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ESO Lua File v101044

ingame/crafting/gamepad/smithingcreation_gamepad.lua

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local GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS = 1
local GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE = 2
local GAMEPAD_SMITHING_CREATION_OPTION_FILTER_QUESTS = 3
local GAMEPAD_SMITHING_TOGGLE_TYPE_STYLE = 1
local optionFilterMaterials =
{
    filterName = GetString(SI_SMITHING_HAVE_MATERIALS),
    filterTooltip = GetString(SI_CRAFTING_HAVE_MATERIALS_TOOLTIP),
    checked = false,
}
local optionFilterKnowledge =
{
    filterName = GetString(SI_SMITHING_HAVE_KNOWLEDGE),
    filterTooltip = GetString(SI_CRAFTING_HAVE_KNOWLEDGE_TOOLTIP),
    checked = false,
}
local optionFilterQuests =
{
    filterName = GetString(SI_SMITHING_IS_QUEST_ITEM),
    filterTooltip = GetString(SI_CRAFTING_IS_QUEST_ITEM_TOOLTIP),
    checked = false,
}
local GAMEPAD_SMITHING_CREATION_OPTION_ACTION_CROWN_STORE = 1
local g_globalActions = 
{
    [GAMEPAD_SMITHING_CREATION_OPTION_ACTION_CROWN_STORE] = 
    {
        actionName = GetString(SI_GAMEPAD_SMITHING_PURCHASE_MORE),
        callback = function()
            ShowMarketAndSearch("", MARKET_OPEN_OPERATION_UNIVERSAL_STYLE_ITEM)
        end,
    }
}
ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y = 3
--[[ SmithingHorizontalScrollList ]]--
ZO_SmithingHorizontalScrollList_Gamepad = ZO_HorizontalScrollList_Gamepad:Subclass()
function ZO_SmithingHorizontalScrollList_Gamepad:New(...)
    return ZO_HorizontalScrollList_Gamepad.New(self, ...)
end
function ZO_SmithingHorizontalScrollList_Gamepad:SetToggleType(type)
    self.toggleType = type
end
function ZO_SmithingHorizontalScrollList_Gamepad:GetToggleType()
    return self.toggleType
end
--[[ ZO_GamepadSmithingCreation ]]--
ZO_GamepadSmithingCreation = ZO_SharedSmithingCreation:Subclass()
function ZO_GamepadSmithingCreation:New(...)
    return ZO_SharedSmithingCreation.New(self, ...)
end
function ZO_GamepadSmithingCreation:Initialize(panelControl, floatingControl, owner, scene)
    local createListControl = panelControl:GetNamedChild("Create")
    ZO_SharedSmithingCreation.Initialize(self, createListControl, owner)
    self.panelControl = panelControl
    self.floatingControl = floatingControl
    self.currentFocus = nil
    self.scrollContainer = panelControl:GetNamedChild("ScrollContainer")
    self.scrollChild = self.scrollContainer:GetNamedChild("ScrollChild")
    scene:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
            self:PerformDeferredInitialization()
            KEYBIND_STRIP:RemoveDefaultExit()
            KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
            local tabBarEntries = self:GenerateTabBarEntries()
            self.focus:Activate()
            self.owner:SetEnableSkillBar(true)
            local savedFilter = self.typeFilter
            local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType(GetCraftingInteractionType())
            local DONT_SHOW_CAPACITY = false
            ZO_GamepadCraftingUtils_SetupGenericHeader(self.owner, titleString, tabBarEntries, DONT_SHOW_CAPACITY)
            ZO_GamepadCraftingUtils_RefreshGenericHeader(self.owner)
            self:SetupTabBar(tabBarEntries, savedFilter)
            self:DirtyAllLists()
            self.refreshGroup:TryClean()
            GAMEPAD_CRAFTING_RESULTS:SetCraftingTooltip(self.resultTooltip)
            GAMEPAD_CRAFTING_RESULTS:SetTooltipAnimationSounds(self:GetCreateTooltipSound())
            self:TriggerUSITutorial()
            local NARRATE_HEADER = true
            SCREEN_NARRATION_MANAGER:QueueFocus(self.focus, NARRATE_HEADER)
        elseif newState == SCENE_HIDDEN then
            GAMEPAD_CRAFTING_RESULTS:SetCraftingTooltip(nil)
            ZO_InventorySlot_RemoveMouseOverKeybinds()
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
            KEYBIND_STRIP:RestoreDefaultExit()
            self.focus:Deactivate()
            self.resultTooltip:SetHidden(true)
            self.interactingWithSameStation = true
            self.owner:SetEnableSkillBar(false)
            ZO_GamepadGenericHeader_Deactivate(self.owner.header)
        end
    end)
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStarted", function()
        if SCENE_MANAGER:IsShowing(scene.name) then
            self.materialQuantitySpinner:Deactivate()
            ZO_GamepadGenericHeader_Deactivate(self.owner.header)
        end
    end)
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", function()
        if SCENE_MANAGER:IsShowing(scene.name) then
            -- only reactivate this right away if it's focused - selecting it will activate it otherwise
            if self.focus:IsFocused(self.materialQuantitySpinner) then
                self:ActivateMaterialQuantitySpinner()
