Back to Home

ESO Lua File v101041

ingame/collections/gamepad/itemsetsbook_gamepad.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
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
-- Base (For collections and reconstruction) --
ZO_GAMEPAD_ITEM_SET_COLLECTION_PIECE_GRID_ENTRY_DIMENSIONS = 87
ZO_ItemSetsBook_Gamepad_Base = ZO_Object.MultiSubclass(ZO_ItemSetsBook_Shared, ZO_Gamepad_ParametricList_Screen)
function ZO_ItemSetsBook_Gamepad_Base:New(...)
    return ZO_Gamepad_ParametricList_Screen.New(self, ...)
end
function ZO_ItemSetsBook_Gamepad_Base:Initialize(control, ...)
    local ACTIVATE_ON_SHOW = true
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ACTIVATE_ON_SHOW)
    ZO_ItemSetsBook_Shared.Initialize(self, control, ...)
    ZO_Gamepad_ParametricList_Screen.SetScene(self, self:GetScene())
end
function ZO_ItemSetsBook_Gamepad_Base:InitializeHeader()
    local function GetInventoryCapacity(control)
        control:SetText(zo_strformat(SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT, GetNumBagUsedSlots(BAG_BACKPACK), GetBagSize(BAG_BACKPACK)))
        return true
    end
    local function GetInventoryCapacityNarration()
        return zo_strformat(SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT, GetNumBagUsedSlots(BAG_BACKPACK), GetBagSize(BAG_BACKPACK))
    end
    local currencyType = CURT_CHAOTIC_CREATIA
    local currencyLocation = GetCurrencyPlayerStoredLocation(currencyType)
    local IS_ENOUGH = false
    local CURRENCY_OPTIONS =
    {
        currencyCapAmount = GetMaxPossibleCurrency(currencyType, currencyLocation),
    }
    local function GetCurrencyBalance(control)
        local currentBalance = GetCurrencyAmount(currencyType, currencyLocation)
        ZO_CurrencyControl_SetSimpleCurrency(control, currencyType, currentBalance, ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT, CURRENCY_SHOW_ALL, IS_ENOUGH, CURRENCY_OPTIONS)
        return true
    end
    local CURRENCY_NARRATION_OPTIONS = 
    {
        showCap = true,
        currencyLocation = currencyLocation,
    }
    
    local function GetCurrencyBalanceNarration()
        local currentBalance = GetCurrencyAmount(currencyType, currencyLocation)
        return ZO_Currency_FormatGamepad(currencyType, currentBalance, ZO_CURRENCY_FORMAT_AMOUNT_ICON, CURRENCY_NARRATION_OPTIONS)
    end
    local IS_PLURAL = false
    local currencyName = GetCurrencyName(currencyType, IS_PLURAL)
    self.headerData =
    {
        data1HeaderText = GetString(SI_GAMEPAD_INVENTORY_CAPACITY),
        data1Text = GetInventoryCapacity,
        data2HeaderText = currencyName,
        data2Text = GetCurrencyBalance,
    }
end
function ZO_ItemSetsBook_Gamepad_Base:RefreshHeader()
    if self.currentListDescriptor then
        self.headerData.titleText = self.currentListDescriptor.titleText
    end
end
function ZO_ItemSetsBook_Gamepad_Base:RefreshCategoryProgress()
    local currentList = self:GetCurrentList()
    if currentList then
        local numEntries = currentList:GetNumItems()
        for entryIndex = 1, numEntries do
            local entryData = currentList:GetEntryData(entryIndex)
            local numCategoryUnlockedPieces, numCategoryPieces = entryData:GetDataSource():GetNumUnlockedAndTotalPieces()
            local MIN_PIECES = 0
            entryData:SetBarValues(MIN_PIECES, numCategoryPieces, numCategoryUnlockedPieces)
        end
    end
    local numUnlockedPieces, numPieces = 0, 0
    local categoryName
    if self:IsViewingCategories() then
        -- Summary progress
        categoryName = GetString(SI_ITEM_SETS_BOOK_TITLE)
        numUnlockedPieces, numPieces = ITEM_SET_COLLECTIONS_SUMMARY_CATEGORY_DATA:GetNumUnlockedAndTotalPieces()
    elseif self:IsViewingSubcategories() then
        local categoryData = self:GetSelectedTopLevelCategory()
        if categoryData then
            -- Category progress
            categoryName = categoryData:GetFormattedName()
