Back to Home

ESO Lua File v101044

libraries/screennarration/screennarrationmanager.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
local function IsChatNarrationEnabled()
    return GetSetting_Bool(SETTING_TYPE_ACCESSIBILITY, ACCESSIBILITY_SETTING_TEXT_CHAT_NARRATION)
end
local function IsScreenNarrationEnabled()
    return GetSetting_Bool(SETTING_TYPE_ACCESSIBILITY, ACCESSIBILITY_SETTING_SCREEN_NARRATION)
end
local NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY = 1
local NARRATION_ENTRY_TYPE_SORT_FILTER_LIST_ENTRY = 2
local NARRATION_ENTRY_TYPE_SORT_HEADER = 3
local NARRATION_ENTRY_TYPE_COMBO_BOX = 4
local NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY = 5
local NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER = 6
local NARRATION_ENTRY_TYPE_DIALOG = 7
local NARRATION_ENTRY_TYPE_FADING_CONTROL_BUFFER = 8
local NARRATION_ENTRY_TYPE_FOCUS_ENTRY = 9
local NARRATION_ENTRY_TYPE_GAMEPAD_GRID_ENTRY = 10
local NARRATION_ENTRY_TYPE_SPINNER = 11
local NARRATION_ENTRY_TYPE_GAMEPAD_BUTTON_TAB_BAR = 12
local NARRATION_ENTRY_TYPE_CUSTOM = 13
local SCREEN_NARRATION_QUEUE_DELAY_MS = 250
internalassert(NARRATION_TYPE_MAX_VALUE == 5, "A new narration type has been added, does it need to be added to the QUEUEABLE_NARRATION_TYPES table?")
--Narration types able to be used when queueing something up for narration. Narration for types not in this table should be sent straight to the C++
local QUEUEABLE_NARRATION_TYPES =
{
    [NARRATION_TYPE_UI_SCREEN] = true,
    [NARRATION_TYPE_HUD] = true,
    [NARRATION_TYPE_ALERT] = true,
}
--The narration queue each entry type will go into by default
local DEFAULT_NARRATION_TYPES =
{
    [NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY] = NARRATION_TYPE_UI_SCREEN,
    [NARRATION_ENTRY_TYPE_SORT_FILTER_LIST_ENTRY] = NARRATION_TYPE_UI_SCREEN,
    [NARRATION_ENTRY_TYPE_SORT_HEADER] = NARRATION_TYPE_UI_SCREEN,
    [NARRATION_ENTRY_TYPE_COMBO_BOX] = NARRATION_TYPE_UI_SCREEN,
    [NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY] = NARRATION_TYPE_UI_SCREEN,
    [NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER] = NARRATION_TYPE_UI_SCREEN,
    [NARRATION_ENTRY_TYPE_DIALOG] = NARRATION_TYPE_UI_SCREEN,
    [NARRATION_ENTRY_TYPE_FADING_CONTROL_BUFFER] = NARRATION_TYPE_ALERT,
    [NARRATION_ENTRY_TYPE_FOCUS_ENTRY] = NARRATION_TYPE_UI_SCREEN,
    [NARRATION_ENTRY_TYPE_GAMEPAD_GRID_ENTRY] = NARRATION_TYPE_UI_SCREEN,
    [NARRATION_ENTRY_TYPE_SPINNER] = NARRATION_TYPE_UI_SCREEN,
    [NARRATION_ENTRY_TYPE_GAMEPAD_BUTTON_TAB_BAR] = NARRATION_TYPE_UI_SCREEN,
    [NARRATION_ENTRY_TYPE_CUSTOM] = NARRATION_TYPE_UI_SCREEN,
}
local function GetDefaultNarrationType(narrationEntryType)
    return DEFAULT_NARRATION_TYPES[narrationEntryType]
end
---------------------------------------------
-- Narratable Object
---------------------------------------------
ZO_NarratableObject = ZO_PooledObject:Subclass()
function ZO_NarratableObject:Initialize()
    self.narrationStrings = {}
end
function ZO_NarratableObject:Reset()
    ZO_ClearNumericallyIndexedTable(self.narrationStrings)
    self.pauseTime = nil
    self.delimiter = nil
end
--Adds the specified narration text. Narration text can be a string, table of strings, or number
--If addToFront is true, the text will be added to the front of the narration
function ZO_NarratableObject:AddNarrationText(narrationText, addToFront)
    if not narrationText or narrationText == "" then
        return
    end
    if type(narrationText) == "string" then
        if addToFront then
            table.insert(self.narrationStrings, 1, narrationText)
        else
            table.insert(self.narrationStrings, narrationText)
        end
    elseif type(narrationText) == "table" then
        if addToFront then
