Back to Home

ESO Lua File v100019

libraries/zo_dialog/gamepad/zo_genericdialog_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
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
GAMEPAD_DIALOGS = {
    BASIC = 1,
    PARAMETRIC = 2,
    COOLDOWN = 3,
    CENTERED = 4,
    STATIC_LIST = 5,
    ITEM_SLIDER = 6,
    CUSTOM = 7,
}
local GAMEPAD_DIALOG_SHOWING = false
----------------------
-- Helper Functions --
----------------------
local DialogKeybindStripDescriptor = ZO_Object:Subclass()
function DialogKeybindStripDescriptor:New()
    local obj = ZO_Object.New(self)
    obj:Initialize()
    return obj
end
function DialogKeybindStripDescriptor:Initialize()
    -- dialog buttons expect the dialog to be the callbackArg
    self.callback = function(pressState)
        if self.buttonCallback then
            self.buttonCallback(self.dialog, pressState)
        end
        -- it's possible for the callback to remove the dialog and clean it up
        -- but most don't, so we need to make sure we close them all without error
        if(self.dialog and not self.dialog.info.blockDialogReleaseOnPress) then
            ZO_Dialogs_ReleaseDialogOnButtonPress(self.dialog.name)
        end
    end
    self.visible = function()
        if self.buttonVisible then
            if type(self.buttonVisible) == "function" then
                return self.buttonVisible(self.dialog)
            else
                return self.buttonVisible
            end
        else 
            return true
        end
    end
    self:Reset()
end
function DialogKeybindStripDescriptor:Reset()
    self.buttonVisible = nil
    self.buttonCallback = nil
    self.name = nil
    self.dialog = nil
    self.keybind = nil
    self.sound = nil
    self.alignment = KEYBIND_STRIP_ALIGN_LEFT
    self.enabled = nil
    self.handlesKeyUp = nil
    self.onShowCooldown = nil
    self.cooldown = nil
end
function DialogKeybindStripDescriptor:SetAlignment(alignment)
    if alignment then
        self.alignment = alignment
    end
end
function DialogKeybindStripDescriptor:SetButtonCallback(buttonCallback)
    self.buttonCallback = buttonCallback
end
-- keybinds expect text to be under 'name' and already looked up.
function DialogKeybindStripDescriptor:SetText(text)
    self.name = text
    if(type(self.name) == "number") then
        self.name = GetString(self.name)
    end
end
function DialogKeybindStripDescriptor:SetDialog(dialog)
    self.dialog = dialog
end
function DialogKeybindStripDescriptor:SetVisible(visible)
    self.buttonVisible = visible
end
function DialogKeybindStripDescriptor:SetEthereal(ethereal)
    self.ethereal = ethereal
end
function DialogKeybindStripDescriptor:SetEnabled(enabled)
    self.enabled = enabled
end
function DialogKeybindStripDescriptor:SetHandlesKeyUp(handlesKeyUp)
    self.handlesKeyUp = handlesKeyUp
end
function DialogKeybindStripDescriptor:SetKeybind(keybind, index)
    if keybind then
        self.keybind = keybind
    else
        if index == 1 then
            self.keybind = "DIALOG_PRIMARY"
        elseif index == 2 then
            self.keybind = "DIALOG_NEGATIVE"
        end
    end
end
function DialogKeybindStripDescriptor:SetSound(sound)
    self.sound = sound
end
function DialogKeybindStripDescriptor:SetOnShowCooldown(timeMs)
    self.onShowCooldown = timeMs
end
function DialogKeybindStripDescriptor:GetOnShowCooldown()
    return self.onShowCooldown
end
function DialogKeybindStripDescriptor:SetDefaultSoundFromKeybind(twoOrMoreButtons)
    if twoOrMoreButtons then
        if self.keybind == "DIALOG_PRIMARY" then
            self.sound = SOUNDS.DIALOG_ACCEPT
        elseif self.keybind == "DIALOG_NEGATIVE" then
            self.sound = SOUNDS.DIALOG_DECLINE
        end
    end
end
local function MakeKeybindStripDescriptor(pool)
