Back to Home

ESO Lua File v101038

ingame/tradewindow/gamepad/tradewindow_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
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
-- Definitions
local ATTACH_GOLD_ICON = "EsoUI/Art/TradeWindow/Gamepad/gp_tradeAddGold.dds"
local ADD_ATTACHMENT_ICON = "EsoUI/Art/TradeWindow/Gamepad/gp_tradeAddItem.dds"
local TRADE_ITEM_ENTRY_TEMPLATE = "ZO_GamepadItemSubEntryTemplate"
local ATTACH_GOLD_TEXT = GetString(SI_GAMEPAD_TRADE_ATTACH_GOLD)
local ATTACH_ITEMS_TEXT = GetString(SI_GAMEPAD_TRADE_ATTACH_ITEMS)
--These functions handle updating the UI as we go between confimation states.
--An entry [A][B] holds the function that can move the UI from confirm state A to confirm state B.
local ConfirmChangeFunctions =
{
    [TRADE_ME] =
    {
        [TRADE_CONFIRM_EDIT] =
        {
            [TRADE_CONFIRM_ACCEPT] = function()
                GAMEPAD_TRADE:EnterConfirmation(TRADE_ME)
            end
        },
        [TRADE_CONFIRM_ACCEPT] =
        {
            [TRADE_CONFIRM_EDIT] = function()
                GAMEPAD_TRADE:ExitConfirmation(TRADE_ME)
            end,
        }
    },
    [TRADE_THEM] =
    {
        [TRADE_CONFIRM_EDIT] =
        {
            [TRADE_CONFIRM_ACCEPT] = function()
                GAMEPAD_TRADE:EnterConfirmation(TRADE_THEM)
            end
        },
        [TRADE_CONFIRM_ACCEPT] =
        {
            [TRADE_CONFIRM_EDIT] = function()
                GAMEPAD_TRADE:ExitConfirmation(TRADE_THEM)
            end,
        }
    },
}
-- Window has two views
local VIEW_OFFER = 1
local VIEW_INVENTORY = 2
-----------------
-- Initialization
-----------------
ZO_GamepadTradeWindow = ZO_Object.MultiSubclass(ZO_SharedTradeWindow, ZO_Gamepad_ParametricList_BagsSearch_Screen)
function ZO_GamepadTradeWindow:New(control)
    local tradeWindow = ZO_Object.New(self)
    tradeWindow:Initialize(control)
    return tradeWindow
end
function ZO_GamepadTradeWindow:Initialize(control)
    self.tradeScene = ZO_Scene:New("gamepadTrade", SCENE_MANAGER)
    local DONT_ACTIVATE_ON_SHOW = false
    ZO_Gamepad_ParametricList_BagsSearch_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, DONT_ACTIVATE_ON_SHOW, self.tradeScene)
    ZO_SharedTradeWindow.Initialize(self, self.control)
    self:SetTextSearchContext("tradeTextSearch")
end
function ZO_GamepadTradeWindow:OnDeferredInitialize()
    local function HandleInventoryChanged()
        if not self.control:IsHidden() then
            self:RefreshOfferList(TRADE_ME)
        end
    end
    self.control:RegisterForEvent(EVENT_INVENTORY_FULL_UPDATE, HandleInventoryChanged)
    self.control:RegisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, HandleInventoryChanged)
    self.sceneName = "gamepadTrade"
    self.confirmChangeFunctions = ConfirmChangeFunctions
    self.theirControls = self.control:GetNamedChild("TheirControls")
    -- Gold Slider
    self.goldSliderControl = self.control:GetNamedChild("Mask"):GetNamedChild("GoldSliderBox")
    self.goldSlider = ZO_CurrencySelector_Gamepad:New(self.goldSliderControl:GetNamedChild("Selector"))
    self.goldSlider:SetCurrencyType(CURT_MONEY)
    self.goldSlider:SetClampValues(true)
end
function ZO_GamepadTradeWindow:InitializeOfferLists()
    -- Offer Lists
    self.offerLists = {}
    self.listTradeItemCount = {}
    self.offeredMoney = {}
    self:SetupOfferList(TRADE_ME)
    self:SetupOfferList(TRADE_THEM)
    self.offerLists[TRADE_ME]:SetDirectionalInputEnabled(false)
    self.offerLists[TRADE_THEM]:SetDirectionalInputEnabled(false)
    self.listMovementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_VERTICAL)
    self.activeListType = TRADE_ME
end
function ZO_GamepadTradeWindow:InitializeNarration()
    --Unregister for narration so we can register it manually
    --Manually register each of the offer lists for narration
    for tradeType, list in pairs(self.offerLists) do
        local narrationInfo =
        {
            canNarrate = function()
                return self:IsShowing() and self.activeListType == tradeType
            end,
            headerNarrationFunction = function()
                return self:GetHeaderNarration()
            end,
            footerNarrationFunction = function()
