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ESO Lua File v100035

ingame/skills/gamepad/gamepadassignableactionbar.lua

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--[[
The (Gamepad)AssignableActionBar shows and lets you manage you what your current pending skill assignments will be inside the Gamepad Skills UI.
It's distinct from the "real" action bar in that only handles skills, it doesn't necessarily care about the state of each ability, and it can change
without changing the real action bar.
]]
--
ZO_AssignableActionBar = ZO_InitializingCallbackObject:Subclass()
function ZO_AssignableActionBar:Initialize(control)
    self.control = control
    self.interpolator = ZO_SimpleControlScaleInterpolator:New(1.0, 1.28)
    self.headerLabel = control:GetNamedChild("Header")
    self.movementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL)
    self.selectedButtonIndex = nil
    self.mostRecentlySelectedActionSlotIndex = nil
    self.buttons =
    {
        ZO_GamepadAssignableActionBarButton:New(self.control:GetNamedChild("Button1"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1),
        ZO_GamepadAssignableActionBarButton:New(self.control:GetNamedChild("Button2"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 2),
        ZO_GamepadAssignableActionBarButton:New(self.control:GetNamedChild("Button3"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 3),
        ZO_GamepadAssignableActionBarButton:New(self.control:GetNamedChild("Button4"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 4),
        ZO_GamepadAssignableActionBarButton:New(self.control:GetNamedChild("Button5"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 5),
        ZO_GamepadAssignableActionBarButton:New(self.control:GetNamedChild("UltimateButton"), ACTION_BAR_ULTIMATE_SLOT_INDEX + 1),
    }
    
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("SlotUpdated", function(...) self:OnSlotUpdated(...) end)
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("SlotNewStatusChanged", function(...) self:OnSlotUpdated(...) end)
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("CurrentHotbarUpdated", function(...) self:OnCurrentHotbarUpdated(...) end)
end
function ZO_AssignableActionBar:OnSkillsHidden()
    self:Deactivate()
    ACTION_BAR_ASSIGNMENT_MANAGER:CancelPendingWeaponSwap()
end
function ZO_AssignableActionBar:OnCurrentHotbarUpdated()
    if not self.control:IsControlHidden() then
        self:Refresh()
    end
end
function ZO_AssignableActionBar:OnSlotUpdated(hotbarCategory, actionSlotIndex)
    if not self.control:IsControlHidden() then
        if hotbarCategory == ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarCategory() then
            local button = self.buttons[ZO_AssignableActionBar.ConvertActionSlotIndexToButtonIndex(actionSlotIndex)]
            if button then
                button:Refresh()
            end
        end
    end
end
function ZO_AssignableActionBar:GetControl()
    return self.control
end
function ZO_AssignableActionBar:Refresh()
end
function ZO_AssignableActionBar:RefreshAllButtons()
    for i, button in ipairs(self.buttons) do
        button:Refresh()
    end
end
function ZO_AssignableActionBar:RefreshHeaderLabel()
    if self.headerLabel then
        local hotbarName = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarName()
        self.headerLabel:SetText(hotbarName)
    end
end
function ZO_AssignableActionBar.ConvertButtonIndexToActionSlotIndex(buttonIndex)
    return buttonIndex + ACTION_BAR_FIRST_NORMAL_SLOT_INDEX
end
function ZO_AssignableActionBar.ConvertActionSlotIndexToButtonIndex(actionSlotIndex)
    return actionSlotIndex - ACTION_BAR_FIRST_NORMAL_SLOT_INDEX
end
function ZO_AssignableActionBar:Activate()
    if not self.active then
        self:RefreshAllButtons()
        DIRECTIONAL_INPUT:Activate(self, self.control)
        self.active = true
    end
end
function ZO_AssignableActionBar:Deactivate()
    if self.active then 
        self:DeselectButtons()
        self:ClearTargetSkill()
        DIRECTIONAL_INPUT:Deactivate(self)
        self.active = false
    end
end
function ZO_AssignableActionBar:SetHighlightAll(highlightAll)
    for i, button in ipairs(self.buttons) do
        button:SetSelected(highlightAll, self.interpolator)
    end
end
function ZO_AssignableActionBar:IsUltimateSelected()
    local selectedButton = self.buttons[self.selectedButtonIndex]
