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ESO Lua File v101044

ingame/group/gamepad/zo_groupmenu_gamepad.lua

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----------------------------------
--Group Menu Gamepad
----------------------------------
local ZO_GroupMenu_Gamepad = ZO_Gamepad_ParametricList_Screen:Subclass()
local MENU_ENTRY_TYPE_ROLES = 1
local MENU_ENTRY_TYPE_CURRENT_GROUP = 2
local MENU_ENTRY_TYPE_DUNGEON_DIFFICULTY = 3
local MENU_ENTRY_TYPE_INVITE_PLAYER = 4
local MENU_ENTRY_TYPE_INVITE_FRIEND = 5
local MENU_ENTRY_TYPE_LEAVE_GROUP = 6
local MENU_ENTRY_TYPE_DISBAND_GROUP = 7
local MENU_ENTRY_TYPE_READY_CHECK = 8
local MENU_ENTRY_TYPE_LEAVE_INSTANCE = 9
local CATEGORY_HEADER_TEMPLATE = "ZO_GamepadMenuEntryHeaderTemplate"
local MENU_ENTRY_TEMPLATE = "ZO_GamepadMenuEntryTemplate"
--Initialization
function ZO_GroupMenu_Gamepad:Initialize(control)
    --Order matters. We need to initialize the scene before the parametric list screen
    GAMEPAD_GROUP_SCENE = ZO_Scene:New("gamepad_groupList", SCENE_MANAGER)
    local UNUSED_ACTIVATE_ON_SHOW = nil
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, UNUSED_ACTIVATE_ON_SHOW, GAMEPAD_GROUP_SCENE)
    ZO_GamepadGenericHeader_SetDataLayout(self.header, ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER)
end
function ZO_GroupMenu_Gamepad:PerformDeferredInitialization()
    if self.isInitialized then return end
    
    local headerData =
    {
        titleText = GetString(SI_MAIN_MENU_GROUP),
    }
    self.headerData = headerData
    self.currentFragmentGroup = nil
    self.menuEntries[MENU_ENTRY_TYPE_CURRENT_GROUP].fragmentGroup = { GROUP_LIST_GAMEPAD:GetListFragment(), GAMEPAD_NAV_QUADRANT_2_3_4_BACKGROUND_FRAGMENT }
    self.isInitialized = true
end
function ZO_GroupMenu_Gamepad:InitializeKeybindDescriptors()
    --Main list
    local DIFFICULTY_NORMAL_INDEX = 1
    local DIFFICULTY_VETERAN_INDEX = 2
    self.keybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Select
        {
            name = function()
                return GetString(SI_GAMEPAD_SELECT_OPTION)
            end,
            keybind = "UI_SHORTCUT_PRIMARY",
            visible = function()
                local data = self:GetMainList():GetTargetData()
                local type = data.type
                if type == MENU_ENTRY_TYPE_DUNGEON_DIFFICULTY then
                    local isPlayerChampion = CanUnitGainChampionPoints("player")
                    if not isPlayerChampion then
                        return false
                    end
                    local isAnyGroupMemberInDungeon = IsAnyGroupMemberInDungeon()
                    return not IsInLFGGroup() and not isAnyGroupMemberInDungeon and IsUnitSoloOrGroupLeader("player")
                elseif type == MENU_ENTRY_TYPE_CURRENT_GROUP then
                    return GetGroupSize() > 0
                end
                return true
            end,
            enabled = function()
                local data = self:GetMainList():GetTargetData()
                if type(data.enabled) == "function" then
                    return data.enabled()
                end
                return data.enabled
            end,
            callback = function()
                local data = self:GetMainList():GetTargetData()
                local type = data.type
                if type == MENU_ENTRY_TYPE_DUNGEON_DIFFICULTY then
                    self:DeactivateCurrentList()
                    self.dungeonDifficultyDropdown:Activate()
                    self.dungeonDifficultyDropdown:SetHighlightedItem(ZO_GetEffectiveDungeonDifficulty() == DUNGEON_DIFFICULTY_VETERAN and DIFFICULTY_VETERAN_INDEX or DIFFICULTY_NORMAL_INDEX)