            end
            if self.shouldActivateTabBar then
                ZO_GamepadGenericHeader_Activate(self.owner.header)
            end
            local NARRATE_HEADER = true
            SCREEN_NARRATION_MANAGER:QueueFocus(self.focus, NARRATE_HEADER)
            self:RefreshUniversalStyleItemTooltip()
        end
    end)
end
function ZO_GamepadSmithingCreation:PerformDeferredInitialization()
    if self.keybindStripDescriptor then
        return
    end
    local scrollListControl = ZO_SmithingHorizontalScrollList_Gamepad
    local traitUnknownFont = "ZoFontGamepadCondensed34"
    local notEnoughInInventoryFont = "ZoFontGamepadCondensed34"
    local listSlotTemplate = "ZO_GamepadSmithingListSlot"
    self:InitializeTraitList(scrollListControl, traitUnknownFont, notEnoughInInventoryFont, listSlotTemplate)
    self:InitializeStyleList(scrollListControl, traitUnknownFont, notEnoughInInventoryFont, listSlotTemplate)
    self:InitializePatternList(scrollListControl, listSlotTemplate)
    local CHAMPION_POINT_RANGE_INHERITS_COLOR = true
    local DONT_COLOR_MATERIAL_NAME_WHITE = false
    self:InitializeMaterialList(scrollListControl, ZO_Spinner_Gamepad, listSlotTemplate, CHAMPION_POINT_RANGE_INHERITS_COLOR, DONT_COLOR_MATERIAL_NAME_WHITE)
    self.movementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_VERTICAL)
    self.resultTooltip = self.floatingControl:GetNamedChild("ResultTooltip")
    self.resultTooltip.ClearLines = function(tooltip)
        tooltip.tip:ClearLines()
    end
    local tooltipNarrationInfo = 
    {
        canNarrate = function()
            return not self.resultTooltip:IsHidden()
        end,
        tooltipNarrationFunction = function()
            return self.resultTooltip.tip:GetNarrationText()
        end,
    }
    GAMEPAD_TOOLTIPS:RegisterCustomTooltipNarration(tooltipNarrationInfo)
    self:SetupSavedVars()
    self.styleList:SetToggleType(GAMEPAD_SMITHING_TOGGLE_TYPE_STYLE)
end
do
    local selectedColor = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_SELECTED))
    local disabledColor = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_DISABLED))
    local COLOR_TABLE =
    {
        [true] = selectedColor,
        [false] = disabledColor,
    }
    local function ActivationChangedFuntion(list, activated)
        local parentControl = list:GetControl():GetParent()
        parentControl.selectedLabel:SetColor(COLOR_TABLE[activated]:UnpackRGBA())
    end
    function ZO_GamepadSmithingCreation:SetupListActivationFunctions()
        local lists = { self.patternList, self.materialList, self.styleList, self.traitList }
        for _, entry in ipairs(lists) do
            local NOT_ACTIVATED = false
            ActivationChangedFuntion(entry, NOT_ACTIVATED)
        end
    end
end
function ZO_GamepadSmithingCreation:GenerateTabBarEntries()
    local tabBarEntries = {}
    local function AddTabEntry(filterType)
            local entry = 
            {
                text = GetString("SI_SMITHINGFILTERTYPE", filterType),
                callback = function()
                    self.typeFilter = filterType
                    self:DirtyAllLists()
                    local NARRATE_HEADER = true
                    SCREEN_NARRATION_MANAGER:QueueFocus(self.focus, NARRATE_HEADER)
                end,
                mode = filterType,
            }
            table.insert(tabBarEntries, entry)
        end
    end
    AddTabEntry(SMITHING_FILTER_TYPE_SET_WEAPONS)
    AddTabEntry(SMITHING_FILTER_TYPE_SET_ARMOR)
    AddTabEntry(SMITHING_FILTER_TYPE_SET_JEWELRY)
    AddTabEntry(SMITHING_FILTER_TYPE_WEAPONS)
    AddTabEntry(SMITHING_FILTER_TYPE_ARMOR)
    AddTabEntry(SMITHING_FILTER_TYPE_JEWELRY)
    return tabBarEntries
end
function ZO_GamepadSmithingCreation:SetupTabBar(tabBarEntries, savedFilter)
    if #tabBarEntries == 1 then
        self.typeFilter = tabBarEntries[1].mode
        self.shouldActivateTabBar = false
    else
        self.shouldActivateTabBar = true
        local filterFound = false
        for index, entry in pairs(tabBarEntries) do
            if savedFilter == entry.mode then
                self.typeFilter = savedFilter
                ZO_GamepadGenericHeader_SetActiveTabIndex(self.owner.header, index)
                filterFound = true
                break
            end
        end
        if not filterFound then
            self.typeFilter = tabBarEntries[1].mode
            ZO_GamepadGenericHeader_SetActiveTabIndex(self.owner.header, 1)
        end
    end
end
function ZO_GamepadSmithingCreation:RefreshAvailableFilters(dontReselect)
    self:DirtyAllLists()
end
function ZO_GamepadSmithingCreation:InitializeKeybindStripDescriptors()
    local function ShowUniversalItemKeybind()
        if self.selectedList and self.selectedList:GetToggleType() then