    if selectedButton then
        return selectedButton:IsUltimateSlot()
    end
end
function ZO_AssignableActionBar:UpdateDirectionalInput()
    local result = self.movementController:CheckMovement()
    local newActionSlotIndex
    if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
        newActionSlotIndex = ZO_AssignableActionBar.ConvertButtonIndexToActionSlotIndex(self.selectedButtonIndex + 1)
    elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
        newActionSlotIndex = ZO_AssignableActionBar.ConvertButtonIndexToActionSlotIndex(self.selectedButtonIndex - 1)
    end
    if newActionSlotIndex then
        local clampedSlotIndex = zo_clamp(newActionSlotIndex, ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_ULTIMATE_SLOT_INDEX + 1)
        if self:SelectButton(clampedSlotIndex) then
            PlaySound(SOUNDS.HOR_LIST_ITEM_SELECTED)
        end
    end
end
function ZO_AssignableActionBar:SelectButton(actionSlotIndex)
    local buttonIndex = nil
    if actionSlotIndex then
        for index, button in ipairs(self.buttons) do
            if button:GetSlotIndex() == actionSlotIndex then
                buttonIndex = index
                break
            end
        end
        if not buttonIndex then
            internalassert(false, "Button not found")
            return false
        end
        if self.targetSkill and self.targetSkill:IsUltimate() ~= self.buttons[buttonIndex]:IsUltimateSlot() then
            return false
        end
    end
    if buttonIndex ~= self.selectedButtonIndex then
        local oldSelected = self.buttons[self.selectedButtonIndex]
        local oldWasUltimate = nil
        if oldSelected then
            oldSelected:SetSelected(false, self.interpolator)
            oldWasUltimate = oldSelected:IsUltimateSlot()
        end
        self.selectedButtonIndex = buttonIndex
        local newSelected = self.buttons[self.selectedButtonIndex]
        local newIsUltimate = nil
        if newSelected then
            newSelected:SetSelected(true, self.interpolator)
            newIsUltimate = newSelected:IsUltimateSlot()
        end
        local buttonTypeChanged = oldWasUltimate ~= newIsUltimate
        self:FireCallbacks("SelectedButtonChanged", actionSlotIndex, buttonTypeChanged)
        if actionSlotIndex then
            self.mostRecentlySelectedActionSlotIndex = actionSlotIndex
        end
        return true
    end
    return false
end
function ZO_AssignableActionBar:SelectFirstNormalButton()
    return self:SelectButton(ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1)
end
function ZO_AssignableActionBar:SelectFirstUltimateButton()
    return self:SelectButton(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1)
end
function ZO_AssignableActionBar:SelectMostRecentlySelectedButton()
    if self.mostRecentlySelectedActionSlotIndex then
        self:SelectButton(self.mostRecentlySelectedActionSlotIndex)
    else
        self:SelectFirstNormalButton() -- pick a button to start out with
    end
end
function ZO_AssignableActionBar:DeselectButtons()
    return self:SelectButton(nil)
end
function ZO_AssignableActionBar:AssignSkill(skillData)
    internalassert(skillData, "Needs skillData")
    local selectedButton = self.buttons[self.selectedButtonIndex]
    if selectedButton then
        selectedButton:AssignSkill(skillData)
        self:FireCallbacks("AbilityFinalized")
    end
end
function ZO_AssignableActionBar:SetTargetSkill(skillData)
    self.targetSkill = skillData
    if not self:GetSelectedSlotIndex() then
        local actionSlotIndex = skillData:GetSlotOnCurrentHotbar() or ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():FindEmptySlotForSkill(skillData)
        if actionSlotIndex then
            internalassert(self:SelectButton(actionSlotIndex))
        elseif skillData:IsUltimate() then
            internalassert(self:SelectFirstUltimateButton())
        else
            internalassert(self:SelectFirstNormalButton())
        end
    end
end
function ZO_AssignableActionBar:ClearTargetSkill()
    self.targetSkill = nil
end
function ZO_AssignableActionBar:AssignTargetSkill()
    self:AssignSkill(self.targetSkill)
end
function ZO_AssignableActionBar:IsAssigningTargetSkill()
    return self.targetSkill ~= nil
end
function ZO_AssignableActionBar:ClearAbility()
    local selectedButton = self.buttons[self.selectedButtonIndex]
    if selectedButton then
