Back to Home

ESO Lua File v101032

ingame/playeremote/gamepad/playeremote_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
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
local GAMEPAD_PLAYER_EMOTE_SCENE_NAME = "gamepad_player_emote"
local GAMEPAD_PLAYER_EMOTE_MENU_ENTRY_TEMPLATE = "ZO_GamepadItemSubEntryTemplate"
local EMPTY_QUICKSLOT_TEXTURE = "EsoUI/Art/Quickslots/quickslot_emptySlot.dds"
local EMPTY_QUICKSLOT_STRING = GetString(SI_QUICKSLOTS_EMPTY)
local MODE_CATEGORY_INACTIVE = 0
local MODE_CATEGORY_SELECTION = 1
local MODE_EMOTE_SELECTION = 2
local MODE_EMOTE_ASSIGNMENT = 3
ZO_EMOTE_COLUMN_WIDTH = 400
ZO_EMOTE_ROW_HEIGHT = 70
local NUM_EMOTE_ITEMS_IN_COLUMN = 9
local NUM_EMOTE_ITEM_COLUMNS = 3
local NUM_EMOTES_ON_PAGE = NUM_EMOTE_ITEM_COLUMNS * NUM_EMOTE_ITEMS_IN_COLUMN
local EMOTE_GRID_MODE_EMOTES = 0
local EMOTE_GRID_MODE_QUICK_CHAT = 1
local GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH = "EsoUI/Art/Quickslots/quickslot_emptySlot.dds"
local GAMEPAD_EMOTE_ICONS = {
    [EMOTE_CATEGORY_INVALID]            = GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH,
    [EMOTE_CATEGORY_CEREMONIAL]         = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_ceremonial.dds",
    [EMOTE_CATEGORY_CHEERS_AND_JEERS]   = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_cheersJeers.dds",
    [EMOTE_CATEGORY_DEPRECATED]         = GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH,
    [EMOTE_CATEGORY_EMOTION]            = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_emotion.dds",
    [EMOTE_CATEGORY_ENTERTAINMENT]      = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_entertain.dds",
    [EMOTE_CATEGORY_FOOD_AND_DRINK]     = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_eatDrink.dds",
    [EMOTE_CATEGORY_GIVE_DIRECTIONS]    = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_direction.dds",
    [EMOTE_CATEGORY_PERPETUAL]          = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_perpetual.dds",
    [EMOTE_CATEGORY_PHYSICAL]           = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_physical.dds",
    [EMOTE_CATEGORY_POSES_AND_FIDGETS]  = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_fidget.dds",
    [EMOTE_CATEGORY_PROP]               = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_prop.dds",
    [EMOTE_CATEGORY_SOCIAL]             = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_social.dds",
     [EMOTE_CATEGORY_PERSONALITY_OVERRIDE]= "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_personality.dds",
    [EMOTE_CATEGORY_COLLECTED]          = "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_collections.dds",
}
-- TODO: Must use the blue gamepad icons for personalities
local GAMEPAD_PERSONALITY_EMOTE_ICONS = {
     [EMOTE_CATEGORY_INVALID]            = GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH,
    [EMOTE_CATEGORY_CEREMONIAL]         = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_ceremonial_personality.dds",
    [EMOTE_CATEGORY_CHEERS_AND_JEERS]   = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_cheersJeers_personality.dds",
    [EMOTE_CATEGORY_DEPRECATED]         = GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH,
    [EMOTE_CATEGORY_EMOTION]            = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_emotion_personality.dds",
    [EMOTE_CATEGORY_ENTERTAINMENT]      = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_entertain_personality.dds",
    [EMOTE_CATEGORY_FOOD_AND_DRINK]     = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_eatDrink_personality.dds",
    [EMOTE_CATEGORY_GIVE_DIRECTIONS]    = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_direction_personality.dds",
    [EMOTE_CATEGORY_PERPETUAL]          = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_perpetual_personality.dds",
    [EMOTE_CATEGORY_PHYSICAL]           = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_physical_personality.dds",
    [EMOTE_CATEGORY_POSES_AND_FIDGETS]  = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_fidget_personality.dds",
    [EMOTE_CATEGORY_PROP]               = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_prop_personality.dds",
    [EMOTE_CATEGORY_SOCIAL]             = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_social_personality.dds",
}
--
-- ZO_EmoteItem class. These items wrap the controls that make up the grid of emotes the user can select from
--
local EMOTE_ITEM_TYPE_NONE = 0
local EMOTE_ITEM_TYPE_EMOTE = 1
local EMOTE_ITEM_TYPE_QUICK_CHAT = 2
local ZO_EmoteItem = ZO_Object:Subclass()
function ZO_EmoteItem:New(...)