            numUnlockedPieces, numPieces = categoryData:GetDataSource():GetNumUnlockedAndTotalPieces()
        end
    end
    local footerControl = ZO_ItemSetsBook_Gamepad_Footer
    footerControl.name:SetText(categoryName)
    footerControl.value:SetText(numUnlockedPieces)
    local MIN_POINTS = 0
    footerControl.progress:SetMinMax(MIN_POINTS, numPieces)
    footerControl.progress:SetValue(numUnlockedPieces)
end
function ZO_ItemSetsBook_Gamepad_Base:RefreshGridEntryMultiIcon(control, data)
    local statusControl = control.statusMultiIcon
    if statusControl == nil then
        return
    end
    statusControl:ClearIcons()
    data.isMarkedNew = not data.isEmptyCell and data:IsNew() -- So we don't need to keep calling into C to run the check
    if data.isMarkedNew then
        statusControl:AddIcon(ZO_GAMEPAD_NEW_ICON_32)
        statusControl:Show()
    end
end
function ZO_ItemSetsBook_Gamepad_Base:OnGridListSelectedDataChanged(previousData, newData)
    GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_RIGHT_TOOLTIP)
    if previousData and previousData.isMarkedNew then
        previousData:ClearNew()
    end
    if newData and not newData.isEmptyCell then
        local HIDE_TRAIT = true
        GAMEPAD_TOOLTIPS:LayoutItemSetCollectionPieceLink(GAMEPAD_RIGHT_TOOLTIP, newData:GetItemLink(), HIDE_TRAIT)
    end
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.gridKeybindStripDescriptor)
end
function ZO_ItemSetsBook_Gamepad_Base:BuildSubcategoryList(parentCategoryData)
    if not parentCategoryData then
        parentCategoryData = self.categoryListDescriptor.list:GetTargetData()
        if not parentCategoryData then
            internalassert(false, "Trying to view an invalid parentCategoryData")
        end
    end
    local subcategoryListDescriptor = self.subcategoryListDescriptor
    local subcategoryList = subcategoryListDescriptor.list
    subcategoryList:Clear()
    subcategoryListDescriptor.titleText = parentCategoryData:GetFormattedName()
    -- Add the category entries
    for subcategoryIndex, subcategoryData in parentCategoryData:SubcategoryIterator(self.categoryFilters) do
        local entryData = ZO_GamepadEntryData:New(subcategoryData:GetFormattedName())
        entryData:SetDataSource(subcategoryData)
        entryData:SetIconTintOnSelection(true)
        local numUnlockedPieces, numPieces = subcategoryData:GetNumUnlockedAndTotalPieces()
        local MIN_PIECES = 0
        entryData:SetBarValues(MIN_PIECES, numPieces, numUnlockedPieces)
        subcategoryList:AddEntry("ZO_ItemSetsBook_Summary_Gamepad", entryData)
    end
    subcategoryList:Commit()
    subcategoryListDescriptor.lastParentCategoryData = parentCategoryData
    KEYBIND_STRIP:UpdateKeybindButtonGroup(subcategoryListDescriptor.keybindDescriptor)
end
function ZO_ItemSetsBook_Gamepad_Base:SelectTopLevelCategory(itemSetCollectionCategoryData)
    if internalassert(itemSetCollectionCategoryData:IsTopLevel(), "Attempting to select a subcategory with the SelectTopLevelCategory function") then
        local index = self.categoryListDescriptor.list:GetIndexForData("ZO_GamepadItemEntryTemplate", itemSetCollectionCategoryData)
        if index then
            self.categoryListDescriptor.list:SetSelectedIndexWithoutAnimation(index)
        elseif self.categoryListDescriptor.list:HasEntries() then
            -- Not found, so reset to top
            self.categoryListDescriptor.list:SetDefaultIndexSelected()
        end
    end
end
function ZO_ItemSetsBook_Gamepad_Base:SelectSubcategory(itemSetCollectionCategoryData)
    if internalassert(itemSetCollectionCategoryData:IsSubcategory(), "Attempting to select a top level category with the SelectSubcategory function") then
        local index = self.subcategoryListDescriptor.list:GetIndexForData("ZO_GamepadItemEntryTemplate", itemSetCollectionCategoryData)
        if index then
            self.subcategoryListDescriptor.list:SetSelectedIndexWithoutAnimation(index)
