ESO Lua File v100011

common/gamepad/genericheaders/genericheaders.lua

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ZO_GAMEPAD_HEADER_TABBAR_CREATE = true
ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE = false
ZO_GAMEPAD_HEADER_LAYOUTS =
{
--[[
The key/value pairs are arranged beneath the title row as follows:
Screen Header (left pane):
data1Header data1
data2Header data2
data3Header data3
data4Header data4
Content Header (right pane):
data1Header data1 data3Header data3
data2Header data2 data4Header data4
--]]
    DATA_PAIRS_SEPARATE = 1,
--[[
The key/value pairs are arranged beneath the title row as follows:
Screen Header (left pane):
data1Header data1 data2Header data2
data3Header data3 data4Header data4
Content Header (right pane):
data1Header data1 data2Header data2 data3Header data3 data4Header data4
--]]
    DATA_PAIRS_TOGETHER = 2,
--[[
The key/value pairs are arranged beneath the title row as follows:
Screen Header (left pane):
Not defined. Don't use this - it's a special case for the content header.
Content Header (right pane):
data1Header data1 data2Header data2 data3Header data3 data4Header data4
If a data section is not provided, it will be disregarded when it comes to anchoring (data1 will anchor to data3 if there's no data2, etc.)
--]]
    CONTENT_HEADER_DATA_PAIRS_LINKED = 3,
}
ZO_GAMEPAD_HEADER_CONTROLS =
{
    TABBAR          = 1,
    TITLE           = 2,
    CONTEXT_TITLE   = 3,
    CENTER          = 4,
    TITLE_BASELINE  = 5,
    DATA0           = 6,
    DATA0HEADER     = 7,
    DATA1           = 8,
    DATA1HEADER     = 9,
    DATA2           = 10,
    DATA2HEADER     = 11,
    DATA3           = 12,
    DATA3HEADER     = 13,
    DATA4           = 14,
    DATA4HEADER     = 15,
    MESSAGE         = 16,
}
-- Alias the control names to make the code less verbose and more readable.
local TABBAR            = ZO_GAMEPAD_HEADER_CONTROLS.TABBAR
local TITLE             = ZO_GAMEPAD_HEADER_CONTROLS.TITLE
local CONTEXT_TITLE     = ZO_GAMEPAD_HEADER_CONTROLS.CONTEXT_TITLE
local CENTER            = ZO_GAMEPAD_HEADER_CONTROLS.CENTER
local TITLE_BASELINE    = ZO_GAMEPAD_HEADER_CONTROLS.TITLE_BASELINE
local DATA0             = ZO_GAMEPAD_HEADER_CONTROLS.DATA0
local DATA0HEADER       = ZO_GAMEPAD_HEADER_CONTROLS.DATA0HEADER
local DATA1             = ZO_GAMEPAD_HEADER_CONTROLS.DATA1
local DATA1HEADER       = ZO_GAMEPAD_HEADER_CONTROLS.DATA1HEADER
local DATA2             = ZO_GAMEPAD_HEADER_CONTROLS.DATA2
local DATA2HEADER       = ZO_GAMEPAD_HEADER_CONTROLS.DATA2HEADER
local DATA3             = ZO_GAMEPAD_HEADER_CONTROLS.DATA3
local DATA3HEADER       = ZO_GAMEPAD_HEADER_CONTROLS.DATA3HEADER
local DATA4             = ZO_GAMEPAD_HEADER_CONTROLS.DATA4
local DATA4HEADER       = ZO_GAMEPAD_HEADER_CONTROLS.DATA4HEADER
local MESSAGE           = ZO_GAMEPAD_HEADER_CONTROLS.MESSAGE
local DEFAULT_LAYOUT        = ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE
local FIRST_DATA_CONTROL    = ZO_GAMEPAD_HEADER_CONTROLS.DATA0
local LAST_DATA_CONTROL     = ZO_GAMEPAD_HEADER_CONTROLS.MESSAGE
local ROW_OFFSET_Y = 10
local MESSAGE_ROW_OFFSET_Y = 34
local DATA_OFFSET_X = 5
local HEADER_OFFSET_X = 29
local SCREEN_HEADER_DATA_OFFSET_Y = 41
local SCREEN_HEADER_MESSAGE_OFFSET_Y = 14
local CONTENT_HEADER_TITLE_OFFSET_Y = 41
local CONTENT_HEADER_CENTER_OFFSET_Y = 99
local CONTENT_HEADER_DATA0_OFFSET_Y = 51
-- The Anchor class simply wraps a ZO_Anchor object with a target id, which we can later resolve into an actual control.
