Back to Home

ESO Lua File v101041

ingame/stats/gamepad/zo_stats_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
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_WIDTH = 350
ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_HEIGHT = 40
ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_HEADER_WIDTH = 700
ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_X = 40
ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_Y = 0
ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_SECTION_SPACING = 40
--Attribute Spinner
ZO_AttributeSpinner_Gamepad = ZO_AttributeSpinner_Shared:Subclass()
function ZO_AttributeSpinner_Gamepad:New(attributeControl, attributeType, attributeManager, valueChangedCallback)
    local attributeSpinner = ZO_AttributeSpinner_Shared.New(self, attributeControl, attributeType, attributeManager, valueChangedCallback)
    attributeSpinner:SetSpinner(ZO_Spinner_Gamepad:New(attributeControl.spinner, 0, 0, GAMEPAD_SPINNER_DIRECTION_HORIZONTAL))
    return attributeSpinner
end
function ZO_AttributeSpinner_Gamepad:SetActive(active)
    self.pointsSpinner:SetActive(active)
end
--ZO_AttributeItem
ZO_AttributeItem_Gamepad = ZO_InitializingObject:Subclass()
function ZO_AttributeItem_Gamepad:Initialize(control)
    self.control = control
    self.header = control:GetNamedChild("Header")
    self.data = control:GetNamedChild("Data")
    self.bonus = control:GetNamedChild("Bonus")
end
function ZO_AttributeItem_Gamepad:SetAttributeInfo(statType)
    self.statType = statType
    if statType == STAT_CRITICAL_STRIKE or statType == STAT_SPELL_CRITICAL then
        self.formatString = SI_STAT_VALUE_PERCENT
    end
end
function ZO_AttributeItem_Gamepad:RefreshHeaderText()
    local text = GetString("SI_DERIVEDSTATS", self.statType)
    self.headerText = text
end
function ZO_AttributeItem_Gamepad:RefreshDataText()
    local value = GetPlayerStat(self.statType, STAT_BONUS_OPTION_APPLY_BONUS)
    local text
    if self.statType == STAT_CRITICAL_STRIKE or self.statType == STAT_SPELL_CRITICAL then
        value = GetCriticalStrikeChance(value)
        text = zo_strformat(SI_STAT_VALUE_PERCENT, value)
    else
        if self.formatString ~= nil then
            text = zo_strformat(self.formatString, value)
        else
            text = value
        end
    end
    self.data:SetText(text)
    self.valueText = text
end
function ZO_AttributeItem_Gamepad:RefreshBonusText()
    local bonusValue = GAMEPAD_STATS:GetPendingStatBonuses(self.statType)
    local hideBonus = bonusValue == 0 or bonusValue == nil
    self.bonus:SetHidden(hideBonus)
    self.bonusText = nil
    if not hideBonus then
        if bonusValue > 0 then
            self.bonusText = zo_strformat(SI_STAT_PENDING_BONUS_FORMAT, bonusValue)
            self.bonus:SetText(self.bonusText)
            self.bonus:SetColor(STAT_HIGHER_COLOR:UnpackRGBA())
        else
            self.bonusText = zo_strformat(SI_STAT_PENDING_CHANGE_FORMAT, bonusValue)
            self.bonus:SetText(self.bonusText)
            self.bonus:SetColor(STAT_LOWER_COLOR:UnpackRGBA())
        end
    end
end
function ZO_AttributeItem_Gamepad:RefreshText()
end
function ZO_AttributeItem_Gamepad:GetNarrationText()
    local headerNarration = SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.headerText)
    local bonusNarration = SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.bonusText)
    local valueNarration = SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.valueText)
    return { headerNarration, bonusNarration, valueNarration }
end
--ZO_AttributeTooltipsGrid_Gamepad
local ZO_AttributeTooltipsGrid_Gamepad = ZO_GamepadGrid:Subclass()
function ZO_AttributeTooltipsGrid_Gamepad:Initialize(control, rowMajor, backButtonCallback)
    ZO_GamepadGrid.Initialize(self, control, rowMajor)
    self.attributeItems = {}
end
function ZO_AttributeTooltipsGrid_Gamepad:InitializeKeybindStripDescriptors(backButtonCallback)
    self.keybindStripDescriptor = {}
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, backButtonCallback)
end
function ZO_AttributeTooltipsGrid_Gamepad:AddGridItem(control, statType, column, row)
    local attributeItem = control
    attributeItem.highlight = attributeItem:GetNamedChild("Highlight")
    attributeItem.statType = statType
    if not self.attributeItems[row] then
        self.attributeItems[row] = {}
    end
    self.attributeItems[row][column] = attributeItem
end
function ZO_AttributeTooltipsGrid_Gamepad:GetGridItems()
    return self.attributeItems
end
function ZO_AttributeTooltipsGrid_Gamepad:SetItemHighlightVisible(column, row, visible)
    local attribute = self.attributeItems[row][column]
    attribute.highlight:SetHidden(not visible)
end
function ZO_AttributeTooltipsGrid_Gamepad:RefreshAttributeTooltip()
    local RETAIN_FRAGMENT = true;
    GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP, RETAIN_FRAGMENT)
    local currentAttributeItem = self.attributeItems[self.currentItemRow][self.currentItemColumn]
    local currentStatType = currentAttributeItem.statType
    if currentStatType ~= STAT_NONE then
        GAMEPAD_TOOLTIPS:LayoutAttributeTooltip(GAMEPAD_RIGHT_TOOLTIP, currentStatType)
    else
        GAMEPAD_TOOLTIPS:LayoutEquipmentBonusTooltip(GAMEPAD_RIGHT_TOOLTIP, GAMEPAD_STATS:GetEquipmentBonusInfo())
    end
end
function ZO_AttributeTooltipsGrid_Gamepad:RefreshGridHighlight()
    if self.currentItemColumn and self.currentItemRow then
        local NOT_VISIBLE = false
        self:SetItemHighlightVisible(self.currentItemColumn, self.currentItemRow, NOT_VISIBLE)
    end
    local column, row = self:GetGridPosition()
    if column > 0 and row > 0 then
        local VISIBLE = true
        self:SetItemHighlightVisible(column, row, VISIBLE)
        self.currentItemColumn = column
        self.currentItemRow = row
    end
end
function ZO_AttributeTooltipsGrid_Gamepad:Activate()
    ZO_GamepadGrid.Activate(self)
end
function ZO_AttributeTooltipsGrid_Gamepad:Deactivate()
    ZO_GamepadGrid.Deactivate(self)
    if self.currentItemColumn and self.currentItemRow then
        local NOT_VISIBLE = false
        self:SetItemHighlightVisible(self.currentItemColumn, self.currentItemRow, NOT_VISIBLE)
    end
    local DO_NOT_RETAIN_FRAGMENT = false
    GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP, DO_NOT_RETAIN_FRAGMENT)
end
function ZO_AttributeTooltipsGrid_Gamepad:GetNarrationText()
    if self.currentItemColumn and self.currentItemRow then
        local currentAttributeItem = self.attributeItems[self.currentItemRow][self.currentItemColumn]
        local currentStatType = currentAttributeItem.statType
        if currentStatType ~= STAT_NONE then
            return GAMEPAD_STATS:GetAttributeItem(currentStatType):GetNarrationText()
        else
            local bonusValue = GAMEPAD_STATS:GetEquipmentBonusInfo()
            local narrations = { SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_STATS_EQUIPMENT_BONUS))}
            local bonusNarrationText
            if bonusValue == EQUIPMENT_BONUS_MAX_VALUE then
                bonusNarrationText = zo_strformat(SI_STAT_GAMEPAD_EQUIPMENT_BONUS_NARRATION, bonusValue, EQUIPMENT_BONUS_MAX_VALUE)
            else
                bonusNarrationText = zo_strformat(SI_STAT_GAMEPAD_EQUIPMENT_BONUS_NARRATION, bonusValue, EQUIPMENT_BONUS_MAX_VALUE - 1)
            end
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(bonusNarrationText))
            return narrations
        end
    end
end
function ZO_AttributeTooltipsGrid_Gamepad:GetHeaderNarration()
    return SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_STATS_ATTRIBUTES))
end
--Stats
local GAMEPAD_STATS_COMMIT_POINTS_DIALOG_NAME = "GAMEPAD_STATS_COMMIT_POINTS"
local GAMEPAD_STATS_RESPEC_ATTRIBUTES_DIALOG_NAME = "GAMEPAD_STATS_RESPEC_ATTRIBUTES"
local GAMEPAD_STATS_DISPLAY_MODE = 
{
    CHARACTER = 1,
    ATTRIBUTES = 2,
    EFFECTS = 3,
    TITLE = 4,
    OUTFIT = 5,
    LEVEL_UP_REWARDS = 6,
    UPCOMING_LEVEL_UP_REWARDS = 7,
    ADVANCED_ATTRIBUTES = 8,
}
ZO_GamepadStats = ZO_InitializingObject.MultiSubclass(ZO_Stats_Common, ZO_Gamepad_ParametricList_Screen)
function ZO_GamepadStats:Initialize(control)
    ZO_Stats_Common.Initialize(self, control)
    GAMEPAD_STATS_ROOT_SCENE = ZO_InteractScene:New("gamepad_stats_root", SCENE_MANAGER, ZO_ATTRIBUTE_RESPEC_INTERACT_INFO)
    local ACTIVATE_ON_SHOW = true
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ACTIVATE_ON_SHOW, GAMEPAD_STATS_ROOT_SCENE)
    self.mainList = self:GetMainList()
    self.displayMode = GAMEPAD_STATS_DISPLAY_MODE.TITLE
    self.previewAvailable = true
    --Only allow the window to update once every quarter second so if buffs are updating like crazy we're not tanking the frame rate
    self:SetUpdateCooldown(250)
