local skillEntry = {
            skillProgressionData = specificMorphSkillProgressionData,
            isMorphDialog = true,
        }
        ZO_GamepadSkillEntryTemplate_Setup(control, skillEntry, selected, active, ZO_SKILL_ABILITY_DISPLAY_VIEW)
    end
    local function MorphConfirmCallback(dialog)
        local morphSkillData = dialog.data.morphSkillData
        local morphEntry = dialog.entryList:GetTargetData()
        morphSkillData:GetPointAllocator():Morph(morphEntry.morphSlot)
    end
    local g_morphHeaderData =
    {
        data1 =
        {
            header = GetString(SI_GAMEPAD_SKILLS_AVAILABLE_POINTS),
        },
        data2 =
        {
            header = GetString(SI_GAMEPAD_SKILLS_MORPH_COST_HEADER),
            value = 1,
        },
    }
    function ZO_GamepadSkills:InitializeMorphDialog()
        
        ZO_Dialogs_RegisterCustomDialog("GAMEPAD_SKILLS_MORPH_CONFIRMATION",
        {
            gamepadInfo =
            {
                dialogType = GAMEPAD_DIALOGS.PARAMETRIC,
                allowRightStickPassThrough = true,
            },
            setup = function(dialog)
                local availablePoints = GetAvailableSkillPoints()
                g_morphHeaderData.data1.value = availablePoints
                ZO_GenericGamepadDialog_ShowTooltip(dialog)
                dialog:setupFunc(nil, g_morphHeaderData)
                --Select the currently chosen morph if a morph is chosen, or pick the first one
                local morphSkillData = dialog.data.morphSkillData
                local selectedMorphSkillProgressionData = morphSkillData:GetPointAllocatorProgressionData()
                if selectedMorphSkillProgressionData:GetMorphSlot() == MORPH_SLOT_MORPH_2 then
                    dialog.entryList:SetSelectedIndexWithoutAnimation(2)
                else
                    dialog.entryList:SetSelectedIndexWithoutAnimation(1)
                end 
            end,
            title =
            {
                text = GetString(SI_GAMEPAD_SKILLS_MORPH_TITLE),
            },
            parametricList =
            {
                -- Morph 1
                {
                    template = "ZO_GamepadSimpleAbilityEntryTemplate",
                    templateData =
                    {
                        setup = MorphConfirmSetup,
                        morphSlot = MORPH_SLOT_MORPH_1,
                    },
                },
                -- Morph 2
                {
                    template = "ZO_GamepadSimpleAbilityEntryTemplate",
                    templateData =
                    {
                        setup = MorphConfirmSetup,
                        morphSlot = MORPH_SLOT_MORPH_2,
                    },
                },
            },
            parametricListOnSelectionChangedCallback = function(dialog, list)
                                                            local targetData = list:GetTargetData()
                                                            local morphSkillData = parametricDialog.data.morphSkillData
                                                            local morphSkillProgressionData = morphSkillData:GetMorphData(targetData.morphSlot)
                                                            local SHOW_RANK_NEEDED_LINE = true
                                                            local SHOW_POINT_SPEND_LINE = true
                                                            local SHOW_ADVISED_LINE = true
                                                            local DONT_SHOW_RESPEC_TO_FIX_BAD_MORPH_LINE = false
                                                            local SHOW_UPGRADE_INFO_BLOCK = true
                                                            local SHOULD_OVERRIDE_RANK_FOR_COMPARISON = true                               
                                                            GAMEPAD_TOOLTIPS:LayoutSkillProgression(GAMEPAD_LEFT_DIALOG_TOOLTIP, morphSkillProgressionData, SHOW_RANK_NEEDED_LINE, SHOW_POINT_SPEND_LINE, SHOW_ADVISED_LINE, DONT_SHOW_RESPEC_TO_FIX_BAD_MORPH_LINE, SHOW_UPGRADE_INFO_BLOCK, SHOULD_OVERRIDE_RANK_FOR_COMPARISON)
                                                       end,
            buttons =
            {
                {
                    keybind = "DIALOG_PRIMARY",
                    text = SI_GAMEPAD_SKILLS_MORPH,