-- This allows us to specify all anchor data at file scope and resolve the target controls only when needed.
local Anchor = ZO_Object:Subclass()
function Anchor:New(pointOnMe, targetId, pointOnTarget, offsetX, offsetY)
    local object = ZO_Object.New(self)
    object.targetId = targetId
    object.anchor = ZO_Anchor:New(pointOnMe, nil, pointOnTarget, offsetX, offsetY)
    return object
end
local TITLE_BIG_FONT = "ZoFontGamepad54"
local TITLE_SMALL_FONT = "ZoFontGamepad27"
local TITLE_BIG_FONT_HEIGHT = 58
local TITLE_SMALL_FONT_HEIGHT = 30
local SCREEN_HEADER_ANCHORS =
{
    [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE] =
    {
        [DATA1HEADER]   = {Anchor:New(BOTTOMLEFT, TABBAR),                  Anchor:New(BOTTOMRIGHT, TABBAR, BOTTOMRIGHT, 0, SCREEN_HEADER_DATA_OFFSET_Y)},
        [DATA1]         = {Anchor:New(BOTTOMRIGHT, DATA1HEADER)},
        [DATA2HEADER]   = {Anchor:New(TOPLEFT, DATA1HEADER, BOTTOMLEFT),    Anchor:New(TOPRIGHT, DATA1HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y)},
        [DATA2]         = {Anchor:New(BOTTOMRIGHT, DATA2HEADER)},
        [DATA3HEADER]   = {Anchor:New(TOPLEFT, DATA2HEADER, BOTTOMLEFT),    Anchor:New(TOPRIGHT, DATA2HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y)},
        [DATA3]         = {Anchor:New(BOTTOMRIGHT, DATA3HEADER)},
        [DATA4HEADER]   = {Anchor:New(TOPLEFT, DATA3HEADER, BOTTOMLEFT),    Anchor:New(TOPRIGHT, DATA3HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y)},
        [DATA4]         = {Anchor:New(BOTTOMRIGHT, DATA4HEADER)},
        [MESSAGE]       = {Anchor:New(TOPLEFT, TABBAR, BOTTOMLEFT),         Anchor:New(TOPRIGHT, TABBAR, BOTTOMRIGHT, 0, SCREEN_HEADER_MESSAGE_OFFSET_Y)},
    },
    [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER] =
    {
        [DATA1HEADER]   = {Anchor:New(BOTTOMLEFT, TABBAR, BOTTOMLEFT, 0, SCREEN_HEADER_DATA_OFFSET_Y)},
        [DATA1]         = {Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMRIGHT, DATA_OFFSET_X)},
        [DATA2]         = {Anchor:New(BOTTOMRIGHT, TABBAR, BOTTOMRIGHT, 0, SCREEN_HEADER_DATA_OFFSET_Y)},
        [DATA2HEADER]   = {Anchor:New(BOTTOMRIGHT, DATA2, BOTTOMLEFT, -DATA_OFFSET_X)},
        [DATA3HEADER]   = {Anchor:New(TOPLEFT, DATA1HEADER, BOTTOMLEFT, 0, ROW_OFFSET_Y)},
        [DATA3]         = {Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMRIGHT, DATA_OFFSET_X)},
        [DATA4]         = {Anchor:New(TOPRIGHT, DATA2, BOTTOMRIGHT, 0, 4)},
        [DATA4HEADER]   = {Anchor:New(BOTTOMRIGHT, DATA4, BOTTOMLEFT, -DATA_OFFSET_X)},
        [MESSAGE]       = {Anchor:New(TOPLEFT, TABBAR, BOTTOMLEFT),         Anchor:New(TOPRIGHT, TABBAR, BOTTOMRIGHT, 0, SCREEN_HEADER_MESSAGE_OFFSET_Y)},
    },
}
local CONTENT_HEADER_ANCHORS =
{
    [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE] =
    {
        [DATA0HEADER]   = {Anchor:New(TOPLEFT, CENTER, TOPRIGHT),           Anchor:New(TOPRIGHT, nil, TOPRIGHT, 0, 24)},
        [DATA0]         = {Anchor:New(BOTTOMRIGHT, DATA0HEADER)},
