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ESO Lua File v100031

common/gamepad/zo_gamepadtemplatescommon.lua

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--
-- Global Gamepad Entry Template Setup
--
local STOLEN_ICON_TEXTURE = "EsoUI/Art/Inventory/inventory_stolenItem_icon.dds"
local EQUIPPED_THIS_SLOT_TEXTURE = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds"
local EQUIPPED_OTHER_SLOT_TEXTURE = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds" --same as EQUIPPED_THIS_SLOT_TEXTURE for now
local ITEM_IS_HIDDEN_TEXTURE = "EsoUI/Art/Inventory/inventory_icon_hiddenBy.dds" --should be red checkmark
local MAIL_ATTACHED_TEXTURE = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds"
local TRADE_ITEM_TEXTURE = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds"
local ACHIEVEMENT_EARNED_TEXTURE = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds"
local CAN_LEVEL_TEXTURE = "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_statusIcon_pointsToSpend.dds"
local UPGRADE_SKILL_TEXTURE = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds"
local ASSISTED_TEXTURE = "EsoUI/Art/Journal/Gamepad/gp_trackedQuestIcon.dds"
local SPEAKER_TEXTURE = "EsoUI/Art/VOIP/Gamepad/gp_VOIP_speaking.dds"
local SELECTED_TEXTURE = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds"
local TRACKED_ANTIQUITY_TEXTURE = "EsoUI/Art/Antiquities/Gamepad/gp_trackedAntiquityIcon.dds"
local NORMAL_FONT_SELECTED = "ZoFontGamepad42"
local NORMAL_FONT_UNSELECTED = "ZoFontGamepad34"
local SMALL_FONT_SELECTED = "ZoFontGamepad27"
local SMALL_FONT_UNSELECTED = "ZoFontGamepad20"
    --icon and highlights
    control.icon = control:GetNamedChild("Icon")
    if control.icon then
        control.highlight = control.icon:GetNamedChild("Highlight")
        control.stackCountLabel = control.icon:GetNamedChild("StackCount")
        control.subStatusIcon = control.icon:GetNamedChild("SubStatusIcon")
    end
    control.checkBox = control:GetNamedChild("CheckBox")
    control.label = control:GetNamedChild("Label")
    control.header = control:GetNamedChild("Header")
    --cooldown timer
    control.cooldown = control:GetNamedChild("Cooldown")
    --general item indicators
    control.statusIndicator = control:GetNamedChild("StatusIndicator")
end
    control.description = control:GetNamedChild("Description")
end
    control.barContainer = control:GetNamedChild("BarContainer")
end
    local trait1 = control:GetNamedChild("Trait1")
    local trait2 = control:GetNamedChild("Trait2")
    local trait3 = control:GetNamedChild("Trait3")
    local trait4 = control:GetNamedChild("Trait4")
    if trait1 then 
        control.traits =
        {
            trait1,
            trait2,
            trait3,
            trait4,
        }
    end
end
    control.craftingInfo = control:GetNamedChild("CraftingInfo")
    control.selectedItems = control:GetNamedChild("Selected")
    control.unselectedItems = control:GetNamedChild("Unselected")
    control.descriptionLabel = control:GetNamedChild("DescriptionLabel")
    