        selectedButton:ClearSlot()
        self:FireCallbacks("AbilityFinalized")
    end
end
function ZO_AssignableActionBar:GetSelectedSlotIndex()
    local selectedButton = self.buttons[self.selectedButtonIndex]
    if selectedButton then
        return selectedButton:GetSlotIndex()
    end
end
local function SetupTooltipStatusLabel(tooltipType, actionSlotIndex)
    local valueText
    if actionSlotIndex == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 then
        valueText = zo_strformat(SI_GAMEPAD_SKILLS_TOOLTIP_STATUS_NUMBER, GetString(SI_BINDING_NAME_GAMEPAD_ACTION_BUTTON_8))
    else
        valueText = zo_strformat(SI_GAMEPAD_SKILLS_TOOLTIP_STATUS_NUMBER, ZO_AssignableActionBar.ConvertActionSlotIndexToButtonIndex(actionSlotIndex))
    end
    GAMEPAD_TOOLTIPS:SetStatusLabelText(tooltipType, GetString(SI_GAMEPAD_SKILLS_TOOLTIP_STATUS), valueText)
end
function ZO_AssignableActionBar:LayoutOrClearSlotTooltip(tooltipType)
    local hotbar = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
    local selectedActionSlotIndex = self:GetSelectedSlotIndex()
    if hotbar:IsSlotLocked(selectedActionSlotIndex) then
        local description = ZO_ERROR_COLOR:Colorize(hotbar:GetSlotUnlockText(selectedActionSlotIndex))
        GAMEPAD_TOOLTIPS:LayoutTitleAndDescriptionTooltip(tooltipType, GetString(SI_ACTION_BAR_SLOT_LOCKED_HEADER), description)
    elseif self.buttons[self.selectedButtonIndex] then
        local selectedButton = self.buttons[self.selectedButtonIndex]
        local slotData = selectedButton:GetSlotData()
        SetupTooltipStatusLabel(tooltipType, selectedActionSlotIndex)
        slotData:LayoutGamepadTooltip(tooltipType)
    else
        GAMEPAD_TOOLTIPS:ClearTooltip(tooltipType)
    end
end
function ZO_AssignableActionBar:LayoutAssignableSkillLineAbilityTooltip(tooltipType, skillData)
    local skillProgressionData = skillData:GetPointAllocatorProgressionData()
    local abilityId = skillProgressionData:GetAbilityId()
    -- Mark the ability as already slotted if it is
    for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
        if abilityId == GetSlotBoundId(i) then
            SetupTooltipStatusLabel(tooltipType, i)
            break
        end
    end 
    if skillData:IsPlayerSkill() then
        GAMEPAD_TOOLTIPS:LayoutSkillProgression(tooltipType, skillProgressionData)
    elseif skillData:IsCompanionSkill() then
        GAMEPAD_TOOLTIPS:LayoutCompanionSkillProgression(GAMEPAD_LEFT_TOOLTIP, skillProgressionData)
    end
end
function ZO_AssignableActionBar:IsActive()
    return self.active
end
ZO_GamepadAssignableActionBarButton = ZO_InitializingObject:Subclass()
function ZO_GamepadAssignableActionBarButton:Initialize(control, actionSlotIndex)
    self.control = control
    self.icon = control:GetNamedChild("Icon")
    self.lock = control:GetNamedChild("Lock")
    self.newIndicator = control:GetNamedChild("NewIndicator")
    self.newIndicatorIdle = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_GamepadAssignableActionBarNewIndicator_Idle", self.newIndicator)
    self.newIndicatorFadeout = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_GamepadAssignableActionBarNewIndicator_Fadeout", self.newIndicator)
    self.highlight = control:GetNamedChild("Highlight")
    self.keybindLabel = control:GetNamedChild("KeybindLabel")
    self.frame = control:GetNamedChild("Frame")
    self.actionSlotIndex = actionSlotIndex
    self.actionName = nil
    self.isSlotNew = false
end
function ZO_GamepadAssignableActionBarButton:GetSlotIndex()
    return self.actionSlotIndex
end
function ZO_GamepadAssignableActionBarButton:GetSlotData()
    return ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():GetSlotData(self.actionSlotIndex)
end
function ZO_GamepadAssignableActionBarButton:IsUltimateSlot()
    return ACTION_BAR_ASSIGNMENT_MANAGER:IsUltimateSlot(self.actionSlotIndex)
end
function ZO_GamepadAssignableActionBarButton:GetControl()
    return self.control
end
function ZO_GamepadAssignableActionBarButton:GetIconControl()
    return self.icon
end
function ZO_GamepadAssignableActionBarButton:SetSelected(selected, interpolator)
    if selected then
        interpolator:ScaleUp(self:GetIconControl())
    else
        interpolator:ScaleDown(self:GetIconControl())
    end
    if self.highlight then
        self.highlight:SetHidden(not selected)
    end
    if self.frame then
        local color = selected and ZO_SELECTED_TEXT or ZO_NORMAL_TEXT
