Back to Home

ESO Lua File v100034

ingame/storewindow/gamepad/storewindow_gamepad.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
GAMEPAD_STORE_SCENE_NAME = "gamepad_store"
ZO_GamepadStoreManager = ZO_Object.MultiSubclass(ZO_SharedStoreManager, ZO_Gamepad_ParametricList_BagsSearch_Screen)
function ZO_GamepadStoreManager:New(...)
    return ZO_SharedStoreManager.New(self, ...)
end
function ZO_GamepadStoreManager:Initialize(control)
    ZO_SharedStoreManager.Initialize(self, control)
    self.sceneName = GAMEPAD_STORE_SCENE_NAME
    GAMEPAD_VENDOR_SCENE = ZO_InteractScene:New(self.sceneName, SCENE_MANAGER, STORE_INTERACTION)
    local DONT_ACTIVATE_LIST_ON_SHOW = false
    ZO_Gamepad_ParametricList_BagsSearch_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_CREATE, DONT_ACTIVATE_LIST_ON_SHOW, GAMEPAD_VENDOR_SCENE)
    self.spinner = control:GetNamedChild("SpinnerContainer")
    self.spinner:InitializeSpinner()
    local function OnOpenStore()
        if IsInGamepadPreferredMode() then
            local componentTable = {}
            if not IsStoreEmpty() then
                table.insert(componentTable, ZO_MODE_STORE_BUY)
            end
            table.insert(componentTable, ZO_MODE_STORE_SELL)
            table.insert(componentTable, ZO_MODE_STORE_BUY_BACK)
            if CanStoreRepair() then
                table.insert(componentTable, ZO_MODE_STORE_REPAIR)
            end
            STORE_WINDOW_GAMEPAD:SetActiveComponents(componentTable, "storeTextSearch")
            SCENE_MANAGER:Show(GAMEPAD_STORE_SCENE_NAME)
        end
    end
    local function OnCloseStore()
        if IsInGamepadPreferredMode() then
            -- Ensure that all dialogs related to the store close on interaction end
            ZO_Dialogs_ReleaseDialog("REPAIR_ALL")
            self:DeactivateTextSearch()
            SCENE_MANAGER:Hide(GAMEPAD_STORE_SCENE_NAME)
        end
    end
    self.control:RegisterForEvent(EVENT_OPEN_STORE, OnOpenStore)
    self.control:RegisterForEvent(EVENT_CLOSE_STORE, OnCloseStore)
    local function UpdateActiveComponentKeybindButtonGroup()
        local activeComponent = self:GetActiveComponent()
        if activeComponent then
            KEYBIND_STRIP:UpdateKeybindButtonGroup(activeComponent.keybindStripDescriptor)
        end
    end
    local OnCurrencyChanged = function()
        if not self.control:IsControlHidden() then
            self:RefreshHeaderData()
        end
    end
    local OnFailedRepair = function(eventId, reason)
        self:FailedRepairMessageBox(reason)
    end
    local OnBuySuccess = function(...)
        if not self.control:IsControlHidden() then
            ZO_StoreManager_OnPurchased(...)