    GAMEPAD_STATS_FRAGMENT = ZO_SimpleSceneFragment:New(control)
    GAMEPAD_STATS_FRAGMENT:SetHideOnSceneHidden(true)
    GAMEPAD_STATS_CHARACTER_INFO_PANEL_FRAGMENT = ZO_FadeSceneFragment:New(control:GetNamedChild("RightPane"))
    GAMEPAD_STATS_ROOT_SCENE:SetHideSceneConfirmationCallback(ZO_GamepadStats.OnConfirmHideScene)
    local function OnActivatedChanged()
        if self.mainList:IsActive() then
            local selectedControl = self.mainList:GetSelectedControl()
            if selectedControl and selectedControl.pointLimitedSpinner then
                selectedControl.pointLimitedSpinner:SetActive(true)
            end
        end
    end
    self.mainList:RegisterCallback("ActivatedChanged", OnActivatedChanged)
end
function ZO_GamepadStats.OnConfirmHideScene(scene, nextSceneName, bypassHideSceneConfirmationReason)
    if bypassHideSceneConfirmationReason == nil and GAMEPAD_STATS:DoesAttributePointAllocationModeBatchSave() then
        ZO_Dialogs_ShowGamepadDialog("CONFIRM_REVERT_CHANGES",
        {
            confirmCallback = function() scene:AcceptHideScene() end,
            declineCallback = function() scene:RejectHideScene() end,
        })
    else
        scene:AcceptHideScene()
    end
end
function ZO_GamepadStats:OnStateChanged(oldState, newState)
    if newState == SCENE_SHOWING then
        self:TryResetScreenState()
        self:RefreshEquipmentBonus()
        self:RegisterForEvents()
        self:Update()
        TriggerTutorial(TUTORIAL_TRIGGER_STATS_OPENED)
        if GetAttributeUnspentPoints() > 0 then
            TriggerTutorial(TUTORIAL_TRIGGER_STATS_OPENED_AND_ATTRIBUTE_POINTS_UNSPENT)
        end
        ZO_OUTFITS_SELECTOR_GAMEPAD:SetCurrentActorCategory(GAMEPLAY_ACTOR_CATEGORY_PLAYER)
    elseif newState == SCENE_HIDDEN then
        self:DeactivateMainList()
        if self.currentTitleDropdown ~= nil then
            self.currentTitleDropdown:Deactivate(true)
        end
        if self.attributeTooltips then
            self.attributeTooltips:Deactivate()
        end
        if self.advancedAttributesGridList then
            self:ExitAdvancedGridList()
        end
        self:ResetAttributeData()
        self:SetAttributePointAllocationMode(ATTRIBUTE_POINT_ALLOCATION_MODE_PURCHASE_ONLY)
        self:UnregisterForEvents()
    end
    ZO_Gamepad_ParametricList_Screen.OnStateChanged(self, oldState, newState)
end
function ZO_GamepadStats:SelectAttributes()
    local attributeData = self.attributeEntries and self.attributeEntries[1]
    if attributeData then
        local UNSPECIFIED_TEMPLATE = nil
        local attributeIndex = self.mainList:GetIndexForData(UNSPECIFIED_TEMPLATE, attributeData)
        self.mainList:SetSelectedIndex(attributeIndex)
    end
end
do
    local function OnUpdate()
        GAMEPAD_STATS:Update()
    end
    function ZO_GamepadStats:RegisterForEvents()
        self.control:RegisterForEvent(EVENT_STATS_UPDATED, OnUpdate)
        self.control:AddFilterForEvent(EVENT_STATS_UPDATED, REGISTER_FILTER_UNIT_TAG, "player")
        self.control:RegisterForEvent(EVENT_LEVEL_UPDATE, OnUpdate)
        self.control:AddFilterForEvent(EVENT_LEVEL_UPDATE, REGISTER_FILTER_UNIT_TAG, "player")
        self.control:RegisterForEvent(EVENT_EFFECT_CHANGED, OnUpdate)
        self.control:AddFilterForEvent(EVENT_EFFECT_CHANGED, REGISTER_FILTER_UNIT_TAG, "player")
        self.control:RegisterForEvent(EVENT_EFFECTS_FULL_UPDATE, OnUpdate)
        self.control:RegisterForEvent(EVENT_ATTRIBUTE_UPGRADE_UPDATED, OnUpdate)
        self.control:RegisterForEvent(EVENT_TITLE_UPDATE, OnUpdate)
        self.control:AddFilterForEvent(EVENT_TITLE_UPDATE, REGISTER_FILTER_UNIT_TAG, "player")
        self.control:RegisterForEvent(EVENT_PLAYER_TITLES_UPDATE, OnUpdate)
        self.control:RegisterForEvent(EVENT_CHAMPION_POINT_GAINED, OnUpdate)
        self.control:RegisterForEvent(EVENT_CHAMPION_SYSTEM_UNLOCKED, OnUpdate)
        self.control:RegisterForEvent(EVENT_ARTIFICIAL_EFFECT_ADDED, OnUpdate)
        self.control:RegisterForEvent(EVENT_ARTIFICIAL_EFFECT_REMOVED, OnUpdate)
        STABLE_MANAGER:RegisterCallback("StableMountInfoUpdated", OnUpdate)
        ZO_LEVEL_UP_REWARDS_MANAGER:RegisterCallback("OnLevelUpRewardsUpdated", OnUpdate)
        self.control:SetHandler("OnUpdate", function()
            local isPreviewingAvailable = IsCharacterPreviewingAvailable()
            if self.previewAvailable ~= isPreviewingAvailable then
                self.previewAvailable = isPreviewingAvailable
                if self.previewAvailable then
                    self.outfitSelectorHeaderFocus:Enable()
                else
                    self.outfitSelectorHeaderFocus:Disable()
                end
                KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
            end
        end)
    end
    function ZO_GamepadStats:UnregisterForEvents()
        self.control:UnregisterForEvent(EVENT_STATS_UPDATED)
        self.control:UnregisterForEvent(EVENT_LEVEL_UPDATE)
        self.control:UnregisterForEvent(EVENT_EFFECT_CHANGED)
        self.control:UnregisterForEvent(EVENT_EFFECTS_FULL_UPDATE)
        self.control:UnregisterForEvent(EVENT_ATTRIBUTE_UPGRADE_UPDATED)
        self.control:UnregisterForEvent(EVENT_TITLE_UPDATE)
        self.control:UnregisterForEvent(EVENT_PLAYER_TITLES_UPDATE)
        self.control:UnregisterForEvent(EVENT_CHAMPION_POINT_GAINED)
        self.control:UnregisterForEvent(EVENT_CHAMPION_SYSTEM_UNLOCKED)
        self.control:UnregisterForEvent(EVENT_ARTIFICIAL_EFFECT_ADDED)
        self.control:UnregisterForEvent(EVENT_ARTIFICIAL_EFFECT_REMOVED)
        STABLE_MANAGER:UnregisterCallback("StableMountInfoUpdated", OnUpdate)
        ZO_LEVEL_UP_REWARDS_MANAGER:UnregisterCallback("OnLevelUpRewardsUpdated", OnUpdate)
        self.control:SetHandler("OnUpdate", nil)
    end
end
function ZO_GamepadStats:OnShowing()
    ZO_Gamepad_ParametricList_Screen.OnShowing(self)
    if self.outfitSelectorHeaderFocus:IsActive() then
        self.displayMode = GAMEPAD_STATS_DISPLAY_MODE.OUTFIT
        self.mainList:Deactivate()
    end
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
end
function ZO_GamepadStats:ActivateMainList()
    if self:IsCurrentList(self.mainList) and not self.mainList:IsActive() then
        self:ActivateCurrentList()
        KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
    end
end
function ZO_GamepadStats:DeactivateMainList()
    if self:IsCurrentList(self.mainList) and self.mainList:IsActive() then
        self:DeactivateCurrentList()
        local selectedControl = self.mainList:GetSelectedControl()
        if selectedControl and selectedControl.pointLimitedSpinner then
            selectedControl.pointLimitedSpinner:SetActive(false)
        end
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
    end
end
function ZO_GamepadStats:ActivateTitleDropdown()
    if self.currentTitleDropdown ~= nil then
        self:DeactivateMainList()
        self.currentTitleDropdown:Activate()
        local currentTitleIndex = GetCurrentTitleIndex()
        if currentTitleIndex then
            currentTitleIndex = currentTitleIndex + 1
        else
            currentTitleIndex = 1
        end
        self.currentTitleDropdown:SetHighlightedItem(currentTitleIndex)
    end
end
function ZO_GamepadStats:ShowOutfitSelector()
    SCENE_MANAGER:Push("gamepad_outfits_selection")
end
function ZO_GamepadStats:ShowLevelUpRewards()
    ZO_GAMEPAD_CLAIM_LEVEL_UP_REWARDS:Show()
end
function ZO_GamepadStats:OnTitleDropdownDeactivated()
    if self.refreshMainListOnDropdownClose then
        self:RefreshMainList()
        self.refreshMainListOnDropdownClose = false
    end
end
function ZO_GamepadStats:ActivateViewAttributes()
    self.attributeTooltips:Activate()
end
function ZO_GamepadStats:DeactivateViewAttributes()
    self.attributeTooltips:Deactivate()
end
function ZO_GamepadStats:GetUnspentAttributePoints()
    local availablePoints = GetAttributeUnspentPoints()
    for attributeType = 1, GetNumAttributes() do
        availablePoints = availablePoints - self.attributeData[attributeType].addedPoints
    end
    return availablePoints
end
function ZO_GamepadStats:ResetAttributeData()
    self.attributeData = {}
    for attributeType = 1, GetNumAttributes() do
        self.attributeData[attributeType] =
        {
            addedPoints = 0,
        }
    end
    for attributeType, statType in pairs(STAT_TYPES) do
        self:UpdatePendingStatBonuses(statType, 0)
    end
end
function ZO_GamepadStats:DoesChangeIncurCost()
    for attributeType = 1, GetNumAttributes() do
        if self.attributeData[attributeType].addedPoints < 0 then
            return true
        end
    end
    return false
end
function ZO_GamepadStats:ResetDisplayState()
    -- Reset any stateful variables used in this screen.