            ZO_CombineNumericallyIndexedTables(narrationText, self.narrationStrings)
            self.narrationStrings = narrationText
        else
            ZO_CombineNumericallyIndexedTables(self.narrationStrings, narrationText)
        end
    elseif type(narrationText) == "number" then
        if addToFront then
            table.insert(self.narrationStrings, 1, tostring(narrationText))
        else
            table.insert(self.narrationStrings, tostring(narrationText))
        end
    else
        internalassert(false, string.format("%s is not a valid value for narrationText", narrationText))
    end
end
--Sets the pause time to use when forming the final narration string
--Pause time and delimiter are mutually exclusive; setting one will clear the other
function ZO_NarratableObject:SetPauseTimeMS(pauseTime)
    self.pauseTime = pauseTime
    self.delimiter = nil
end
--Sets the delimiter to use when forming the final narration string
--Pause time and delimiter are mutually exclusive; setting one will clear the other
function ZO_NarratableObject:SetDelimiter(delimiter)
    self.delimiter = delimiter
    self.pauseTime = nil
end
function ZO_NarratableObject:AddToPending()
    --If we don't have any strings, don't bother
    if #self.narrationStrings > 0 then
        --If a delimiter is set use that, otherwise fall back to pause time
        if self.delimiter then
            AddPendingNarrationText(ZO_GenerateDelimiterSeparatedList(self.narrationStrings, self.delimiter))
        else
            for _, narrationString in ipairs(self.narrationStrings) do
                AddPartialPendingNarrationText(narrationString)
            end
            FinalizePartialPendingNarrationText(self.pauseTime)
        end
    end
end
---------------------------------------------
-- Screen Narration Params
---------------------------------------------
ZO_ScreenNarrationParams = ZO_PooledObject:Subclass()
function ZO_ScreenNarrationParams:Initialize()
    self:Reset()
end
function ZO_ScreenNarrationParams:Reset()
    --Calling ZO_ClearTable on self will clear out any variables that were set on this object
    self.startTimeMs = 0
end
function ZO_ScreenNarrationParams:SetStartTimeMS(startTimeMs)
    self.startTimeMs = startTimeMs
end
function ZO_ScreenNarrationParams:GetStartTimeMS()
    return self.startTimeMs
end
function ZO_ScreenNarrationParams:SetNarrationBlocked(isBlocked)
    self.isBlocked = isBlocked
end
function ZO_ScreenNarrationParams:GetNarrationBlocked()
    return self.isBlocked
end
function ZO_ScreenNarrationParams:SetNarrationType(narrationType)
    self.narrationType = narrationType
end
function ZO_ScreenNarrationParams:GetNarrationType()
    if self.narrationType then
        return self.narrationType
    else
    end
end
function ZO_ScreenNarrationParams:SetNarrationEntryType(narrationEntryType)
    self.narrationEntryType = narrationEntryType
end
function ZO_ScreenNarrationParams:GetNarrationEntryType()
    return self.narrationEntryType
end
function ZO_ScreenNarrationParams:GetNarrateHeader()
    return self.narrateHeader
end
function ZO_ScreenNarrationParams:GetNarrateSubHeader()
    return self.narrateSubHeader
end
function ZO_ScreenNarrationParams:SetParametricList(list, narrateHeader)
    self.parametricList = list
    self.narrateHeader = narrateHeader
end
function ZO_ScreenNarrationParams:GetParametricList()
    return self.parametricList
end
function ZO_ScreenNarrationParams:SetGridList(gridList, narrateHeader, narrateSubHeader)
    self.gridList = gridList
    self.narrateHeader = narrateHeader
    self.narrateSubHeader = narrateSubHeader
end
function ZO_ScreenNarrationParams:GetGridList()
    return self.gridList
end
function ZO_ScreenNarrationParams:SetGamepadGrid(gamepadGrid, narrateHeader)