    local emote = ZO_Object.New(self)
    emote:Initialize(...)
    return emote
end
function ZO_EmoteItem:Initialize(control)
    self.control = control
    self.title = control:GetNamedChild("Title")
    self.highlight = control:GetNamedChild("Highlight")
    self.itemType = EMOTE_ITEM_TYPE_NONE
    self.id = 0
end
function ZO_EmoteItem:SetAnchor(column, row)
    self.control:SetAnchor(TOPLEFT, nil, TOPLEFT, (column - 1) * ZO_EMOTE_COLUMN_WIDTH, (row - 1) * ZO_EMOTE_ROW_HEIGHT)
end
function ZO_EmoteItem:SetVisible(visible)
    self.control:SetHidden(not visible)
end
function ZO_EmoteItem:SetHighlightVisible(visible)
    self.highlight:SetHidden(not visible)
end
function ZO_EmoteItem:Reset()
    self:SetVisible(false)
    self:SetHighlightVisible(false)
end
function ZO_EmoteItem:SetEmoteInfo(emoteId)
    self.itemType = EMOTE_ITEM_TYPE_EMOTE
    self.id = emoteId
    local emoteInfo = PLAYER_EMOTE_MANAGER:GetEmoteItemInfo(emoteId)
     if emoteInfo.isOverriddenByPersonality then
          self:SetName(ZO_PERSONALITY_EMOTES_COLOR:Colorize(emoteInfo.displayName))
     else
          self:SetName(emoteInfo.displayName)
     end
end
function ZO_EmoteItem:SetQuickChatInfo(quickChatId)
    self.itemType = EMOTE_ITEM_TYPE_QUICK_CHAT
    self.id = quickChatId
    self:SetName(QUICK_CHAT_MANAGER:GetFormattedQuickChatName(quickChatId))
end
function ZO_EmoteItem:SetName(name)
    self.title:SetText(name)
    self.name = name
end
function ZO_EmoteItem:GetName()
    return self.name
end
function ZO_EmoteItem:GetId()
    return self.id
end
function ZO_EmoteItem:GetItemType()
    return self.itemType
end
--
-- ZO_GamepadEmoteGrid class. This class manages the full grid of items including page switching
--
local ZO_GamepadEmoteGrid = ZO_GamepadPagedGrid:Subclass()
function ZO_GamepadEmoteGrid:New(...)
    return ZO_GamepadPagedGrid.New(self, ...)
end
function ZO_GamepadEmoteGrid:Initialize(control, footerControl)
    local COLUMN_MAJOR = false
    ZO_GamepadPagedGrid.Initialize(self, control, COLUMN_MAJOR, footerControl)
    self.allowHighlight = true
    self.emoteItems = {}
    self.visibleEmotes = {}
    self.mode = EMOTE_GRID_MODE_EMOTES
    self.emoteList = nil
    self:SetPageNumberFont("ZoFontGamepadBold54")
end
function ZO_GamepadEmoteGrid:InitializeEmoteItemPool()
    local function CreateEmote(objectPool)
        local emoteControl = ZO_ObjectPool_CreateControl("ZO_PlayerEmoteItemControl", objectPool, self.control)
        return ZO_EmoteItem:New(emoteControl)
    end
    self.emoteItemPool = ZO_ObjectPool:New(CreateEmote, ZO_ObjectPool_DefaultResetObject)
end
function ZO_GamepadEmoteGrid:InitializeEmoteItemGrid()
    for column = 1, NUM_EMOTE_ITEM_COLUMNS do
        self.emoteItems[column] = {}
        for row = 1, NUM_EMOTE_ITEMS_IN_COLUMN do
            local emoteItem = self.emoteItemPool:AcquireObject()
            emoteItem:SetAnchor(column, row)
            self.emoteItems[column][row] = emoteItem
        end
    end
end
function ZO_GamepadEmoteGrid:ResetGridItem(column, row, visible)
    local emoteItem = self.emoteItems[column][row]
    emoteItem:SetHighlightVisible(false)
    emoteItem:SetVisible(visible)
end
function ZO_GamepadEmoteGrid:ResetPageInfo()
    local FIRST_PAGE = 1
    local numPages = math.ceil(#self.emoteList / NUM_EMOTES_ON_PAGE)
    self:SetPageInfo(FIRST_PAGE, numPages)
end
local function ShouldEmoteShowInGamepadUI(emoteData)
    return emoteData.showInGamepadUI
end
function ZO_GamepadEmoteGrid:ChangeEmoteListForEmoteType(emoteType)
    self.mode = EMOTE_GRID_MODE_EMOTES
    self.emoteList = PLAYER_EMOTE_MANAGER:GetEmoteListForType(emoteType, ShouldEmoteShowInGamepadUI)
    self:ResetPageInfo()
