Back to Home

ESO Lua File v100031

ingame/inventory/gamepad/gamepadinventory.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
ZO_GamepadInventory = ZO_Gamepad_ParametricList_Screen:Subclass()
ZO_GAMEPAD_INVENTORY_SCENE_NAME = "gamepad_inventory_root"
ZO_GAMEPAD_CONFIRM_DESTROY_DIALOG = "GAMEPAD_CONFIRM_DESTROY_ITEM_PROMPT"
ZO_GAMEPAD_SPLIT_STACK_DIALOG = "GAMEPAD_SPLIT_STACK"
local CATEGORY_ITEM_ACTION_MODE = 1
local ITEM_LIST_ACTION_MODE = 2
local CRAFT_BAG_ACTION_MODE = 3
local INVENTORY_TAB_INDEX = 1
local CRAFT_BAG_TAB_INDEX = 2
local INVENTORY_CATEGORY_LIST = "categoryList"
local INVENTORY_ITEM_LIST = "itemList"
local INVENTORY_CRAFT_BAG_LIST = "craftBagList"
local BLOCK_TABBAR_CALLBACK = true
--[[ Public API ]]--
function ZO_GamepadInventory:New(...)
    return ZO_Gamepad_ParametricList_Screen.New(self, ...)
end
function ZO_GamepadInventory:Initialize(control)
    GAMEPAD_INVENTORY_ROOT_SCENE = ZO_Scene:New(ZO_GAMEPAD_INVENTORY_SCENE_NAME, SCENE_MANAGER)
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_CREATE, false, GAMEPAD_INVENTORY_ROOT_SCENE)
    -- need this earlier than deferred init so trade can split stacks before inventory is possibly viewed
    local function OnCancelDestroyItemRequest()
        if self.listWaitingOnDestroyRequest then
            self.listWaitingOnDestroyRequest:Activate()
            self.listWaitingOnDestroyRequest = nil
        end
        ZO_Dialogs_ReleaseDialog(ZO_GAMEPAD_CONFIRM_DESTROY_DIALOG)
    end
    local function OnUpdate(updateControl, currentFrameTimeSeconds)
        if self.scene:IsShowing() then
            self:OnUpdate(currentFrameTimeSeconds)
        end
    end
    self.trySetClearNewFlagCallback = function(callId)
        self:TrySetClearNewFlag(callId)
    end
    local function RefreshVisualLayer()
        if self.scene:IsShowing() then
            if self.actionMode == CATEGORY_ITEM_ACTION_MODE then
                self:RefreshCategoryList()
            end
        end
    end
    control:RegisterForEvent(EVENT_CANCEL_MOUSE_REQUEST_DESTROY_ITEM, OnCancelDestroyItemRequest)
    control:RegisterForEvent(EVENT_VISUAL_LAYER_CHANGED, RefreshVisualLayer)
    control:SetHandler("OnUpdate", OnUpdate)
end
function ZO_GamepadInventory:OnDeferredInitialize()
    local SAVED_VAR_DEFAULTS =
    {
        useStatComparisonTooltip = true,
    }
    self.savedVars = ZO_SavedVars:NewAccountWide("ZO_Ingame_SavedVariables", 2, "GamepadInventory", SAVED_VAR_DEFAULTS)
    -- setup our lists
    local function RefreshCurrencies()
        if not self.control:IsHidden() then
            self:RefreshHeader(BLOCK_TABBAR_CALLBACK)
            --Refresh the currency tooltip if it is open.
            if self.currentlySelectedData.isCurrencyEntry then
                self:UpdateCategoryLeftTooltip(self.currentlySelectedData)
            end
        end
    end
    self.control:RegisterForEvent(EVENT_CURRENCY_UPDATE, RefreshCurrencies)
    self.control:RegisterForEvent(EVENT_CURRENCY_CAPS_CHANGED, RefreshCurrencies)
    local function RefreshSelectedData()
        if not self.control:IsHidden() then
            self:SetSelectedInventoryData(self.currentlySelectedData)
        end
    end
    self.control:RegisterForEvent(EVENT_PLAYER_DEAD, RefreshSelectedData)
    self.control:RegisterForEvent(EVENT_PLAYER_REINCARNATED, RefreshSelectedData)
    local function OnInventoryUpdated(bagId)
        self:MarkDirty()
        local currentList = self:GetCurrentList()
        if self.scene:IsShowing() then
            -- we only want to update immediately if we are in the gamepad inventory scene
            if currentList == self.categoryList then
                self:RefreshCategoryList()
            elseif currentList == self.itemList then
                if self.selectedItemFilterType == ITEMFILTERTYPE_JEWELRY or self.selectedItemFilterType == ITEMFILTERTYPE_ARMOR or self.selectedItemFilterType == ITEMFILTERTYPE_WEAPONS then
                    KEYBIND_STRIP:UpdateKeybindButton(self.toggleCompareModeKeybindStripDescriptor)
                end
            end
            RefreshSelectedData() --dialog will refresh selected when it hides, so only do it if it's not showing
            self:RefreshHeader(BLOCK_TABBAR_CALLBACK)
        end
    end
    SHARED_INVENTORY:RegisterCallback("FullInventoryUpdate", OnInventoryUpdated)
    SHARED_INVENTORY:RegisterCallback("SingleSlotInventoryUpdate", OnInventoryUpdated)
    SHARED_INVENTORY:RegisterCallback("FullQuestUpdate", OnInventoryUpdated)
    SHARED_INVENTORY:RegisterCallback("SingleQuestUpdate", OnInventoryUpdated)
    self:SwitchActiveList(INVENTORY_CATEGORY_LIST)
    ZO_GamepadGenericHeader_SetActiveTabIndex(self.header, INVENTORY_TAB_INDEX)
end
-- override of ZO_Gamepad_ParametricList_Screen:OnStateChanged
function ZO_GamepadInventory:OnStateChanged(oldState, newState)
    if newState == SCENE_SHOWING then
        self:PerformDeferredInitialize()
        --figure out which list to land on
        local listToActivate = self.previousListType or INVENTORY_CATEGORY_LIST
        -- We normally do not want to enter the gamepad inventory on the item list
        -- the exception is if we are coming back to the inventory, like from looting a container
        if listToActivate == INVENTORY_ITEM_LIST and not SCENE_MANAGER:WasSceneOnStack(ZO_GAMEPAD_INVENTORY_SCENE_NAME) then
            listToActivate = INVENTORY_CATEGORY_LIST
        end
        -- switching the active list will handle activating/refreshing header, keybinds, etc.
        self:SwitchActiveList(listToActivate)
        ZO_InventorySlot_SetUpdateCallback(function() self:RefreshItemActions() end)
    elseif newState == SCENE_HIDING then
        self:Deactivate()
        self:DeactivateHeader()
        self:ClearActiveKeybinds()
    elseif newState == SCENE_HIDDEN then
        --clear the currentListType so we can refresh it when we re-enter
        self:SwitchActiveList(nil)
        self.listWaitingOnDestroyRequest = nil
        self:TryClearNewStatusOnHidden()
        ZO_SavePlayerConsoleProfile()
    end
end
function ZO_GamepadInventory:OnUpdate(currentFrameTimeSeconds)
    --if no currentFrameTimeSeconds a manual update was called from outside the update loop.