    self.gamepadGrid = gamepadGrid
    self.narrateHeader = narrateHeader
end
function ZO_ScreenNarrationParams:GetGamepadGrid()
    return self.gamepadGrid
end
function ZO_ScreenNarrationParams:SetSelectedSortHeader(sortHeaderGroup, key)
    self.sortHeaderGroup = sortHeaderGroup
    self.selectedSortHeaderKey = key
end
function ZO_ScreenNarrationParams:GetSortHeaderGroup()
    return self.sortHeaderGroup
end
function ZO_ScreenNarrationParams:GetSelectedSortHeaderKey()
    return self.selectedSortHeaderKey
end
function ZO_ScreenNarrationParams:SetComboBox(comboBox)
    self.comboBox = comboBox
end
function ZO_ScreenNarrationParams:GetComboBox()
    return self.comboBox
end
function ZO_ScreenNarrationParams:SetSpinner(spinner, narrateHeader)
    self.spinner = spinner
    self.narrateHeader = narrateHeader
end
function ZO_ScreenNarrationParams:GetSpinner()
    return self.spinner
end
function ZO_ScreenNarrationParams:SetGamepadButtonTabBar(tabBar)
    self.gamepadButtonTabBar = tabBar
end
function ZO_ScreenNarrationParams:GetGamepadButtonTabBar()
    return self.gamepadButtonTabBar
end
function ZO_ScreenNarrationParams:SetTextSearchHeader(textSearchHeader, narrateHeader)
    self.textSearchHeader = textSearchHeader
    self.narrateHeader = narrateHeader
end
function ZO_ScreenNarrationParams:GetTextSearchHeader(textSearchHeader)
    return self.textSearchHeader
end
function ZO_ScreenNarrationParams:SetDialog(dialog, narrateBaseText)
    self.dialog = dialog
    self.narrateDialogBaseText = narrateBaseText
end
function ZO_ScreenNarrationParams:GetDialog()
    return self.dialog
end
function ZO_ScreenNarrationParams:GetNarrateDialogBaseText()
    return self.narrateDialogBaseText
end
function ZO_ScreenNarrationParams:SetFadingControlBuffer(fadingControlBuffer)
    self.fadingControlBuffer = fadingControlBuffer
end
function ZO_ScreenNarrationParams:GetFadingControlBuffer()
    return self.fadingControlBuffer
end
function ZO_ScreenNarrationParams:SetFocus(focus, narrateHeader, narrateSubHeader)
    self.focus = focus
    self.narrateHeader = narrateHeader
    self.narrateSubHeader = narrateSubHeader
end
function ZO_ScreenNarrationParams:GetFocus()
    return self.focus
end
function ZO_ScreenNarrationParams:SetCustomObjectName(objectName, narrateHeader)
    self.customObjectName = objectName
    self.narrateHeader = narrateHeader
end
function ZO_ScreenNarrationParams:GetCustomObjectName()
    return self.customObjectName
end
---------------------------------------------
-- Screen Narration Manager
---------------------------------------------
ZO_ScreenNarrationManager = ZO_InitializingCallbackObject:Subclass()
function ZO_ScreenNarrationManager:Initialize()
    SCREEN_NARRATION_MANAGER = self
    self.parametricListTargetChangedCallback = function(list, targetData, oldTargetData, reachedTarget, targetSelectedIndex, reselectingDuringRebuild)
        local narrationInfo = self.parametricListNarrationInfo[list]
        if narrationInfo:canNarrate() and not reselectingDuringRebuild then
            self:QueueParametricListEntry(list)
        end
    end
    self.parametricListActivatedChangedCallback = function(list, activated)
        if activated then
            local NARRATE_HEADER = true
            self:QueueParametricListEntry(list, NARRATE_HEADER)
        end
    end
    --Re-narrate any active parametric lists upon hiding dialogs
        if list:IsActive() then
            local NARRATE_HEADER = true
            self:QueueParametricListEntry(list, NARRATE_HEADER)
        end
    end
    self.parametricListMovementChangedCallback = function(list, isMoving)
        local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY))
        if queuedNarration and queuedNarration:GetParametricList() == list then