        elseif self.subcategoryListDescriptor.list:HasEntries() then
            -- Not found, so reset to top
            self.subcategoryListDescriptor.list:SetDefaultIndexSelected()
        end
    end
end
do
    local function GetTopLevelCategoryAndSubcategory(itemSetCollectionCategoryData)
        local parentCategoryData = nil
        local subcategoryData = nil
        if itemSetCollectionCategoryData then
            parentCategoryData = itemSetCollectionCategoryData:GetParentCategoryData()
            if parentCategoryData then
                subcategoryData = itemSetCollectionCategoryData
            else
                parentCategoryData = itemSetCollectionCategoryData
            end
        end
        return parentCategoryData, subcategoryData
    end
    -- Select the given category/subcategory in the lists, but don't change which list is being viewed
    function ZO_ItemSetsBook_Gamepad_Base:SelectCategory(itemSetCollectionCategoryData)
        local parentCategoryData, subcategoryData = GetTopLevelCategoryAndSubcategory(itemSetCollectionCategoryData)
        if parentCategoryData then
            self:SelectTopLevelCategory(parentCategoryData)
        end
        if subcategoryData then
            self:BuildSubcategoryList()
            self:SelectSubcategory(subcategoryData)
        end
    end
    -- Opens up the provided category, or the current category if no itemSetCollectionCategoryData is provided.
    function ZO_ItemSetsBook_Gamepad_Base:ViewCategory(itemSetCollectionCategoryData)
        local parentCategoryData, subcategoryData = GetTopLevelCategoryAndSubcategory(itemSetCollectionCategoryData)
        if itemSetCollectionCategoryData then
            self:SelectCategory(itemSetCollectionCategoryData)
        else
            parentCategoryData = self.categoryListDescriptor.list:GetTargetData()
        end
        if parentCategoryData:HasSubcategories() then
            if not subcategoryData then
                -- SelectCategory only builds the subcategory list if it's attempting to select a specific subcategory
                self:BuildSubcategoryList()
            end
            self:ShowListDescriptor(self.subcategoryListDescriptor)
        else
            -- There are no subcategories, so simply show the category view with the category selected
            self:ShowListDescriptor(self.categoryListDescriptor)
        end
    end
end
function ZO_ItemSetsBook_Gamepad_Base:EnterGridList()
    self.gridListPanelList:Activate()
    KEYBIND_STRIP:AddKeybindButtonGroup(self.gridKeybindStripDescriptor)
end
function ZO_ItemSetsBook_Gamepad_Base:ExitGridList()
    self.gridListPanelList:Deactivate()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.gridKeybindStripDescriptor)
end
function ZO_ItemSetsBook_Gamepad_Base:ShowListDescriptor(listDescriptor)
    if self.currentListDescriptor == listDescriptor then
        return
    end
    if self.gridListPanelList:IsActive() then
        self:ExitGridList()
    end
    self.currentListDescriptor = listDescriptor
    if listDescriptor then
        self:SetCurrentList(listDescriptor.list)
        KEYBIND_STRIP:AddKeybindButtonGroup(listDescriptor.keybindDescriptor)
        self:UpdateGridPanelVisibility()
        self:RefreshHeader()
    end
end
function ZO_ItemSetsBook_Gamepad_Base:HideCurrentListDescriptor()
    if self.currentListDescriptor then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.currentListDescriptor.keybindDescriptor)
        self:DisableCurrentList()
        self.currentListDescriptor = nil
    end
end
function ZO_ItemSetsBook_Gamepad_Base:ActivateCurrentListDescriptor()
    if self.currentListDescriptor then
        self:ActivateCurrentList()
        KEYBIND_STRIP:AddKeybindButtonGroup(self.currentListDescriptor.keybindDescriptor)
    end
end
function ZO_ItemSetsBook_Gamepad_Base:DeactivateCurrentListDescriptor()
    if self.currentListDescriptor then