                return self:GetFooterNarration()
            end,
        }
        SCREEN_NARRATION_MANAGER:RegisterParametricList(list, narrationInfo)
    end
    local inventoryListNarrationInfo =
    {
        canNarrate = function()
            return self:IsShowing() and self.view == VIEW_INVENTORY
        end,
        headerNarrationFunction = function()
            return self:GetHeaderNarration()
        end,
        footerNarrationFunction = function()
            return self:GetFooterNarration()
        end,
    }
    --self.inventoryList is not an actual list, so we need to register self.inventoryList.list instead
    SCREEN_NARRATION_MANAGER:RegisterParametricList(self.inventoryList.list, inventoryListNarrationInfo)
end
function ZO_GamepadTradeWindow:ActivateTextSearch()
    ZO_Gamepad_ParametricList_BagsSearch_Screen.ActivateTextSearch(self)
end
function ZO_GamepadTradeWindow:DeactivateTextSearch()
    ZO_Gamepad_ParametricList_BagsSearch_Screen.DeactivateTextSearch(self)
end
do
    local function SetupList(list)
    end
    function ZO_GamepadTradeWindow:SetupOfferList(tradetype)
        local list
        if tradetype == TRADE_ME then
            list = self:AddList("MyOffer", SetupList)
        else
            -- Parametric list screen assumes that its lists operate in the nav 1 panel.
            -- In order to have another list be in a different panel, it can't be grouped with all the lists the
            -- base class keeps track of
            list = ZO_GamepadVerticalItemParametricScrollList:New(self.theirControls:GetNamedChild("Mask"):GetNamedChild("Container"):GetNamedChild("List"))
            SetupList(list)
            list:SetAlignToScreenCenter(true)
            list:SetOnSelectedDataChangedCallback(function(currentList, selectedData) self:OnSelectionChanged(currentList, selectedData) end)
        end
        list:SetNoItemText(GetString(SI_GAMEPAD_TRADE_NO_ITEMS_OFFERED))
        list.tradetype = tradetype
        list:Activate()
        self.offerLists[tradetype] = list
    end
end
function ZO_GamepadTradeWindow:OnUpdatedSearchResults()
    local list = self:GetCurrentList()
    if list == self.inventoryList then
        list:RefreshList()
    end
end
do
    local function ItemFilter(itemData)
        return TRADE_WINDOW:CanTradeItem(itemData) and not ZO_IsItemCurrentlyOfferedForTrade(itemData.bagId, itemData.slotIndex)
    end
    function ZO_GamepadTradeWindow:InitializeInventoryList()
        local function OnSelectionChanged(_, selectedData)
            self:InventorySelectionChanged(selectedData)
        end
        local function InventorySetupFunction(entryData)
            entryData.isTradeItem = ZO_IsItemCurrentlyOfferedForTrade(entryData.bagId, entryData.slotIndex)
        end
        local function OnRefreshList(list)
            if list:GetNumItems() == 0 then
                self:RequestEnterHeader()
                list:SetNoItemText(GetString(SI_INVENTORY_ERROR_FILTER_EMPTY))
            else
                self:RequestLeaveHeader()
                list:SetNoItemText(GetString(SI_GAMEPAD_INVENTORY_EMPTY))
            end
        end
        self:SetTextSearchEntryHidden(true)
        local SETUP_LOCALLY = true
        self.inventoryList = self:AddList("Inventory", SETUP_LOCALLY, ZO_GamepadInventoryList, BAG_BACKPACK, SLOT_TYPE_ITEM, OnSelectionChanged, InventorySetupFunction)
        self.inventoryList:SetOnRefreshListCallback(OnRefreshList)
        self.inventoryList:SetSearchContext(self.searchContext)
        self.inventoryList:SetItemFilterFunction(ItemFilter)
        self.inventoryList:SetNoItemText(GetString(SI_GAMEPAD_INVENTORY_EMPTY))
    end
end
function ZO_GamepadTradeWindow:AddOfferListEntry(list, text, icon, callback, modifyTextType)
    local newEntry = ZO_GamepadEntryData:New(text, icon)
    newEntry:SetFontScaleOnSelection(false)
    newEntry.actionFunction = callback
    
    newEntry:SetModifyTextType(modifyTextType or MODIFY_TEXT_TYPE_NONE)
    list:AddEntry(TRADE_ITEM_ENTRY_TEMPLATE, newEntry)
    return newEntry
end
function ZO_GamepadTradeWindow:InitializeHeaders()
    local theirHeader = self.theirControls:GetNamedChild("Mask"):GetNamedChild("HeaderContainer"):GetNamedChild("Header")