    if not currentFrameTimeSeconds or (self.nextUpdateTimeSeconds and (currentFrameTimeSeconds >= self.nextUpdateTimeSeconds)) then
        self.nextUpdateTimeSeconds = nil
        if self.actionMode == ITEM_LIST_ACTION_MODE then
            self:RefreshItemList()
            -- it's possible we removed the last item from this list
            -- so we want to switch back to the category list
            if self.itemList:IsEmpty() then
                self:SwitchActiveList(INVENTORY_CATEGORY_LIST)
            else
                -- don't refresh item actions if we are switching back to the category view
                -- otherwise we get keybindstrip errors (Item actions will try to add an "A" keybind
                -- and we already have an "A" keybind)
                self:UpdateRightTooltip()
                self:RefreshItemActions()
            end
        elseif self.actionMode == CRAFT_BAG_ACTION_MODE then
            self:RefreshCraftBagList()
            self:RefreshItemActions()
        else -- CATEGORY_ITEM_ACTION_MODE
            self:UpdateCategoryLeftTooltip(self.categoryList:GetTargetData())
        end
    end
    if self.updateItemActions then
        self.updateItemActions = nil
        if not ZO_Dialogs_IsShowing(ZO_GAMEPAD_INVENTORY_ACTION_DIALOG) then
            -- don't refresh item actions if we are in the category view
            -- otherwise we get a keybind conflict
            if self.actionMode ~= CATEGORY_ITEM_ACTION_MODE then
                self:RefreshItemActions()
            end
        end
    end
end
do
    local GAMEPAD_INVENTORY_UPDATE_DELAY_S = .01
    function ZO_GamepadInventory:MarkDirty()
        if not self.nextUpdateTimeSeconds then
            self.nextUpdateTimeSeconds = GetFrameTimeSeconds() + GAMEPAD_INVENTORY_UPDATE_DELAY_S
        end
    end
end
function ZO_GamepadInventory:OnInventoryShown()
    TriggerTutorial(TUTORIAL_TRIGGER_INVENTORY_OPENED)
    if GetUnitLevel("player") >= GetWeaponSwapUnlockedLevel() then
        TriggerTutorial(TUTORIAL_TRIGGER_INVENTORY_OPENED_AND_WEAPON_SETS_AVAILABLE)
    end
    if AreAnyItemsStolen(INVENTORY_BACKPACK) then
        TriggerTutorial(TUTORIAL_TRIGGER_INVENTORY_OPENED_AND_STOLEN_ITEMS_PRESENT)
    end
end
function ZO_GamepadInventory:SwitchActiveList(listDescriptor)
    if listDescriptor == self.currentListType then return end
    self.previousListType = self.currentListType
    self.currentListType = listDescriptor
    -- TODO: Better way to handle this?
    if self.previousListType == INVENTORY_ITEM_LIST then
        KEYBIND_STRIP:RemoveKeybindButton(self.quickslotAssignKeybindStripDescriptor)
        KEYBIND_STRIP:RemoveKeybindButton(self.toggleCompareModeKeybindStripDescriptor)
        self.listWaitingOnDestroyRequest = nil
        self:TryClearNewStatusOnHidden()
        ZO_SavePlayerConsoleProfile()
    end
    GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP)
    GAMEPAD_TOOLTIPS:Reset(GAMEPAD_RIGHT_TOOLTIP)
    -- if our scene isn't showing we shouldn't actually switch the lists
    -- we'll rely on the scene showing to set the list
    if self.scene:IsShowing() then
        if listDescriptor == INVENTORY_CATEGORY_LIST then
            self:OnInventoryShown()
            self:RefreshCategoryList()
            self:SetCurrentList(self.categoryList)
            self:SetActiveKeybinds(self.categoryListKeybindStripDescriptor)
            self:SetSelectedItemUniqueId(self:GenerateItemSlotData(self.categoryList:GetTargetData()))
            self.actionMode = CATEGORY_ITEM_ACTION_MODE
            self:RefreshHeader()
            self:ActivateHeader()
        elseif listDescriptor == INVENTORY_ITEM_LIST then
            self:SetActiveKeybinds(self.itemFilterKeybindStripDescriptor)
            self:RefreshItemList()
            self:SetCurrentList(self.itemList)
            if self.selectedItemFilterType == ITEMFILTERTYPE_QUICKSLOT then
                KEYBIND_STRIP:AddKeybindButton(self.quickslotAssignKeybindStripDescriptor)
                TriggerTutorial(TUTORIAL_TRIGGER_INVENTORY_OPENED_AND_QUICKSLOTS_AVAILABLE)
            elseif self.selectedItemFilterType == ITEMFILTERTYPE_QUEST then
                KEYBIND_STRIP:AddKeybindButton(self.quickslotAssignKeybindStripDescriptor)
            elseif self.selectedItemFilterType == ITEMFILTERTYPE_JEWELRY or self.selectedItemFilterType == ITEMFILTERTYPE_ARMOR or self.selectedItemFilterType == ITEMFILTERTYPE_WEAPONS then
                KEYBIND_STRIP:AddKeybindButton(self.toggleCompareModeKeybindStripDescriptor)
            end
            self:SetSelectedItemUniqueId(self.itemList:GetTargetData())
            self.actionMode = ITEM_LIST_ACTION_MODE
            self:RefreshItemActions()
            self:UpdateRightTooltip()
            self:RefreshHeader(BLOCK_TABBAR_CALLBACK)
            self:DeactivateHeader()
        elseif listDescriptor == INVENTORY_CRAFT_BAG_LIST then
            self:SetActiveKeybinds(self.craftBagKeybindStripDescriptor)
            self:RefreshCraftBagList()
            self:SetCurrentList(self.craftBagList)
            self:SetSelectedItemUniqueId(self.craftBagList:GetTargetData())
            self.actionMode = CRAFT_BAG_ACTION_MODE
            self:RefreshItemActions()
            self:RefreshHeader()
            self:ActivateHeader()
            self:LayoutCraftBagTooltip(GAMEPAD_RIGHT_TOOLTIP)
            TriggerTutorial(TUTORIAL_TRIGGER_CRAFT_BAG_OPENED)
        end
        self:RefreshActiveKeybinds()
    else
        self.actionMode = nil
    end
end
-------------
-- Dialogs --
-------------
function ZO_GamepadInventory:InitializeConfirmDestroyDialog()
    local function ReleaseDialog(destroyItem)
        RespondToDestroyRequest(destroyItem == true)
        ZO_Dialogs_ReleaseDialogOnButtonPress(ZO_GAMEPAD_CONFIRM_DESTROY_DIALOG)
    end
    ZO_Dialogs_RegisterCustomDialog(ZO_GAMEPAD_CONFIRM_DESTROY_DIALOG,
    {
        blockDialogReleaseOnPress = true,
        canQueue = true,
        gamepadInfo = {
            dialogType = GAMEPAD_DIALOGS.BASIC,
            allowRightStickPassThrough = true,
        },
        setup = function(dialog)
            self.destroyConfirmText = nil
            dialog:setupFunc()
        end,
        noChoiceCallback = function(dialog)
            RespondToDestroyRequest(false)
        end,
        title =
        {
            text = SI_PROMPT_TITLE_DESTROY_ITEM_PROMPT,
        },
        mainText = 
        {
            text = SI_DESTROY_ITEM_PROMPT,
        },
      
        buttons =
        {
            {
                onShowCooldown = 2000,
                keybind = "DIALOG_PRIMARY",