        [DATA1HEADER]   = {Anchor:New(BOTTOMLEFT, TITLE_BASELINE),          Anchor:New(BOTTOMRIGHT, CENTER, TOPLEFT, 0, CONTENT_HEADER_CENTER_OFFSET_Y)},
        [DATA1]         = {Anchor:New(BOTTOMRIGHT, DATA1HEADER)},
        [DATA2HEADER]   = {Anchor:New(TOPLEFT, DATA1HEADER, BOTTOMLEFT),    Anchor:New(TOPRIGHT, DATA1HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y)},
        [DATA2]         = {Anchor:New(BOTTOMRIGHT, DATA2HEADER)},
        [DATA3HEADER]   = {Anchor:New(BOTTOMLEFT, DATA0HEADER),             Anchor:New(BOTTOMRIGHT, DATA0HEADER, BOTTOMRIGHT, 0, CONTENT_HEADER_DATA0_OFFSET_Y)},
        [DATA3]         = {Anchor:New(BOTTOMRIGHT, DATA3HEADER)},
        [DATA4HEADER]   = {Anchor:New(TOPLEFT, DATA3HEADER, BOTTOMLEFT),    Anchor:New(TOPRIGHT, DATA3HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y)},
        [DATA4]         = {Anchor:New(BOTTOMRIGHT, DATA4HEADER)},
    },
    [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER] =
    {
        [DATA0]         = {Anchor:New(TOPRIGHT, nil, TOPRIGHT, 0, 18)},
        [DATA0HEADER]   = {Anchor:New(BOTTOMRIGHT, DATA0, BOTTOMLEFT, -DATA_OFFSET_X)},
        [DATA1HEADER]   = {Anchor:New(BOTTOMLEFT, TITLE_BASELINE, BOTTOMLEFT, 0, CONTENT_HEADER_TITLE_OFFSET_Y)},
        [DATA1]         = {Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMRIGHT, DATA_OFFSET_X)},
        [DATA2]         = {Anchor:New(BOTTOMRIGHT, CENTER, TOPLEFT, 0, CONTENT_HEADER_CENTER_OFFSET_Y)},
        [DATA2HEADER]   = {Anchor:New(BOTTOMRIGHT, DATA2, BOTTOMLEFT, -DATA_OFFSET_X)},
        [DATA3HEADER]   = {Anchor:New(BOTTOMLEFT, CENTER, TOPRIGHT, 0, CONTENT_HEADER_CENTER_OFFSET_Y)},
        [DATA3]         = {Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMRIGHT, DATA_OFFSET_X)},
        [DATA4]         = {Anchor:New(BOTTOMRIGHT, DATA0, BOTTOMRIGHT, 0, CONTENT_HEADER_DATA0_OFFSET_Y)},
        [DATA4HEADER]   = {Anchor:New(BOTTOMRIGHT, DATA4, BOTTOMLEFT, -DATA_OFFSET_X)},
    },
    [ZO_GAMEPAD_HEADER_LAYOUTS.CONTENT_HEADER_DATA_PAIRS_LINKED] =
    {
        [DATA0]         = {Anchor:New(TOPRIGHT, nil, TOPRIGHT, 0, 18)},
        [DATA0HEADER]   = {Anchor:New(BOTTOMRIGHT, DATA0, BOTTOMLEFT, -DATA_OFFSET_X)},
        [DATA1HEADER]   = {Anchor:New(BOTTOMLEFT, TITLE_BASELINE, BOTTOMLEFT, 0, CONTENT_HEADER_TITLE_OFFSET_Y)},
        [DATA1]         = {Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMRIGHT, DATA_OFFSET_X)},
        [DATA2HEADER]   = {Anchor:New(BOTTOMLEFT, DATA1, BOTTOMRIGHT, HEADER_OFFSET_X)},
        [DATA2]         = {Anchor:New(BOTTOMLEFT, DATA2HEADER, BOTTOMRIGHT, DATA_OFFSET_X)},
        [DATA3HEADER]   = {Anchor:New(BOTTOMLEFT, DATA2, BOTTOMRIGHT, HEADER_OFFSET_X)},
        [DATA3]         = {Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMRIGHT, DATA_OFFSET_X)},
        [DATA4HEADER]   = {Anchor:New(BOTTOMLEFT, DATA3, BOTTOMRIGHT, HEADER_OFFSET_X)},
        [DATA4]         = {Anchor:New(BOTTOMLEFT, DATA4HEADER, BOTTOMRIGHT, DATA_OFFSET_X)},
    },
}
-- These targets are only applicable for the SCREEN header.