            queuedNarration:SetNarrationBlocked(isMoving)
        end
    end
    self.comboBoxItemSelectedCallback = function(control, data, comboBox)
        self:QueueComboBox(comboBox)
    end
    self.gridListAllDialogsHiddenCallback = function(gridList)
        if gridList:IsActive() then
            local NARRATE_HEADER = true
            local NARRATE_SUB_HEADER = true
            self:QueueGridListEntry(gridList, NARRATE_HEADER, NARRATE_SUB_HEADER)
        end
    end
    self.gamepadGridAllDialogsHiddenCallback = function(gamepadGrid)
        if gamepadGrid:IsActive() then
            local NARRATE_HEADER = true
            self:QueueGamepadGridEntry(gamepadGrid, NARRATE_HEADER)
        end
    end
    self.spinnerAllDialogsHiddenCallback = function(spinner)
        if spinner:IsActive() then
            local NARRATE_HEADER = true
            self:QueueSpinner(spinner, NARRATE_HEADER)
        end
    end
    self.customObjectAllDialogsHiddenCallback = function(objectName)
        local narrationInfo = self.customObjectNarrationInfo[objectName]
        if narrationInfo and narrationInfo:canNarrate() then
            local NARRATE_HEADER = true
            self:QueueCustomEntry(objectName, NARRATE_HEADER)
        end
    end
    self.parametricListNarrationInfo = {}
    self.customObjectNarrationInfo = {}
    self.textSearchHeaderNarrationInfo = {}
    self.queuedNarrations = {}
    self.isLoading = not GetGuiHidden("app")
end
function ZO_ScreenNarrationManager:RegisterForEvents()
    local function OnUpdate()
        --Do not start any narrations while a load screen is active
        if self.isLoading then
            return
        end
        local currentTimeMs = GetFrameTimeMilliseconds()
        --Loop through each queue and try to narrate anything that is able
        for narrationType = NARRATION_TYPE_ITERATION_BEGIN, NARRATION_TYPE_ITERATION_END do
            local queuedNarration = self:GetQueuedNarration(narrationType)
            if queuedNarration then
                --If a narration has been set to blocked, it will stay in the queue until we set blocked to false or it is replaced by something else
                if not queuedNarration:GetNarrationBlocked() and queuedNarration.startTimeMs <= currentTimeMs then
                    self:TryNarration(queuedNarration)
                    self:ClearQueuedNarration(narrationType)
                end
            end
        end
    end
    local function OnAppGuiHiddenStateChanged(_, hidden)
        self.isLoading = not hidden
        SetTextChatNarrationQueueEnabled(hidden)
        if self.isLoading then
            --Loop through each queueable narration type and clear out the queue
            for narrationType = NARRATION_TYPE_ITERATION_BEGIN, NARRATION_TYPE_ITERATION_END do
                if QUEUEABLE_NARRATION_TYPES[narrationType] then
                    self:ClearQueuedNarration(narrationType)
                end
            end
        end
    end
    EVENT_MANAGER:RegisterForUpdate("ScreenNarrationUpdate", 0, OnUpdate)
    EVENT_MANAGER:RegisterForEvent("ScreenNarrationManager", EVENT_APP_GUI_HIDDEN_STATE_CHANGED, OnAppGuiHiddenStateChanged)
end
function ZO_ScreenNarrationManager:InitializeNarrationPools()
    local function NarrationParamFactory(pool)
        return ZO_ScreenNarrationParams:New()
    end
    local function NarrationParamReset(params)
        params:Reset()
    end
    local function NarrationParamAcquire(object, objectKey)
        --Narration params need to re-set their pool and key each time we acquire due to us calling ZO_ClearTable(self) in the reset
        object:SetPoolAndKey(self.narrationParamsPool, objectKey)
    end
    self.narrationParamsPool = ZO_ObjectPool:New(NarrationParamFactory, NarrationParamReset)
