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ESO Lua File v101038

ingame/crafting/gamepad/alchemy_gamepad.lua

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local GAMEPAD_UNKNOWN_TRAIT_TEXTURE = "EsoUI/Art/Crafting/Gamepad/crafting_alchemy_trait_unknown.dds"
local INGREDIENT_SORT_ORDER_POTION = 0 
local INGREDIENT_SORT_ORDER_POISON = 1000000
local INGREDIENT_SORT_ORDER_OTHER  = 2000000
ZO_GamepadAlchemySlot = ZO_AlchemySlot:Subclass()
function ZO_GamepadAlchemySlot:GetUnknownTraitTexture()
    return GAMEPAD_UNKNOWN_TRAIT_TEXTURE
end
ZO_GamepadAlchemy = ZO_SharedAlchemy:Subclass()
function ZO_GamepadAlchemy:New(...)
    return ZO_SharedAlchemy.New(self, ...)
end
function ZO_GamepadAlchemy:Initialize(control)
    ZO_SharedAlchemy.Initialize(self, control)
    ZO_GamepadCraftingUtils_InitializeGenericHeader(self, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE)
end
function ZO_GamepadAlchemy:InitializeScenes()
    local skillLineXPBarFragment = ZO_FadeSceneFragment:New(ZO_GamepadAlchemyTopLevelSkillInfo)
    GAMEPAD_ALCHEMY_ROOT_SCENE = self:CreateInteractScene("gamepad_alchemy_mode")
    GAMEPAD_ALCHEMY_ROOT_SCENE:SetInputPreferredMode(INPUT_PREFERRED_MODE_ALWAYS_GAMEPAD)
    GAMEPAD_ALCHEMY_ROOT_SCENE:AddFragment(skillLineXPBarFragment)
    GAMEPAD_ALCHEMY_ROOT_SCENE:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
            KEYBIND_STRIP:AddKeybindButtonGroup(self.modeKeybindStripDescriptor)
            TriggerTutorial(TUTORIAL_TRIGGER_ALCHEMY_OPENED)
            self.modeList:Activate()
            local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType(CRAFTING_TYPE_ALCHEMY)
            ZO_GamepadCraftingUtils_SetupGenericHeader(self, titleString)
            self.mode = ZO_ALCHEMY_MODE_NONE
        elseif newState == SCENE_HIDDEN then
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.modeKeybindStripDescriptor)
            self.modeList:Deactivate()
        end
    end)
    GAMEPAD_ALCHEMY_CREATION_SCENE = self:CreateInteractScene("gamepad_alchemy_creation")
    GAMEPAD_ALCHEMY_CREATION_SCENE:SetInputPreferredMode(INPUT_PREFERRED_MODE_ALWAYS_GAMEPAD)
    GAMEPAD_ALCHEMY_CREATION_SCENE:AddFragment(skillLineXPBarFragment)
    GAMEPAD_ALCHEMY_CREATION_SCENE:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
            KEYBIND_STRIP:RemoveDefaultExit()
            KEYBIND_STRIP:AddKeybindButtonGroup(self.mainKeybindStripDescriptor)
            self.inventory:Activate()
            self.inventory:OnShow()
            GAMEPAD_CRAFTING_RESULTS:SetCraftingTooltip(self.tooltip)
            GAMEPAD_CRAFTING_RESULTS:SetTooltipAnimationSounds(SOUNDS.ALCHEMY_CREATE_TOOLTIP_GLOW_SUCCESS, SOUNDS.ALCHEMY_CREATE_TOOLTIP_GLOW_FAIL)
            self:UpdateTooltip()
            self.mode = ZO_ALCHEMY_MODE_CREATION
        elseif newState == SCENE_HIDDEN then
            self.inventory:Deactivate()
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.mainKeybindStripDescriptor)
            KEYBIND_STRIP:RestoreDefaultExit()
            self.inventory:HandleDirtyEvent()
            GAMEPAD_CRAFTING_RESULTS:SetCraftingTooltip(nil)
            self.tooltip:SetHidden(true)
            ZO_SavePlayerConsoleProfile()
        end
    end)
    self.control:RegisterForEvent(EVENT_TRAIT_LEARNED, function()
        if SYSTEMS:IsShowing(ZO_ALCHEMY_SYSTEM_NAME) then
            self:OnSlotChanged()
        end
    end)
end
    data.slot = ZO_GamepadAlchemySlot:New(data.owner, control, data.icon, data.placedSound, data.removedSound, nil, data.inventory, data.emptySlotIcon)
end
    data.slot = ZO_GamepadAlchemySlot:New(data.owner, control, data.icon, data.placedSound, data.removedSound, nil, data.inventory, data.emptySlotIcon)
end
function ZO_GamepadAlchemy:InitializeSlots()
    local slotContainer = self.control:GetNamedChild("SlotContainer")
    self.craftingBar = ZO_GamepadCraftingIngredientBar:New(slotContainer)
    self.craftingBar:AddDataTemplate("ZO_GamepadAlchemyCraftingSlotWithTraits", ZO_AlchemyCraftingBarSlotTemplateSetup)
    self.craftingBar:AddDataTemplate("ZO_AlchemySolventSlot_Gamepad", ZO_AlchemyCraftingBarSolventSlotTemplateSetup)
    self.slotAnimation = ZO_CraftingCreateSlotAnimation:New("gamepad_alchemy_creation")
    self.control:RegisterForEvent(EVENT_NON_COMBAT_BONUS_CHANGED, function(eventCode, nonCombatBonusType)