                text = GetString(SI_YES),
                callback = function()
                    ReleaseDialog(true)
                end,
            },
            {
                keybind = "DIALOG_NEGATIVE",
                text = GetString(SI_NO),
                callback = function()
                    ReleaseDialog()
                end,
            },
        }
    })
end
function ZO_GamepadInventory:InitializeSplitStackDialog()
    ZO_Dialogs_RegisterCustomDialog(ZO_GAMEPAD_SPLIT_STACK_DIALOG,
    {
        canQueue = true,
        gamepadInfo = {
            dialogType = GAMEPAD_DIALOGS.ITEM_SLIDER,
        },
        setup = function(dialog, data)
            dialog:setupFunc()
        end,
        title =
        {
            text = SI_GAMEPAD_INVENTORY_SPLIT_STACK_TITLE,
        },
        mainText = 
        {
            text = SI_GAMEPAD_INVENTORY_SPLIT_STACK_PROMPT,
        },
        OnSliderValueChanged =  function(dialog, sliderControl, value)
                                    dialog.sliderValue1:SetText(dialog.data.stackSize - value)
                                    dialog.sliderValue2:SetText(value)
                                end,
        buttons =
        {
            {
                keybind = "DIALOG_NEGATIVE",
                text = GetString(SI_DIALOG_CANCEL),
            },
            {
                keybind = "DIALOG_PRIMARY",
                text = GetString(SI_GAMEPAD_SELECT_OPTION),
                callback = function(dialog)
                    local dialogData = dialog.data
                    local quantity = ZO_GenericGamepadItemSliderDialogTemplate_GetSliderValue(dialog)
                    PickupInventoryItem(dialogData.bagId, dialogData.slotIndex, quantity)
                    TryPlaceInventoryItemInEmptySlot(dialogData.bagId)
                end,
            },
        }
    })
end
function ZO_GamepadInventory:OnActionsDialogFinished()
    if self.scene:IsShowing() then
        -- make sure to wipe out the keybinds added by actions
        self:SetActiveKeybinds(self.currentKeybindDescriptor)
        --restore the selected inventory item
        if self.actionMode == CATEGORY_ITEM_ACTION_MODE then
            --if we refresh item actions we will get a keybind conflict
            local currentList = self:GetCurrentList()
            if currentList then
                local targetData = currentList:GetTargetData()
                if currentList == self.categoryList then
                    targetData = self:GenerateItemSlotData(targetData)
                end
                self:SetSelectedItemUniqueId(targetData)
            end
        else
            self:RefreshItemActions()
        end
        --refresh so keybinds react to newly selected item
        self:RefreshActiveKeybinds()
        self:OnUpdate()
        if self.actionMode == CATEGORY_ITEM_ACTION_MODE then
            self:RefreshCategoryList()
        end
    end
end
--------------
-- Keybinds --
--------------
function ZO_GamepadInventory:InitializeKeybindStrip()
    self.categoryListKeybindStripDescriptor = 
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            name = GetString(SI_GAMEPAD_SELECT_OPTION),
            keybind = "UI_SHORTCUT_PRIMARY",
            order = -500,
            callback = function() self:Select() end,
            visible = function() return not self.categoryList:IsEmpty() and not self.currentlySelectedData.isCurrencyEntry end,
        },
        {
            name = GetString(SI_GAMEPAD_INVENTORY_EQUIPPED_MORE_ACTIONS),
            keybind = "UI_SHORTCUT_TERTIARY",
            order = 1000,
            visible = function()
                return self.selectedItemUniqueId ~= nil
            end,
            callback = function()
                self:ShowActions()
            end,
        },
        {  
            name = GetString(SI_ITEM_ACTION_STACK_ALL),
            keybind = "UI_SHORTCUT_LEFT_STICK",
            order = 1500,
            disabledDuringSceneHiding = true,
            callback = function()
                StackBag(BAG_BACKPACK)
            end,
        },
        {  
            name = GetString(SI_ITEM_ACTION_STOW_MATERIALS),
            keybind = "UI_SHORTCUT_RIGHT_STICK",
            order = 2000,
            disabledDuringSceneHiding = true,
            visible = function()
                          return IsESOPlusSubscriber() and CanAnyItemsBeStoredInCraftBag(BAG_BACKPACK)
                      end,
            callback = function()
                ZO_Inventory_TryStowAllMaterials()
            end,
        },
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.categoryListKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
    self.itemFilterKeybindStripDescriptor = 
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            name = GetString(SI_GAMEPAD_INVENTORY_ACTION_LIST_KEYBIND),
            keybind = "UI_SHORTCUT_TERTIARY",
            order = 1000,
            visible = function()
                return self.selectedItemUniqueId ~= nil
            end,
            callback = function()
                self:ShowActions()
            end,
        },
        {
            name = GetString(SI_ITEM_ACTION_STACK_ALL),
            keybind = "UI_SHORTCUT_LEFT_STICK",
            order = 1500,
            disabledDuringSceneHiding = true,
            callback = function()
                StackBag(BAG_BACKPACK)
            end,
        },
        {
            name = GetString(SI_ITEM_ACTION_DESTROY),
            keybind = "UI_SHORTCUT_RIGHT_STICK",
            order = 2000,
            disabledDuringSceneHiding = true,
            visible = function()
                local targetData = self.itemList:GetTargetData()
                return self.selectedItemUniqueId ~= nil and targetData ~= nil and ZO_InventorySlot_CanDestroyItem(targetData)
            end,
            callback = function()
                local targetData = self.itemList:GetTargetData()
                if ZO_InventorySlot_CanDestroyItem(targetData) and ZO_InventorySlot_InitiateDestroyItem(targetData) then
                    self.itemList:Deactivate()
                    self.listWaitingOnDestroyRequest = self.itemList
                end
            end
        }
    }
    local function ItemListBackFunction()
        self:SwitchActiveList(INVENTORY_CATEGORY_LIST)
        PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
    end
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.itemFilterKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, ItemListBackFunction)
    self.quickslotAssignKeybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        name = GetString(SI_GAMEPAD_ITEM_ACTION_QUICKSLOT_ASSIGN),
