ESO Lua File v100015

common/gamepad/genericheaders/genericheaders.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
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,
    CENTER_BASELINE = 3,
    TITLE_BASELINE  = 4,
    DIVIDER_SIMPLE  = 5,
    DIVIDER_PIPPED  = 6,
    DATA1           = 7,
    DATA1HEADER     = 8,
    DATA2           = 9,
    DATA2HEADER     = 10,
    DATA3           = 11,
    DATA3HEADER     = 12,
    DATA4           = 13,
    DATA4HEADER     = 14,
    MESSAGE         = 15,
}
-- 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 CENTER_BASELINE   = ZO_GAMEPAD_HEADER_CONTROLS.CENTER_BASELINE
local TITLE_BASELINE    = ZO_GAMEPAD_HEADER_CONTROLS.TITLE_BASELINE
local DIVIDER_SIMPLE    = ZO_GAMEPAD_HEADER_CONTROLS.DIVIDER_SIMPLE
local DIVIDER_PIPPED    = ZO_GAMEPAD_HEADER_CONTROLS.DIVIDER_PIPPED
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    = DATA1
local LAST_DATA_CONTROL     = MESSAGE
-- Because these consts are created before the xml is loaded, we don't have an effecient way to track the anticipated height of the info labels
-- We need to track the disparity to line up the bottoms, so we just grabbed these numbers ahead of time
-- TODO: Revisit this and come up with a better way to anchor dynamically
local GENERIC_HEADER_INFO_LABEL_HEIGHT = 33
local GENERIC_HEADER_INFO_DATA_HEIGHT = 50
local GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY = 4 -- This is used to align the baselines of the headers and their texts; will need to update if fonts change
local ROW_OFFSET_Y = GENERIC_HEADER_INFO_LABEL_HEIGHT + 10
local DATA_OFFSET_X = 5
local HEADER_OFFSET_X = 29
ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y = ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y + GENERIC_HEADER_INFO_LABEL_HEIGHT
-- 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 SCREEN_HEADER_ANCHORS =
{
    [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE] =
    {
        [DATA1HEADER]   = {Anchor:New(BOTTOMLEFT, DIVIDER_SIMPLE, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y),     Anchor:New(BOTTOMRIGHT, DIVIDER_SIMPLE, BOTTOMRIGHT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y)},
        [DATA1]         = {Anchor:New(BOTTOMRIGHT, DATA1HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA2HEADER]   = {Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMLEFT, 0, ROW_OFFSET_Y),    Anchor:New(BOTTOMRIGHT, DATA1HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y)},
        [DATA2]         = {Anchor:New(BOTTOMRIGHT, DATA2HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA3HEADER]   = {Anchor:New(BOTTOMLEFT, DATA2HEADER, BOTTOMLEFT, 0, ROW_OFFSET_Y),    Anchor:New(BOTTOMRIGHT, DATA2HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y)},
        [DATA3]         = {Anchor:New(BOTTOMRIGHT, DATA3HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA4HEADER]   = {Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMLEFT, 0, ROW_OFFSET_Y),    Anchor:New(BOTTOMRIGHT, DATA3HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y)},
        [DATA4]         = {Anchor:New(BOTTOMRIGHT, DATA4HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [MESSAGE]       = {Anchor:New(TOPLEFT, DIVIDER_SIMPLE, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y),    Anchor:New(TOPRIGHT, DIVIDER_SIMPLE, BOTTOMRIGHT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y)},
    },
    [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER] =
    {
        [DATA1HEADER]   = {Anchor:New(BOTTOMLEFT, DIVIDER_SIMPLE, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y)},
        [DATA1]         = {Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA2]         = {Anchor:New(BOTTOMRIGHT, DIVIDER_SIMPLE, BOTTOMRIGHT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y + GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA2HEADER]   = {Anchor:New(BOTTOMRIGHT, DATA2, BOTTOMLEFT, -DATA_OFFSET_X, -GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA3HEADER]   = {Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMLEFT, 0, ROW_OFFSET_Y)},
        [DATA3]         = {Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA4]         = {Anchor:New(BOTTOMRIGHT, DATA2, BOTTOMRIGHT, 0, ROW_OFFSET_Y + GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA4HEADER]   = {Anchor:New(BOTTOMRIGHT, DATA4, BOTTOMLEFT, -DATA_OFFSET_X, -GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [MESSAGE]       = {Anchor:New(TOPLEFT, DIVIDER_SIMPLE, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y),    Anchor:New(TOPRIGHT, DIVIDER_SIMPLE, BOTTOMRIGHT, 0, ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y)},
    },
}
-- The overlap anchors are used instead of the normal anchors in cases where the data label's text overlaps its corresponding header label.