        if nonCombatBonusType == NON_COMBAT_BONUS_ALCHEMY_THIRD_SLOT then
            self:UpdateThirdAlchemySlot()
        elseif nonCombatBonusType == NON_COMBAT_BONUS_ALCHEMY_LEVEL then
            self.inventory:HandleDirtyEvent()
        end
    end)
end
function ZO_GamepadAlchemy:UpdateThirdAlchemySlot()
    self.craftingBar:Clear()
    local newData = 
    {
        icon = "EsoUI/Art/Crafting/Gamepad/gp_alchemy_emptySlot_solvent.dds",
        placedSound = SOUNDS.ALCHEMY_SOLVENT_PLACED, 
        removedSound = SOUNDS.ALCHEMY_SOLVENT_REMOVED,
        inventory = self.inventory,
        owner = self,
        emptySlotIcon = "EsoUI/Art/Crafting/Gamepad/gp_alchemy_emptySlot_solvent.dds",
    }
    self.craftingBar:AddEntry("ZO_AlchemySolventSlot_Gamepad", newData)
    newData.slot:RegisterCallback("ItemsChanged", function()
        self:OnSlotChanged()
    end)
    newData.slot:RegisterCallback("ItemSlotted", function(bagId, slotIndex)
        self:OnSolventSlotted(bagId, slotIndex)
    end)
    self.solventSlot = newData.slot
    local reagents = ZO_Alchemy_IsThirdAlchemySlotUnlocked() and 3 or 2
    self.reagentSlots = {}
    for i = 1, reagents do
        local newReagentData = 
        {
            icon = "EsoUI/Art/Crafting/Gamepad/gp_alchemy_emptySlot_reagent.dds",
            placedSound = SOUNDS.ALCHEMY_REAGENT_PLACED, 
            removedSound = SOUNDS.ALCHEMY_REAGENT_REMOVED,
            inventory = self.inventory,
            owner = self,
            emptySlotIcon = "EsoUI/Art/Crafting/Gamepad/gp_alchemy_emptySlot_reagent.dds",
        }
        self.craftingBar:AddEntry("ZO_GamepadAlchemyCraftingSlotWithTraits", newReagentData)
        newReagentData.slot:RegisterCallback("ItemsChanged", function()
            self:OnSlotChanged()
            self:UpdateReagentTraits()
        end)
        self.reagentSlots[i] = newReagentData.slot
    end
    self.craftingBar:Commit()
end
function ZO_GamepadAlchemy:InitializeModeList()
    self.modeList = ZO_GamepadVerticalItemParametricScrollList:New(self.control:GetNamedChild("ContainerMode"))
    self.modeList:SetAlignToScreenCenter(true)
    local data = ZO_GamepadEntryData:New(GetString(SI_ENCHANTING_CREATION), "EsoUI/Art/Crafting/Gamepad/gp_crafting_menuIcon_create.dds")
    data.mode = ZO_ALCHEMY_MODE_CREATION
    self.modeList:AddEntry("ZO_GamepadItemEntryTemplate", data)
    local recipeCraftingSystem = GetTradeskillRecipeCraftingSystem(CRAFTING_TYPE_ALCHEMY)
    local recipeCraftingSystemName = GetString("SI_RECIPECRAFTINGSYSTEM", recipeCraftingSystem)
    data = ZO_GamepadEntryData:New(recipeCraftingSystemName, ZO_GetGamepadRecipeCraftingSystemMenuTextures(CRAFTING_TYPE_ALCHEMY))
    data.mode = ZO_ALCHEMY_MODE_RECIPES
    self.modeList:AddEntry("ZO_GamepadItemEntryTemplate", data)
    self.modeList:Commit()
    --Narrates the mode list
    local narrationInfo = 
    {
        canNarrate = function()
            return GAMEPAD_ALCHEMY_ROOT_SCENE:IsShowing()
        end,
        headerNarrationFunction = function()
            return ZO_GamepadGenericHeader_GetNarrationText(self.header, self.headerData)
        end,
        footerNarrationFunction = function()
            return self:GetFooterNarration()
        end,
    }
    SCREEN_NARRATION_MANAGER:RegisterParametricList(self.modeList, narrationInfo)
end
function ZO_GamepadAlchemy:GetFooterNarration()
    local narrations = {}
    local skillInfoNarration = ZO_Skills_GetSkillInfoHeaderNarrationText(self.skillInfo)
    ZO_AppendNarration(narrations, skillInfoNarration)
    ZO_AppendNarration(narrations, ZO_WRIT_ADVISOR_GAMEPAD:GetNarrationText())
    return narrations
end
function ZO_GamepadAlchemy:InitializeInventory()
    self.inventory = ZO_GamepadAlchemyInventory:New(self.control:GetNamedChild("ContainerInventory"), self)
    self.activeSlotIndex = 0
    self.inventory:SetOnTargetDataChangedCallback(function(list, selectedData)
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.mainKeybindStripDescriptor)
        self:UpdateActiveSlot()
    end)
    -- Override the default parametric offset calculation
    self.inventory:GetList().CalculateParametricOffset = function(list, startAdditionalPadding, endAdditionalPadding, distanceFromCenter, continuousParametricOffset)
        local additionalPaddingEasingFunc
        -- Use linear easing during transition between rows with small and large padding.