    local descriptor = DialogKeybindStripDescriptor:New()
    return descriptor
end
local function ResetKeybindStripDescriptor(descriptor)
    descriptor:Reset()
end
local g_keybindStripDescriptors = ZO_ObjectPool:New(MakeKeybindStripDescriptor, ResetKeybindStripDescriptor)
local g_keybindGroupDesc = {}
local g_keybindState = nil
local function TryRefreshKeybind(dialog, keybindDesc, buttonData, twoOrMoreButtons, index)
    if(dialog.textParams ~= nil and dialog.textParams.buttonTextOverrides ~= nil and dialog.textParams.buttonTextOverrides[index] ~= nil) then
        keybindDesc:SetText(dialog.textParams.buttonTextOverrides[index])
    else
        keybindDesc:SetText(buttonData.text)
    end
    if(dialog.textParams ~= nil and dialog.textParams.buttonKeybindOverrides ~= nil and dialog.textParams.buttonKeybindOverrides[index] ~= nil) then
        keybindDesc:SetKeybind(dialog.textParams.buttonKeybindOverrides[index], index)
    else
        keybindDesc:SetKeybind(buttonData.keybind, index)
    end
    keybindDesc:SetDialog(dialog)
    keybindDesc:SetAlignment(buttonData.alignment)
    keybindDesc:SetButtonCallback(buttonData.callback)
    keybindDesc:SetVisible(buttonData.visible)
    keybindDesc:SetEthereal(buttonData.ethereal)
    keybindDesc:SetEnabled(buttonData.enabled)
    keybindDesc:SetOnShowCooldown(buttonData.onShowCooldown)
    keybindDesc:SetHandlesKeyUp(buttonData.handlesKeyUp)
    if buttonData.clickSound then
        keybindDesc:SetSound(buttonData.clickSound)
    else
        keybindDesc:SetDefaultSoundFromKeybind(twoOrMoreButtons)
    end
end
local function TryShowKeybinds(dialog)
    ZO_ClearNumericallyIndexedTable(g_keybindGroupDesc)
    local buttons = dialog.info.buttons
    local numButtons = buttons and #buttons or 0
    local dialogType = dialog.info.gamepadInfo.dialogType
    if numButtons > 0 then
        for index, value in ipairs(buttons) do
            if(type(value) == "table") then
                local keybindDesc = g_keybindStripDescriptors:AcquireObject()
                TryRefreshKeybind(dialog, keybindDesc, value, (numButtons > 1), index)
                table.insert(g_keybindGroupDesc, keybindDesc)
            end
        end
    end
    if(#g_keybindGroupDesc > 0) then
        KEYBIND_STRIP:AddKeybindButtonGroup(g_keybindGroupDesc, g_keybindState)
        for _, keybindDesc in ipairs(g_keybindGroupDesc) do
            local onShowCooldown = keybindDesc:GetOnShowCooldown()
            if onShowCooldown then
                KEYBIND_STRIP:TriggerCooldown(keybindDesc, onShowCooldown, g_keybindState)
            end
        end
    end
end
local function TryRefreshKeybinds(dialog)
    local buttons = dialog.info.buttons
    local numButtons = buttons and #buttons or 0
    local dialogType = dialog.info.gamepadInfo.dialogType
    if numButtons > 0 then
        for index, value in ipairs(buttons) do
            if(type(value) == "table") then
                local keybindDesc = g_keybindGroupDesc[index]
                if keybindDesc then
                    TryRefreshKeybind(dialog, keybindDesc, value, (numButtons > 1), index)
                end
            end
        end
    end
    KEYBIND_STRIP:UpdateKeybindButtonGroup(g_keybindGroupDesc, g_keybindState)
end
local function TryRemoveKeybinds()
    if(#g_keybindGroupDesc > 0) then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(g_keybindGroupDesc, g_keybindState)
    end
end
    TryRefreshKeybinds(dialog)
end
    --[[Different dialogs have different needs for input blocking. Most will want to eat all input so you don't end up scrolling lists
below the dialog or moving characters. Some want the right stick to pass through to control tooltip scrolling on the scene below. In that case
add allowRightStickPassThrough = true to the dialog's gamepadInfo table.]]