    theirHeader.dividerSimple = theirHeader:GetNamedChild("DividerSimple")
    theirHeader.dividerAccent = theirHeader:GetNamedChild("DividerAccent")
    ZO_GamepadGenericHeader_Initialize(theirHeader, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE)
    local myHeader = self.header
    myHeader.dividerSimple = myHeader:GetNamedChild("DividerSimple")
    myHeader.dividerAccent = myHeader:GetNamedChild("DividerAccent")
    self.headers =
    {
        [TRADE_THEM] = theirHeader,
        [TRADE_ME] = myHeader,
    }
    self:UpdateHeaders()
end
---------
--Updates
---------
function ZO_GamepadTradeWindow:UpdateDirectionalInput()
    local list = self.offerLists[self.activeListType]
    local result = self.listMovementController:CheckMovement()
    -- Pass the movement to the correct list
    if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
        if self.activeListType == TRADE_ME then
            if self.headerFocus:IsActive() then
                self:RequestLeaveHeader()
            elseif self._currentList then
                self._currentList:MoveNext()
            end
        else
            if list then
                list:MoveNext()
            end
        end
    elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
        if self.activeListType == TRADE_ME then
            if self._currentList and self._currentList:GetSelectedIndex() ~= 1 then
                self._currentList:MovePrevious()
            else
                self:RequestEnterHeader()
            end
        else
            if list then
                list:MovePrevious()
            end
        end
    end
end
function ZO_GamepadTradeWindow:RefreshCanSwitchFocus()
    local canSwitch = self.view ~= VIEW_INVENTORY and self.listTradeItemCount[TRADE_THEM] and self.listTradeItemCount[TRADE_THEM] > 0
    self.headers[TRADE_ME].dividerSimple:SetHidden(canSwitch)
    self.headers[TRADE_ME].dividerAccent:SetHidden(not canSwitch)
    self.headers[TRADE_THEM].dividerSimple:SetHidden(canSwitch)
    self.headers[TRADE_THEM].dividerAccent:SetHidden(not canSwitch)
    self.canSwitchFocus = canSwitch
    if not canSwitch then
        self:SetOfferFocus(TRADE_ME)
    end
end
function ZO_GamepadTradeWindow:SetOfferFocus(listType)
    if self.activeListType == listType or (not self.canSwitchFocus and listType == TRADE_THEM) then
        return
    end
    if listType == TRADE_ME then
        GAMEPAD_NAV_QUADRANT_4_BACKGROUND_FRAGMENT:ClearFocus()
        GAMEPAD_NAV_QUADRANT_1_BACKGROUND_FRAGMENT:TakeFocus()
        PlaySound(SOUNDS.GAMEPAD_PAGE_BACK)
        --Re-narrate when changing focus between offers
        local NARRATE_HEADER = true
        SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.offerLists[listType], NARRATE_HEADER)
    else
        if self.view == VIEW_INVENTORY then
            return
        end
        GAMEPAD_NAV_QUADRANT_1_BACKGROUND_FRAGMENT:ClearFocus()
        GAMEPAD_NAV_QUADRANT_4_BACKGROUND_FRAGMENT:TakeFocus()
        PlaySound(SOUNDS.GAMEPAD_PAGE_FORWARD)
        --Re-narrate when changing focus between offers
        local NARRATE_HEADER = true
        SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.offerLists[listType], NARRATE_HEADER)
    end
    self.activeListType = listType
    self:RefreshKeybind()
end
do
    local function UpdatePlayerGold(control)
        ZO_CurrencyControl_SetSimpleCurrency(control, CURT_MONEY, GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER), ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT)
        return true
    end
    local function GetInventoryString()
        return zo_strformat(SI_GAMEPAD_TRADE_INVENTORY_SPACES, GetNumBagUsedSlots(BAG_BACKPACK), GetBagSize(BAG_BACKPACK))
    end
    function ZO_GamepadTradeWindow:UpdateGoldOfferValue(control, tradeType)
        ZO_CurrencyControl_SetSimpleCurrency(control, CURT_MONEY, self.offeredMoney[tradeType] or 0, ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT)
        return true
    end
    function ZO_GamepadTradeWindow:GetGoldOfferValueNarration(tradeType)
        return ZO_Currency_FormatGamepad(CURT_MONEY, self.offeredMoney[tradeType] or 0, ZO_CURRENCY_FORMAT_AMOUNT_ICON)
    end
    function ZO_GamepadTradeWindow:UpdateHeaders()
