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libraries/zo_templates/scrolltemplates.lua

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--Vetical Scrollbar Base
------------------------
local OFF_ALPHA = 0.5
local SCROLL_AREA_ALPHA = 0.8
local ON_ALPHA = 1
local STATE_CHANGE_DURATION = 250
local MIN_SCROLL_VALUE = 0
local MAX_SCROLL_VALUE = 100
local MAX_FADE_DISTANCE_UI = 64
local DEFAULT_Y_DISTANCE_FROM_EDGE_WHERE_SELECTION_CAUSES_SCROLL = 150
local NO_SELECTED_DATA = nil
local NO_DATA_CONTROL = nil
local RESELECTING_DURING_REBUILD = true
local NOT_RESELECTING_DURING_REBUILD = false
local ANIMATE_INSTANTLY = true
ZO_SCROLL_LIST_OPERATION_ADVANCE_CURSOR = "advance_cursor"
ZO_SCROLL_LIST_OPERATION_LINE_BREAK = "line_break"
ZO_SCROLL_MOVEMENT_DIRECTION_NEGATIVE = -1
ZO_SCROLL_MOVEMENT_DIRECTION_NONE = 0
ZO_SCROLL_MOVEMENT_DIRECTION_POSITIVE = 1
ZO_SCROLL_BUILD_DIRECTION_LEFT_TO_RIGHT = 1
ZO_SCROLL_BUILD_DIRECTION_RIGHT_TO_LEFT = -1
    self:SetMinMax(MIN_SCROLL_VALUE, MAX_SCROLL_VALUE)
    self:SetValue(MIN_SCROLL_VALUE)
    self:SetAlpha(OFF_ALPHA)
    self.alphaAnimation, self.timeline = CreateSimpleAnimation(ANIMATION_ALPHA, self)
    self.alphaAnimation:SetDuration(STATE_CHANGE_DURATION)
end
local function UpdateAlpha(self)
    local newAlpha = OFF_ALPHA
    if(self.areaOver) then
        newAlpha = SCROLL_AREA_ALPHA
    end
    
    if(self.thumbHeld or self.over) then
        newAlpha = ON_ALPHA
    end
    
    if(newAlpha ~= self:GetAlpha()) then
        self.targetAlpha = newAlpha
        if(self:IsHidden()) then
            self:SetAlpha(newAlpha)
        else
            self.timeline:Stop()
            self.alphaAnimation:SetAlphaValues(self:GetAlpha(), newAlpha)
            self.timeline:PlayFromStart()
        end
    end
end
    self.over = true
    UpdateAlpha(self)
end
    self.over = false
    UpdateAlpha(self)
end
    local thumb = self:GetThumbTextureControl()
    if(MouseIsOver(thumb)) then
        self.thumbHeld = true
        UpdateAlpha(self)
    end
end
    self.thumbHeld = false
    UpdateAlpha(self)
end
    if(self.timeline) then
        self.timeline:Stop()
    end
    self:SetAlpha(self.targetAlpha)
end
    self.areaOver = true
    UpdateAlpha(self)
end
    self.areaOver = false
    UpdateAlpha(self)
end
local function CheckMouseInScrollArea(self)
    local inScrollArea = MouseIsOver(self)
    if(inScrollArea ~= self.inScrollArea) then
        self.inScrollArea = inScrollArea
        if(inScrollArea) then
            ZO_VerticalScrollbarBase_OnScrollAreaEnter(GetControl(self, "ScrollBar"))
        else
            ZO_VerticalScrollbarBase_OnScrollAreaExit(GetControl(self, "ScrollBar"))
        end
    end
end
    self.inScrollArea = nil
    self:SetHandler("OnUpdate", CheckMouseInScrollArea)
end
    self:SetHandler("OnUpdate", nil)
end
--Shared Scroll Animation Functions
---------------------------------------
local SCROLL_ANIMATION_UNITS_PERCENT = 1
local SCROLL_ANIMATION_UNITS_REAL = 2
local SCROLL_ANIMATION_DEFAULT_DURATION_MS = 400
local function OnScrollAnimationUpdate(animationObject, progress)
    local scrollObject = animationObject.scrollObject
    local value = scrollObject.animationStart + (scrollObject.animationTarget - scrollObject.animationStart) * progress
    if scrollObject.animationUnits == SCROLL_ANIMATION_UNITS_REAL then
        local _, verticalExtents = scrollObject.scroll:GetScrollExtents()
        if verticalExtents > 0 then
            value = MAX_SCROLL_VALUE * (value / verticalExtents)
        else
            value = 0
        end
    end
    scrollObject.scrollbar:SetValue(value)
end
local function SetScrollOffset(self, targetOffset, animateInstantly, overrideDurationMS)
    local scroll = self.scroll
    local _, currentOffset = scroll:GetScrollOffsets()
    if zo_abs(targetOffset - currentOffset) > 0.001 then
        self.timeline:Stop()
        self.animationStart = currentOffset
        self.animationTarget = targetOffset
        self.animationUnits = SCROLL_ANIMATION_UNITS_REAL
        self.animation:SetDuration(overrideDurationMS or SCROLL_ANIMATION_DEFAULT_DURATION_MS)
        if animateInstantly then
            self.timeline:PlayInstantlyToEnd()
        else
            self.timeline:PlayFromStart()
        end
    elseif self.onScrollCompleteCallback then 
        local SCROLL_ANIMATION_COMPLETE = true
        self.onScrollCompleteCallback(SCROLL_ANIMATION_COMPLETE) 
        self.onScrollCompleteCallback = nil
    end
end
local function SetSliderValue(self, targetValue, animateInstantly, overrideDurationMS)
    if self.scrollbar then
        local startValue = self.scrollbar:GetValue()
        local scrollMin, scrollMax = self.scrollbar:GetMinMax()
        targetValue = zo_clamp(targetValue, scrollMin, scrollMax)
        if zo_abs(startValue - targetValue) > 0.001 then 
            self.timeline:Stop()
            self.animationStart = startValue
            self.animationTarget = targetValue
            self.animationUnits = SCROLL_ANIMATION_UNITS_PERCENT
            self.animation:SetDuration(overrideDurationMS or SCROLL_ANIMATION_DEFAULT_DURATION_MS)
            if animateInstantly then
                self.timeline:PlayInstantlyToEnd()
            else
                self.timeline:PlayFromStart()
            end
        elseif self.onScrollCompleteCallback then 
            local SCROLL_ANIMATION_COMPLETE = true
            self.onScrollCompleteCallback(SCROLL_ANIMATION_COMPLETE) 
            self.onScrollCompleteCallback = nil 
        end
    end
end
local function OnAnimationStop(animationObject, control, completedPlaying)
    local scrollObject = animationObject.scrollObject
    scrollObject.animationStart = nil
    scrollObject.animationTarget = nil
    if scrollObject.onScrollCompleteCallback then 
        scrollObject.onScrollCompleteCallback(completedPlaying) 
        scrollObject.onScrollCompleteCallback = nil 
    end 
end
local function CreateScrollAnimation(scrollObject)
    local animation, timeline = CreateSimpleAnimation(ANIMATION_CUSTOM)
    animation.scrollObject = scrollObject
    animation:SetHandler("OnStop", OnAnimationStop)
    return animation, timeline
end
--Shared Scroll Edge Fades
-----------------------------------------------------------------
local function ComputeScrollFadeDistancesFromRealValues(sliderValue, sliderMin, sliderMax, maxFadeDistance)
    local topFadeDistance = zo_max(0, zo_min(sliderValue - sliderMin, maxFadeDistance))
    local bottomFadeDistance = zo_max(0, zo_min(sliderMax - sliderValue, maxFadeDistance))
    return topFadeDistance, bottomFadeDistance    
end
local function ComputeScrollFadeDistancesFromPercentValues(sliderValue, verticalExtents, maxFadeDistance)
    local realSliderMin = 0
    local realSliderMax = verticalExtents
    local realSliderValue = (sliderValue / MAX_SCROLL_VALUE) * verticalExtents
    return ComputeScrollFadeDistancesFromRealValues(realSliderValue, realSliderMin, realSliderMax, maxFadeDistance)
end
local function UpdateScrollFade(self, scroll, isPercent, sliderValue)
    if self.useFadeGradient then
        local slider = self.scrollbar
        sliderValue = sliderValue or slider:GetValue()
        local maxFadeDistance = ZO_Scroll_GetMaxFadeDistance(self)
        local topFadeDistance, bottomFadeDistance
        if isPercent then
            local _, verticalExtents = scroll:GetScrollExtents()
            topFadeDistance, bottomFadeDistance = ComputeScrollFadeDistancesFromPercentValues(sliderValue, verticalExtents, maxFadeDistance)
        else
            local sliderMin, sliderMax = slider:GetMinMax()
            topFadeDistance, bottomFadeDistance = ComputeScrollFadeDistancesFromRealValues(sliderValue, sliderMin, sliderMax, maxFadeDistance)
        end
        if topFadeDistance > 0 then
            scroll:SetFadeGradient(1, 0, 1, topFadeDistance)
        else
            scroll:SetFadeGradient(1, 0, 0, 0)
        end
        