    local function NarratableObjectFactory(pool, key)
        local narratableObject = ZO_NarratableObject:New()
        narratableObject:SetPoolAndKey(pool, key)
        return narratableObject
    end
    local function NarratableObjectReset(narratableObject)
        narratableObject:Reset()
    end
    self.narratableObjectPool = ZO_ObjectPool:New(NarratableObjectFactory, NarratableObjectReset)
end
function ZO_ScreenNarrationManager:RegisterCustomObject(objectName, narrationInfo)
    if self.customObjectNarrationInfo[objectName] then
        local assertMessage = string.format("A custom narration object with the name \"%s\" has already been registered.", objectName)
        internalassert(false, assertMessage)
    end
    CALLBACK_MANAGER:RegisterCallback("AllDialogsHidden", self.customObjectAllDialogsHiddenCallback, objectName)
    self.customObjectNarrationInfo[objectName] = narrationInfo
end
function ZO_ScreenNarrationManager:RegisterParametricList(list, narrationInfo)
    CALLBACK_MANAGER:RegisterCallback("AllDialogsHidden", self.parametricListAllDialogsHiddenCallback, list)
    --Store off the associated parametric list narration info for this list, so we can access it later
    self.parametricListNarrationInfo[list] = narrationInfo
end
function ZO_ScreenNarrationManager:RegisterParametricListScreen(list, screen)
    local narrationInfo =
    {
        canNarrate = function()
            return screen:IsShowing()
        end,
        headerNarrationFunction = function()
            return screen:GetHeaderNarration()
        end,
        footerNarrationFunction = function()
            return screen:GetFooterNarration()
        end,
    }
    self:RegisterParametricList(list, narrationInfo)
end
function ZO_ScreenNarrationManager:UnregisterParametricList(list)
    CALLBACK_MANAGER:UnregisterCallback("AllDialogsHidden", self.parametricListAllDialogsHiddenCallback, list)
    self.parametricListNarrationInfo[list] = nil
    --Grab the currently queued narration for the matching narration type
    local narrationType = GetDefaultNarrationType(NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY)
    local queuedNarration = self:GetQueuedNarration(narrationType)
    --If the list we are unregistering is currently the queued narration, clear it
    if queuedNarration and queuedNarration:GetParametricList() == list then
        self:ClearQueuedNarration(narrationType)
    end
end
function ZO_ScreenNarrationManager:RegisterParametricListDialog(dialog)
    dialog.entryList:RegisterCallback("TargetDataChanged", function(list, targetData, oldTargetData, reachedTarget, targetSelectedIndex, reselectingDuringRebuild)
        if not reselectingDuringRebuild then
            self:QueueDialog(dialog)
        end
    end)
    dialog.entryList:RegisterCallback("ActivatedChanged", function(list, activated)
        if activated then
            self:QueueDialog(dialog)
        end
    end)
end
function ZO_ScreenNarrationManager:RegisterTextSearchHeader(textSearchHeader, narrationInfo)
    textSearchHeader:RegisterCallback("EditBoxFocusLost", function()
        self:QueueTextSearchHeader(textSearchHeader)
    end)
    textSearchHeader:RegisterCallback("FocusActivated", function()
        local NARRATE_HEADER = true
        self:QueueTextSearchHeader(textSearchHeader, NARRATE_HEADER)
    end)
    --Store off the associated text search header narration info for this text search header, so we can access it later
    self.textSearchHeaderNarrationInfo[textSearchHeader] = narrationInfo
end
function ZO_ScreenNarrationManager:RegisterGridList(gridList)
    gridList:SetOnSelectedDataChangedCallback(function(previousData, newData)
        if gridList:IsActive() and newData then
            local narrateSubHeader = false