            if self.selectedList:GetToggleType() == GAMEPAD_SMITHING_TOGGLE_TYPE_STYLE then
                return true
            end
        else
            return false
        end
    end
    -- back descriptors for screen / options screen
    local startButton = 
    {
        --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
        name = "Gamepad Smithing Creation Default Exit",
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        keybind = "UI_SHORTCUT_EXIT",
        order = -10000,
        callback = function()
            SCENE_MANAGER:ShowBaseScene()
        end,
        visible = function()
            return not ZO_CraftingUtils_IsPerformingCraftProcess()
        end,
        ethereal = true,
    }
    local backButton = 
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        name = GetString(SI_GAMEPAD_BACK_OPTION),
        keybind = "UI_SHORTCUT_NEGATIVE",
        order = -10000,
        callback = function()
            SCENE_MANAGER:HideCurrentScene()
        end,
        visible = function()
            return not ZO_CraftingUtils_IsPerformingCraftProcess()
        end,
    }
    local toggleTypeButton =
    {
        keybind = "UI_SHORTCUT_PRIMARY",
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        name =  function()
            local universalStyleItemCount = GetCurrentSmithingStyleItemCount(GetUniversalStyleId())
            local universalStyleItemCountString = zo_strformat(GetString(SI_GAMEPAD_SMITHING_UNIVERSAL_STYLE_ITEM_COUNT), universalStyleItemCount)
            if universalStyleItemCount == 0 then
                universalStyleItemCountString = ZO_ERROR_COLOR:Colorize(universalStyleItemCountString)
            end
            return zo_strformat(GetString(SI_GAMEPAD_SMITHING_TOGGLE_UNIVERSAL_STYLE), universalStyleItemCountString)
        end,
        narrationOverrideName = function()
            local universalStyleItemCount = GetCurrentSmithingStyleItemCount(GetUniversalStyleId())
            return zo_strformat(SI_GAMEPAD_SMITHING_TOGGLE_UNIVERSAL_STYLE_NARRATION, universalStyleItemCount)
        end,
        callback = function()
            local haveMaterialChecked = optionFilterMaterials.checked
            local haveKnowledgeChecked = optionFilterKnowledge.checked
            local questOnlyChecked = optionFilterQuests.checked
            self:OnFilterChanged(haveMaterialChecked, haveKnowledgeChecked, not self:GetIsUsingUniversalStyleItem(), questOnlyChecked)
            self:RefreshStyleList()
            self:RefreshUniversalStyleItemTooltip()
        end,
        visible = ShowUniversalItemKeybind
    }
    -- Perform craft
    local craftButton =
    {
        keybind = "UI_SHORTCUT_SECONDARY",
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        gamepadOrder = 1000,
        name = function()
            local cost = GetCostToCraftSmithingItem(self:GetAllCraftingParameters(1))
            return ZO_CraftingUtils_GetCostToCraftString(cost)
        end,
        callback = function()
            self:Create(1)
        end,
        enabled = function()
            return self:ShouldCraftButtonBeEnabled()
        end
    }
    local multiCraftButton =
    {
        name = GetString(SI_GAMEPAD_CRAFT_MULTIPLE),
        keybind = "UI_SHORTCUT_QUATERNARY",
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        gamepadOrder = 1010,
        callback = function()
            local itemLink = GetSmithingPatternResultLink(self:GetResultCraftingParameters())
            ZO_GamepadCraftingUtils_ShowMultiCraftDialog(self, itemLink)
        end,
        enabled = function()
            return self:ShouldMultiCraftButtonBeEnabled()
        end,
    }
    local optionsButton =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        name = GetString(SI_GAMEPAD_CRAFTING_OPTIONS),
        keybind = "UI_SHORTCUT_TERTIARY",
        gamepadOrder = 1030,
        callback = function()
            self:ShowOptionsMenu()
        end,
        visible = function()
            return not ZO_CraftingUtils_IsPerformingCraftProcess()
        end
    }
    local purchaseButton =
    {
        keybind= "UI_SHORTCUT_RIGHT_STICK",
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        gamepadOrder = 1040,
        name = GetString(SI_GAMEPAD_SMITHING_PURCHASE_MORE),
        callback = function()
            ShowMarketAndSearch("", MARKET_OPEN_OPERATION_UNIVERSAL_STYLE_ITEM)
        end,
        visible = ShowUniversalItemKeybind
    }
    self.keybindStripDescriptor = {}
    table.insert(self.keybindStripDescriptor, startButton)
    table.insert(self.keybindStripDescriptor, backButton)
    table.insert(self.keybindStripDescriptor, toggleTypeButton)
    table.insert(self.keybindStripDescriptor, craftButton)
    table.insert(self.keybindStripDescriptor, multiCraftButton)
    table.insert(self.keybindStripDescriptor, optionsButton)