                    callback =  MorphConfirmCallback,
                },
                {
                    keybind = "DIALOG_NEGATIVE",
                    text = SI_DIALOG_CANCEL,
                    callback =  function(dialog)
                                    self.selectedTooltipRefreshGroup:MarkDirty("Full")
                                end,
                },
            },
        })
    end
end
function ZO_GamepadSkills:InitializeRespecConfirmationGoldDialog()
    local dialogData =
    {
        data1 =
        {
            header = GetString(SI_GAMEPAD_SKILL_RESPEC_CONFIRM_DIALOG_BALANCE_HEADER),
        },
        data2 = 
        {
            header = GetString(SI_GAMEPAD_SKILL_RESPEC_CONFIRM_DIALOG_COST_HEADER),
        },
    }
    ZO_Dialogs_RegisterCustomDialog("SKILL_RESPEC_CONFIRM_GOLD_GAMEPAD",
    {
        gamepadInfo =
        {
            dialogType = GAMEPAD_DIALOGS.BASIC,
        },
        title =
        {
            text = SI_SKILL_RESPEC_CONFIRM_DIALOG_TITLE,
        },
        mainText = 
        {
            text = SI_SKILL_RESPEC_CONFIRM_DIALOG_BODY_INTRO,
        },
        setup = function(dialog)
            local balance = GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER)
            local cost = GetSkillRespecCost(SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode())
            local IS_GAMEPAD = true
            dialogData.data1.value = ZO_Currency_Format(balance, CURT_MONEY, ZO_CURRENCY_FORMAT_AMOUNT_ICON, IS_GAMEPAD)
            dialogData.data2.value = ZO_Currency_Format(cost, CURT_MONEY, balance > cost and ZO_CURRENCY_FORMAT_AMOUNT_ICON or ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON, IS_GAMEPAD)
            dialog.setupFunc(dialog, dialogData)
        end,
        buttons =
        {
            {
                keybind = "DIALOG_PRIMARY",
                text = SI_DIALOG_CONFIRM,
                callback = function()
                    SKILLS_AND_ACTION_BAR_MANAGER:ApplyChanges()
                end,
            },
            {
                keybind = "DIALOG_NEGATIVE",
                text = SI_DIALOG_CANCEL,
            },
        },
    })
end
function ZO_GamepadSkills:ShowConfirmRespecDialog()
    if SKILL_POINT_ALLOCATION_MANAGER:DoPendingChangesIncurCost() then
        if SKILLS_AND_ACTION_BAR_MANAGER:GetSkillRespecPaymentType() == SKILL_RESPEC_PAYMENT_TYPE_GOLD then
            ZO_Dialogs_ShowGamepadDialog("SKILL_RESPEC_CONFIRM_GOLD_GAMEPAD")
        else
            ZO_Dialogs_ShowGamepadDialog("SKILL_RESPEC_CONFIRM_SCROLL")
        end
    else
        ZO_Dialogs_ShowGamepadDialog("SKILL_RESPEC_CONFIRM_FREE")
    end
end
function ZO_GamepadSkills:InitializeConfirmClearAllDialog()
    local clearSkillLineEntry =
    {
        template = "ZO_GamepadMenuEntryTemplate",
        templateData =
        {
            setup = ZO_SharedGamepadEntry_OnSetup,
        }
    }
    ZO_Dialogs_RegisterCustomDialog("SKILL_RESPEC_CONFIRM_CLEAR_ALL_GAMEPAD",
    {
        gamepadInfo =
        {
            dialogType = GAMEPAD_DIALOGS.PARAMETRIC,
        },
        title =
        {
            text = function()
                return GetString("SI_SKILLPOINTALLOCATIONMODE_CLEARKEYBIND", SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode())
            end,
        },
        setup = function(dialog, skillLineData)
            clearSkillLineEntry.header = GetString("SI_SKILLPOINTALLOCATIONMODE_CLEARCHOICEHEADERGAMEPAD", SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode())
            local clearSkillLineEntryTemplateData = clearSkillLineEntry.templateData
            clearSkillLineEntryTemplateData.text = skillLineData:GetFormattedName()
            clearSkillLineEntryTemplateData.skillLineData = skillLineData
            dialog.setupFunc(dialog, nil , skillLineData)
        end,
        parametricList =
        {
            -- Clear Skill Line
            clearSkillLineEntry,
            -- Clear All
            {
                template = "ZO_GamepadMenuEntryTemplate",
                templateData =
                {
                    text = GetString(SI_SKILL_RESPEC_CONFIRM_CLEAR_ALL_DIALOG_ALL_OPTION),
                    setup = ZO_SharedGamepadEntry_OnSetup,
                },
            },
        },
        buttons =
        {
            {
                keybind = "DIALOG_PRIMARY",
