ESO Lua File v100011

ingame/tradewindow/gamepad/tradewindow_gamepad.lua

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ZO_TRADE_WINDOW_TOOLTIP_WIDTH = 392
ZO_TRADE_WINDOW_THEIR_TOOLTIP_ANCHORS = ZO_GAMEPAD_QUADRANT_3_RIGHT - ZO_TRADE_WINDOW_TOOLTIP_WIDTH
-- Definitions
local GOLD_ICON = GAMEPAD_INVENTORY_CURRENCY_ICON_GOLD_TEXTURE
local EMPTY_ATTACHMENT_ICON = "EsoUI/Art/Mail/mail_attachment_empty.dds" -- TODO: Replace this with the correct icon.
local TRADE_ITEM_ENTRY_TEMPLATE = "ZO_GamepadMenuEntryTemplate"
local TRADE_ITEM_HEADER_TEMPLATE = "ZO_GamepadTrade_MenuEntryHeaderTemplate"
local TRADE_ITEM_ENTRY_WITH_HIGHLIGHT_TEMPLATE = "ZO_GamepadTrade_StaticListItemTemplate"
local HIGHLIGHT_TEMPLATE = "ZO_GamepadTrade_StaticListItemHighlight"
local TRADE_GOLD_ENTRY_TEMPLATE = "ZO_GamepadTrade_PriceSelectorTemplate"
local ATTACH_ITEMS_TEXT = GetString(SI_GAMEPAD_TRADE_ATTACH_ITEMS)
local EMPTY_SLOT_TEXT = GetString(SI_GAMEPAD_TRADE_EMPTY_SLOT)
local ALWAYS_HIGHLIGHT_STATIC_LIST_ENTRIES = true
--These functions handle updating the UI as we go between confimation states.
--An entry [A][B] holds the function that can move the UI from confirm state A to confirm state B.
local ConfirmChangeFunctions =
{
    [TRADE_ME] = {
        [TRADE_CONFIRM_EDIT] = {
            [TRADE_CONFIRM_ACCEPT] = function()
                GAMEPAD_TRADE:EnterConfirmation(TRADE_ME)
            end
        },
        [TRADE_CONFIRM_ACCEPT] = {
            [TRADE_CONFIRM_EDIT] = function()
                GAMEPAD_TRADE:ExitConfirmation(TRADE_ME)
            end,
        }
    },
    [TRADE_THEM] = {
        [TRADE_CONFIRM_EDIT] = {
            [TRADE_CONFIRM_ACCEPT] = function()
                GAMEPAD_TRADE:EnterConfirmation(TRADE_THEM)
            end
        },
        [TRADE_CONFIRM_ACCEPT] = {
            [TRADE_CONFIRM_EDIT] = function()
                GAMEPAD_TRADE:ExitConfirmation(TRADE_THEM)
            end,
        }
    },
}
-- Window has two views
local VIEW_OFFER = 1
local VIEW_INVENTORY = 2
-- Gamepad Trade Window
ZO_GamepadTradeWindow = ZO_Object.MultiSubclass(ZO_SharedTradeWindow, ZO_Gamepad_ParametricList_Screen)
function ZO_GamepadTradeWindow:New(control)
    local tradeWindow = ZO_Object.New(self)
    tradeWindow:Initialize(control)
    return tradeWindow
end
function ZO_GamepadTradeWindow:Initialize(control)
    self.tradeScene = ZO_Scene:New("gamepadTrade", SCENE_MANAGER)
    local DONT_ACTIVATE_ON_SHOW = false
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, DONT_ACTIVATE_ON_SHOW, self.tradeScene)
    ZO_SharedTradeWindow.Initialize(self, self.control)
end
function ZO_GamepadTradeWindow:PerformDeferredInitialization()
    if self.isFullyInitialized then
        return
    end
    self.isFullyInitialized = true
    local function HandleInventoryChanged()
        self:RefreshOfferList(TRADE_ME)
    end
    self.control:RegisterForEvent(EVENT_INVENTORY_FULL_UPDATE, HandleInventoryChanged)
    self.control:RegisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, HandleInventoryChanged)
