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ESO Lua File v100016

ingame/playeremote/gamepad/playeremote_gamepad.lua

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local GAMEPAD_PLAYER_EMOTE_SCENE_NAME = "gamepad_player_emote"
local GAMEPAD_PLAYER_EMOTE_MENU_ENTRY_TEMPLATE = "ZO_GamepadSubMenuEntryWithSubLabelTemplate"
local EMPTY_QUICKSLOT_TEXTURE = "EsoUI/Art/Quickslots/quickslot_emptySlot.dds"
local EMPTY_QUICKSLOT_STRING = GetString(SI_QUICKSLOTS_EMPTY)
local MODE_CATEGORY_INACTIVE = 0
local MODE_CATEGORY_SELECTION = 1
local MODE_EMOTE_SELECTION = 2
local MODE_EMOTE_ASSIGNMENT = 3
ZO_EMOTE_COLUMN_WIDTH = 400
ZO_EMOTE_ROW_HEIGHT = 70
local NUM_EMOTE_ITEMS_IN_COLUMN = 9
local NUM_EMOTE_ITEM_COLUMNS = 3
local NUM_EMOTES_ON_PAGE = NUM_EMOTE_ITEM_COLUMNS * NUM_EMOTE_ITEMS_IN_COLUMN
local EMOTE_GRID_MODE_EMOTES = 0
local EMOTE_GRID_MODE_QUICK_CHAT = 1
local GAMEPAD_EMOTE_ICON_PATH = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_"
local GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH = "EsoUI/Art/Quickslots/quickslot_emptySlot.dds"
local GAMEPAD_EMOTE_ICONS = {
    [EMOTE_CATEGORY_INVALID]            = GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH,
    [EMOTE_CATEGORY_CEREMONIAL]         = GAMEPAD_EMOTE_ICON_PATH .. "ceremonial.dds",
    [EMOTE_CATEGORY_CHEERS_AND_JEERS]   = GAMEPAD_EMOTE_ICON_PATH .. "cheersJeers.dds",
    [EMOTE_CATEGORY_DEPRECATED]         = GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH,
    [EMOTE_CATEGORY_EMOTION]            = GAMEPAD_EMOTE_ICON_PATH .. "emotion.dds",
    [EMOTE_CATEGORY_ENTERTAINMENT]      = GAMEPAD_EMOTE_ICON_PATH .. "entertain.dds",
    [EMOTE_CATEGORY_FOOD_AND_DRINK]     = GAMEPAD_EMOTE_ICON_PATH .. "eatDrink.dds",
    [EMOTE_CATEGORY_GIVE_DIRECTIONS]    = GAMEPAD_EMOTE_ICON_PATH .. "direction.dds",
    [EMOTE_CATEGORY_PERPETUAL]          = GAMEPAD_EMOTE_ICON_PATH .. "perpetual.dds",
    [EMOTE_CATEGORY_PHYSICAL]           = GAMEPAD_EMOTE_ICON_PATH .. "physical.dds",
    [EMOTE_CATEGORY_POSES_AND_FIDGETS]  = GAMEPAD_EMOTE_ICON_PATH .. "fidget.dds",
    [EMOTE_CATEGORY_PROP]               = GAMEPAD_EMOTE_ICON_PATH .. "prop.dds",
    [EMOTE_CATEGORY_SOCIAL]             = GAMEPAD_EMOTE_ICON_PATH .. "social.dds",
     [EMOTE_CATEGORY_PERSONALITY_OVERRIDE]= GAMEPAD_EMOTE_ICON_PATH .. "personality.dds",
}
-- TODO: Must use the blue gamepad icons for personalities
local GAMEPAD_PERSONALITY_EMOTE_ICONS = {
     [EMOTE_CATEGORY_INVALID]            = GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH,
    [EMOTE_CATEGORY_CEREMONIAL]         = GAMEPAD_EMOTE_ICON_PATH .. "ceremonial_personality.dds",
    [EMOTE_CATEGORY_CHEERS_AND_JEERS]   = GAMEPAD_EMOTE_ICON_PATH .. "cheersJeers_personality.dds",
    [EMOTE_CATEGORY_DEPRECATED]         = GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH,
    [EMOTE_CATEGORY_EMOTION]            = GAMEPAD_EMOTE_ICON_PATH .. "emotion_personality.dds",