        keybind = "UI_SHORTCUT_SECONDARY",
        order = -500,
        visible = function()
            local targetData = self.itemList:GetTargetData()
            if targetData and ZO_InventorySlot_CanQuickslotItem(targetData) then
                return true
            end
        end,
        callback = function()
            self:ShowQuickslot()
        end,
    }
    self.toggleCompareModeKeybindStripDescriptor = 
    {
        alignment = KEYBIND_STRIP_ALIGN_RIGHT,
        name = GetString(SI_GAMEPAD_INVENTORY_TOGGLE_ITEM_COMPARE_MODE),
        keybind = "UI_SHORTCUT_SECONDARY",
        visible = function()
            local targetCategoryData = self.categoryList:GetTargetData()
            if targetCategoryData then
                local equipSlotHasItem = select(2, GetEquippedItemInfo(targetCategoryData.equipSlot))
                return equipSlotHasItem
            end
        end,
        callback = function()
            self.savedVars.useStatComparisonTooltip = not self.savedVars.useStatComparisonTooltip
            self:UpdateRightTooltip()
        end,
    }
    self.craftBagKeybindStripDescriptor = 
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            name = GetString(SI_GAMEPAD_INVENTORY_ACTION_LIST_KEYBIND),
            keybind = "UI_SHORTCUT_TERTIARY",
            order = 1000,
            visible = function()
                return self.selectedItemUniqueId ~= nil
            end,
            callback = function()
                self:ShowActions()
            end,
        },
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.craftBagKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
end
function ZO_GamepadInventory:RemoveKeybinds()
    if self.currentKeybindDescriptor then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.currentKeybindDescriptor)
    end
end
function ZO_GamepadInventory:AddKeybinds()
    if self.currentKeybindDescriptor then
        KEYBIND_STRIP:AddKeybindButtonGroup(self.currentKeybindDescriptor)
    end
end
function ZO_GamepadInventory:SetActiveKeybinds(keybindDescriptor)
    self:ClearSelectedInventoryData() --clear all the bindings from the action list
    self:RemoveKeybinds()
    self.currentKeybindDescriptor = keybindDescriptor
    self:AddKeybinds()
end
function ZO_GamepadInventory:ClearActiveKeybinds()
    self:SetActiveKeybinds(nil)
end
function ZO_GamepadInventory:RefreshActiveKeybinds()
    if self.currentKeybindDescriptor then
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.currentKeybindDescriptor)
    end
end
function ZO_GamepadInventory:InitializeItemActions()
    self.itemActions = ZO_ItemSlotActionsController:New(KEYBIND_STRIP_ALIGN_LEFT)
end
-- Calling this function will add keybinds to the strip, likely using the primary key
-- The primary key will conflict with the category keybind descriptor if added
function ZO_GamepadInventory:RefreshItemActions()
    local targetData
    local actionMode = self.actionMode
    if actionMode == ITEM_LIST_ACTION_MODE then
        targetData = self.itemList:GetTargetData()
    elseif actionMode == CRAFT_BAG_ACTION_MODE then
        targetData = self.craftBagList:GetTargetData()
    else -- CATEGORY_ITEM_ACTION_MODE
        targetData = self:GenerateItemSlotData(self.categoryList:GetTargetData())
    end
    self:SetSelectedInventoryData(targetData)
    if targetData and targetData.IsOnCooldown and targetData:IsOnCooldown() then
        --If there is an item selected and it has a cooldown, let the refresh function get called until it is no longer in cooldown
        self.updateItemActions = true
    end
end
-----------------------------
-- Selected Inventory Data --
-----------------------------
function ZO_GamepadInventory:SetSelectedItemUniqueId(selectedData)
    if selectedData then
        self.selectedItemUniqueId = selectedData.uniqueId
    else
        self.selectedItemUniqueId = nil
    end
end
function ZO_GamepadInventory:SetSelectedInventoryData(inventoryData)
    -- the action dialog will trigger a refresh when it's finished so no need to refresh now
    -- this also prevents issues where we get 2 single slot updates while showing but only refresh for the first one
    if ZO_Dialogs_IsShowing(ZO_GAMEPAD_INVENTORY_ACTION_DIALOG) then
        if inventoryData then
            if self.selectedItemUniqueId and CompareId64s(inventoryData.uniqueId, self.selectedItemUniqueId) ~= 0 then
                ZO_Dialogs_ReleaseDialog(ZO_GAMEPAD_INVENTORY_ACTION_DIALOG) -- The previously selected item no longer exists, back out of the command list
            end
        elseif self.currentListType == INVENTORY_CATEGORY_LIST then
            ZO_Dialogs_ReleaseDialog(ZO_GAMEPAD_INVENTORY_ACTION_DIALOG) -- The equipped item was deleted from the category list, back out of command list
        elseif self.selectedItemUniqueId then
            ZO_Dialogs_ReleaseDialog(ZO_GAMEPAD_INVENTORY_ACTION_DIALOG) -- The previously selected filter is empty
        end
    end
    self:SetSelectedItemUniqueId(inventoryData)
    self.itemActions:SetInventorySlot(inventoryData)
end
function ZO_GamepadInventory:ClearSelectedInventoryData()
    self.itemActions:SetInventorySlot(nil)
end
-------------------
-- Category List --
-------------------
function ZO_GamepadInventory:UpdateCategoryLeftTooltip(selectedData)
    if not selectedData then return end
    if selectedData.equipSlot and GAMEPAD_TOOLTIPS:LayoutBagItem(GAMEPAD_LEFT_TOOLTIP, BAG_WORN, selectedData.equipSlot) then
        local isHidden, highestPriorityVisualLayerThatIsShowing = WouldEquipmentBeHidden(selectedData.equipSlot or EQUIP_SLOT_NONE)
        if isHidden then
            GAMEPAD_TOOLTIPS:SetStatusLabelText(GAMEPAD_LEFT_TOOLTIP, GetString(SI_GAMEPAD_EQUIPPED_ITEM_HEADER), nil, ZO_SELECTED_TEXT:Colorize(GetHiddenByStringForVisualLayer(highestPriorityVisualLayerThatIsShowing)))
        else
            GAMEPAD_TOOLTIPS:SetStatusLabelText(GAMEPAD_LEFT_TOOLTIP, GetString(SI_GAMEPAD_EQUIPPED_ITEM_HEADER))
        end
    elseif selectedData.isCurrencyEntry then
        local statText = ""
        local valueText = GetString(SI_INVENTORY_CURRENCIES)
        GAMEPAD_TOOLTIPS:SetStatusLabelText(GAMEPAD_LEFT_TOOLTIP, statText, valueText)
        GAMEPAD_TOOLTIPS:LayoutCurrencies(GAMEPAD_LEFT_TOOLTIP)
    else
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
    end
end
local function SetupCategoryList(list)
    list:AddDataTemplateWithHeader("ZO_GamepadItemEntryTemplate", ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate")
end
function ZO_GamepadInventory:InitializeCategoryList()