                elseif type == MENU_ENTRY_TYPE_CURRENT_GROUP then
                    self:SelectGroupList(SOUNDS.GAMEPAD_MENU_FORWARD)
                elseif type == MENU_ENTRY_TYPE_INVITE_PLAYER then
                    if ZO_IsPlaystationPlatform() then
                        ZO_ShowConsoleInviteToGroupFromUserListSelector()
                    else
                        ZO_Dialogs_ShowGamepadDialog("GAMEPAD_GROUP_INVITE_DIALOG")
                    end
                elseif type == MENU_ENTRY_TYPE_INVITE_FRIEND then
                    ZO_ShowConsoleInviteToGroupFromUserListSelector()
                elseif type == MENU_ENTRY_TYPE_DISBAND_GROUP then
                    ZO_Dialogs_ShowGamepadDialog("GROUP_DISBAND_DIALOG")
                elseif type == MENU_ENTRY_TYPE_LEAVE_GROUP then
                    ZO_Dialogs_ShowGamepadDialog("GROUP_LEAVE_DIALOG")
                elseif type == MENU_ENTRY_TYPE_ROLES then
                    GAMEPAD_GROUP_ROLES_BAR:ToggleSelected()
                elseif type == MENU_ENTRY_TYPE_READY_CHECK then
                    ZO_SendReadyCheck()
                elseif type == MENU_ENTRY_TYPE_LEAVE_INSTANCE then
                    ZO_Dialogs_ShowGamepadDialog("INSTANCE_LEAVE_DIALOG")
                end
            end,
        },
        --My Listing
        {
            name = GetString(SI_GROUP_FINDER_MY_GROUP_LISTING),
            keybind = "UI_SHORTCUT_QUATERNARY",
            visible = function()
                return HasGroupListingForUserType(GROUP_FINDER_GROUP_LISTING_USER_TYPE_CREATED_GROUP_LISTING)
            end,
            callback = function()
                GROUP_FINDER_GAMEPAD:SetMode(ZO_GROUP_FINDER_MODES.MANAGE)
                ZO_ACTIVITY_FINDER_ROOT_GAMEPAD:ShowCategory(GROUP_FINDER_GAMEPAD:GetCategoryData())
            end,
        },
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
end
function ZO_GroupMenu_Gamepad:InitializeEvents()
    local function OnGroupMemberJoined()
        if not self.control:IsControlHidden() then
            self:UpdateMenuList()
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
        end
    end
    local function OnGroupUpdate()
       if not self.control:IsControlHidden() then
            self:UpdateMenuList()
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
        end 
    end
    local function OnGroupMemberLeft(characterName, reason, isLocalPlayer, isLeader)
        if not self.control:IsControlHidden() then
            self:UpdateMenuList()
            if isLocalPlayer then
                self:SelectMenuList()
                ZO_Dialogs_ReleaseAllDialogsOfName("GAMEPAD_SOCIAL_OPTIONS_DIALOG")
            elseif self.selectedGroupMemberData and self.selectedGroupMemberData.rawCharacterName == characterName then
                ZO_Dialogs_ReleaseAllDialogsOfName("GAMEPAD_SOCIAL_OPTIONS_DIALOG")
            end
            if self:IsCurrentList(self:GetMainList()) then
                KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
            end
        end
    end
    local function OnLeaderUpdate()
        if not self.control:IsControlHidden() then
            self:UpdateMenuList()
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
            ZO_Dialogs_ReleaseAllDialogsOfName("GAMEPAD_SOCIAL_OPTIONS_DIALOG")
        end
    end
    local function OnGroupMemberConnectedStatus(unitTag, isOnline)
        if not self.control:IsControlHidden() then
            if ZO_Group_IsGroupUnitTag(unitTag) then
                if self.selectedGroupMemberData and self.selectedGroupMemberData.unitTag == unitTag then