        self.myName = ZO_GetPrimaryPlayerName(GetUnitDisplayName("player"), GetUnitName("player"))
        local myTitle
        if self.confirm[TRADE_ME] == TRADE_CONFIRM_EDIT then
            myTitle = zo_strformat(SI_GAMEPAD_TRADE_USERNAME, self.myName)
        else
            myTitle = GetString(SI_GAMEPAD_TRADE_READY)
        end
        --The other trader doesn't say not ready and doesn't say 0 gold offered
        local theirTitle, theirGoldHeader, theirGoldValue, theirGoldValueNarration
        
        if self.confirm[TRADE_THEM] == TRADE_CONFIRM_EDIT then
            theirTitle = zo_strformat(SI_GAMEPAD_TRADE_USERNAME, TRADE_WINDOW.target)
        else
            theirTitle = GetString(SI_GAMEPAD_TRADE_READY)
        end 
        if self.offeredMoney[TRADE_THEM] and self.offeredMoney[TRADE_THEM] > 0 then
            theirGoldHeader = GetString(SI_GAMEPAD_TRADE_OFFERED_GOLD)
            theirGoldValue = function(control)
                return self:UpdateGoldOfferValue(control, TRADE_THEM)
            end
            theirGoldValueNarration = function()
                return self:GetGoldOfferValueNarration(TRADE_THEM)
            end
        end
        self.headerData =
        {
            [TRADE_ME] =
            {
                titleText = myTitle,
                data1HeaderText = GetString(SI_GAMEPAD_TRADE_INVENTORY),
                data1Text = GetInventoryString,
            
                data2HeaderText = GetString(SI_GAMEPAD_TRADE_PLAYER_GOLD),
                data2Text = UpdatePlayerGold,
                data3HeaderText = GetString(SI_GAMEPAD_TRADE_OFFERED_GOLD),
                data3Text = function(control)
                    return self:UpdateGoldOfferValue(control, TRADE_ME)
                end,
                data3TextNarration = function()
                    return self:GetGoldOfferValueNarration(TRADE_ME)
                end,
            },
            [TRADE_THEM] =
            {
                titleText = theirTitle,
                data1HeaderText = theirGoldHeader,
                data1Text = theirGoldValue,
                data1TextNarration = theirGoldValueNarration,
            },
        }
        ZO_GamepadGenericHeader_Refresh(self.headers[TRADE_ME], self.headerData[TRADE_ME])
        ZO_GamepadGenericHeader_Refresh(self.headers[TRADE_THEM], self.headerData[TRADE_THEM])
    end
end
function ZO_GamepadTradeWindow:InventorySelectionChanged(inventoryData)
    if self.view == VIEW_OFFER then return end
    if inventoryData then
        self.bagId = inventoryData.bagId
        self.slotIndex = inventoryData.slotIndex
        GAMEPAD_TOOLTIPS:LayoutBagItem(GAMEPAD_LEFT_TOOLTIP, self.bagId, self.slotIndex)
    else
        self.bagId = nil
        self.slotIndex = nil
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
    end
    self:RefreshKeybind()
end
function ZO_GamepadTradeWindow:ShowGoldSliderControl(value, maxValue)
    PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD)
    local currentGold = self.offerLists[TRADE_ME]:GetTargetControl()
    currentGold:SetHidden(true)
    self.goldSlider:SetMaxValue(maxValue)
    self.goldSlider:SetValue(value)
    self:SwitchToKeybind(self.keybindStripDescriptorGoldSlider)
    self.goldSlider:Activate()
    self.goldSliderControl:SetHidden(false)
end
function ZO_GamepadTradeWindow:HideGoldSliderControl()
    local currentGold = self.offerLists[TRADE_ME]:GetTargetControl()
    currentGold:SetHidden(false)
    self.goldSlider:Deactivate()
    self.goldSliderControl:SetHidden(true)
    self:SwitchToKeybind(self.keybindStripDescriptorOffer)
    --Re-narrate when closing the gold slider
    SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.offerLists[TRADE_ME])
end
function ZO_GamepadTradeWindow:OnSelectionChanged(list, item)
    local tradetype = list.tradetype
    local tooltip = tradetype == TRADE_ME and GAMEPAD_LEFT_TOOLTIP or GAMEPAD_QUAD3_TOOLTIP
    
    if self.activeListType == tradetype then
        if item and item.tradeIndex then
            GAMEPAD_TOOLTIPS:LayoutTradeItem(tooltip, tradetype, item.tradeIndex)
        else
            GAMEPAD_TOOLTIPS:ClearTooltip(tooltip)
        end
    end
    self:RefreshKeybind()
end
function ZO_GamepadTradeWindow:RefreshTooltips()