    self.categoryList = self:AddList("Category", SetupCategoryList)
    self.categoryList:SetNoItemText(GetString(SI_GAMEPAD_INVENTORY_EMPTY))
    --Match the tooltip to the selected data because it looks nicer
    local function OnSelectedCategoryChanged(list, selectedData)
        self:UpdateCategoryLeftTooltip(selectedData)
    end
    --Match the functionality to the target data
    local function OnTargetCategoryChanged(list, targetData)
        if targetData then 
            self.selectedEquipSlot = targetData.equipSlot
            self:SetSelectedItemUniqueId(self:GenerateItemSlotData(targetData))
            self.selectedItemFilterType = targetData.filterType
        else
            self:SetSelectedItemUniqueId(nil)
        end
        self.currentlySelectedData = targetData
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.categoryListKeybindStripDescriptor)
    end
end
local function GetCategoryTypeFromWeaponType(bagId, slotIndex)
    local weaponType = GetItemWeaponType(bagId, slotIndex)
    if weaponType == WEAPONTYPE_AXE or weaponType == WEAPONTYPE_HAMMER or weaponType == WEAPONTYPE_SWORD or weaponType == WEAPONTYPE_DAGGER then
        return GAMEPAD_WEAPON_CATEGORY_ONE_HANDED_MELEE
    elseif weaponType == WEAPONTYPE_TWO_HANDED_SWORD or weaponType == WEAPONTYPE_TWO_HANDED_AXE or weaponType == WEAPONTYPE_TWO_HANDED_HAMMER then
        return GAMEPAD_WEAPON_CATEGORY_TWO_HANDED_MELEE
    elseif weaponType == WEAPONTYPE_FIRE_STAFF or weaponType == WEAPONTYPE_FROST_STAFF or weaponType == WEAPONTYPE_LIGHTNING_STAFF then
        return GAMEPAD_WEAPON_CATEGORY_DESTRUCTION_STAFF
    elseif weaponType == WEAPONTYPE_HEALING_STAFF then
        return GAMEPAD_WEAPON_CATEGORY_RESTORATION_STAFF
    elseif weaponType == WEAPONTYPE_BOW then
        return GAMEPAD_WEAPON_CATEGORY_TWO_HANDED_BOW
    elseif weaponType ~= WEAPONTYPE_NONE then
        return GAMEPAD_WEAPON_CATEGORY_UNCATEGORIZED
    end
end
local function IsTwoHandedWeaponCategory(categoryType)
    return  categoryType == GAMEPAD_WEAPON_CATEGORY_TWO_HANDED_MELEE or
            categoryType == GAMEPAD_WEAPON_CATEGORY_DESTRUCTION_STAFF or
            categoryType == GAMEPAD_WEAPON_CATEGORY_RESTORATION_STAFF or
            categoryType == GAMEPAD_WEAPON_CATEGORY_TWO_HANDED_BOW
end
function ZO_GamepadInventory:AddFilteredBackpackCategoryIfPopulated(filterType, iconFile)
    local isListEmpty = self:IsItemListEmpty(nil, filterType)
    if not isListEmpty then
        local name = GetString("SI_ITEMFILTERTYPE", filterType)
        local hasAnyNewItems = SHARED_INVENTORY:AreAnyItemsNew(ZO_InventoryUtils_DoesNewItemMatchFilterType, filterType, BAG_BACKPACK)
        local data = ZO_GamepadEntryData:New(name, iconFile, nil, nil, hasAnyNewItems)
        data.filterType = filterType
        data:SetIconTintOnSelection(true)
        self.categoryList:AddEntry("ZO_GamepadItemEntryTemplate", data)
    end
end
function ZO_GamepadInventory:RefreshCategoryList()
    self.categoryList:Clear()
    -- Currencies
    do
        local name = GetString(SI_INVENTORY_CURRENCIES)
        local iconFile = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_currencies.dds"
        local data = ZO_GamepadEntryData:New(name, iconFile, nil, nil, false)
        data.isCurrencyEntry = true
        data:SetIconTintOnSelection(true)
        self.categoryList:AddEntry("ZO_GamepadItemEntryTemplate", data)
    end
    -- Supplies
    -- Supplies is a catch all category for non-equipment items that don't fall into one of the specific categories below
    -- If a new filtered category is added make sure to modify ZO_InventoryUtils_DoesNewItemMatchSupplies to match
    -- otherwise items will show up in both the categories
    do
        local isListEmpty = self:IsItemListEmpty()
        if not isListEmpty then
            local name = GetString(SI_INVENTORY_SUPPLIES)
            local iconFile = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_all.dds"
            local hasAnyNewItems = SHARED_INVENTORY:AreAnyItemsNew(ZO_InventoryUtils_DoesNewItemMatchSupplies, nil, BAG_BACKPACK)
            local data = ZO_GamepadEntryData:New(name, iconFile, nil, nil, hasAnyNewItems)
            data:SetIconTintOnSelection(true)
            self.categoryList:AddEntry("ZO_GamepadItemEntryTemplate", data)
        end
    end
    -- Materials
    self:AddFilteredBackpackCategoryIfPopulated(ITEMFILTERTYPE_CRAFTING, "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_materials.dds")
    -- Consumables
    self:AddFilteredBackpackCategoryIfPopulated(ITEMFILTERTYPE_QUICKSLOT, "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_quickslot.dds")
    -- Furnishing
    self:AddFilteredBackpackCategoryIfPopulated(ITEMFILTERTYPE_FURNISHING, "EsoUI/Art/Crafting/Gamepad/gp_crafting_menuIcon_furnishings.dds")
    -- Quest Items
    do
        local questCache = SHARED_INVENTORY:GenerateFullQuestCache()
        if next(questCache) then
            local name = GetString(SI_GAMEPAD_INVENTORY_QUEST_ITEMS)
            local iconFile = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_quest.dds"
            local data = ZO_GamepadEntryData:New(name, iconFile)
            data.filterType = ITEMFILTERTYPE_QUEST
            data:SetIconTintOnSelection(true)
            self.categoryList:AddEntry("ZO_GamepadItemEntryTemplate", data)
        end
    end
    local twoHandIconFile
    local headersUsed = {}
    for i, equipSlot in ZO_Character_EnumerateOrderedEquipSlots() do
        local locked = IsLockedWeaponSlot(equipSlot)
        local isListEmpty = self:IsItemListEmpty(equipSlot, nil)
        if not locked and not isListEmpty then
            local name = zo_strformat(SI_CHARACTER_EQUIP_SLOT_FORMAT, GetString("SI_EQUIPSLOT", equipSlot))
            local iconFile, slotHasItem = GetEquippedItemInfo(equipSlot)
            if not slotHasItem then
                iconFile = nil
            end
            --special case where a two handed weapon icon shows up in offhand slot at lower opacity
            local weaponCategoryType = GetCategoryTypeFromWeaponType(BAG_WORN, equipSlot)
            if iconFile
                and (equipSlot == EQUIP_SLOT_MAIN_HAND or equipSlot == EQUIP_SLOT_BACKUP_MAIN)
                and IsTwoHandedWeaponCategory(weaponCategoryType) then
                twoHandIconFile = iconFile
            end
            local offhandTransparency
            if twoHandIconFile and (equipSlot == EQUIP_SLOT_OFF_HAND or equipSlot == EQUIP_SLOT_BACKUP_OFF) then
                iconFile = twoHandIconFile
                twoHandIconFile = nil
                offhandTransparency = 0.5
            end