        if bottomFadeDistance > 0 then
            scroll:SetFadeGradient(2, 0, -1, bottomFadeDistance)
        else
            scroll:SetFadeGradient(2, 0, 0, 0);
        end
    else
        scroll:SetFadeGradient(1, 0, 0, 0)
        scroll:SetFadeGradient(2, 0, 0, 0)
    end
end
--Scroll Control - Encapsulates a scroll control with a scrollbar
-----------------------------------------------------------------
--Init
local function ZO_ScrollUp_OnMouseDown(self)
end
local function ZO_ScrollDown_OnMouseDown(self)
end
local function ZO_Scroll_ScrollOrBarOnHeightChanged(scrollOrBarControl, newHeight)
    local scrollPane = scrollOrBarControl:GetParent()
    ZO_Scroll_UpdateScrollBar(scrollPane)
end
    self.scroll = GetControl(self, "Scroll")
    self.scroll:SetHandler("OnRectHeightChanged", ZO_Scroll_ScrollOrBarOnHeightChanged)
    self.scrollbar = GetControl(self, "ScrollBar")
    
    if self.scrollbar then
        self.scrollUpButton = GetControl(self.scrollbar, "Up")
        self.scrollUpButton:SetHandler("OnMouseDown", ZO_ScrollUp_OnMouseDown)
        self.scrollDownButton = GetControl(self.scrollbar, "Down")
        self.scrollDownButton:SetHandler("OnMouseDown", ZO_ScrollDown_OnMouseDown)
        self.scrollbar:SetHandler("OnRectHeightChanged", ZO_Scroll_ScrollOrBarOnHeightChanged)
    end
    
    self.hideScrollBarOnDisabled = true
    self.useFadeGradient = true
    self.animation, self.timeline = CreateScrollAnimation(self)
    
end
--Scrolling functions
    self.timeline:Stop()
    if self.scrollbar then
        self.scrollbar:SetValue(MIN_SCROLL_VALUE)
    end
end
    local scroll = self.scroll
    local _, verticalExtents = scroll:GetScrollExtents()
    if(verticalExtents > 0) then
        SetSliderValue(self, (value / verticalExtents) * MAX_SCROLL_VALUE)
    end
end
    local scroll = self.scroll
    local scrollbar = self.scrollbar
    local _, verticalExtents = scroll:GetScrollExtents()
    local targetValue = (value / verticalExtents) * MAX_SCROLL_VALUE
    local scrollMin, scrollMax = scrollbar:GetMinMax()
    targetValue = zo_clamp(targetValue, scrollMin, scrollMax)
    local ANIMATE_INSTANTLY = true
    SetSliderValue(self, targetValue, ANIMATE_INSTANTLY)
end
function ZO_Scroll_ScrollRelative(self, verticalDelta)
    local scroll = self.scroll
    local _, verticalExtents = scroll:GetScrollExtents()   
    
    if verticalExtents > 0 then
        if self.animationTarget then
            local oldVerticalOffset
            if self.animationUnits == SCROLL_ANIMATION_UNITS_PERCENT then
                oldVerticalOffset = (self.animationTarget * verticalExtents) / MAX_SCROLL_VALUE
            else
                oldVerticalOffset = self.animationTarget
            end
            local newVerticalOffset = oldVerticalOffset + verticalDelta
            SetSliderValue(self, (newVerticalOffset / verticalExtents) * MAX_SCROLL_VALUE)
        else
            local _, currentVerticalOffset = scroll:GetScrollOffsets()
            local newVerticalOffset = currentVerticalOffset + verticalDelta
            SetSliderValue(self, (newVerticalOffset / verticalExtents) * MAX_SCROLL_VALUE)
        end
    end
end
    local scroll = self.scroll
    local _, verticalExtents = scroll:GetScrollExtents()
    scroll:SetVerticalScroll((value/MAX_SCROLL_VALUE) * verticalExtents)
end
local SCROLL_TO_SIDE_TOP = 1
local SCROLL_TO_SIDE_BOTTOM = 2
function ZO_Scroll_GetScrollDistanceToControl(self, otherControl, scrollToSide)
    local scroll = self.scroll
    local scrollTop = scroll:GetTop()
    local scrollBottom = scroll:GetBottom()
    local controlTop = otherControl:GetTop()
    local controlBottom = otherControl:GetBottom()   
 
    local scrollDistance = 0
    if scrollToSide == SCROLL_TO_SIDE_TOP then -- The control's top is above the top edge of the scroll, must scroll up to fully contain the control.
        scrollDistance = controlTop - scrollTop
    elseif scrollToSide == SCROLL_TO_SIDE_BOTTOM  then -- The control's bottom is below the bottom edge of the scroll, must scroll down to fully contain the control.
        scrollDistance = controlBottom - scrollBottom
    end
    if scrollDistance ~= 0 and self.useFadeGradient then
        local _, verticalOffset = scroll:GetScrollOffsets()
        local _, verticalExtents = scroll:GetScrollExtents()
        local verticalOffsetAfterScroll = zo_clamp(verticalOffset + scrollDistance, 0, verticalExtents)
        local topFadeDistance, bottomFadeDistance = ComputeScrollFadeDistancesFromRealValues(verticalOffsetAfterScroll, 0, verticalExtents, ZO_Scroll_GetMaxFadeDistance(self))
        if scrollToSide == SCROLL_TO_SIDE_TOP then
            -- divide by 2 for effect
            scrollDistance = scrollDistance - topFadeDistance * 0.5
        else
            -- divide by 2 for effect
            scrollDistance = scrollDistance + bottomFadeDistance * 0.5
        end
    end
    
    return scrollDistance
end
function ZO_Scroll_ScrollToControl(self, otherControl)
    local scroll = self.scroll
    local scrollTop = scroll:GetTop()
    local scrollBottom = scroll:GetBottom()
    local controlTop = otherControl:GetTop()
    local controlBottom = otherControl:GetBottom()   
 
    local scrollToSide
    if controlTop < scrollTop then -- The control's top is above the top edge of the scroll, must scroll up to fully contain the control.
        scrollToSide = SCROLL_TO_SIDE_TOP
    elseif controlBottom > scrollBottom then -- The control's bottom is below the bottom edge of the scroll, must scroll down to fully contain the control.
        scrollToSide = SCROLL_TO_SIDE_BOTTOM
    end
  
    local scrollDistance = ZO_Scroll_GetScrollDistanceToControl(self, otherControl, scrollToSide)
    if scrollDistance ~= 0 then    
         ZO_Scroll_ScrollRelative(self, scrollDistance)
    end
end
function ZO_Scroll_ScrollControlToTop(self, otherControl)
    local scrollDistance = ZO_Scroll_GetScrollDistanceToControl(self, otherControl, SCROLL_TO_SIDE_TOP)
    if scrollDistance ~= 0 then    
         ZO_Scroll_ScrollRelative(self, scrollDistance)
    end
end
function ZO_Scroll_ScrollControlToBottom(self, otherControl)
    local scrollDistance = ZO_Scroll_GetScrollDistanceToControl(self, otherControl, SCROLL_TO_SIDE_BOTTOM)
    if scrollDistance ~= 0 then    
         ZO_Scroll_ScrollRelative(self, scrollDistance)
    end
end
    local scroll = self.scroll
    local scrollTop = scroll:GetTop()
    local scrollBottom = scroll:GetBottom()
    local controlTop = control:GetTop()
    local controlBottom = control:GetBottom()
    
    return controlTop >= scrollTop and controlBottom <= scrollBottom
end
function ZO_Scroll_ScrollControlIntoView(self, otherControl)
    local scroll = self.scroll
    local scrollTop = scroll:GetTop()
    local scrollBottom = scroll:GetBottom()
    local controlTop = otherControl:GetTop()
    local controlBottom = otherControl:GetBottom()
    
    if(controlTop < scrollTop) then
        ZO_Scroll_ScrollRelative(self, controlTop - scrollTop)
    elseif(controlBottom > scrollBottom) then
        ZO_Scroll_ScrollRelative(self, controlBottom - scrollBottom)
    end
end
function ZO_Scroll_ScrollControlIntoCentralView(self, otherControl, scrollInstantly)
    local scroll = self.scroll
    local _, verticalExtents = scroll:GetScrollExtents()
    local _, verticalOffset = scroll:GetScrollOffsets()
    local scrollTop = scroll:GetTop()
    local scrollBottom = scroll:GetBottom()
    local controlTop = otherControl:GetTop()
    local controlBottom = otherControl:GetBottom()
    local halfControlHeight = (controlBottom - controlTop) * 0.5
    local halfScrollHeight = (scrollBottom - scrollTop) * 0.5
    local scrollDistance = controlTop + halfControlHeight - scrollTop - halfScrollHeight
    local scrollToValue = zo_clamp(verticalOffset + scrollDistance, 0, verticalExtents)
    if scrollInstantly then
        ZO_Scroll_ResetToTop(self)
        local targetValue = (scrollToValue / verticalExtents) * MAX_SCROLL_VALUE
        SetSliderValue(self, targetValue, scrollInstantly)
    else
        ZO_Scroll_ScrollAbsolute(self, scrollToValue)
    end
end
function ZO_Scroll_SetScrollToRealOffsetAccountingForGradients(self, finalTotalHeight, controlFinalTopOffset, durationMS)
    local scroll = self.scroll
    local scrollHeight = scroll:GetHeight()
    local finalVerticalExtents = zo_max(finalTotalHeight - scrollHeight, 0)
    local finalVerticalOffset = controlFinalTopOffset
    if self.useFadeGradient then            
        local topGradientHeight, bottomGradientHeight = ComputeScrollFadeDistancesFromRealValues(finalVerticalOffset, 0, finalVerticalExtents, ZO_Scroll_GetMaxFadeDistance(self))
            -- divide by 2 for effect
        finalVerticalOffset = finalVerticalOffset - topGradientHeight * 0.5
    end
    finalVerticalOffset = zo_clamp(finalVerticalOffset, 0, finalVerticalExtents)
    local DONT_ANIMATE_INSTANTLY = false
    SetScrollOffset(self, finalVerticalOffset, DONT_ANIMATE_INSTANTLY, durationMS)
end
--Scroll update functions
    if self and self.scroll and not self.targetControl then
    end
end
function ZO_Scroll_UpdateScrollBar(self, forceUpdateBarValue)
    local scroll = self.scroll
    local _, verticalOffset = scroll:GetScrollOffsets()
    local _, verticalExtents   = scroll:GetScrollExtents()
    local scrollEnabled = (verticalExtents > 0 or verticalOffset > 0)
    local scrollbar  = self.scrollbar
    local scrollIndicator = self.scrollIndicator
    local scrollbarHidden = (self.hideScrollBarOnDisabled and not scrollEnabled)
    local verticalExtentsChanged = self.verticalExtents ~= nil and not zo_floatsAreEqual(self.verticalExtents, verticalExtents)
    self.verticalExtents = verticalExtents
    if scrollbar then
        --thumb resizing
        local scrollBarHeight = scrollbar:GetHeight()
        local scrollAreaHeight = scroll:GetHeight()
        if(verticalExtents > 0 and scrollBarHeight >= 0 and scrollAreaHeight >= 0) then
            local thumbHeight = scrollBarHeight * scrollAreaHeight /(verticalExtents + scrollAreaHeight)
            scrollbar:SetThumbTextureHeight(thumbHeight)
        else
            scrollbar:SetThumbTextureHeight(scrollBarHeight)
        end
    