local MESSAGE_ANCHOR_TARGETS =
{
    [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE] =
    {
        {DATA1HEADER, DATA1},
        {DATA2HEADER, DATA2},
        {DATA3HEADER, DATA3},
        {DATA4HEADER, DATA4},
    },
    [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER] =
    {
        {DATA1HEADER, DATA1, DATA2HEADER, DATA2},
        {DATA3HEADER, DATA3, DATA4HEADER, DATA4},
    }
}
local g_dummyLabel
-- Reduces the font size if the label text is wider than its bounding rect (maxWidth).
local function AdjustFontBasedOnTextWidth(label, text, maxWidth)
    -- Use a dummy label control to obtain the width of the text string. GetStringWidth cannot be used,
    -- since it interprets embedded markups as literal string characters and returns an incorrect width.
    g_dummyLabel:SetText(text)
    local widthInControlSpace = g_dummyLabel:GetTextWidth()
    local wasTruncated = widthInControlSpace >= maxWidth
    if wasTruncated then
        label:SetFont(TITLE_SMALL_FONT)
        -- Height needs to be specified for wrapMode="ELLIPSIS" to work. Otherwise, the label just expands vertically as needed.
        label:SetHeight(TITLE_SMALL_FONT_HEIGHT)
    else
        label:SetFont(TITLE_BIG_FONT)
        label:SetHeight(TITLE_BIG_FONT_HEIGHT)
    end
end
local function TabBar_Setup(control, data, selected, selectedDuringRebuild, enabled, activated)
    local label = control:GetNamedChild("Label")
    local text = data.text
    if type(text) == "function" then
        text = text()
    end
    AdjustFontBasedOnTextWidth(label, text, label:GetParent():GetWidth())
    -- TODO: Switch the following code over to use ZO_SharedGamepadEntry_OnSetup.
    if data.canSelect == nil then
        data.canSelect = true
    end
    ZO_GamepadMenuHeaderTemplate_Setup(control, data, selected, selectedDuringRebuild, enabled, activated)
    SetDefaultColorOnLabel(control.text, selected)
end
    control.controls =
    {
        [TABBAR]            = control:GetNamedChild("TabBar"),
        [TITLE]             = control:GetNamedChild("TitleContainer"):GetNamedChild("Title"),
        [CONTEXT_TITLE]     = control:GetNamedChild("ContextTitle"),
        [CENTER]            = control:GetNamedChild("CenterAnchor"),
        [TITLE_BASELINE]    = control:GetNamedChild("TitleBaselineAnchor"),
        [DATA0]             = control:GetNamedChild("Data0"),
        [DATA0HEADER]       = control:GetNamedChild("Data0Header"),
        [DATA1]             = control:GetNamedChild("Data1"),
        [DATA1HEADER]       = control:GetNamedChild("Data1Header"),
        [DATA2]             = control:GetNamedChild("Data2"),
        [DATA2HEADER]       = control:GetNamedChild("Data2Header"),
        [DATA3]             = control:GetNamedChild("Data3"),
        [DATA3HEADER]       = control:GetNamedChild("Data3Header"),
        [DATA4]             = control:GetNamedChild("Data4"),
        [DATA4HEADER]       = control:GetNamedChild("Data4Header"),
        [MESSAGE]           = control:GetNamedChild("Message"),
    }
    if createTabBar == ZO_GAMEPAD_HEADER_TABBAR_CREATE then
        local tabBarControl = control.controls[TABBAR]
        tabBarControl:SetHidden(false)
        control.tabBar = ZO_GamepadTabBarScrollList:New(tabBarControl)
    end
    if not g_dummyLabel then