    [EMOTE_CATEGORY_ENTERTAINMENT]      = GAMEPAD_EMOTE_ICON_PATH .. "entertain_personality.dds",
    [EMOTE_CATEGORY_FOOD_AND_DRINK]     = GAMEPAD_EMOTE_ICON_PATH .. "eatDrink_personality.dds",
    [EMOTE_CATEGORY_GIVE_DIRECTIONS]    = GAMEPAD_EMOTE_ICON_PATH .. "direction_personality.dds",
    [EMOTE_CATEGORY_PERPETUAL]          = GAMEPAD_EMOTE_ICON_PATH .. "perpetual_personality.dds",
    [EMOTE_CATEGORY_PHYSICAL]           = GAMEPAD_EMOTE_ICON_PATH .. "physical_personality.dds",
    [EMOTE_CATEGORY_POSES_AND_FIDGETS]  = GAMEPAD_EMOTE_ICON_PATH .. "fidget_personality.dds",
    [EMOTE_CATEGORY_PROP]               = GAMEPAD_EMOTE_ICON_PATH .. "prop_personality.dds",
    [EMOTE_CATEGORY_SOCIAL]             = GAMEPAD_EMOTE_ICON_PATH .. "social_personality.dds",
}
--
-- ZO_EmoteItem class. These items wrap the controls that make up the grid of emotes the user can select from
--
local EMOTE_ITEM_TYPE_NONE = 0
local EMOTE_ITEM_TYPE_EMOTE = 1
local EMOTE_ITEM_TYPE_QUICK_CHAT = 2
local ZO_EmoteItem = ZO_Object:Subclass()
function ZO_EmoteItem:New(...)
    local emote = ZO_Object.New(self)
    emote:Initialize(...)
    return emote
end
function ZO_EmoteItem:Initialize(control)
    self.control = control
    self.title = control:GetNamedChild("Title")
    self.highlight = control:GetNamedChild("Highlight")
    self.itemType = EMOTE_ITEM_TYPE_NONE
    self.id = 0
end
function ZO_EmoteItem:SetAnchor(column, row)
    self.control:SetAnchor(TOPLEFT, nil, TOPLEFT, (column - 1) * ZO_EMOTE_COLUMN_WIDTH, (row - 1) * ZO_EMOTE_ROW_HEIGHT)
end
function ZO_EmoteItem:SetVisible(visible)
    self.control:SetHidden(not visible)
end
function ZO_EmoteItem:SetHighlightVisible(visible)
    self.highlight:SetHidden(not visible)
end
function ZO_EmoteItem:Reset()
    self:SetVisible(false)
    self:SetHighlightVisible(false)
end
function ZO_EmoteItem:SetEmoteInfo(emoteId)
    self.itemType = EMOTE_ITEM_TYPE_EMOTE
    self.id = emoteId
    local emoteInfo = PLAYER_EMOTE_MANAGER:GetEmoteItemInfo(emoteId)
     if emoteInfo.isOverriddenByPersonality then
          self:SetName(ZO_PERSONALITY_EMOTES_COLOR:Colorize(emoteInfo.displayName))
     else
          self:SetName(emoteInfo.displayName)
     end
end
function ZO_EmoteItem:SetQuickChatInfo(quickChatId)
    self.itemType = EMOTE_ITEM_TYPE_QUICK_CHAT
    self.id = quickChatId
    self:SetName(QUICK_CHAT_MANAGER:GetFormattedQuickChatName(quickChatId))
end
function ZO_EmoteItem:SetName(name)
    self.title:SetText(name)
    self.name = name
end
function ZO_EmoteItem:GetName()
    return self.name
end
function ZO_EmoteItem:GetId()
    return self.id
end
function ZO_EmoteItem:GetItemType()
    return self.itemType
end
--
-- ZO_GamepadEmoteGrid class. This class manages the full grid of items including page switching
--
local ZO_GamepadEmoteGrid = ZO_GamepadPagedGrid:Subclass()
function ZO_GamepadEmoteGrid:New(...)