        --auto scroll bar hiding
        local wasHidden = scrollbar:IsHidden()
        scrollbar:SetHidden(scrollbarHidden)
        scrollbar:SetMinMax(MIN_SCROLL_VALUE, not scrollbarHidden and MAX_SCROLL_VALUE or MIN_SCROLL_VALUE)
        if wasHidden and not scrollbarHidden and scrollbar.resetScrollbarOnShow then
            ZO_Scroll_ResetToTop(self)
            self.scrollValue = MIN_SCROLL_VALUE
        end
        --update the scrollBar value when the extents changes or explicitly ask to
        if verticalExtentsChanged or forceUpdateBarValue then
            if verticalExtents > 0 then
                local previousScrollBarValue = scrollbar:GetValue()
                local finalValue = MAX_SCROLL_VALUE * (verticalOffset / verticalExtents)
                scrollbar:SetValue(finalValue)
                -- If the previous and current scrollBar values are the same,
                -- the onValueChanged function will not be invoked to update the scroll child position.
                -- We need to explicitly call to recalculate our scroll child position since our extents changed.
                if previousScrollBarValue == finalValue then
                    scroll:SetVerticalScroll(verticalOffset)
                end
            else
                ZO_Scroll_ResetToTop(self)
            end
        end
        local IS_PERCENT = true
        UpdateScrollFade(self, scroll, IS_PERCENT)
    elseif scrollIndicator then
        --auto scroll indicator hiding
        local wasHidden = scrollIndicator:IsHidden()
        scrollIndicator:SetHidden(scrollbarHidden)
        if wasHidden and not scrollbarHidden then
            ZO_Scroll_ResetToTop(self)
            self.scrollValue = 0
        end
        --extents updating
        if verticalExtentsChanged then
            if verticalExtents <= 0 then
                ZO_Scroll_ResetToTop(self)
            end
        end
        ZO_UpdateScrollFade(self.useFadeGradient, scroll, ZO_SCROLL_DIRECTION_VERTICAL)
    end
end
--Visual Config
    return self.scrollIndicator
end
    self.hideScrollBarOnDisabled = hide    
end
function ZO_Scroll_SetUseFadeGradient(self, useFadeGradient)
    self.useFadeGradient = useFadeGradient
end
function ZO_Scroll_SetMaxFadeDistance(self, maxFadeDistance)
    self.maxFadeDistanceUI = maxFadeDistance
end
    return self.maxFadeDistanceUI or MAX_FADE_DISTANCE_UI
end
function ZO_Scroll_SetupGutterTexture(self, textureControl)
    textureControl:ClearAnchors()
    textureControl:SetAnchor(TOPLEFT, self.scrollUpButton, BOTTOMLEFT, 0, 0)
    textureControl:SetAnchor(BOTTOMRIGHT, self.scrollDownButton, TOPRIGHT, 0, 0)
    textureControl:SetParent(self.scrollbar)
    
    self.gutter = textureControl
    
end
function ZO_Scroll_SetResetScrollbarOnShow(self, resetOnShow)
    self.resetScrollbarOnShow = resetOnShow
end
--Scroll List Control
--A scrollable list of controls that reuses controls as they scroll out of view.
--Use this control when you have a very large number of a couple different types of controls to display.
--To use:
--(1) Add a scroll list to your XML.
--(2) Add data types to the scroll list, one for each type of control. A data type includes an XML control template, a height, and a callback that can setup the control given data.
--(3) Add data to the scroll list. First, use GetDataList to get the table holding the data. Next, use CreateDataEntry to create a list element of a certain data type. You may pass
-- in an arbitrary piece of data that will be given to the setup callback when the control is shown. Once you have made as many data entries as you need, add them to the data
-- list in any way you want. Finally, call Commit to update the scroll list with your data.
-- Note: The scroll list can use faster update logic if all controls are the same height.
-------------------------------------------------------------------------------------------------------------
local SCROLL_LIST_UNIFORM = 1
local SCROLL_LIST_NON_UNIFORM = 2
local SCROLL_LIST_OPERATIONS = 3
local NO_HEIGHT_SET = -1
end
end
    self.dataTypes = {}
    self.data = {}
    self.offset = 0
    self.yDistanceFromEdgeWhereSelectionCausesScroll = DEFAULT_Y_DISTANCE_FROM_EDGE_WHERE_SELECTION_CAUSES_SCROLL
    self.activeControls = {}
    self.visibleData = {}
    self.categories = {}
    self.mode = SCROLL_LIST_UNIFORM
    self.buildDirection = ZO_SCROLL_BUILD_DIRECTION_LEFT_TO_RIGHT
    self.uniformControlHeight = NO_HEIGHT_SET
    
    self.highlightLocked = false
    self.highlightedControl = nil
    self.highlightCallback = nil
    self.pendingHighlightControl = nil
    
    self.selectedControl = nil
    self.selectedData = nil
    self.selectedDataIndex = nil
    self.lastSelectedDataIndex = nil
    self.selectionDataTypes = nil
    self.deselectOnReselect = true
    self.autoSelect = false
    
    self.contents = GetControl(self, "Contents")
    self.scrollbar = GetControl(self, "ScrollBar")
    self.upButton = GetControl(self.scrollbar, "Up")
    self.upButton:SetHandler("OnMouseDown", ZO_ScrollListUp_OnMouseDown)
    self.downButton = GetControl(self.scrollbar, "Down")
    self.downButton:SetHandler("OnMouseDown", ZO_ScrollListDown_OnMouseDown)
    
    self.scrollbar:SetEnabled(false)
    self.animation, self.timeline = CreateScrollAnimation(self)
    self.hideScrollBarOnDisabled = true
    self.useFadeGradient = true
end
function ZO_ScrollList_SetYDistanceFromEdgeWhereSelectionCausesScroll(self, yDistanceFromEdgeWhereSelectionCausesScroll)
    self.yDistanceFromEdgeWhereSelectionCausesScroll = yDistanceFromEdgeWhereSelectionCausesScroll
end
function ZO_ScrollList_SetHeight(self, height)
    self:SetHeight(height)
end
    return self:GetHeight()
end
local function AreSelectionsEnabled(self)
    return self.selectionTemplate or self.selectionCallback
end
    local function OnScreenResized()
        ZO_ScrollList_Commit(self)    
    end
    self:RegisterForEvent(EVENT_SCREEN_RESIZED, OnScreenResized)
end
local function UpdateModeFromHeight(self, height)
    if self.mode == SCROLL_LIST_UNIFORM then
        if self.uniformControlHeight == NO_HEIGHT_SET then
            self.uniformControlHeight = height
        elseif height ~= self.uniformControlHeight then
            self.uniformControlHeight = nil
            self.mode = SCROLL_LIST_NON_UNIFORM
            ZO_ScrollList_Commit(self)
        end
    end
end
--Adds a new control type for the list to handle. It must maintain a consistent size.
--@typeId - A unique identifier to give to CreateDataEntry when you want to add an element of this type.
--@templateName - The name of the virtual control template that will be used to hold this data
--@height - The control height
--@setupCallback - The function that will be called when a control of this type becomes visible. Signature: setupCallback(control, data)
--@dataTypeSelectSound - An optional sound to play when a row of this data type is selected.
--@resetControlCallback - An optional callback when the datatype control gets reset.
function ZO_ScrollList_AddDataType(self, typeId, templateName, height, setupCallback, hideCallback, dataTypeSelectSound, resetControlCallback)    
    if not self.dataTypes[typeId] then
        local factoryFunction = function(objectPool) return ZO_ObjectPool_CreateNamedControl(string.format("%s%dRow", self:GetName(), typeId), templateName, objectPool, self.contents) end
        local pool = ZO_ObjectPool:New(factoryFunction, resetControlCallback or ZO_ObjectPool_DefaultResetControl)
        self.dataTypes[typeId] = 
        {
            height = height,
            setupCallback = setupCallback,
            hideCallback = hideCallback,
            pool = pool,
            selectSound = dataTypeSelectSound,
            selectable = true,
        }
        
