Back to Home

ESO Lua File v100026

ingame/retrait/gamepad/zo_retraitstation_retrait_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
ZO_RetraitStation_Retrait_Gamepad = ZO_RetraitStation_Retrait_Base:Subclass()
function ZO_RetraitStation_Retrait_Gamepad:New(...)
    return ZO_RetraitStation_Retrait_Base.New(self, ...)
end
function ZO_RetraitStation_Retrait_Gamepad:Initialize(control, interactScene)
    ZO_RetraitStation_Retrait_Base.Initialize(self, control, "retrait_gamepad")
     local fragment = ZO_FadeSceneFragment:New(control)
    interactScene:AddFragment(fragment)
    interactScene:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
            self:OnShowing()
        elseif newState == SCENE_HIDING then
            self:OnHiding()
        end
    end)
    self.currentFilter = SMITHING_FILTER_TYPE_WEAPONS
    self.sourceTooltip = self.control:GetNamedChild("SourceTooltip")
    self.sourceTooltip.tip:SetClearOnHidden(false)
    self.qualityBridge = self.control:GetNamedChild("QualityBridge")
    self.resultTooltip = self.control:GetNamedChild("ResultTooltip")
end
function ZO_RetraitStation_Retrait_Gamepad:InitializeInventory()
    self.inventoryControl = self.control:GetNamedChild("MaskInventory")
    self.inventory = ZO_Retrait_Inventory_Gamepad:New(self, self.inventoryControl, SLOT_TYPE_CRAFTING_COMPONENT)
    self.itemActions = ZO_ItemSlotActionsController:New(KEYBIND_STRIP_ALIGN_LEFT, ADDITIONAL_OVERBINDS, DONT_USE_KEYBIND_STRIP)
    self.itemActions:SetUseKeybindStrip(false)
    self.inventory.list:SetOnTargetDataChangedCallback(function(list, targetData)
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
        self.itemActions:SetInventorySlot(targetData)
        self:LayoutSourceItemTooltip(targetData)
    end)
end
function ZO_RetraitStation_Retrait_Gamepad:InitializeTraitList()
    self.traitListContainer = self.control:GetNamedChild("MaskTraitContainer")
    local traitListControl = self.traitListContainer:GetNamedChild("List")
    self.traitList = ZO_GamepadVerticalItemParametricScrollList:New(traitListControl)
    self.traitList:SetAlignToScreenCenter(true)
    self.traitList:AddDataTemplate("ZO_GamepadMenuEntryTemplateLowercase42", ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction)
    self.traitList:SetOnTargetDataChangedCallback(function(list, targetData)
        self:ShowRetraitResult(true)
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    end)
end
function ZO_RetraitStation_Retrait_Gamepad:InitializeKeybindStripDescriptors()
    self.keybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- need to have special exits for this scene
        {
            --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
            name = "Gamepad Retrait Exit",
            keybind = "UI_SHORTCUT_EXIT",
            callback = function()
                SCENE_MANAGER:ShowBaseScene()
            end,
            visible = function()
                return not ZO_CraftingUtils_IsPerformingCraftProcess()
            end,
            ethereal = true,
        },
        {
            name =  function()
                        if self.traitList:IsActive() then
                            return GetString(SI_ITEM_ACTION_REMOVE_FROM_CRAFT)
                        else
                            return GetString(SI_GAMEPAD_BACK_OPTION)
                        end
                    end,
            keybind = "UI_SHORTCUT_NEGATIVE",
            callback = function()
                if self.traitList:IsActive() then
                    self:RemoveItemFromRetrait()
                    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
                else
                    SCENE_MANAGER:HideCurrentScene()
                end
            end,
            visible = function()
                return not ZO_CraftingUtils_IsPerformingCraftProcess()
            end
        },
        -- Select
        {
            name =  function()
                        if self.traitList:IsActive() then
                            local retraitCost, retraitCurrency, retraitCurrencyLocation = GetItemRetraitCost()
                            local currencyFormat = ZO_CURRENCY_FORMAT_WHITE_AMOUNT_ICON
                            if retraitCost > GetCurrencyAmount(retraitCurrency, retraitCurrencyLocation) then