        end
    end
    local OnSellSuccess = function(eventId, itemName, quantity, money)
        if not self.control:IsControlHidden() then
            PlaySound(SOUNDS.ITEM_MONEY_CHANGED)
        end
    end
    local OnBuyBackSuccess = function(eventId, itemName, itemQuantity, money, itemSoundCategory)
        if itemSoundCategory == ITEM_SOUND_CATEGORY_NONE then
            -- Fall back sound if there was no other sound to play
            PlaySound(SOUNDS.ITEM_MONEY_CHANGED)
        else
            PlayItemSound(itemSoundCategory, ITEM_SOUND_ACTION_ACQUIRE)
        end
    end
    local OnInventoryUpdated = function()
        if not self.control:IsControlHidden() then
            self:RefreshHeaderData()
        end
    end
    local function RefreshActiveComponent()
        local activeComponent = self:GetActiveComponent()
        if activeComponent then
            activeComponent:Refresh()
        end
    end
    self.control:RegisterForEvent(EVENT_CURRENCY_UPDATE, OnCurrencyChanged)
    self.control:RegisterForEvent(EVENT_BUY_RECEIPT, OnBuySuccess)
    self.control:RegisterForEvent(EVENT_SELL_RECEIPT, OnSellSuccess)
    self.control:RegisterForEvent(EVENT_BUYBACK_RECEIPT, OnBuyBackSuccess)
    self.control:RegisterForEvent(EVENT_ITEM_REPAIR_FAILURE, OnFailedRepair)
    self.control:RegisterForEvent(EVENT_INVENTORY_FULL_UPDATE, OnInventoryUpdated)
    self.control:RegisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, OnInventoryUpdated)
    self.control:RegisterForEvent(EVENT_ANTIQUITY_LEAD_ACQUIRED, RefreshActiveComponent)
    ZO_COLLECTIBLE_DATA_MANAGER:RegisterCallback("OnCollectionUpdated", RefreshActiveComponent)
    self:InitializeKeybindStrip()
    self.components = {}
    local function OnItemRepaired(bagId, slotIndex)
        if self.isRepairingAll then
            if self.numberItemsRepairing > 0 then
                self.numberItemsRepairing = self.numberItemsRepairing - 1
                if self.numberItemsRepairing == 0 then
                    self:RepairMessageBox()
                    self.isRepairingAll = false
                end
            end
        else
            self:RepairMessageBox(bagId, slotIndex)
        end
    end
    SHARED_INVENTORY:RegisterCallback("ItemRepaired", OnItemRepaired)
end
function ZO_GamepadStoreManager:SetDeferredStartingMode(mode)
    self.deferredStartingMode = mode
end
function ZO_GamepadStoreManager:GetActiveComponent()
    return self.activeComponent
end
function ZO_GamepadStoreManager:GetCurrentMode()
    return self.activeComponent and self.activeComponent:GetStoreMode() or nil
end
function ZO_GamepadStoreManager:ActivateActiveComponent()
    if self.activeComponent then
        self.activeComponent:AddKeybinds()
        self:ActivateCurrentList()
    end
end
function ZO_GamepadStoreManager:DeactivateActiveComponent()
    if self.activeComponent then
        self:DeactivateCurrentList()
        self.activeComponent:RemoveKeybinds()
    end
end
function ZO_GamepadStoreManager:RequestEnterHeader()
    if not self.headerFocus or self.headerFocus:IsActive() then
        return
    end
    if self.textSearchHeaderFocus and self:IsTextSearchEntryHidden() then
        return
    end
    if self:CanEnterHeader() then
        self:DeactivateActiveComponent()
        self.headerFocus:Activate()
        self:RefreshKeybinds()
        self:OnEnterHeader()
    end
end
function ZO_GamepadStoreManager:RequestLeaveHeader()
    if not self.headerFocus or not self.headerFocus:IsActive() then
        return
    end
    if self:CanLeaveHeader() then
        self.headerFocus:Deactivate()
        self:OnLeaveHeader()
        self:RefreshKeybinds()
        self:ActivateActiveComponent()
    end
end
function ZO_GamepadStoreManager:SetActiveComponents(componentTable, searchContext)
    self.activeComponents = {}
    self.searchContext = searchContext
    self:ActivateTextSearch()
    for _, componentMode in ipairs(componentTable) do
        local component = self.components[componentMode]
        component:SetSearchContext(searchContext)
        component:Refresh()
        if ZO_STORE_MODE_HAS_TEXT_SEARCH[component:GetStoreMode()] then
            component.list:SetOnHitBeginningOfListCallback(function()
                self:RequestEnterHeader(self)
            end)
        end
        table.insert(self.activeComponents, component)
    end
    self:RebuildHeaderTabs()
end
function ZO_GamepadStoreManager:AddComponent(component)
    self.components[component:GetStoreMode()] = component
end
function ZO_GamepadStoreManager:OnUpdatedSearchResults()
    local activeComponent = self:GetActiveComponent()
    if activeComponent and ZO_STORE_MODE_HAS_TEXT_SEARCH[activeComponent:GetStoreMode()] then
        activeComponent:Refresh()
    end
end
function ZO_GamepadStoreManager:OnStateChanged(oldState, newState)