        -- This helps minimize the perceived "bounce" effect during the transition as the extra space collapses.
        if startAdditionalPadding < endAdditionalPadding then
            additionalPaddingEasingFunc = ZO_LinearEase
        end
        return ZO_ParametricScrollList.CalculateParametricOffset(list, startAdditionalPadding, endAdditionalPadding, distanceFromCenter, continuousParametricOffset, additionalPaddingEasingFunc)
    end
    self.inventory:SetCustomExtraData(function(bagId, slotIndex, data)
        self:UpdateItemOnWorkbench(data)
    end)
end
function ZO_GamepadAlchemy:InitializeKeybindStripDescriptors()
    -- Mode keybind strip
    self.modeKeybindStripDescriptor =
    {
    }
    
    ZO_Gamepad_AddForwardNavigationKeybindDescriptors(self.modeKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, function() self:SelectMode() end)
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.modeKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
    -- Main keybind strip
    self.mainKeybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Add / remove
        {
            name = function()
                if self:IsSelectionOnWorkbench() then
                    return GetString(SI_ITEM_ACTION_REMOVE_FROM_CRAFT)
                else
                    return GetString(SI_ITEM_ACTION_ADD_TO_CRAFT)
                end
            end,
            keybind = "UI_SHORTCUT_PRIMARY",
            visible = function()
                return not ZO_CraftingUtils_IsPerformingCraftProcess() and self.inventory:GetTargetData() ~= nil
            end,
            enabled = function()
                return self.inventory:GetTargetData() ~= nil and self.inventory:GetTargetData().meetsUsageRequirement
            end,
            callback = function()
                local targetData = self.inventory:GetTargetData()
                local adding = not self:IsSelectionOnWorkbench()
                if adding then
                    self:AddItemToCraft(targetData.bagId, targetData.slotIndex)
                    local activeSlot = self:GetActiveSlot()
                    ZO_GamepadCraftingUtils_PlaySlotBounceAnimation(activeSlot)
                else
                    self:RemoveItemFromCraft(targetData.bagId, targetData.slotIndex)
                end
                self:OnWorkbenchUpdated()
                --Re-narrate when something is added or removed
                SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.inventory.list)
            end,
        },
        -- Perform craft
        {
            name = function()
                local cost = GetCostToCraftAlchemyItem(self.solventSlot:GetBagAndSlot())
                return ZO_CraftingUtils_GetCostToCraftString(cost)
            end,
            keybind = "UI_SHORTCUT_SECONDARY",
            gamepadOrder = 1000,
            callback = function()
                self:Create(1)
            end,
            enabled = function()
                return self:ShouldCraftButtonBeEnabled()
            end,
            sound = SOUNDS.GAMEPAD_ALCHEMY_BEGIN,
        },
        -- Multicraft
        {
            name = GetString(SI_GAMEPAD_CRAFT_MULTIPLE),
            keybind = "UI_SHORTCUT_QUATERNARY",
            gamepadOrder = 1010,
            callback = function()
                local itemLink, _ = GetAlchemyResultingItemLink(self:GetAllCraftingBagAndSlots())
                ZO_GamepadCraftingUtils_ShowMultiCraftDialog(self, itemLink)
            end,
            enabled = function()
                return self:ShouldMultiCraftButtonBeEnabled()
            end,
        },
        -- Clear selections
        {
            name = GetString(SI_CRAFTING_CLEAR_SELECTIONS),
            keybind = "UI_SHORTCUT_TERTIARY",
            gamepadOrder = 1020,
            callback = function()
                self:ClearSelections()
                self:OnWorkbenchUpdated()
                --Re-narrate when selections are cleared
                SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.inventory.list)
            end,