                                currencyFormat = ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON
                            end
                            local formattedRetraitCost = ZO_Currency_FormatPlatform(retraitCurrency, retraitCost, currencyFormat)
                            return zo_strformat(SI_RETRAIT_STATION_PERFORM_RETRAIT_WITH_COST, formattedRetraitCost)
                        else
                            return GetString(SI_ITEM_ACTION_ADD_TO_CRAFT)
                        end
                    end,
            keybind = "UI_SHORTCUT_PRIMARY",
            visible =   function()
                            return self.inventory:CurrentSelection() and not ZO_CraftingUtils_IsPerformingCraftProcess()
                        end,
            enabled =   function()
                            if self.traitList:IsActive() then
                                local targetTrait = self.traitList:GetTargetData()
                                if targetTrait then
                                    if not targetTrait:IsEnabled() then
                                        return false
                                    end
                                    local retraitCost, retraitCurrency, retraitCurrencyLocation = GetItemRetraitCost()
                                    local hasEnoughCurrency = retraitCost <= GetCurrencyAmount(retraitCurrency, retraitCurrencyLocation)
                                    if not hasEnoughCurrency then
                                        return false, GetString("SI_RETRAITRESPONSE", RETRAIT_RESPONSE_INSUFFICIENT_FUNDS)
                                    end
                                else
                                    return false
                                end
                            end
                            return true
                        end,
            callback =  function()
                            if self.traitList:IsActive() then
                                self:PerformRetrait()
                            else
                                self:AddItemToRetrait()
                                KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
                            end
                        end,
        },
        -- Item Options
        {
            name = GetString(SI_GAMEPAD_INVENTORY_ACTION_LIST_KEYBIND),
            keybind = "UI_SHORTCUT_TERTIARY",
            callback = function()
                self:ShowItemActions()
            end,
            visible = function()
                return not ZO_CraftingUtils_IsPerformingCraftProcess() and self.inventory:CurrentSelection() ~= nil and not self.traitList:IsActive()
            end
        },
    }
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.keybindStripDescriptor, self.inventory.list)
end
function ZO_RetraitStation_Retrait_Gamepad:InitializeHeader()
    self.header = self.control:GetNamedChild("HeaderContainerHeader")
    ZO_GamepadGenericHeader_Initialize(self.header, ZO_GAMEPAD_HEADER_TABBAR_CREATE)
    local function OnInventoryUpdate()
        if not self.control:IsHidden() then
            self:RefreshHeader()
        end
    end
    self.control:RegisterForEvent(EVENT_INVENTORY_FULL_UPDATE, OnInventoryUpdate)
    self.control:RegisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, OnInventoryUpdate)
    local function OnCurrencyUpdate(currencyType, currencyLocation, newAmount, oldAMount, reason)
        if not self.control:IsHidden() and currencyType == CURT_CHAOTIC_CREATIA then
            self:RefreshHeader()
        end
    end
    self.control:RegisterForEvent(EVENT_CURRENCY_UPDATE, OnCurrencyUpdate)
    local function CreateTabEntryForFilter(smithingFilter)
        return {
            text = GetString("SI_SMITHINGFILTERTYPE", smithingFilter),
            callback =  function()
                            self:OnFilterChanged(smithingFilter)
                        end,
            mode = smithingFilter,
        }
    end
    local tabBarEntries = {
        CreateTabEntryForFilter(SMITHING_FILTER_TYPE_WEAPONS),
        CreateTabEntryForFilter(SMITHING_FILTER_TYPE_ARMOR),
        CreateTabEntryForFilter(SMITHING_FILTER_TYPE_JEWELRY),
    }
    local function GetCapacity()