    self.sceneName = "gamepadTrade"
    self.confirmChangeFunctions = ConfirmChangeFunctions
    -- Offer/Inventory Containers
    self.myControls = self.control:GetNamedChild("MyControls")
    self.theirControls = self.control:GetNamedChild("TheirControls")
    self.acceptBG = {
        [TRADE_ME] = self.myControls:GetNamedChild("BgAccepted"),
        [TRADE_THEM] = self.theirControls:GetNamedChild("BgAccepted"),
    }
    -- Gold Slider
    self.goldSliderControl = self.myControls:GetNamedChild("GoldSliderBox")
    self.goldSlider = ZO_CurrencySelector_Gamepad:New(self.goldSliderControl:GetNamedChild("Selector"))
    self.goldSlider:SetClampValues()
end
function ZO_GamepadTradeWindow:InitializeOfferLists()
    -- Offer Lists
    self.theirOfferControl = self.theirControls:GetNamedChild("OfferList")
    self.myFinalOfferControl = self.myControls:GetNamedChild("FinalOfferList")
    self.lists = {}
    self.staticOfferControls = {}
    self.listTradeItemCount = {}
    self.offeredMoney = {}
    self:SetupStaticOfferList(self.theirOfferControl, TRADE_THEM)
    self:SetupStaticOfferList(self.myFinalOfferControl, TRADE_ME)
    self.lists[TRADE_ME]:SetDirectionalInputEnabled(false)
    self.lists[TRADE_THEM]:SetDirectionalInputEnabled(false)
    self.lists[TRADE_ME]:SetAlignToScreenCenter(true)
    self.focusMovementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL)
    self.listMovementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_VERTICAL)
    self.activeListType = TRADE_ME
end
function ZO_GamepadTradeWindow:InitializeTooltips()
    -- ToolTips
    self.tooltipContainers = {}
    self.tooltipContainers[TRADE_ME] = self.control:GetNamedChild("MyTooltip")
    self.tooltipContainers[TRADE_THEM] = self.control:GetNamedChild("TheirTooltip")
    self.tooltips = {}
    self.tooltips[TRADE_ME] = self.tooltipContainers[TRADE_ME]:GetNamedChild("Tip")
    ZO_ScrollTooltip_Gamepad:Initialize(self.tooltips[TRADE_ME], ZO_TOOLTIP_STYLES)
    self.tooltips[TRADE_THEM] = self.tooltipContainers[TRADE_THEM]:GetNamedChild("Tip")
    ZO_ScrollTooltip_Gamepad:Initialize(self.tooltips[TRADE_THEM], ZO_TOOLTIP_STYLES)
end
function ZO_GamepadTradeWindow:UpdateListInput(tradetype)
    local list = self.lists[tradetype]
    local move = self.listMovementController:CheckMovement()
    -- Pass the movement to the correct list
    if move == MOVEMENT_CONTROLLER_MOVE_NEXT then
        list:MoveNext()
    elseif move == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
        list:MovePrevious()
    end
end
function ZO_GamepadTradeWindow:UpdateDirectionalInput()
    local move = self.focusMovementController:CheckMovement()
    if move ~= MOVEMENT_CONTROLLER_NO_CHANGE then
        if move == MOVEMENT_CONTROLLER_MOVE_NEXT and self.activeListType == TRADE_ME then
            if self.view == VIEW_INVENTORY then
                self.inventoryList:Deactivate()
            else
                self.lists[TRADE_ME]:Deactivate()
            end
            