            local function DoesNewItemMatchEquipSlot(itemData)
                return ZO_Character_DoesEquipSlotUseEquipType(equipSlot, itemData.equipType)
            end
            local hasAnyNewItems = SHARED_INVENTORY:AreAnyItemsNew(DoesNewItemMatchEquipSlot, nil, BAG_BACKPACK)
            
            local data = ZO_GamepadEntryData:New(name, iconFile, nil, nil, hasAnyNewItems)
            data:SetMaxIconAlpha(offhandTransparency)
            data.equipSlot = equipSlot
            data.filterType = (GetItemFilterTypeInfo(BAG_WORN, equipSlot)) -- first filter only
            if (equipSlot == EQUIP_SLOT_POISON or equipSlot == EQUIP_SLOT_BACKUP_POISON) then
                data.stackCount = select(2, GetItemInfo(BAG_WORN, equipSlot))
            end
            --Headers for Equipment Visual Categories (Weapons, Apparel, Accessories): display header for the first equip slot of a category to be visible
            local visualCategory = ZO_Character_GetEquipSlotVisualCategory(equipSlot)
            if headersUsed[visualCategory] == nil then
                self.categoryList:AddEntry("ZO_GamepadItemEntryTemplateWithHeader", data)
                data:SetHeader(GetString("SI_EQUIPSLOTVISUALCATEGORY", visualCategory))
                headersUsed[visualCategory] = true
            --No Header Needed
            else
                self.categoryList:AddEntry("ZO_GamepadItemEntryTemplate", data)
            end
        end
    end
    self.categoryList:Commit()
end
---------------
-- Item List --
---------------
function ZO_GamepadInventory:UpdateItemLeftTooltip(selectedData)
    if selectedData then
        GAMEPAD_TOOLTIPS:ResetScrollTooltipToTop(GAMEPAD_RIGHT_TOOLTIP)
        if ZO_InventoryUtils_DoesNewItemMatchFilterType(selectedData, ITEMFILTERTYPE_QUEST) then
            if selectedData.toolIndex then
                GAMEPAD_TOOLTIPS:LayoutQuestItem(GAMEPAD_LEFT_TOOLTIP, GetQuestToolQuestItemId(selectedData.questIndex, selectedData.toolIndex))
            else
                GAMEPAD_TOOLTIPS:LayoutQuestItem(GAMEPAD_LEFT_TOOLTIP, GetQuestConditionQuestItemId(selectedData.questIndex, selectedData.stepIndex, selectedData.conditionIndex))
            end
        else
            GAMEPAD_TOOLTIPS:LayoutBagItem(GAMEPAD_LEFT_TOOLTIP, selectedData.bagId, selectedData.slotIndex)
        end
        if selectedData.isEquippedInCurrentCategory or selectedData.isEquippedInAnotherCategory or selectedData.equipSlot then
            local slotIndex = selectedData.bagId == BAG_WORN and selectedData.slotIndex or nil --equipped quickslottables slotIndex is not the same as slot index's in BAG_WORN
            self:UpdateTooltipEquippedIndicatorText(GAMEPAD_LEFT_TOOLTIP, slotIndex)
        else
            GAMEPAD_TOOLTIPS:ClearStatusLabel(GAMEPAD_LEFT_TOOLTIP)
        end
    end
end
local function MenuEntryTemplateEquality(left, right)
    return left.uniqueId == right.uniqueId
end
local function SetupItemList(list)
    list:AddDataTemplateWithHeader("ZO_GamepadItemSubEntryTemplate", ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, MenuEntryTemplateEquality, "ZO_GamepadMenuEntryHeaderTemplate")
end
function ZO_GamepadInventory:InitializeItemList()
    self.itemList = self:AddList("Items", SetupItemList)
    self.itemList:SetOnSelectedDataChangedCallback(function(list, selectedData)
        self.currentlySelectedData = selectedData
        self:UpdateItemLeftTooltip(selectedData)
        self:SetSelectedInventoryData(selectedData)
        self:PrepareNextClearNewStatus(selectedData)
        self.itemList:RefreshVisible()
        self:UpdateRightTooltip()
        self:RefreshActiveKeybinds()
    end)
end
local DEFAULT_GAMEPAD_ITEM_SORT =
{
    bestItemCategoryName = { tiebreaker = "name" },
    name = { tiebreaker = "requiredLevel" },
    requiredLevel = { tiebreaker = "requiredChampionPoints", isNumeric = true },
    requiredChampionPoints = { tiebreaker = "iconFile", isNumeric = true },
    iconFile = { tiebreaker = "uniqueId" },
    uniqueId = { isId64 = true },
}
    return ZO_TableOrderingFunction(left, right, "bestItemCategoryName", DEFAULT_GAMEPAD_ITEM_SORT, ZO_SORT_ORDER_UP)
end
local GAMEPAD_QUEST_ITEM_SORT =
{
    bestItemCategoryName = { tiebreaker = "name" },
    name = {},
}
    return ZO_TableOrderingFunction(left, right, "bestItemCategoryName", GAMEPAD_QUEST_ITEM_SORT, ZO_SORT_ORDER_UP)
end
local function GetBestItemCategoryDescription(itemData)
    if itemData.itemType == ITEMTYPE_FURNISHING then
        local furnitureDataId = GetItemFurnitureDataId(itemData.bagId, itemData.slotIndex)
        if furnitureDataId ~= 0 then
            local categoryId, subcategoryId = GetFurnitureDataCategoryInfo(furnitureDataId)
            if categoryId then
                local categoryName = GetFurnitureCategoryInfo(categoryId)
                if categoryName ~= "" then
                    return categoryName
                end
            end
        end
    end
    local categoryType = GetCategoryTypeFromWeaponType(itemData.bagId, itemData.slotIndex)
    if categoryType ==  GAMEPAD_WEAPON_CATEGORY_UNCATEGORIZED then
        local weaponType = GetItemWeaponType(itemData.bagId, itemData.slotIndex)
        return GetString("SI_WEAPONTYPE", weaponType)
    elseif categoryType then
        return GetString("SI_GAMEPADWEAPONCATEGORY", categoryType)
    end
    local armorType = GetItemArmorType(itemData.bagId, itemData.slotIndex)
    if armorType ~= ARMORTYPE_NONE then
        return GetString("SI_ARMORTYPE", armorType)
    end
end
local function GetBestQuestItemCategoryDescription(questItemData)
    local questItemCategory = GAMEPAD_QUEST_ITEM_CATEGORY_NOT_SLOTTABLE
    if CanQuickslotQuestItemById(questItemData.questItemId) then
        questItemCategory = GAMEPAD_QUEST_ITEM_CATEGORY_SLOTTABLE
    end
    return GetString("SI_GAMEPADQUESTITEMCATEGORY", questItemCategory)
end
local function GetItemDataFilterComparator(filteredEquipSlot, nonEquipableFilterType)
    return function(itemData)
        if filteredEquipSlot then
            return ZO_Character_DoesEquipSlotUseEquipType(filteredEquipSlot, itemData.equipType)
        end
        if nonEquipableFilterType then
            return ZO_InventoryUtils_DoesNewItemMatchFilterType(itemData, nonEquipableFilterType)
        end
        
        return ZO_InventoryUtils_DoesNewItemMatchSupplies(itemData)
    end
end
function ZO_GamepadInventory:IsItemListEmpty(filteredEquipSlot, nonEquipableFilterType)
    local comparator = GetItemDataFilterComparator(filteredEquipSlot, nonEquipableFilterType)
    return SHARED_INVENTORY:IsFilteredSlotDataEmpty(comparator, BAG_BACKPACK, BAG_WORN)
end