            visible = function()
                return not ZO_CraftingUtils_IsPerformingCraftProcess() and self:HasSelections()
            end,
        },
        -- Toggle quest filter
        {
            name = function() return self.inventory:ShouldFilterQuests() and GetString(SI_SMITHING_IS_QUEST_ITEM) or GetString(SI_GAMEPAD_ALCHEMY_ALL_MATERIALS) end,
            keybind = "UI_SHORTCUT_RIGHT_STICK",
            gamepadOrder = 1030,
            callback = function()
                self.inventory:ToggleQuestFilter()
                self.inventory:PerformFullRefresh()
                KEYBIND_STRIP:UpdateKeybindButtonGroup(self.mainKeybindStripDescriptor)
                --Re-narrate when the filter changes
                SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.inventory.list)
            end,
            enabled = function()
                return not ZO_CraftingUtils_IsPerformingCraftProcess()
            end,
        },
    }
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.mainKeybindStripDescriptor, self.inventory:GetList())
end
function ZO_GamepadAlchemy:SelectMode()
    local data = self.modeList:GetTargetData()
    if data then
        if data.mode == ZO_ALCHEMY_MODE_CREATION then
            SCENE_MANAGER:Push("gamepad_alchemy_creation")
        elseif data.mode == ZO_ALCHEMY_MODE_RECIPES then
            self.mode = data.mode
            GAMEPAD_PROVISIONER:EmbedInCraftingScene(self.alchemyStationInteraction)
        end
    end
end
function ZO_GamepadAlchemy:GetMode()
    return self.mode
end
function ZO_GamepadAlchemy:InitializeTooltip()
    self.tooltip = self.control:GetNamedChild("Tooltip")
    --Narrates the result tooltip/matching traits
    local tooltipNarrationInfo = 
    {
        canNarrate = function()
            return GAMEPAD_ALCHEMY_CREATION_SCENE:IsShowing()
        end,
        tooltipNarrationFunction = function()
            local narrations = {}
            --Narrate the result tooltip if it's visible
            if not self.tooltip:IsHidden() then
                table.insert(narrations, self.tooltip.tip:GetNarrationText())
            end
            --Narrate any matching traits
            if self.matchingTraits then
                local matchFound = false
                for traitName, matching in pairs(self.matchingTraits) do
                    if matching then
                        if not matchFound then
                            matchFound = true
                            table.insert(narrations, GetString(SI_GAMEPAD_ALCHEMY_MATCHING_TRAITS_NARRATION))
                        end
                        table.insert(narrations, traitName)
                    end
                end
            end
            return narrations
        end,
    }
    GAMEPAD_TOOLTIPS:RegisterCustomTooltipNarration(tooltipNarrationInfo)
end
-- Checks whether the currently selected item has been added to the crafting workbench
function ZO_GamepadAlchemy:IsSelectionOnWorkbench()
    local selectedBagId, selectedSlotIndex = self.inventory:CurrentSelectionBagAndSlot()
    return self:IsItemOnWorkbench(selectedBagId, selectedSlotIndex)
end
-- Checks whether the specified item has been added to the crafting workbench
function ZO_GamepadAlchemy:IsItemOnWorkbench(selectedBagId, selectedSlotIndex)
    local function SlotHasSelection(slot)
        if slot:HasItem() then
            if slot:IsBagAndSlot(selectedBagId, selectedSlotIndex) then
                return true
            end
        end
        return false
    end
    for i, slot in ipairs(self.reagentSlots) do
        if SlotHasSelection(slot) then
            return true
        end
    end
    return SlotHasSelection(self.solventSlot)
end
function ZO_GamepadAlchemy:OnWorkbenchUpdated()
    for _, data in pairs(self.inventory:GetList().dataList) do
        self:UpdateItemOnWorkbench(data)
    end
    self.inventory:GetList():RefreshVisible()
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.mainKeybindStripDescriptor)
end
function ZO_GamepadAlchemy:UpdateActiveSlot()