--
    DIRECTIONAL_INPUT:Consume(unpack(dialog.directionalInputEaters))
    if not dialog.info.gamepadInfo.allowRightStickPassThrough then
        ZO_SCROLL_SHARED_INPUT:Consume()
    end
end
do
    local ALLOW_RIGHT_STICK = { ZO_DI_LEFT_STICK, ZO_DI_DPAD }
    local CONSUME_ALL = { ZO_DI_LEFT_STICK, ZO_DI_RIGHT_STICK, ZO_DI_DPAD }
        if dialog.info.gamepadInfo.allowRightStickPassThrough then
            dialog.directionalInputEaters = ALLOW_RIGHT_STICK
        else
            dialog.directionalInputEaters = CONSUME_ALL
        end
    end
end
----------------------------
-- Global Gamepad Dialogs --
----------------------------
function ZO_GenericGamepadDialog_GetControl(dialogType)
    if dialogType == GAMEPAD_DIALOGS.BASIC then
        return ZO_GamepadDialogBase
    elseif dialogType == GAMEPAD_DIALOGS.PARAMETRIC then
        return ZO_GamepadDialogPara
    elseif dialogType == GAMEPAD_DIALOGS.COOLDOWN then
        return ZO_GamepadDialogCool
    elseif dialogType == GAMEPAD_DIALOGS.CENTERED then
        return ZO_GamepadDialogCentered
    elseif dialogType == GAMEPAD_DIALOGS.STATIC_LIST then
        return ZO_GamepadDialogStaticList
    elseif dialogType == GAMEPAD_DIALOGS.ITEM_SLIDER then
        return ZO_GamepadDialogItemSlider
    end
    return nil
end
-----------------------
-- Dialog Management --
-----------------------
local function OnDialogShowing(dialog)
    GAMEPAD_DIALOG_SHOWING = true
    CALLBACK_MANAGER:FireCallbacks("OnGamepadDialogShowing")
    PushActionLayerByName(GetString(SI_KEYBINDINGS_LAYER_DIALOG))
    dialog:Activate()
    g_keybindState = KEYBIND_STRIP:PushKeybindGroupState()
    if dialog.shouldShowTooltip then
        ZO_GenericGamepadDialog_ShowTooltip(dialog)
    end
    dialog.hideSceneOnClose = false
end
local function OnDialogShown(dialog)
    TryShowKeybinds(dialog)
    if dialog.isShowingOnBase then
        PlaySound(SOUNDS.GAMEPAD_OPEN_WINDOW)
    else
        PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD)
    end
    if dialog.info.OnShownCallback then
        dialog.info.OnShownCallback(dialog)
    end
end
local function OnDialogHiding(dialog)
    if dialog.entryList then
        dialog.entryList:Deactivate()
    end
end
local function OnDialogHidden(dialog)
    if dialog.info.OnHiddenCallback then
        dialog.info.OnHiddenCallback(dialog)
    end
    local releasedFromButton = dialog.releasedFromButton
    dialog.releasedFromButton = nil
    RemoveActionLayerByName(GetString(SI_KEYBINDINGS_LAYER_DIALOG))
    dialog:Deactivate()
    KEYBIND_STRIP:PopKeybindGroupState()
    g_keybindStripDescriptors:ReleaseAllObjects()
    ZO_CompleteReleaseDialogOnDialogHidden(dialog, releasedFromButton)
    if dialog.isShowingOnBase then
        PlaySound(SOUNDS.GAMEPAD_CLOSE_WINDOW)
    else
        PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
    end
    if dialog.hideSceneOnClose then
        SCENE_MANAGER:HideCurrentScene()
    end
    GAMEPAD_DIALOG_SHOWING = false
    CALLBACK_MANAGER:FireCallbacks("OnGamepadDialogHidden")
end
-- this always gets called
function ZO_GenericGamepadDialog_RefreshText(dialog, title, mainText)
    if dialog.gamepadInfo and dialog.gamepadInfo.RefreshTextOverride then
        dialog.gamepadInfo.RefreshTextOverride(dialog, title, mainText)
    else
    local headerData = dialog.headerData
        if headerData then
    ZO_ClearTable(headerData) -- make sure we are not bringing over header data from the previous setup.