    return ZO_GamepadPagedGrid.New(self, ...)
end
function ZO_GamepadEmoteGrid:Initialize(control, footerControl)
    local COLUMN_MAJOR = false
    ZO_GamepadPagedGrid.Initialize(self, control, COLUMN_MAJOR, footerControl)
    self.allowHighlight = true
    self.emoteItems = {}
    self.visibleEmotes = {}
    self.mode = EMOTE_GRID_MODE_EMOTES
    self.emoteList = nil
    self:SetPageNumberFont("ZoFontGamepadBold54")
end
do
    local function ResetEmote(emote)
        emote:Reset()
    end
    function ZO_GamepadEmoteGrid:InitializeEmoteItemPool()
        local function CreateEmote(objectPool)
            local emoteControl = ZO_ObjectPool_CreateControl("ZO_PlayerEmoteItemControl", objectPool, self.control)
            return ZO_EmoteItem:New(emoteControl)
        end
        self.emoteItemPool = ZO_ObjectPool:New(CreateEmote, ResetEmote)
    end
end
function ZO_GamepadEmoteGrid:InitializeEmoteItemGrid()
    for column = 1, NUM_EMOTE_ITEM_COLUMNS do
        self.emoteItems[column] = {}
        for row = 1, NUM_EMOTE_ITEMS_IN_COLUMN do
            local emoteItem = self.emoteItemPool:AcquireObject()
            emoteItem:SetAnchor(column, row)
            self.emoteItems[column][row] = emoteItem
        end
    end
end
function ZO_GamepadEmoteGrid:ResetGridItem(column, row, visible)
    local emoteItem = self.emoteItems[column][row]
    emoteItem:SetHighlightVisible(false)
    emoteItem:SetVisible(visible)
end
function ZO_GamepadEmoteGrid:ResetPageInfo()
    local FIRST_PAGE = 1
    local numPages = math.ceil(#self.emoteList / NUM_EMOTES_ON_PAGE)
    self:SetPageInfo(FIRST_PAGE, numPages)
end
local function ShouldEmoteShowInGamepadUI(emoteData)
    return emoteData.showInGamepadUI
end
function ZO_GamepadEmoteGrid:ChangeEmoteListForEmoteType(emoteType)
    self.mode = EMOTE_GRID_MODE_EMOTES
    self.emoteList = PLAYER_EMOTE_MANAGER:GetEmoteListForType(emoteType, ShouldEmoteShowInGamepadUI)
    self:ResetPageInfo()
end
function ZO_GamepadEmoteGrid:ChangeEmoteListForQuickChat()
    self.mode = EMOTE_GRID_MODE_QUICK_CHAT
    self.emoteList = QUICK_CHAT_MANAGER:BuildQuickChatList()
    self:ResetPageInfo()
end
function ZO_GamepadEmoteGrid:GetCurrentSelectedEmote()
    if self.currentHighlight then
        return self.emoteItems[self.currentHighlight.column][self.currentHighlight.row]
    end
    return nil
end
function ZO_GamepadEmoteGrid:GetSelectedEmoteName()
    return self:GetCurrentSelectedEmote():GetName()
end
function ZO_GamepadEmoteGrid:GetSelectedEmoteId()
    return self:GetCurrentSelectedEmote():GetId()
end
function ZO_GamepadEmoteGrid:GetSelectedEmoteType()
end
function ZO_GamepadEmoteGrid:SetAllowHighlight(allow)
    self.allowHighlight = allow
end
do
    local SHOW_GRID_ITEM = true
    local HIDE_GRID_ITEM = false
    function ZO_GamepadEmoteGrid:RefreshGrid()
        --[[