        g_dummyLabel = CreateControl("ZO_GenericHeader_DummyLabel", GuiRoot, CT_LABEL)
        g_dummyLabel:SetFont(TITLE_BIG_FONT)
        g_dummyLabel:SetHeight(TITLE_BIG_FONT_HEIGHT)
        g_dummyLabel:SetHidden(true)
    end
    ZO_GamepadGenericHeader_SetDataLayout(control, layout or DEFAULT_LAYOUT)
end
    return control.controls[controlId]
end
local function ApplyAnchorToControl(control, anchor, targets)
    local target = anchor.targetId and targets[anchor.targetId] or nil
    anchor.anchor:SetTarget(target)
    anchor.anchor:AddToControl(control)
end
local function ClearDataAnchors(controls)
    for i = FIRST_DATA_CONTROL, LAST_DATA_CONTROL do
        if controls[i] then
            controls[i]:ClearAnchors()
        end
    end
end
local function IsScreenHeader(controls)
    return not controls[CENTER]
end
-- Note: ZO_GamepadGenericHeader_RefreshData must be called after changing the layout.
    if control.layout == layout then
        return
    end
    local controls = control.controls
    ClearDataAnchors(controls)
    local anchorSets = IsScreenHeader(controls) and SCREEN_HEADER_ANCHORS[layout] or CONTENT_HEADER_ANCHORS[layout]
    assert(anchorSets ~= nil)
    for k, anchors in pairs(anchorSets) do
        local dataControl = controls[k]
        ApplyAnchorToControl(dataControl, anchors[1], controls)
        if anchors[2] then
            ApplyAnchorToControl(dataControl, anchors[2], controls)
        end
    end
    control.layout = layout
end
local function ProcessData(control, data)
    if(control == nil) then
        return false
    end
    if type(data) == "function" then
        data = data(control)
    end
    if type(data) == "string" or type(data) == "number" then
        control:SetText(data)
    end
    control:SetHidden(not data)
    return data ~= nil
end
local function SetAnchorOffsetY(control, index, offsetY)
    local isValid, point, relTo, relPoint, offsetX = control:GetAnchor(index)
    if isValid then
        control:SetAnchor(point, relTo, relPoint, offsetX, offsetY)
    end
end
local function SetAnchorTarget(control, index, target)
    local isValid, point, _, relPoint, offsetX, offsetY = control:GetAnchor(index)
    if isValid then
        control:SetAnchor(point, target, relPoint, offsetX, offsetY)
    end
end
local function AdjustTitleAnchors(control, refreshResults)
    local controls = control.controls
    local title = controls[TITLE]
    if not title then return end
    local anchorTarget
    if not IsScreenHeader(controls) then
        -- Adjust the right anchor for the title label to anchor to Data0Header if it is used. Otherwise, fill the entire row.
        -- This allows for a longer title string.
        if refreshResults[DATA0HEADER] or refreshResults[DATA0] then
            anchorTarget = controls[CENTER]
        end
        SetAnchorTarget(title:GetParent(), MAX_ANCHORS - 1, anchorTarget)
    end
    -- Use a smaller font if the title text is wider than its bounding rect.
    AdjustFontBasedOnTextWidth(title, title:GetText(), title:GetWidth())
end
local function AdjustMessageAnchors(control, refreshResults)
    if refreshResults[MESSAGE] then
        -- Test each anchor target set to see if any one of the controls in that set is in use. If so, then increase the running offset by a set amount.