    headerData.titleText = title
    headerData.titleTextAlignment = TEXT_ALIGN_LEFT
        end
        if dialog.mainTextControl then
    dialog.mainTextControl:SetText(mainText)
    dialog.scrollIndicator:SetTexture(ZO_GAMEPAD_RIGHT_SCROLL_ICON)
        end
        if not ZO_GenericGamepadDialog_RefreshHeaderData(dialog, dialog.data) and headerData then
            -- refresh the header, but only if ZO_GenericGamepadDialog_RefreshHeaderData didn't already
        ZO_GamepadGenericHeader_Refresh(dialog.header, headerData)
    end
end
end
    local headerData = dialog.headerData
    local needRefresh = false
    if headerData and data then
        if data.data1 then
            headerData.data1HeaderText = data.data1.header
            headerData.data1Text = data.data1.value
            needRefresh = true
        end
        if data.data2 then
            headerData.data2HeaderText = data.data2.header
            headerData.data2Text = data.data2.value
            needRefresh = true
        end
        if data.data3 then
            headerData.data3HeaderText = data.data3.header
            headerData.data3Text = data.data3.value
            needRefresh = true
        end
        if data.data4 then
            headerData.data4HeaderText = data.data4.header
            headerData.data4Text = data.data4.value
            needRefresh = true
        end
    end
    if needRefresh then
        ZO_GamepadGenericHeader_Refresh(dialog.header, headerData)
    end
    return needRefresh
end
    -- Management
    dialog.Activate = function(dialog)
        if not dialog.info.blockDirectionalInput then
            DIRECTIONAL_INPUT:Activate(dialog, dialog)
        end
    end
    dialog.Deactivate = function(dialog) DIRECTIONAL_INPUT:Deactivate(dialog) end
    dialog.fragment = dialog.fragment or ZO_TranslateFromLeftSceneFragment:New(dialog, true)
    dialog.hideFunction = function(dialog, releasedFromButton)
        dialog.releasedFromButton = releasedFromButton
        TryRemoveKeybinds()
        if ZO_GAMEPAD_DIALOG_FRAGMENT_GROUP then -- pregame doesn't have this fragment group
            if dialog.info.gamepadInfo.dontEndInWorldInteractions then
                SCENE_MANAGER:RemoveFragmentGroup(ZO_GAMEPAD_DIALOG_DONT_END_IN_WORLD_INTERACTIONS_FRAGMENT_GROUP)
            else
                SCENE_MANAGER:RemoveFragmentGroup(ZO_GAMEPAD_DIALOG_FRAGMENT_GROUP)
            end
        end
        SCENE_MANAGER:RemoveFragment(dialog.fragment)
    end
    dialog.OnDialogShowing = OnDialogShowing
    dialog.OnDialogShown = OnDialogShown
    dialog.OnDialogHiding = OnDialogHiding
    dialog.OnDialogHidden = OnDialogHidden
    dialog.fragment:RegisterCallback("StateChange", function(oldState, newState)
                                                        if(newState == SCENE_FRAGMENT_SHOWING) then
                                                            dialog:OnDialogShowing()
                                                        elseif(newState == SCENE_FRAGMENT_SHOWN) then
                                                            dialog:OnDialogShown()
                                                        elseif(newState == SCENE_FRAGMENT_HIDING) then
                                                            dialog:OnDialogHiding()
                                                        elseif(newState == SCENE_FRAGMENT_HIDDEN) then
                                                            dialog:OnDialogHidden()
                                                        end
                                                    end)
    local headerContainer = dialog:GetNamedChild("HeaderContainer")
    if headerContainer then
    dialog.headerData = {}
    dialog.header = dialog:GetNamedChild("HeaderContainer").header
        ZO_GamepadGenericHeader_Initialize(dialog.header)
    end
    local container = dialog:GetNamedChild("Container")
    if container then