Refresh the grid by resetting the visibleEmotes boolean array used by ZO_GamepadGrid and then setting controls
Visible or Hidden based on how many items are needed to be shown for the current list size on the current page
--]]
        ZO_ClearNumericallyIndexedTable(self.visibleEmotes)
        local currentPage = self:GetCurrentPage()
        local emoteStartIndex = ((currentPage - 1) * NUM_EMOTES_ON_PAGE)
        local numEmotes = #self.emoteList
        local numEmotesToShow = numEmotes > 0 and zo_min(numEmotes - emoteStartIndex, NUM_EMOTES_ON_PAGE) or numEmotes
        local numShown = 0
        for column = 1, NUM_EMOTE_ITEM_COLUMNS do
            if numShown < numEmotesToShow then
                self.visibleEmotes[column] = {}
            end
            for row = 1, NUM_EMOTE_ITEMS_IN_COLUMN do
                if numShown < numEmotesToShow then
                    self:ResetGridItem(column, row, SHOW_GRID_ITEM)
                    self.visibleEmotes[column][row] = true
                    numShown = numShown + 1
                    if self.mode == EMOTE_GRID_MODE_EMOTES then
                        self.emoteItems[column][row]:SetEmoteInfo(self.emoteList[emoteStartIndex + numShown])
                    elseif self.mode == EMOTE_GRID_MODE_QUICK_CHAT then
                        self.emoteItems[column][row]:SetQuickChatInfo(self.emoteList[emoteStartIndex + numShown])
                    end
                else
                    self:ResetGridItem(column, row, HIDE_GRID_ITEM)
                end
            end
        end
        self:ResetGridPosition()
    end
end
function ZO_GamepadEmoteGrid:GetNumEmoteItems()
    return self.emoteList and #self.emoteList or 0
end
-- functions overriden from base class
function ZO_GamepadEmoteGrid:GetGridItems()
    return self.visibleEmotes
end
function ZO_GamepadEmoteGrid:RefreshGridHighlight()
    if self.currentHighlight then
        self.emoteItems[self.currentHighlight.column][self.currentHighlight.row]:SetHighlightVisible(false)
    end
    local column, row = self:GetGridPosition()
    if column > 0 and row > 0 then
        self.emoteItems[column][row]:SetHighlightVisible(self.allowHighlight)
        self.currentHighlight = {row = row, column = column}
    end
end
function ZO_GamepadEmoteGrid:Activate()
    ZO_GamepadPagedGrid.Activate(self)
    self.footer.control:SetHidden(false)
end
function ZO_GamepadEmoteGrid:Deactivate()
    ZO_GamepadPagedGrid.Deactivate(self)
    self.footer.control:SetHidden(true)
end
--
-- ZO_GamepadPlayerEmote class. This class creates our gamepad scene and emote category list and contains
-- a ZO_GamepadEmoteGrid object and quickslot radial menu
local ZO_GamepadPlayerEmote = ZO_Gamepad_ParametricList_Screen:Subclass()
function ZO_GamepadPlayerEmote:New(...)
    return ZO_Gamepad_ParametricList_Screen.New(self, ...)