function ZO_GamepadInventory:GetNumSlots(bag)
    return GetNumBagUsedSlots(bag), GetBagSize(bag)
end
function ZO_GamepadInventory:RefreshItemList()
    self.itemList:Clear()
    if self.categoryList:IsEmpty() then return end
    local targetCategoryData = self.categoryList:GetTargetData()
    local filteredEquipSlot = targetCategoryData.equipSlot
    local nonEquipableFilterType = targetCategoryData.filterType
    local filteredDataTable
    local isQuestItemFilter = nonEquipableFilterType == ITEMFILTERTYPE_QUEST
    --special case for quest items
    if isQuestItemFilter then
        filteredDataTable = {}
        local questCache = SHARED_INVENTORY:GenerateFullQuestCache()
        for _, questItems in pairs(questCache) do
            for _, questItem in pairs(questItems) do
                table.insert(filteredDataTable, questItem)
                questItem.bestItemCategoryName = zo_strformat(SI_INVENTORY_HEADER, GetBestQuestItemCategoryDescription(questItem))
            end
        end
        table.sort(filteredDataTable, ZO_GamepadInventory_QuestItemSortComparator)
    else
        local comparator = GetItemDataFilterComparator(filteredEquipSlot, nonEquipableFilterType)
        filteredDataTable = SHARED_INVENTORY:GenerateFullSlotData(comparator, BAG_BACKPACK, BAG_WORN)
        for _, itemData in pairs(filteredDataTable) do
            itemData.bestItemCategoryName = zo_strformat(SI_INVENTORY_HEADER, GetBestItemCategoryDescription(itemData))
        end
        table.sort(filteredDataTable, ZO_GamepadInventory_DefaultItemSortComparator)
    end
    local lastBestItemCategoryName
    for i, itemData in ipairs(filteredDataTable) do
        local entryData = ZO_GamepadEntryData:New(itemData.name, itemData.iconFile)
        entryData:InitializeInventoryVisualData(itemData)
        if itemData.bagId == BAG_WORN then
            entryData.isEquippedInCurrentCategory = itemData.slotIndex == filteredEquipSlot
            entryData.isEquippedInAnotherCategory = itemData.slotIndex ~= filteredEquipSlot
            entryData.isHiddenByWardrobe = WouldEquipmentBeHidden(itemData.slotIndex or EQUIP_SLOT_NONE)
        elseif isQuestItemFilter then
            local slotIndex = FindActionSlotMatchingSimpleAction(ACTION_TYPE_QUEST_ITEM, itemData.questItemId)
            entryData.isEquippedInCurrentCategory = slotIndex ~= nil
        else
            local slotIndex = FindActionSlotMatchingItem(itemData.bagId, itemData.slotIndex)
            entryData.isEquippedInCurrentCategory = slotIndex ~= nil
        end
        local remaining, duration
        if isQuestItemFilter then
            if itemData.toolIndex then
                remaining, duration = GetQuestToolCooldownInfo(itemData.questIndex, itemData.toolIndex)
            elseif itemData.stepIndex and itemData.conditionIndex then
                remaining, duration = GetQuestItemCooldownInfo(itemData.questIndex, itemData.stepIndex, itemData.conditionIndex)
            end
            ZO_InventorySlot_SetType(entryData, SLOT_TYPE_QUEST_ITEM)
        else
            remaining, duration = GetItemCooldownInfo(itemData.bagId, itemData.slotIndex)
            ZO_InventorySlot_SetType(entryData, SLOT_TYPE_GAMEPAD_INVENTORY_ITEM)
        end
        if remaining > 0 and duration > 0 then
            entryData:SetCooldown(remaining, duration)
        end
        entryData:SetIgnoreTraitInformation(true)
        if itemData.bestItemCategoryName ~= lastBestItemCategoryName then
            lastBestItemCategoryName = itemData.bestItemCategoryName
            entryData:SetHeader(lastBestItemCategoryName)
            self.itemList:AddEntry("ZO_GamepadItemSubEntryTemplateWithHeader", entryData)
        else
            self.itemList:AddEntry("ZO_GamepadItemSubEntryTemplate", entryData)
        end
    end
    self.itemList:Commit()
end
function ZO_GamepadInventory:GenerateItemSlotData(item)
    if not item then return nil end
    if not item.equipSlot then return nil end
    local slotData = SHARED_INVENTORY:GenerateSingleSlotData(BAG_WORN, item.equipSlot)
    if not slotData then
        return nil
    end
    ZO_InventorySlot_SetType(slotData, SLOT_TYPE_GAMEPAD_INVENTORY_ITEM)
    return slotData
end
--------------------
-- Craft Bag List --
--------------------
function ZO_GamepadInventory:InitializeCraftBagList()
    local function OnSelectedDataCallback(list, selectedData)
        self.currentlySelectedData = selectedData
        self:UpdateItemLeftTooltip(selectedData)
        local currentList = self:GetCurrentList()
        if currentList == self.craftBagList or ZO_Dialogs_IsShowing(ZO_GAMEPAD_INVENTORY_ACTION_DIALOG) then
            self:SetSelectedInventoryData(selectedData)
            self.craftBagList:RefreshVisible()
        end
    end
    local SETUP_LIST_LOCALLY = true
    local DONT_USE_TRIGGERS = false -- the parametric list screen will take care of the triggers
    self.craftBagList = self:AddList("CraftBag", SETUP_LIST_LOCALLY, ZO_GamepadInventoryList, BAG_VIRTUAL, SLOT_TYPE_CRAFT_BAG_ITEM, OnSelectedDataCallback, nil, nil, nil, DONT_USE_TRIGGERS)
    self.craftBagList:SetNoItemText(GetString(SI_INVENTORY_ERROR_CRAFT_BAG_EMPTY))
end
function ZO_GamepadInventory:RefreshCraftBagList()
    self.craftBagList:RefreshList()
end
function ZO_GamepadInventory:LayoutCraftBagTooltip()
    local title
    local description
    if HasCraftBagAccess() then
        title = GetString(SI_ESO_PLUS_STATUS_UNLOCKED)
        description = GetString(SI_CRAFT_BAG_STATUS_ESO_PLUS_UNLOCKED_DESCRIPTION)
    else
        title =  GetString(SI_ESO_PLUS_STATUS_LOCKED)
        description = GetString(SI_CRAFT_BAG_STATUS_LOCKED_DESCRIPTION)
    end
    GAMEPAD_TOOLTIPS:LayoutTitleAndMultiSectionDescriptionTooltip(GAMEPAD_RIGHT_TOOLTIP, title, description)
end
------------
-- Header --
------------
function ZO_GamepadInventory:RefreshHeader(blockCallback)
    local currentList = self:GetCurrentList()
    local headerData
    if currentList == self.craftBagList then
        headerData = self.craftBagHeaderData
    elseif currentList == self.categoryList then
        headerData = self.categoryHeaderData
    else
        headerData = self.itemListHeaderData
    end
    ZO_GamepadGenericHeader_Refresh(self.header, headerData, blockCallback)
end
local function UpdateGold(control)
    ZO_CurrencyControl_SetSimpleCurrency(control, CURT_MONEY, GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER), ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT)
    return true
end
local function UpdateCapacityString()
    return zo_strformat(SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT, GetNumBagUsedSlots(BAG_BACKPACK), GetBagSize(BAG_BACKPACK))