        self.frame:SetEdgeColor(color:UnpackRGBA())
    end
    if selected then
        self:ClearNewIndicator()
    end
end
function ZO_GamepadAssignableActionBarButton:Refresh()
    local slotData = self:GetSlotData()
    local slotIcon = slotData:GetIcon()
    if slotIcon then
        self.icon:SetHidden(false)
        self.icon:SetTexture(slotIcon)
    else
        self.icon:SetHidden(true)
    end
    local hotbarData = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
    self.lock:SetHidden(not hotbarData:IsSlotLocked(self.actionSlotIndex))
    local isNew = hotbarData:IsSlotNew(self.actionSlotIndex)
    if isNew ~= self.isSlotNew then
        self.isSlotNew = isNew
        if isNew then
            self.newIndicatorFadeout:Stop()
            self.newIndicatorIdle:PlayFromStart()
        else
            self.newIndicatorIdle:Stop()
            self.newIndicatorFadeout:PlayFromStart()
        end
    end
    if self.keybindLabel then
        local currentHotbarCategory = hotbarData:GetHotbarCategory()
        local GAMEPAD_MODE = true
        local actionName = ACTION_BAR_ASSIGNMENT_MANAGER:GetActionNameForSlot(self.actionSlotIndex, currentHotbarCategory, GAMEPAD_MODE)
        local actionPriority = ACTION_BAR_ASSIGNMENT_MANAGER:GetAutomaticCastPriorityForSlot(self.actionSlotIndex, currentHotbarCategory)
        if actionName ~= self.actionName or actionPriority ~= self.actionPriority then
            ZO_Keybindings_UnregisterLabelForBindingUpdate(self.keybindLabel)
            if actionName then
                local HIDE_UNBOUND = false
                ZO_Keybindings_RegisterLabelForBindingUpdate(self.keybindLabel, actionName, HIDE_UNBOUND)
            elseif actionPriority then
                self.keybindLabel:SetText(tostring(actionPriority))
            else
                self.keybindLabel:SetText("")
            end
            self.actionName = actionName
            self.actionPriority = actionPriority
        end
    end
end
function ZO_GamepadAssignableActionBarButton:ClearNewIndicator()
    ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():ClearSlotNew(self.actionSlotIndex)
end
function ZO_GamepadAssignableActionBarButton:ClearSlot()
    if ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():ClearSlot(self.actionSlotIndex) then
        self:ClearNewIndicator()
        PlaySound(SOUNDS.ABILITY_SLOT_CLEARED)
    end
end
function ZO_GamepadAssignableActionBarButton:AssignSkill(skillData)
    if ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():AssignSkillToSlot(self.actionSlotIndex, skillData) then
        self:ClearNewIndicator()
        PlaySound(SOUNDS.ABILITY_SLOTTED)
    end
end
ZO_GamepadAssignableActionBar_QuickMenu_Base = ZO_InitializingCallbackObject:Subclass()
function ZO_GamepadAssignableActionBar_QuickMenu_Base:SetupListTemplates()
    assert(false, "should be overridden")
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:ForEachSlottableSkill(visitor)
    assert(false, "should be overridden")
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:Initialize(control, assignableActionBar)
    self.control = control
    self.assignableActionBar = assignableActionBar
    self.fragment = ZO_FadeSceneFragment:New(self.control:GetNamedChild("Container"), ALWAYS_ANIMATE)
    self.fragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            self.keybindStripId = KEYBIND_STRIP:PushKeybindGroupState()
            KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStrip, self.keybindStripId)
            self.list:Activate()
            self:RefreshList()
        elseif newState == SCENE_FRAGMENT_HIDING then
            self.assignableActionBar:ClearTargetSkill()
        elseif newState == SCENE_FRAGMENT_HIDDEN then
            self.list:Deactivate()
            KEYBIND_STRIP:PopKeybindGroupState()
            self.keybindStripId = nil
        end
    end)
    local listControl = self.control:GetNamedChild("ContainerList")
    self.list = ZO_GamepadVerticalParametricScrollList:New(listControl)
    self.list:SetNoItemText(GetString(SI_GAMEPAD_SKILLS_NO_ABILITIES))
    local function RefreshSelectedTooltip()
        self:RefreshTooltip()
    end
    local keybindStrip =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            name = GetString(SI_GAMEPAD_SKILLS_ASSIGN),
            keybind = "UI_SHORTCUT_PRIMARY",
            enabled = function()