end
function ZO_GamepadEmoteGrid:ChangeEmoteListForQuickChat()
    self.mode = EMOTE_GRID_MODE_QUICK_CHAT
    self.emoteList = QUICK_CHAT_MANAGER:BuildQuickChatList()
    self:ResetPageInfo()
end
function ZO_GamepadEmoteGrid:GetCurrentSelectedEmote()
    if self.currentHighlight then
        return self.emoteItems[self.currentHighlight.column][self.currentHighlight.row]
    end
    return nil
end
function ZO_GamepadEmoteGrid:GetSelectedEmoteName()
    return self:GetCurrentSelectedEmote():GetName()
end
function ZO_GamepadEmoteGrid:GetSelectedEmoteId()
    return self:GetCurrentSelectedEmote():GetId()
end
function ZO_GamepadEmoteGrid:GetSelectedEmoteType()
end
function ZO_GamepadEmoteGrid:SetAllowHighlight(allow)
    self.allowHighlight = allow
end
do
    local SHOW_GRID_ITEM = true
    local HIDE_GRID_ITEM = false
    function ZO_GamepadEmoteGrid:RefreshGrid()
        --[[
Refresh the grid by resetting the visibleEmotes boolean array used by ZO_GamepadGrid and then setting controls
Visible or Hidden based on how many items are needed to be shown for the current list size on the current page
--]]
        ZO_ClearNumericallyIndexedTable(self.visibleEmotes)
        local currentPage = self:GetCurrentPage()
        local emoteStartIndex = ((currentPage - 1) * NUM_EMOTES_ON_PAGE)
        local numEmotes = #self.emoteList
        local numEmotesToShow = numEmotes > 0 and zo_min(numEmotes - emoteStartIndex, NUM_EMOTES_ON_PAGE) or numEmotes
        local numShown = 0
        for column = 1, NUM_EMOTE_ITEM_COLUMNS do
            if numShown < numEmotesToShow then
                self.visibleEmotes[column] = {}
            end
            for row = 1, NUM_EMOTE_ITEMS_IN_COLUMN do
                if numShown < numEmotesToShow then
                    self:ResetGridItem(column, row, SHOW_GRID_ITEM)
                    self.visibleEmotes[column][row] = true
                    numShown = numShown + 1
                    if self.mode == EMOTE_GRID_MODE_EMOTES then
                        self.emoteItems[column][row]:SetEmoteInfo(self.emoteList[emoteStartIndex + numShown])
                    elseif self.mode == EMOTE_GRID_MODE_QUICK_CHAT then
                        self.emoteItems[column][row]:SetQuickChatInfo(self.emoteList[emoteStartIndex + numShown])
                    end
                else
                    self:ResetGridItem(column, row, HIDE_GRID_ITEM)
                end
            end
        end
        self:ResetGridPosition()
    end
end
function ZO_GamepadEmoteGrid:GetNumEmoteItems()
    return self.emoteList and #self.emoteList or 0
end
-- functions overriden from base class
function ZO_GamepadEmoteGrid:GetGridItems()
    return self.visibleEmotes
end
function ZO_GamepadEmoteGrid:RefreshGridHighlight()
    if self.currentHighlight then
        self.emoteItems[self.currentHighlight.column][self.currentHighlight.row]:SetHighlightVisible(false)
    end
    local column, row = self:GetGridPosition()
    if column > 0 and row > 0 then
        self.emoteItems[column][row]:SetHighlightVisible(self.allowHighlight)
        self.currentHighlight = {row = row, column = column}
    end
end
function ZO_GamepadEmoteGrid:Activate()
    ZO_GamepadPagedGrid.Activate(self)
    self.footer.control:SetHidden(false)
end
function ZO_GamepadEmoteGrid:Deactivate()
    ZO_GamepadPagedGrid.Deactivate(self)
    self.footer.control:SetHidden(true)
end
--
-- ZO_GamepadPlayerEmote class. This class creates our gamepad scene and emote category list and contains
-- a ZO_GamepadEmoteGrid object and quickslot radial menu
local ZO_GamepadPlayerEmote = ZO_Gamepad_ParametricList_Screen:Subclass()
function ZO_GamepadPlayerEmote:New(...)