    local tradetype = self.activeListType
    if tradetype == TRADE_ME then
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_QUAD3_TOOLTIP)
        if self.view == VIEW_INVENTORY then
            self:InventorySelectionChanged(self.inventoryList:GetTargetData())
        else
            self:OnSelectionChanged(self.offerLists[TRADE_ME], self.offerLists[TRADE_ME]:GetTargetData())
        end
    else
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
        self:OnSelectionChanged(self.offerLists[TRADE_THEM], self.offerLists[TRADE_THEM]:GetTargetData())
    end
end
function ZO_GamepadTradeWindow:RefreshOfferList(tradetype, list)
    list = list or self.offerLists[tradetype]
    local isMyEdit = tradetype == TRADE_ME and self.confirm[tradetype] == TRADE_CONFIRM_EDIT
    local lastSelectedIndex = list.selectedIndex or 1
    if list.Clear then
        list:Clear()
    else
        for _, entry in ipairs(list.data) do
            entry.control:SetHidden(true)
        end
    end
    
    if isMyEdit then
        local actionFunction = function()
            if IsUnitDead("player") then
                ZO_AlertEvent(EVENT_UI_ERROR, SI_CANNOT_DO_THAT_WHILE_DEAD)
            else
                self:ShowGoldSliderControl(self.offeredMoney[TRADE_ME] or 0, GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER))
            end
        end
        self:AddOfferListEntry(list, ATTACH_GOLD_TEXT, ATTACH_GOLD_ICON, actionFunction, MODIFY_TEXT_TYPE_UPPERCASE)
    end
    local function SwitchToInventory(tradeIndex)
        PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD)
        self:SwitchView(VIEW_INVENTORY)
        self.desiredTradeIndex = tradeIndex
    end
    self.listTradeItemCount[tradetype] = 0
    for i = 1, TRADE_NUM_SLOTS do
        local itemLink = GetTradeItemLink(tradetype, i, LINK_STYLE_DEFAULT)
        if itemLink and itemLink ~= "" then
            local text, icon, stackCount, displayQuality, creator, sellPrice, meetsUsageRequirement, equipType, itemStyle = GetTradeItemInfo(tradetype, i)
            text = zo_strformat(SI_TOOLTIP_ITEM_NAME_WITH_QUANTITY, text, stackCount)
            local itemData =
            {
                text = text,
                icon = icon,
                displayQuality = displayQuality,
                -- quality is deprecated, included here for addon backwards compatibility
                quality = displayQuality,
                stackCount = stackCount,
                sellPrice = sellPrice,
                meetsUsageRequirement = meetsUsageRequirement,
                equipType = equipType,
                itemStyle = itemStyle,
                creator = creator,
                itemLink = itemLink,
                tradeIndex = i,
            }
            local entry = self:AddOfferListEntry(list, text, nil, function() TradeRemoveItem(i) end)
            entry:InitializeInventoryVisualData(itemData)
            self.listTradeItemCount[tradetype] = self.listTradeItemCount[tradetype] + 1
        elseif isMyEdit then
            local text = ATTACH_ITEMS_TEXT
            local icon = ADD_ATTACHMENT_ICON
            local action =  function()
                if IsUnitDead("player") then
                    ZO_AlertEvent(EVENT_UI_ERROR, SI_CANNOT_DO_THAT_WHILE_DEAD)
                else
                    SwitchToInventory(i)
                end
            end
            self:AddOfferListEntry(list, text, icon, action, MODIFY_TEXT_TYPE_UPPERCASE)
        end
    end
    if list.Commit then list:Commit() end
    self:UpdateHeaders()
    --- Preserve selection
    local ALLOW_EVEN_IF_DISABLED = true
    local FORCE_ANIMATION = false
    list:SetSelectedIndex(lastSelectedIndex, ALLOW_EVEN_IF_DISABLED, FORCE_ANIMATION)
    return list
end
function ZO_GamepadTradeWindow:EnterConfirmation(tradetype)
    local tradeComplete = self.confirm[TRADE_ME] == TRADE_CONFIRM_ACCEPT and self.confirm[TRADE_THEM] == TRADE_CONFIRM_ACCEPT
    ZO_Trade_GamepadWaiting:SetHidden(tradeComplete)
    local name
    if tradetype == TRADE_ME then
        self:RefreshKeybind()
        GAMEPAD_NAV_QUADRANT_1_BACKGROUND_FRAGMENT:SetHighlightHidden(false)
        name = zo_strformat(SI_GAMEPAD_TRADE_USERNAME, TRADE_WINDOW.target)