end
function ZO_GamepadPlayerEmote:Initialize(control)
    self.control = control
    self.emoteListGridControl = control:GetNamedChild("EmoteListGrid")
    local quickslotControl = control:GetNamedChild("Quickslot")
    self.radialControl = quickslotControl:GetNamedChild("Radial")
    self.assignLabel = quickslotControl:GetNamedChild("Assign")
    self.selectedEmoteNameLabel = quickslotControl:GetNamedChild("SelectedEmoteName")
    GAMEPAD_PLAYER_EMOTE_SCENE = ZO_Scene:New(GAMEPAD_PLAYER_EMOTE_SCENE_NAME, SCENE_MANAGER)
    local ACTIVATE_ON_SHOW = true
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ACTIVATE_ON_SHOW, GAMEPAD_PLAYER_EMOTE_SCENE)
end
function ZO_GamepadPlayerEmote:OnDeferredInitialize()
    self.control:RegisterForEvent(EVENT_PERSONALITY_CHANGED,
                                    function()
                                        if GAMEPAD_PLAYER_EMOTE_SCENE:IsShowing() then
                                            self:CreateCategoryList()
                                        else
                                            self:MarkDirty()
                                        end
                                    end)
end
function ZO_GamepadPlayerEmote:OnSelectionChanged()
     local targetData = self.itemList:GetTargetData()
     if targetData then
          self.currentData = targetData
          if targetData.type == ACTION_TYPE_EMOTE then
               self.emoteListGrid:ChangeEmoteListForEmoteType(targetData.emoteCategory)
          elseif targetData.type == ACTION_TYPE_QUICK_CHAT then
               self.emoteListGrid:ChangeEmoteListForQuickChat()
          end
     end
     KEYBIND_STRIP:UpdateCurrentKeybindButtonGroups()
end
function ZO_GamepadPlayerEmote:SetupList(list)
end
function ZO_GamepadPlayerEmote:CreateCategoryList()
    self.itemList = self:GetMainList()
    self.itemList:Clear()
    local quickChatIcon = QUICK_CHAT_MANAGER:GetQuickChatIcon()
    local data = ZO_GamepadEntryData:New(GetString(SI_QUICK_CHAT_EMOTE_MENU_ENTRY_NAME), quickChatIcon)
    data:SetModifyTextType(MODIFY_TEXT_TYPE_UPPERCASE)
    data.type = ACTION_TYPE_QUICK_CHAT
    self.itemList:AddEntry(GAMEPAD_PLAYER_EMOTE_MENU_ENTRY_TEMPLATE, data)
    local categories = PLAYER_EMOTE_MANAGER:GetEmoteCategories()
    for _, category in ipairs(categories) do
        if category ~= EMOTE_CATEGORY_INVALID then
            local emoteIcon = self:GetEmoteIconForCategory(category)
            local data = ZO_GamepadEntryData:New(GetString("SI_EMOTECATEGORY", category), emoteIcon)
            data:SetModifyTextType(MODIFY_TEXT_TYPE_UPPERCASE)
            data:SetIconTintOnSelection(true)
            data.type = ACTION_TYPE_EMOTE
            data.emoteCategory = category
            self.itemList:AddEntry(GAMEPAD_PLAYER_EMOTE_MENU_ENTRY_TEMPLATE, data)
        end
    end
    self.itemList:Commit()
    self.isDirty = false
end
function ZO_GamepadPlayerEmote:MarkDirty()
    self.isDirty = true
end
function ZO_GamepadPlayerEmote:InitializeHeader()
    self.headerData = { titleText = GetString(SI_GAMEPAD_MAIN_MENU_EMOTES) }
    local rightPane = self.control:GetNamedChild("RightPane")
    local contentContainer = rightPane:GetNamedChild("Container"):GetNamedChild("ContentHeader")
    self.contentHeader = contentContainer:GetNamedChild("Header")
    ZO_GamepadGenericHeader_Initialize(self.contentHeader, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER)
    local titleControl = self.contentHeader:GetNamedChild("TitleContainerTitle")
    titleControl:SetFont("ZoFontGamepad54")
    self.contentHeaderData = {
        titleText = function()
            if self.mode == MODE_CATEGORY_SELECTION or self.mode == MODE_EMOTE_SELECTION then