            if previousData then
                local newGridHeaderData = newData.gridHeaderName or newData.gridHeaderData
                local previousGridHeaderData = previousData.gridHeaderName or previousData.gridHeaderData
                narrateSubHeader = newGridHeaderData ~= previousGridHeaderData
            end
            local DONT_NARRATE_HEADER = false
            self:QueueGridListEntry(gridList, DONT_NARRATE_HEADER, narrateSubHeader)
        end
    end)
    gridList:RegisterCallback("OnActivated", function(selectedData)
        local NARRATE_HEADER = true
        local NARRATE_SUB_HEADER = true
        self:QueueGridListEntry(gridList, NARRATE_HEADER, NARRATE_SUB_HEADER)
    end)
    CALLBACK_MANAGER:RegisterCallback("AllDialogsHidden", self.gridListAllDialogsHiddenCallback, gridList)
end
function ZO_ScreenNarrationManager:RegisterGamepadGrid(gamepadGrid)
    gamepadGrid:RegisterCallback("OnActivated", function()
        local NARRATE_HEADER = true
        self:QueueGamepadGridEntry(gamepadGrid, NARRATE_HEADER)
    end)
    gamepadGrid:RegisterCallback("FocusChanged", function()
        if gamepadGrid:IsActive() then
            self:QueueGamepadGridEntry(gamepadGrid)
        end
    end)
    CALLBACK_MANAGER:RegisterCallback("AllDialogsHidden", self.gamepadGridAllDialogsHiddenCallback, gamepadGrid)
end
function ZO_ScreenNarrationManager:RegisterComboBox(comboBox)
    comboBox:RegisterCallback("OnItemSelected", self.comboBoxItemSelectedCallback)
end
function ZO_ScreenNarrationManager:RegisterDialogDropdown(dialog, dropdown)
    dropdown:RegisterCallback("OnDeactivated", function()
        self:QueueDialog(dialog)
    end)
end
function ZO_ScreenNarrationManager:RegisterSpinner(spinner)
    spinner:RegisterCallback("OnValueChanged", function()
        if spinner:IsActive() then
            self:QueueSpinner(spinner)
        end
    end)
    spinner:RegisterCallback("OnActivated", function()
        local NARRATE_HEADER = true
        self:QueueSpinner(spinner, NARRATE_HEADER)
    end)
    CALLBACK_MANAGER:RegisterCallback("AllDialogsHidden", self.spinnerAllDialogsHiddenCallback, spinner)
end
function ZO_ScreenNarrationManager:RegisterGamepadButtonTabBar(tabBar)
    tabBar:RegisterCallback("OnActivated", function()
        self:QueueGamepadButtonTabBar(tabBar)
    end)
    tabBar:RegisterCallback("OnSelectionChanged", function()
        if tabBar:IsActivated() then
            self:QueueGamepadButtonTabBar(tabBar)
        end
    end)
end
function ZO_ScreenNarrationManager:RegisterFadingControlBuffer(fadingControlBuffer)
    fadingControlBuffer:RegisterCallback("OnEntryUpdated", function()
        self:QueueFadingControlBuffer(fadingControlBuffer)
    end)
end
function ZO_ScreenNarrationManager:CreateNarrationParams(narrationEntryType, delayMS)
    local narrationParams = self.narrationParamsPool:AcquireObject()
    narrationParams:SetNarrationEntryType(narrationEntryType)
    narrationParams:SetStartTimeMS(delayMS + GetFrameTimeMilliseconds())
    return narrationParams
end
function ZO_ScreenNarrationManager:CreateNarratableObject(narrationText, pauseTime)
    local narratableObject = self.narratableObjectPool:AcquireObject()
    narratableObject:AddNarrationText(narrationText)
    narratableObject:SetPauseTimeMS(pauseTime)
    return narratableObject
end
--Queues the given narrationParams into its associated queue
function ZO_ScreenNarrationManager:SetQueuedNarration(narrationParams)
    local narrationType = narrationParams:GetNarrationType()
    if QUEUEABLE_NARRATION_TYPES[narrationType] then
        --Make sure to release any already existing queued narrations before setting the new one
        local queuedNarration = self:GetQueuedNarration(narrationType)
        if queuedNarration then