        --automatically choose the scrolling logic based on if the controls are all the same height or not
        UpdateModeFromHeight(self, height)
    end
end
-- Scroll List Construction Operations --
local function GetLineBreakPositions(layoutInfo, currentX, currentY, lineBreakAmount)
    currentX = layoutInfo.startPos
    currentY = currentY + lineBreakAmount
    return currentX, currentY
end
-- ZO_ScrollListOperation --
ZO_ScrollListOperation = ZO_Object:Subclass()
function ZO_ScrollListOperation:New()
    local operation = ZO_Object.New(self)
    operation:Initialize()
    return operation
end
function ZO_ScrollListOperation:Initialize()
    self.selectable = false
end
function ZO_ScrollListOperation:GetPositionsAndAdvance(layoutInfo, currentX, currentY, data)
    assert(false) -- Override in derived classes
end
function ZO_ScrollListOperation:AddToScrollContents(contents, control, offset)
    assert(false) -- Override in derived classes
end
-- ZO_ScrollList_AdvanceCursor_Operation --
ZO_ScrollList_AdvanceCursor_Operation = ZO_ScrollListOperation:Subclass()
function ZO_ScrollList_AdvanceCursor_Operation:New()
    return ZO_ScrollListOperation.New(self)
end
function ZO_ScrollList_AdvanceCursor_Operation:GetPositionsAndAdvance(layoutInfo, currentX, currentY, data)
    local instanceData = data.data
    data.top = currentY
    data.bottom = currentY + instanceData.moveY
    data.left = currentX
    data.right = currentX + instanceData.moveX * layoutInfo.direction
    currentX = data.right
    currentY = currentY + instanceData.moveY
    return currentX, currentY
end
function ZO_ScrollList_AdvanceCursor_Operation:AddToScrollContents(contents, control, offset)
    assert(false) -- Cannot add this operation to contents
end
-- ZO_ScrollList_LineBreak_Operation --
ZO_ScrollList_LineBreak_Operation = ZO_ScrollListOperation:Subclass()
function ZO_ScrollList_LineBreak_Operation:New()
    return ZO_ScrollListOperation.New(self)
end
function ZO_ScrollList_LineBreak_Operation:GetPositionsAndAdvance(layoutInfo, currentX, currentY, data)
    local instanceData = data.data
    data.top = currentY
    data.bottom = currentY + instanceData.lineBreakAmount
    if layoutInfo.startPos < layoutInfo.endPos then
        data.left = layoutInfo.startPos
        data.right = layoutInfo.endPos
    else
        data.left = layoutInfo.endPos
        data.right = layoutInfo.startPos
    end
    currentX, currentY = GetLineBreakPositions(layoutInfo, currentX, currentY, instanceData.lineBreakAmount)
    return currentX, currentY
end
function ZO_ScrollList_LineBreak_Operation:AddToScrollContents(contents, control, offset)
    assert(false) -- Cannot add a line break to contents
end
-- ZO_ScrollList_AddControl_Operation --
ZO_ScrollList_AddControl_Operation = ZO_ScrollListOperation:Subclass()
function ZO_ScrollList_AddControl_Operation:New()
    return ZO_ScrollListOperation.New(self)
end
function ZO_ScrollList_AddControl_Operation:Initialize()
    ZO_ScrollListOperation.Initialize(self)
    -- Defined set of actions this operation can use
    self.controlWidth = 0
    self.controlHeight = 0
    self.spacingX = 0
    self.spacingY = 0
    self.selectable = true
    self.templateName = nil
    self.pool = nil
    self.showCallback = nil
    self.hideCallback = nil
    self.onSelectSound = nil
end
function ZO_ScrollList_AddControl_Operation:SetSpacingValues(spacingX, spacingY)
    self.spacingX = spacingX
    self.spacingY = spacingY
end
-- A controlWidth of nil will cause controls to be added Anchor TOPLEFT Anchor TOPRIGHT to fill the horizontal space of the parent control
function ZO_ScrollList_AddControl_Operation:SetControlTemplate(templateName, parentControl, operationId, controlWidth, controlHeight, resetControlCallback)
    if self.templateName then
        return
    end
    self.controlWidth = controlWidth
    self.controlHeight = controlHeight
    self.templateName = templateName
    local factoryFunction = function(objectPool) return ZO_ObjectPool_CreateNamedControl(string.format("%s%dControl", parentControl:GetName(), operationId), templateName, objectPool, parentControl) end
    self.pool = ZO_ObjectPool:New(factoryFunction, resetControlCallback or ZO_ObjectPool_DefaultResetControl)
end
function ZO_ScrollList_AddControl_Operation:SetSelectable(isSelectable)
    self.selectable = isSelectable
end
function ZO_ScrollList_AddControl_Operation:SetOnSelectedSound(onSelectSound)
    self.onSelectSound = onSelectSound
end
function ZO_ScrollList_AddControl_Operation:SetScrollUpdateCallbacks(setupCallback, hideCallback)
end
function ZO_ScrollList_AddControl_Operation:GetPositionsAndAdvance(layoutInfo, currentX, currentY, data)
    local controlWidth = self.controlWidth
    if controlWidth then
        if currentX * layoutInfo.direction + controlWidth > layoutInfo.endPos then
            currentX, currentY = GetLineBreakPositions(layoutInfo, currentX, currentY, self.controlHeight + self.spacingY)
        end
        -- Calculate left and right based on the direction we are told to advance
        -- Since we want Left to always be less than Right, and having Right_To_Left
        -- build direction will cause Left to be greater than Right
        -- we need to compensate for that fact in this case, but keep the calculation the same
        -- when we are in the direction of Left_To_Right
        local halfControlWidth = controlWidth / 2 
        data.left = currentX - halfControlWidth + halfControlWidth * layoutInfo.direction
        data.right = currentX + halfControlWidth + halfControlWidth * layoutInfo.direction
        data.top = currentY
        data.bottom = currentY + self.controlHeight
        currentX = currentX + (controlWidth + self.spacingX) * layoutInfo.direction
    else
        if layoutInfo.startPos < layoutInfo.endPos then
            data.left = layoutInfo.startPos
            data.right = layoutInfo.endPos
        else
            data.left = layoutInfo.endPos
            data.right = layoutInfo.startPos
        end
        data.top = currentY
        data.bottom = currentY + self.controlHeight
        currentX, currentY = GetLineBreakPositions(layoutInfo, currentX, currentY, self.controlHeight + self.spacingY)
    end
    return currentX, currentY
end
function ZO_ScrollList_AddControl_Operation:AddToScrollContents(contents, control, currentX, currentY, offset)
    local xOffset = currentX
    local yOffset = currentY - offset
    if self.controlWidth then
        control:SetAnchor(TOPLEFT, contents, TOPLEFT, xOffset, yOffset)
    else
        control:SetAnchor(TOPLEFT, contents, TOPLEFT, xOffset, yOffset)
        control:SetAnchor(TOPRIGHT, contents, TOPRIGHT, xOffset, yOffset)
    end
end
-- ZO_ScrollList_AddControl_Centered_Operation --
ZO_ScrollList_AddControl_Centered_Operation = ZO_ScrollList_AddControl_Operation:Subclass()
function ZO_ScrollList_AddControl_Centered_Operation:New()
    return ZO_ScrollList_AddControl_Operation.New(self)
end
function ZO_ScrollList_AddControl_Centered_Operation:AddToScrollContents(contents, control, currentX, currentY, offset)
    local xOffset = currentX
    local yOffset = currentY - offset
    if self.controlWidth then
        control:SetAnchor(CENTER, contents, TOPLEFT, xOffset + self.controlWidth / 2, yOffset + self.controlHeight / 2)
    else
        control:SetAnchor(TOPLEFT, contents, TOPLEFT, xOffset, yOffset)
        control:SetAnchor(TOPRIGHT, contents, TOPRIGHT, xOffset, yOffset)
    end
end
do
    local advanceCursorOperation = ZO_ScrollList_AdvanceCursor_Operation:New()
    local lineBreakOperation = ZO_ScrollList_LineBreak_Operation:New()
    function GetDataTypeInfo(self, typeId)
        if typeId == ZO_SCROLL_LIST_OPERATION_ADVANCE_CURSOR then
            return advanceCursorOperation
        elseif typeId == ZO_SCROLL_LIST_OPERATION_LINE_BREAK then
            return lineBreakOperation
        end
    
        return self.dataTypes[typeId]
    end
end
function ZO_ScrollList_SetBuildDirection(self, buildDirection)
    self.buildDirection = buildDirection
end
-- A controlWidth of nil will cause controls to be added Anchor TOPLEFT Anchor TOPRIGHT to fill the horizontal space of the parent control
function ZO_ScrollList_AddControlOperation(self, operationId, templateName, controlWidth, controlHeight, resetControlCallback, showCallback, hideCallback, spacingX, spacingY, selectable, centerEntries)   
    if not self.dataTypes[operationId] then
        local operation = centerEntries and ZO_ScrollList_AddControl_Centered_Operation:New() or ZO_ScrollList_AddControl_Operation:New()
        operation:SetSpacingValues(spacingX, spacingY)
        operation:SetControlTemplate(templateName, self.contents, operationId, controlWidth, controlHeight, resetControlCallback)
        operation:SetScrollUpdateCallbacks(showCallback, hideCallback)
        operation:SetSelectable(selectable)
        self.dataTypes[operationId] = operation
        self.mode = SCROLL_LIST_OPERATIONS
    end
end
    return self.dataTypes[typeId]
end
function ZO_ScrollList_UpdateDataTypeHeight(self, typeId, newHeight)
    local dataTable = ZO_ScrollList_GetDataTypeTable(self, typeId)
    if dataTable and dataTable.height ~= newHeight then
        dataTable.height = newHeight
        UpdateModeFromHeight(self, newHeight)
    end
end
function ZO_ScrollList_SetTypeSelectable(self, typeId, selectable)
    self.dataTypes[typeId].selectable = selectable
end
    self.dataTypes[typeId].equalityFunction = equalityFunction
end
function ZO_ScrollList_SetDeselectOnReselect(self, deselectOnReselect)
    self.deselectOnReselect = deselectOnReselect
end
function ZO_ScrollList_SetAutoSelect(self, autoSelect)
    self.autoSelect = autoSelect
end
end
function ZO_ScrollList_AddCategory(self, categoryId, parentId)
    if(self.categories[categoryId]) then
        return
    end    
    