            self.lists[TRADE_THEM]:Activate()
            
            GAMEPAD_NAV_QUADRANT_1_BACKGROUND_FRAGMENT:ClearFocus()
            GAMEPAD_NAV_QUADRANT_4_BACKGROUND_FRAGMENT:TakeFocus()
            self.tooltips[TRADE_ME]:SetInputEnabled(false)
            self.tooltips[TRADE_THEM]:SetInputEnabled(true)
            self.activeListType = TRADE_THEM
        elseif move == MOVEMENT_CONTROLLER_MOVE_PREVIOUS and self.activeListType == TRADE_THEM then
            self.lists[TRADE_THEM]:Deactivate()
            if self.view == VIEW_INVENTORY then
                self.inventoryList:Activate()
            else
                self.lists[TRADE_ME]:Activate()
            end
            
            GAMEPAD_NAV_QUADRANT_4_BACKGROUND_FRAGMENT:ClearFocus()
            GAMEPAD_NAV_QUADRANT_1_BACKGROUND_FRAGMENT:TakeFocus()
            self.tooltips[TRADE_THEM]:SetInputEnabled(false)
            self.tooltips[TRADE_ME]:SetInputEnabled(true)
            self.activeListType = TRADE_ME
        end
        self:RefreshKeybind()
        return
    end
    if self.activeListType == TRADE_THEM or self.Confirm[TRADE_ME] == TRADE_CONFIRM_EDIT then
        self:UpdateListInput(self.activeListType)
    end
end
local function UpdatePlayerGold(control)
    ZO_CurrencyControl_SetSimpleCurrency(control, CURRENCY_TYPE_MONEY, GetCurrentMoney(), GAMEPAD_INVENTORY_CURRENCY_OPTIONS_LONG_FORMAT)
    return true
end
local function GetInventoryString()
    return zo_strformat(SI_GAMEPAD_TRADE_INVENTORY_SPACES, GetNumBagUsedSlots(BAG_BACKPACK), GetBagSize(BAG_BACKPACK))
end
local function GetTradeItemCountString()
    return zo_strformat(SI_GAMEPAD_TRADE_ITEMS_SPACES, GAMEPAD_TRADE.listTradeItemCount[TRADE_ME] or 0, TRADE_NUM_SLOTS)
end
function ZO_GamepadTradeWindow:UpdateHeaders()
    self.headerData = {
        [TRADE_ME] = {
            titleText = GetString(SI_GAMEPAD_TRADE_YOUR_OFFER_LABEL),
            data1HeaderText = GetString(SI_GAMEPAD_TRADE_PLAYER_GOLD),
            data1Text = UpdatePlayerGold,
            data2HeaderText = GetString(SI_GAMEPAD_TRADE_INVENTORY),
            data2Text = GetInventoryString,
            data3HeaderText = GetString(SI_GAMEPAD_TRADE_ITEMS),
            data3Text = GetTradeItemCountString,
        },
        [TRADE_THEM] = {
            titleText = zo_strformat(SI_TRADE_THEIR_OFFER, TRADE_WINDOW.Target),
        },
    }
    ZO_GamepadGenericHeader_Refresh(self.headers[TRADE_ME], self.headerData[TRADE_ME])
    ZO_GamepadGenericHeader_Refresh(self.headers[TRADE_THEM], self.headerData[TRADE_THEM])
end
function ZO_GamepadTradeWindow:InitializeHeaders()
    self.headers = {}
    self.headers[TRADE_THEM] = self.theirControls:GetNamedChild("HeaderContainer"):GetNamedChild("Header")
    ZO_GamepadGenericHeader_Initialize(self.headers[TRADE_THEM], ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE)
    self.headers[TRADE_ME] = self.header
    self:UpdateHeaders()
end
local function CanTradeItem(bagId, slotIndex)
    return not IsItemBound(bagId, slotIndex)
end
local function GetTradeIndex(bagId, slotIndex, tradetype)
    tradetype = tradetype or TRADE_ME
    for i = 1, TRADE_NUM_SLOTS do