        return zo_strformat(SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT, GetNumBagUsedSlots(BAG_BACKPACK), GetBagSize(BAG_BACKPACK))
    end
    local HAS_ENOUGH = false
    local displayOptions =
    {
        currencyCapAmount = GetMaxPossibleCurrency(CURT_CHAOTIC_CREATIA, CURRENCY_LOCATION_ACCOUNT),
    }
    local function SetChaoticCreatiaAmount(control)
        ZO_CurrencyControl_SetSimpleCurrency(control, CURT_CHAOTIC_CREATIA, GetCurrencyAmount(CURT_CHAOTIC_CREATIA, CURRENCY_LOCATION_ACCOUNT), ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT, CURRENCY_SHOW_ALL, HAS_ENOUGH, displayOptions)
        -- must return a non-nil value so that the control isn't auto-hidden
        return true
    end
    local IS_PLURAL = false
    local IS_LOWER = true
    local retraitCurrencyName = GetCurrencyName(CURT_CHAOTIC_CREATIA, IS_PLURAL, IS_LOWER)
    self.headerData = {
            data1HeaderText = GetString(SI_GAMEPAD_INVENTORY_CAPACITY),
            data1Text = GetCapacity,
            data2HeaderText = retraitCurrencyName,
            data2Text = SetChaoticCreatiaAmount,
            tabBarEntries = tabBarEntries,
        }
    self:RefreshHeader()
end
function ZO_RetraitStation_Retrait_Gamepad:RefreshHeader()
end
function ZO_RetraitStation_Retrait_Gamepad:OnShowing()
    self:AddKeybinds()
    self:SetInventoryActive(true)
    self:Refresh()
    self:RefreshHeader()
end
function ZO_RetraitStation_Retrait_Gamepad:OnHiding()
    self.itemActions:SetInventorySlot(nil)
    self:RemoveKeybinds()
    self:SetInventoryActive(false)
    self:SetTraitListActive(false)
    self:ShowRetraitResult(false)
    GAMEPAD_CRAFTING_RESULTS:SetCraftingTooltip(nil)
end
function ZO_RetraitStation_Retrait_Gamepad:OnFilterChanged(filterType)
    self.inventory:SetFilter(filterType)
end
function ZO_RetraitStation_Retrait_Gamepad:AddKeybinds()
    KEYBIND_STRIP:RemoveDefaultExit()
    KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
end
function ZO_RetraitStation_Retrait_Gamepad:RemoveKeybinds()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
    KEYBIND_STRIP:RestoreDefaultExit()
end
function ZO_RetraitStation_Retrait_Gamepad:Refresh()
    self.inventory:HandleDirtyEvent()
    ZO_RetraitStation_Retrait_Base.Refresh(self)
end
function ZO_RetraitStation_Retrait_Gamepad:ShowItemActions()
    local dialogData = 
    {
        targetData = self.inventory:CurrentSelection(),
        itemActions = self.itemActions,
    }
    ZO_Dialogs_ShowPlatformDialog(ZO_GAMEPAD_INVENTORY_ACTION_DIALOG, dialogData)
end
function ZO_RetraitStation_Retrait_Gamepad:SetupTraitListEntryData(entryData, trait, bag, slot)
    entryData.trait = trait
    entryData.knownTrait = IsItemTraitKnownForRetraitResult(bag, slot, trait)
    entryData:SetEnabled(entryData.knownTrait)
    entryData:SetIconDisabledTintOnSelection(true)
end
function ZO_RetraitStation_Retrait_Gamepad:SetTraitListActive(active)
    if active then
        self.traitList:Activate()
    else
        self.traitList:Deactivate()
    end
    self.traitListContainer:SetHidden(not active)
end
function ZO_RetraitStation_Retrait_Gamepad:SetInventoryActive(active)
    if active then
        self.inventory:Activate()
        local targetData = self.inventory:CurrentSelection()
        self:LayoutSourceItemTooltip(targetData)
    else
        self.inventory:Deactivate()
    end
    self.inventoryControl:SetHidden(not active)
end
function ZO_RetraitStation_Retrait_Gamepad:RefreshTraitList()
    self.traitList:Clear()
    local bag, slot = self.inventory:CurrentSelectionBagAndSlot()
    local selectedItemTrait = GetItemTrait(bag, slot)
    local traitData = ZO_RETRAIT_STATION_MANAGER:GetTraitInfoForCategory(GetItemTraitCategory(bag, slot))
    internalassert(traitData)
    for index, traitRowData in ipairs(traitData) do
        if selectedItemTrait ~= traitRowData.traitType then
            local entryData = ZO_GamepadEntryData:New(traitRowData.traitName, traitRowData.traitItemIcon)
            self:SetupTraitListEntryData(entryData, traitRowData.traitType, bag, slot)
            self.traitList:AddEntry("ZO_GamepadMenuEntryTemplateLowercase42", entryData)
        end
    end
    self.traitList:Commit()
end
function ZO_RetraitStation_Retrait_Gamepad:AddItemToRetrait()
    -- rediscover inventory actions since they have changed