    local subLabel = control:GetNamedChild("SubLabel1")
    local subLabel2 = control:GetNamedChild("SubLabel2")
    if subLabel2 then 
        control.subLabelCount = 2
        control.subLabels = {}
        table.insert(control.subLabels, subLabel)
        table.insert(control.subLabels, subLabel2)
    else
        control.subLabel = subLabel
    end
    control.numInfoLabelsUsed = 0
    control.optionEnabledIcon = control:GetNamedChild("EnabledIcon")
end
    --skill lines
    control.rank = control:GetNamedChild("Rank")
    --abilities
    control.leftIndicator = control:GetNamedChild("LeftIndicator")
    control.rightIndicator = control:GetNamedChild("RightIndicator")
    control.lock = control:GetNamedChild("Lock")
    control.frame = control:GetNamedChild("Frame") --not sure if still needed by other menus
    control.circleFrame = control:GetNamedChild("CircleFrame")
    control.edgeFrame = control:GetNamedChild("EdgeFrame")
    control.skillRankHeader = control:GetNamedChild("SkillRankHeader")
    control.keybind = control:GetNamedChild("Keybind")
end
    control.readyForTrain = control:GetNamedChild("ReadyForTrain")
    control.spinner = control:GetNamedChild("Spinner")
    if control.spinner ~= nil then
        control.spinnerDecrease = control.spinner:GetNamedChild("Decrease")
        control.spinnerIncrease = control.spinner:GetNamedChild("Increase")
    end
    local dropdown = control:GetNamedChild("Dropdown")
    if dropdown ~= nil then
    end
end
--Height Computers
-------------------------------
--Resize to fit controls have a bad interaction with labels where they cannot instantly determine their height. This is a problem when the parametric
--scroll list sets up an entry and then queries its height right afterwards, before the height is resolved. For this reason, when label height is the
--determining factor for the height of an entry, we replace the GetHeight function with our own function that uses GetTextHeight (which does resolve
--instantly). The GetHeight function should be able to compute what the height of the entry will be.
do
    local function ComputeHeightFromStackedLabels(control)
        local height = control.label:GetTextHeight()
        if control.numSubLabels then
            for i = 1, control.numSubLabels do
                local subLabelControl = control:GetNamedChild("SubLabel"..i)
                if not subLabelControl:IsControlHidden() then
                    height = height + subLabelControl:GetTextHeight()
                else
                    break
                end
            end
        end
        return height
    end
    end
end
do
    local function ComputeHeightFromLabelOnly(control)
        return control.label:GetTextHeight()
    end
    end
end
do
    local function ComputeHeightFromLabelAndStatusBar(control)
        local height = 0
        if control.label then
            height = height + control.label:GetTextHeight()
        end
        if not control.barContainer:IsControlHidden() then
            height = height + control.barContainer:GetHeight()
        end
        return height
    end
        -- Don't override the GetHeight functionality if their's no bar container to affect the height
        if control.barContainer then
        end
    end
end
--Setup Subfunctions
local function ZO_SharedGamepadEntryLabelSetup(label, data, selected)
    if label then
        if data.fontScaleOnSelection then 
            SetMenuEntryFontFace(label, selected)
        end
        if data.modifyTextType then
            label:SetModifyTextType(data.modifyTextType)
        end
        label:SetText(data.text)
        local labelColor = data:GetNameColor(selected)
        if type(labelColor) == "function" then
            labelColor = labelColor(data)
        end
        label:SetColor(labelColor:UnpackRGBA())
        if ZO_ItemSlot_SetupTextUsableAndLockedColor then -- Not available pre-game.
            ZO_ItemSlot_SetupTextUsableAndLockedColor(label, data.meetsUsageRequirements)
        end
    end
end
local PRESERVE_PREVIOUS_COOLDOWN = true
local OVERWRITE_PREVIOUS_COOLDOWN = false
local USE_LEADING_EDGE = true
local DONT_USE_LEADING_EDGE = false
function ZO_SharedGamepadEntry_Cooldown(control, remaining, duration, cooldownType, timeType, useLeadingEdge, alpha, desaturation, preservePreviousCooldown)
    local inCooldownNow = remaining > 0 and duration > 0
    if inCooldownNow then
        local timeLeftOnPreviousCooldown = control.cooldown:GetTimeLeft()
        if not preservePreviousCooldown or timeLeftOnPreviousCooldown == 0 then
            control.cooldown:SetDesaturation(desaturation)
            control.cooldown:SetAlpha(alpha)
            control.cooldown:StartCooldown(remaining, duration, cooldownType, timeType, useLeadingEdge)
        end
    else
        control.cooldown:ResetCooldown()
    end
    control.cooldown:SetHidden(not inCooldownNow)
end
    if control.cooldown then
        local remaining = data:GetCooldownTimeRemainingMs()
        local duration = data:GetCooldownDurationMs()
        control.inCooldown = (remaining > 0) and (duration > 0)
        control.cooldown:SetTexture(data.cooldownIcon or "EsoUI/Art/Miscellaneous/timer_64.dds")
        