    --if a parent id is given and it doesn't exist, give up
    local parent = nil
    if(parentId) then
        parent = self.categories[parentId]
        if(not parent) then
            return
        end        
    end
    
    local category = {id = categoryId, parent = parent, children = {}, hidden = false}
    self.categories[categoryId] = category
    if(parent) then
        table.insert(parent.children, category)
    end
end
    self.categories = {}
    if AreSelectionsEnabled(self) then
        ZO_ScrollList_SelectData(self, NO_SELECTED_DATA, NO_DATA_CONTROL, RESELECTING_DURING_REBUILD, ANIMATE_INSTANTLY)
        self.lastSelectedDataIndex = nil
    end
end
function ZO_ScrollList_GetCategoryHidden(self, categoryId)
    local category = self.categories[categoryId]
    if(category) then
        return category.hidden
    end
end
--Creates a data entry for use in the scroll list. Add it to the data list then commit it.
function ZO_ScrollList_CreateDataEntry(typeId, data, categoryId)
    local entry =
    {
        typeId = typeId,
        categoryId = categoryId,
        data = data,
    }
    data.dataEntry = entry
    return entry
end
function ZO_ScrollList_AddOperation(self, operationId, data)
    local operation =
    {
        typeId = operationId,
        data = data
    }
    
    if data then
        data.dataEntry = operation -- Used in the comparison function
    end
    local scrollData = ZO_ScrollList_GetDataList(self)
    table.insert(scrollData, operation)
end
    return entry.data
end
    if control.dataEntry then
        return control.dataEntry.data
    end
end
    return self.data
end
    return #self.visibleData > 0
end
    if(AreSelectionsEnabled(self)) then
        return self.selectedData
    end
    
    return nil
end
end
--Allows you to prevent the list from scrolling
    self.lock = lock
end
    for i = 0, #self.activeControls do
        local control = self.activeControls[i]
        if(MouseIsOver(control)) then
            return control
        end
    end
end
local function PlayAnimationOnControl(control, controlTemplate, animationFieldName, animateInstantly)
    if controlTemplate then
        if not control[animationFieldName] then
            local highlight = CreateControlFromVirtual("$(parent)Scroll", control, controlTemplate, animationFieldName)
            control[animationFieldName] = ANIMATION_MANAGER:CreateTimelineFromVirtual("ShowOnMouseOverLabelAnimation", highlight)
        end
        if animateInstantly then
            control[animationFieldName]:PlayInstantlyToEnd()
        else
            control[animationFieldName]:PlayForward()
        end
    end
end
local function RemoveAnimationOnControl(control, animationFieldName, animateInstantly)
    if control[animationFieldName] then
        if animateInstantly then
            control[animationFieldName]:PlayInstantlyToStart()
        else
            control[animationFieldName]:PlayBackward()
        end
    end
end
local function HighlightControl(self, control)
    PlayAnimationOnControl(control, self.highlightTemplate, "HighlightAnimation")
    self.highlightedControl = control
    
    if(self.highlightCallback) then
        self.highlightCallback(control, true)
    end   
end
local function UnhighlightControl(self, control) 
    RemoveAnimationOnControl(control, "HighlightAnimation")
    self.highlightedControl = nil
    if(self.highlightCallback) then
        self.highlightCallback(control, false)
    end
end
local function SelectControl(self, control, animateInstantly)
    PlayAnimationOnControl(control, self.selectionTemplate, "SelectionAnimation", animateInstantly)
    self.selectedControl = control
end
local function UnselectControl(self, control, animateInstantly)
    RemoveAnimationOnControl(control, "SelectionAnimation", animateInstantly)
    self.selectedControl = nil
end
--Allows you to lock the highlight in place. The highlight will automatically unlock if the list is recommitted.
    if(not self.highlightTemplate or (self.highlightLocked == lock)) then
        return
    end
   
    self.highlightLocked = lock
    
    if(lock) then
        self.pendingHighlightControl = self.highlightedControl
    else
        if(self.highlightedControl) then
            UnhighlightControl(self, self.highlightedControl)
        end
        if(self.pendingHighlightControl) then
            HighlightControl(self, self.pendingHighlightControl)
        end
    end
end
--Reinitializes the highlight (used mostly when a mouse enter would have been missed)
local function RefreshHighlight(self)
    if(not self.highlightTemplate) then
        return
    end
    self.highlightLocked = false
    if(self.highlightedControl) then
        UnhighlightControl(self, self.highlightedControl)
    end
    
    --find the control to highlight if any
    for i = 0, #self.activeControls do
        local control = self.activeControls[i]
        if(MouseIsOver(control)) then
            HighlightControl(self, control)
            return
        end
    end
end
    if(not self.highlightTemplate) then
        return
    end
    
    --allows us to place the highlight correctly when we unlock
    if(self.highlightLocked) then
        self.pendingHighlightControl = control
        return
    end
    
end
    if(not self.highlightTemplate) then
        return
    end
    
    if(self.highlightLocked) then
        self.pendingHighlightControl = nil
        return
    end
    
end
    if(AreSelectionsEnabled(self)) then
        if(control == self.selectedControl) then
            if(self.deselectOnReselect) then
                ZO_ScrollList_SelectData(self, nil)
            end
        else
            local data = ZO_ScrollList_GetData(control)
            local typeId = control.dataEntry.typeId
            local selectSound = GetDataTypeInfo(self, typeId).selectSound
            ZO_ScrollList_SelectData(self, data, control)
            if(selectSound) then
                PlaySound(selectSound)
            end
        end          
    end
end
function ZO_ScrollList_EnableHighlight(self, highlightTemplate, highlightCallback)
    if not self.highlightTemplate then
        self.highlightTemplate = highlightTemplate
        
        self.highlightLocked = false
        self.pendingHighlightControl = nil
        
        RefreshHighlight(self)
    end
end
function ZO_ScrollList_SetHideScrollbarOnDisable(self, hideOnDisable)
    -- Not updating state here, you should call this when the list is being created.
    -- The bar will update state properly when the list has data committed.
    self.hideScrollBarOnDisabled = hideOnDisable
end
function ZO_ScrollList_SetUseFadeGradient(self, useFadeGradient)
    self.useFadeGradient = useFadeGradient
end
function ZO_ScrollList_EnableSelection(self, selectionTemplate, selectionCallback)
    if not self.selectionTemplate then
        self.selectionTemplate = selectionTemplate
    end
end
--Determines if one piece of selected data is the "same" as the other. Used mainly to
--keep an item selected even when the data for the list is updated if they share some
--property determined by the equality function. For example, if you have an item with
--id=1 and state=up and replace it with id=1 and state=down, the selection will be maintained
--if the equality function only compares ids.
local function AreDataEqualSelections(self, data1, data2)
    if data1 == data2 then
        return true
    end
    if data1 == nil or data2 == nil then
        return false
    end        
    local dataEntry1 = data1.dataEntry
    local dataEntry2 = data2.dataEntry
    if dataEntry1.typeId == dataEntry2.typeId then
        local dataTypeInfo = GetDataTypeInfo(self, dataEntry1.typeId)
        local equalityFunction = dataTypeInfo.equalityFunction
        if equalityFunction then
            return equalityFunction(data1, data2)
        end
    end
    return false
end
    if(AreSelectionsEnabled(self) and AreDataEqualSelections(self, self.selectedData, data)) then
        return true
    end
    return false
end
    if data then
        local numActive = #self.activeControls
        for i = 1, numActive do
            local currentControl = self.activeControls[i]
            local currentDataEntry = currentControl.dataEntry
            if AreDataEqualSelections(self, currentDataEntry.data, data) then
                return currentControl
            end
        end
    end
    return nil
end
    if data then
        for i, entryData in ipairs(self.data) do
            if entryData == data then
                return i
            end
        end
    end
    return nil
end
function ZO_ScrollList_SelectData(self, data, control, reselectingDuringRebuild, animateInstantly)
    if AreSelectionsEnabled(self) and self.selectedData ~= data then
        if reselectingDuringRebuild == nil then
            reselectingDuringRebuild = false
        end
        if animateInstantly == nil then
            animateInstantly = false
        end
        local dataIndex
        if data ~= nil then
            for i = 1, #self.data do
                if AreDataEqualSelections(self, self.data[i].data, data) then
                    dataIndex = i
                    break
                end
            end
            --this data we tried to select isn't in the scroll list at all, just abort
            if dataIndex == nil then
                return
            end
        end
        local previouslySelectedData = self.selectedData
        if self.selectedData then
            self.selectedData = nil
            self.selectedDataIndex = nil
            if self.selectedControl then
                UnselectControl(self, self.selectedControl, animateInstantly)
            end
        end
        