    self.itemActions:SetInventorySlot(self.inventory:CurrentSelection())
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    -- create the tooltip string for what research is required for this item now,
    -- so we don't have to create it every time we mouse over an unknown trait
    local bag, slot = self.inventory:CurrentSelectionBagAndSlot()
    self:SetInventoryActive(false)
    self:SetTraitListActive(true)
    self:ShowRetraitResult(true)
end
function ZO_RetraitStation_Retrait_Gamepad:RemoveItemFromRetrait()
    self:SetTraitListActive(false)
    self:SetInventoryActive(true)
    -- rediscover inventory actions since they have changed
    -- do this after setting the lists active/inactive since some of the actions/keybinds check that
    self.itemActions:SetInventorySlot(self.inventory:CurrentSelection())
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    self:ShowRetraitResult(false)
end
function ZO_RetraitStation_Retrait_Gamepad:IsItemAlreadySlottedToCraft(bagId, slotIndex)
    if self.traitList:IsActive() then
        local selectedBag, selectedSlot = self.inventory:CurrentSelectionBagAndSlot()
        return bagId == selectedBag and slotIndex == selectedSlot
    end
    return false
end
function ZO_RetraitStation_Retrait_Gamepad:AddItemToCraft(bagId, slotIndex)
    -- we just add the selected item to the craft, so make sure this matches
    local selectedBag, selectedSlot = self.inventory:CurrentSelectionBagAndSlot()
    if bagId == selectedBag and slotIndex == selectedSlot then
        self:AddItemToRetrait()
    end
end
function ZO_RetraitStation_Retrait_Gamepad:RemoveItemFromCraft(bagId, slotIndex)
end
function ZO_RetraitStation_Retrait_Gamepad:PerformRetrait()
    if self.traitList:IsActive() then
        local bag, slot = self.inventory:CurrentSelectionBagAndSlot()
        local selectedTrait = self.traitList:GetTargetData().trait
        self:ShowRetraitDialog(bag, slot, selectedTrait)
    end
end
function ZO_RetraitStation_Retrait_Gamepad:OnRetraitAnimationsStopped(result)
    if self:IsShowing() then
        self:SetTraitListActive(false)
        self:SetInventoryActive(true)
        self.itemActions:SetInventorySlot(self.inventory:CurrentSelection())
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
        self:ShowRetraitResult(false)
    end
end
do
    local CUSTOM_STACK_COUNT = 1
    local DONT_FORCE_FULL_DURABILITY = false
    local NO_PREVIEW_VALUE = nil
    local NO_TRADE_BOP_DATA = nil
    function ZO_RetraitStation_Retrait_Gamepad:LayoutSourceItemTooltip(itemData)
        self.sourceTooltip.tip:ClearLines()
        if itemData then
            local bagId = itemData.bagId
            local slotIndex = itemData.slotIndex
            local itemLink = GetItemLink(itemData.bagId, itemData.slotIndex)
            local equipped = bagId == BAG_WORN
            local equipSlot = equipped and slotIndex or EQUIP_SLOT_NONE
            local creatorName = GetItemCreatorName(bagId, slotIndex)
            local showPlayerLocked = IsItemPlayerLocked(bagId, slotIndex)
            self.sourceTooltip.tip:LayoutItemWithStackCount(itemLink, equipped, creatorName, DONT_FORCE_FULL_DURABILITY, NO_PREVIEW_VALUE, CUSTOM_STACK_COUNT, equipSlot, showPlayerLocked, NO_TRADE_BOP_DATA)
            self.sourceTooltip.icon:SetTexture(itemData.pressedIcon)
        end
        self.sourceTooltip:SetHidden(not itemData)
    end
    function ZO_RetraitStation_Retrait_Gamepad:LayoutResultItemTooltip(traitData)
        local itemData = self.inventory:CurrentSelection()
        self.resultTooltip.tip:ClearLines()
        if itemData and traitData then
            local bagId = itemData.bagId
            local slotIndex = itemData.slotIndex
            local resultItemLink = GetResultingItemLinkAfterRetrait(bagId, slotIndex, traitData.trait)
            local equipped = bagId == BAG_WORN
            local equipSlot = equipped and slotIndex or EQUIP_SLOT_NONE
            local creatorName = GetItemCreatorName(bagId, slotIndex)
            local showPlayerLocked = IsItemPlayerLocked(bagId, slotIndex)
            local extraData =
            {
                showTraitAsNew = true,
            }
            local CUSTOM_STACK_COUNT = 1