        if data.cooldownIcon then
            control.cooldown:SetFillColor(ZO_SELECTED_TEXT:UnpackRGBA())
            control.cooldown:SetVerticalCooldownLeadingEdgeHeight(4)
            ZO_SharedGamepadEntry_Cooldown(control, remaining, duration, CD_TYPE_VERTICAL_REVEAL, CD_TIME_TYPE_TIME_UNTIL, USE_LEADING_EDGE, 1, 1, PRESERVE_PREVIOUS_COOLDOWN)
        else
            ZO_SharedGamepadEntry_Cooldown(control, remaining, duration, CD_TYPE_RADIAL, CD_TIME_TYPE_TIME_UNTIL, DONT_USE_LEADING_EDGE, 0.85, 0, OVERWRITE_PREVIOUS_COOLDOWN)
        end
    end
end
local function ZO_SharedGamepadEntryBarSetup(control, data, selected)
    local barContainer = control.barContainer
    if barContainer then
        if data.barMax then
            local barMin = data.barMin or 0
            barContainer:SetMinMax(barMin, data.barMax)
            if data.barValue then
                barContainer:SetValue(data.barValue)
            end
        end
        if data.showBarEvenWhenUnselected then
            barContainer:SetHidden(false)
        else
            barContainer:SetHidden(not selected)
        end
    end
end
local USE_LOWERCASE_NUMBER_SUFFIXES = false
local function ZO_SharedGamepadEntryIconSetup(icon, stackCountLabel, subStatusIcon, data, selected)
    if icon then
        if data.iconUpdateFn then
            data.iconUpdateFn()
        end
        --multi-icons control their own alpha, don't set it directly on the icon if you're using a multi-icon
        local numIcons = data:GetNumIcons()
        icon:SetMaxAlpha(data.maxIconAlpha)
        icon:ClearIcons()
        if numIcons > 0 then
            for i = 1, numIcons do
                local iconTexture = data:GetIcon(i, selected)
                icon:AddIcon(iconTexture)
            end
            icon:Show()
            if data.iconDesaturation then
                icon:SetDesaturation(data.iconDesaturation)
            end
            if data.textureSampleProcessingWeights then
                for type, weight in pairs(data.textureSampleProcessingWeights) do
                    icon:SetTextureSampleProcessingWeight(type, weight)
                end
            end
            if stackCountLabel then
                local stackCount = data.stackCount
                if stackCount and stackCount > 1 then
                    stackCountLabel:SetText(zo_strformat(SI_NUMBER_FORMAT, ZO_AbbreviateNumber(stackCount, NUMBER_ABBREVIATION_PRECISION_TENTHS, USE_LOWERCASE_NUMBER_SUFFIXES)))
                else
                    stackCountLabel:SetText("")
                end
            end
            if subStatusIcon then
                subStatusIcon:ClearIcons()
                if data.isPlayerLocked then
                    subStatusIcon:AddIcon(ZO_GAMEPAD_LOCKED_ICON_32)
                end
                if data.isBoPTradeable then
                    subStatusIcon:AddIcon(ZO_TRADE_BOP_ICON)
                end
                subStatusIcon:Show()
            end
            ZO_SharedGamepadEntryIconColorize(icon, data, selected)
        end
    end
end
function ZO_SharedGamepadEntryIconColorize(icon, data, selected)
    local r, g, b = 1, 1, 1
    if data.enabled then
        if selected and data.selectedIconTint then
            r, g, b = data.selectedIconTint:UnpackRGBA()
        elseif (not selected) and data.unselectedIconTint then
            r, g, b = data.unselectedIconTint:UnpackRGBA()
        end
    else
        if selected and data.selectedIconDisabledTint then
            r, g, b = data.selectedIconDisabledTint:UnpackRGBA()
        elseif (not selected) and data.unselectedIconDisabledTint then
            r, g, b = data.unselectedIconDisabledTint:UnpackRGBA()
        end
    end
    if data.meetsUsageRequirement == false then
        icon:SetColor(r, 0, 0, icon:GetControlAlpha())
    else 
        icon:SetColor(r, g, b, icon:GetControlAlpha())
    end
end
local function ZO_SharedGamepadEntryStatusIndicatorSetup(statusIndicator, data)
    if statusIndicator then
        --multi-icons control their own alpha, don't set it directly on the icon if you're using a multi-icon
        statusIndicator:ClearIcons()
        
        if data.overrideStatusIndicatorIcons then
            for _, iconTexture in ipairs(data.overrideStatusIndicatorIcons) do
                statusIndicator:AddIcon(iconTexture)
            end
            statusIndicator:Show()
            return -- Don't show other multi-icons
        end
        