local DATA_OVERLAP_ROW_OFFSET_Y = 40
local HEADER_OVERLAP_ROW_OFFSET_Y = 31
local SCREEN_HEADER_OVERLAP_ANCHORS = 
{
    -- Anchors header content as
    -- DATA[N]HEADER
    -- DATA[N]
    -- DATA[N+1]HEADER...
    -- if DATA[N]HEADER and DATA[N] overlap each other
    
    [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE] =
    {
        [DATA1]         = {Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMLEFT, 0, DATA_OVERLAP_ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA1HEADER, BOTTOMRIGHT, 0, DATA_OVERLAP_ROW_OFFSET_Y)},
        [DATA2HEADER]   = {Anchor:New(BOTTOMLEFT, DATA1, BOTTOMLEFT, 0, HEADER_OVERLAP_ROW_OFFSET_Y),    Anchor:New(BOTTOMRIGHT, DATA1, BOTTOMRIGHT, 0, HEADER_OVERLAP_ROW_OFFSET_Y)},
        [DATA2]         = {Anchor:New(BOTTOMLEFT, DATA2HEADER, BOTTOMLEFT, 0, DATA_OVERLAP_ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA2HEADER, BOTTOMRIGHT, 0, DATA_OVERLAP_ROW_OFFSET_Y)},
        [DATA3HEADER]   = {Anchor:New(BOTTOMLEFT, DATA2, BOTTOMLEFT, 0, HEADER_OVERLAP_ROW_OFFSET_Y),    Anchor:New(BOTTOMRIGHT, DATA2, BOTTOMRIGHT, 0, HEADER_OVERLAP_ROW_OFFSET_Y)},
        [DATA3]         = {Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMLEFT, 0, DATA_OVERLAP_ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA3HEADER, BOTTOMRIGHT, 0, DATA_OVERLAP_ROW_OFFSET_Y)},
        [DATA4HEADER]   = {Anchor:New(BOTTOMLEFT, DATA3, BOTTOMLEFT, 0, HEADER_OVERLAP_ROW_OFFSET_Y),    Anchor:New(BOTTOMRIGHT, DATA3, BOTTOMRIGHT, 0, HEADER_OVERLAP_ROW_OFFSET_Y)},
        [DATA4]         = {Anchor:New(BOTTOMLEFT, DATA4HEADER, BOTTOMLEFT, 0, DATA_OVERLAP_ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA4HEADER, BOTTOMRIGHT, 0, DATA_OVERLAP_ROW_OFFSET_Y)},
    },
}
local CONTENT_HEADER_ANCHORS =
{
    [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE] =
    {
        [DATA1HEADER]   = {Anchor:New(BOTTOMLEFT, DIVIDER_SIMPLE, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y),   Anchor:New(BOTTOMRIGHT, CENTER_BASELINE, BOTTOMLEFT)},
        [DATA1]         = {Anchor:New(BOTTOMRIGHT, DATA1HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA2HEADER]   = {Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMLEFT, 0, ROW_OFFSET_Y),       Anchor:New(BOTTOMRIGHT, DATA1HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y)},
        [DATA2]         = {Anchor:New(BOTTOMRIGHT, DATA2HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA3HEADER]   = {Anchor:New(BOTTOMLEFT, CENTER_BASELINE, BOTTOMRIGHT),                Anchor:New(BOTTOMRIGHT, DIVIDER_SIMPLE, BOTTOMRIGHT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y)},
        [DATA3]         = {Anchor:New(BOTTOMRIGHT, DATA3HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA4HEADER]   = {Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMLEFT, 0, ROW_OFFSET_Y),       Anchor:New(BOTTOMRIGHT, DATA3HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y)},
        [DATA4]         = {Anchor:New(BOTTOMRIGHT, DATA4HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
    },
    [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER] =
    {
        [DATA1HEADER]   = {Anchor:New(BOTTOMLEFT, DIVIDER_SIMPLE, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y)},