    table.insert(self.keybindStripDescriptor, purchaseButton)
end
function ZO_GamepadSmithingCreation:RefreshUniversalStyleItemTooltip()
    if self.selectedList and self.selectedList:GetToggleType() then
        if self.selectedList:GetToggleType() == GAMEPAD_SMITHING_TOGGLE_TYPE_STYLE then
            if self.savedVars.useUniversalStyleItemChecked then
                GAMEPAD_TOOLTIPS:LayoutUniversalStyleItem(GAMEPAD_LEFT_TOOLTIP, self:GetUniversalStyleItemLink())
            else
                GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
            end
        end
    else
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
    end
end
do
    local ACTIVE = true
    function ZO_GamepadSmithingCreation:InitializeFocusItems()
        self.focus = ZO_GamepadFocus:New(self.control)
        self.activateFocusFunction = function(focus, data)
            self.selectedList = focus
            focus:Activate()
            self:UpdateScrollPanel(focus)
            self:UpdateKeybindStrip()
            self:UpdateBorderHighlight(focus, ACTIVE)
            self:RefreshUniversalStyleItemTooltip()
            SCREEN_NARRATION_MANAGER:QueueFocus(self.focus)
        end
        self.deactivateFocusFunction = function(focus, data)
            focus:Deactivate()
            self:UpdateBorderHighlight(focus, not ACTIVE)
        end
        self.headerNarrationFunction = function()
            return ZO_GamepadGenericHeader_GetNarrationText(self.owner.header, self.owner.headerData)
        end
        self.footerNarrationFunction = function()
            return self.owner:GetFooterNarration()
        end
        self.directionalInputNarrationFunction = function()
            --The material quantity spinner uses a different class than the rest, so we need to check it differently
            if self.focus:IsFocused(self.materialQuantitySpinner) then
                local narrationFunction = self.materialQuantitySpinner:GetAdditionalInputNarrationFunction()
                return narrationFunction()
            end
            if self.selectedList then
                local narrationFunction = self.selectedList:GetAdditionalInputNarrationFunction()
                return narrationFunction()
            end
            return {}
        end
        local patternEntry =
        {
            --Despite its name, control is an object, not a control
            control = self.patternList,
            narrationText = function()
                local narrations = {}
                if self.patternList:IsEmpty() then
                    table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SMITHING_HEADER_ITEM)))
                    table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.patternList:GetNoItemText()))
                else
                    local data = self.patternList.selectedData
                    --Generate the narration for the selected value
                    table.insert(narrations, ZO_FormatSpinnerNarrationText(GetString(SI_SMITHING_HEADER_ITEM), zo_strformat(SI_SMITHING_SELECTED_PATTERN, data.patternName)))
                    --Generate the narration for any extra info
                    if data.numTraitsRequired > 0 then
                        local meetsTraitRequirement = data.numTraitsRequired <= data.numTraitsKnown
                        local extraInfoText
                        if not meetsTraitRequirement then
                            extraInfoText = zo_strformat(SI_SMITHING_SET_NOT_ENOUGH_TRAITS_ERROR, data.numTraitsRequired - data.numTraitsKnown)
                        else
                            extraInfoText = zo_strformat(SI_SMITHING_SET_ENOUGH_TRAITS, data.numTraitsRequired)
                        end
                        table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(extraInfoText))
                    end
                end
                return narrations
            end,
        }
        local materialEntry = 
        {
            --Despite its name, control is an object, not a control
            control = self.materialList,
            narrationText = function()
                local narrations = {}
                if self.materialList:IsEmpty() then
                    table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SMITHING_HEADER_MATERIAL)))
                    table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.materialList:GetNoItemText()))
                else
                    local data = self.materialList.selectedData
                    --Generate the narration for the selected value
                    local formatter = data.isChampionPoint and SI_GAMEPAD_SMITHING_MATERIAL_CHAMPION_POINT_RANGE_NARRATION or SI_SMITHING_MATERIAL_LEVEL_RANGE
                    local materialNameText = data.name