    dialog.scrollChild = container:GetNamedChild("ScrollChild")
    dialog.scrollIndicator = container:GetNamedChild("ScrollIndicator")
    dialog.mainTextControl = dialog.scrollChild:GetNamedChild("MainText")
    end
end
function ZO_GenericGamepadDialog_Show(dialog)
    --Attach the dialog fragment to whichever scene is currenty showing
    dialog.isShowingOnBase = false
    if ZO_GAMEPAD_DIALOG_FRAGMENT_GROUP then -- pregame doesn't have this fragment group
        if dialog.info.gamepadInfo.dontEndInWorldInteractions then
            SCENE_MANAGER:AddFragmentGroup(ZO_GAMEPAD_DIALOG_DONT_END_IN_WORLD_INTERACTIONS_FRAGMENT_GROUP)
        else
            SCENE_MANAGER:AddFragmentGroup(ZO_GAMEPAD_DIALOG_FRAGMENT_GROUP)
        end
    end
    if SCENE_MANAGER:IsShowingBaseScene() then
        dialog.isShowingOnBase = true
    end
    if dialog.scrollIndicator then
    dialog.scrollIndicator:ClearAnchors()
    local offsetY = dialog.info.offsetScrollIndictorForArrow and ZO_GAMEPAD_PANEL_BG_SCROLL_INDICATOR_OFFSET_FOR_ARROW
    ZO_Scroll_Gamepad_SetScrollIndicatorSide(dialog.scrollIndicator, dialog, RIGHT, dialog.rightStickScrollIndicatorOffsetX, offsetY)
    end
    SCENE_MANAGER:AddFragment(dialog.fragment)
    if dialog.entryList then
        dialog.entryList:Activate()
    end
end
    return GAMEPAD_DIALOG_SHOWING
end
-------------
-- Tooltip --
-------------
    dialog.shouldShowTooltip = true
    GAMEPAD_TOOLTIPS:SetBgType(GAMEPAD_LEFT_DIALOG_TOOLTIP, GAMEPAD_TOOLTIP_DARK_BG)
    GAMEPAD_TOOLTIPS:ShowBg(GAMEPAD_LEFT_DIALOG_TOOLTIP)
end
    if dialog.shouldShowTooltip then
        GAMEPAD_TOOLTIPS:HideBg(GAMEPAD_LEFT_DIALOG_TOOLTIP)
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_DIALOG_TOOLTIP)
        GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_DIALOG_TOOLTIP)
        dialog.shouldShowTooltip = false
    end
end
-------------------------------------
-- Parametric List Dialog Template --
-------------------------------------
-- Dialog
    local baseHideFunction = dialog.hideFunction
    dialog.hideFunction =   function(dialog, releasedFromButton)
                                baseHideFunction(dialog, releasedFromButton)
                                dialog.entryList:RemoveAllOnSelectedDataChangedCallbacks()
                                dialog.entryList:Deactivate()
                            end
    local listControl = dialog:GetNamedChild("EntryList"):GetNamedChild("List")
    dialog.entryList = ZO_GamepadVerticalItemParametricScrollList:New(listControl)
    dialog.entryList:SetAlignToScreenCenter(true)
end
do
    local function ParametricListControlSetupFunc(control, data, selected, reselectingDuringRebuild, enabled, active)
        if control.resetFunction then
            control.resetFunction()
        end
        data.setup(control, data, selected, reselectingDuringRebuild, enabled, active)
    end
    local function DefaultOnSelectionChangedCallback()
        KEYBIND_STRIP:UpdateKeybindButtonGroup(g_keybindGroupDesc, g_keybindState)
    end
    -- Valid fields for parametric list entries are:
    -- visible - a bool or function which determines if we show the entry
    -- template - the template for the gamepad entry data in the parametric list
    -- templateData - A table of fields to add to the entry data
    -- text - the text that will appear in the list
    -- icon - an optional icon to show next to the entry in the parametric list
    -- entryData - a premade ZO_GamepadEntryData in place of the one created from templateData, text, and icon
    function ZO_GenericParametricListGamepadDialogTemplate_Setup(dialog, limitNumEntries, data)
        if data then
            ZO_GenericGamepadDialog_RefreshHeaderData(dialog, data)
        end
        dialog.entryList:Clear()
        local onSelectionChangedCallback
        if dialogOnSelectionChangedCallback then
            onSelectionChangedCallback =    function(...)