    self.displayMode = nil
end
function ZO_GamepadStats:TryResetScreenState()
end
function ZO_GamepadStats:PerformDeferredInitializationRoot()
    if self.deferredInitialized then return end
    self.deferredInitialized = true
    
    self.outfitSelectorControl = self.header:GetNamedChild("OutfitSelector")
    self.outfitSelectorNameLabel = self.outfitSelectorControl:GetNamedChild("OutfitName")
    self.outfitSelectorHeaderFocus = ZO_Outfit_Selector_Header_Focus_Gamepad:New(self.outfitSelectorControl)
    self:SetupHeaderFocus(self.outfitSelectorHeaderFocus)
    self.infoPanel = self.control:GetNamedChild("RightPane"):GetNamedChild("InfoPanel")
end
function ZO_GamepadStats:InitializeKeybindStripDescriptors()
    self.keybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Select / Commit Points
        {
            name = function()
                if self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.OUTFIT
                    or self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.TITLE
                    or self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.LEVEL_UP_REWARDS then
                    return GetString(SI_GAMEPAD_SELECT_OPTION)
                else
                    if self:DoesAttributePointAllocationModeBatchSave() then
                        return GetString(SI_STATS_CONFIRM_ATTRIBUTES_BUTTON)
                    else
                        return GetString(SI_STAT_GAMEPAD_COMMIT_POINTS)
                    end
                end
            end,
            keybind = "UI_SHORTCUT_PRIMARY",
            enabled = function()
                if self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.OUTFIT and not self.previewAvailable then
                    return false, GetString("SI_EQUIPOUTFITRESULT", EQUIP_OUTFIT_RESULT_OUTFIT_SWITCHING_UNAVAILABLE)
                end
                return true
            end,
            visible = function()
                if self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.OUTFIT
                    or self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.TITLE
                    or self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.LEVEL_UP_REWARDS then
                    return true
                else
                    return self:DoesAttributePointAllocationModeBatchSave() or self:GetNumPointsAdded() > 0
                end
            end,
            callback = function()
                if self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.OUTFIT then
                    self:ShowOutfitSelector()
                elseif self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.TITLE then
                    self:ActivateTitleDropdown()
                elseif self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.LEVEL_UP_REWARDS then
                    self:ShowLevelUpRewards()
                else
                    if self:DoesAttributePointAllocationModeBatchSave() and self:DoesChangeIncurCost() then
                        if self:IsPaymentTypeScroll() then
                            ZO_Dialogs_ShowPlatformDialog("STAT_EDIT_CONFIRM")
                        else
                            ZO_Dialogs_ShowPlatformDialog("ATTRIBUTE_RESPEC_CONFIRM_GOLD_GAMEPAD")
                        end
                    else
                        ZO_Dialogs_ShowGamepadDialog(GAMEPAD_STATS_COMMIT_POINTS_DIALOG_NAME)
                    end
                end
            end,
        },
        -- Remove Buff / View Attributes
        {
            name = function()
                if self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.EFFECTS then
                    return GetString(SI_STAT_GAMEPAD_EFFECTS_REMOVE)
                else
                    return GetString(SI_STAT_GAMEPAD_VIEW_ATTRIBUTES)
                end
            end,
            keybind = "UI_SHORTCUT_SECONDARY",
            visible = function()
                if self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.EFFECTS then
                    local targetData = self.mainList:GetTargetData()
                    if targetData ~= nil and targetData.buffSlot ~= nil then
                        return targetData.canClickOff
                    end
                    return false
                elseif self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.TITLE or self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.ATTRIBUTES or self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.ADVANCED_ATTRIBUTES then
                    return true
                end
                return false
            end,
            callback = function()
                if self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.EFFECTS then
                    local targetData = self.mainList:GetTargetData()
                    CancelBuff(targetData.buffSlot)
                elseif self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.ADVANCED_ATTRIBUTES then
                    self:DeactivateMainList()
                    self:EnterAdvancedGridList()
                else
                    self:ActivateViewAttributes()
                end
            end,
        },
        -- Clear Attributes
        {
            name = GetString(SI_STATS_CLEAR_ALL_ATTRIBUTES_BUTTON),
            keybind = "UI_SHORTCUT_TERTIARY",
            visible = function()
                return self:DoesAttributePointAllocationModeBatchSave() and self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.ATTRIBUTES
            end,
            callback = function()
                self:ResetAttributeData()
                for index, attributeData in ipairs(self.attributeEntries) do
                    local control = self.mainList:GetControlFromData(attributeData)
                    control.pointLimitedSpinner:RefreshSpinnerMax()
                    control.pointLimitedSpinner.pointsSpinner:SetValue(0)
                end
            end,
        },
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
    self.advancedStatsKeybindStripDescriptor = {}
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.advancedStatsKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, function()
        self:ExitAdvancedGridList()
        self:ActivateMainList()
    end)
end
function ZO_GamepadStats:SetAddedPoints(attributeType, addedPoints)
    self.attributeData[attributeType].addedPoints = addedPoints
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    if not self.attributesPanel.hidden then
        self:RefreshAttributesPanel()
    end
end
function ZO_GamepadStats:GetAddedPoints(attributeType)
    return self.attributeData[attributeType].addedPoints
end
function ZO_GamepadStats:GetNumPointsAdded()
    local addedPoints = 0
    for attributeType = 1, GetNumAttributes() do
        addedPoints = addedPoints + self.attributeData[attributeType].addedPoints
    end
    return addedPoints
end
function ZO_GamepadStats:SetAttributePointAllocationMode(attributePointAllocationMode)
    ZO_Stats_Common.SetAttributePointAllocationMode(self, attributePointAllocationMode)
    if self:IsShowing() then
        self:RefreshMainList()
    end
end
function ZO_GamepadStats:PurchaseAttributes()
    PlaySound(SOUNDS.STATS_PURCHASE)
    PurchaseAttributes(self.attributeData[ATTRIBUTE_HEALTH].addedPoints, self.attributeData[ATTRIBUTE_MAGICKA].addedPoints, self.attributeData[ATTRIBUTE_STAMINA].addedPoints)
    self:SetAttributePointAllocationMode(ATTRIBUTE_POINT_ALLOCATION_MODE_PURCHASE_ONLY)
end
function ZO_GamepadStats:RespecAttributes()
    PlaySound(SOUNDS.STATS_PURCHASE)
    SendAttributePointAllocationRequest(self.attributeRespecPaymentType, self.attributeData[ATTRIBUTE_HEALTH].addedPoints, self.attributeData[ATTRIBUTE_MAGICKA].addedPoints, self.attributeData[ATTRIBUTE_STAMINA].addedPoints)
    self:SetAttributePointAllocationMode(ATTRIBUTE_POINT_ALLOCATION_MODE_PURCHASE_ONLY)
end
function ZO_GamepadStats:UpdateScreenVisibility()
    local isAttributesHidden = true
    local isCharacterHidden = true
    local isEffectsHidden = true
    local showUpcomingRewards = false
    local isAdvancedAttributesHidden = true
    if self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.CHARACTER then
        isCharacterHidden = false
        self:RefreshCharacterPanel()
    elseif self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.EFFECTS then
        if self.numActiveEffects > 0 then
            isEffectsHidden = false
            self:RefreshCharacterEffects()
        end
    elseif self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.ATTRIBUTES
            or self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.TITLE then
        --Title and attributes both display attributes, by design
        isAttributesHidden = false
        self:RefreshAttributesPanel()
    elseif self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.UPCOMING_LEVEL_UP_REWARDS then
        showUpcomingRewards = true
    elseif self.displayMode == GAMEPAD_STATS_DISPLAY_MODE.ADVANCED_ATTRIBUTES then
        isAdvancedAttributesHidden = false
    end
    self.characterStatsPanel:SetHidden(isCharacterHidden)
    self.attributesPanel:SetHidden(isAttributesHidden)
    self.equipmentBonus:SetHidden(isAttributesHidden)
    self.characterEffects:SetHidden(isEffectsHidden)
    self.advancedAttributesPanel:SetHidden(isAdvancedAttributesHidden)
    local hideQuadrant2_3Background = isAttributesHidden and isCharacterHidden and isEffectsHidden and isAdvancedAttributesHidden
    if hideQuadrant2_3Background then
        GAMEPAD_STATS_ROOT_SCENE:RemoveFragment(GAMEPAD_NAV_QUADRANT_2_3_BACKGROUND_FRAGMENT)
        GAMEPAD_STATS_ROOT_SCENE:RemoveFragment(GAMEPAD_STATS_CHARACTER_INFO_PANEL_FRAGMENT)
    else
        GAMEPAD_STATS_ROOT_SCENE:AddFragment(GAMEPAD_NAV_QUADRANT_2_3_BACKGROUND_FRAGMENT)
        GAMEPAD_STATS_ROOT_SCENE:AddFragment(GAMEPAD_STATS_CHARACTER_INFO_PANEL_FRAGMENT)
    end
    if showUpcomingRewards then
        ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS:Show()
    else
        ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS:Hide()
    end
end
function ZO_GamepadStats:PerformUpdate()
    local targetData = self.mainList:GetTargetData()
    if self.outfitSelectorHeaderFocus:IsActive() then
        self.displayMode = GAMEPAD_STATS_DISPLAY_MODE.OUTFIT
    elseif targetData.displayMode ~= nil then
        self.displayMode = targetData.displayMode
    end
    self.dirty = false
end
function ZO_GamepadStats:OnSetAvailablePoints()
    self:RefreshHeader()
end
function ZO_GamepadStats:UpdateSpendablePoints()
end
function ZO_GamepadStats:EnterAdvancedGridList()
    self.advancedAttributesGridList:Activate()
    KEYBIND_STRIP:AddKeybindButtonGroup(self.advancedStatsKeybindStripDescriptor)
end
function ZO_GamepadStats:ExitAdvancedGridList()
    self.advancedAttributesGridList:Deactivate()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.advancedStatsKeybindStripDescriptor)
end
--------------------------
-- Commit Points Dialog --
--------------------------
function ZO_GamepadStats:InitializeCommitPointsDialog()
    ZO_Dialogs_RegisterCustomDialog(GAMEPAD_STATS_COMMIT_POINTS_DIALOG_NAME,
    {
        gamepadInfo =
        {
            dialogType = GAMEPAD_DIALOGS.BASIC,
        },
        title =
        {
            text = SI_STAT_GAMEPAD_CHANGE_ATTRIBUTES,
        },
        mainText =
        {
            text = SI_STAT_GAMEPAD_COMMIT_POINTS_QUESTION,
        },
        buttons =
        {
            {
                keybind = "DIALOG_PRIMARY",
                text = SI_GAMEPAD_DIALOG_YES_BUTTON,
                callback = function()
                    self:PurchaseAttributes()
                    self:SetAttributePointAllocationMode(ATTRIBUTE_POINT_ALLOCATION_MODE_PURCHASE_ONLY)
                end,
            },
            {
                keybind = "DIALOG_NEGATIVE",
                text = SI_GAMEPAD_DIALOG_NO_BUTTON,
            },
        }
    })
end
--------------------------
-- Respec Attributes Dialog --
--------------------------
function ZO_GamepadStats:InitializeRespecAttributesDialog()
    ZO_Dialogs_RegisterCustomDialog(GAMEPAD_STATS_RESPEC_ATTRIBUTES_DIALOG_NAME,
    {
        gamepadInfo =
        {