end
function ZO_GamepadInventory:InitializeHeader()
    local function UpdateTitleText()
        return self.categoryList:GetTargetData().text
    end
    local tabBarEntries =
        {
            {
                text = GetString(SI_GAMEPAD_INVENTORY_CATEGORY_HEADER),
                callback = function()
                    self:SwitchActiveList(INVENTORY_CATEGORY_LIST)
                end,
            },
            {
                text = GetString(SI_GAMEPAD_INVENTORY_CRAFT_BAG_HEADER),
                callback = function()
                    self:SwitchActiveList(INVENTORY_CRAFT_BAG_LIST)
                end,
            },
        }
    self.categoryHeaderData = {
        tabBarEntries = tabBarEntries,
        data1HeaderText = GetString(SI_GAMEPAD_INVENTORY_AVAILABLE_FUNDS),
        data1Text = UpdateGold,
        data2HeaderText = GetString(SI_GAMEPAD_INVENTORY_CAPACITY),
        data2Text = UpdateCapacityString,
    }
    self.craftBagHeaderData = {
        tabBarEntries = tabBarEntries,
        data1HeaderText = GetString(SI_GAMEPAD_INVENTORY_AVAILABLE_FUNDS),
        data1Text = UpdateGold,
    }
    self.itemListHeaderData = {
        titleText = UpdateTitleText,
        data1HeaderText = GetString(SI_GAMEPAD_INVENTORY_AVAILABLE_FUNDS),
        data1Text = UpdateGold,
        data2HeaderText = GetString(SI_GAMEPAD_INVENTORY_CAPACITY),
        data2Text = UpdateCapacityString,
    }
    ZO_GamepadGenericHeader_Initialize(self.header, ZO_GAMEPAD_HEADER_TABBAR_CREATE)
end
function ZO_GamepadInventory:TryEquipItem(inventorySlot)
    if self.selectedEquipSlot then
        local sourceBag, sourceSlot = ZO_Inventory_GetBagAndIndex(inventorySlot)
        local function DoEquip()
            RequestMoveItem(sourceBag, sourceSlot, BAG_WORN, self.selectedEquipSlot, 1)
        end
        if ZO_InventorySlot_WillItemBecomeBoundOnEquip(sourceBag, sourceSlot) then
            local itemDisplayQuality = GetItemDisplayQuality(sourceBag, sourceSlot)
            local itemDisplayQualityColor = GetItemQualityColor(itemDisplayQuality)
            ZO_Dialogs_ShowPlatformDialog("CONFIRM_EQUIP_ITEM", { onAcceptCallback = DoEquip }, { mainTextParams = { itemDisplayQualityColor:Colorize(GetItemName(sourceBag, sourceSlot)) } })
        else
            DoEquip()
        end
    end
end
function ZO_GamepadInventory:ActivateHeader()
end
function ZO_GamepadInventory:DeactivateHeader()
end
-------------------
-- New Status --
-------------------
local TIME_NEW_PERSISTS_WHILE_SELECTED_MS = 200
function ZO_GamepadInventory:MarkSelectedItemAsNotNew()
    if self:IsClearNewItemActuallyNew() then
        self.clearNewStatusOnSelectionChanged = true
    end
end
function ZO_GamepadInventory:TryClearNewStatus()
    if self.clearNewStatusOnSelectionChanged then
        self.clearNewStatusOnSelectionChanged = false
        SHARED_INVENTORY:ClearNewStatus(self.clearNewStatusBagId, self.clearNewStatusSlotIndex)
    end
end
function ZO_GamepadInventory:TryClearNewStatusOnHidden()
    self.clearNewStatusCallId = nil
    self.clearNewStatusBagId = nil
    self.clearNewStatusSlotIndex = nil
    self.clearNewStatusUniqueId = nil
end
function ZO_GamepadInventory:PrepareNextClearNewStatus(selectedData)
    if selectedData then
        self.clearNewStatusBagId = selectedData.bagId
        self.clearNewStatusSlotIndex = selectedData.slotIndex
        self.clearNewStatusUniqueId = selectedData.uniqueId
        self.clearNewStatusCallId = zo_callLater(self.trySetClearNewFlagCallback, TIME_NEW_PERSISTS_WHILE_SELECTED_MS)
    end
end
function ZO_GamepadInventory:IsClearNewItemActuallyNew()
    return self.clearNewStatusBagId and
        SHARED_INVENTORY:IsItemNew(self.clearNewStatusBagId, self.clearNewStatusSlotIndex) and
        SHARED_INVENTORY:GetItemUniqueId(self.clearNewStatusBagId, self.clearNewStatusSlotIndex) == self.clearNewStatusUniqueId
end
function ZO_GamepadInventory:TrySetClearNewFlag(callId)
    if self.clearNewStatusCallId == callId and self:IsClearNewItemActuallyNew() then
        self.clearNewStatusOnSelectionChanged = true
    end
end
function ZO_GamepadInventory:UpdateRightTooltip()
    local targetCategoryData = self.categoryList:GetTargetData()
    if targetCategoryData and targetCategoryData.equipSlot then
        local selectedItemData = self.currentlySelectedData
        local equipSlotHasItem = select(2, GetEquippedItemInfo(targetCategoryData.equipSlot))
        if selectedItemData and (not equipSlotHasItem or self.savedVars.useStatComparisonTooltip) then
            GAMEPAD_TOOLTIPS:LayoutItemStatComparison(GAMEPAD_RIGHT_TOOLTIP, selectedItemData.bagId, selectedItemData.slotIndex, targetCategoryData.equipSlot)
            GAMEPAD_TOOLTIPS:SetStatusLabelText(GAMEPAD_RIGHT_TOOLTIP, GetString(SI_GAMEPAD_INVENTORY_ITEM_COMPARE_TOOLTIP_TITLE))
        elseif GAMEPAD_TOOLTIPS:LayoutBagItem(GAMEPAD_RIGHT_TOOLTIP, BAG_WORN, targetCategoryData.equipSlot) then
            self:UpdateTooltipEquippedIndicatorText(GAMEPAD_RIGHT_TOOLTIP, targetCategoryData.equipSlot)
        end
    else
        GAMEPAD_TOOLTIPS:ClearStatusLabel(GAMEPAD_RIGHT_TOOLTIP)
    end
end
function ZO_GamepadInventory:UpdateTooltipEquippedIndicatorText(tooltipType, equipSlot)
end
function ZO_GamepadInventory:Select()
    self:SwitchActiveList(INVENTORY_ITEM_LIST)
    PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD)
end
function ZO_GamepadInventory:ShowQuickslot()
    local targetData = self.itemList:GetTargetData()
    if targetData then
        if ZO_InventoryUtils_DoesNewItemMatchFilterType(targetData, ITEMFILTERTYPE_QUEST) then
            local questItemId
            if targetData.toolIndex then
                questItemId = GetQuestToolQuestItemId(targetData.questIndex, targetData.toolIndex)
            else
                questItemId = GetQuestConditionQuestItemId(targetData.questIndex, targetData.stepIndex, targetData.conditionIndex)
            end
            GAMEPAD_QUICKSLOT:SetQuestItemToQuickslot(questItemId)
        else
            GAMEPAD_QUICKSLOT:SetItemToQuickslot(targetData.bagId, targetData.slotIndex)
        end
        SCENE_MANAGER:Push("gamepad_quickslot")
    end
end
function ZO_GamepadInventory:ShowActions()
    --if taking action on an item, it is no longer new
    self:RemoveKeybinds()
    local dialogData =
    {
        finishedCallback = function() self:OnActionsDialogFinished() end,
        itemActions = self.itemActions
    }
    ZO_Dialogs_ShowPlatformDialog(ZO_GAMEPAD_INVENTORY_ACTION_DIALOG, dialogData)
end
    GAMEPAD_INVENTORY = ZO_GamepadInventory:New(control)
end