                                                dialogOnSelectionChangedCallback(...)
                                                DefaultOnSelectionChangedCallback()
                                            end
        else
        end
        for i, entryInfoTable in ipairs(dialog.info.parametricList) do
            if limitNumEntries == nil or i <= limitNumEntries then
                local visible = true
                local entryDataOverrides = entryInfoTable.templateData -- this table will be copied on to the entry data that we create
                -- By default all entries are visible
                -- entries will only be hidden if entryDataOverrides.visible is false or is a function that returns false
                if entryDataOverrides and (entryDataOverrides.visible ~= nil) then
                    visible = entryDataOverrides.visible
                    if type(visible) == "function" then
                        visible = visible(dialog)
                    end
                end
            
                if visible then
                    local entryData = entryInfoTable.entryData
                    if entryData == nil then
                        local entryDataText = entryInfoTable.text
                        if entryDataText ~= nil then
                            if type(entryDataText) == "number" then
                                entryDataText = GetString(entryDataText)
                            end
                        else -- default entry text
                            entryDataText = "EntryItem" .. tostring(i)
                        end
                        entryData = ZO_GamepadEntryData:New(entryDataText, entryInfoTable.icon)
                        -- TODO: This loop is pretty awful (and we should just pass in entryData see Achievements_Gamepad.lua)
                        if entryDataOverrides then
                            for dataKey, dataValue in pairs(entryDataOverrides) do
                                entryData[dataKey] = dataValue
                            end
                        end
                    end
                    entryData.dialog = dialog
                    local entryTemplate = entryInfoTable.template
                    if not dialog.entryList:HasDataTemplate(entryTemplate) then
                        dialog.entryList:AddDataTemplateWithHeader(entryTemplate, ParametricListControlSetupFunc, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, entryInfoTable.headerTemplate or "ZO_GamepadMenuEntryHeaderTemplate", entryInfoTable.controlReset)
                        dialog.entryList:AddDataTemplate(entryTemplate, ParametricListControlSetupFunc, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, nil, entryInfoTable.controlReset)
                    end
        
                    local headerText = entryInfoTable.header
                    if headerText ~= nil then
                        if type(headerText) == "number" then
                            headerText = GetString(headerString)
                        end
                        entryData:SetHeader(headerText)
                        dialog.entryList:AddEntryWithHeader(entryTemplate, entryData)
                    else
                        dialog.entryList:AddEntry(entryTemplate, entryData)
                    end
                end
            end
        end
        dialog.entryList:CommitWithoutReselect()
    end
end
-------------------------------------
-- Cooldown Dialog Template --
-------------------------------------
    dialog.cooldownLabelControl = dialog:GetNamedChild("LoadingContainerCooldownLabel")
    dialog.loadingControl = dialog:GetNamedChild("LoadingContainerLoading")