        self:DeactivateCurrentList()
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.currentListDescriptor.keybindDescriptor)
    end
end
function ZO_ItemSetsBook_Gamepad_Base:GetCurrentListTargetData()
    local currentList = self:GetCurrentList()
    return currentList and currentList:GetTargetData()
end
function ZO_ItemSetsBook_Gamepad_Base:IsViewingCategories()
    return self.currentListDescriptor == self.categoryListDescriptor
end
function ZO_ItemSetsBook_Gamepad_Base:IsViewingSubcategories()
    return self.currentListDescriptor == self.subcategoryListDescriptor
end
function ZO_ItemSetsBook_Gamepad_Base:UpdateGridPanelVisibility()
    local categoryData = self:GetSelectedCategory()
    local isSummaryCategory = categoryData and categoryData:IsInstanceOf(ZO_ItemSetCollectionSummaryCategoryData) or false
    if isSummaryCategory then
        self:ShowSummaryTooltip()
    else
        self:HideSummaryTooltip()
    end
    if self:IsViewingCategories() or not categoryData or isSummaryCategory then
        SCENE_MANAGER:RemoveFragment(GAMEPAD_NAV_QUADRANT_2_3_BACKGROUND_FRAGMENT)
        SCENE_MANAGER:RemoveFragment(self.gridListFragment)
    elseif categoryData:GetNumCollections() > 0 and not self:IsOptionsModeShowing() then
        self.categoryContentRefreshGroup:MarkDirty("List")
        SCENE_MANAGER:AddFragment(GAMEPAD_NAV_QUADRANT_2_3_BACKGROUND_FRAGMENT)
        SCENE_MANAGER:AddFragment(self.gridListFragment)
    end
end
function ZO_ItemSetsBook_Gamepad_Base:ShowSummaryTooltip()
    GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_LEFT_TOOLTIP)
    GAMEPAD_TOOLTIPS:LayoutItemSetCollectionSummary(GAMEPAD_LEFT_TOOLTIP)
end
function ZO_ItemSetsBook_Gamepad_Base:HideSummaryTooltip()
    GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_LEFT_TOOLTIP)
end
-- Begin ZO_ItemSetsBook_Shared Overrides --
function ZO_ItemSetsBook_Gamepad_Base:InitializeControls()
    ZO_ItemSetsBook_Shared.InitializeControls(self)
    self.gridListPanelControl = self.control:GetNamedChild("GridListPanel")
end
function ZO_ItemSetsBook_Gamepad_Base:InitializeCategories()
    ZO_ItemSetsBook_Shared.InitializeCategories(self)
    self.categoryListDescriptor =
    {
        list = self:GetMainList(),
        keybindDescriptor = self.categoryKeybindStripDescriptor,
        titleText = GetString(SI_ITEM_SETS_BOOK_TITLE),
        isCategoriesDescriptor = true,
    }
    self.subcategoryListDescriptor =
    {
        list = self:AddList("Subcategory"),
        keybindDescriptor = self.subcategoryKeybindStripDescriptor,
        -- The title text will be updated to the name of the collections category
        isCategoriesDescriptor = true,
    }
end
function ZO_ItemSetsBook_Gamepad_Base:InitializeGridList()
    ZO_ItemSetsBook_Shared.InitializeGridList(self, ZO_SingleTemplateGridScrollList_Gamepad)
    local gridListPanelList = self.gridListPanelList
    self.entryDataObjectPool = ZO_EntryDataPool:New(ZO_GridSquareEntryData_Shared)
    self.headerEntryDataObjectPool = ZO_EntryDataPool:New(ZO_EntryData)
    local function ItemSetCollectionPieceGridEntrySetup(control, data, list)
        if data.isEmptyCell then
            control:SetAlpha(0.4)
        else
            control:SetAlpha(1)
            if control.icon then
                ZO_SetDefaultIconSilhouette(control.icon, data:IsLocked())
            end
        end
    end
    local HIDE_CALLBACK = nil
    local RESET_CONTROL_FUNC = nil
    local HEADER_HEIGHT = 70
    local SPACING_X = 6
    gridListPanelList:SetGridEntryTemplate("ZO_ItemSetCollectionPiece_GridEntry_Template_Gamepad", ZO_GAMEPAD_ITEM_SET_COLLECTION_PIECE_GRID_ENTRY_DIMENSIONS, ZO_GAMEPAD_ITEM_SET_COLLECTION_PIECE_GRID_ENTRY_DIMENSIONS, ItemSetCollectionPieceGridEntrySetup, HIDE_CALLBACK, RESET_CONTROL_FUNC, SPACING_X, ZO_GRID_SCROLL_LIST_DEFAULT_SPACING_GAMEPAD)
    local function HeaderSetup(...)
        self:SetupGridHeaderEntry(...)