        if data.isEquippedInCurrentCategory then
            statusIndicator:AddIcon(EQUIPPED_THIS_SLOT_TEXTURE)
        elseif data.isEquippedInAnotherCategory then
            statusIndicator:AddIcon(EQUIPPED_OTHER_SLOT_TEXTURE)
        end
        if data.isHiddenByWardrobe then
            statusIndicator:AddIcon(ITEM_IS_HIDDEN_TEXTURE)
        end
        if data:IsNew() and data.enabled then
            statusIndicator:AddIcon(ZO_GAMEPAD_NEW_ICON_32)
        end
        if data.stolen then
            statusIndicator:AddIcon(STOLEN_ICON_TEXTURE)
        end
        if data.isGemmable then
            statusIndicator:AddIcon(ZO_Currency_GetPlatformCurrencyIcon(CURT_CROWN_GEMS))
        end
        if data.isMailAttached then
            statusIndicator:AddIcon(MAIL_ATTACHED_TEXTURE)
        end
        if data.isTradeItem then
            statusIndicator:AddIcon(TRADE_ITEM_TEXTURE)
        end
        if data.isEarnedAchievement then
            statusIndicator:AddIcon(ACHIEVEMENT_EARNED_TEXTURE)
        end
        if data:CanLevel() then
            statusIndicator:AddIcon(CAN_LEVEL_TEXTURE)
        end
        if data.isSkillTrainable then
            statusIndicator:AddIcon(UPGRADE_SKILL_TEXTURE)
        end
        
        if data.isAssisted then
            statusIndicator:AddIcon(ASSISTED_TEXTURE)
        end
        if data.isChannelActive then
            statusIndicator:AddIcon(SPEAKER_TEXTURE)
        end
        if data.isSelected then
            statusIndicator:AddIcon(SELECTED_TEXTURE)
        end
        if data.isLocked then
            statusIndicator:AddIcon(ZO_GAMEPAD_LOCKED_ICON_32)
        end
        if data.traitInformation ~= ITEM_TRAIT_INFORMATION_NONE and not data.ignoreTraitInformation then
            statusIndicator:AddIcon(GetPlatformTraitInformationIcon(data.traitInformation))
        end
        if data.isTrackedAntiquity then
            statusIndicator:AddIcon(TRACKED_ANTIQUITY_TEXTURE)
        end
        statusIndicator:Show()
    end
end
local function ZO_SharedGamepadEntrySubLabelsSetup(control, data, selected)
    local numUsedSubLabels = 0
    if data.subLabels and (selected or data.showUnselectedSublabels) then
        local labelColor = data:GetSubLabelColor(selected)
        if type(labelColor) == "function" then
            labelColor = labelColor(data)
        end
        local previousLabelControl
        for _, subLabelTextProvider in ipairs(data.subLabels) do
            local subLabelText
            if type(subLabelTextProvider) == "function" then
                subLabelText = subLabelTextProvider()
            else
                subLabelText = subLabelTextProvider
            end
            if subLabelText and subLabelText ~= "" then
                numUsedSubLabels = numUsedSubLabels + 1
                local labelControlName = "SubLabel"..numUsedSubLabels
                local labelControl = control:GetNamedChild(labelControlName)
                if not labelControl then
                    --Sub Labels are largely created dynamically, but some templates include their own SubLabel1, SubLabel2, etc. We can make use of those
                    --in place of created our own.
                    labelControl = CreateControlFromVirtual(control:GetName()..labelControlName, control, data:GetSubLabelTemplate())
                    if previousLabelControl then
                        labelControl:SetAnchor(TOPLEFT, previousLabelControl, BOTTOMLEFT)
                        labelControl:SetAnchor(TOPRIGHT, previousLabelControl, BOTTOMRIGHT)
                    else
                        labelControl:SetAnchor(TOPLEFT, control.label, BOTTOMLEFT)
                        labelControl:SetAnchor(TOPRIGHT, control.label, BOTTOMRIGHT)
                    end
                end                
                labelControl:SetText(subLabelText)
                labelControl:SetHidden(false)
                labelControl:SetColor(labelColor:UnpackRGBA())
                previousLabelControl = labelControl
            end
        end
        if #data.subLabels > 0 then
            if not control.numSubLabels then
                control.numSubLabels = 0
            end
            control.numSubLabels = zo_max(control.numSubLabels, numUsedSubLabels)
        end
    end
    if control.numSubLabels then
        for i = numUsedSubLabels + 1, control.numSubLabels do
            control:GetNamedChild("SubLabel"..i):SetHidden(true)
        end
    end
end
--NOTE: This is the beginning of the gamepad template setup refactor.
--The data received by this function is an object defined in ZO_GamepadEntryData,
--creating a new one will get you everything needed for a basic entry.
--To add further visual data you need to define a Initialize helper function
--similar to InitializeInventoryVisualData().
    control.guildName = control:GetNamedChild("GuildName")
    control.guildMaster = control:GetNamedChild("GuildMaster")
    control.membersOnline = control:GetNamedChild("MembersOnline")
    local bankIconContainer = control:GetNamedChild("BankIconContainer")
    if bankIconContainer ~= nil then
        control.bankIcon = bankIconContainer:GetNamedChild("Bank")
    end
    