                local currentData = self.currentData
                if currentData then
                    if currentData.type == ACTION_TYPE_QUICK_CHAT then
                        return GetString(SI_QUICK_CHAT_EMOTE_MENU_ENTRY_NAME)
                    elseif currentData.type == ACTION_TYPE_EMOTE then
                        return GetString("SI_EMOTECATEGORY", currentData.emoteCategory)
                    end
                end
            end
        end,
    }
end
function ZO_GamepadPlayerEmote:InitializeEmoteGrid()
    self.emoteListGrid = ZO_GamepadEmoteGrid:New(self.emoteListGridControl, self.control:GetNamedChild("RightPaneContainerFooter"))
    self.emoteListGrid:SetPageChangedCallback(function() self:RefreshHeader() end)
end
local function OnPlayerEmoteFailedPlay()
    ZO_AlertNoSuppression(UI_ALERT_CATEGORY_ALERT, nil, GetString(SI_GAMEPAD_EMOTE_FAILED_PLAY))
end
function ZO_GamepadPlayerEmote:InitializeRadialMenu(control)
    self.radialMenu = ZO_RadialMenu:New(self.radialControl, "ZO_GamepadPlayerEmoteRadialMenuEntryTemplate", nil, "SelectableItemRadialMenuEntryAnimation", "RadialMenu")
    --store entry controls to animate with later
    self.entryControls = {}
    local function SetupEntryControl(entryControl, data)
        entryControl.label:SetText(data.name)
        self.entryControls[data.slot] = entryControl
        ZO_SetupSelectableItemRadialMenuEntryTemplate(entryControl)
    end
    local function OnActionSlotUpdated(eventCode, physicalSlot)
        self:RefreshQuickslotMenu()
    end
    self.radialControl:RegisterForEvent(EVENT_ACTION_SLOT_UPDATED, OnActionSlotUpdated)
    self.radialControl:RegisterForEvent(EVENT_PLAYER_EMOTE_FAILED_PLAY, OnPlayerEmoteFailedPlay)
end
function ZO_GamepadPlayerEmote:PerformUpdate()
    self:RefreshHeader()
end
function ZO_GamepadPlayerEmote:RefreshHeader()
    local personalityId = GetActiveCollectibleByType(COLLECTIBLE_CATEGORY_TYPE_PERSONALITY)
    local personalityName = GetCollectibleInfo(personalityId)
    if personalityName ~= "" then
        self.headerData.data1HeaderText = GetString(SI_GAMEPAD_EMOTE_PERSONALITY_OVERRIDE_HEADER)
        self.headerData.data1Text = ZO_PERSONALITY_EMOTES_COLOR:Colorize(zo_strformat(SI_GAMEPAD_SOCIAL_PERSONALITY, personalityName))
    else
        self.headerData.data1HeaderText = nil
        self.headerData.data1Text = nil
    end
    ZO_GamepadGenericHeader_Refresh(self.contentHeader, self.contentHeaderData)
end
function ZO_GamepadPlayerEmote:InitializeKeybindStripDescriptors()
    -- keybinds when a category is selected
    self.categoryKeybindStripDescriptor = {
        {
            name = GetString(SI_GAMEPAD_PLAYER_EMOTE_USE_EMOTE),
            keybind = "UI_SHORTCUT_PRIMARY",
            alignment = KEYBIND_STRIP_ALIGN_LEFT,
            visible = function() return self.emoteListGrid:GetCurrentSelectedEmote() ~= nil end,
            callback = function()
                SCENE_MANAGER:ShowBaseScene()
                local emoteId = self.emoteListGrid:GetSelectedEmoteId()
                if self.currentData.type == ACTION_TYPE_QUICK_CHAT then
                    QUICK_CHAT_MANAGER:PlayQuickChat(emoteId)
                elseif self.currentData.type == ACTION_TYPE_EMOTE then
                    local emoteIndex = PLAYER_EMOTE_MANAGER:GetEmoteItemInfo(emoteId).emoteIndex
                    PlayEmoteByIndex(emoteIndex)
                end
            end,
        },
        {
            name = GetString(SI_GAMEPAD_PLAYER_EMOTE_ASSIGN_EMOTE),
            keybind = "UI_SHORTCUT_SECONDARY",
            alignment = KEYBIND_STRIP_ALIGN_LEFT,
            visible = function() return self.emoteListGrid:GetCurrentSelectedEmote() ~= nil end,
            callback = function()