        local myBagId, mySlotIndex = GetTradeItemBagAndSlot(tradetype, i)
        if bagId and slotIndex and bagId == myBagId and slotIndex == mySlotIndex then
            return i
        end
    end
    return nil
end
local function InventorySetupFunction(entryData)
    entryData.isTradeItem = (GetTradeIndex(entryData.bagId, entryData.slotIndex) ~= nil)
end
function ZO_GamepadTradeWindow:UpdateTooltip(tradetype, bagId, slotIndex)
    if bagId then
        self.tooltips[tradetype]:ClearLines()
        self.tooltips[tradetype]:LayoutBagItem(bagId, slotIndex)
        self.tooltipContainers[tradetype]:SetHidden(false)
    else
        self.tooltipContainers[tradetype]:SetHidden(true)
    end
end
function ZO_GamepadTradeWindow:InventorySelectionChanged(inventoryData, inventoryData)
    if inventoryData then
        self.bagId = inventoryData.bagId
        self.slotIndex = inventoryData.slotIndex
    else
        self.bagId = bagId
        self.slotIndex = slotIndex
    end
    self:UpdateTooltip(TRADE_ME, self.bagId, self.slotIndex)
    self:RefreshKeybind()
end
function ZO_GamepadTradeWindow:SwitchToKeybind(keybindStripDescriptor)
    if self.keybindStripDescriptor then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
    end
    self.keybindStripDescriptor = keybindStripDescriptor
    if keybindStripDescriptor then
        KEYBIND_STRIP:RemoveDefaultExit()
        KEYBIND_STRIP:AddKeybindButtonGroup(keybindStripDescriptor)
    end
end
function ZO_GamepadTradeWindow:RefreshKeybind()
    if self.keybindStripDescriptor then
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    end
end
local function ItemFilter(itemData)
    return not itemData.stolen and not IsItemBound(itemData.bagId, itemData.slotIndex) and not (itemData.itemType == ITEMTYPE_TROPHY)
end
function ZO_GamepadTradeWindow:InitializeInventoryList()
    local SETUP_LOCALLY = true
    self.inventoryList = self:AddList("Inventory", SETUP_LOCALLY, ZO_GamepadInventoryList, BAG_BACKPACK, SLOT_TYPE_ITEM, function(...) self:InventorySelectionChanged(...) end, InventorySetupFunction)
    self.inventoryList:SetItemFilterFunction(ItemFilter)
end
function ZO_GamepadTradeWindow:AddOfferListEntry(list, text, header, icon, callback)
    local newEntry = ZO_GamepadEntryData:New(text, icon)
    newEntry:SetFontScaleOnSelection(false)
    newEntry.actionFunction = callback
    if header then
        newEntry:SetHeader(header)
        list:AddEntryWithHeader(TRADE_ITEM_ENTRY_TEMPLATE, newEntry)
    else
        list:AddEntry(TRADE_ITEM_ENTRY_TEMPLATE, newEntry)
    end
end
local function SetupGoldSelector(control, data, selected, reselectingDuringRebuild, enabled, active)
    control:GetNamedChild("PriceLabel"):SetText(GetString(SI_GAMEPAD_TRADE_GOLD_HEADER))
    ZO_CurrencyControl_SetSimpleCurrency(control:GetNamedChild("PriceAmountLabel"), CURRENCY_TYPE_MONEY, data.gold, GAMEPAD_INVENTORY_BANKED_CURRENCY_OPTIONS)
    data.control = control
end
function ZO_GamepadTradeWindow:AddOfferGoldEntry(list, offeredGold, callback)
    local newEntry = ZO_GamepadEntryData:New(text)
    newEntry.actionFunction = callback
    newEntry.gold = offeredGold
    