end
    local loadingMode = dialog.info.loading ~= nil
    dialog.cooldownLabelControl:SetText("")
    dialog.loadingControl:SetHidden(not loadingMode)
    if(loadingMode) then
        local loadingString = dialog.info.loading.text
        if type(loadingString) == "function" then
            loadingString = loadingString(dialog)
        end
        if loadingString and loadingString ~= "" then
            dialog.cooldownLabelControl:SetText(loadingString)
            dialog.cooldownLabelControl:SetColor(ZO_NORMAL_TEXT:UnpackRGBA())
        end
    else
        dialog.cooldownLabelControl:SetColor(ZO_SELECTED_TEXT:UnpackRGBA())
    end
end
-------------------------------------
-- Centered Template --
-------------------------------------
    dialog.fragment = ZO_FadeSceneFragment:New(dialog)
    dialog.scrollPadding = dialog.scrollChild:GetNamedChild("Padding")
    local GENERIC_CENTERED_DIALOG_RIGHT_SCROLL_INDICATOR_X_OFFSET = -1
    dialog.rightStickScrollIndicatorOffsetX = GENERIC_CENTERED_DIALOG_RIGHT_SCROLL_INDICATOR_X_OFFSET
    dialog:GetNamedChild("InteractKeybind"):SetText(zo_strformat(SI_TUTORIAL_CONTINUE, ZO_Keybindings_GetKeyText(KEY_GAMEPAD_BUTTON_1)))
end
local MIN_HEIGHT_SCROLL_WINDOW = 480
local MIN_HEIGHT_SCROLL_CONTAINER = 187
local EXPAND_HEIGHT_SCROLL_WINDOW = 210
    dialog.headerData.titleTextAlignment = TEXT_ALIGN_CENTER
    ZO_GamepadGenericHeader_Refresh(dialog.header, dialog.headerData)
    local height = dialog:GetHeight()
    local scrollContentsHeight = dialog.mainTextControl:GetTextHeight() + dialog.scrollPadding:GetHeight()
    if scrollContentsHeight < MIN_HEIGHT_SCROLL_CONTAINER then
        height = MIN_HEIGHT_SCROLL_WINDOW
    elseif scrollContentsHeight < MIN_HEIGHT_SCROLL_CONTAINER + EXPAND_HEIGHT_SCROLL_WINDOW then
        height = MIN_HEIGHT_SCROLL_WINDOW + (scrollContentsHeight - MIN_HEIGHT_SCROLL_CONTAINER)
    else
        height = MIN_HEIGHT_SCROLL_WINDOW + EXPAND_HEIGHT_SCROLL_WINDOW
    end
    dialog:SetHeight(height)
end
-------------------------------------
-- Custom Centered Template --
-------------------------------------
    dialog.fragment = ZO_FadeSceneFragment:New(dialog)
end
-------------------------------------
-- Static List Dialog Template --
-------------------------------------
-- Dialog
    local containerName = dialog.scrollChild:GetName()
    dialog.listHeaderControl = CreateControlFromVirtual(containerName .. "ListHeader", dialog.scrollChild, "ZO_GamepadStaticListHeader")
    local function CreateEntryControl(objectPool)
        return ZO_ObjectPool_CreateNamedControl(containerName .. "Entry", "ZO_GamepadStaticListIconEntry", objectPool, dialog.scrollChild)
    end
    local function ResetEntryControl(entryControl)
        entryControl:SetHidden(true)
        entryControl:ClearAnchors()
    end
    dialog.entryPool = ZO_ObjectPool:New(CreateEntryControl, ResetEntryControl)
end
    if data then
    end
    dialog.entryPool:ReleaseAllObjects()
    local listEntryAnchorControl
    local entryRowSpacing = 11
    local entryContainerOffsetY = 70
    local listHeader = dialog.listHeader
    local listHeaderControl = dialog.listHeaderControl
    if listHeader then
        local listHeaderLabelControl = listHeaderControl.labelControl
        listHeaderLabelControl:SetText(listHeader)
        listHeaderControl:SetHidden(false)
        listHeaderControl:SetAnchor(TOPLEFT, dialog.mainTextControl, BOTTOMLEFT, 0, entryContainerOffsetY)
        listEntryAnchorControl = listHeaderControl
        entryRowSpacing = 24
    else
        listHeaderControl:SetHidden(true)
    end
    for i, itemInfo in ipairs(dialog.info.itemInfo) do
        local entryControl = dialog.entryPool:AcquireObject()