                    ZO_Dialogs_ReleaseAllDialogsOfName("GAMEPAD_SOCIAL_OPTIONS_DIALOG")
                end
            end
        end
    end
    local function OnGroupVeteranDifficultyChanged()
        if not self.control:IsControlHidden() then
            self:UpdateMenuList()
        end
    end
    local function OnChampionPointsChanged(unitTag, championPoints)
        if not self.control:IsControlHidden() then
            if ZO_Group_IsGroupUnitTag(unitTag) or unitTag == "player" then
                self:UpdateMenuList()
                KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
            end
        end
    end
    local function OnZoneUpdate(unitTag, newZone)
        if not self.control:IsControlHidden() then
            if ZO_Group_IsGroupUnitTag(unitTag) or unitTag == "player" then
                self:UpdateMenuList()
                KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
            end
        end
    end
    
    --If we removed our created group listing while in this list, we need to refresh the keybinds
    local function OnGroupListingRemoved(result)
        if not self.control:IsControlHidden() then
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
        end
    end
    self.control:RegisterForEvent(EVENT_GROUP_MEMBER_JOINED, OnGroupMemberJoined)
    self.control:RegisterForEvent(EVENT_GROUP_MEMBER_LEFT, function(eventCode, ...) OnGroupMemberLeft(...) end)
    self.control:RegisterForEvent(EVENT_GROUP_UPDATE, OnGroupUpdate)
    self.control:RegisterForEvent(EVENT_LEADER_UPDATE, OnLeaderUpdate)
    self.control:RegisterForEvent(EVENT_GROUP_MEMBER_CONNECTED_STATUS, function(eventCode, ...) OnGroupMemberConnectedStatus(...) end)
    self.control:RegisterForEvent(EVENT_GROUP_VETERAN_DIFFICULTY_CHANGED, OnGroupVeteranDifficultyChanged)
    self.control:RegisterForEvent(EVENT_VETERAN_DIFFICULTY_CHANGED, function(eventCode,...) OnGroupVeteranDifficultyChanged(...) end)
    self.control:RegisterForEvent(EVENT_CHAMPION_POINT_UPDATE, function(eventCode, ...) OnChampionPointsChanged(...) end)
    self.control:RegisterForEvent(EVENT_ZONE_UPDATE, function(eventCode, ...) OnZoneUpdate(...) end)
    self.control:RegisterForEvent(EVENT_GROUP_FINDER_REMOVE_GROUP_LISTING_RESULT, function(_, ...) OnGroupListingRemoved(...) end)
end
--List updates
function ZO_GroupMenu_Gamepad:UpdateMenuList()
    if self.dungeonDifficultyDropdown then
        self.dungeonDifficultyDropdown:Deactivate()
    end
    local wasInGroupList = GROUP_LIST_GAMEPAD.isActive
    local list = self:GetMainList()
    list:Clear()
    local playerIsLeader = IsUnitGroupLeader("player")
    local groupSize = GetGroupSize()
    local groupActionEntries = {}
    list:AddEntry(MENU_ENTRY_TEMPLATE, self.menuEntries[MENU_ENTRY_TYPE_ROLES])
    list:AddEntry(MENU_ENTRY_TEMPLATE, self.menuEntries[MENU_ENTRY_TYPE_CURRENT_GROUP])
    list:AddEntryWithHeader("ZO_GroupMenuGamepadDungeonDifficultyEntry", self.menuEntries[MENU_ENTRY_TYPE_DUNGEON_DIFFICULTY])  
    if IsGroupModificationAvailable() and (groupSize == 0 or (playerIsLeader and groupSize < MAX_GROUP_SIZE_THRESHOLD)) then
        table.insert(groupActionEntries, self.menuEntries[MENU_ENTRY_TYPE_INVITE_PLAYER])
        local platform = GetUIPlatform()
        if platform == UI_PLATFORM_XBOX and GetNumberConsoleFriends() > 0 then
            table.insert(groupActionEntries, self.menuEntries[MENU_ENTRY_TYPE_INVITE_FRIEND])
        end
    end
    if groupSize > 0 then
        table.insert(groupActionEntries, self.menuEntries[MENU_ENTRY_TYPE_LEAVE_GROUP])
        -- GROUP_ELECTION_TYPE_GENERIC_UNANIMOUS matches what ZO_SendReadyCheck uses