        if data ~= nil then
            self.selectedDataIndex = dataIndex
            self.lastSelectedDataIndex = dataIndex
            self.selectedData = data
            if not control then
                control = ZO_ScrollList_GetDataControl(self, data)
            end
            if control then
                SelectControl(self, control, animateInstantly)
            end
        end
        
        if self.selectionCallback then
            self.selectionCallback(previouslySelectedData, self.selectedData, reselectingDuringRebuild)
        end
    end
end
local function OnContentsUpdate(self)
    local _, windowHeight = self:GetDimensions()
    
    if(windowHeight > 0) then
        self:SetHandler("OnUpdate", nil)
        ZO_ScrollList_SetHeight(self, windowHeight)
        ZO_ScrollList_Commit(self:GetParent())        
    end
end
local function FreeActiveScrollListControl(self, i)
    local currentControl = self.activeControls[i]
    local currentDataEntry = currentControl.dataEntry
    local dataType = GetDataTypeInfo(self, currentDataEntry.typeId)
    
    if self.highlightTemplate and currentControl == self.highlightedControl then
        UnhighlightControl(self, currentControl)
        if self.highlightLocked then
            self.highlightLocked = false
        end
    end
    if currentControl == self.pendingHighlightControl then
        self.pendingHighlightControl = nil
    end
    
    if AreSelectionsEnabled(self) and currentControl == self.selectedControl then
        UnselectControl(self, currentControl, ANIMATE_INSTANTLY)
    end
    
    local controlPool = dataType.pool
    local hideCallback = dataType.hideCallback
    if hideCallback then
        hideCallback(currentControl, currentControl.dataEntry.data)
    end
    
    controlPool:ReleaseObject(currentControl.key)
    currentControl.key = nil
    currentControl.dataEntry = nil
    currentDataEntry.control = nil
    currentControl.index = nil
    self.activeControls[i] = self.activeControls[#self.activeControls]
    self.activeControls[#self.activeControls] = nil
end
local HIDE_SCROLLBAR = true
local function ResizeScrollBar(self, scrollableDistance)
    local scrollBarHeight = self.scrollbar:GetHeight()
    local scrollListHeight = ZO_ScrollList_GetHeight(self)
    if scrollableDistance > 0 then
        self.scrollbar:SetEnabled(true)
        if self.ScrollBarHiddenCallback then
            self.ScrollBarHiddenCallback(self, not HIDE_SCROLLBAR)
        else
            self.scrollbar:SetHidden(false)
        end
        self.scrollbar:SetThumbTextureHeight(scrollBarHeight * scrollListHeight / (scrollableDistance + scrollListHeight))
        if self.offset > scrollableDistance then
            self.offset = scrollableDistance
        end
        self.scrollbar:SetMinMax(0, scrollableDistance)
    else
        self.offset = 0
        self.scrollbar:SetThumbTextureHeight(scrollBarHeight)
        self.scrollbar:SetMinMax(0, 0)
        self.scrollbar:SetEnabled(false)
        if self.hideScrollBarOnDisabled then
            if self.ScrollBarHiddenCallback then
                self.ScrollBarHiddenCallback(self, HIDE_SCROLLBAR)
            else
                self.scrollbar:SetHidden(true)
            end
        end
    end
end
local function CheckRunHandler(self, handlerName)
    local mouseOverControl = WINDOW_MANAGER:GetMouseOverControl()
    if(mouseOverControl and not mouseOverControl:IsHidden() and mouseOverControl:IsChildOf(self)) then
        local handler = mouseOverControl:GetHandler(handlerName)
        if(handler) then
            handler(mouseOverControl)
        end
    end
end
local function CanSelectData(self, index)
    local dataEntry = self.data[index]
    local dataTypeInfo = GetDataTypeInfo(self, dataEntry.typeId)
    return dataTypeInfo.selectable
end
local function AutoSelect(self, animateInstantly)
    if #self.data > 0 then
        local recalledIndex = self.selectedDataIndex or self.lastSelectedDataIndex
        if recalledIndex then
            for i = zo_min(recalledIndex, #self.data), 1, -1 do
                if CanSelectData(self, i) then
                    ZO_ScrollList_SelectData(self, self.data[i].data, NO_DATA_CONTROL, NOT_RESELECTING_DURING_REBUILD, animateInstantly)
                    return
                end
            end
        end
        if ZO_ScrollList_TrySelectFirstData(self) then
            return
        end
    end
        
    ZO_ScrollList_SelectData(self, NO_SELECTED_DATA, NO_DATA_CONTROL, NOT_RESELECTING_DURING_REBUILD, animateInstantly)
end
local function GetDataControlPositions(self, dataEntry, dataIndex)
    local controlTop
    local controlBottom
    if self.mode == SCROLL_LIST_UNIFORM then
        controlTop = (dataIndex - 1) * self.uniformControlHeight
        controlBottom = controlTop + self.uniformControlHeight
    else
        controlTop = dataEntry.top
        controlBottom = dataEntry.bottom
    end
    return controlTop, controlBottom
end
local function GetDataControlDimensions(self, dataEntry)
    local controlWidth
    local controlHeight
    local dataTypeInfo = ZO_ScrollList_GetDataTypeTable(self, dataEntry.typeId)
    if self.mode == SCROLL_LIST_OPERATIONS then
        controlWidth = dataTypeInfo.controlWidth
        controlHeight = dataTypeInfo.controlHeight
    else
        controlHeight = dataTypeInfo.height
    end
    return controlWidth, controlHeight
end
-- If an animation is in progress and we call to change the scrollBar's value,
-- we must account for the distance left to travel in our calculations
-- of the new scrollBar value so we do not over/under shoot the target
    local animationOffset = 0
    if self.animationTarget then
       animationOffset = self.animationTarget - self.scrollbar:GetValue()
    end
    return animationOffset
end
function ZO_ScrollList_ScrollDataIntoView(self, dataIndex, onScrollCompleteCallback, animateInstantly)
    local data = self.data[dataIndex]
    local scrollTop = self.scrollbar:GetValue()
    local scrollBottom = self.scrollbar:GetValue() + ZO_ScrollList_GetHeight(self)
    local controlTop, controlBottom = GetDataControlPositions(self, data, dataIndex)
    local scrollAnimationOffset = CalculateScrollAnimationOffset(self)
    local calculatedControlTop = controlTop - self.yDistanceFromEdgeWhereSelectionCausesScroll - scrollAnimationOffset
    local calculatedControlBottom = controlBottom + self.yDistanceFromEdgeWhereSelectionCausesScroll - scrollAnimationOffset
    if calculatedControlTop < scrollTop then
        ZO_ScrollList_ScrollRelative(self, calculatedControlTop - scrollTop, onScrollCompleteCallback, animateInstantly)
    elseif calculatedControlBottom > scrollBottom then
        ZO_ScrollList_ScrollRelative(self, calculatedControlBottom - scrollBottom, onScrollCompleteCallback, animateInstantly)
    elseif onScrollCompleteCallback then
        onScrollCompleteCallback(true)
    end
end
function ZO_ScrollList_ScrollDataToCenter(self, dataIndex, onScrollCompleteCallback, animateInstantly)
    local data = self.data[dataIndex]
    local scrollCenter = self.scrollbar:GetValue() + ZO_ScrollList_GetHeight(self) / 2
    local controlTop = GetDataControlPositions(self, data, dataIndex)
    local _, controlHeight = GetDataControlDimensions(self, data)
    local controlCenter  = controlTop + controlHeight / 2
    local scrollAnimationOffset = CalculateScrollAnimationOffset(self)
    ZO_ScrollList_ScrollRelative(self, controlCenter - scrollCenter - scrollAnimationOffset, onScrollCompleteCallback, animateInstantly)
end
    if not self.selectedDataIndex then
        return
    end
    for i = 1, #self.data do
        -- Allow Wraping
        local newIndex = ((self.selectedDataIndex + i - 1) % #self.data) + 1
        if CanSelectData(self, newIndex) then
            ZO_ScrollList_SelectDataAndScrollIntoView(self, self.data[newIndex].data)
            break
        end
    end
end
    if not self.selectedDataIndex then
        return
    end
    for i = 1, #self.data do
        -- Allow Wrapping
        local newIndex = ((self.selectedDataIndex + #self.data - i - 1) % #self.data) + 1
        if CanSelectData(self, newIndex) then
            ZO_ScrollList_SelectDataAndScrollIntoView(self, self.data[newIndex].data)
            break
        end
    end
end
-- x and y direction must use the values for directions described at the top of this file
function ZO_ScrollList_SelectNextDataInDirection(self, xDirection, yDirection)
    if not self.selectedDataIndex then
        return
    end
    local numDataEntries = #self.data
    -- Move Y Direction
    if yDirection ~= ZO_SCROLL_MOVEMENT_DIRECTION_NONE then
        local currentData = self.data[self.selectedDataIndex]
        local holdXPos = self.lastHoldXPos or 0
        local nextIndex = self.selectedDataIndex + yDirection
        local currentTopValue = currentData.top * yDirection
        while nextIndex <= numDataEntries and nextIndex > 0 do
            if CanSelectData(self, nextIndex) then
                local nextData = self.data[nextIndex]
                local nextDataTopValue = nextData.top * yDirection
                -- check and see if the next data is within the y direction we are searching,
                -- and has an x direction greater than or equal to our current data's x
                if nextDataTopValue > currentTopValue and nextData.left * yDirection >= holdXPos * yDirection then
                    ZO_ScrollList_SelectDataAndScrollIntoView(self, self.data[nextIndex].data)
                    break
                end
                -- we only want to select an entry that is only one y delta away.
                -- We must look ahead and see if the next data after current next data has an even greater y
                local lookAheadIndex = nextIndex + yDirection
                local nextSelectableData
                local foundInLookAhead = false
                while not nextSelectableData do
                    -- we can't look ahead anymore, bail out
                    if lookAheadIndex > numDataEntries or lookAheadIndex < 1 then
                        break
                    end
                    if CanSelectData(self, lookAheadIndex) then
                        nextSelectableData = self.data[lookAheadIndex]
                        if currentTopValue < nextDataTopValue and nextDataTopValue < nextSelectableData.top * yDirection then
                            ZO_ScrollList_SelectDataAndScrollIntoView(self, self.data[nextIndex].data)
                            foundInLookAhead = true
                            break
                        end
                    end
                    lookAheadIndex = lookAheadIndex + yDirection
                end
                -- we found that our current next data is the best choice
                -- and we no longer need to look any further
                if foundInLookAhead then
                    break
                end
            end
            nextIndex = nextIndex + yDirection
        end
    end
    -- Move X Direction
    -- Since data is given in X direction order, simply pick the next selectable data
    -- in the correct layout direction in contigious order
    -- we also save this X position for use in calculating Y direction
    -- since this emulates how people already expect this form of selection to work (see text editors)
    local nextIndex = self.selectedDataIndex + xDirection
    if xDirection == ZO_SCROLL_MOVEMENT_DIRECTION_POSITIVE then
        while nextIndex <= numDataEntries do
            if CanSelectData(self, nextIndex) then
                ZO_ScrollList_SelectDataAndScrollIntoView(self, self.data[nextIndex].data)
                break
            end
            nextIndex = nextIndex + xDirection
        end
        self.lastHoldXPos = self.data[self.selectedDataIndex].left
    elseif xDirection == ZO_SCROLL_MOVEMENT_DIRECTION_NEGATIVE then
        while nextIndex > 0 do
            if CanSelectData(self, nextIndex) then
                ZO_ScrollList_SelectDataAndScrollIntoView(self, self.data[nextIndex].data)
                break
            end
            nextIndex = nextIndex + xDirection
        end
        self.lastHoldXPos = self.data[self.selectedDataIndex].left
    end
end
    self.lastHoldXPos = nil
end
    if self.selectedDataIndex then
        self.lastHoldXPos = self.data[self.selectedDataIndex].left
    end
end
    for i = 1, #self.data do
        if(CanSelectData(self, i)) then
            return true
        end
    end
    return false
end
    for i = #self.data, 1, -1 do
        if(CanSelectData(self, i)) then
            return true
        end
    end
    return false
end
function ZO_ScrollList_AutoSelectData(self, animateInstantly)
    AutoSelect(self, animateInstantly)
end
--When the list in inactive, you can't get selected data. Auto select is a mechanic of lists that will reselect the last thing that was selected
-- Assuming it wasn't reset, or manually set to something else. If another party needs to know what data would be selected if the list were active, this is how
    if #self.data > 0 then
        local recalledIndex = self.selectedDataIndex or self.lastSelectedDataIndex
        if recalledIndex and CanSelectData(self, recalledIndex) then
            return self.data[recalledIndex].data
        end
    end
    return nil
end
    self.lastSelectedDataIndex = nil
end
--Updates the scroll control with new data. Call this when you modify the data list by adding or removing entries.
    local windowHeight = ZO_ScrollList_GetHeight(self)
    local selectionsEnabled = AreSelectionsEnabled(self)
        