                text = SI_DIALOG_CONFIRM,
                callback = function(dialog)
                    local entry = dialog.entryList:GetTargetData()
                    if entry.skillLineData then
                        SKILL_POINT_ALLOCATION_MANAGER:ClearPointsOnSkillLine(entry.skillLineData)
                    else
                        SKILL_POINT_ALLOCATION_MANAGER:ClearPointsOnAllSkillLines()
                    end
                end,
            },
            {
                keybind = "DIALOG_NEGATIVE",
                text = SI_DIALOG_CANCEL,
            },
        },
    })
end
function ZO_GamepadSkills:ShowConfirmClearAllDialog(skillLineData)
    ZO_Dialogs_ShowGamepadDialog("SKILL_RESPEC_CONFIRM_CLEAR_ALL_GAMEPAD", skillLineData)
end
do
    local parametricDialog = ZO_GenericGamepadDialog_GetControl(GAMEPAD_DIALOGS.PARAMETRIC)
    function ZO_GamepadSkills:UpdatePendingStatBonuses(derivedStat, pendingBonus)
        local data = parametricDialog.entryList:GetTargetData()
        local attributeType = data.attributeType
        if not pendingBonus then
            local perPointBonus = GetAttributeDerivedStatPerPointValue(attributeType, STAT_TYPES[attributeType])
            pendingBonus = self.pendingAttributePoints[attributeType] * perPointBonus
        end
        GAMEPAD_TOOLTIPS:LayoutAttributeInfo(GAMEPAD_LEFT_DIALOG_TOOLTIP, attributeType, pendingBonus)
    end
    function ZO_GamepadSkills:SetAddedPoints(attributeType, addedPoints)
        self.pendingAttributePoints[attributeType] = addedPoints
    end
    function ZO_GamepadSkills:GetAddedPoints(attributeType)
        return self.pendingAttributePoints[attributeType]
    end
    function ZO_GamepadSkills:SetAvailablePoints(points)
        parametricDialog.headerData.data1Text = points
        ZO_GamepadGenericHeader_Refresh(parametricDialog.header, parametricDialog.headerData)
    end
    function ZO_GamepadSkills:GetAvailablePoints()
        local numPending = 0
        for i = 1, GetNumAttributes() do
            numPending = numPending + self.pendingAttributePoints[i]
        end
        return GetAttributeUnspentPoints() - numPending
    end
    function ZO_GamepadSkills:SpendAvailablePoints(points)
        self:SetAvailablePoints(self:GetAvailablePoints() - points)
    end
    function ZO_GamepadSkills:ResetAttributeData()
        self.pendingAttributePoints = {}
        for i = 1, GetNumAttributes() do
            self.pendingAttributePoints[i] = 0
        end
    end
    local attributePointData =
    {
        data1 =
        {
            value = 0,
            header = GetString(SI_STATS_GAMEPAD_AVAILABLE_POINTS),
        },
    }
    local function DisableSpinner(dialog)
        local selectedControl = dialog.entryList:GetSelectedControl()
        if selectedControl and selectedControl.pointLimitedSpinner then
            selectedControl.pointLimitedSpinner:SetActive(false)
        end
    end
    function ZO_GamepadSkills:InitializeAttributeDialog()
        self:ResetAttributeData()
        
        ZO_Dialogs_RegisterCustomDialog("GAMEPAD_SKILLS_ATTRIBUTE_PURCHASE",
        {
            canQueue = true,
            gamepadInfo = 
            {
                dialogType = GAMEPAD_DIALOGS.PARAMETRIC,
            },
            setup = function(dialog)
                attributePointData.data1.value = self:GetAvailablePoints()
                ZO_GenericGamepadDialog_ShowTooltip(dialog)
                dialog:setupFunc(nil, attributePointData)
            end,
            title =
            {
                text = GetString(SI_STATS_ATTRIBUTES_LEVEL_UP),
            },
            blockDirectionalInput = true,
            parametricList =
            {
                -- magicka
                {
                    template = "ZO_GamepadStatAttributeRow",
                    templateData = 
                    {
                        setup = ZO_GamepadStatAttributeRow_Setup,
                        attributeType = ATTRIBUTE_MAGICKA,
                        screen = self,
                    },
                    text = GetString("SI_ATTRIBUTES", ATTRIBUTE_MAGICKA),
                    icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_magickaIcon.dds",
                },
                -- health
                {
                    template = "ZO_GamepadStatAttributeRow",