        --Re-narrate if the local player pressed submit
        SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.offerLists[self.activeListType])
    else
        GAMEPAD_NAV_QUADRANT_4_BACKGROUND_FRAGMENT:SetHighlightHidden(false)
        name = self.myName
    end
    if not tradeComplete then
        ZO_Trade_GamepadWaiting.name:SetText(name)
    end
    self.waitingName = name
    self:RefreshOfferList(tradetype)
    PlaySound(SOUNDS.TRADE_PARTICIPANT_READY)
end
function ZO_GamepadTradeWindow:ExitConfirmation(tradetype)
    ZO_Trade_GamepadWaiting:SetHidden(true)
    if tradetype == TRADE_ME then
        self.offerLists[TRADE_ME]:RefreshVisible()
        self:RefreshKeybind()
        GAMEPAD_NAV_QUADRANT_1_BACKGROUND_FRAGMENT:ClearHighlight()
        --Re-narrate if the local player cancelled their current offer
        SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.offerLists[self.activeListType])
    else
        GAMEPAD_NAV_QUADRANT_4_BACKGROUND_FRAGMENT:ClearHighlight()
    end
    self:RefreshOfferList(tradetype)
    self:SetConfirmationDelay(TRADE_DELAY_TIME)
    PlaySound(SOUNDS.TRADE_PARTICIPANT_RECONSIDER)
end
function ZO_GamepadTradeWindow:PrepareWindowForNewTrade()
    -- Do nothing, must implement as it's called from shared class
end
function ZO_GamepadTradeWindow:BeginTrade()
    local TRIGGER_CALLBACK = true
    self.inventoryList:RefreshList(TRIGGER_CALLBACK)
    self:RefreshOfferList(TRADE_ME)
    self:RefreshOfferList(TRADE_THEM)
    self:SwitchView(VIEW_OFFER)
end
function ZO_GamepadTradeWindow:SwitchView(view)
    self.view = view
    if view == VIEW_INVENTORY then
        self:ActivateTextSearch()
        self:SwitchToKeybind(self.keybindStripDescriptorInventory)  -- inventoryControl adds conflicting keybinds so this must be done first
        self:SetCurrentList(self.inventoryList)
        if self.inventoryList.list:IsEmpty() then
            self:RequestEnterHeader()
        end
        --Re-narrate when switching to the inventory view
        local NARRATE_HEADER = true
        SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.inventoryList.list, NARRATE_HEADER)
    else --- VIEW_OFFER
        self:DeactivateTextSearch()
        if self:IsHeaderActive() then
            self:ExitHeader()
        end
        self:SetCurrentList(self.offerLists[TRADE_ME])
        self.offerLists[TRADE_ME]:RefreshVisible()
        self:SwitchToKeybind(self.keybindStripDescriptorOffer)  -- inventoryControl removes conflicting keybinds so this must be done last
        --Re-narrate when leaving inventory view
        local NARRATE_HEADER = true
        SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.offerLists[TRADE_ME], NARRATE_HEADER)
    end
end
----------
--Keybinds
----------
function ZO_GamepadTradeWindow:SwitchToKeybind(keybindStripDescriptor)
    if self.keybindStripDescriptor then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
    end
    self.keybindStripDescriptor = keybindStripDescriptor
    if keybindStripDescriptor then
        KEYBIND_STRIP:RemoveDefaultExit()
        KEYBIND_STRIP:AddKeybindButtonGroup(keybindStripDescriptor)
    end
end
function ZO_GamepadTradeWindow:RefreshKeybind()
    if self.keybindStripDescriptor then
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    end
end
function ZO_GamepadTradeWindow:GetActiveItemSlot()
    local targetData = self.inventoryList.list:GetTargetData()
    if targetData then
        ZO_InventorySlot_SetType(targetData, SLOT_TYPE_GAMEPAD_INVENTORY_ITEM)
    end
    return targetData
end
function ZO_GamepadTradeWindow:InitializeKeybindDescriptor()
    self.keybindStripDescriptorOffer =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Review My Offer
        {
            --Even though this is an ethereal keybind, the name will still be read during screen narration
            name = GetString(SI_GAMEPAD_TRADE_VIEW_MY_OFFER_KEYBIND),
            keybind = "UI_SHORTCUT_LEFT_TRIGGER",
            callback = function()
                self:SetOfferFocus(TRADE_ME)
            end,
            ethereal = true,
            narrateEthereal = function()
                return self.canSwitchFocus
            end,
            etherealNarrationOrder = 1,
        },
        -- Edit Trade