    if not list.isStatic then
        list:AddEntry(TRADE_GOLD_ENTRY_TEMPLATE, newEntry)
    else
        local focusEntries = self.staticOfferControls[list.tradetype]
        local goldEntry = focusEntries[1]
        SetupGoldSelector(goldEntry.control, newEntry, ALWAYS_HIGHLIGHT_STATIC_LIST_ENTRIES)
        goldEntry.control:SetHidden(false)
    end
end
function ZO_GamepadTradeWindow:ShowGoldSliderControl(value, maxValue)
    PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD)
    local currentGold = self.lists[TRADE_ME]:GetSelectedData()
    currentGold.control:SetHidden(true)
    self.goldSlider:SetValue(value)
    self.goldSlider:SetMaxValue(maxValue)
    self:SwitchToKeybind(self.keybindStripDescriptorGoldSlider)
    self.goldSlider:Activate()
    self.goldSliderControl:SetHidden(false)
end
function ZO_GamepadTradeWindow:HideGoldSliderControl()
    local currentGold = self.lists[TRADE_ME]:GetSelectedData()
    currentGold.control:SetHidden(false)
    self.goldSlider:Deactivate()
    self.goldSliderControl:SetHidden(true)
    self:SwitchToKeybind(self.keybindStripDescriptorOffer)
end
function ZO_GamepadTradeWindow:OnSelectionChanged(list, item)
    local tradetype = list.tradetype
    if item and item.tradeIndex then
        self.tooltips[tradetype]:ClearLines()
        self.tooltips[tradetype]:LayoutTradeItem(tradetype, item.tradeIndex)
        self.tooltipContainers[tradetype]:SetHidden(false)
    else
        self.tooltipContainers[tradetype]:SetHidden(true)
    end
    self:RefreshKeybind()
end
function ZO_GamepadTradeWindow:ShowTradeMeTooltip()
    self:OnSelectionChanged(self.lists[TRADE_ME], self.lists[TRADE_ME]:GetSelectedData())
end
local function SetupList(list)
    list:AddDataTemplateWithHeader(TRADE_ITEM_ENTRY_TEMPLATE, ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, TRADE_ITEM_HEADER_TEMPLATE)
end
function ZO_GamepadTradeWindow:SetupMyOfferList(control, tradetype)
    local list = self:AddList("MyOffer", SetupList)
    list.tradetype = TRADE_ME
    list.isStatic = false
    self.lists[TRADE_ME] = list
end
local X_PADDING = 0
local Y_PADDING = 45
local function CreateOfferSlot(parent, previous, index)
    local newControl = CreateControlFromVirtual("$(parent)OfferSlot", parent, TRADE_ITEM_ENTRY_WITH_HIGHLIGHT_TEMPLATE, index)
    newControl:SetAnchor(CENTER, previous, BOTTOM, X_PADDING, Y_PADDING)
    newControl.index = index
    newControl.icon = newControl:GetNamedChild("Icon")
    newControl.stackCountLabel = newControl.icon:GetNamedChild("StackCount")
    newControl.label = newControl:GetNamedChild("Label")
    newControl.focus = newControl:GetNamedChild("Focus")
    return newControl
end
function ZO_GamepadTradeWindow:SetupStaticOfferList(parent, tradetype)
    local listContainer = parent:GetNamedChild("Container")
    local list = ZO_GamepadFocus:New()
    list.tradetype = tradetype
    list.isStatic = true
    list.inEdit = true
    list.container = listContainer
    local goldControl = listContainer:GetNamedChild("Gold")
    goldControl.tradetype = tradetype
    local entry = {
        control = goldControl,
    }
    self.staticOfferControls[tradetype] = {
        entry,
    }
    list:AddEntry(entry)
    local entries = self.staticOfferControls[tradetype]
    local DONT_SCALE_ICON_ON_SELECTION = false
    local previous = listContainer:GetNamedChild("ItemsLabel")
    for i = 1, TRADE_NUM_SLOTS do
        local control = CreateOfferSlot(listContainer, previous, i)
        control.tradetype = tradetype
        local entry = {
            control = control,
            highlight = control.focus,
            iconScaleAnimation = DONT_SCALE_ICON_ON_SELECTION,
        }
        entries[#entries + 1] = entry
        list:AddEntry(entry)
        previous = control
    end
    if tradetype == TRADE_THEM then
        self.lists[TRADE_THEM] = list
    end
    entries.list = list
    entries.tradetype = tradetype
    entries.isStatic = true
    entries.inEdit = true
end
function ZO_GamepadTradeWindow:RefreshOfferList(tradetype, list)
    local list = list or self.lists[tradetype]