            dialogType = GAMEPAD_DIALOGS.BASIC,
        },
        title =
        {
            text = SI_STAT_GAMEPAD_CHANGE_ATTRIBUTES,
        },
        mainText = 
        {
            text = SI_STAT_GAMEPAD_COMMIT_POINTS_CONFIRM_CHANGES,
        },
        buttons =
        {
            {
                keybind = "DIALOG_PRIMARY",
                text = SI_GAMEPAD_DIALOG_YES_BUTTON,
                callback = function()
                    self:RespecAttributes()
                end,
            },
            {
                keybind = "DIALOG_NEGATIVE",
                text = SI_GAMEPAD_DIALOG_NO_BUTTON,
            },
        }
    })
end
------------
-- Header --
------------
function ZO_GamepadStats:InitializeHeader()
    self.headerData = {
        titleText = GetString(SI_STAT_GAMEPAD_CHARACTER_SHEET_TITLE),
        data1HeaderText = GetString(SI_STATS_GAMEPAD_AVAILABLE_POINTS),
    }
    local rightPane = self.control:GetNamedChild("RightPane")
    local contentContainer = rightPane:GetNamedChild("HeaderContainer")
    self.contentHeader = contentContainer:GetNamedChild("Header")
    ZO_GamepadGenericHeader_Initialize(self.contentHeader, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER)
    self.contentHeaderData = {}
end
function ZO_GamepadStats:RefreshHeader()
    self.headerData.data1Text = tostring(self:GetAvailablePoints())
    local currentActorCategory, currentlyEquippedOutfitIndex = ZO_OUTFITS_SELECTOR_GAMEPAD:GetCurrentActorCategoryAndIndex()
    if currentlyEquippedOutfitIndex then
        local currentOutfit = ZO_OUTFIT_MANAGER:GetOutfitManipulator(currentActorCategory, currentlyEquippedOutfitIndex)
        self.outfitSelectorNameLabel:SetText(currentOutfit:GetOutfitName())
    else
        self.outfitSelectorNameLabel:SetText(GetString(SI_NO_OUTFIT_EQUIP_ENTRY))
    end
    self.outfitSelectorHeaderFocus:Update()
end
function ZO_GamepadStats:RefreshContentHeader(title, dataHeaderText, dataText)
    self.contentHeaderData.titleText = zo_strformat(SI_ABILITY_TOOLTIP_NAME, title)
    self.contentHeaderData.data1HeaderText = dataHeaderText
    self.contentHeaderData.data1Text = dataText
    ZO_GamepadGenericHeader_Refresh(self.contentHeader, self.contentHeaderData)
end
---------------
-- Main List --
---------------
do
    local GAMEPAD_ATTRIBUTE_ICONS =
    {
        [ATTRIBUTE_HEALTH] = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_healthIcon.dds",
        [ATTRIBUTE_STAMINA] = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_staminaIcon.dds",
        [ATTRIBUTE_MAGICKA] = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_magickaIcon.dds",
    }
    local GAMEPAD_ATTRIBUTE_ORDERING =
    {
        ATTRIBUTE_MAGICKA,
        ATTRIBUTE_HEALTH,
        ATTRIBUTE_STAMINA,
    }
    function ZO_GamepadStats:InitializeMainListEntries()
        -- Claim Rewards Entry
        -- entry that lets you go to the claim rewards scene
        self.claimRewardsEntry = ZO_GamepadEntryData:New(GetString(SI_LEVEL_UP_REWARDS_GAMEPAD_ENTRY_NAME))
        self.claimRewardsEntry:SetCanLevel(true)
        self.claimRewardsEntry.displayMode = GAMEPAD_STATS_DISPLAY_MODE.LEVEL_UP_REWARDS
        -- Upcoming Rewards Entry
        -- entry that shows the upcoming rewards when selected
        self.upcomingRewardsEntry = ZO_GamepadEntryData:New(GetString(SI_LEVEL_UP_REWARDS_UPCOMING_REWARDS_HEADER))
        self.upcomingRewardsEntry.displayMode = GAMEPAD_STATS_DISPLAY_MODE.UPCOMING_LEVEL_UP_REWARDS
        self.upcomingRewardsEntry.narrationText = function(entryData, entryControl)
            local narrations = {}
            -- Generate the standard parametric list entry narration
            ZO_AppendNarration(narrations, ZO_GetSharedGamepadEntryDefaultNarrationText(entryData, entryControl))
            -- Append the upcoming level up text
            ZO_AppendNarration(narrations, ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS:GetNarrationText())
            return narrations
        end
        --Title Entry
        self.titleEntry = ZO_GamepadEntryData:New("")
        self.titleEntry.displayMode = GAMEPAD_STATS_DISPLAY_MODE.TITLE
        self.titleEntry.statsObject = self
        self.titleEntry:SetHeader(GetString(SI_STATS_TITLE))
        self.titleEntry.narrationText = function(entryData, entryControl)
            return self.currentTitleDropdown:GetNarrationText()
        end
        --Advanced Stats Entry
        self.advancedStatsEntry = ZO_GamepadEntryData:New(GetString(SI_STATS_ADVANCED_ATTRIBUTES))
        self.advancedStatsEntry.displayMode = GAMEPAD_STATS_DISPLAY_MODE.ADVANCED_ATTRIBUTES
        self.advancedStatsEntry:SetHeader(GetString(SI_STATS_CHARACTER))
        --Character Entry
        self.characterEntry = ZO_GamepadEntryData:New(GetString(SI_STAT_GAMEPAD_CHARACTER_SHEET_DESCRIPTION))
        self.characterEntry.displayMode = GAMEPAD_STATS_DISPLAY_MODE.CHARACTER
        self.characterEntry.narrationText = function(entryData, entryControl)
            local narrations = {}
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_STAT_GAMEPAD_CHARACTER_SHEET_DESCRIPTION)))
            --Get the narration for the player's race
            local unitRace = GetUnitRace("player")
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_STAT_GAMEPAD_RACE_LABEL)))
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_STAT_GAMEPAD_RACE_NAME, unitRace)))
            --Get the narration for the player's alliance
            local allianceName = GetAllianceName(GetUnitAlliance("player"))
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_STAT_GAMEPAD_ALLIANCE_LABEL)))
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_ALLIANCE_NAME, allianceName)))
            --Get the narration for the player's class
            local unitClass = GetUnitClass("player")
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_STAT_GAMEPAD_CLASS_LABEL)))
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_STAT_GAMEPAD_CLASS_NAME, unitClass)))
            --Get the narration for the player's AVA Rank
            local rank, subRank = GetUnitAvARank("player")
            local rankName = GetAvARankName(GetUnitGender("player"), rank)
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_STAT_GAMEPAD_RANK_LABEL)))
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_STAT_RANK_NAME_FORMAT, rankName)))
            --Get the narration for the player's champion level if applicable
            if IsChampionSystemUnlocked() then
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_STAT_GAMEPAD_CHAMPION_POINTS_LABEL)))
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetPlayerChampionPointsEarned()))
            end
            --Get the narration for the player's current bounty if applicable
            local bountyNarration = GAMEPAD_STATS_BOUNTY_DISPLAY:GetNarrationText()
            if bountyNarration then
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_STAT_GAMEPAD_BOUNTY_LABEL)))
                ZO_AppendNarration(narrations, bountyNarration)
            end
            local speedBonus, _, staminaBonus, _, inventoryBonus = STABLE_MANAGER:GetStats()
            --Get the narration for the player's riding speed
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_STAT_GAMEPAD_RIDING_HEADER_SPEED)))
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_MOUNT_ATTRIBUTE_SPEED_FORMAT, speedBonus)))
            --Get the narration for the player's riding stamina
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_STAT_GAMEPAD_RIDING_HEADER_STAMINA)))
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(staminaBonus))
            --Get the narration for the player's riding capacity
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_STAT_GAMEPAD_RIDING_HEADER_CAPACITY)))
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(inventoryBonus))
            --Get the narration for whether riding training is available if it isn't already maxed out
            if not STABLE_MANAGER:IsRidingSkillMaxedOut() then
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_STAT_GAMEPAD_RIDING_HEADER_TRAINING)))
                local timeUntilCanBeTrained = GetTimeUntilCanBeTrained()
                --Either narrate that riding training is ready, or the time remaining until it's ready
                if timeUntilCanBeTrained == 0 then
                    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_GAMEPAD_STABLE_TRAINABLE_READY)))
                else
                    local timeLeft = ZO_FormatTimeMilliseconds(timeUntilCanBeTrained, TIME_FORMAT_STYLE_COLONS, TIME_FORMAT_PRECISION_TWENTY_FOUR_HOUR)
                    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(timeLeft))
                end
            end
            local currentLevel
            local currentXP
            local totalXP
            local hideEnlightenment = true
            if CanUnitGainChampionPoints("player") then
                currentLevel = GetPlayerChampionPointsEarned()
                currentXP = GetPlayerChampionXP()
                totalXP = GetNumChampionXPInChampionPoint(currentLevel)
                hideEnlightenment = false
            else
                currentLevel = GetUnitLevel("player")
                currentXP = GetUnitXP("player")
                totalXP = GetNumExperiencePointsInLevel(currentLevel)
            end
            --Get the narration for the player's xp progress
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_STAT_GAMEPAD_EXPERIENCE_LABEL)))
            --This is for when the XP limit has been reached
            if not totalXP then
                hideEnlightenment = true
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_EXPERIENCE_LIMIT_REACHED)))
            else
                local percentageXP = zo_floor(currentXP / totalXP * 100)
                local experienceProgress = zo_strformat(SI_EXPERIENCE_CURRENT_MAX_PERCENT, ZO_CommaDelimitNumber(currentXP), ZO_CommaDelimitNumber(totalXP), percentageXP)
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(experienceProgress))
            end
            --Get the narration for the player being enlightened if applicable
            if not hideEnlightenment then
                local poolSize = self:GetEnlightenedPool()
                if poolSize > 0 then
                    local enlightenmentText = zo_strformat(SI_EXPERIENCE_CHAMPION_ENLIGHTENED_TOOLTIP, ZO_CommaDelimitNumber(poolSize))
                    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(enlightenmentText))
                end
            end
            return narrations
        end
        local function CanSpendAttributePoints()
            return GetAttributeUnspentPoints() > 0
        end
        --Attribute Entries
        self.attributeEntries = {}
        for index, attributeType in ipairs(GAMEPAD_ATTRIBUTE_ORDERING) do
            local icon = GAMEPAD_ATTRIBUTE_ICONS[attributeType]
            local data = ZO_GamepadEntryData:New(GetString("SI_ATTRIBUTES", attributeType), icon)
            data:SetCanLevel(CanSpendAttributePoints)
            data.screen = self
            data.attributeType = attributeType
            data.displayMode = GAMEPAD_STATS_DISPLAY_MODE.ATTRIBUTES
            data.onValueChangedCallback = function()
                if self:IsShowing() then
                    -- Renarrate the list entry when points are added or removed
                    SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self:GetCurrentList())
                end
            end
            data.narrationText = function(entryData, entryControl)
                local narrations = {}
                local displayedPoints = entryControl.pointLimitedSpinner:GetPoints() + self:GetAddedPoints(attributeType)
                ZO_AppendNarration(narrations, ZO_FormatSpinnerNarrationText(entryData.text, displayedPoints))
                ZO_AppendNarration(narrations, ZO_GetSharedGamepadEntryStatusIndicatorNarrationText(entryData, entryControl))
                return narrations
            end
            if index == 1 then
                data:SetHeader(GetString(SI_STATS_ATTRIBUTES))
            end
            table.insert(self.attributeEntries, data)
        end
    end
end
do
    local function SetupEffectAttributeRow(control, data, ...)