    return ZO_Gamepad_ParametricList_Screen.New(self, ...)
end
function ZO_GamepadPlayerEmote:Initialize(control)
    self.control = control
    self.emoteListGridControl = control:GetNamedChild("EmoteListGrid")
    local quickslotControl = control:GetNamedChild("Quickslot")
    self.radialControl = quickslotControl:GetNamedChild("Radial")
    self.assignLabel = quickslotControl:GetNamedChild("Assign")
    self.selectedEmoteNameLabel = quickslotControl:GetNamedChild("SelectedEmoteName")
    GAMEPAD_PLAYER_EMOTE_SCENE = ZO_Scene:New(GAMEPAD_PLAYER_EMOTE_SCENE_NAME, SCENE_MANAGER)
    local ACTIVATE_ON_SHOW = true
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ACTIVATE_ON_SHOW, GAMEPAD_PLAYER_EMOTE_SCENE)
end
function ZO_GamepadPlayerEmote:OnDeferredInitialize()
    PLAYER_EMOTE_MANAGER:RegisterCallback("EmoteListUpdated",
                                    function()
                                        if GAMEPAD_PLAYER_EMOTE_SCENE:IsShowing() then
                                            self:CreateCategoryList()
                                        else
                                            self:MarkDirty()
                                        end
                                    end)
end
function ZO_GamepadPlayerEmote:OnSelectionChanged()
     local targetData = self.itemList:GetTargetData()
     if targetData then
          self.currentData = targetData
          if targetData.type == ACTION_TYPE_EMOTE then
               self.emoteListGrid:ChangeEmoteListForEmoteType(targetData.emoteCategory)
          elseif targetData.type == ACTION_TYPE_QUICK_CHAT then
               self.emoteListGrid:ChangeEmoteListForQuickChat()
          end
     end
     KEYBIND_STRIP:UpdateCurrentKeybindButtonGroups()
end
function ZO_GamepadPlayerEmote:SetupList(list)
end
function ZO_GamepadPlayerEmote:CreateCategoryList()
    self.itemList = self:GetMainList()
    self.itemList:Clear()
    local quickChatIcon = QUICK_CHAT_MANAGER:GetQuickChatIcon()
    local data = ZO_GamepadEntryData:New(GetString(SI_QUICK_CHAT_EMOTE_MENU_ENTRY_NAME), quickChatIcon)
    data:SetModifyTextType(MODIFY_TEXT_TYPE_UPPERCASE)
    data.type = ACTION_TYPE_QUICK_CHAT
    self.itemList:AddEntry(GAMEPAD_PLAYER_EMOTE_MENU_ENTRY_TEMPLATE, data)
    local categories = PLAYER_EMOTE_MANAGER:GetEmoteCategories()
    for _, category in ipairs(categories) do
        if category ~= EMOTE_CATEGORY_INVALID then
            local emoteIcon = self:GetEmoteIconForCategory(category)
            local data = ZO_GamepadEntryData:New(GetString("SI_EMOTECATEGORY", category), emoteIcon)
            data:SetModifyTextType(MODIFY_TEXT_TYPE_UPPERCASE)
            data:SetIconTintOnSelection(true)
            data.type = ACTION_TYPE_EMOTE
            data.emoteCategory = category
            self.itemList:AddEntry(GAMEPAD_PLAYER_EMOTE_MENU_ENTRY_TEMPLATE, data)
        end
    end
    self.itemList:Commit()
    self.isDirty = false
end
function ZO_GamepadPlayerEmote:MarkDirty()
    self.isDirty = true
end
function ZO_GamepadPlayerEmote:InitializeHeader()
    self.headerData = { titleText = GetString(SI_GAMEPAD_MAIN_MENU_EMOTES) }
    local rightPane = self.control:GetNamedChild("RightPane")
    local contentContainer = rightPane:GetNamedChild("Container"):GetNamedChild("ContentHeader")
    self.contentHeader = contentContainer:GetNamedChild("Header")
    ZO_GamepadGenericHeader_Initialize(self.contentHeader, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER)
    local titleControl = self.contentHeader:GetNamedChild("TitleContainerTitle")
    titleControl:SetFont("ZoFontGamepad54")
    self.contentHeaderData = {
        titleText = function()