    local lastSelectedIndex = list.selectedIndex or 1
    if list.Clear then
        list:Clear()
    else
        for _, entry in ipairs(list.data) do
            entry.control:SetHidden(true)
        end
    end
    local offeredMoney = self.offeredMoney[tradetype] or 0
    local actionFunction = nil
    if tradetype == TRADE_ME then
        actionFunction = function() self:ShowGoldSliderControl(self.offeredMoney[TRADE_ME] or 0, GetCurrentMoney()) end
    end
    self:AddOfferGoldEntry(list, offeredMoney, actionFunction)
    local first = true
    self.listTradeItemCount[tradetype] = 0
    for i = 1, TRADE_NUM_SLOTS do
        local itemLink = GetTradeItemLink(tradetype, i, LINK_STYLE_DEFAULT)
        if itemLink and itemLink ~= "" then
            local text, _, _ = ZO_LinkHandler_ParseLink(itemLink)
            local name, icon, stackCount, quality, creator, sellPrice, meetsUsageRequirement, equipType, itemStyle = GetTradeItemInfo(tradetype, i)
            text = zo_strformat(SI_TOOLTIP_ITEM_NAME_WITH_QUANTITY, text, stackCount)
            local itemData = {
                        text = text,
                        icon = icon,
                        quality = quality,
                        stackCount = stackCount,
                        sellPrice = sellPrice,
                        meetsUsageRequirement = meetsUsageRequirement,
                        equipType = equipType,
                        itemStyle = itemStyle,
                        creator = creator,
                        itemLink = itemLink,
                        tradeIndex = i,
                    }
            local entry = ZO_GamepadEntryData:New(text)
            entry:InitializeInventoryVisualData(itemData)
            self.listTradeItemCount[tradetype] = self.listTradeItemCount[tradetype] + 1
            if not list.isStatic then
                if first then
                    entry:SetHeader(GetString(SI_GAMEPAD_TRADE_ITEMS_HEADER))
                    list:AddEntryWithHeader(TRADE_ITEM_ENTRY_TEMPLATE, entry)
                    first = false
                else
                    list:AddEntry(TRADE_ITEM_ENTRY_TEMPLATE, entry)
                end
            else
                local focusEntries = self.staticOfferControls[tradetype]
                local focusEntry = focusEntries[self.listTradeItemCount[tradetype] + 1]
                focusEntry.data = entry
                focusEntry.control:SetHidden(false)
                ZO_SharedGamepadEntry_OnSetup(focusEntry.control, entry, ALWAYS_HIGHLIGHT_STATIC_LIST_ENTRIES)
            end
        end
    end
    --- Only have the attach items on the TRADE ME offer
    if not list.isStatic and tradetype == TRADE_ME and self.listTradeItemCount[TRADE_ME] < TRADE_NUM_SLOTS and not self.inventoryList:IsEmpty() then
        if first then
            self:AddOfferListEntry(list, ATTACH_ITEMS_TEXT, GetString(SI_GAMEPAD_TRADE_ITEMS_HEADER), EMPTY_ATTACHMENT_ICON, nil)
        else
            self:AddOfferListEntry(list, ATTACH_ITEMS_TEXT, nil, EMPTY_ATTACHMENT_ICON, nil)
        end
    elseif list.isStatic and list.inEdit and self.listTradeItemCount[tradetype] < TRADE_NUM_SLOTS then
        local entrySetupData = ZO_GamepadEntryData:New(EMPTY_SLOT_TEXT, EMPTY_ATTACHMENT_ICON)
        entrySetupData:SetFontScaleOnSelection(false)
        for i = self.listTradeItemCount[tradetype] + 1, TRADE_NUM_SLOTS do
            local focusEntries = self.staticOfferControls[tradetype]
            local focusEntry = focusEntries[i + 1]
            focusEntry.data = nil
            focusEntry.control:SetHidden(false)
            ZO_SharedGamepadEntry_OnSetup(focusEntry.control, entrySetupData, ALWAYS_HIGHLIGHT_STATIC_LIST_ENTRIES)
        end
    end
    if list.Commit then list:Commit() end
    --- Preserve selection
    local ALLOW_EVEN_IF_DISABLED = true
    local FORCE_ANIMATION = false
    list:SetSelectedIndex(lastSelectedIndex, ALLOW_EVEN_IF_DISABLED, FORCE_ANIMATION)
    return list
end
function ZO_GamepadTradeWindow:EnterConfirmation(tradetype)
    local staticList = self.staticOfferControls[tradetype].list
    