    local targetData = self.inventory:GetTargetData()
    if targetData then
        local oldActiveSlotIndex = self.activeSlotIndex
        local newActiveSlotIndex
        -- Determine which slot should be active
        local _, craftingSubItemType, _ = GetItemCraftingInfo(targetData.bagId, targetData.slotIndex)
        if IsAlchemySolvent(craftingSubItemType) or IsAlchemySolvent(targetData.itemType) then
            newActiveSlotIndex = 1
        elseif craftingSubItemType == ITEMTYPE_REAGENT or targetData.itemType == ITEMTYPE_REAGENT then
            local existingSlot = self:FindAlreadySlottedReagent(targetData.bagId, targetData.slotIndex)
            newActiveSlotIndex = (existingSlot or self:FindNextSlotToInsertReagent()) + 1
        else
            -- our target data is invalid...what happened? This will die soon - asserting here to track the issue more easily
            assert(false)
        end
        local oldActiveSlot = self:GetSlot(oldActiveSlotIndex)
        local newActiveSlot = self:GetSlot(newActiveSlotIndex)
        -- Active slot has changed
        if oldActiveSlot ~= newActiveSlot then
            -- Remember which slot is active
            self.activeSlotIndex = newActiveSlotIndex
        end
    elseif self.activeSlotIndex > 0 then
        local oldActiveSlot = select(self.activeSlotIndex, self:GetAllSlots())
        if oldActiveSlot then
            oldActiveSlot.control.animation:PlayInstantlyToStart()
        end
    end
end
function ZO_GamepadAlchemy:UpdateItemOnWorkbench(data)
    data.isOnWorkbench = self:IsItemOnWorkbench(data.bagId, data.slotIndex)
end
function ZO_GamepadAlchemy:UpdateTooltip()
    if self:IsCraftable() then
        self.tooltip:SetHidden(false)
        self.tooltip.tip:ClearLines()
        local solventBagId, solventSlotIndex, reagent1BagId, reagent1SlotIndex, reagent2BagId, reagent2SlotIndex, reagent3BagId, reagent3SlotIndex = self:GetAllCraftingBagAndSlots()
        local itemLink, prospectiveAlchemyResult = GetAlchemyResultingItemLink(solventBagId, solventSlotIndex, reagent1BagId, reagent1SlotIndex, reagent2BagId, reagent2SlotIndex, reagent3BagId, reagent3SlotIndex)
        local solventType = GetItemType(solventBagId, solventSlotIndex)
        local itemTypeString = GetString(solventType == ITEMTYPE_POTION_BASE and SI_ITEM_FORMAT_STR_POTION or SI_ITEM_FORMAT_STR_POISON)
        self.tooltip.tip:LayoutAlchemyPreview(itemLink, itemTypeString, prospectiveAlchemyResult)
    else
        self.tooltip:SetHidden(true)
    end
end
--Overridden from base
function ZO_GamepadAlchemy:OnCraftCompleted()
    ZO_SharedAlchemy.OnCraftCompleted(self)
    if GAMEPAD_ALCHEMY_CREATION_SCENE:IsShowing() then
        --Re-narrate when a craft completes
        SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.inventory.list)
    end
end
function ZO_GamepadAlchemy:GetAllSlots()
    local SOLVENT_SLOT = 1
    local FIRST_REAGENT_SLOT = 2
    local SECOND_REAGENT_SLOT = 3
    local THIRD_REAGENT_SLOT = 4
    return self:GetSlot(SOLVENT_SLOT), self:GetSlot(FIRST_REAGENT_SLOT), self:GetSlot(SECOND_REAGENT_SLOT), self:GetSlot(THIRD_REAGENT_SLOT)
end
function ZO_GamepadAlchemy:GetSlot(index)
    if index == 1 then
        return self.solventSlot
    else
        return self.reagentSlots[index - 1]
    end
end
function ZO_GamepadAlchemy:GetActiveSlot()
    return self:GetSlot(self.activeSlotIndex)
end
-- Used by ZO_Systems
function ZO_GamepadAlchemy:IsSystemShowing()
    return SCENE_MANAGER:IsShowing("gamepad_alchemy_mode") or SCENE_MANAGER:IsShowing("gamepad_alchemy_creation")
end
ZO_GamepadAlchemyInventory = ZO_GamepadCraftingInventory:Subclass()
function ZO_GamepadAlchemyInventory:New(control, owner,...)
    return ZO_GamepadCraftingInventory.New(self, owner, control, ...)
end
local GAMEPAD_CRAFTING_ALCHEMY_ITEM_SORT =
{
    customSortData = { tiebreaker = "bestItemCategoryName" },
    bestItemCategoryName = { tiebreaker = "text" },
    text = {},
}
function ZO_GamepadAlchemyInventory:Initialize(owner, control, ...)
    ZO_GamepadCraftingInventory.Initialize(self, control, ...)