                    table.insert(narrations, ZO_FormatSpinnerNarrationText(GetString(SI_SMITHING_HEADER_MATERIAL), zo_strformat(formatter, materialNameText, data.minCreatesItemOfLevel, data.maxCreatesItemOfLevel)))
                    --Generate the narration for the stack count
                    local stackCount, _, _, meetsRankRequirement = self:GetMaterialInformation(data)
                    table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_GAMEPAD_SMITHING_STACK_COUNT_NARRATION, stackCount)))
                    --Generate the narration for any extra info
                    if not meetsRankRequirement then
                        local craftingRankAbilityId = GetTradeskillLevelPassiveAbilityId(GetCraftingInteractionType())
                        local craftingRankAbilityName = GetAbilityName(craftingRankAbilityId)
                        table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_SMITHING_RANK_TOO_LOW, craftingRankAbilityName, data.rankRequirement)))
                    else
                        local combination = data.combinations[self.materialQuantitySpinner:GetValue()]
                        table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_SMITHING_MATERIAL_REQUIRED, combination.stack, materialNameText)))
                    end
                end
                return narrations
            end,
        }
        local materialQuantityEntry =
        {
            --Despite its name, control is an object, not a control
            control = self.materialQuantitySpinner,
            canFocus = function(item) return not item:GetControl():IsHidden() end,
            activate = function(focus, data)
                self.selectedList = nil
                self:UpdateKeybindStrip()
                self:ActivateMaterialQuantitySpinner()
                self:UpdateScrollPanel(focus)
                self:UpdateBorderHighlight(focus, ACTIVE)
                self:RefreshUniversalStyleItemTooltip()
                SCREEN_NARRATION_MANAGER:QueueFocus(self.focus)
            end,
            narrationText = function()
                local narrations = {}
                if self.materialList:IsEmpty() then
                    --We should never get here, but handle it just in case
                    return narrations
                end
                local data = self.materialList.selectedData
                --Generate the narration for the selected value
                local valueText = self.materialQuantitySpinner:GetFormattedValueText()
                local NO_NAME = nil
                table.insert(narrations, ZO_FormatSpinnerNarrationText(NO_NAME, valueText))
                --Generate the narration for any extra info
                local _, _, _, meetsRankRequirement = self:GetMaterialInformation(data)
                if not meetsRankRequirement then
                    local craftingRankAbilityId = GetTradeskillLevelPassiveAbilityId(GetCraftingInteractionType())
                    local craftingRankAbilityName = GetAbilityName(craftingRankAbilityId)
                    table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_SMITHING_RANK_TOO_LOW, craftingRankAbilityName, data.rankRequirement)))
                else
                    local combination = data.combinations[self.materialQuantitySpinner:GetValue()]
                    table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_SMITHING_MATERIAL_REQUIRED, combination.stack, data.name)))
                end
                return narrations
            end
        }
        local styleEntry = 
        {
            --Despite its name, control is an object, not a control
            control = self.styleList,
            narrationText = function()
                local narrations = {}
                if self.styleList:IsEmpty() then
                    table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SMITHING_HEADER_STYLE)))
                    table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.styleList:GetNoItemText()))
                else
                    local data = self.styleList.selectedData
                    --Generate the narration for the selected value
                    table.insert(narrations, ZO_FormatSpinnerNarrationText(GetString(SI_SMITHING_HEADER_STYLE), data.localizedName))
                    local usesUniversalStyleItem = self:GetIsUsingUniversalStyleItem()
                    --If we are using a crown mimic stone, don't narrate stack count
                    if not usesUniversalStyleItem then
                        local stackCount = GetCurrentSmithingStyleItemCount(data.itemStyleId)
                        table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_GAMEPAD_SMITHING_STACK_COUNT_NARRATION, stackCount)))
                    end
                    --Generate the narration for any extra info