        -- The idea here is to anchor the message control to the last label/data row that is in use.
        local additionalOffsetY = 0
        local anchorTargetSets = MESSAGE_ANCHOR_TARGETS[control.layout]
        for _, anchorTargets in ipairs(anchorTargetSets) do
            for _, target in ipairs(anchorTargets) do
                if (refreshResults[target] ~= false) then
                    additionalOffsetY = additionalOffsetY + MESSAGE_ROW_OFFSET_Y
                    break
                end
            end
        end
        -- Apply the offset calculated above to the message control's anchors.
        local message = control.controls[MESSAGE]
        for i = 0, MAX_ANCHORS - 1 do
            SetAnchorOffsetY(message, i, SCREEN_HEADER_MESSAGE_OFFSET_Y + additionalOffsetY)
        end
    end
end
local g_refreshResults = {}
local function SetAlignment(control, alignment, defaultAlignment)
    if(control == nil) then
        return
    end
    if(alignment == nil) then
        alignment = defaultAlignment
    end
    control:SetHorizontalAlignment(alignment)
end
    local controls = control.controls
    ProcessData(controls[TITLE], data.titleText)
    ProcessData(controls[CONTEXT_TITLE], data.contextTitleText)
    g_refreshResults[DATA0HEADER]   = ProcessData(controls[DATA0HEADER], data.data0HeaderText)
    g_refreshResults[DATA0]         = ProcessData(controls[DATA0], data.data0Text)
    g_refreshResults[DATA1HEADER]   = ProcessData(controls[DATA1HEADER], data.data1HeaderText)
    g_refreshResults[DATA1]         = ProcessData(controls[DATA1], data.data1Text)
    g_refreshResults[DATA2HEADER]   = ProcessData(controls[DATA2HEADER], data.data2HeaderText)
    g_refreshResults[DATA2]         = ProcessData(controls[DATA2], data.data2Text)
    g_refreshResults[DATA3HEADER]   = ProcessData(controls[DATA3HEADER], data.data3HeaderText)
    g_refreshResults[DATA3]         = ProcessData(controls[DATA3], data.data3Text)
    g_refreshResults[DATA4HEADER]   = ProcessData(controls[DATA4HEADER], data.data4HeaderText)
    g_refreshResults[DATA4]         = ProcessData(controls[DATA4], data.data4Text)
    g_refreshResults[MESSAGE]       = ProcessData(controls[MESSAGE], data.messageText)
    SetAlignment(controls[MESSAGE], data.messageTextAlignment, TEXT_ALIGN_CENTER)
    AdjustTitleAnchors(control, g_refreshResults)
    AdjustMessageAnchors(control, g_refreshResults)
end
local function TabBar_OnDataChanged(control, newData, oldData, reselectingDuringRebuild)
    if newData.callback then
        newData.callback()
    end
end
function ZO_GamepadGenericHeader_Refresh(control, data, blockTabBarCallbacks)
    if control.tabBar then
        if(blockTabBarCallbacks) then
            control.tabBar:SetOnSelectedDataChangedCallback(nil)
        else
        end
        if data.activatedCallback then
        end
        local tabBarControl = control.controls[TABBAR]
        if data.tabBarEntries then
            control.tabBar:Clear()
            local numEntries = 0
            for i, tabData in ipairs(data.tabBarEntries) do
                if (tabData.visible == nil) or tabData.visible() then
                    control.tabBar:AddEntry("ZO_GamepadTabBarTemplate", tabData)
                    numEntries = numEntries + 1
                end
            end
            control.tabBar:Commit()
            tabBarControl:SetHidden(false)
            local divider = control:GetNamedChild("DividerBottom")
            control.tabBar:SetPipsEnabled(numEntries > 1, divider)
            divider:SetHidden(false) -- force divider to always be visible
        else
            tabBarControl:SetHidden(true)
            control.tabBar:SetPipsEnabled(false)
        end
        
        if(blockTabBarCallbacks) then
        end
    end
end
    if(control.tabBar) then
        control.tabBar:Activate()
    end
end
    if(control.tabBar) then
        control.tabBar:Deactivate()
    end
end
function ZO_GamepadGenericHeader_SetActiveTabIndex(control, tabIndex, allowEvenIfDisabled)
    if(control.tabBar) then
        control.tabBar:SetSelectedIndex(tabIndex, allowEvenIfDisabled)
    end
end
    if(control.tabBar) then
        control.tabBar:SetPlaySoundFunction(fn)
    end
end
    if(control.tabBar) then
        control.tabBar:SetPipsEnabled(enabled)
    end
end