        [DATA1]         = {Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA2]         = {Anchor:New(BOTTOMRIGHT, CENTER_BASELINE, BOTTOMLEFT, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA2HEADER]   = {Anchor:New(BOTTOMRIGHT, DATA2, BOTTOMLEFT, -DATA_OFFSET_X, -GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA3HEADER]   = {Anchor:New(BOTTOMLEFT, CENTER_BASELINE, BOTTOMRIGHT)},
        [DATA3]         = {Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA4]         = {Anchor:New(BOTTOMRIGHT, DIVIDER_SIMPLE, BOTTOMRIGHT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y + GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA4HEADER]   = {Anchor:New(BOTTOMRIGHT, DATA4, BOTTOMLEFT, -DATA_OFFSET_X, -GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
    },
    [ZO_GAMEPAD_HEADER_LAYOUTS.CONTENT_HEADER_DATA_PAIRS_LINKED] =
    {
        [DATA1HEADER]   = {Anchor:New(BOTTOMLEFT, DIVIDER_SIMPLE, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y)},
        [DATA1]         = {Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA2HEADER]   = {Anchor:New(BOTTOMLEFT, DATA1, BOTTOMRIGHT, HEADER_OFFSET_X, -GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA2]         = {Anchor:New(BOTTOMLEFT, DATA2HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA3HEADER]   = {Anchor:New(BOTTOMLEFT, DATA2, BOTTOMRIGHT, HEADER_OFFSET_X, -GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA3]         = {Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA4HEADER]   = {Anchor:New(BOTTOMLEFT, DATA3, BOTTOMRIGHT, HEADER_OFFSET_X, -GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
        [DATA4]         = {Anchor:New(BOTTOMLEFT, DATA4HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)},
    },
}
-- 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 function TabBar_Setup(control, data, selected, selectedDuringRebuild, enabled, activated)
    -- 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"),
        [CENTER_BASELINE]   = control:GetNamedChild("CenterAnchor"),
        [TITLE_BASELINE]    = control:GetNamedChild("TitleContainer"),
        [DIVIDER_SIMPLE]    = control:GetNamedChild("DividerSimple"),
        [DIVIDER_PIPPED]    = control:GetNamedChild("DividerPipped"),
        [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]
        local dividerSimpleControl = control.controls[DIVIDER_SIMPLE]
        local dividerPippedControl = control.controls[DIVIDER_PIPPED]
        tabBarControl:SetHidden(false)
        dividerPippedControl:SetHidden(false)
        dividerSimpleControl:SetHidden(true)
        control.tabBar = ZO_GamepadTabBarScrollList:New(tabBarControl, dividerPippedControl:GetNamedChild("LeftIcon"), dividerPippedControl:GetNamedChild("RightIcon"))
    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 IsScreenHeader(controls)
    return not controls[CENTER_BASELINE]
end
local function ApplyAnchorSetToControl(dataControl, anchorSet, controls)
    dataControl:ClearAnchors()
    ApplyAnchorToControl(dataControl, anchorSet[1], controls)
    if anchorSet[2] then
        ApplyAnchorToControl(dataControl, anchorSet[2], controls)
    end
end
-- Note: ZO_GamepadGenericHeader_RefreshData must be called after changing the layout.