                    templateData = 
                    {
                        setup = ZO_GamepadStatAttributeRow_Setup,
                        attributeType = ATTRIBUTE_HEALTH,
                        screen = self,
                    },
                    text = GetString("SI_ATTRIBUTES", ATTRIBUTE_HEALTH),
                    icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_healthIcon.dds",
                },
                -- stamina
                {
                    template = "ZO_GamepadStatAttributeRow",
                    templateData = 
                    {
                        setup = ZO_GamepadStatAttributeRow_Setup,
                        attributeType = ATTRIBUTE_STAMINA,
                        screen = self,
                    },
                    text = GetString("SI_ATTRIBUTES", ATTRIBUTE_STAMINA),
                    icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_staminaIcon.dds",
                },
            },
            parametricListOnSelectionChangedCallback = function() self:UpdatePendingStatBonuses() end,
            buttons =
            {
                {
                    keybind = "DIALOG_PRIMARY",
                    text = SI_GAMEPAD_LEVELUP_DIALOG_CONFIRM,
                    callback = function(dialog)
                        local pendingHealth = self.pendingAttributePoints[ATTRIBUTE_HEALTH]
                        local pendingMagicka = self.pendingAttributePoints[ATTRIBUTE_MAGICKA]
                        local pendingStamina = self.pendingAttributePoints[ATTRIBUTE_STAMINA]
                        if pendingHealth + pendingMagicka + pendingStamina > 0 then
                            PurchaseAttributes(pendingHealth, pendingMagicka, pendingStamina)
                            PlaySound(SOUNDS.GAMEPAD_STATS_SINGLE_PURCHASE)
                        end
                        DisableSpinner(dialog)
                    end,
                },
                {
                    keybind = "DIALOG_NEGATIVE",
                    text = SI_GAMEPAD_BACK_OPTION,
                    callback = function(dialog)
                        DisableSpinner(dialog)
                    end,
                },
            },
            finishedCallback = function(dialog)
                                --Setup Skills Scene
                                DisableSpinner(dialog)
                                ZO_GenericGamepadDialog_HideTooltip(dialog)
                                self.showAttributeDialog = false
                                self.selectedTooltipRefreshGroup:MarkDirty("Full")
                                self:ResetAttributeData()                                
                            end,
        })
    end
end
local TIME_NEW_PERSISTS_WHILE_SELECTED = 1000
function ZO_GamepadSkills:OnSelectedSkillChanged(skillEntry)
    self.selectedTooltipRefreshGroup:MarkDirty("Full")
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.lineFilterKeybindStripDescriptor)
    if skillEntry and not self.assignableActionBar:IsActive() then
        local skillData = skillEntry.skillData
        if skillData:HasUpdatedStatus() then
            self.clearSkillUpdatedStatusSkillData = skillData
            self.clearSkillUpdatedStatusCallId = zo_callLater(self.trySetClearUpdatedAbilityFlagCallback, TIME_NEW_PERSISTS_WHILE_SELECTED)
        else
            self.clearSkillUpdatedStatusCallId = nil
        end
    else
        self.clearSkillUpdatedStatusCallId = nil
    end
end
function ZO_GamepadSkills:OnSelectedSkillLineChanged(selectedData)
    self.selectedTooltipRefreshGroup:MarkDirty("Full")
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.categoryKeybindStripDescriptor)
    if selectedData and not self.assignableActionBar:IsActive() then
        local skillLineData = selectedData.skillLineData
        if skillLineData and skillLineData:IsSkillLineOrAbilitiesNew() then
            self.clearSkillLineNewStatusSkillLineData = skillLineData
            self.clearSkillLineNewStatusCallId = zo_callLater(self.trySetClearNewSkillLineFlagCallback, TIME_NEW_PERSISTS_WHILE_SELECTED)
        else
            self.clearSkillLineNewStatusCallId = nil
        end
    else
        self.clearSkillLineNewStatusCallId = nil
    end
end
function ZO_GamepadSkills:RefreshSelectedTooltip()
    --don't setup tooltip til dialog is gone.