        ZO_SharedGamepadEntry_OnSetup(control, data, ...)
        local frameControl = control:GetNamedChild("Frame")
        local hasIcon = data:GetNumIcons() > 0
        frameControl:SetHidden(not hasIcon)
    end
    function ZO_GamepadStats:SetupList(list)
        list:SetHandleDynamicViewProperties(true)
        list:AddDataTemplateWithHeader("ZO_GamepadStatTitleRow", ZO_GamepadStatTitleRow_Setup, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate")
        list:AddDataTemplateWithHeader("ZO_GamepadStatAttributeRow", ZO_GamepadStatAttributeRow_Setup, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate")
        list:AddDataTemplateWithHeader("ZO_GamepadMenuEntryTemplate", ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate")
        list:AddDataTemplateWithHeader("ZO_GamepadEffectAttributeRow", SetupEffectAttributeRow, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate")
    end
end
function ZO_GamepadStats:OnTargetChanged(list, targetData, oldTargetData)
    if not (self.outfitSelectorHeaderFocus:IsActive() or self.attributeTooltips:IsActive()) then
        self.displayMode = targetData.displayMode
    end
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
end
function ZO_GamepadStats:OnEnterHeader()
    self.displayMode = GAMEPAD_STATS_DISPLAY_MODE.OUTFIT
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
end
function ZO_GamepadStats:OnLeaveHeader()
    local targetData = self.mainList:GetTargetData()
    self.displayMode = targetData.displayMode
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
end
do
    local function ArtificialEffectsRowComparator(left, right)
        return left.sortOrder < right.sortOrder
    end
    function ZO_GamepadStats:RefreshMainList()
        if self.currentTitleDropdown and self.currentTitleDropdown:IsDropdownVisible() then
            self.refreshMainListOnDropdownClose = true
            return
        end
        self.mainList:Clear()
        --Level Up Reward
        if HasPendingLevelUpReward() then
            self.mainList:AddEntry("ZO_GamepadNewMenuEntryTemplate", self.claimRewardsEntry)
        elseif HasUpcomingLevelUpReward() then
            self.mainList:AddEntry("ZO_GamepadMenuEntryTemplate", self.upcomingRewardsEntry)
        end
        --Title
        self.mainList:AddEntryWithHeader("ZO_GamepadStatTitleRow", self.titleEntry)
        -- Attributes
        for index, attributeEntry in ipairs(self.attributeEntries) do
            if index == 1 then
                self.mainList:AddEntryWithHeader("ZO_GamepadStatAttributeRow", attributeEntry)
            else
                self.mainList:AddEntry("ZO_GamepadStatAttributeRow", attributeEntry)
            end
        end
        -- Character Info
        self.mainList:AddEntryWithHeader("ZO_GamepadMenuEntryTemplate", self.advancedStatsEntry)
        self.mainList:AddEntry("ZO_GamepadMenuEntryTemplate", self.characterEntry)
        -- Active Effects--
        self.numActiveEffects = 0
        local function GetActiveEffectNarration(entryData, entryControl)
            local narrations = {}
            -- Generate the standard parametric list entry narration
            ZO_AppendNarration(narrations, ZO_GetSharedGamepadEntryDefaultNarrationText(entryData, entryControl))
            -- Right panel header
            ZO_AppendNarration(narrations, ZO_GamepadGenericHeader_GetNarrationText(self.contentHeader, self.contentHeaderData))
            -- Right panel description
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.effectDescNarrationText))
            return narrations
        end
        --Artificial effects
        local sortedArtificialEffectsTable = {}
        for effectId in ZO_GetNextActiveArtificialEffectIdIter do
            local displayName, iconFile, effectType, sortOrder, startTime, endTime = GetArtificialEffectInfo(effectId)
        
            local data = ZO_GamepadEntryData:New(zo_strformat(SI_ABILITY_TOOLTIP_NAME, displayName), iconFile)
            data.displayMode = GAMEPAD_STATS_DISPLAY_MODE.EFFECTS
            data.canClickOff = false
            data.artificialEffectId = effectId
            data.tooltipTitle = displayName
            data.sortOrder = sortOrder
            data.isArtificial = true
            local duration = endTime - startTime
            if duration > 0 then
                local timeLeft = (endTime * 1000.0) - GetFrameTimeMilliseconds()
                data:SetCooldown(timeLeft, duration * 1000.0)
            end
            data.narrationText = GetActiveEffectNarration
            table.insert(sortedArtificialEffectsTable, data)
        end
        table.sort(sortedArtificialEffectsTable, ArtificialEffectsRowComparator)
        for i, data in ipairs(sortedArtificialEffectsTable) do
            self:AddActiveEffectData(data)
        end
        --Real Effects
        local numBuffs = GetNumBuffs("player")
        local hasActiveEffects = numBuffs > 0
        if hasActiveEffects then
            for i = 1, numBuffs do
                local buffName, startTime, endTime, buffSlot, stackCount, iconFile, deprecatedBuffType, effectType, abilityType, statusEffectType, abilityId, canClickOff = GetUnitBuffInfo("player", i)
                if buffSlot > 0 and buffName ~= "" then
                    local data = ZO_GamepadEntryData:New(zo_strformat(SI_ABILITY_TOOLTIP_NAME, buffName), iconFile)
                    data.displayMode = GAMEPAD_STATS_DISPLAY_MODE.EFFECTS
                    data.buffIndex = i
                    data.buffSlot = buffSlot
                    data.canClickOff = canClickOff
                    data.isArtificial = false
                    local duration = endTime - startTime
                    if duration > 0 then
                        local timeLeft = (endTime * 1000.0) - GetFrameTimeMilliseconds()
                        data:SetCooldown(timeLeft, duration * 1000.0)
                    end
                    data.narrationText = GetActiveEffectNarration
                    self:AddActiveEffectData(data)
                end
            end
        end
        if self.numActiveEffects == 0 then
            local data = ZO_GamepadEntryData:New(GetString(SI_STAT_GAMEPAD_EFFECTS_NONE_ACTIVE))
            data.displayMode = GAMEPAD_STATS_DISPLAY_MODE.EFFECTS
            data:SetHeader(GetString(SI_STATS_ACTIVE_EFFECTS))
        
            self.mainList:AddEntryWithHeader("ZO_GamepadEffectAttributeRow", data)
        end
        self.mainList:Commit()
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    end
end
function ZO_GamepadStats:AddActiveEffectData(data)
    if self.numActiveEffects == 0 then
        data:SetHeader(GetString(SI_STATS_ACTIVE_EFFECTS))
        self.mainList:AddEntryWithHeader("ZO_GamepadEffectAttributeRow", data)
    else
        self.mainList:AddEntry("ZO_GamepadEffectAttributeRow", data)
    end
    self.numActiveEffects = self.numActiveEffects + 1
end
-------------------
-- Heat & Bounty --
-------------------
    GAMEPAD_STATS_BOUNTY_DISPLAY = ZO_BountyDisplay:New(control, true)
end
-----------------------
-- Character Effects --
-----------------------
function ZO_GamepadStats:InitializeCharacterEffects()
    self.characterEffects = self.infoPanel:GetNamedChild("CharacterEffectsPanel")
    local titleSection = self.characterEffects:GetNamedChild("TitleSection")
    self.effectDesc = titleSection:GetNamedChild("EffectDesc")
end
function ZO_GamepadStats:RefreshCharacterEffects()
    local targetData = self.mainList:GetTargetData()
    local contentTitle, contentDescription, contentStartTime, contentEndTime, _
    if targetData.isArtificial then
        contentTitle, _, _, _, contentStartTime, contentEndTime = GetArtificialEffectInfo(targetData.artificialEffectId)
        contentDescription = GetArtificialEffectTooltipText(targetData.artificialEffectId)
    else
        local buffSlot, abilityId
        contentTitle, contentStartTime, contentEndTime, buffSlot, _, _, _, _, _, _, abilityId = GetUnitBuffInfo("player", targetData.buffIndex)
        if DoesAbilityExist(abilityId) then
            contentDescription = GetAbilityEffectDescription(buffSlot)
        end
    end
    local contentDuration = contentEndTime - contentStartTime
    if contentDuration > 0 then
        local function OnTimerUpdate()
            local timeLeft = contentEndTime - (GetFrameTimeMilliseconds() / 1000.0)
            local timeLeftText = ZO_FormatTime(timeLeft, TIME_FORMAT_STYLE_COLONS, TIME_FORMAT_PRECISION_TWELVE_HOUR)