    local heraldryIconContainer = control:GetNamedChild("HeraldryIconContainer")
    if heraldryIconContainer ~= nil then
        control.heraldryIcon = heraldryIconContainer:GetNamedChild("Heraldry")
    end
    
    local storeIconContainer = control:GetNamedChild("StoreIconContainer")
    if storeIconContainer ~= nil then
        control.tradingHouseIcon = storeIconContainer:GetNamedChild("TradingHouse")
    end
end
--
--This function is intended to only set visual information about the entryData,
--which is should have stored on it from your helper function.
--
--If you find yourself adding something specific to your new system see if it
--can be created in a generic way and added to the GamepadEntryData class.
--For instance control.craftingInfo was turned into a subLabel for
--future use by other systems and Timer/TimerOverlay was turned into control.cooldown
function ZO_SharedGamepadEntry_OnSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
    if data.alphaChangeOnSelection or data.disabled then
        control:SetAlpha(ZO_GamepadMenuEntryTemplate_GetAlpha(selected, data.disabled))
    else
        control:SetAlpha(1)
    end
    
    ZO_SharedGamepadEntryLabelSetup(control.label, data, selected)
    
    ZO_SharedGamepadEntryIconSetup(control.icon, control.stackCountLabel, control.subStatusIcon, data, selected)
    if control.highlight then
        if selected and data.highlight then
            control.highlight:SetTexture(data.highlight)
        end
        control.highlight:SetHidden(not selected or not data.highlight)
    end
    if control.subLabel and data.custom then
        if not selected then
            control.subLabel:SetText(nil)
        else
            control.subLabel:SetText(data.custom)
            local labelColor = data:GetSubLabelColor(selected)
            if type(labelColor) == "function" then
                labelColor = labelColor(data)
            end
            control.subLabel:SetColor(labelColor:UnpackRGBA())
        end
    end
end
--[[ Global Helper Functions ]]--
GAMEPAD_HEADER_DEFAULT_PADDING = 80
GAMEPAD_HEADER_SELECTED_PADDING = -40
GAMEPAD_DEFAULT_POST_PADDING = 16
function SetDefaultColorOnLabel(label, selected)
    local r, g, b = (selected and ZO_SELECTED_TEXT or ZO_DISABLED_TEXT):UnpackRGB()
    label:SetColor(r, g, b, 1)
end
local function SetDefaultColorOnCheckbox(checkbox, selected)
    local r, g, b = (selected and ZO_SELECTED_TEXT or ZO_DISABLED_TEXT):UnpackRGB()
end
do
    local function GetUnselectedToSelectedRatio(unselectedFontName, selectedFontName)
        local _, unselectedSize = _G[unselectedFontName]:GetFontInfo()
        local _, selectedSize = _G[selectedFontName]:GetFontInfo()
        return unselectedSize / selectedSize
    end
    local NORMAL_RATIO
    local SMALL_RATIO
    function SetMenuEntryFontFace(label, selected)
        label:SetFont(selected and NORMAL_FONT_SELECTED or NORMAL_FONT_UNSELECTED)
        if not NORMAL_RATIO then