            if self.mode == MODE_CATEGORY_SELECTION or self.mode == MODE_EMOTE_SELECTION then
                local currentData = self.currentData
                if currentData then
                    if currentData.type == ACTION_TYPE_QUICK_CHAT then
                        return GetString(SI_QUICK_CHAT_EMOTE_MENU_ENTRY_NAME)
                    elseif currentData.type == ACTION_TYPE_EMOTE then
                        return GetString("SI_EMOTECATEGORY", currentData.emoteCategory)
                    end
                end
            end
        end,
    }
end
function ZO_GamepadPlayerEmote:InitializeEmoteGrid()
    self.emoteListGrid = ZO_GamepadEmoteGrid:New(self.emoteListGridControl, self.control:GetNamedChild("RightPaneContainerFooter"))
    self.emoteListGrid:SetPageChangedCallback(function() self:RefreshHeader() end)
end
function ZO_GamepadPlayerEmote:InitializeRadialMenu(control)
    self.radialMenu = ZO_RadialMenu:New(self.radialControl, "ZO_GamepadPlayerEmoteRadialMenuEntryTemplate", nil, "SelectableItemRadialMenuEntryAnimation", "RadialMenu")
    --store entry controls to animate with later
    self.entryControls = {}
    local function SetupEntryControl(entryControl, data)
        entryControl.label:SetText(data.name)
        self.entryControls[data.slot] = entryControl
        ZO_SetupSelectableItemRadialMenuEntryTemplate(entryControl)
    end
    local function OnActionSlotUpdated(eventCode, physicalSlot)
        self:RefreshQuickslotMenu()
    end
    self.radialControl:RegisterForEvent(EVENT_ACTION_SLOT_UPDATED, OnActionSlotUpdated)
end
function ZO_GamepadPlayerEmote:PerformUpdate()
    self:RefreshHeader()
end
function ZO_GamepadPlayerEmote:RefreshHeader()
    local personalityId = GetActiveCollectibleByType(COLLECTIBLE_CATEGORY_TYPE_PERSONALITY, GAMEPLAY_ACTOR_CATEGORY_PLAYER)
    local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(personalityId)
    if collectibleData then
        self.headerData.data1HeaderText = GetString(SI_GAMEPAD_EMOTE_PERSONALITY_OVERRIDE_HEADER)
        self.headerData.data1Text = ZO_PERSONALITY_EMOTES_COLOR:Colorize(zo_strformat(SI_GAMEPAD_SOCIAL_PERSONALITY, collectibleData:GetName()))
    else
        self.headerData.data1HeaderText = nil
        self.headerData.data1Text = nil
    end
    ZO_GamepadGenericHeader_Refresh(self.contentHeader, self.contentHeaderData)
end
function ZO_GamepadPlayerEmote:InitializeKeybindStripDescriptors()
    -- keybinds when a category is selected
    self.categoryKeybindStripDescriptor = {
        {
            name = GetString(SI_GAMEPAD_PLAYER_EMOTE_USE_EMOTE),
            keybind = "UI_SHORTCUT_PRIMARY",
            alignment = KEYBIND_STRIP_ALIGN_LEFT,
            visible = function() return self.emoteListGrid:GetCurrentSelectedEmote() ~= nil end,
            callback = function()
                SCENE_MANAGER:ShowBaseScene()
                local emoteId = self.emoteListGrid:GetSelectedEmoteId()
                if self.currentData.type == ACTION_TYPE_QUICK_CHAT then
                    QUICK_CHAT_MANAGER:PlayQuickChat(emoteId)
                elseif self.currentData.type == ACTION_TYPE_EMOTE then
                    local emoteIndex = PLAYER_EMOTE_MANAGER:GetEmoteItemInfo(emoteId).emoteIndex
                    PlayEmoteByIndex(emoteIndex)
                end
            end,
        },
        {
            name = GetString(SI_GAMEPAD_PLAYER_EMOTE_ASSIGN_EMOTE),
            keybind = "UI_SHORTCUT_SECONDARY",
            alignment = KEYBIND_STRIP_ALIGN_LEFT,
            visible = function() return self.emoteListGrid:GetCurrentSelectedEmote() ~= nil end,
            callback = function()
                self:ChangeCurrentMode(MODE_EMOTE_ASSIGNMENT)