    --the window isn't big enough to show anything (its anchors probably haven't been processed yet), so delay the commit until that happens
    if windowHeight <= 0 then
        self.contents:SetHandler("OnUpdate", OnContentsUpdate)
        return
    end
    self.contents:SetHandler("OnUpdate", nil)
    CheckRunHandler(self, "OnMouseExit")
    
    self.visibleData = {}
    
    local scrollableDistance = 0
    local foundSelected = false
    local numData = #self.data
    if self.mode == SCROLL_LIST_UNIFORM then
        for i, currentData in ipairs(self.data) do
            table.insert(self.visibleData, i)
            
            if selectionsEnabled and AreDataEqualSelections(self, self.data[i].data, self.selectedData) then
               foundSelected = true
               ZO_ScrollList_SelectData(self, self.data[i].data, NO_DATA_CONTROL, RESELECTING_DURING_REBUILD, ANIMATE_INSTANTLY)
            end
        end
        scrollableDistance = numData * self.uniformControlHeight - windowHeight
    elseif self.mode == SCROLL_LIST_NON_UNIFORM then
        local currentY = 0
        for i, currentData in ipairs(self.data) do
            currentData.top = currentY
            currentY = currentY + GetDataTypeInfo(self, currentData.typeId).height
            currentData.bottom = currentY
            table.insert(self.visibleData, i)
            
            if selectionsEnabled and AreDataEqualSelections(self, currentData.data, self.selectedData) then
                foundSelected = true
                ZO_ScrollList_SelectData(self, currentData.data, NO_DATA_CONTROL, RESELECTING_DURING_REBUILD, ANIMATE_INSTANTLY)
            end
        end
        scrollableDistance = currentY - windowHeight
    elseif self.mode == SCROLL_LIST_OPERATIONS then
        local layoutInfo = {}
        layoutInfo.direction = self.buildDirection
        if self.buildDirection == ZO_SCROLL_BUILD_DIRECTION_LEFT_TO_RIGHT then
            layoutInfo.startPos = 0
            layoutInfo.endPos = self.contents:GetWidth()
        else
            layoutInfo.startPos = self.contents:GetWidth()            
            layoutInfo.endPos = 0
        end
        local currentX = layoutInfo.startPos
        local currentY = 0
        for i, currentData in ipairs(self.data) do
            local currentOperation = GetDataTypeInfo(self, currentData.typeId)
            currentX, currentY = currentOperation:GetPositionsAndAdvance(layoutInfo, currentX, currentY, currentData)
            table.insert(self.visibleData, i)
            
            if selectionsEnabled and AreDataEqualSelections(self, currentData.data, self.selectedData) then
                foundSelected = true
                ZO_ScrollList_SelectData(self, currentData.data, NO_DATA_CONTROL, RESELECTING_DURING_REBUILD, ANIMATE_INSTANTLY)
            end
        end
        if numData > 0 then
            scrollableDistance = self.data[numData].bottom - windowHeight
        else
            scrollableDistance = 0
        end
    end
    
    ResizeScrollBar(self, scrollableDistance)
    
    --nuke the active list since things may have left it
    local i = #self.activeControls
    while i >= 1 do
        FreeActiveScrollListControl(self, i)
        i = i - 1
    end
    if selectionsEnabled then
        if not foundSelected then
            if self.autoSelect then
                AutoSelect(self, ANIMATE_INSTANTLY)
            else
                ZO_ScrollList_SelectData(self, NO_SELECTED_DATA, NO_DATA_CONTROL, RESELECTING_DURING_REBUILD, ANIMATE_INSTANTLY)
            end
        end
    end
    CheckRunHandler(self, "OnMouseEnter")
end
--updates the layout of visible controls
--data: optionally allows you to only update the control backed by the specified data table
--overrideSetupCallback: optionally allows you to call this function instead of the normal setup function if you only need to do a very specific update
    for i = 1, #self.activeControls do
        local control = self.activeControls[i]
        local dataEntry = control.dataEntry
        if not data or data == dataEntry.data then
            local dataTypeInfo = GetDataTypeInfo(self, dataEntry.typeId)
            if overrideSetupCallback then
                overrideSetupCallback(control, dataEntry.data, self)
            elseif dataTypeInfo.setupCallback then
                dataTypeInfo.setupCallback(control, dataEntry.data, self)
            end
        end
    end
end
    if self.mode == SCROLL_LIST_UNIFORM then
        --nuke the active list since things may have left it
        local i = #self.activeControls
        while i >= 1 do
            FreeActiveScrollListControl(self, i)
            i = i - 1
        end
        
        --update scroll distance
        local windowHeight = ZO_ScrollList_GetHeight(self)
        local scrollSize = self.uniformControlHeight * #self.visibleData       
        ResizeScrollBar(self, math.max(0, scrollSize-windowHeight))        
    end
end
function ZO_ScrollList_HideData(self, index)
    if self.mode == SCROLL_LIST_UNIFORM then
        for i = 1, #self.visibleData do
            if(self.visibleData[i] == index) then
                table.remove(self.visibleData, i)            
                break
            end
        end
        
    end
end
function ZO_ScrollList_HideCategory(self, categoryId)
    local data = self.data
    local visibleData = self.visibleData
    local categories = self.categories
    if self.mode == SCROLL_LIST_UNIFORM then
        local category = self.categories[categoryId]
        if(category) then
            category.hidden = true    
            local numRemoved = 0
            
            local i = 1
            while(i <= #self.visibleData) do
                local curCategoryId = data[visibleData[i]].categoryId
                local curCategory = categories[curCategoryId]
                local found = false
                