            NORMAL_RATIO = GetUnselectedToSelectedRatio(NORMAL_FONT_UNSELECTED, NORMAL_FONT_SELECTED)
        end
        if not label.templateFullWidth then
            label.templateFullWidth = label:GetWidth()
        end
        label:SetWidth(selected and label.templateFullWidth or (label.templateFullWidth * NORMAL_RATIO))
    end
    function SetMenuEntrySmallFontFace(label, selected)
        label:SetFont(selected and SMALL_FONT_SELECTED or SMALL_FONT_UNSELECTED)
        if not SMALL_RATIO then
            SMALL_RATIO = GetUnselectedToSelectedRatio(SMALL_FONT_UNSELECTED, SMALL_FONT_SELECTED)
        end
        if not label.templateFullWidth then
            label.templateFullWidth = label:GetWidth()
        end
        label:SetWidth(selected and label.templateFullWidth or (label.templateFullWidth * SMALL_RATIO))
    end
end
function ZO_GamepadMenuEntryTemplate_GetAlpha(selected, disabled)
    if not selected or disabled then
        return 0.64
    else
        return 1
    end
end
function ZO_GamepadMenuEntryTemplate_GetLabelColor(selected, disabled)
    if disabled and selected then
        return ZO_GAMEPAD_DISABLED_SELECTED_COLOR
    elseif disabled and not selected then
        return ZO_GAMEPAD_DISABLED_UNSELECTED_COLOR
    elseif not disabled and selected then
        return ZO_GAMEPAD_SELECTED_COLOR
    elseif not disabled and not selected then
        return ZO_GAMEPAD_UNSELECTED_COLOR
    end
end
function SharedGamepadEntryTemplateSetup(control, text, pressedTexture, normalTexture, highlightTexture, selected, activated, stackCount)
    if text then
        control.label:SetText(text)
    end
    if control.label then
        SetDefaultColorOnLabel(control.label, selected)
    end
    if control.icon then
        if pressedTexture and normalTexture then
            control.icon:SetHidden(false)
            control.icon:SetTexture(selected and pressedTexture or normalTexture)
        else
            control.icon:SetHidden(true)
        end
        if control.stackCountLabel then
            if stackCount and stackCount > 1 then
                control.stackCountLabel:SetText(stackCount)
            else
                control.stackCountLabel:SetText("")
            end
        end
    end
    if control.highlight then
        if selected and highlightTexture then
            control.highlight:SetTexture(highlightTexture)
        end
        control.highlight:SetHidden(not selected or not highlightTexture)
    end
end
function ZO_GamepadMenuEntryTemplate_Setup(control, text, pressedTexture, normalTexture, highlightTexture, selected, activated, stackCount)
    SharedGamepadEntryTemplateSetup(control, text, pressedTexture, normalTexture, highlightTexture, selected, activated, stackCount)
    SetMenuEntryFontFace(control.label, selected)
end
    if not control.focusedChangedAnimation then
        control.focusedChangedAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("GamepadMenuEntryFocusedAnimation", control)
    end
    