                    local isStyleKnown = IsSmithingStyleKnown(data.itemStyleId, self:GetSelectedPatternIndex())
                    if not isStyleKnown then
                        table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SMITHING_UNKNOWN_STYLE)))
                    else
                        local name = usesUniversalStyleItem and GetString(SI_SMITHING_UNIVERSAL_STYLE_ITEM_NAME) or data.name
                        local NUM_MATERIAL_ITEMS_REQUIRED = "1"
                        table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_SMITHING_MATERIAL_REQUIRED, NUM_MATERIAL_ITEMS_REQUIRED, name)))
                    end
                end
                return narrations
            end,
        }
        local traitEntry = 
        {
            --Despite its name, control is an object, not a control
            control = self.traitList,
            narrationText = function()
                local narrations = {}
                if self.traitList:IsEmpty() then
                    table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SMITHING_HEADER_TRAIT)))
                    table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.traitList:GetNoItemText()))
                else
                    local data = self.traitList.selectedData
                    --Generate the narration for the selected value
                    table.insert(narrations, ZO_FormatSpinnerNarrationText(GetString(SI_SMITHING_HEADER_TRAIT), data.localizedName))
                    --Only narrate the stack count and extra info if the trait type is not none
                    if data.traitType ~= ITEM_TRAIT_TYPE_NONE then
                        --Generate the narration for the stack count
                        local stackCount = GetCurrentSmithingTraitItemCount(data.traitIndex)
                        table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_GAMEPAD_SMITHING_STACK_COUNT_NARRATION, stackCount)))
                        --Generate the narration for any extra info
                        local patternIndex = self:GetSelectedPatternIndex()
                        local isTraitKnown = patternIndex ~= nil and IsSmithingTraitKnownForPattern(patternIndex, data.traitType)
                        if not isTraitKnown then
                            table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SMITHING_TRAIT_MUST_BE_RESEARCHED)))
                        else
                            local NUM_MATERIAL_ITEMS_REQUIRED = "1"
                            table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_SMITHING_MATERIAL_REQUIRED, NUM_MATERIAL_ITEMS_REQUIRED, data.name)))
                        end
                    end
                end
                return narrations
            end,
        }
        self.focusEntryData = { patternEntry, materialEntry, materialQuantityEntry, styleEntry, traitEntry }
        for _, v in pairs(self.focusEntryData) do
            v.activate = v.activate or self.activateFocusFunction
            v.deactivate = self.deactivateFocusFunction
        end
        self.focusEntryDataWithoutStyle = { patternEntry, materialEntry, materialQuantityEntry, traitEntry }
        --Re-narrate the current focus upon closing dialogs
        CALLBACK_MANAGER:RegisterCallback("AllDialogsHidden", function()
            if self.focus:IsActive() then
                local NARRATE_HEADER = true
                SCREEN_NARRATION_MANAGER:QueueFocus(self.focus, NARRATE_HEADER)
            end
        end)
        self:RefreshFocusItems()
    end
    function ZO_GamepadSmithingCreation:RefreshFocusItems(focusIndex)
        local entries
        if self:ShouldIgnoreStyleItems() then
            entries = self.focusEntryDataWithoutStyle
        else
            entries = self.focusEntryData
        end
        self.focus:RemoveAllEntries()
        for _, v in pairs(entries) do
            self.focus:AddEntry(v)
        end
        if focusIndex then
            self.focus:SetFocusByIndex(focusIndex)
        else
            self.focus:SetFocusByIndex(1)
        end
        --Make sure the focus we set is valid
        self.focus:ValidateFocus()
    end
    function ZO_GamepadSmithingCreation:InitializeScrollPanel()
        local create = self.panelControl:GetNamedChild("Create")
        create:SetParent(self.scrollChild)
        create:ClearAnchors()
        create:SetAnchor(TOPLEFT, self.scrollChild, TOPLEFT)
        create:SetAnchor(TOPRIGHT, self.scrollChild, TOPRIGHT)
        self.panelControl:GetNamedChild("ScrollContainerScroll"):SetHandler("OnScrollExtentsChanged", function(...) self:OnScrollExtentsChanged(...) end)
        self:RefreshScrollPanel()
    end
    function ZO_GamepadSmithingCreation:RefreshScrollPanel()
        local lists
        if self:ShouldIgnoreStyleItems() then