                local slotIndex = self.assignableActionBar:GetSelectedSlotIndex()
                local result = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():GetExpectedSlotEditResult(slotIndex)
                if result ~= HOT_BAR_RESULT_SUCCESS then
                    return false, GetString("SI_HOTBARRESULT", result)
                end
                return true
            end,
            callback = function()
                self:PerformAssignment()
            end,
        },
        {
            alignment = KEYBIND_STRIP_ALIGN_LEFT,
            name = GetString(SI_BINDING_NAME_SPECIAL_MOVE_WEAPON_SWAP),
            keybind = "UI_SHORTCUT_TERTIARY",
            visible = function()
                return ACTION_BAR_ASSIGNMENT_MANAGER:ShouldShowHotbarSwap()
            end,
            enabled = function()
                return ACTION_BAR_ASSIGNMENT_MANAGER:CanCycleHotbars()
            end,
            callback = function()
                ACTION_BAR_ASSIGNMENT_MANAGER:CycleCurrentHotbar()
            end,
        }
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(keybindStrip, GAME_NAVIGATION_TYPE_BUTTON, 
        function()
            SCENE_MANAGER:RemoveFragment(self.fragment)
            PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
        end)
    self.keybindStrip = keybindStrip
    local function OnHotbarSwapVisibleStateChanged()
        if self:IsShowing() then
            self:RefreshKeybinds()
        end
    end
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("HotbarSwapVisibleStateChanged", OnHotbarSwapVisibleStateChanged)
    local function OnSlotAssignmentsChanged()
        self.list:RefreshVisible()
    end
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("SlotUpdated", OnSlotAssignmentsChanged)
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("CurrentHotbarUpdated", OnSlotAssignmentsChanged)
    local function OnSelectedButtonChanged(slotIndex, didSlotTypeChange)
        if self:IsShowing() then
            if didSlotTypeChange then
                self:RefreshList()
            end
            self:RefreshTooltip()
        end
    end
    self.assignableActionBar:RegisterCallback("SelectedButtonChanged", OnSelectedButtonChanged)
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:GetListControl()
    return self.control:GetNamedChild("ContainerList")
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:Show()
    internalassert(self.assignableActionBar:IsActive(), "The action bar must be active for the quick menu to work")
    SCENE_MANAGER:AddFragment(self.fragment)
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:Hide()
    -- because the action bar is assumed active, we do not need to activate any lists in the parent skills object
    SCENE_MANAGER:RemoveFragment(self.fragment)
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:IsShowing()
    return self.fragment:IsShowing()
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:RefreshList()
    self.list:Clear()
    local lastSkillLineData = nil
    self:ForEachSlottableSkill(function(skillTypeData, skillLineData, skillData)
        local skillEntry = ZO_GamepadEntryData:New()
        skillEntry:SetFontScaleOnSelection(false)
        skillEntry.skillData = skillData
        if skillLineData ~= lastSkillLineData then
            skillEntry:SetHeader(skillLineData:GetFormattedName())
            self.list:AddEntry("ZO_GamepadSimpleAbilityEntryTemplateWithHeader", skillEntry)
        else
            self.list:AddEntry("ZO_GamepadSimpleAbilityEntryTemplate", skillEntry)
        end
        lastSkillLineData = skillLineData
    end)
    self.list:Commit()
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:RefreshTooltip()
    local skillEntry = self.list:GetTargetData()
    if skillEntry then
        self.assignableActionBar:LayoutAssignableSkillLineAbilityTooltip(GAMEPAD_LEFT_TOOLTIP, skillEntry.skillData)
    else
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
    end
    self.assignableActionBar:LayoutOrClearSlotTooltip(GAMEPAD_RIGHT_TOOLTIP)
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:RefreshKeybinds()
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStrip)
end
function ZO_GamepadAssignableActionBar_QuickMenu_Base:PerformAssignment()
    local skillEntry = self.list:GetTargetData()
    if skillEntry then
        self.assignableActionBar:AssignSkill(skillEntry.skillData)
    end
end