    if activated then
        control.focusedChangedAnimation:PlayForward()
    else
        control.focusedChangedAnimation:PlayBackward()
    end
end
end
-- Checkbox
    offsetX = offsetX or 0
    control.checkBox = control:GetNamedChild("CheckBox")
    control.label = control:GetNamedChild("Label")
    local labelOffsetX = select(5, control.label:GetAnchor(0))
    control.label:SetWidth(ZO_GAMEPAD_CONTENT_WIDTH - control.checkBox:GetWidth() - labelOffsetX - offsetX)
    control.GetHeight = function(control)
        return zo_max(control.checkBox:GetHeight(), control.label:GetTextHeight())
    end
end
function ZO_GamepadCheckBoxTemplate_Setup(control, data, selected, selectedDuringRebuild, enabled, activated)
    local text = data.text
    if type(text) == "function" then
        text = text(data)
    end
    control.label:SetText(text)
    SetDefaultColorOnCheckbox(control, selected)
    control.checkBox.toggleFunction = data.setChecked
    if data.checked ~= nil then
        local checked = data.checked
        if type(checked) == "function" then
            checked = checked(data)
        end
        if checked == true then
            ZO_CheckButton_SetChecked(control.checkBox)
        else
            ZO_CheckButton_SetUnchecked(control.checkBox)
        end
    end
end
function ZO_GamepadCheckBoxListEntryTemplate_Setup(control, data, selected, selectedDuringRebuild, enabled, activated)
    ZO_GamepadCheckBoxTemplate_Setup(control, data, selected, selectedDuringRebuild, enabled, activated)
    -- labelOffset comes from ZO_GamepadCheckBoxTemplate anchor offset + labels anchor offset set in ZO_CheckButton_SetLabelText()
    -- Need to set the width of dynamically created label control here so long labels dont overrun the list control
    local labelOffset = 35 
    local labelLeft = data.list:GetControl():GetLeft() + labelOffset
    local listRight = data.list:GetControl():GetRight()
    ZO_CheckButton_SetLabelWidth(control.checkBox, listRight - labelLeft)
end
end
    return ZO_CheckButton_IsChecked(control.checkBox)
end
-- Header Label
    control.text = control:GetNamedChild("Label")
end
function ZO_GamepadMenuHeaderTemplate_Setup(control, data, selected, selectedDuringRebuild, enabled, activated)
    -- The header can not be selected, unless explicitly overridden by the user.
    if data.canSelect == nil then
        data.canSelect = false 
    end
    -- Set the header's text. If it is a function, call it and use it's return value.
    local text = data.text or ""
    if type(text) == "function" then
        text = text(data)
    end
    if text then
        control.text:SetText(text)
    end
    -- Set the header's text color. If it is a function, call it and use it's return value.
    local color = data.color
    if type(color) == "function" then
        color = color(data)
    end
    if color then
        if type(color) == "table" then
            control.text:SetColor(unpack(color))
        else
            control.text:SetColor(color)
        end
    end
end
end
function ZO_GamepadTabBarTemplate_Setup(control, data, selected, selectedDuringRebuild, enabled, activated)
    if data.canSelect == nil then
        data.canSelect = true
    end
    ZO_GamepadMenuHeaderTemplate_Setup(control, data, selected, selectedDuringRebuild, enabled, activated)
    SetDefaultColorOnLabel(control.text, selected)
end
--[[ Pip Code ]]--
ZO_GamepadPipCreator = ZO_Object:Subclass()
function ZO_GamepadPipCreator:New(control, drawLayer)
    local pipCreator = ZO_Object.New(self)
    pipCreator.control = control
    pipCreator.pool = ZO_ControlPool:New("ZO_GamepadTabBarPip", control)
    pipCreator.drawLayer = drawLayer
    return pipCreator
end
local PIP_WIDTH = 32 --This is the width taken up by a pip in the control. It is independent of whatever size dds is being used
function ZO_GamepadPipCreator:RefreshPips(numPips, activePipIndex)
    self.pool:ReleaseAllObjects()
    if (not numPips) or (numPips == 0) then
        return
    end
    for i = 1,numPips do
        local pip = self.pool:AcquireObject()
        pip:SetParent(self.control)
        pip:SetAnchor(CENTER, self.control, CENTER, (i - 1 - (numPips - 1) / 2) * PIP_WIDTH, 0)
        local active = (activePipIndex == i)
        pip:GetNamedChild("Active"):SetHidden(not active)
        pip:GetNamedChild("Inactive"):SetHidden(active)
        if self.drawLayer then
            pip:GetNamedChild("Active"):SetDrawLayer(self.drawLayer)
            pip:GetNamedChild("Inactive"):SetDrawLayer(self.drawLayer)
        end
    end
end
function ZO_GetPlatformTemplate(baseTemplate)
    return IsInGamepadPreferredMode() and baseTemplate.."_Gamepad_Template" or baseTemplate.."_Keyboard_Template"
end
function ZO_GamepadDefaultHorizontalListEntrySetup(control, data, selected, reselectingDuringRebuild, enabled, selectedFromParent)
    
    local color = selectedFromParent and ZO_SELECTED_TEXT or ZO_DISABLED_TEXT
end
    self.GetHeight = function(control)
        return control.label:GetTextHeight() + control.horizontalListControl:GetHeight()
    end
    self.label = self:GetNamedChild("Name")
    self.horizontalListControl = self:GetNamedChild("HorizontalList")
    self.horizontalListObject = ZO_HorizontalScrollList_Gamepad:New(self.horizontalListControl, "ZO_GamepadHorizontalListEntry", 1, setupFunction, equalityFunction)
    self.horizontalListObject:SetAllowWrapping(true)
end