    if newState == SCENE_SHOWING then 
        self:OnShowing(self)
        self:InitializeStore()
        self:SetMode(self.deferredStartingMode or self.activeComponents[1]:GetStoreMode())
        self.deferredStartingMode = nil
    elseif newState == SCENE_HIDING then
        self.spinner:DetachFromListEntry()
        GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_LEFT_TOOLTIP)
    elseif newState == SCENE_HIDDEN then
        GAMEPAD_TOOLTIPS:Reset(GAMEPAD_RIGHT_TOOLTIP)
        GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP)
        self:OnHide()
    end
end
function ZO_GamepadStoreManager:GetSpinnerValue()
    return self.spinner:GetValue()
end
function ZO_GamepadStoreManager:SetupSpinner(max, value, unitPrice, currencyType)
    self.spinner:SetMinMax(1, zo_min(max, MAX_STORE_WINDOW_STACK_QUANTITY))
    self.spinner:SetValue(value)
    self.spinner:SetupCurrency(unitPrice, currencyType)
end
function ZO_GamepadStoreManager:SetQuantitySpinnerActive(activate, list, ignoreInvalidCost)
    if activate then
        list:RefreshVisible()
        DIRECTIONAL_INPUT:Deactivate(self)
        self.spinner:AttachToTargetListEntry(list)
        self.spinner:SetIgnoreInvalidCost(ignoreInvalidCost)
    else
        self.spinner:DetachFromListEntry()
        list:RefreshVisible()
        DIRECTIONAL_INPUT:Activate(self, self.control)
    end
end
function ZO_GamepadStoreManager:GetRepairAllKeybind()
    return self.repairAllKeybind
end
function ZO_GamepadStoreManager:InitializeKeybindStrip()
    self.repairAllKeybind =
    {
        name = function()
            local cost = GetRepairAllCost()
            if GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) >= cost then
                return zo_strformat(SI_REPAIR_ALL_KEYBIND_TEXT, ZO_Currency_FormatGamepad(CURT_MONEY, cost, ZO_CURRENCY_FORMAT_WHITE_AMOUNT_ICON))
            end
            return zo_strformat(SI_REPAIR_ALL_KEYBIND_TEXT, ZO_Currency_FormatGamepad(CURT_MONEY, cost, ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON))
        end,
        keybind = "UI_SHORTCUT_SECONDARY",
        visible = function() return CanStoreRepair() and GetRepairAllCost() > 0 end,
        enabled = function()
            if GetRepairAllCost() <= GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) then
                return true
            else
                return false, GetString(SI_REPAIR_ALL_CANNOT_AFFORD)
            end
        end,
        callback = function()
            local cost = GetRepairAllCost()
            if cost > GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) then
                self:FailedRepairMessageBox()
            else
                local dialogData =
                {
                    cost = cost,
                    declineCallback = function()
                        self.numberItemsRepairing = 0
                        self.isRepairingAll = false
                    end,
                }
                self.isRepairingAll = true
                self.numberItemsRepairing = self.components[ZO_MODE_STORE_REPAIR]:GetNumRepairItems()
                ZO_Dialogs_ShowGamepadDialog("REPAIR_ALL", dialogData)
            end
        end,
    }
end
function ZO_GamepadStoreManager:RebuildHeaderTabs()
    local function OnCategoryChanged(component)
        if self.activeComponent ~= component then
            self:ShowComponent(component)
        end
    end
    local function OnActivatedChanged(list, activated)
        if activated then
            local component = self.activeComponents[list:GetSelectedIndex()]
            if not self.activeComponent or self.activeComponent ~= component then
                self:ShowComponent(component)
            end
        else
            if not SCENE_MANAGER:IsShowing(self.sceneName) then
                self:HideActiveComponent()
            end
        end
    end
    local tabsTable = {}
    for _, component in ipairs(self.activeComponents) do
        table.insert(tabsTable, {
            text = component:GetTabText(),
            callback = function() OnCategoryChanged(component) end,
        })
    end
    self.headerData =
    {
        tabBarEntries = tabsTable,
        activatedCallback = function(...) OnActivatedChanged(...) end,
    }
    ZO_GamepadGenericHeader_Refresh(self.header, self.headerData)
end
function ZO_GamepadStoreManager:ShowComponent(component)
    if SCENE_MANAGER:IsShowing(self.sceneName) then
        self:HideActiveComponent()
        self.activeComponent = component
        self:SetCurrentList(self.activeComponent.list)
        local hasTextSearchHeader = ZO_STORE_MODE_HAS_TEXT_SEARCH[self.activeComponent:GetStoreMode()]
        self:SetTextSearchEntryHidden(not hasTextSearchHeader)
        if hasTextSearchHeader and self.activeComponent.list and self.activeComponent.list:GetNumItems() == 0 then