    end
    gridListPanelList:SetHeaderTemplate("ZO_ItemSetsBook_Entry_Header_Gamepad", HEADER_HEIGHT, HeaderSetup)
    gridListPanelList:SetHeaderPrePadding(ZO_GRID_SCROLL_LIST_DEFAULT_SPACING_GAMEPAD)
    gridListPanelList:SetOnSelectedDataChangedCallback(function(previousData, newData) self:OnGridListSelectedDataChanged(previousData, newData) end)
    local ALWAYS_ANIMATE = true
    self.gridListFragment = ZO_FadeSceneFragment:New(self.gridListPanelControl, ALWAYS_ANIMATE)
    self.gridListFragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            self.categoryContentRefreshGroup:TryClean()
        end
    end)
end
function ZO_ItemSetsBook_Gamepad_Base:IsCategoryContentRefreshGroupActive()
    if ZO_ItemSetsBook_Shared.IsCategoryContentRefreshGroupActive(self) then
        return self.gridListFragment:IsShowing()
    end
    return false
end
function ZO_ItemSetsBook_Gamepad_Base:GetSelectedCategory()
    if self.currentListDescriptor and self.currentListDescriptor.isCategoriesDescriptor then
        return self:GetCurrentListTargetData()
    end
    return nil
end
function ZO_ItemSetsBook_Gamepad_Base:GetSelectedTopLevelCategory()
    local categoryList = self.categoryListDescriptor
    if categoryList then
        return categoryList.list:GetTargetData()
    end
end
function ZO_ItemSetsBook_Gamepad_Base:GetGridEntryDataObjectPool()
    return self.entryDataObjectPool
end
function ZO_ItemSetsBook_Gamepad_Base:GetGridHeaderEntryDataObjectPool()
    return self.headerEntryDataObjectPool
end
function ZO_ItemSetsBook_Gamepad_Base:GetItemSetHeaderNarrationText(headerData)
    local narrations = {}
    --Narrate the name of the set
    table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(headerData:GetFormattedName()))
    --Narrate the percent completion of the set
    local percentage = headerData:GetNumUnlockedPieces() / headerData:GetNumPieces()
    percentage = string.format("%.2f", percentage * 100)
    table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_SCREEN_NARRATION_PROGRESS_BAR_PERCENT_FORMATTER, percentage)))
    -- API supports multiple currency options, but UI design only supports 1 for now, so hardcode to 1 for now
    local reconstructionCurrencyType, reconstructionCurrencyCost = headerData:GetReconstructionCurrencyOptionInfo(1)
    if reconstructionCurrencyCost then
        --Narrate the cost to reconstruct if applicable
        table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_ITEM_RECONSTRUCTION_COST_HEADER)))
        local formattedCost = ZO_Currency_FormatGamepad(reconstructionCurrencyType, reconstructionCurrencyCost, ZO_CURRENCY_FORMAT_AMOUNT_NAME)
        table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(formattedCost))
    end
    return narrations
end
-- Do not call this directly, instead call self.categoriesRefreshGroup:MarkDirty("List")
function ZO_ItemSetsBook_Gamepad_Base:RefreshCategories()
    local categoryList = self.categoryListDescriptor.list
    categoryList:Clear()
    local entryList = {}
    local MIN_PIECES = 0
    for _, categoryData in ITEM_SET_COLLECTIONS_DATA_MANAGER:TopLevelItemSetCollectionCategoryIterator(self.categoryFilters) do
        local categoryName = categoryData:GetFormattedName()
        local gamepadIcon = categoryData:GetGamepadIcon()
        local entryData = ZO_GamepadEntryData:New(categoryName, gamepadIcon)
        local numUnlockedPieces, numPieces = categoryData:GetNumUnlockedAndTotalPieces()
        entryData:SetBarValues(MIN_PIECES, numPieces, numUnlockedPieces)
        entryData:SetDataSource(categoryData)
        entryData:SetIconTintOnSelection(true)
        table.insert(entryList, entryData)
    end
    if not self:IsReconstructing() then
        local categoryData = ITEM_SET_COLLECTIONS_SUMMARY_CATEGORY_DATA
        local categoryName = categoryData:GetFormattedName()
        local gamepadIcon = categoryData:GetGamepadIcon()
        local entryData = ZO_GamepadEntryData:New(categoryName, gamepadIcon)
        local numUnlockedPieces, numPieces = categoryData:GetNumUnlockedAndTotalPieces()