        if listEntryAnchorControl then
            entryControl:SetAnchor(TOPLEFT, listEntryAnchorControl, BOTTOMLEFT, 0, entryRowSpacing) --there is a built in 4 tall spacer
        else
            entryControl:SetAnchor(TOPLEFT, dialog.mainTextControl, BOTTOMLEFT, 0, entryContainerOffsetY)
        end
        
        local iconControl = entryControl.iconControl
        local labelControl = entryControl.labelControl
        iconControl:SetTexture(itemInfo.icon)
        local iconSize = itemInfo.iconSize or 32
        iconControl:SetDimensions(iconSize, iconSize)
        if itemInfo.iconColor then
            iconControl:SetColor(itemInfo.iconColor:UnpackRGB())
        end
        labelControl:SetText(itemInfo.label)
        if itemInfo.labelFont then
            labelControl:SetFont(itemInfo.labelFont)
        end
        entryControl:SetHidden(false)
        listEntryAnchorControl = entryControl
        entryRowSpacing = 11
    end
end
-------------------------------------
-- Item Slider Dialog Template --
-------------------------------------
    local itemSliderContainer = dialog:GetNamedChild("ItemSlider")
    dialog.icon1 = itemSliderContainer:GetNamedChild("Icon1")
    dialog.icon2 = itemSliderContainer:GetNamedChild("Icon2")
    dialog.sliderValue1 = itemSliderContainer:GetNamedChild("SliderValue1")
    dialog.sliderValue2 = itemSliderContainer:GetNamedChild("SliderValue2")
    dialog.slider = itemSliderContainer:GetNamedChild("Slider")
    local baseShownFunction = dialog.OnDialogShown
    dialog.OnDialogShown =  function(dialog)
                                baseShownFunction(dialog)
                                dialog.slider:Activate()
                            end
    local baseHiddenFunction = dialog.OnDialogHidden
    dialog.OnDialogHidden =  function(dialog)
                                        baseHiddenFunction(dialog)
                                        dialog.slider:Deactivate()
                                    end
end
do
    local function DefaultOnSliderValueChanged(dialog, sliderControl, value)
        dialog.sliderValue1:SetText(dialog.data.sliderMax - value)
        dialog.sliderValue2:SetText(value)
    end
    function ZO_GenericGamepadItemSliderDialogTemplate_Setup(dialog, headerData)
        if headerData then
            ZO_GenericGamepadDialog_RefreshHeaderData(dialog, headerData)
        end
        local ValueChangedCallback = dialog.info.OnSliderValueChanged or DefaultOnSliderValueChanged
        dialog.slider.valueChangedCallback =    function(sliderControl, value)
                                                    ValueChangedCallback(dialog, sliderControl, value)
                                                end
        local dialogData = dialog.data
        dialog.slider:SetMinMax(dialogData.sliderMin, dialogData.sliderMax)
        dialog.slider:SetValue(dialogData.sliderStartValue)
        dialog.slider:SetValueStep(1)
        dialog.sliderValue1:SetHidden(false)
        dialog.sliderValue2:SetHidden(false)
        local icon = GetItemInfo(dialogData.bagId, dialogData.slotIndex)
        local hasIcon = icon ~= nil
        if hasIcon then
            dialog.icon1:SetTexture(icon)
            dialog.icon2:SetTexture(icon)
        end
        dialog.icon1:SetHidden(not hasIcon)
        dialog.icon2:SetHidden(not hasIcon)
        ValueChangedCallback(dialog, dialog.slider, dialogData.sliderStartValue)
    end
end
    return dialog.slider:GetValue()
end
-------------------------------------
-- Dialog Utility Global Functions --
-------------------------------------
    local paraDialog = ZO_GenericGamepadDialog_GetControl(GAMEPAD_DIALOGS.PARAMETRIC)
    paraDialog.entryList:RefreshVisible()
end