            self:RequestEnterHeader()
        end
        component:Show()
        self:RefreshHeaderData()
    end
end
function ZO_GamepadStoreManager:HideActiveComponent()
    if self.activeComponent then
        self.activeComponent:Hide()
        self.activeComponent = nil
    end
end
do
    local function UpdateCapacityString()
        local mode = STORE_WINDOW_GAMEPAD:GetCurrentMode()
        if GetNumBagFreeSlots(BAG_BACKPACK) == 0 and (mode == ZO_MODE_STORE_BUY or mode == ZO_MODE_STORE_BUY_BACK) then
            return ZO_ERROR_COLOR:Colorize(zo_strformat(SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT, GetNumBagUsedSlots(BAG_BACKPACK), GetBagSize(BAG_BACKPACK)))
        else
            return zo_strformat(SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT, GetNumBagUsedSlots(BAG_BACKPACK), GetBagSize(BAG_BACKPACK))
        end
    end
    local STORE_CURRENCY_LABEL_OPTIONS = ZO_ShallowTableCopy(ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT)
    local function UpdateGold(control)
        local mode = STORE_WINDOW_GAMEPAD:GetCurrentMode()
        if mode == ZO_MODE_STORE_SELL and GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) == GetMaxPossibleCurrency(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) then
            STORE_CURRENCY_LABEL_OPTIONS.color = ZO_ERROR_COLOR
        else
            STORE_CURRENCY_LABEL_OPTIONS.color = nil
        end
        ZO_CurrencyControl_SetSimpleCurrency(control, CURT_MONEY, GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER), STORE_CURRENCY_LABEL_OPTIONS)
        return true
    end
    local function UpdateRidingTrainingCost(control)
        ZO_CurrencyControl_SetSimpleCurrency(control, CURT_MONEY, STABLE_MANAGER.trainingCost, ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT, nil, not STABLE_MANAGER:CanAffordTraining())
        return true
    end
    local function GetTransactionLabelString() 
        return GetString(FENCE_GAMEPAD:IsLaundering() and SI_GAMEPAD_FENCE_LAUNDER_LIMIT or SI_GAMEPAD_FENCE_SELL_LIMIT)
    end
    local function GetTransactionValueString()
        local mode = STORE_WINDOW_GAMEPAD:GetCurrentMode()
        local usedTransactions = FENCE_MANAGER:GetNumTransactionsUsed(mode)
        local totalTransactions = FENCE_MANAGER:GetNumTotalTransactions(mode)
        if usedTransactions == totalTransactions then
            return ZO_ERROR_COLOR:Colorize(zo_strformat(SI_GAMEPAD_FENCE_TRANSACTION_COUNT, usedTransactions, totalTransactions))
        else
            return zo_strformat(SI_GAMEPAD_FENCE_TRANSACTION_COUNT, usedTransactions, totalTransactions)
        end
    end
    local function CreateCurrencyHeaderData(currencyType)
        local currencyHeaderData =
        {
            headerText = ZO_Currency_GetAmountLabel(currencyType),
            text = function(control)
                ZO_CurrencyControl_SetSimpleCurrency(control, currencyType, GetCurrencyAmount(currencyType, GetCurrencyPlayerStoredLocation(currencyType)), ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT)
                return true
            end,
        }
        return currencyHeaderData
    end
    local CAPACITY_HEADER_DATA =
    {
        headerText = GetString(SI_GAMEPAD_INVENTORY_CAPACITY),
        text = UpdateCapacityString,
    }
    local GOLD_HEADER_DATA =
    {
        headerText = ZO_Currency_GetAmountLabel(CURT_MONEY),
        text = UpdateGold,
    }
    local RIDING_TRAINING_COST_HEADER_DATA =
    {
        headerText = GetString(SI_GAMEPAD_STABLE_TRAINING_COST_HEADER),
        text = UpdateRidingTrainingCost,
    }
    local LAUNDER_TRANSACTION_HEADER_DATA =
    {
        headerText = GetTransactionLabelString,
        text = GetTransactionValueString,
    }
    local g_pendingHeaderData = {}
    function ZO_GamepadStoreManager:RefreshHeaderData()
        if not self.activeComponent then
            return
        end
        ZO_ClearTable(g_pendingHeaderData)
        local mode = self:GetCurrentMode()
        local isStable = mode == ZO_MODE_STORE_STABLE
        local showCapacity = not isStable
        
        if mode == ZO_MODE_STORE_BUY then
            local usedFilterTypes = ZO_StoreManager_GetStoreFilterTypes()
            if usedFilterTypes[ITEMFILTERTYPE_COLLECTIBLE] and NonContiguousCount(usedFilterTypes) == 1 then
                showCapacity = false
            end
        end
        if showCapacity then
            table.insert(g_pendingHeaderData, CAPACITY_HEADER_DATA)
        end
        if mode == ZO_MODE_STORE_BUY then
            if ZO_IsElementInNumericallyIndexedTable(self.storeUsedCurrencies, CURT_MONEY) then
                table.insert(g_pendingHeaderData, GOLD_HEADER_DATA)
            end
            -- We only have space to display the first 2 alternate currencies this store uses.