            queuedNarration:ReleaseObject()
        end
        self.queuedNarrations[narrationType] = narrationParams
    else
        internalassert(false, "Attempting to queue an invalid narration type, please see the QUEUEABLE_NARRATION_TYPES table for the queueable narration types")
    end
end
--Get the narration params currently queued for the specified narration type
function ZO_ScreenNarrationManager:GetQueuedNarration(narrationType)
    return self.queuedNarrations[narrationType]
end
--Clears the queued narration associated with the specified narration type
function ZO_ScreenNarrationManager:ClearQueuedNarration(narrationType)
    if self.queuedNarrations[narrationType] then
        self.queuedNarrations[narrationType]:ReleaseObject()
    end
    self.queuedNarrations[narrationType] = nil
end
function ZO_ScreenNarrationManager:TryNarration(narrationParams)
    if IsScreenNarrationEnabled() then
        local narrationType = narrationParams:GetNarrationType()
        local narrationEntryType = narrationParams:GetNarrationEntryType()
        if narrationEntryType == NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY then
            local list = narrationParams:GetParametricList()
            local narrationInfo = self.parametricListNarrationInfo[list]
            if narrationInfo:canNarrate() and list:IsActive() then
                self:NarrateParametricListEntry(narrationInfo, list, list:GetTargetData(), list:GetTargetControl(), narrationParams:GetNarrateHeader(), narrationType)
            end
        elseif narrationEntryType == NARRATION_ENTRY_TYPE_SORT_FILTER_LIST_ENTRY then
            local list = narrationParams:GetParametricList()
            if list:IsActivated() then
                self:NarrateSortFilterListEntry(list, narrationParams:GetNarrateHeader(), narrationType)
            end
        elseif narrationEntryType == NARRATION_ENTRY_TYPE_SORT_HEADER then
            local sortHeaderGroup = narrationParams:GetSortHeaderGroup()
            local list = narrationParams:GetParametricList()
            local key = narrationParams:GetSelectedSortHeaderKey()
            if list:IsActive() and sortHeaderGroup:IsEnabled() and sortHeaderGroup:IsKeyCurrentSelectedIndex(key) then
                self:NarrateSelectedSortHeader(list, sortHeaderGroup, key, narrationParams:GetNarrateHeader(), narrationType)
            end
        elseif narrationEntryType == NARRATION_ENTRY_TYPE_COMBO_BOX then
            self:NarrateComboBox(narrationParams:GetComboBox(), narrationType)
        elseif narrationEntryType == NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY then
            local gridList = narrationParams:GetGridList()
            if gridList:IsActive() then
                self:NarrateGridListEntry(gridList, narrationParams:GetNarrateHeader(), narrationParams:GetNarrateSubHeader(), narrationType)
            end
        elseif narrationEntryType == NARRATION_ENTRY_TYPE_GAMEPAD_GRID_ENTRY then
            local gamepadGrid = narrationParams:GetGamepadGrid()
            if gamepadGrid:IsActive() then
                self:NarrateGamepadGridEntry(gamepadGrid, narrationParams:GetNarrateHeader(), narrationType)
            end
        elseif narrationEntryType == NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER then
            local textSearchHeader = narrationParams:GetTextSearchHeader()
            local narrationInfo = self.textSearchHeaderNarrationInfo[textSearchHeader]
            if textSearchHeader:IsActive() then
                self:NarrateTextSearchHeader(textSearchHeader, narrationInfo, narrationParams:GetNarrateHeader(), narrationType)
            end
        elseif narrationEntryType == NARRATION_ENTRY_TYPE_DIALOG then
            local dialog = narrationParams:GetDialog()