    if self.showAttributeDialog or (not GAMEPAD_SKILLS_ROOT_SCENE:IsShowing() and not GAMEPAD_SKILLS_LINE_FILTER_SCENE:IsShowing()) then
        return
    end
    GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
    SCENE_MANAGER:RemoveFragment(SKILLS_ADVISOR_SUGGESTIONS_GAMEPAD_FRAGMENT)
    SCENE_MANAGER:RemoveFragment(GAMEPAD_SKILLS_LINE_PREVIEW_FRAGMENT)
    SCENE_MANAGER:AddFragment(GAMEPAD_LEFT_TOOLTIP_BACKGROUND_FRAGMENT)
    if self.mode == ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE then
        local selectedData = self.categoryList:GetTargetData()
        if selectedData and self.assignableActionBar:IsActive() then
            self.assignableActionBar:LayoutOrClearSlotTooltip(GAMEPAD_LEFT_TOOLTIP)
        elseif selectedData and selectedData.isSkillsAdvisor then
            if not (ZO_SKILLS_ADVISOR_SINGLETON:GetSelectedSkillBuildId() or ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected()) then
                -- No Skill Build yet selected
                GAMEPAD_TOOLTIPS:LayoutTitleAndMultiSectionDescriptionTooltip(GAMEPAD_LEFT_TOOLTIP, selectedData.text, GetString(SI_SKILLS_ADVISOR_GAMEPAD_DESCRIPTION))
            elseif ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() then
                -- Advanced Player selected
                GAMEPAD_TOOLTIPS:LayoutTitleAndMultiSectionDescriptionTooltip(GAMEPAD_LEFT_TOOLTIP, GetString(SI_SKILLS_ADVISOR_ADVANCED_PLAYER_NAME), GetString(SI_SKILLS_ADVISOR_GAMEPAD_ADVANCED_SELECTED_DESCRIPTION))
            elseif ZO_SKILLS_ADVISOR_SINGLETON:GetSelectedSkillBuildId() then
                -- Skill Build selected
                SCENE_MANAGER:AddFragment(SKILLS_ADVISOR_SUGGESTIONS_GAMEPAD_FRAGMENT)
            end
        elseif selectedData then 
            local skillLineData = selectedData.skillLineData
            if skillLineData:IsAvailable() then
                SCENE_MANAGER:AddFragment(GAMEPAD_SKILLS_LINE_PREVIEW_FRAGMENT)
            elseif skillLineData:IsAdvised() then
                GAMEPAD_TOOLTIPS:LayoutTitleAndMultiSectionDescriptionTooltip(GAMEPAD_LEFT_TOOLTIP, skillLineData:GetFormattedName(), skillLineData:GetUnlockText())
            end
        end
    elseif self.mode == ZO_GAMEPAD_SKILLS_BUILD_PLANNER_ASSIGN_MODE then
        local skillEntry = self.buildPlannerList: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)
    else
        local skillEntry = self.lineFilterList:GetTargetData()
        if skillEntry and not self.assignableActionBar:IsActive() then
            local skillData = skillEntry.skillData
            local SHOW_RANK_NEEDED_LINE = true
            local SHOW_POINT_SPEND_LINE = true
            local SHOW_ADVISED_LINE = true
            local SHOW_RESPEC_TO_FIX_BAD_MORPH_LINE = true
            --Morphs (the only actives with upgrade info) only show that info in the morph dialog tooltip. Passives show it all the time.