    self.owner = owner
    local NO_FILTER = nil
    self.filterType = NO_FILTER
    local function OnAddOnLoaded(event, name)
        if name == "ZO_Ingame" then
            self:SetupSavedVars()
            self.control:UnregisterForEvent(EVENT_ADD_ON_LOADED)
        end
    end
    self.control:RegisterForEvent(EVENT_ADD_ON_LOADED, OnAddOnLoaded)
    self:SetNoItemLabelText(GetString(SI_ALCHEMY_NO_SOLVENTS_OR_REAGENTS))
    self:SetCustomSort(function(bagId, slotIndex)
        local _, craftingSubItemType, _, requiredLevel, requiredChampionPoints = GetItemCraftingInfo(bagId, slotIndex)
        local subSortOrder = (requiredChampionPoints and requiredLevel + requiredChampionPoints or requiredLevel or 0)
        if craftingSubItemType == ITEMTYPE_POTION_BASE then
            return INGREDIENT_SORT_ORDER_POTION + subSortOrder
        elseif craftingSubItemType == ITEMTYPE_POISON_BASE then
            return INGREDIENT_SORT_ORDER_POISON + subSortOrder
        else
            return INGREDIENT_SORT_ORDER_OTHER + subSortOrder
        end
    end)
    self:SetOverrideItemSort(function(left, right)
        return ZO_TableOrderingFunction(left, right, "customSortData", GAMEPAD_CRAFTING_ALCHEMY_ITEM_SORT, ZO_SORT_ORDER_UP)
    end)
    --Narrates the inventory list
    local narrationInfo = 
    {
        canNarrate = function()
            return self.owner:GetMode() == ZO_ALCHEMY_MODE_CREATION
        end,
        headerNarrationFunction = function()
            return ZO_GamepadGenericHeader_GetNarrationText(self.owner.header, self.owner.headerData)
        end,
        footerNarrationFunction = function()
            return self.owner:GetFooterNarration()
        end,
    }
    SCREEN_NARRATION_MANAGER:RegisterParametricList(self.list, narrationInfo)
    ZO_WRIT_ADVISOR_GAMEPAD:RegisterCallback("CycleActiveQuest", function()
        if self.owner:IsSystemShowing() and self.owner:GetMode() == ZO_ALCHEMY_MODE_CREATION then
            SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.list)
        end
    end)
end
function ZO_GamepadAlchemyInventory:SetupSavedVars()
    local defaults = 
    {
        shouldFilterQuests = false,
    }
    self.savedVars = ZO_SavedVars:New("ZO_Ingame_SavedVariables", 1, "GamepadAlchemyCreation", defaults)
end
function ZO_GamepadAlchemyInventory:ToggleQuestFilter()
    self.savedVars.shouldFilterQuests = not self.savedVars.shouldFilterQuests
end
function ZO_GamepadAlchemyInventory:ShouldFilterQuests()
    return self.savedVars.shouldFilterQuests
end
function ZO_GamepadAlchemyInventory:GetList()
    return self.list
end
function ZO_GamepadAlchemyInventory:IsLocked(bagId, slotIndex)
    return ZO_GamepadCraftingInventory.IsLocked(self, bagId, slotIndex) or self.owner:IsSlotted(bagId, slotIndex)
end
function ZO_GamepadAlchemyInventory:AddListDataTypes()
    local function SetupSolventListEntry(control, data, selected, selectedDuringRebuild, enabled, activated)
        local itemId = GetItemId(data.bagId, data.slotIndex)
        local pinState = self.owner:GetPinStateForItem(itemId, self.alchemyQuestInfo, ZO_ALCHEMY_DATA_TYPE_SOLVENT)
        if pinState == ZO_ALCHEMY_PIN_STATE_VALID then
            data.hasCraftingQuestPinDisabled = false
            data.hasCraftingQuestPin = true  
        elseif pinState == ZO_ALCHEMY_PIN_STATE_INVALID then
            data.hasCraftingQuestPinDisabled = true
            data.hasCraftingQuestPin = false  
        else
            data.hasCraftingQuestPinDisabled = false
            data.hasCraftingQuestPin = false  
        end
        --If there is an override status indicator icon, we need to explicitly add the quest pin here
        if data.overrideStatusIndicatorIcons and pinState ~= ZO_ALCHEMY_PIN_STATE_HIDDEN then
            if pinState == ZO_ALCHEMY_PIN_STATE_INVALID then
                data.overrideStatusIndicatorIcons = { ZO_IS_SLOTTED_STATUS_ICON_OVERRIDE, ZO_DISABLED_TRACKED_PIN_STATUS_ICON_OVERRIDE }
            elseif pinState == ZO_ALCHEMY_PIN_STATE_VALID then
                data.overrideStatusIndicatorIcons = { ZO_IS_SLOTTED_STATUS_ICON_OVERRIDE, ZO_TRACKED_PIN_STATUS_ICON_OVERRIDE }
            end
        end
        ZO_SharedGamepadEntry_OnSetup(control, data, selected, selectedDuringRebuild, enabled, activated)
        local descriptionLabel = control.descriptionLabel
        local descriptionText
        descriptionLabel:SetHidden(not selected)
        if selected then
            local usedInCraftingType, craftingSubItemType, tradeskillRankRequirement, resultingItemLevel, requiredChampionPoints = GetItemCraftingInfo(data.bagId, data.slotIndex)
            if not tradeskillRankRequirement or tradeskillRankRequirement <= GetNonCombatBonus(NON_COMBAT_BONUS_ALCHEMY_LEVEL) then
                local itemTypeString = GetString((craftingSubItemType == ITEMTYPE_POTION_BASE) and SI_ITEM_FORMAT_STR_POTION or SI_ITEM_FORMAT_STR_POISON)
                if requiredChampionPoints and requiredChampionPoints > 0 then
                    descriptionText = zo_strformat(SI_ALCHEMY_CREATES_ITEM_OF_CHAMPION_POINTS, requiredChampionPoints, itemTypeString)
                else
                    descriptionText = zo_strformat(SI_ALCHEMY_CREATES_ITEM_OF_LEVEL, resultingItemLevel, itemTypeString)
                end
                descriptionLabel:SetText(descriptionText)
                descriptionLabel:SetColor(1, 1, 1, 1)
            else
                descriptionText = zo_strformat(SI_REQUIRES_ALCHEMY_SOLVENT_PURIFICATION, tradeskillRankRequirement)
                descriptionLabel:SetText(descriptionText)
                descriptionLabel:SetColor(ZO_ERROR_COLOR:UnpackRGBA())
            end
        else
            descriptionLabel:SetText(nil)
        end
        data.descriptionText = descriptionText
    end
    local function SetupTrait(traits, locked, isOnWorkbench, ...)