                --climb the hierarchy to see if this piece of data is under this category
                while(curCategory) do
                    curCategoryId = curCategory.id
                    if(curCategoryId == categoryId) then
                        table.remove(visibleData, i)
                        found = true
                        numRemoved = numRemoved + 1
                        break
                    end
                    curCategory = curCategory.parent
                end 
                
                if(not found) then
                    i = i + 1
                end          
            end
        
            if numRemoved > 0 then
                UpdateAfterDataVisibilityChange(self)
            end
        end
    end
end
function ZO_ScrollList_ShowData(self, index)
    if self.mode == SCROLL_LIST_UNIFORM then
        local inserted = false
        for i = 1, #self.visibleData do
            if self.visibleData[i] == index then
                return
            elseif self.visibleData[i] > index then
                table.insert(self.visibleData, index, i)   
                inserted = true         
                break
            end
        end
        
        if not inserted then
            table.insert(self.visibleData, index)
        end
        
    end
end
local function CompareIndices(search, compare)
    return search - compare
end
    if self.mode == SCROLL_LIST_UNIFORM then
        for categoryId in pairs(self.categories) do
            ZO_ScrollList_HideCategory(self, categoryId)
        end
    end
end
function ZO_ScrollList_ShowCategory(self, categoryId)
    if self.mode == SCROLL_LIST_UNIFORM then
        local category = self.categories[categoryId]
        if(category) then               
            category.hidden = false    
        
            local numShown = 0
            local i = 1
            while(i <= #self.data) do
                local curCategoryId = self.data[i].categoryId
                local curCategory = self.categories[curCategoryId]
                
                local shouldInsert = true
                while(curCategory) do
                    if(curCategory.hidden) then
                        shouldInsert = false
                        break
                    end                    
                    curCategory = curCategory.parent
                end
                
                if(shouldInsert) then                         
                    local found, insertionPoint = zo_binarysearch(i, self.visibleData, CompareIndices)        
                    if(not found) then
                        numShown = numShown + 1
                        table.insert(self.visibleData, insertionPoint, i)
                    end
                end
                i = i + 1          
            end
        
            if(numShown > 0) then
                UpdateAfterDataVisibilityChange(self)
            end
        end
    end
end
local function CompareEntries(topEdge, compareData)
    return topEdge - compareData.bottom
end
--Used to locate the point in the data list where we should start looking for in view controls
local function FindStartPoint(self, topEdge)
    if self.mode == SCROLL_LIST_UNIFORM then
        return zo_floor(topEdge / self.uniformControlHeight) + 1
    else
        local _, insertPoint = zo_binarysearch(topEdge, self.data, CompareEntries)
        return insertPoint
    end
end
--holds controls that have already been evaluated and do not need to be looked at again this update scroll call
local consideredMap = {}
    local windowHeight = ZO_ScrollList_GetHeight(self)
    local activeControls = self.activeControls
    local offset = self.offset
    local IS_REAL_NUMBER = false
    UpdateScrollFade(self, self.contents, IS_REAL_NUMBER, offset)
    
    --remove active controls that are now hidden
    local activeIndex = 1
    local numActive = #activeControls
    while activeIndex <= numActive do
        local currentDataEntry = activeControls[activeIndex].dataEntry
        if currentDataEntry.bottom < offset or currentDataEntry.top > offset + windowHeight then
            FreeActiveScrollListControl(self, activeIndex)
            numActive = numActive - 1
        else
            activeIndex = activeIndex + 1
        end
        consideredMap[currentDataEntry] = true
    end
        
    --add revealed controls
    local firstInViewIndex = FindStartPoint(self, offset)
   
    local data = self.data
    local visibleData = self.visibleData
    local mode = self.mode
    
    local nextCandidateIndex = firstInViewIndex
    local visibleDataIndex = visibleData[nextCandidateIndex]
    local dataEntry = data[visibleDataIndex]
    local bottomEdge = offset + windowHeight
    
    local controlTop
    local uniformControlHeight = self.uniformControlHeight
    if dataEntry then
        if mode == SCROLL_LIST_UNIFORM then
            controlTop = (nextCandidateIndex - 1) * uniformControlHeight 
        else
            controlTop = dataEntry.top
        end
    end
    while dataEntry and controlTop <= bottomEdge do
        if not consideredMap[dataEntry] then
            local dataType = GetDataTypeInfo(self, dataEntry.typeId)
            local controlPool = dataType.pool
            if controlPool then
                local control, key = controlPool:AcquireObject()
                local setupCallback = dataType.setupCallback
            
                control:SetHidden(false)
                control.dataEntry = dataEntry
                dataEntry.control = control
                control.key = key
                control.index = visibleDataIndex
                if setupCallback then
                    setupCallback(control, dataEntry.data, self)
                end
                table.insert(activeControls, control)
                consideredMap[dataEntry] = true
            
                if AreDataEqualSelections(self, dataEntry.data, self.selectedData) then
                    SelectControl(self, control, ANIMATE_INSTANTLY)
                end
            end
            
            --even uniform active controls need to know their position to determine if they are still active
            if self.mode == SCROLL_LIST_UNIFORM then
                dataEntry.top = controlTop
                dataEntry.bottom = controlTop + uniformControlHeight
            end
        end
        nextCandidateIndex = nextCandidateIndex + 1
        visibleDataIndex = visibleData[nextCandidateIndex]
        dataEntry = data[visibleDataIndex]
        if dataEntry then
            if mode == SCROLL_LIST_UNIFORM then
                controlTop = (nextCandidateIndex - 1) * uniformControlHeight 
            else
                controlTop = dataEntry.top
            end
        end
    end
    --update positions
    local contents = self.contents
    local numNowActive = #activeControls
    for activeControlIndex = 1, numNowActive do
        local currentControl = activeControls[activeControlIndex]
        local currentData = currentControl.dataEntry
        if self.mode == SCROLL_LIST_OPERATIONS then
            local currentOperation = GetDataTypeInfo(self, currentData.typeId)
            currentOperation:AddToScrollContents(self.contents, currentControl, currentData.left, currentData.top, offset)
        else
            local yOffset = currentData.top - offset
            local xOffset = currentData.left
            currentControl:ClearAnchors()
            currentControl:SetAnchor(TOPLEFT, contents, TOPLEFT, xOffset, yOffset)
            currentControl:SetAnchor(TOPRIGHT, contents, TOPRIGHT, xOffset, yOffset)
        end
    end
    
    --reset considered
    for k,v in pairs(consideredMap) do
        consideredMap[k] = nil
    end
end
    self.timeline:Stop()
    self.scrollbar:SetValue(MIN_SCROLL_VALUE)
end
function ZO_ScrollList_ScrollRelative(self, delta, onScrollCompleteCallback, animateInstantly)
    if not self.lock then
        local scrollValue
        if self.animationTarget then
            scrollValue = self.animationTarget + delta
        else
            scrollValue = self.scrollbar:GetValue() + delta
        end
        SetSliderValue(self, scrollValue, animateInstantly)
     elseif onScrollCompleteCallback then
        onScrollCompleteCallback(true)
    end
end
    if(not self.lock) then
        SetSliderValue(self, value)
    end
end
--This function actually moves the scroll window. The only thing that should ever call it is the slider's value changed handler.
--All other scrolling behavior should call scroll absolute or scroll relative which moves the slider and activates the value changed handler.
    self.offset = value
end
-- These functions are used for scrolling through the scroll list as a block of text instead of scrolling though each entry.
    return self.selectedDataIndex and self.selectedDataIndex ~= 1
end
    return self.selectedDataIndex and self.selectedDataIndex ~= #self.data
end
    local minIndex = #self.data
    local minIndexData = nil
    
    for i = 1, #self.activeControls do
        local currentControl = self.activeControls[i]
        local currentData = currentControl.dataEntry.data
        local currentIndex = currentControl.index
        if currentIndex < minIndex then
            minIndex = currentIndex
            minIndexData = currentData
        end
    end
    return self.selectedDataIndex == minIndex, minIndexData
end
    local maxIndex = 1
    local maxIndexData = nil
    
    for i = 1, #self.activeControls do
        local currentControl = self.activeControls[i]
        local currentData = currentControl.dataEntry.data
        local currentIndex = currentControl.index
        if currentIndex > maxIndex then
            maxIndex = currentIndex
            maxIndexData = currentData
        end
    end
    return self.selectedDataIndex == maxIndex, maxIndexData
end
    if AreSelectionsEnabled(self) then
        if self.selectedDataIndex then
            local selectedData = self.data[self.selectedDataIndex]
            local checkIndex = self.selectedDataIndex - 1
            while checkIndex >= 1 do
                local checkData = self.data[checkIndex]
                if self.mode ~= SCROLL_LIST_OPERATIONS or checkData.top < selectedData.top then
                    if CanSelectData(self, checkIndex) then
                        return false
                    end
                end
                checkIndex = checkIndex - 1
            end
            return true
        end
    else
        return false
    end
end
    if AreSelectionsEnabled(self) then
        if self.selectedDataIndex then
            local selectedData = self.data[self.selectedDataIndex]
            local checkIndex = self.selectedDataIndex + 1
            local numData = #self.data
            while checkIndex <= numData do
                local checkData = self.data[checkIndex]
                if self.mode ~= SCROLL_LIST_OPERATIONS or checkData.top > selectedData.top then
                    if CanSelectData(self, checkIndex) then
                        return false
                    end
                end
                checkIndex = checkIndex + 1
            end
            return true
        end
    else
        return false
    end
end
end
    local _, scrollableDistance  = self.scrollbar:GetMinMax()
    return scrollableDistance > 0
end
    if not control.icon then
        control.icon = control:GetNamedChild("Icon")
    end
    local icon = control.icon
    if data.iconDesaturation then
        icon:SetDesaturation(data.iconDesaturation)
    end
    if data.textureSampleProcessingWeights then
        for type, weight in pairs(data.textureSampleProcessingWeights) do
            icon:SetTextureSampleProcessingWeight(type, weight)
        end
    end
    local iconFile = data.iconFile or data.icon
    if iconFile then
        icon:SetTexture(iconFile)
        icon:SetHidden(false)
    else
        icon:SetHidden(true)
    end
end