            self:RefreshContentHeader(contentTitle, GetString(SI_STAT_GAMEPAD_TIME_REMAINING), timeLeftText)
        end
        self.effectDesc:SetHandler("OnUpdate", OnTimerUpdate)
    else
        self.effectDesc:SetHandler("OnUpdate", nil)
    end
    self.effectDesc:SetText(contentDescription)
    self.effectDescNarrationText = contentDescription
    self:RefreshContentHeader(contentTitle)
end
---------------------
-- Character Stats --
---------------------
function ZO_GamepadStats:InitializeCharacterPanel()
    self.characterStatsPanel = self.infoPanel:GetNamedChild("CharacterStatsPanel")
    -- Left Column
    local leftColumn = self.characterStatsPanel:GetNamedChild("LeftColumn")
    self.race = leftColumn:GetNamedChild("Race")
    self.class = leftColumn:GetNamedChild("Class")
    self.championPointsHeader = leftColumn:GetNamedChild("ChampionPointsHeader")
    self.championPoints = leftColumn:GetNamedChild("ChampionPoints")
    self.ridingSpeed = leftColumn:GetNamedChild("RidingSpeed")
    self.ridingCapacity = leftColumn:GetNamedChild("RidingCapacity")
    -- Right Column
    local rightColumn = self.characterStatsPanel:GetNamedChild("RightColumn")
    self.alliance = rightColumn:GetNamedChild("AllianceData")
    self.rank = rightColumn:GetNamedChild("RankData")
    self.ridingStamina = rightColumn:GetNamedChild("RidingStamina")
    self.ridingTrainingHeader = rightColumn:GetNamedChild("RidingTrainingHeader")
    self.ridingTrainingReady = rightColumn:GetNamedChild("RidingTrainingReady")
    self.ridingTrainingTimer = rightColumn:GetNamedChild("RidingTrainingTimer")
    -- XP Bar
    self.experienceProgress = self.characterStatsPanel:GetNamedChild("ExperienceProgress")
    self.experienceBarControl = self.characterStatsPanel:GetNamedChild("ExperienceBar")
    self.enlightenedBarControl = self.experienceBarControl:GetNamedChild("EnlightenedBar")
    self.experienceBar = ZO_WrappingStatusBar:New(self.experienceBarControl)
    self.enlightenmentText = self.characterStatsPanel:GetNamedChild("Enlightenment")
    local function OnTimerUpdate()
        local timeUntilCanBeTrained = GetTimeUntilCanBeTrained()
        if timeUntilCanBeTrained == 0 then
            self:RefreshCharacterPanel()
        else
            local timeLeft = ZO_FormatTimeMilliseconds(timeUntilCanBeTrained, TIME_FORMAT_STYLE_COLONS, TIME_FORMAT_PRECISION_TWENTY_FOUR_HOUR)
            self.ridingTrainingTimer:SetText(timeLeft)
        end
    end
    self.ridingTrainingTimer:SetHandler("OnUpdate", OnTimerUpdate)
    local function OnCharacterUpdate(_, currentFrameTimeSeconds)
        if self.nextCharacterRefreshSeconds < currentFrameTimeSeconds then
            self:RefreshCharacterPanel()
        end    
    end
    self.characterStatsPanel:SetHandler("OnUpdate", OnCharacterUpdate)
end
do
    local STATS_LAYOUT_DATA =
    {
        --sections
        {
            --lines
            {   
                STAT_MAGICKA_MAX, 
                STAT_MAGICKA_REGEN_COMBAT,
            },
            {   
                STAT_HEALTH_MAX, 
                STAT_HEALTH_REGEN_COMBAT,
            },
            {   
                STAT_STAMINA_MAX, 
                STAT_STAMINA_REGEN_COMBAT,
            },
        },
        {
            {   
                STAT_SPELL_POWER, 
                STAT_POWER,
            },
            {   
                STAT_SPELL_CRITICAL, 
                STAT_CRITICAL_STRIKE,
            },
            {
                STAT_SPELL_PENETRATION,
                STAT_PHYSICAL_PENETRATION,
            },
        },
        {
            {   
                STAT_SPELL_RESIST, 
                STAT_PHYSICAL_RESIST,
            },
            {   
                STAT_CRITICAL_RESISTANCE,
            },
        },
    }
    local COLUMN_WIDTH = 375
    local ROW_HEIGHT = 40
    local COLUMN_SPACING = 40
    local SECTION_SPACING = 50
    local STARTING_Y_OFFSET = 20
    local STARTING_X_OFFSET = 0
    function ZO_GamepadStats:InitializeAttributesPanel()
        self.attributesPanel = self.infoPanel:GetNamedChild("AttributesPanel")
        self.attributeItems = {}
        --Tooltips Setup
        local ROW_MAJOR = true
        local function OnViewAttributesBack()
            self:DeactivateViewAttributes()
        end
        self.attributeTooltips = ZO_AttributeTooltipsGrid_Gamepad:New(self.attributesPanel, ROW_MAJOR, OnViewAttributesBack)
        local rowNumber = 1
        local EQUIPMENT_BONUS_COLUMN = 1
        --Equipment Bonus
        self.equipmentBonus = self.control:GetNamedChild("RightPane"):GetNamedChild("EquipmentBonus")
        local equipmentBonusIcons = self.equipmentBonus:GetNamedChild("Icons")
        self.equipmentBonus.iconPool = ZO_ControlPool:New("ZO_GamepadStatsEquipmentBonusIcon", equipmentBonusIcons)
        self.attributeTooltips:AddGridItem(self.equipmentBonus, STAT_NONE, EQUIPMENT_BONUS_COLUMN, rowNumber)
        rowNumber = rowNumber + 1
        -- Attributes
        local function CreateAttribute(objectPool)
            local attributeControl = ZO_ObjectPool_CreateControl("ZO_GamepadStatsHeaderDataPairTemplate", objectPool, self.attributesPanel)
            return ZO_AttributeItem_Gamepad:New(attributeControl)
        end
        self.attributeItemPool = ZO_ObjectPool:New(CreateAttribute)
        local yOffset = STARTING_Y_OFFSET
        for sectionNumber, section in ipairs(STATS_LAYOUT_DATA) do
            for lineNumber, line in ipairs(section) do
                local xOffset = STARTING_X_OFFSET
                for columnNumber, statType in ipairs(line) do
                    local attributeItem = self.attributeItemPool:AcquireObject()
                    attributeItem.control:SetAnchor(TOPLEFT, self.attributesPanel, TOPLEFT, xOffset, yOffset)
                    attributeItem.control:SetAnchor(TOPRIGHT, self.attributesPanel, TOPLEFT, xOffset + COLUMN_WIDTH, yOffset)
                    attributeItem:SetAttributeInfo(statType)
                    self.attributeItems[statType] = attributeItem
                    self.attributeTooltips:AddGridItem(attributeItem.control, statType, columnNumber, rowNumber)
                    xOffset = xOffset + COLUMN_WIDTH + COLUMN_SPACING
                end
                rowNumber = rowNumber + 1
                yOffset = yOffset + ROW_HEIGHT
            end
            yOffset = yOffset + SECTION_SPACING
        end
        --Update Info
        self.nextAttributeRefreshSeconds = 0
        self.nextCharacterRefreshSeconds = 0
        local function OnAttributesUpdate(_, currentFrameTimeSeconds)
            if self.nextAttributeRefreshSeconds < currentFrameTimeSeconds then
                self:RefreshAttributesPanel()
            end    
        end
        self.attributesPanel:SetHandler("OnUpdate", OnAttributesUpdate)
    end
end
function ZO_GamepadStats:RefreshAttributesPanel()
    self.nextAttributeRefreshSeconds = GetFrameTimeSeconds() + ZO_STATS_REFRESH_TIME_SECONDS
    for key, attribute in pairs(self.attributeItems) do
        attribute:RefreshText()
    end
    self:RefreshContentHeader(GetString(SI_STATS_ATTRIBUTES))
end
function ZO_GamepadStats:GetAttributeItem(statType)
    return self.attributeItems[statType]
end
function ZO_GamepadStats:InitializeAdvancedAttributesPanel()
    self.advancedAttributesPanel = self.infoPanel:GetNamedChild("AdvancedAttributesPanel")
    self.advancedAttributesGridList = ZO_GridScrollList_Gamepad:New(self.advancedAttributesPanel)
    local function SetupStatEntry(control, data, list)
         control.nameLabel:SetText(zo_strformat(SI_STAT_NAME_FORMAT, data.displayName))
         local _, flatValue, percentValue = GetAdvancedStatValue(data.statType)
         if data.formatType == ADVANCED_STAT_DISPLAY_FORMAT_FLAT then
            data.formattedValue = tostring(flatValue)
            control.valueLabel:SetText(flatValue)
         elseif data.formatType == ADVANCED_STAT_DISPLAY_FORMAT_PERCENT or data.formatType == ADVANCED_STAT_DISPLAY_FORMAT_FLAT_OR_PERCENT then
            data.formattedValue = zo_strformat(SI_STAT_VALUE_PERCENT, percentValue)
            control.valueLabel:SetText(data.formattedValue)
            if data.formatType == ADVANCED_STAT_DISPLAY_FORMAT_FLAT_OR_PERCENT then
                data.flatValue = flatValue
            end
         else
            control.valueLabel:SetText("")
            internalassert(false, "Invalid advanced stat format type.")