    if control.layout == layout then
        return
    end
    local controls = control.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]
        ApplyAnchorSetToControl(dataControl, anchors, controls)
    end
    control.layout = layout
end
local g_useHeaderOverlapAnchors = false
local function ReflowScreenHeaderDataPairSeparateIfNecessary(parentControl, dataControlIndex, dataHeaderControlIndex)
    local overlapAnchors = SCREEN_HEADER_OVERLAP_ANCHORS[parentControl.layout]
    if not overlapAnchors then
        return
    end
    local controls = parentControl.controls
    local dataControl = controls[dataControlIndex]
    local dataHeaderControl = controls[dataHeaderControlIndex]
    if g_useHeaderOverlapAnchors then
        if dataHeaderControl then
            local anchorSet = overlapAnchors[dataHeaderControlIndex]
            if anchorSet then
                ApplyAnchorSetToControl(dataHeaderControl, anchorSet, controls)
            end
        end
        g_useHeaderOverlapAnchors = false
    end
    if dataControl and dataHeaderControl then
        if dataControl:GetLeft() < dataHeaderControl:GetLeft() + dataHeaderControl:GetTextWidth() then
            local anchorSet = overlapAnchors[dataControlIndex]
            if anchorSet then
                ApplyAnchorSetToControl(dataControl, anchorSet, controls)
                g_useHeaderOverlapAnchors = true
            end
        end
    end
end
    control.layout = nil
    ZO_GamepadGenericHeader_SetDataLayout(control, ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE)
    g_useHeaderOverlapAnchors = false
end
local g_currentBottomLeftHeader = DATA1HEADER
local function ReflowContentHeaderDataPairIfNecessary(parentControl, dataControlIndex, dataHeaderControlIndex)
    local controls = parentControl.controls
    local dataControl = controls[dataControlIndex]
    if dataControl and dataControl:GetRight() > parentControl:GetRight() then
        local dataHeaderControl = controls[dataHeaderControlIndex]
        dataHeaderControl:ClearAnchors()
        dataHeaderControl:SetAnchor(BOTTOMLEFT, controls[g_currentBottomLeftHeader], BOTTOMLEFT, 0, ROW_OFFSET_Y)
        g_currentBottomLeftHeader = dataHeaderControlIndex
    end
end
    control.layout = nil
    ZO_GamepadGenericHeader_SetDataLayout(control, ZO_GAMEPAD_HEADER_LAYOUTS.CONTENT_HEADER_DATA_PAIRS_LINKED)
    g_currentBottomLeftHeader = DATA1HEADER    -- Reset the bottom left header value
    ReflowContentHeaderDataPairIfNecessary(control, DATA2, DATA2HEADER)
    ReflowContentHeaderDataPairIfNecessary(control, DATA3, DATA3HEADER)
    ReflowContentHeaderDataPairIfNecessary(control, DATA4, DATA4HEADER)
end
local SCREEN_HEADER_REFLOW_FUNCS = 
{
    [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE] = ScreenHeaderDataPairsSeparateReflow,
}
local CONTENT_HEADER_REFLOW_FUNCS =
{
    [ZO_GAMEPAD_HEADER_LAYOUTS.CONTENT_HEADER_DATA_PAIRS_LINKED] = ContentHeaderDataPairsLinkedReflow,
}
local function ReflowLayout(control)
    local reflowFunc = IsScreenHeader(control.controls) and SCREEN_HEADER_REFLOW_FUNCS[control.layout] or CONTENT_HEADER_REFLOW_FUNCS[control.layout]
    if reflowFunc then
        reflowFunc(control)
    end
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 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 + 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, ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_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)
    SetAlignment(controls[TITLE], data.titleTextAlignment, IsScreenHeader(control.controls) and TEXT_ALIGN_CENTER or TEXT_ALIGN_LEFT)
    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)
    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
        else
        end
        if data.activatedCallback then
        end
        local pipsEnabled = false
        local tabBarControl = control.controls[TABBAR]
        local dividerSimpleControl = control.controls[DIVIDER_SIMPLE]
        local dividerPippedControl = control.controls[DIVIDER_PIPPED]
        local pipsControl = nil
        local numEntries = 0
        if data.tabBarEntries then
            control.tabBar:Clear()            
            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()
            pipsEnabled = numEntries > 1
            pipsControl = dividerPippedControl:GetNamedChild("Pips")
        end
        tabBarControl:SetHidden(numEntries == 0)
        dividerPippedControl:SetHidden(not pipsEnabled)
        dividerSimpleControl:SetHidden(pipsEnabled)
        control.tabBar:SetPipsEnabled(pipsEnabled, pipsControl)
        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