                self:ChangeCurrentMode(MODE_EMOTE_ASSIGNMENT)
            end,
        },
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptorsWithSound(self.categoryKeybindStripDescriptor,
                                                            GAME_NAVIGATION_TYPE_BUTTON,
                                                            function() self:ChangeCurrentMode(MODE_CATEGORY_SELECTION) end)
    -- keybinds when assigning emotes
    self.emoteAssignmentKeybindStripDescriptor = {}
    ZO_Gamepad_AddForwardNavigationKeybindDescriptors(self.emoteAssignmentKeybindStripDescriptor,
                                            GAME_NAVIGATION_TYPE_BUTTON, 
                                            function() self:AssignSelectedQuickslot() end,
                                            GetString(SI_GAMEPAD_ITEM_ACTION_QUICKSLOT_ASSIGN))
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.emoteAssignmentKeybindStripDescriptor,
                                                GAME_NAVIGATION_TYPE_BUTTON,
                                                function() self:ChangeCurrentMode(MODE_EMOTE_SELECTION) end)
    -- keybinds when selecting a category
    self.keybindStripDescriptor = {}
                                                GAME_NAVIGATION_TYPE_BUTTON,
                                                function() self:ChangeCurrentMode(MODE_EMOTE_SELECTION) end,
                                                GetString(SI_GAMEPAD_SELECT_OPTION),
                                                function() return self.emoteListGrid:GetNumEmoteItems() > 0 end)
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
end
function ZO_GamepadPlayerEmote:DeselectCurrentMode()
    if self.mode == MODE_CATEGORY_SELECTION then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
        self:DeactivateCurrentList()
    elseif self.mode == MODE_EMOTE_SELECTION then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.categoryKeybindStripDescriptor)
        self.emoteListGrid:Deactivate()
        self.emoteListGrid:SetAllowHighlight(false)
    elseif self.mode == MODE_EMOTE_ASSIGNMENT then
        self:HideQuickslotMenu()
        self.emoteListGridControl:SetHidden(false)
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.emoteAssignmentKeybindStripDescriptor)
    end
    self.mode = MODE_CATEGORY_INACTIVE
end
function ZO_GamepadPlayerEmote:SelectMode(mode)
    self.mode = mode
    if self.mode == MODE_CATEGORY_SELECTION then
        KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
        self:ActivateCurrentList()
        self.emoteListGrid:SetAllowHighlight(false)
    elseif self.mode == MODE_EMOTE_SELECTION then
        KEYBIND_STRIP:AddKeybindButtonGroup(self.categoryKeybindStripDescriptor)
        self.emoteListGrid:SetAllowHighlight(true)
        self.emoteListGrid:Activate()
    elseif self.mode == MODE_EMOTE_ASSIGNMENT then
        self.emoteListGridControl:SetHidden(true)
        KEYBIND_STRIP:AddKeybindButtonGroup(self.emoteAssignmentKeybindStripDescriptor)
        self:ShowQuickslotMenu()
    end
end
function ZO_GamepadPlayerEmote:ChangeCurrentMode(mode)
    if self.mode ~= mode then
        self:DeselectCurrentMode()
        self:SelectMode(mode)
        self:RefreshHeader()
    end
end
function ZO_GamepadPlayerEmote:ShowQuickslotMenu()
    self.radialMenu:Clear()
    self.activeEmoteId = self.emoteListGrid:GetSelectedEmoteId()
    self.activeEmoteType = self.emoteListGrid:GetSelectedEmoteType()
    self.assignLabel:SetHidden(false)
    self.selectedEmoteNameLabel:SetHidden(false)
    self.selectedEmoteNameLabel:SetText(self.emoteListGrid:GetSelectedEmoteName())
    -- This will Activate the menu and show it