            self.resultTooltip.tip:LayoutItemWithStackCount(resultItemLink, equipped, creatorName, DONT_FORCE_FULL_DURABILITY, NO_PREVIEW_VALUE, CUSTOM_STACK_COUNT, equipSlot, showPlayerLocked, NO_TRADE_BOP_DATA, extraData)
            self.resultTooltip.icon:SetTexture(itemData.pressedIcon)
            GAMEPAD_CRAFTING_RESULTS:SetCraftingTooltip(self.resultTooltip)
            -- there's no chance of failure on the craft, so we'll fill out the fail sound with a sound that already exists instead of making a new one
            GAMEPAD_CRAFTING_RESULTS:SetTooltipAnimationSounds(SOUNDS.RETRAITING_RETRAIT_TOOLTIP_GLOW_SUCCESS, SOUNDS.BLACKSMITH_IMPROVE_TOOLTIP_GLOW_FAIL)
            GAMEPAD_CRAFTING_RESULTS:ClearSecondaryTooltipAnimationControls()
            GAMEPAD_CRAFTING_RESULTS:AddSecondaryTooltipAnimationControl(self.sourceTooltip)
            GAMEPAD_CRAFTING_RESULTS:AddSecondaryTooltipAnimationControl(self.qualityBridge)
        end
    end
end
function ZO_RetraitStation_Retrait_Gamepad:ShowRetraitResult(show)
    local targetTraitData = self.traitList:GetTargetData()
    if not self.traitList:IsActive() or targetTraitData:IsEnabled() then
        self.sourceTooltip:SetHidden(false)
        self.sourceTooltip.scrollTooltip:ResetToTop()
        self.sourceTooltip:ClearAnchors()
        if show then
            local offsetX = 21
            self.sourceTooltip:SetAnchor(RIGHT, self.qualityBridge, LEFT, offsetX)
        else
            self.sourceTooltip:SetAnchor(CENTER, self.qualityBridge, CENTER)
        end
        self.qualityBridge:SetHidden(not show)
        if show then
            self:LayoutResultItemTooltip(targetTraitData)
        end
        self.resultTooltip:SetHidden(not show)
        GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP)
    else
        self.sourceTooltip:SetHidden(true)
        self.qualityBridge:SetHidden(true)
        self.resultTooltip:SetHidden(true)
        GAMEPAD_TOOLTIPS:LayoutUnknownRetraitTrait(GAMEPAD_LEFT_TOOLTIP, targetTraitData:GetText(), self.requiredResearchTooltipString)
    end
end
-----
-- ZO_Retrait_Inventory_Gamepad
-----
ZO_Retrait_Inventory_Gamepad = ZO_GamepadCraftingInventory:Subclass()
function ZO_Retrait_Inventory_Gamepad:New(...)
    return ZO_GamepadCraftingInventory.New(self, ...)
end
function ZO_Retrait_Inventory_Gamepad:Initialize(owner, control, ...)
    ZO_GamepadCraftingInventory.Initialize(self, control, ...)
    self.owner = owner
    self.filterType = SMITHING_FILTER_TYPE_WEAPONS
    self:SetCustomSort( function(bagId, slotIndex)
                            -- sort equipped items to the top of the list
                            -- but items from other bags will be equal so they sort by category name
                            if bagId == BAG_WORN then
                                return 0
                            else
                                return 1
                            end
                        end)
    self:SetCustomBestItemCategoryNameFunction(function(slotData)
                                                    if slotData.bagId == BAG_WORN then
                                                        local equipSlot = ZO_Character_GetEquipSlotForEquipType(slotData.equipType)
                                                        local visualCategory = ZO_Character_GetEquipSlotVisualCategory(equipSlot)
                                                        slotData.bestItemCategoryName = zo_strformat(SI_GAMEPAD_SECTION_HEADER_EQUIPPED_ITEM, GetString("SI_EQUIPSLOTVISUALCATEGORY", visualCategory))
                                                    else
                                                        slotData.bestItemCategoryName = ZO_InventoryUtils_Gamepad_GetBestItemCategoryDescription(slotData)
                                                    end
                                               end)
    self:SetCustomExtraData(function(bagId, slotIndex, data)
        data:SetIgnoreTraitInformation(true)
    end)
end
function ZO_Retrait_Inventory_Gamepad:GetCurrentFilterType()
    return self.filterType
end
function ZO_Retrait_Inventory_Gamepad:Refresh(data)
    local USE_WORN_BAG = true
end
function ZO_Retrait_Inventory_Gamepad:SetFilter(filterType)
    self:SetNoItemLabelText(GetString("SI_SMITHINGFILTERTYPE_IMPROVENONE", self.filterType))
end