        local expectedResult = GetExpectedGroupElectionResult(GROUP_ELECTION_TYPE_GENERIC_UNANIMOUS)
        if expectedResult ~= GROUP_ELECTION_FAILURE_IN_BATTLEGROUND then
            table.insert(groupActionEntries, self.menuEntries[MENU_ENTRY_TYPE_READY_CHECK])
        end
    end
    if playerIsLeader and IsGroupModificationAvailable() and not DoesGroupModificationRequireVote() then
        table.insert(groupActionEntries, self.menuEntries[MENU_ENTRY_TYPE_DISBAND_GROUP])
    end
    if CanExitInstanceImmediately() then
        table.insert(groupActionEntries, self.menuEntries[MENU_ENTRY_TYPE_LEAVE_INSTANCE])
    end
    for i, entry in ipairs(groupActionEntries) do
        if i == 1 then
            entry:SetHeader(GetString(SI_GAMEPAD_GROUP_ACTIONS_MENU_HEADER))
            list:AddEntryWithHeader(MENU_ENTRY_TEMPLATE, entry)
        else
            list:AddEntry(MENU_ENTRY_TEMPLATE, entry)
        end
    end
    list:Commit()
    --Changing the menu deactivates the list fragment, so we'll need to reactivate it
    if wasInGroupList then
        self:SelectGroupList()
    end
end
function ZO_GroupMenu_Gamepad:SelectMenuList()
    GROUP_LIST_GAMEPAD:Deactivate()
    GAMEPAD_GROUP_ROLES_BAR:SetIsManuallyDimmed(false)
end
function ZO_GroupMenu_Gamepad:SelectGroupList(sound)
    GAMEPAD_GROUP_ROLES_BAR:SetIsManuallyDimmed(true)
    GROUP_LIST_GAMEPAD:Activate()
    PlaySound(sound)
end
--ZO_Gamepad_ParametricList_Screen overrides
function ZO_GroupMenu_Gamepad:OnStateChanged(oldState, newState)
    if newState == SCENE_SHOWING then
        self:UpdateMenuList()
        self:SelectMenuList()
        SCENE_MANAGER:AddFragment(GAMEPAD_GROUP_ROLES_FRAGMENT)
        TriggerTutorial(TUTORIAL_TRIGGER_YOUR_GROUP_OPENED)
    elseif newState == SCENE_HIDDEN then
        self:DisableCurrentList()
        if self.currentFragmentGroup then
            SCENE_MANAGER:RemoveFragmentGroup(self.currentFragmentGroup)
        end
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
        GROUP_LIST_GAMEPAD:Deactivate()
        SCENE_MANAGER:RemoveFragment(GAMEPAD_GROUP_ROLES_FRAGMENT)
        GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP)
    end
end
function ZO_GroupMenu_Gamepad:SetupList(list)
    local function CreateListEntry(textEnum, type, iconUp, iconDown, iconOver)
        local newEntry = ZO_GamepadEntryData:New(GetString(textEnum), iconUp, iconDown, iconOver)
        newEntry.type = type
        newEntry:SetIconTintOnSelection(true)
        return newEntry
    end
    
    local function CreateDifficultyListEntry(textEnum, type, normalIcon, veteranIcon)
        local entry = CreateListEntry(textEnum, type, normalIcon)
        entry.normalIcon = normalIcon
        entry.veteranIcon = veteranIcon
        entry.enabled = function()
            local canChangeDifficulty, reason = CanPlayerChangeGroupDifficulty()
            return canChangeDifficulty, GetString("SI_GROUPDIFFICULTYCHANGEREASON", reason)
        end
        return entry
    end
    --Dungeon Difficulty Dropdown Entry
    local function OnDeactivatedDungeonDifficulty()
        self:ActivateCurrentList()
    end
    local function UpdateDifficultyIcon(icon, isVeteran, normalIcon, veteranIcon)
        icon:ClearIcons()
        icon:AddIcon(isVeteran and veteranIcon or normalIcon)
        icon:Show()
    end
    local function OnSelectedDungeonDifficulty(comboBox, name, entry, selectionChange)
        SetVeteranDifficulty(entry.isVeteran)
        --Assuming dificulty change will be a success, will be refreshed when the player receieves a response from the server.