            local showUpgradeInfoBlock = skillData:IsPassive()
            GAMEPAD_TOOLTIPS:LayoutSkillProgression(GAMEPAD_LEFT_TOOLTIP, skillData:GetPointAllocatorProgressionData(), SHOW_RANK_NEEDED_LINE, SHOW_POINT_SPEND_LINE, SHOW_ADVISED_LINE, SHOW_RESPEC_TO_FIX_BAD_MORPH_LINE, showUpgradeInfoBlock)
            if self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE then
                self.assignableActionBar:LayoutOrClearSlotTooltip(GAMEPAD_RIGHT_TOOLTIP)
            end 
        elseif self.assignableActionBar:IsActive() then
            self.assignableActionBar:LayoutOrClearSlotTooltip(GAMEPAD_LEFT_TOOLTIP)
        end
    end
end
function ZO_GamepadSkills:SetMode(mode)
    self.mode = mode
    self.selectedTooltipRefreshGroup:MarkDirty("Full")
    if self.mode == ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE then
        if self:IsCurrentList(self.categoryList) then
            if not self.assignableActionBar:IsActive() then
                self.categoryList:Activate()
            end
        else
            self:SetCurrentList(self.categoryList)
        end
    elseif self.mode == ZO_GAMEPAD_SKILLS_BUILD_PLANNER_ASSIGN_MODE then
        self.buildPlannerList:Activate()
        self.buildPlannerListRefreshGroup:MarkDirty("List")
    elseif self.mode == ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE then
        if self:IsCurrentList(self.lineFilterList) then
            if not self.assignableActionBar:IsActive() then
                self.lineFilterList:Activate()
            end
        else
            self:SetCurrentList(self.lineFilterList)
        end
        self.lineFilterListRefreshGroup:MarkDirty("Visible")
    elseif self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE then
        self:DisableCurrentList()
        self.lineFilterListRefreshGroup:MarkDirty("Visible") -- The action bar reuses line filter list keybinds, so refresh those
    end
end
function ZO_GamepadSkills:AssignSelectedBuildPlannerAbility()
    local skillEntry = self.buildPlannerList:GetTargetData()
    if skillEntry then
        self.assignableActionBar:AssignSkill(skillEntry.skillData)
    end
end
function ZO_GamepadSkills:StartSingleAbilityAssignment(skillData)
    self.assignableActionBar:SetTargetSkill(skillData)
    self.assignableActionBar:Activate()
    self.actionBarAnimation:PlayForward()
    self:SetMode(ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE)
    self.selectedTooltipRefreshGroup:MarkDirty("Full")
end
    GAMEPAD_SKILLS = ZO_GamepadSkills:New(control)
end
--[[ Skill Templates ]]--
function ZO_GamepadSkillLineXpBar_Setup(skillLineData, xpBar, nameControl, noWrap)
    local formattedName = skillLineData:GetFormattedName()
    local advised = skillLineData:IsAdvised()
    local lastXP, nextXP, currentXP = skillLineData:GetRankXPValues() 
    if advised then
        local RANK_NOT_SHOWN = 1
        local CURRENT_XP_NOT_SHOWN = 0
        ZO_SkillInfoXPBar_SetValue(xpBar, RANK_NOT_SHOWN, lastXP, nextXP, CURRENT_XP_NOT_SHOWN, noWrap)
    else
        local skillLineRank = skillLineData:GetCurrentRank()
        ZO_SkillInfoXPBar_SetValue(xpBar, skillLineRank, lastXP, nextXP, currentXP, noWrap)
    end
    if nameControl then
        nameControl:SetText(formattedName)
    end
end
function ZO_GamepadSkillLineEntryTemplate_Setup(control, skillLineEntry, selected, activated)
    local skillLineData = skillLineEntry.skillLineData
    local isTheSame = control.barContainer.xpBar.skillLineData == skillLineData
    if not isTheSame then
        control.barContainer.xpBar.skillLineData = skillLineData
        control.barContainer.xpBar:Reset()
    end
    ZO_GamepadSkillLineXpBar_Setup(skillLineData, control.barContainer.xpBar, nil, not isTheSame)
    control.barContainer:SetHidden(not selected)
end
    xpBar:GetControl():GetParent().rank:SetText(rank)
end
function ZO_GamepadSkillEntryTemplate_Setup(control, skillEntry, selected, activated, displayView)
    --Some skill entries want to target a specific progression data (such as the morph dialog showing two specific morphs). Otherwise they use the skill progression that matches the current point spending.