            lists = { self.patternList, self.materialList, self.traitList }
        else
            lists = { self.patternList, self.materialList, self.styleList, self.traitList }
        end
        for _, entry in pairs(lists) do
            self:UpdateBorderHighlight(entry, not ACTIVE)
        end
    end
    function ZO_GamepadSmithingCreation:OnRefreshAllLists()
        local traitListControl = self.control:GetNamedChild("TraitList")
        local styleListControl = self.control:GetNamedChild("StyleList")
        traitListControl:ClearAnchors()
        if self:ShouldIgnoreStyleItems() then
            local matListControl = self.control:GetNamedChild("MaterialList")
            traitListControl:SetAnchor(TOPLEFT, matListControl, BOTTOMLEFT, 0, ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y)
            traitListControl:SetAnchor(TOPRIGHT, matListControl, BOTTOMRIGHT, 0, ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y)
            styleListControl:SetHidden(true)
        else
            traitListControl:SetAnchor(TOPLEFT, styleListControl, BOTTOMLEFT, 0, ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y)
            traitListControl:SetAnchor(TOPRIGHT, styleListControl, BOTTOMRIGHT, 0, ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y)
            styleListControl:SetHidden(false)
        end
        self:RefreshScrollPanel()
        local focusIndex = self.focus:GetFocus()
        self:RefreshFocusItems(focusIndex)
    end
end
function ZO_GamepadSmithingCreation:OnScrollExtentsChanged(scroll, horizontalExtents, verticalExtents)
    -- rescroll visible area if necessary
    if verticalExtents > 0 then
        self:UpdateScrollPanel(self.currentFocus)
    end
end
do
    local SCROLL_PADDING_OFFSET = ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y * 2
    function ZO_GamepadSmithingCreation:UpdateScrollPanel(focus)
        self.currentFocus = focus
        local focusControlParent = focus:GetControl():GetParent()
        local scrollTop = self.scrollContainer:GetTop() + SCROLL_PADDING_OFFSET
        local scrollBottom = self.scrollContainer:GetBottom() - SCROLL_PADDING_OFFSET
        local controlTop = focusControlParent:GetTop()
        local controlBottom = focusControlParent:GetBottom()
        local controlHeight = focusControlParent:GetHeight() + ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y
        if controlTop <= scrollTop then
            while controlTop <= scrollTop do
                ZO_ScrollRelative(self.scrollContainer, -controlHeight)
                controlTop = controlTop + controlHeight
            end
        elseif controlBottom >= scrollBottom then
            while controlBottom >= scrollBottom do
                ZO_ScrollRelative(self.scrollContainer, controlHeight)
                controlBottom = controlBottom - controlHeight
            end
        end
    end
end
function ZO_GamepadSmithingCreation:UpdateBorderHighlight(focus, active)
    local focusControlParent = focus:GetControl():GetParent()
    focusControlParent.inactiveBG:SetHidden(active)
    focusControlParent.activeBG:SetHidden(not active)
end
function ZO_GamepadSmithingCreation:UpdateUniversalStyleItemInfo()
    self:SaveFilters()
end
function ZO_GamepadSmithingCreation:InitializeInventoryChangedCallback()
    local function HandleInventoryChanged()
    end
    self.control:RegisterForEvent(EVENT_INVENTORY_FULL_UPDATE, HandleInventoryChanged)
    self.control:RegisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, HandleInventoryChanged)
end
--TODO: Is this function even used?
function ZO_GamepadSmithingCreation:UpdateOptionLeftTooltip(selectedData)
    if selectedData then
        if selectedData.optionType == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE then
            GAMEPAD_TOOLTIPS:LayoutTitleAndDescriptionTooltip(GAMEPAD_LEFT_TOOLTIP, selectedData.text, GetString(SI_CRAFTING_HAVE_KNOWLEDGE_TOOLTIP))
        elseif selectedData.optionType == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS then
            GAMEPAD_TOOLTIPS:LayoutTitleAndDescriptionTooltip(GAMEPAD_LEFT_TOOLTIP, selectedData.text, GetString(SI_CRAFTING_HAVE_MATERIALS_TOOLTIP))
        end
    end
end
function ZO_GamepadSmithingCreation:SetupSavedVars()
    local defaults =
    {
        haveMaterialChecked = false,
        haveKnowledgeChecked = false,
        useUniversalStyleItemChecked = false,
        questsOnlyChecked = false,
    }
    self.savedVars = ZO_SavedVars:New("ZO_Ingame_SavedVariables", 3, "GamepadSmithingCreation", defaults)
    self:AddCheckedStateToOption(GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS, self.savedVars.haveMaterialChecked)
    self:AddCheckedStateToOption(GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE, self.savedVars.haveKnowledgeChecked)