    self.radialMenu:Show()
end
function ZO_GamepadPlayerEmote:HideQuickslotMenu()
    self.activeEmoteId = nil
    self.activeEmoteType = nil
    self.slotIndexForAnim = nil
    self.assignLabel:SetHidden(true)
    self.selectedEmoteNameLabel:SetHidden(true)
    -- This will deactivate the menu and hide it
    self.radialMenu:Clear()
end
function ZO_GamepadPlayerEmote:GetEmoteIconForCategory(category)
     if GAMEPAD_EMOTE_ICONS[category] then
          return GAMEPAD_EMOTE_ICONS[category]
     end
     return GAMEPAD_EMOTE_ICONS[EMOTE_CATEGORY_INVALID]
end
function ZO_GamepadPlayerEmote:GetPersonalityEmoteIconForCategory(category)
     if GAMEPAD_PERSONALITY_EMOTE_ICONS[category] then
          return GAMEPAD_PERSONALITY_EMOTE_ICONS[category]
     end
     return GAMEPAD_PERSONALITY_EMOTE_ICONS[EMOTE_CATEGORY_INVALID]
end
function ZO_GamepadPlayerEmote:PopulateRadialMenu()
    local slottedEmotes = PLAYER_EMOTE_MANAGER:GetSlottedEmotes()
    for i, emote in ipairs(slottedEmotes) do
        local type = emote.type
        local id = emote.id
        
        local found = false
        local name
        local icon
        if type == ACTION_TYPE_EMOTE then
            local emoteInfo = PLAYER_EMOTE_MANAGER:GetEmoteItemInfo(id)
            found = emoteInfo ~= nil
            if found then
                    if emoteInfo.isOverriddenByPersonality then
                         icon = self:GetPersonalityEmoteIconForCategory(emoteInfo.emoteCategory)                    
                         name = ZO_PERSONALITY_EMOTES_COLOR:Colorize(emoteInfo.displayName)
                    else
                         icon = self:GetEmoteIconForCategory(emoteInfo.emoteCategory)
                         name = emoteInfo.displayName
                    end
            end
        elseif type == ACTION_TYPE_QUICK_CHAT then
            found = QUICK_CHAT_MANAGER:HasQuickChat(id)
            if found then
                icon = QUICK_CHAT_MANAGER:GetQuickChatIcon()
                name = QUICK_CHAT_MANAGER:GetFormattedQuickChatName(id)
            end
        end
        
        if found then
            local data = {name = name, slot = i}
            self.radialMenu:AddEntry(name, icon, icon, nil, data)
        else
            self.radialMenu:AddEntry(EMPTY_QUICKSLOT_STRING, EMPTY_QUICKSLOT_TEXTURE, EMPTY_QUICKSLOT_TEXTURE, nil, {name = EMPTY_QUICKSLOT_STRING, slot = i})
        end
    end
    if self.slotIndexForAnim then
        ZO_PlaySparkleAnimation(self.entryControls[self.slotIndexForAnim])
    end
end
function ZO_GamepadPlayerEmote:RefreshQuickslotMenu()
    self.radialMenu:ResetData()
    self.radialMenu:Refresh()
end
function ZO_GamepadPlayerEmote:AssignSelectedQuickslot()
    if self.radialMenu.selectedEntry then
        local selectedData = self.radialMenu.selectedEntry.data
        local slotIndex = selectedData.slot + ACTION_BAR_FIRST_EMOTE_QUICK_SLOT_INDEX
        if self.activeEmoteType == EMOTE_ITEM_TYPE_EMOTE then
            SelectSlotEmote(self.activeEmoteId, slotIndex)
        elseif self.activeEmoteType == EMOTE_ITEM_TYPE_QUICK_CHAT then
            SelectSlotQuickChat(self.activeEmoteId, slotIndex)
        end
        self.slotIndexForAnim = selectedData.slot
        PlaySound(SOUNDS.RADIAL_MENU_SELECTION)
    end
end
function ZO_GamepadPlayerEmote:OnShowing()
    if self.isDirty then
        self:CreateCategoryList()
    end
    self:ChangeCurrentMode(MODE_CATEGORY_SELECTION)
    TriggerTutorial(TUTORIAL_TRIGGER_EMOTES_MENU_OPENED)
end
function ZO_GamepadPlayerEmote:OnHide()
    self:ChangeCurrentMode(MODE_CATEGORY_INACTIVE)
end
--Global XML Handlers
-----------------------
    GAMEPAD_PLAYER_EMOTE = ZO_GamepadPlayerEmote:New(control)
end