            end,
        },
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptorsWithSound(self.categoryKeybindStripDescriptor,
                                                            GAME_NAVIGATION_TYPE_BUTTON,
                                                            function() self:ChangeCurrentMode(MODE_CATEGORY_SELECTION) end)
    -- keybinds when assigning emotes
    self.emoteAssignmentKeybindStripDescriptor = {}
    ZO_Gamepad_AddForwardNavigationKeybindDescriptors(self.emoteAssignmentKeybindStripDescriptor,
                                            GAME_NAVIGATION_TYPE_BUTTON, 
                                            function() self:AssignSelectedQuickslot() end,
                                            GetString(SI_GAMEPAD_ITEM_ACTION_QUICKSLOT_ASSIGN))
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.emoteAssignmentKeybindStripDescriptor,
                                                GAME_NAVIGATION_TYPE_BUTTON,
                                                function() self:ChangeCurrentMode(MODE_EMOTE_SELECTION) end)
    -- keybinds when selecting a category
    self.keybindStripDescriptor = {}
                                                GAME_NAVIGATION_TYPE_BUTTON,
                                                function() self:ChangeCurrentMode(MODE_EMOTE_SELECTION) end,
                                                GetString(SI_GAMEPAD_SELECT_OPTION),
                                                function() return self.emoteListGrid:GetNumEmoteItems() > 0 end)
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
end
function ZO_GamepadPlayerEmote:DeselectCurrentMode()
    if self.mode == MODE_CATEGORY_SELECTION then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
        self:DeactivateCurrentList()
    elseif self.mode == MODE_EMOTE_SELECTION then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.categoryKeybindStripDescriptor)
        self.emoteListGrid:Deactivate()
        self.emoteListGrid:SetAllowHighlight(false)
    elseif self.mode == MODE_EMOTE_ASSIGNMENT then
        self:HideQuickslotMenu()
        self.emoteListGridControl:SetHidden(false)
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.emoteAssignmentKeybindStripDescriptor)
    end
    self.mode = MODE_CATEGORY_INACTIVE
end
function ZO_GamepadPlayerEmote:SelectMode(mode)
    self.mode = mode
    if self.mode == MODE_CATEGORY_SELECTION then
        KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
        self:ActivateCurrentList()
        self.emoteListGrid:SetAllowHighlight(false)
    elseif self.mode == MODE_EMOTE_SELECTION then
        KEYBIND_STRIP:AddKeybindButtonGroup(self.categoryKeybindStripDescriptor)
        self.emoteListGrid:SetAllowHighlight(true)
        self.emoteListGrid:Activate()
    elseif self.mode == MODE_EMOTE_ASSIGNMENT then
        self.emoteListGridControl:SetHidden(true)
        KEYBIND_STRIP:AddKeybindButtonGroup(self.emoteAssignmentKeybindStripDescriptor)
        self:ShowQuickslotMenu()
    end
end
function ZO_GamepadPlayerEmote:ChangeCurrentMode(mode)
    if self.mode ~= mode then
        self:DeselectCurrentMode()
        self:SelectMode(mode)
        self:RefreshHeader()
    end
end
function ZO_GamepadPlayerEmote:ShowQuickslotMenu()
    self.radialMenu:Clear()
    self.activeEmoteId = self.emoteListGrid:GetSelectedEmoteId()
    self.activeEmoteType = self.emoteListGrid:GetSelectedEmoteType()
    self.assignLabel:SetHidden(false)
    self.selectedEmoteNameLabel:SetHidden(false)
    self.selectedEmoteNameLabel:SetText(self.emoteListGrid:GetSelectedEmoteName())
    -- This will Activate the menu and show it
    self.radialMenu:Show()