    if tradetype == TRADE_ME then
        self:DisableCurrentList()
        staticList.container:SetHidden(false)
        self:RefreshKeybind()
        self.tooltipContainers[TRADE_ME]:SetHidden(true)
    end
    
    staticList.inEdit = false
    self:RefreshOfferList(tradetype, staticList)
    self.acceptBG[tradetype]:SetHidden(false)
    PlaySound(SOUNDS.TRADE_PARTICIPANT_READY)
end
function ZO_GamepadTradeWindow:ExitConfirmation(tradetype)
    local staticList = self.staticOfferControls[tradetype].list
    
    if tradetype == TRADE_ME then
        self:SetCurrentList(self.lists[TRADE_ME])
        self.lists[TRADE_ME]:RefreshVisible()
        staticList.container:SetHidden(true)
        self:ShowTradeMeTooltip()
        self:RefreshKeybind()
    end
    
    staticList.inEdit = true
    self:RefreshOfferList(tradetype, staticList)
    self.acceptBG[tradetype]:SetHidden(true)
    self:SetConfirmationDelay(TRADE_DELAY_TIME)
    PlaySound(SOUNDS.TRADE_PARTICIPANT_RECONSIDER)
end
function ZO_GamepadTradeWindow:PrepareWindowForNewTrade()
end
function ZO_GamepadTradeWindow:BeginTrade()
    self:SwitchView(VIEW_OFFER)
    self.acceptBG[TRADE_ME]:SetHidden(true)
    self.acceptBG[TRADE_THEM]:SetHidden(true)
    self.inventoryList:RefreshList()
    self:RefreshOfferList(TRADE_ME)
    self:RefreshOfferList(TRADE_THEM)
    self:UpdateHeaders()
end
function ZO_GamepadTradeWindow:SwitchView(view)
    self.view = view
    if view == VIEW_INVENTORY then
        self:SwitchToKeybind(self.keybindStripDescriptorInventory)  -- inventoryControl adds conflicting keybinds so this must be done first
        self:SetCurrentList(self.inventoryList)
    else --- VIEW_OFFER
        self:SetCurrentList(self.lists[TRADE_ME])
        self.lists[TRADE_ME]:RefreshVisible()
        self:ShowTradeMeTooltip()
        self:SwitchToKeybind(self.keybindStripDescriptorOffer)  -- inventoryControl removes conflicting keybinds so this must be done last
    end
end
function ZO_GamepadTradeWindow:InitializeKeybindDescriptor()
    local function AcceptOrCancel()
        if(TRADE_WINDOW.State ~= TRADE_STATE_TRADING) then
            return
        end
        if(self.Confirm[TRADE_ME] == TRADE_CONFIRM_EDIT) then
            TradeAccept()
        else
            TradeEdit()
        end
        self:RefreshKeybind()
    end
    self.keybindStripDescriptorOffer =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Edit Trade
        {
            keybind = "UI_SHORTCUT_PRIMARY",
            name = function()
                local selectedData = self.lists[TRADE_ME]:GetSelectedData()
                if selectedData and selectedData.tradeIndex then
                    return GetString(SI_GAMEPAD_TRADE_REMOVE)
                else
                    return GetString(SI_GAMEPAD_TRADE_ADD)
                end
            end,
            callback = function()
                local selectedData = self.lists[TRADE_ME]:GetSelectedData()
                if selectedData and selectedData.actionFunction then
                    selectedData:actionFunction()       -- Gold slider
                elseif selectedData and selectedData.tradeIndex then
                    TradeRemoveItem(selectedData.tradeIndex)
                else
                    PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD)
                    self:SwitchView(VIEW_INVENTORY)
                end
            end,
            visible = function()
                return self.activeListType == TRADE_ME and self.Confirm[TRADE_ME] == TRADE_CONFIRM_EDIT
            end,
        },
        -- Confirm/Cancel Trade
        {
            keybind = "UI_SHORTCUT_SECONDARY",
            
            name = function()
                if(self:IsReady()) then
                    return GetString(SI_TRADE_CANCEL)
                else
                    return GetString(SI_GAMEPAD_TRADE_SUBMIT)
                end
            end,
            visible = function()
                return self:IsModifyConfirmationLevelEnabled()
            end,
            callback = AcceptOrCancel,
        },
    }
    local function BackFunction()
        if self.listTradeItemCount[TRADE_ME] ~= 0 or (self.offeredMoney[TRADE_ME] and self.offeredMoney[TRADE_ME] ~= 0) then
            ZO_Dialogs_ShowGamepadDialog("TRADE_CANCEL_TRADE")
        else
            SCENE_MANAGER:HideCurrentScene()
        end
    end
    
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptorOffer, GAME_NAVIGATION_TYPE_BUTTON, BackFunction)
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.keybindStripDescriptorOffer, function() return self.lists[TRADE_ME] end)
    self.keybindStripDescriptorInventory =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Edit Trade
        {
            keybind = "UI_SHORTCUT_PRIMARY",
            
            name = function()
                local tradeIndex = GetTradeIndex(self.bagId, self.slotIndex)
                if tradeIndex then
                    return GetString(SI_GAMEPAD_TRADE_REMOVE)
                else
                    return GetString(SI_GAMEPAD_TRADE_ADD)
                end
            end,
            callback = function()
                local tradeIndex = GetTradeIndex(self.bagId, self.slotIndex)
                if tradeIndex then
                    TradeRemoveItem(tradeIndex)
                else
                    TradeAddItem(self.bagId, self.slotIndex)
                end
            end,
            visible = function()
                local tradeIndex = GetTradeIndex(self.bagId, self.slotIndex)
                return self.activeListType == TRADE_ME and (tradeIndex or CanTradeItem(self.bagId, self.slotIndex))
            end,
        },
        -- Switch back to Offer view
        {
            keybind = "UI_SHORTCUT_NEGATIVE",
            