        UpdateDifficultyIcon(comboBox.icon, entry.isVeteran, comboBox.normalIcon, comboBox.veteranIcon)        
    end
    local function SetupDungeonDifficultyEntry(control, data, selected, selectedDuringRebuild, enabled, active)
        ZO_SharedGamepadEntry_OnSetup(control, data, selected, selectedDuringRebuild, enabled, active)
        local isVeteran = ZO_GetEffectiveDungeonDifficulty() == DUNGEON_DIFFICULTY_VETERAN
        UpdateDifficultyIcon(control.icon, isVeteran, data.normalIcon, data.veteranIcon)
        local dropdown = control.dropdown
        self.dungeonDifficultyDropdown = dropdown
        dropdown.icon = control.icon
        dropdown.normalIcon = data.normalIcon
        dropdown.veteranIcon = data.veteranIcon
        dropdown:SetSortsItems(false)
        dropdown:ClearItems()
        local normalEntry = dropdown:CreateItemEntry(GetString(SI_GAMEPAD_GROUP_DUNGEON_MODE_NORMAL), OnSelectedDungeonDifficulty)
        normalEntry.isVeteran = false
        dropdown:AddItem(normalEntry, ZO_COMBOBOX_SUPPRESS_UPDATE)
        local veteranEntry = dropdown:CreateItemEntry(GetString(SI_GAMEPAD_GROUP_DUNGEON_MODE_VETERAN), OnSelectedDungeonDifficulty)
        veteranEntry.isVeteran = true
        dropdown:AddItem(veteranEntry, ZO_COMBOBOX_SUPPRESS_UPDATE)
        dropdown:UpdateItems()
        local selectedString = isVeteran and SI_GAMEPAD_GROUP_DUNGEON_MODE_VETERAN or SI_GAMEPAD_GROUP_DUNGEON_MODE_NORMAL
        dropdown:SetSelectedItemText(GetString(selectedString))
    end
    --Menu
    local function UpdateTooltipText(menuEntryType)
        if menuEntryType == MENU_ENTRY_TYPE_DUNGEON_DIFFICULTY then
            GAMEPAD_TOOLTIPS:LayoutDungeonDifficultyTooltip(GAMEPAD_LEFT_TOOLTIP)
        else
            GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
        end
    end
    local function OnSelectedMenuEntry(_, selectedData)
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
        if self.currentFragmentGroup then
            SCENE_MANAGER:RemoveFragmentGroup(self.currentFragmentGroup)
        end
        self.currentFragmentGroup = selectedData.fragmentGroup
        if self.currentFragmentGroup then
            SCENE_MANAGER:AddFragmentGroup(self.currentFragmentGroup)
        end
        
        local menuEntryType = selectedData.type
        UpdateTooltipText(menuEntryType)
        if menuEntryType == MENU_ENTRY_TYPE_ROLES then
            GAMEPAD_GROUP_ROLES_BAR:Activate()
        else
            GAMEPAD_GROUP_ROLES_BAR:Deactivate()
        end
    end
    list:AddDataTemplateWithHeader("ZO_GroupMenuGamepadDungeonDifficultyEntry", SetupDungeonDifficultyEntry, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, CATEGORY_HEADER_TEMPLATE)