         end
         control.statData = data
    end
    local function SetupFlatValueEntry(control, data, list)
        local _, flatValue = GetAdvancedStatValue(data.statType)
        data.formattedValue = tostring(flatValue)
        control.valueLabel:SetText(flatValue)
    end
    local function SetupPercentValueEntry(control, data, list)
        local _, _, percentValue = GetAdvancedStatValue(data.statType)
        data.formattedValue = zo_strformat(SI_STAT_VALUE_PERCENT, percentValue)
        control.valueLabel:SetText(data.formattedValue)
    end
    local function SetupHeaderEntry(control, data, list)
        data.formattedValue = nil
        control.nameLabel:SetText(zo_strformat(SI_STAT_NAME_FORMAT, data.displayName))
    end
    --When nil is passed in for the reset function, ZO_ObjectPool_DefaultResetControl is what will get called
    local DEFAULT_RESET_ENTRY = nil
    local NO_HIDE_CALLBACK = nil
    self.advancedAttributesGridList:AddEntryTemplate("ZO_AdvancedAttributes_GridEntry_Template_Gamepad", ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_WIDTH, ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_HEIGHT, SetupStatEntry, NO_HIDE_CALLBACK, DEFAULT_RESET_ENTRY, ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_X, ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_Y)
    self.advancedAttributesGridList:AddEntryTemplate("ZO_AdvancedAttributes_CategoryHeader_Template_Gamepad", ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_HEADER_WIDTH, ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_HEIGHT, SetupHeaderEntry, NO_HIDE_CALLBACK, DEFAULT_RESET_ENTRY, ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_X, ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_Y)
    self.advancedAttributesGridList:AddEntryTemplate("ZO_AdvancedAttributes_GridEntryFlat_Template_Gamepad", ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_WIDTH, ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_HEIGHT, SetupFlatValueEntry, NO_HIDE_CALLBACK, DEFAULT_RESET_ENTRY, ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_X, ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_Y)
    self.advancedAttributesGridList:AddEntryTemplate("ZO_AdvancedAttributes_GridEntryPercent_Template_Gamepad", ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_WIDTH, ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_HEIGHT, SetupPercentValueEntry, NO_HIDE_CALLBACK, DEFAULT_RESET_ENTRY, ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_X, ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_Y)
    self.advancedAttributesGridList:RegisterCallback("SelectedDataChanged", function(...) self:OnAdvancedAttributeSelectionChanged(...) end )
    --Update Info
    self.nextAdvancedAttributeRefreshSeconds = 0
    local function OnAdvancedAttributesUpdate(_, currentFrameTimeSeconds)
        if self.nextAdvancedAttributeRefreshSeconds < currentFrameTimeSeconds then
            self:RefreshAdvancedAttributesPanel()
        end    
    end
    self.advancedAttributesPanel:SetHandler("OnUpdate", OnAdvancedAttributesUpdate)
end
function ZO_GamepadStats:SetupAdvancedStats()
    --Make sure the grid list is empty before populating it
    self.advancedAttributesGridList:ClearGridList()
    --First, grab the stat data from the def
    local advancedStatData = {}
    local numCategories = GetNumAdvancedStatCategories()
    for categoryIndex = 1, numCategories do
        local categoryId = GetAdvancedStatsCategoryId(categoryIndex)
        local displayName, numStats = GetAdvancedStatCategoryInfo(categoryId)
        --ESO-819006: Only include categories with at least one stat in it
        if numStats > 0 then
            local categoryData =
            {
                header = displayName, --This field is not used on gamepad, but keeping it here in case we choose to show it later
                stats = {},
            }
            for statIndex = 1, numStats do
                local statType, statDisplayName, description, flatValueDescription, percentValueDescription = GetAdvancedStatInfo(categoryId, statIndex)
                --We need the format type ahead of time so we know what type of control(s) to create for this stat
                --We don't bother with the flat and percent values returned here, as they get refreshed every time we set up the control
                --The stat format type never changes, so it is safe to get it here
                local statFormatType = GetAdvancedStatValue(statType)
                local statData =
                {
                    statType = statType, --Used to calculate the value of the stat
                    displayName = statDisplayName, --The name shown to the users for the stat
                    description = description, --The description used in the tooltip window
                    flatDescription = flatValueDescription, --The description used for the flat value tooltip window when the stat is split into both flat and percent
                    percentDescription = percentValueDescription, --The description used for the percent value tooltip window when the stat is split into both flat and percent
                    formatType = statFormatType, --How are we formatting this stat?
                    narrationText = function(entryData) --How are we narrating this stat?
                        --If we do not have a formatted value, just use the display name
                        local narration = entryData.displayName
                        if entryData.formattedValue then
                            --Stats with entries for both flat and percent narrates both the name of the stat, and "Flat" or "Percent" depending on which entry is selected.
                            if entryData.secondaryDisplayName then
                                narration = zo_strformat(SI_STATS_ADVANCED_SCREEN_NARRATION_MULTI_ENTRY_FORMATTER, entryData.displayName, entryData.secondaryDisplayName, entryData.formattedValue)
                            else
                                narration = zo_strformat(SI_STATS_ADVANCED_SCREEN_NARRATION_FORMATTER, entryData.displayName, entryData.formattedValue)
                            end
                        end
                        return SCREEN_NARRATION_MANAGER:CreateNarratableObject(narration)
                    end,
                }
                table.insert(categoryData.stats, statData)
            end
            table.insert(advancedStatData, categoryData)
        end
    end
    --Now, set up the actual list of stats based on the data we just grabbed
    for categoryIndex, statCategory in ipairs(advancedStatData) do
        --We want to have spacing between every category
        if categoryIndex > 1 then
            self.advancedAttributesGridList:AddLineBreak(ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_SECTION_SPACING)
        end
        local previousStatFormatType = nil
        --Add each stat in this category
        for statIndex, statEntry in ipairs(statCategory.stats) do
            if statEntry.formatType == ADVANCED_STAT_DISPLAY_FORMAT_FLAT_AND_PERCENT then
                --Make sure this isn't the first entry of the category, otherwise we will have double spacing
                if statIndex > 1 then
                    self.advancedAttributesGridList:AddLineBreak(ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_SECTION_SPACING)
                end
                --Multi value stats need 3 entries: the header, the flat value, and the percent value
                local categoryEntryData = ZO_GridSquareEntryData_Shared:New(statEntry)
                local flatEntryData = ZO_GridSquareEntryData_Shared:New(statEntry)
                local percentEntryData = ZO_GridSquareEntryData_Shared:New(statEntry)
                --Overwrite the flat entry and percent entry descriptions with the more specific ones
                flatEntryData.description = statEntry.flatDescription
                flatEntryData.secondaryDisplayName = GetString(SI_STATS_ADVANCED_VALUE_TYPE_FLAT)
                percentEntryData.description = statEntry.percentDescription
                percentEntryData.secondaryDisplayName = GetString(SI_STATS_ADVANCED_VALUE_TYPE_PERCENT)
                --Add the entries
                self.advancedAttributesGridList:AddEntry(categoryEntryData, "ZO_AdvancedAttributes_CategoryHeader_Template_Gamepad")
                self.advancedAttributesGridList:AddEntry(flatEntryData, "ZO_AdvancedAttributes_GridEntryFlat_Template_Gamepad")
                self.advancedAttributesGridList:AddEntry(percentEntryData, "ZO_AdvancedAttributes_GridEntryPercent_Template_Gamepad")
            else
                if previousStatFormatType == ADVANCED_STAT_DISPLAY_FORMAT_FLAT_AND_PERCENT then
                    self.advancedAttributesGridList:AddLineBreak(ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_SECTION_SPACING)
                end
                self.advancedAttributesGridList:AddEntry(statEntry, "ZO_AdvancedAttributes_GridEntry_Template_Gamepad")
            end
            previousStatFormatType = statEntry.formatType
        end
    end
    self.advancedAttributesGridList:CommitGridList()
end
function ZO_GamepadStats:RefreshAdvancedAttributesPanel()
    self.nextAdvancedAttributeRefreshSeconds = GetFrameTimeSeconds() + ZO_STATS_REFRESH_TIME_SECONDS
    self.advancedAttributesGridList:RefreshGridList()
    self:RefreshContentHeader(GetString(SI_STATS_ADVANCED_ATTRIBUTES))
end
function ZO_GamepadStats:OnAdvancedAttributeSelectionChanged(oldData, newData)
    --If we don't have new data this means we no longer have anything selected, so we want to hide the tooltip completely
    if not newData then
        local DO_NOT_RETAIN_FRAGMENT = false
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP, DO_NOT_RETAIN_FRAGMENT)
    else
        local RETAIN_FRAGMENT = true;
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP, RETAIN_FRAGMENT)