        entryData:SetBarValues(MIN_PIECES, numPieces, numUnlockedPieces)
        entryData:SetDataSource(categoryData)
        entryData:SetIconTintOnSelection(true)
        table.insert(entryList, 1, entryData)
    end
    for _, entryData in ipairs(entryList) do
        categoryList:AddEntry("ZO_ItemSetsBook_Summary_Gamepad", entryData)
    end
    categoryList:Commit()
    if self.currentListDescriptor then
        if self:IsViewingSubcategories() then
            self:BuildSubcategoryList()
        end
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.currentListDescriptor.keybindDescriptor)
    end
end
-- Do not call this directly, instead call self.categoriesRefreshGroup:MarkDirty("Visible")
function ZO_ItemSetsBook_Gamepad_Base:RefreshVisibleCategories()
    self.categoryListDescriptor.list:RefreshVisible()
    self.subcategoryListDescriptor.list:RefreshVisible()
end
-- End ZO_ItemSetsBook_Shared Overrides --
-- Begin ZO_Gamepad_ParametricList_Screen Overrides --
function ZO_ItemSetsBook_Gamepad_Base:InitializeKeybindStripDescriptors()
    local FILTERS_KEYBIND =
    {
        name = GetString(SI_GAMEPAD_ITEM_SETS_BOOK_OPTIONS_KEYBIND),
        keybind = "UI_SHORTCUT_TERTIARY",
        callback = function()
            local selectedItemSetCollectionPieceData = nil
            local selectedData = self.gridListPanelList:GetSelectedData()
            if selectedData and not selectedData.isEmptyCell and self.gridListPanelList:IsActive() then
                selectedItemSetCollectionPieceData = selectedData
            end
            ZO_Dialogs_ShowGamepadDialog("GAMEPAD_ITEM_SETS_BOOK_OPTIONS_DIALOG", { selectedItemSetCollectionPieceData = selectedItemSetCollectionPieceData })
        end,
    }
    -- Category Keybind
    self.categoryKeybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Select Category
        {
            name = GetString(SI_GAMEPAD_SELECT_OPTION),
            keybind = "UI_SHORTCUT_PRIMARY",
            callback = function()
                local categoryData = self:GetSelectedCategory()
                if categoryData:GetNumSubcategories() > 0 then
                    self:ViewCategory()
                else
                    self:EnterGridList()
                end
            end,
            visible = function()
                if self.currentListDescriptor then
                    -- A category won't exist if it doesn't have subcategories or collections
                    local categoryData = self:GetSelectedCategory()
                    return categoryData ~= nil and not categoryData:IsInstanceOf(ZO_ItemSetCollectionSummaryCategoryData)
                end
                return false
            end,
            sound = SOUNDS.GAMEPAD_MENU_FORWARD,
        },
        FILTERS_KEYBIND,
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.categoryKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
    -- Subcategory Keybind
    self.subcategoryKeybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Select Subcategory
        {
            name = GetString(SI_GAMEPAD_SELECT_OPTION),
            keybind = "UI_SHORTCUT_PRIMARY",
            callback = function()
                self:EnterGridList()
            end,
            visible = function()
                local categoryData = self:GetSelectedCategory()
                return categoryData ~= nil
            end,
            sound = SOUNDS.GAMEPAD_MENU_FORWARD,
        },
        FILTERS_KEYBIND,
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptorsWithSound(self.subcategoryKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, function()
        self:ShowListDescriptor(self.categoryListDescriptor)
    end)
    -- Grid Keybind
    self.gridKeybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        FILTERS_KEYBIND,
        {
            keybind = "UI_SHORTCUT_PRIMARY",
            name = GetString(SI_ITEM_RECONSTRUCTION_SELECT),
            callback = function()
                self:ShowReconstructOptions()
            end,
            enabled = function()
                return self:CanReconstruct()
            end,