    GAMEPAD_GROUP_ROLES_BAR:SetupListAnchorsBelowGroupBar(list.control)
    list:SetDefaultSelectedIndex(2) --don't select MENU_ENTRY_TYPE_ROLES by default
    local roleEntry = CreateListEntry("", MENU_ENTRY_TYPE_ROLES)
    roleEntry.narrationText = function(entryData, entryControl)
        return GAMEPAD_GROUP_ROLES_BAR:GetNarrationText() or {}
    end
    --Constant entries
    self.menuEntries = {
        [MENU_ENTRY_TYPE_ROLES] = roleEntry,
        [MENU_ENTRY_TYPE_CURRENT_GROUP] = CreateListEntry(SI_GAMEPAD_GROUP_CURRENT_GROUP, MENU_ENTRY_TYPE_CURRENT_GROUP, "EsoUI/Art/LFG/Gamepad/LFG_menuIcon_currentGroup.dds"),
        [MENU_ENTRY_TYPE_DUNGEON_DIFFICULTY] = CreateDifficultyListEntry("", MENU_ENTRY_TYPE_DUNGEON_DIFFICULTY, ZO_GetGamepadDungeonDifficultyIcon(DUNGEON_DIFFICULTY_NORMAL), ZO_GetGamepadDungeonDifficultyIcon(DUNGEON_DIFFICULTY_VETERAN)),
        [MENU_ENTRY_TYPE_INVITE_PLAYER] = CreateListEntry(SI_GROUP_WINDOW_INVITE_PLAYER, MENU_ENTRY_TYPE_INVITE_PLAYER, "EsoUI/Art/LFG/Gamepad/LFG_menuIcon_invitePlayer.dds"),
        [MENU_ENTRY_TYPE_INVITE_FRIEND] = CreateListEntry(SI_GROUP_WINDOW_INVITE_FRIEND, MENU_ENTRY_TYPE_INVITE_FRIEND, "EsoUI/Art/LFG/Gamepad/LFG_menuIcon_invitePlayer.dds"),
        [MENU_ENTRY_TYPE_LEAVE_GROUP] = CreateListEntry(SI_GROUP_LIST_MENU_LEAVE_GROUP, MENU_ENTRY_TYPE_LEAVE_GROUP),
        [MENU_ENTRY_TYPE_DISBAND_GROUP] = CreateListEntry(SI_GROUP_LIST_MENU_DISBAND_GROUP, MENU_ENTRY_TYPE_DISBAND_GROUP),
        [MENU_ENTRY_TYPE_READY_CHECK] = CreateListEntry(SI_GROUP_LIST_READY_CHECK_BIND, MENU_ENTRY_TYPE_READY_CHECK),
        [MENU_ENTRY_TYPE_LEAVE_INSTANCE] = CreateListEntry(SI_GROUP_MENU_LEAVE_INSTANCE_KEYBIND, MENU_ENTRY_TYPE_LEAVE_INSTANCE),
    }
    self.menuEntries[MENU_ENTRY_TYPE_DUNGEON_DIFFICULTY]:SetHeader(GetString(SI_GAMEPAD_GROUP_DUNGEON_DIFFICULTY))
end
function ZO_GroupMenu_Gamepad:EnableCurrentList()
    ZO_Gamepad_ParametricList_Screen.EnableCurrentList(self)
    
    KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
end
function ZO_GroupMenu_Gamepad:DisableCurrentList()
    self.dungeonDifficultyDropdown:Deactivate()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
    
    ZO_Gamepad_ParametricList_Screen.DisableCurrentList(self)
end
function ZO_GroupMenu_Gamepad:ActivateCurrentList()
    KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
    
    ZO_Gamepad_ParametricList_Screen.ActivateCurrentList(self)
end
function ZO_GroupMenu_Gamepad:DeactivateCurrentList()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
    ZO_Gamepad_ParametricList_Screen.DeactivateCurrentList(self)
end
--XML Calls
    GAMEPAD_GROUP_MENU = ZO_GroupMenu_Gamepad:New(control)
end