        GAMEPAD_TOOLTIPS:LayoutAdvancedAttributeTooltip(GAMEPAD_RIGHT_TOOLTIP, newData)
    end
end
function ZO_GamepadStats:RefreshCharacterPanel()
    self.nextCharacterRefreshSeconds = GetFrameTimeSeconds() + ZO_STATS_REFRESH_TIME_SECONDS
    -- Left & Right Column
    local unitRace = GetUnitRace("player")
    local unitClass = GetUnitClass("player")
    self.race:SetText(zo_strformat(GetString(SI_STAT_GAMEPAD_RACE_NAME), unitRace))
    self.class:SetText(zo_strformat(GetString(SI_STAT_GAMEPAD_CLASS_NAME), unitClass))
    local hasChampionPoints = IsChampionSystemUnlocked()
    self.championPointsHeader:SetHidden(not hasChampionPoints)
    self.championPoints:SetHidden(not hasChampionPoints)
    if hasChampionPoints then
        self.championPoints:SetText(GetPlayerChampionPointsEarned())
    end
    -- Right Pane
    local allianceName = GetAllianceName(GetUnitAlliance("player"))
    self.alliance:SetText(zo_strformat(SI_ALLIANCE_NAME, allianceName))
    local rank, subRank = GetUnitAvARank("player")
    local rankName = GetAvARankName(GetUnitGender("player"), rank)
    local rankString
    if rank == 0 then
        rankString = zo_strformat(SI_STAT_RANK_NAME_FORMAT, rankName)
    else
        local rankIcon = GetAvARankIcon(rank)
        rankString = zo_iconTextFormatNoSpace(rankIcon, 32, 32, zo_strformat(SI_STAT_RANK_NAME_FORMAT, rankName))
    end
    self.rank:SetText(rankString)
    --Riding skill
    local speedBonus, _, staminaBonus, _, inventoryBonus = STABLE_MANAGER:GetStats()
    self.ridingSpeed:SetText(zo_strformat(SI_MOUNT_ATTRIBUTE_SPEED_FORMAT, speedBonus))
    self.ridingStamina:SetText(staminaBonus)
    self.ridingCapacity:SetText(inventoryBonus)
    local ridingSkillMaxedOut = STABLE_MANAGER:IsRidingSkillMaxedOut()
    local readyToTrain = GetTimeUntilCanBeTrained() == 0
    self.ridingTrainingHeader:SetHidden(ridingSkillMaxedOut)
    self.ridingTrainingTimer:SetHidden(ridingSkillMaxedOut or readyToTrain)
    self.ridingTrainingReady:SetHidden(ridingSkillMaxedOut or not readyToTrain)
    
    local currentLevel
    local currentXP
    local totalXP
    local hideEnlightenment = true
    if CanUnitGainChampionPoints("player") then
        currentLevel = GetPlayerChampionPointsEarned()
        currentXP = GetPlayerChampionXP()
        totalXP = GetNumChampionXPInChampionPoint(currentLevel)
        hideEnlightenment = false
    else
        currentLevel = GetUnitLevel("player")
        currentXP = GetUnitXP("player")
        totalXP = GetNumExperiencePointsInLevel(currentLevel)
        ZO_StatusBar_SetGradientColor(self.experienceBarControl, ZO_XP_BAR_GRADIENT_COLORS)
        ZO_StatusBar_SetGradientColor(self.experienceBarControl:GetNamedChild("EnlightenedBar"), ZO_XP_BAR_GRADIENT_COLORS)
    end
    if not totalXP then -- this is for the end of the line
        totalXP = 1
        currentXP = 1
        hideEnlightenment = true
        self.experienceProgress:SetText(GetString(SI_EXPERIENCE_LIMIT_REACHED))
        ZO_StatusBar_SetGradientColor(self.experienceBarControl, ZO_CP_BAR_GRADIENT_COLORS[GetChampionPointPoolForRank(currentLevel)])
    else
        local percentageXP = zo_floor(currentXP / totalXP * 100)
        self.experienceProgress:SetText(zo_strformat(SI_EXPERIENCE_CURRENT_MAX_PERCENT, ZO_CommaDelimitNumber(currentXP), ZO_CommaDelimitNumber(totalXP), percentageXP))
    end
    local BAR_NO_WRAP = true
    self.experienceBar:SetValue(currentLevel, currentXP, totalXP, BAR_NO_WRAP)
    self.enlightenmentText:SetHidden(hideEnlightenment)
    if not hideEnlightenment then
        if GetNumChampionXPInChampionPoint(currentLevel) ~= nil then
            currentLevel = currentLevel + 1
        end
        local nextPointPoolType = GetChampionPointPoolForRank(currentLevel)
        if totalXP then
            local poolSize = self:GetEnlightenedPool()
            self.enlightenedBarControl:SetHidden(false)
            self.enlightenedBarControl:SetMinMax(0, totalXP)
            self.enlightenedBarControl:SetValue(zo_min(totalXP, currentXP + poolSize))
            if poolSize > 0 then
                self.enlightenmentText:SetHidden(false)
                self.enlightenmentText:SetText(zo_strformat(SI_EXPERIENCE_CHAMPION_ENLIGHTENED_TOOLTIP, ZO_CommaDelimitNumber(poolSize)))
            else
                self.enlightenmentText:SetHidden(true)
            end
        else
            self.enlightenmentText:SetHidden(false)
            self.enlightenmentText:SetText(GetString(SI_EXPERIENCE_CHAMPION_ENLIGHTENED_TOOLTIP_MAXED))
        end
        ZO_StatusBar_SetGradientColor(self.experienceBarControl, ZO_CP_BAR_GRADIENT_COLORS[nextPointPoolType])
        ZO_StatusBar_SetGradientColor(self.experienceBarControl:GetNamedChild("EnlightenedBar"), ZO_CP_BAR_GRADIENT_COLORS[nextPointPoolType])
    else
        self.enlightenedBarControl:SetHidden(true)
    end
    self:RefreshContentHeader(GetString(SI_STAT_GAMEPAD_CHARACTER_SHEET_DESCRIPTION))
end
function ZO_GamepadStats:GetEnlightenedPool()
        return GetEnlightenedPool() * (GetEnlightenedMultiplier() + 1)
    else
        return 0
    end
end
    GAMEPAD_STATS = ZO_GamepadStats:New(control)
end
function ZO_GamepadStats:SetCurrentTitleDropdown(dropdown)
    self.currentTitleDropdown = dropdown
end
function ZO_GamepadStats:InitializeRespecConfirmationGoldDialog()
    local dialogData =
    {
        data1 =
        {
            header = GetString(SI_GAMEPAD_SKILL_RESPEC_CONFIRM_DIALOG_BALANCE_HEADER),
        },
        data2 = 
        {
            header = GetString(SI_GAMEPAD_SKILL_RESPEC_CONFIRM_DIALOG_COST_HEADER),
        },
    }
    ZO_Dialogs_RegisterCustomDialog("ATTRIBUTE_RESPEC_CONFIRM_GOLD_GAMEPAD",
    {
        gamepadInfo =
        {
            dialogType = GAMEPAD_DIALOGS.BASIC,
        },
        title =
        {
            text = SI_ATTRIBUTE_RESPEC_CONFIRM_DIALOG_TITLE,
        },
        mainText = 
        {
            text = SI_ATTRIBUTE_RESPEC_CONFIRM_DIALOG_BODY_INTRO,
        },
        setup = function(dialog)
            local balance = GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER)
            local cost = GetAttributeRespecGoldCost()
            local IS_GAMEPAD = true
            dialogData.data1.value = ZO_Currency_Format(balance, CURT_MONEY, ZO_CURRENCY_FORMAT_AMOUNT_ICON, IS_GAMEPAD)
            dialogData.data2.value = ZO_Currency_Format(cost, CURT_MONEY, balance > cost and ZO_CURRENCY_FORMAT_AMOUNT_ICON or ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON, IS_GAMEPAD)
            dialog.setupFunc(dialog, dialogData)
        end,
        buttons =
        {
            {
                keybind = "DIALOG_PRIMARY",
                text = SI_DIALOG_CONFIRM,
                callback = function()
                    GAMEPAD_STATS:RespecAttributes()
                end,
            },
            {
                keybind = "DIALOG_NEGATIVE",
                text = SI_DIALOG_CANCEL,
            },
        },
    })
end
------------------------------
-- Stat Title Attribute Row --
------------------------------
function ZO_GamepadStatTitleRow_Setup(control, data, selected, selectedDuringRebuild, enabled, activated)
    ZO_SharedGamepadEntry_OnSetup(control, data, selected, selectedDuringRebuild, enabled, activated)
    control.dropdown:SetName(GetString(SI_STATS_TITLE))
end
------------------------
-- Stat Attribute Row --
------------------------
function ZO_GamepadStatAttributeRow_Setup(control, data, selected, selectedDuringRebuild, enabled, active)
    ZO_SharedGamepadEntry_OnSetup(control, data, selected, selectedDuringRebuild, enabled, active)
    local availablePoints = 0
    if data.screen.GetUnspentAttributePoints then
        availablePoints = data.screen:GetUnspentAttributePoints()
    else
        availablePoints = GetAttributeUnspentPoints()
    end
    local showSpinnerArrows = (availablePoints > 0)
    control.spinnerDecrease:SetHidden(not showSpinnerArrows)
    control.spinnerIncrease:SetHidden(not showSpinnerArrows)
    control.attributeType = data.attributeType
    local function SetAttributeText(points, addedPoints)
        if addedPoints > 0 then
            control.pointLimitedSpinner.pointsSpinner:SetNormalColor(STAT_HIGHER_COLOR)
        elseif addedPoints < 0 then
            control.pointLimitedSpinner.pointsSpinner:SetNormalColor(STAT_LOWER_COLOR)
        else
            control.pointLimitedSpinner.pointsSpinner:SetNormalColor(ZO_SELECTED_TEXT)
        end
    end
    local function onValueChangedCallback(points, addedPoints)
        data.screen:SetAddedPoints(control.attributeType, addedPoints)
        SetAttributeText(points, addedPoints)
        if data.onValueChangedCallback then
            data.onValueChangedCallback(data, control)
        end
    end
    local addedPoints = data.screen:GetAddedPoints(data.attributeType)
    if control.pointLimitedSpinner == nil then
        control.pointLimitedSpinner = ZO_AttributeSpinner_Gamepad:New(control, control.attributeType, data.screen, onValueChangedCallback)
        control.pointLimitedSpinner:ResetAddedPoints()
    else
        control.pointLimitedSpinner:Reinitialize(control.attributeType, addedPoints, onValueChangedCallback)
    end
    if active then
        control.pointLimitedSpinner:SetActive(selected)
    end
    SetAttributeText(control.pointLimitedSpinner:GetPoints(), addedPoints)
    local function GetDirectionalInputNarrationData()
        --Only narrate directional input if there is more than one possible value
        if control.pointLimitedSpinner.pointsSpinner:GetMin() ~= control.pointLimitedSpinner.pointsSpinner:GetMax() then
            local decreaseEnabled = control.pointLimitedSpinner.pointsSpinner:IsDecreaseEnabled()
            local increaseEnabled = control.pointLimitedSpinner.pointsSpinner:IsIncreaseEnabled()
            return ZO_GetNumericHorizontalDirectionalInputNarrationData(decreaseEnabled, increaseEnabled)
        else
            return {}
        end
    end
end