        {
            keybind = "UI_SHORTCUT_PRIMARY",
            name = function()
                local selectedData = self.offerLists[TRADE_ME]:GetTargetData()
                if selectedData and selectedData.tradeIndex then
                    return GetString(SI_GAMEPAD_TRADE_REMOVE)
                else
                    return GetString(SI_GAMEPAD_TRADE_ADD)
                end
            end,
            callback = function()
                local selectedData = self.offerLists[TRADE_ME]:GetTargetData()
                if selectedData and selectedData.actionFunction then
                    selectedData:actionFunction()
                end
            end,
            visible = function()
                return self.activeListType == TRADE_ME and self.confirm[TRADE_ME] == TRADE_CONFIRM_EDIT
            end,
        },
        -- Cancel Trade
        {
            keybind = "UI_SHORTCUT_NEGATIVE",
            name = function()
                if self.confirm[TRADE_ME] == TRADE_CONFIRM_ACCEPT then
                    return GetString(SI_GAMEPAD_TRADE_CANCEL_OFFER)
                else
                    return GetString(SI_GAMEPAD_TRADE_CANCEL_TRADE)
                end
            end,
            callback = function()
                if self.confirm[TRADE_ME] == TRADE_CONFIRM_ACCEPT then
                    TradeEdit()
                elseif self.listTradeItemCount[TRADE_ME] ~= 0 or (self.offeredMoney[TRADE_ME] and self.offeredMoney[TRADE_ME] ~= 0) then
                    ZO_Dialogs_ShowGamepadDialog("TRADE_CANCEL_TRADE")
                else
                    SCENE_MANAGER:HideCurrentScene()
                end
            end,
            sound = SOUNDS.DIALOG_DECLINE,
        },
        -- Confirm Trade
        {
            keybind = "UI_SHORTCUT_SECONDARY",
            name = GetString(SI_GAMEPAD_TRADE_SUBMIT),
            visible = function()
                return self.confirm[TRADE_ME] == TRADE_CONFIRM_EDIT and self:IsModifyConfirmationLevelEnabled() and not IsUnitDead("player")
            end,
            callback = TradeAccept,
            sound = SOUNDS.DIALOG_ACCEPT,
        },
        -- Review Their Offer
        {
            --Even though this is an ethereal keybind, the name will still be read during screen narration
            name = GetString(SI_GAMEPAD_TRADE_VIEW_THEIR_OFFER_KEYBIND),
            keybind = "UI_SHORTCUT_RIGHT_TRIGGER",
            callback = function()
                self:SetOfferFocus(TRADE_THEM)
            end,
            ethereal = true,
            narrateEthereal = function()
                return self.canSwitchFocus
            end,
            etherealNarrationOrder = 2,
        }
    }
    local function LeaveInventory()
        PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
        self:SwitchView(VIEW_OFFER)
        self.desiredTradeIndex = nil
    end
    self.keybindStripDescriptorInventory =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Edit Trade
        {
            keybind = "UI_SHORTCUT_PRIMARY",
            name = function()
                return GetString(SI_GAMEPAD_TRADE_ADD)
            end,
            callback = function()
                TradeAddItem(self.bagId, self.slotIndex, self.desiredTradeIndex)
                LeaveInventory()
            end,
            enabled = function()
                return self.inventoryList.list:GetNumItems() > 0
            end,
        },
        -- Switch back to Offer view
        {
            keybind = "UI_SHORTCUT_NEGATIVE",
            
            name = GetString(SI_GAMEPAD_BACK_OPTION),
            callback = function()
                LeaveInventory()
            end,
        },
        -- Split Stack
        {
            name = GetString(SI_ITEM_ACTION_SPLIT_STACK),
            keybind = "UI_SHORTCUT_TERTIARY",
            callback = function()
                local itemSlot = self:GetActiveItemSlot()
                if itemSlot then
                    ZO_InventorySlot_TrySplitStack(itemSlot)
                    self.inventoryList:RefreshList()
                    self:RefreshKeybind()
                end
            end,
            visible = function()
                local itemSlot = self:GetActiveItemSlot()