            -- According to our design standards, no store should ever use more than gold + 2 alternate currencies anyway.
            local MAX_ALTERNATE_CURRENCIES = 2
            local alternateCurrenciesUsed = 0
            for _, currencyType in ipairs(self.storeUsedCurrencies) do
                if currencyType ~= CURT_MONEY then
                    local headerData = CreateCurrencyHeaderData(currencyType)
                    table.insert(g_pendingHeaderData, headerData)
                    alternateCurrenciesUsed = alternateCurrenciesUsed + 1
                    if alternateCurrenciesUsed >= MAX_ALTERNATE_CURRENCIES then
                        break
                    end
                end
            end
        else
            -- This is for selling, fencing, and the stable
            table.insert(g_pendingHeaderData, GOLD_HEADER_DATA)
        end
        if isStable then
            table.insert(g_pendingHeaderData, RIDING_TRAINING_COST_HEADER_DATA)
        end
        if mode == ZO_MODE_STORE_SELL_STOLEN or mode == ZO_MODE_STORE_LAUNDER then
            table.insert(g_pendingHeaderData, LAUNDER_TRANSACTION_HEADER_DATA)
        end
        local data1 = g_pendingHeaderData[1]
        self.headerData.data1HeaderText = data1 and data1.headerText or nil
        self.headerData.data1Text = data1 and data1.text or nil
        local data2 = g_pendingHeaderData[2]
        self.headerData.data2HeaderText = data2 and data2.headerText or nil
        self.headerData.data2Text = data2 and data2.text or nil
        local data3 = g_pendingHeaderData[3]
        self.headerData.data3HeaderText = data3 and data3.headerText or nil
        self.headerData.data3Text = data3 and data3.text or nil
        local data4 = g_pendingHeaderData[4]
        self.headerData.data4HeaderText = data4 and data4.headerText or nil
        self.headerData.data4Text = data4 and data4.text or nil
        ZO_GamepadGenericHeader_RefreshData(self.header, self.headerData)
    end
end
function ZO_GamepadStoreManager:UpdateRightTooltip(list, mode)
    GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_RIGHT_TOOLTIP)
    local selectedData = list:GetTargetData()
    local itemLink = nil
    if selectedData then
        if mode == ZO_MODE_STORE_BUY and selectedData.entryType ~= STORE_ENTRY_TYPE_COLLECTIBLE then
            itemLink = selectedData.itemLink
        elseif mode == ZO_MODE_STORE_BUY_BACK then
            itemLink = selectedData.itemLink
        elseif mode == ZO_MODE_STORE_SELL then
            itemLink = GetItemLink(selectedData.bagId, selectedData.slotIndex)
        end
    end
    if not itemLink then
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP)
        return
    end
    local equipType = GetItemLinkEquipType(itemLink)
    local equipSlot = ZO_Character_GetEquipSlotForEquipType(equipType)
    if equipSlot and GAMEPAD_TOOLTIPS:LayoutBagItem(GAMEPAD_RIGHT_TOOLTIP, BAG_WORN, equipSlot) then 
        ZO_InventoryUtils_UpdateTooltipEquippedIndicatorText(GAMEPAD_RIGHT_TOOLTIP, equipSlot)
    else
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP)
    end
end
function ZO_GamepadStoreManager:SetMode(mode)
    for i, component in ipairs(self.activeComponents) do
        if component:GetStoreMode() == mode then
            ZO_GamepadGenericHeader_SetActiveTabIndex(self.header, i)
            break
        end
    end
end
function ZO_GamepadStoreManager:RepairMessageBox(bagId, slotId)