            visible = function()
                return self:IsReconstructing()
            end,
            sound = SOUNDS.GAMEPAD_MENU_FORWARD,
        },
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.gridKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, function() self:ExitGridList() end)
end
function ZO_ItemSetsBook_Gamepad_Base:PerformUpdate()
    -- Must be overridden
    self.dirty = false
end
function ZO_ItemSetsBook_Gamepad_Base:OnShowing()
    ZO_Gamepad_ParametricList_Screen.OnShowing(self)
    self:ShowListDescriptor(self.categoryListDescriptor)
end
function ZO_ItemSetsBook_Gamepad_Base:OnHide()
    ZO_Gamepad_ParametricList_Screen.OnHide(self)
    if self.gridListPanelList:IsActive() then
        self:ExitGridList()
    end
end
function ZO_ItemSetsBook_Gamepad_Base:OnTargetChanged(list, targetData, oldTargetData)
    if self.currentListDescriptor then
        if list == self:GetCurrentList() then
            self:UpdateGridPanelVisibility()
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.currentListDescriptor.keybindDescriptor)
        elseif targetData:IsTopLevel() and self:IsViewingSubcategories() and not self.subcategoryListDescriptor.lastParentCategoryData:Equals(targetData) then
            -- We're viewing the subcategory list but the selected category changed, so we should move back to the category list
            self:ShowListDescriptor(self.categoryListDescriptor)
        end
    end
end
function ZO_ItemSetsBook_Gamepad_Base:SetupList(list)
    local function CategoryEntrySetup(control, data, selected, reselectingDuringRebuild, enabled, active)
        ZO_SharedGamepadEntry_OnSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
        if data:HasAnyNewPieces() then
            control.icon:ClearIcons()
            if data:IsTopLevel() then
                control.icon:AddIcon(data:GetGamepadIcon())
            end
            control.icon:AddIcon(ZO_GAMEPAD_NEW_ICON_64)
            control.icon:Show()
        end
    end
    list:AddDataTemplateWithHeader("ZO_GamepadMenuEntryTemplate", CategoryEntrySetup, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate", ZO_ItemSetCollectionCategoryData.Equals)
    list:AddDataTemplate("ZO_ItemSetsBook_Summary_Gamepad", CategoryEntrySetup, ZO_GamepadMenuEntryTemplateParametricListFunction, ZO_ItemSetCollectionCategoryData.Equals, "Summary")
    list:SetReselectBehavior(ZO_PARAMETRIC_SCROLL_LIST_RESELECT_BEHAVIOR.MATCH_OR_RESET_TO_DEFAULT)
end
-- End ZO_Gamepad_ParametricList_Screen Overrides --
-- ItemSetsBook (Collections) --
ZO_ItemSetsBook_Gamepad = ZO_ItemSetsBook_Gamepad_Base:Subclass()
function ZO_ItemSetsBook_Gamepad:New(...)
    return ZO_ItemSetsBook_Gamepad_Base.New(self, ...)
end
function ZO_ItemSetsBook_Gamepad:Initialize(control)
    ZO_ItemSetsBook_Gamepad_Base.Initialize(self, control)
    GAMEPAD_ITEM_SETS_BOOK_SCENE = self:GetScene()
    GAMEPAD_ITEM_SETS_BOOK_FRAGMENT = self:GetFragment()
end
function ZO_ItemSetsBook_Gamepad:OnShowing()
    ZO_ItemSetsBook_Gamepad_Base.OnShowing(self)
    ZO_ItemSetsBook_Gamepad_Footer:SetHidden(false)
end
function ZO_ItemSetsBook_Gamepad:OnHide()
    ZO_ItemSetsBook_Gamepad_Base.OnHide(self)
    ZO_ItemSetsBook_Gamepad_Footer:SetHidden(true)
end
-- Begin ZO_ItemSetsBook_Shared Overrides --
function ZO_ItemSetsBook_Gamepad:GetSceneName()
    return "gamepadItemSetsBook"
end
function ZO_ItemSetsBook_Gamepad:IsReconstructing()
    return false
end
-- End ZO_ItemSetsBook_Shared Overrides --
-- Begin ZO_ItemSetsBook_Gamepad_Base Overrides --
function ZO_ItemSetsBook_Gamepad:IsReconstructing()
    return false
end
-- End ZO_ItemSetsBook_Gamepad_Base Overrides --
--[[Global functions]]--
------------------------
    GAMEPAD_ITEM_SETS_BOOK = ZO_ItemSetsBook_Gamepad:New(control)
end
    control.progressBar.gloss = control.progressBar:GetNamedChild("Gloss")
    ZO_StatusBar_SetGradientColor(control.progressBar, ZO_SKILL_XP_BAR_GRADIENT_COLORS)
end
    control.name = control:GetNamedChild("Name")
    control.value = control:GetNamedChild("Rank")
    control.progress = control:GetNamedChild("XPBar")
end