                return itemSlot and ZO_InventorySlot_CanSplitItemStack(itemSlot)
            end,
        },
    }
    -- Gold Slider Edit
    self.keybindStripDescriptorGoldSlider =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Accept
        {
            name = GetString(SI_GAMEPAD_TRADE_ACCEPT_MONEY),
            keybind = "UI_SHORTCUT_PRIMARY",
            callback = function()
                            TradeSetMoney(self.goldSlider:GetValue())
                            PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
                            self:HideGoldSliderControl()
                       end,
        },
        -- Cancel
        {
            keybind = "UI_SHORTCUT_NEGATIVE",
            
            name = GetString(SI_GAMEPAD_BACK_OPTION),
            callback = function()
                PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
                self:HideGoldSliderControl()
            end,
        },
    }
    self.keybindStripDescriptor = self.keybindStripDescriptorOffer
end
function ZO_GamepadTradeWindow:OnBackButtonClicked()
    PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
    self:SwitchView(VIEW_OFFER)
    self.desiredTradeIndex = nil
end
function ZO_GamepadTradeWindow:OnShowing()
    ZO_Gamepad_ParametricList_BagsSearch_Screen.OnShowing(self)
    KEYBIND_STRIP:RemoveDefaultExit()
    self.activeListType = TRADE_ME
    self:SetCurrentList(self.offerLists[TRADE_ME])
    GAMEPAD_NAV_QUADRANT_4_BACKGROUND_FRAGMENT:ClearFocus()
    self:BeginTrade()
end
function ZO_GamepadTradeWindow:OnHide()
    ZO_Gamepad_ParametricList_BagsSearch_Screen.OnHide(self)
    self.goldSlider:Deactivate()
    self.goldSliderControl:SetHidden(true)
    KEYBIND_STRIP:RestoreDefaultExit()
    TradeCancel()
    TradeSetMoney(0)
    self.offeredMoney = {}
    GAMEPAD_NAV_QUADRANT_1_BACKGROUND_FRAGMENT:ClearHighlight()
    GAMEPAD_NAV_QUADRANT_4_BACKGROUND_FRAGMENT:ClearHighlight()
    ZO_Trade_GamepadWaiting:SetHidden(true)
end
--Overridden from base
function ZO_GamepadTradeWindow:GetHeaderNarration()
    --Normally we'd override ZO_Gamepad_ParametricList_Screen:GetHeaderData instead, but because we have two header controls, that isn't sufficient here
    local headerData = self.headerData[self.activeListType]
    local header = self.headers[self.activeListType]
    if header and headerData then
        return ZO_GamepadGenericHeader_GetNarrationText(header, headerData)
    end
end
--Overridden from base
function ZO_GamepadTradeWindow:GetFooterNarration()
    local narrations = {}
    if not ZO_Trade_GamepadWaiting:IsHidden() then
        ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_GAMEPAD_TRADE_WAITING_MESSAGE)))
        ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.waitingName))
    end
    return narrations
end
----------------------------
-- Slot management functions
----------------------------
--Either player added an item to the trade
function ZO_GamepadTradeWindow:OnTradeWindowItemAdded(eventCode, who, tradeSlot, itemSoundCategory)
    self:RefreshOfferList(who)
    if who == TRADE_ME then
        self.inventoryList:RefreshList()
        self:RefreshKeybind()
    end
    PlayItemSound(itemSoundCategory, ITEM_SOUND_ACTION_SLOT)
end
--Either player removed an item from the trade
function ZO_GamepadTradeWindow:OnTradeWindowItemRemoved(eventCode, who, tradeSlot, itemSoundCategory)
    self:RefreshOfferList(who)
    if who == TRADE_ME then
        self.inventoryList:RefreshList()
        self:RefreshKeybind()
    end
    PlayItemSound(itemSoundCategory, ITEM_SOUND_ACTION_PICKUP)
end
--region promotion of money change event
function ZO_GamepadTradeWindow:OnTradeWindowMoneyChanged(eventCode, who, money)
    self.offeredMoney[who] = money
    self:RefreshOfferList(who)
    PlaySound(SOUNDS.ITEM_MONEY_CHANGED)
    --Re-narrate and include the header if the gold change was for the currently active list
    if who == self.activeListType then
        local NARRATE_HEADER = true
        SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.offerLists[who], NARRATE_HEADER)
    end
end
--
--XML handlers
--
    GAMEPAD_TRADE = ZO_GamepadTradeWindow:New(control)
    SYSTEMS:RegisterGamepadObject("trade", GAMEPAD_TRADE)
end