    local skillData = skillEntry.skillData or skillEntry.skillProgressionData:GetSkillData()
    local skillProgressionData = skillEntry.skillProgressionData or skillData:GetPointAllocatorProgressionData()
    local skillPointAllocator = skillData:GetPointAllocator()
    local isUnlocked = skillProgressionData:IsUnlocked()
    local isMorph = skillData:IsActive() and skillProgressionData:IsMorph()
    local isPurchased = skillPointAllocator:IsPurchased()
    local isInSkillBuild = skillProgressionData:IsAdvised()
    --Icon
    local iconTexture = control.icon
    if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
        if isPurchased then
            iconTexture:SetColor(ZO_DEFAULT_ENABLED_COLOR:UnpackRGBA())
        else
            iconTexture:SetColor(ZO_DEFAULT_DISABLED_COLOR:UnpackRGBA())
        end
    end
    local DOUBLE_FRAME_THICKNESS = 9
    local SINGLE_FRAME_THICKNESS = 5
    --Circle Frame (Passive)
    local circleFrameTexture = control.circleFrame
    if circleFrameTexture then
        if skillData:IsPassive() then
            circleFrameTexture:SetHidden(false)
            local frameOffsetFromIcon
            if isInSkillBuild then
                frameOffsetFromIcon = DOUBLE_FRAME_THICKNESS
                circleFrameTexture:SetTexture("EsoUI/Art/SkillsAdvisor/gamepad/gp_passiveDoubleFrame_64.dds")
            else
                frameOffsetFromIcon = SINGLE_FRAME_THICKNESS
                circleFrameTexture:SetTexture("EsoUI/Art/Miscellaneous/Gamepad/gp_passiveFrame_64.dds")
            end
            circleFrameTexture:ClearAnchors()
            circleFrameTexture:SetAnchor(TOPLEFT, iconTexture, TOPLEFT, -frameOffsetFromIcon, -frameOffsetFromIcon)
            circleFrameTexture:SetAnchor(BOTTOMRIGHT, iconTexture, BOTTOMRIGHT, frameOffsetFromIcon, frameOffsetFromIcon)
        else
            control.circleFrame:SetHidden(true)
        end
    end
    --Edge Frame (Active)
    local SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_WIDTH = 128
    local SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_HEIGHT = 16
    local edgeFrameBackdrop = control.edgeFrame
    if skillData:IsActive() then
        edgeFrameBackdrop:SetHidden(false)
        local frameOffsetFromIcon
        if isInSkillBuild then 
            frameOffsetFromIcon = DOUBLE_FRAME_THICKNESS
            edgeFrameBackdrop:SetEdgeTexture("EsoUI/Art/SkillsAdvisor/gamepad/edgeDoubleframeGamepadBorder.dds", SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_WIDTH, SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_HEIGHT)
        else
            frameOffsetFromIcon = SINGLE_FRAME_THICKNESS
            edgeFrameBackdrop:SetEdgeTexture("EsoUI/Art/Miscellaneous/Gamepad/edgeframeGamepadBorder.dds", SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_WIDTH, SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_HEIGHT)
        end
        edgeFrameBackdrop:SetAnchor(TOPLEFT, iconTexture, TOPLEFT, -frameOffsetFromIcon, -frameOffsetFromIcon)
        edgeFrameBackdrop:SetAnchor(BOTTOMRIGHT, iconTexture, BOTTOMRIGHT, frameOffsetFromIcon, frameOffsetFromIcon)
    else
        edgeFrameBackdrop:SetHidden(true)
    end
    --Label Color
    if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
        if not skillEntry.isPreview and isPurchased then
            control.label:SetColor((selected and PURCHASED_COLOR or PURCHASED_UNSELECTED_COLOR):UnpackRGBA())
        end
    else
        control.label:SetColor(PURCHASED_COLOR:UnpackRGBA())
    end    
    --Lock Icon
    if control.lock then
        control.lock:SetHidden(isUnlocked)
    end
    local leftIndicator = control.leftIndicator
    local rightIndicator = control.rightIndicator
    local increaseMultiIcon
    local decreaseMultiIcon
    local hasIndicators = leftIndicator ~= nil
    if hasIndicators then
        increaseMultiIcon = SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() and rightIndicator or leftIndicator
        decreaseMultiIcon = increaseMultiIcon == rightIndicator and leftIndicator or rightIndicator
        leftIndicator:ClearIcons()
        rightIndicator:ClearIcons()
        --Increase (Morph, Purchase, Increase Rank) Icon
        if displayView == ZO_SKILL_ABILITY_DISPLAY_VIEW then
            if isMorph then