        local numTraits = select("#", ...) / ALCHEMY_TRAIT_STRIDE
        local traitData = {}
        for i, traitControl in ipairs(traits) do
            local traitInfo = {}
            if i > numTraits then
                traitControl:SetHidden(true)
            else
                traitControl:SetHidden(false)
                local label = traitControl.label
                local iconControl = traitControl.icon or traitControl  -- For unlabeled trait controls, the control is the icon
                local traitName, traitIcon, traitMatchIcon, _, traitConflictIcon = ZO_Alchemy_GetTraitInfo(i, ...)
                if traitName then
                    if label then
                        label:SetColor(GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_TOOLTIP, ITEM_TOOLTIP_COLOR_ACCENT))
                        label:SetText(traitName)
                    end
                    GAMEPAD_ALCHEMY:SetupTraitIcon(iconControl, traitName, traitIcon, traitMatchIcon, traitConflictIcon, GAMEPAD_UNKNOWN_TRAIT_TEXTURE)
                    traitInfo.name = traitName
                    traitInfo.hasTraitMatch = GAMEPAD_ALCHEMY:HasTraitMatch(traitName)
                else
                    local unknownName = GetString(SI_CRAFTING_UNKNOWN_NAME)
                    if label then
                        label:SetColor(GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_TOOLTIP, ITEM_TOOLTIP_COLOR_INACTIVE_BONUS))
                        label:SetText(unknownName)
                    end
                    iconControl:SetTexture(GAMEPAD_UNKNOWN_TRAIT_TEXTURE)
                    traitInfo.name = unknownName
                    --If the trait is unknown then it can't be a matching trait
                    traitInfo.hasTraitMatch = false
                end
                table.insert(traitData, traitInfo)
                if label then
                    ZO_ItemSlot_SetupTextUsableAndLockedColor(label, true, false)
                end
            end
        end
        return traitData
    end
    local function SetupReagentListEntry(control, data, selected, selectedDuringRebuild, enabled, activated)
        local itemId = GetItemId(data.bagId, data.slotIndex)
        local pinState = self.owner:GetPinStateForItem(itemId, self.alchemyQuestInfo, ZO_ALCHEMY_DATA_TYPE_REAGENT)
        if pinState == ZO_ALCHEMY_PIN_STATE_VALID then
            data.hasCraftingQuestPinDisabled = false
            data.hasCraftingQuestPin = true  
        elseif pinState == ZO_ALCHEMY_PIN_STATE_INVALID then
            data.hasCraftingQuestPinDisabled = true
            data.hasCraftingQuestPin = false  
        else
            data.hasCraftingQuestPinDisabled = false
            data.hasCraftingQuestPin = false  
        end
        --If there is an override status indicator icon, we need to explicitly add the quest pin here
        if data.overrideStatusIndicatorIcons and pinState ~= ZO_ALCHEMY_PIN_STATE_HIDDEN then
            if pinState == ZO_ALCHEMY_PIN_STATE_INVALID then
                data.overrideStatusIndicatorIcons = { ZO_IS_SLOTTED_STATUS_ICON_OVERRIDE, ZO_DISABLED_TRACKED_PIN_STATUS_ICON_OVERRIDE }
            elseif pinState == ZO_ALCHEMY_PIN_STATE_VALID then
                data.overrideStatusIndicatorIcons = { ZO_IS_SLOTTED_STATUS_ICON_OVERRIDE, ZO_TRACKED_PIN_STATUS_ICON_OVERRIDE }
            end
        end
        ZO_SharedGamepadEntry_OnSetup(control, data, selected, selectedDuringRebuild, enabled, activated)
        control.selectedItems:SetHidden(not selected)
        local locked = self:IsLocked(data.bagId, data.slotIndex)
        local isOnWorkbench = data.isOnWorkbench
        if selected then
            data.traitInfo = SetupTrait(control.selectedItems.traits, locked, isOnWorkbench, GetAlchemyItemTraits(data.bagId, data.slotIndex))
        end
        SetupTrait(control.unselectedItems.traits, locked, isOnWorkbench, GetAlchemyItemTraits(data.bagId, data.slotIndex))
    end
    self.list:AddDataTemplate("ZO_GamepadAlchemyInventoryReagentRow", SetupReagentListEntry, ZO_GamepadMenuEntryTemplateParametricListFunction)    
    self.list:AddDataTemplateWithHeader("ZO_GamepadAlchemyInventorySolventRow", SetupSolventListEntry, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate")
    self.list:AddDataTemplateWithHeader("ZO_GamepadAlchemyInventoryReagentRow", SetupReagentListEntry, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate")