end
function ZO_GamepadPlayerEmote:HideQuickslotMenu()
    self.activeEmoteId = nil
    self.activeEmoteType = nil
    self.slotIndexForAnim = nil
    self.assignLabel:SetHidden(true)
    self.selectedEmoteNameLabel:SetHidden(true)
    -- This will deactivate the menu and hide it
    self.radialMenu:Clear()
end
function ZO_GamepadPlayerEmote:GetEmoteIconForCategory(category)
     if GAMEPAD_EMOTE_ICONS[category] then
          return GAMEPAD_EMOTE_ICONS[category]
     end
     return GAMEPAD_EMOTE_ICONS[EMOTE_CATEGORY_INVALID]
end
function ZO_GamepadPlayerEmote:GetPersonalityEmoteIconForCategory(category)
     if GAMEPAD_PERSONALITY_EMOTE_ICONS[category] then
          return GAMEPAD_PERSONALITY_EMOTE_ICONS[category]
     end
     return GAMEPAD_PERSONALITY_EMOTE_ICONS[EMOTE_CATEGORY_INVALID]
end
function ZO_GamepadPlayerEmote:PopulateRadialMenu()
    local slottedEmotes = PLAYER_EMOTE_MANAGER:GetSlottedEmotes()
    for i, emote in ipairs(slottedEmotes) do
        local type = emote.type
        local id = emote.id
        
        local found = false
        local name
        local icon
        if type == ACTION_TYPE_EMOTE then
            local emoteInfo = PLAYER_EMOTE_MANAGER:GetEmoteItemInfo(id)
            found = emoteInfo ~= nil
            if found then
                    if emoteInfo.isOverriddenByPersonality then
                         icon = self:GetPersonalityEmoteIconForCategory(emoteInfo.emoteCategory)                    
                         name = ZO_PERSONALITY_EMOTES_COLOR:Colorize(emoteInfo.displayName)
                    else
                         icon = self:GetEmoteIconForCategory(emoteInfo.emoteCategory)
                         name = emoteInfo.displayName
                    end
            end
        elseif type == ACTION_TYPE_QUICK_CHAT then
            found = QUICK_CHAT_MANAGER:HasQuickChat(id)
            if found then
                icon = QUICK_CHAT_MANAGER:GetQuickChatIcon()
                name = QUICK_CHAT_MANAGER:GetFormattedQuickChatName(id)
            end
        end
        
        if found then
            local data = {name = name, slot = i}
            self.radialMenu:AddEntry(name, icon, icon, nil, data)
        else
            self.radialMenu:AddEntry(EMPTY_QUICKSLOT_STRING, EMPTY_QUICKSLOT_TEXTURE, EMPTY_QUICKSLOT_TEXTURE, nil, {name = EMPTY_QUICKSLOT_STRING, slot = i})
        end
    end
    if self.slotIndexForAnim then
        ZO_PlaySparkleAnimation(self.entryControls[self.slotIndexForAnim])
    end
end
function ZO_GamepadPlayerEmote:RefreshQuickslotMenu()
    self.radialMenu:ResetData()
    self.radialMenu:Refresh()
end
function ZO_GamepadPlayerEmote:AssignSelectedQuickslot()
    if self.radialMenu.selectedEntry then
        local selectedData = self.radialMenu.selectedEntry.data
        local slotIndex = selectedData.slot + ACTION_BAR_FIRST_EMOTE_QUICK_SLOT_INDEX
        local actionType = ACTION_TYPE_EMOTE
        if self.activeEmoteType == EMOTE_ITEM_TYPE_QUICK_CHAT then
            actionType = ACTION_TYPE_QUICK_CHAT
        end
        SelectSlotSimpleAction(actionType, self.activeEmoteId, slotIndex)
        self.slotIndexForAnim = selectedData.slot
        PlaySound(SOUNDS.RADIAL_MENU_SELECTION)
    end
end
function ZO_GamepadPlayerEmote:OnShowing()
    if self.isDirty then
        self:CreateCategoryList()
    end
    self:ChangeCurrentMode(MODE_CATEGORY_SELECTION)
    TriggerTutorial(TUTORIAL_TRIGGER_EMOTES_MENU_OPENED)
end
function ZO_GamepadPlayerEmote:OnHiding()
    self:ChangeCurrentMode(MODE_CATEGORY_INACTIVE)
end
--Global XML Handlers
-----------------------
    GAMEPAD_PLAYER_EMOTE = ZO_GamepadPlayerEmote:New(control)
end