                increaseMultiIcon:AddIcon(POINT_ACTION_TEXTURES[ACTION_MORPH])
            end
        else
            if skillPointAllocator:CanPurchase() then
                increaseMultiIcon:AddIcon(POINT_ACTION_TEXTURES[ACTION_PURCHASE])
            elseif skillPointAllocator:CanMorph() then
                if isMorph then
                    increaseMultiIcon:AddIcon(POINT_ACTION_TEXTURES[ACTION_REMORPH])
                else
                    increaseMultiIcon:AddIcon(POINT_ACTION_TEXTURES[ACTION_MORPH])
                end
            elseif skillPointAllocator:CanIncreaseRank() then
                increaseMultiIcon:AddIcon(POINT_ACTION_TEXTURES[ACTION_PURCHASE])
            end
        end
        --New Indicator
        if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
            if skillData:HasUpdatedStatus() then
                control.leftIndicator:AddIcon("EsoUI/Art/Inventory/newItem_icon.dds")
            end
        end
    end
    
    local labelWidth = 289
    if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
        --Decrease (Unmorph, Sell, Decrease Rank)
        if hasIndicators then
            local decreaseTextureFile
            decreaseMultiIcon:ClearIcons()
            if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeAllowDecrease() then                
                if skillPointAllocator:CanSell() then
                    decreaseTextureFile = POINT_ACTION_TEXTURES[ACTION_SELL]
                elseif skillPointAllocator:CanUnmorph() then
                    decreaseTextureFile = POINT_ACTION_TEXTURES[ACTION_UNMORPH]
                elseif skillPointAllocator:CanDecreaseRank() then
                    decreaseTextureFile = POINT_ACTION_TEXTURES[ACTION_DECREASE_RANK]
                end
                --Always carve out space for the decrease icon even if it isn't active so the name doesn't dance around as it appears and disappears
                labelWidth = labelWidth - 40
            end
            
            if decreaseTextureFile then
                decreaseMultiIcon:AddIcon(decreaseTextureFile)
            end
        end
        --Current Binding Text
        if control.keybind then
            local hasBinding = false
            --The spot where the keybind goes is occupied by the decrease button in the respec modes
            if SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode() == SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY and skillData:IsActive() then
                local slot = skillData:GetSlotOnCurrentHotbar()
                if slot then
                    hasBinding = true
                    local bindingText = ZO_Keybindings_GetHighestPriorityBindingStringFromAction("GAMEPAD_ACTION_BUTTON_".. slot, KEYBIND_TEXT_OPTIONS_FULL_NAME, KEYBIND_TEXTURE_OPTIONS_EMBED_MARKUP, true)                    
                    local layerIndex, categoryIndex, actionIndex = GetActionIndicesFromName("GAMEPAD_ACTION_BUTTON_".. slot)
                    if layerIndex then
                        local key = GetActionBindingInfo(layerIndex, categoryIndex, actionIndex, 1)
                        if IsKeyCodeChordKey(key) then 
                            labelWidth = labelWidth - 90   --width minus double keybind width (RB+LB)
                        else
                            labelWidth = labelWidth - 50   --width minus single keybind
                        end
                    end
                    control.keybind:SetText(bindingText)
                end
            end
            if hasBinding then
                control.keybind:SetHidden(false)
            else
                control.keybind:SetHidden(true)
                control.keybind:SetText("") --resizes rect for when control is reused and hidden since other controls depend on it's width
            end
        end                
    end
    if hasIndicators then
        leftIndicator:Show()
        rightIndicator:Show()
    end
    --Size the label to allow space for the keybind and decrease icon
    control.label:SetWidth(labelWidth)
end
    ApplyTemplateToControl(self, "ZO_KeybindButton_Gamepad_Template")
    local DONT_SHOW_UNBOUND = false
    local PREFER_GAMEPAD = true
    self:SetKeybind(binding, DONT_SHOW_UNBOUND, binding, PREFER_GAMEPAD)
end