    if not bagId then
        local message = zo_strformat(SI_GAMEPAD_REPAIR_ALL_SUCCESS)
        ZO_AlertNoSuppression(UI_ALERT_CATEGORY_ALERT, nil, message)
    else
        local name = zo_strformat(SI_TOOLTIP_ITEM_NAME, GetItemName(bagId, slotId))
        local message = zo_strformat(SI_GAMEPAD_REPAIR_ITEM_SUCCESS, name)
        if message then
            ZO_AlertNoSuppression(UI_ALERT_CATEGORY_ALERT, nil, message)
        end
    end
end
function ZO_GamepadStoreManager:FailedRepairMessageBox(reason)
    local message = ""
    if reason == ITEM_REPAIR_ALREADY_REPAIRED then
        message = zo_strformat(SI_ITEMREPAIRREASON1)
    elseif reason == ITEM_REPAIR_CANT_AFFORD_REPAIR then
        message = zo_strformat(SI_ITEMREPAIRREASON2)
    elseif reason == nil then
        message = zo_strformat(SI_REPAIR_ALL_CANNOT_AFFORD)
    end
    if message ~= "" then
        ZO_AlertNoSuppression(UI_ALERT_CATEGORY_ALERT, nil, message)
        PlaySound(SOUNDS.GENERAL_ALERT_ERROR)
    end
end
do
    internalassert(CURT_MAX_VALUE == 10, "Check if new currency has a store failure")
    local STORE_FAILURE_FOR_CURRENCY_TYPE =
    {
        [CURT_ALLIANCE_POINTS] = STORE_FAILURE_NOT_ENOUGH_ALLIANCE_POINTS,
        [CURT_TELVAR_STONES] = STORE_FAILURE_NOT_ENOUGH_TELVAR_STONES,
        [CURT_WRIT_VOUCHERS] = STORE_FAILURE_NOT_ENOUGH_WRIT_VOUCHERS,
        [CURT_EVENT_TICKETS] = STORE_FAILURE_NOT_ENOUGH_EVENT_TICKETS,
        [CURT_UNDAUNTED_KEYS] = STORE_FAILURE_NOT_ENOUGH_UNDAUNTED_KEYS,
    }
    function ZO_GamepadStoreManager:CanAfford(selectedData)
        local currencyType = selectedData.currencyType1
        local currencyQuantity1 = selectedData.currencyQuantity1
        local playerCurrencyAmount = GetCurrencyAmount(currencyType, GetCurrencyPlayerStoredLocation(currencyType))
        if currencyType and currencyQuantity1 and currencyQuantity1 > 0 and currencyQuantity1 > playerCurrencyAmount then
            if currencyType == CURT_MONEY then
                return false, GetString(SI_NOT_ENOUGH_MONEY)
            end
            return false, GetString("SI_STOREFAILURE", STORE_FAILURE_FOR_CURRENCY_TYPE[currencyType])
        elseif selectedData.price > 0 and selectedData.price > GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) then
            return false, GetString(SI_NOT_ENOUGH_MONEY)
        else
            return true
        end
    end
    function ZO_GamepadStoreManager:CanCarry(selectedData)
        if not (CanItemLinkBeVirtual(selectedData.itemLink) and HasCraftBagAccess()) and not DoesBagHaveSpaceForItemLink(BAG_BACKPACK, selectedData.itemLink) then
            return false, GetString(SI_INVENTORY_ERROR_INVENTORY_FULL)
        else
            return true
        end
    end
end
function ZO_GamepadStoreManager:Show()
    SCENE_MANAGER:Show(self.sceneName)
end
function ZO_GamepadStoreManager:Hide()
    ZO_Gamepad_ParametricList_BagsSearch_Screen.OnHide()
    SCENE_MANAGER:Hide(self.sceneName)
end
-------------------
-- Global functions
-------------------
    STORE_WINDOW_GAMEPAD = ZO_GamepadStoreManager:New(control)
    STORE_WINDOW_GAMEPAD:AddComponent(ZO_GamepadStoreBuy:New(STORE_WINDOW_GAMEPAD))
    STORE_WINDOW_GAMEPAD:AddComponent(ZO_GamepadStoreBuyback:New(STORE_WINDOW_GAMEPAD))
    STORE_WINDOW_GAMEPAD:AddComponent(ZO_GamepadStoreSell:New(STORE_WINDOW_GAMEPAD))
    STORE_WINDOW_GAMEPAD:AddComponent(ZO_GamepadStoreRepair:New(STORE_WINDOW_GAMEPAD))
end