end
function ZO_GamepadAlchemyInventory:GetListEntryTemplate(data)
    local _, craftingSubItemType = GetItemCraftingInfo(data.bagId, data.slotIndex)
    if IsAlchemySolvent(craftingSubItemType) then
        return data.header and "ZO_GamepadAlchemyInventorySolventRowWithHeader" or "ZO_GamepadAlchemyInventorySolventRow"
    elseif craftingSubItemType == ITEMTYPE_REAGENT then
        return data.header and "ZO_GamepadAlchemyInventoryReagentRowWithHeader" or "ZO_GamepadAlchemyInventoryReagentRow"
    end
end
function ZO_GamepadAlchemyInventory:Refresh(data)
    self.owner:OnInventoryUpdate(validItemIds)
    if self.savedVars.shouldFilterQuests and not self.alchemyQuestInfo.hasDesiredPotion then
        if CRAFT_ADVISOR_MANAGER:HasActiveWrits() then
            if self.alchemyQuestInfo.isMasterWrit and not ZO_Alchemy_IsThirdAlchemySlotUnlocked() then
                self:SetNoItemLabelText(GetString(SI_GAMEPAD_ALCHEMY_REQUIRES_THIRD_SLOT_MESSAGE))
            else
                self:SetNoItemLabelText(GetString(SI_GAMEPAD_ALCHEMY_MISSING_OR_UNKNOWN_MESSAGE))
            end
        else
            self:SetNoItemLabelText(GetString(SI_ALCHEMY_NO_SOLVENTS_OR_REAGENTS))
        end
    else
        self:SetNoItemLabelText(GetString(SI_ALCHEMY_NO_SOLVENTS_OR_REAGENTS))
    end
end
do
    --Custom logic for narrating the sub labels
    local function GetSubLabelsNarrationText(entryData, entryControl)
        local narrations = {}
        --entryData.descriptionText should only be populated for solvents
        table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(entryData.descriptionText))
        --entryData.traitInfo should only be populated for reagents
        if entryData.traitInfo then
            for _, traitInfo in ipairs(entryData.traitInfo) do
                table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(traitInfo.name))
                --If the trait has a match, include that in the narration
                if traitInfo.hasTraitMatch then
                    table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_GAMEPAD_ALCHEMY_MATCHING_TRAIT_NARRATION)))
                end
            end
        end
        return narrations
    end
    function ZO_GamepadAlchemyInventory:EnumerateInventorySlotsAndAddToScrollData(predicate, filterFunction, filterType, data)
        local list = PLAYER_INVENTORY:GenerateListOfVirtualStackedItems(INVENTORY_BACKPACK, predicate)
        PLAYER_INVENTORY:GenerateListOfVirtualStackedItems(INVENTORY_BANK, predicate, list)
        PLAYER_INVENTORY:GenerateListOfVirtualStackedItems(INVENTORY_CRAFT_BAG, predicate, list)
        self.owner:UpdatePotentialQuestItems(list, self.alchemyQuestInfo)
        ZO_ClearTable(self.itemCounts)
        local filteredDataTable = {}
        for itemId, itemInfo in pairs(list) do
            if not filterFunction or filterFunction(itemInfo.bag, itemInfo.index, filterType, self.savedVars.shouldFilterQuests, self.owner.questItems) then
                local entryData = self:GenerateCraftingInventoryEntryData(itemInfo.bag, itemInfo.index, itemInfo.stack)
                entryData.subLabelsNarrationText = GetSubLabelsNarrationText
                filteredDataTable[#filteredDataTable + 1] = entryData
            end
            self.itemCounts[itemId] = itemInfo.stack
        end
        self:AddFilteredDataToList(filteredDataTable)
        return list
    end
end
function ZO_GamepadAlchemyInventory:ShowAppropriateSlotDropCallouts(bagId, slotIndex)
    local _, craftingSubItemType, requiredChampionPoints = GetItemCraftingInfo(bagId, slotIndex)
    self.owner:ShowAppropriateSlotDropCallouts(craftingSubItemType, requiredChampionPoints)
end
function ZO_GamepadAlchemyInventory:HideAllSlotDropCallouts()
    self.owner:HideAllSlotDropCallouts()
end
function ZO_GamepadAlchemyInventory:SetAlignToScreenCenter(alignToScreenCenter, expectedEntryHeight)
    self.list:SetAlignToScreenCenter(alignToScreenCenter, expectedEntryHeight)
end
function ZO_GamepadAlchemyInventory:GetControl()
    return self.list:GetControl()
end
function ZO_GamepadAlchemyInventory:IsActive()
    return self.list:IsActive()
end
function ZO_GamepadAlchemyInventory:GetTargetData()
    return self.list:GetTargetData()
end
function ZO_GamepadAlchemyInventory:SetOnTargetDataChangedCallback(selectedDataCallback)
end
    GAMEPAD_ALCHEMY = ZO_GamepadAlchemy:New(control)
end