            name = GetString(SI_GAMEPAD_BACK_OPTION),
            callback = function()
                PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
                self:SwitchView(VIEW_OFFER)
            end,
        },
    }
    -- Gold Slider Edit
    self.keybindStripDescriptorGoldSlider =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Accept
        {
            name = GetString(SI_GAMEPAD_MAIL_SEND_ACCEPT_MONEY),
            keybind = "UI_SHORTCUT_PRIMARY",
            callback = function()
                            TradeSetMoney(self.goldSlider:GetValue())
                            PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
                            self:HideGoldSliderControl()
                       end,
        },
        -- Confirm/Cancel Trade
        {
            keybind = "UI_SHORTCUT_NEGATIVE",
            
            name = GetString(SI_GAMEPAD_BACK_OPTION),
            callback = function()
                PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
                self:HideGoldSliderControl()
            end,
        },
    }
    self.keybindStripDescriptor = self.keybindStripDescriptorOffer
end
function ZO_GamepadTradeWindow:OnStateChanged(oldState, newState)
    if(newState == SCENE_SHOWING) then
        KEYBIND_STRIP:RemoveDefaultExit()
        KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
        DIRECTIONAL_INPUT:Activate(self)
        self.activeListType = TRADE_ME
        self.tooltips[TRADE_ME]:SetInputEnabled(true)
        self.tooltips[TRADE_THEM]:SetInputEnabled(false)
        self:SetCurrentList(self.lists[TRADE_ME])
        self.staticOfferControls[TRADE_ME].list.container:SetHidden(true)
        self.lists[TRADE_THEM].inEdit = true
        GAMEPAD_NAV_QUADRANT_4_BACKGROUND_FRAGMENT:ClearFocus()
        self:BeginTrade()
    elseif(newState == SCENE_HIDDEN) then
        self.goldSlider:Deactivate()
        self.goldSliderControl:SetHidden(true)
        self.staticOfferControls[TRADE_ME].list.container:SetHidden(true)
        self.tooltipContainers[TRADE_ME]:SetHidden(true)
        self.tooltipContainers[TRADE_THEM]:SetHidden(true)
        self:DisableCurrentList()
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
        KEYBIND_STRIP:RestoreDefaultExit()
        TradeCancel()
        TradeSetMoney(0)
        self.offeredMoney = {}
        DIRECTIONAL_INPUT:Deactivate(self)
    end
end
--
-- Slot management functions
--
--Either player added an item to the trade
function ZO_GamepadTradeWindow:OnTradeWindowItemAdded(eventCode, who, tradeSlot, itemSoundCategory)
    self:RefreshOfferList(who)
    self:UpdateHeaders()
    if (who == TRADE_ME) then
        self.inventoryList:RefreshList()
        self:RefreshKeybind()
    end
    PlayItemSound(itemSoundCategory, ITEM_SOUND_ACTION_SLOT)
end
--Either player removed an item from the trade
function ZO_GamepadTradeWindow:OnTradeWindowItemRemoved(eventCode, who, tradeSlot, itemSoundCategory)
    self:RefreshOfferList(who)
    self:UpdateHeaders()
    if (who == TRADE_ME) then
        self.inventoryList:RefreshList()
        self:RefreshKeybind()
    end
    PlayItemSound(itemSoundCategory, ITEM_SOUND_ACTION_PICKUP)
end
--region promotion of money change event
function ZO_GamepadTradeWindow:OnTradeWindowMoneyChanged(eventCode, who, money)
    self.offeredMoney[who] = money
    self:RefreshOfferList(who)
    self:UpdateHeaders()
    PlaySound(SOUNDS.ITEM_MONEY_CHANGED)
end
--
--XML handlers
--
    GAMEPAD_TRADE = ZO_GamepadTradeWindow:New(control)
    SYSTEMS:RegisterGamepadObject("trade", GAMEPAD_TRADE)
end