    self:AddCheckedStateToOption(GAMEPAD_SMITHING_CREATION_OPTION_FILTER_QUESTS, self.savedVars.questsOnlyChecked)
    if self.savedVars.haveKnowledgeChecked then
    end
    self:DirtyAllLists()
end
function ZO_GamepadSmithingCreation:AddCheckedStateToOption(option, checkedState)
    if option == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS then
        optionFilterMaterials.checked = checkedState
    elseif option == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE then
        optionFilterKnowledge.checked = checkedState
    elseif option == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_QUESTS then
        optionFilterQuests.checked = checkedState
    end
end
function ZO_GamepadSmithingCreation:ShowOptionsMenu()
    local dialogData = 
    {
        filters = 
        {
            [GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS] = optionFilterMaterials,
            [GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE] = optionFilterKnowledge,
            [GAMEPAD_SMITHING_CREATION_OPTION_FILTER_QUESTS] = optionFilterQuests,
        },
        globalActions = g_globalActions,
        finishedCallback =  function()
            self:SaveFilters()
            GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
        end
    }
    if not self.craftingOptionsDialogGamepad then
        self.craftingOptionsDialogGamepad = ZO_CraftingOptionsDialogGamepad:New()
    end
    self.craftingOptionsDialogGamepad:ShowOptionsDialog(dialogData)
end
function ZO_GamepadSmithingCreation:SaveFilters()
    local haveMaterialChecked = optionFilterMaterials.checked
    local haveKnowledgeChecked = optionFilterKnowledge.checked
    local questOnlyChecked = optionFilterQuests.checked
    local filterChanged = (haveMaterialChecked ~= self.savedVars.haveMaterialChecked) or
                          (haveKnowledgeChecked ~= self.savedVars.haveKnowledgeChecked) or
                          (questOnlyChecked ~= self.savedVars.questsOnlyChecked)
    if filterChanged then
        self.savedVars.haveMaterialChecked = optionFilterMaterials.checked
        self.savedVars.haveKnowledgeChecked = optionFilterKnowledge.checked
        self.savedVars.questsOnlyChecked = optionFilterQuests.checked
        self:OnFilterChanged(haveMaterialChecked, haveKnowledgeChecked, self:GetIsUsingUniversalStyleItem(), questOnlyChecked)
        ZO_SavePlayerConsoleProfile()
    end
end
function ZO_GamepadSmithingCreation:SetupResultTooltip(selectedPatternIndex, selectedMaterialIndex, selectedMaterialQuantity, selectedStyleId, selectedTraitIndex)
    self.resultTooltip.tip:LayoutPendingSmithingItem(selectedPatternIndex, selectedMaterialIndex, selectedMaterialQuantity, selectedStyleId, selectedTraitIndex)
end
function ZO_GamepadSmithingCreation:ActivateMaterialQuantitySpinner()
        self.materialQuantitySpinner:Activate()
    end
end
--Overridden from base
function ZO_GamepadSmithingCreation:OnSelectedPatternChanged(patternData, selectedDuringRebuild)
    ZO_SharedSmithingCreation.OnSelectedPatternChanged(self, patternData, selectedDuringRebuild)
    if not selectedDuringRebuild then
        SCREEN_NARRATION_MANAGER:QueueFocus(self.focus)
    end
end
--Overridden from base
function ZO_GamepadSmithingCreation:OnSelectedMaterialChanged(materialData, selectedDuringRebuild)
    ZO_SharedSmithingCreation.OnSelectedMaterialChanged(self, materialData, selectedDuringRebuild)
    if not selectedDuringRebuild then
        SCREEN_NARRATION_MANAGER:QueueFocus(self.focus)
    end
end
--Overridden from base
function ZO_GamepadSmithingCreation:OnResultParametersChanged()
    ZO_SharedSmithingCreation.OnResultParametersChanged(self)
    --This should handle narrating when changing the selected style, trait, or material level
    SCREEN_NARRATION_MANAGER:QueueFocus(self.focus)
end
do
    local KEYBOARD_TO_GAMEPAD_LOOKUP =
    {
        [SI_SMITHING_SELECTED_PATTERN] = SI_GAMEPAD_SMITHING_SELECTED_PATTERN,
        [SI_SMITHING_MATERIAL_QUANTITY] = SI_GAMEPAD_SMITHING_MATERIAL_QUANTITY,
        [SI_SMITHING_STYLE_DESCRIPTION] = SI_GAMEPAD_SMITHING_STYLE_DESCRIPTION,
        [SI_SMITHING_TRAIT_DESCRIPTION] = SI_GAMEPAD_SMITHING_TRAIT_DESCRIPTION,
        [SI_CRAFTING_UNIVERSAL_STYLE_DESCRIPTION] = SI_GAMEPAD_SMITHING_UNIVERSAL_STYLE_DESCRIPTION,
    }
    function ZO_GamepadSmithingCreation:GetPlatformFormattedTextString(stringId, ...)
        return zo_strformat(KEYBOARD_TO_GAMEPAD_LOOKUP[stringId], ...)
    end
end
function ZO_GamepadSmithingCreation:SetLabelHidden(label, hidden)
    if hidden then
        label:SetText("")
    end
end
function ZO_GamepadSmithingCreation:OnStyleChanged(selectedData)
    ZO_SharedSmithingCreation.OnStyleChanged(selectedData)
    self.patternList:RefreshVisible()
end
function ZO_GamepadSmithingCreation:UpdateKeybindStrip()
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
end