            --ZO_Dialogs_IsShowing will continue to return true until the dialog is hidden, so we need to check if it's in the process of hiding separately
            if ZO_Dialogs_IsShowing(dialog.name) and not ZO_Dialogs_IsDialogHiding(dialog.name) then
                self:NarrateDialog(dialog, narrationParams:GetNarrateDialogBaseText(), narrationType)
            end
        elseif narrationEntryType == NARRATION_ENTRY_TYPE_FADING_CONTROL_BUFFER then
            self:NarrateFadingControlBuffer(narrationParams:GetFadingControlBuffer(), narrationType)
        elseif narrationEntryType == NARRATION_ENTRY_TYPE_FOCUS_ENTRY then
            local focus = narrationParams:GetFocus()
            if focus:IsActive() then
                self:NarrateFocusEntry(focus, narrationParams:GetNarrateHeader(), narrationParams:GetNarrateSubHeader(), narrationType)
            end
        elseif narrationEntryType == NARRATION_ENTRY_TYPE_SPINNER then
            local spinner = narrationParams:GetSpinner()
            if spinner:IsActive() then
                self:NarrateSpinner(spinner, narrationParams:GetNarrateHeader(), narrationType)
            end
        elseif narrationEntryType == NARRATION_ENTRY_TYPE_GAMEPAD_BUTTON_TAB_BAR then
            local tabBar = narrationParams:GetGamepadButtonTabBar()
            if tabBar:IsActivated() then
                self:NarrateGamepadButtonTabBar(tabBar, narrationType)
            end
        elseif narrationEntryType == NARRATION_ENTRY_TYPE_CUSTOM then
            local customObjectName = narrationParams:GetCustomObjectName()
            local narrationInfo = self.customObjectNarrationInfo[customObjectName]
            if narrationInfo:canNarrate() then
                self:NarrateCustomEntry(narrationInfo, narrationParams:GetNarrateHeader(), narrationType)
            end
        else
            internalassert(false, "Unhandled narration entry type")
        end
    end
end
function ZO_ScreenNarrationManager:QueueParametricListEntry(list, narrateHeader, overrideQueueDelayMs)
    if IsScreenNarrationEnabled() then
        local narrationInfo = self.parametricListNarrationInfo[list]
        local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY, overrideQueueDelayMs or SCREEN_NARRATION_QUEUE_DELAY_MS)
        narrationParams:SetNarrationType(narrationInfo.narrationType)
        local queuedNarration = self:GetQueuedNarration(narrationParams:GetNarrationType())
        local narrationBlocked = false
        if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY then
            local queuedList = queuedNarration:GetParametricList()
            local queuedNarrateHeader = queuedNarration:GetNarrateHeader()
            local queuedNarrationBlocked = queuedNarration:GetNarrationBlocked()
            --If the list we are queueing is the same one we are overwriting, then make sure we still read the header if necessary
            if queuedList == list and queuedNarrateHeader then
                narrateHeader = queuedNarrateHeader
            end
            --If the list we are queueing is the same one we are overwriting, then make sure we remain blocked if necessary
            if queuedList == list and queuedNarrationBlocked then
                narrationBlocked = queuedNarrationBlocked
            end
        end
        narrationParams:SetParametricList(list, narrateHeader)
        narrationParams:SetNarrationBlocked(narrationBlocked)
        self:SetQueuedNarration(narrationParams)
    end
end
function ZO_ScreenNarrationManager:QueueSortFilterListEntry(list, narrateHeader)
    if IsScreenNarrationEnabled() then
        local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_SORT_FILTER_LIST_ENTRY))
        if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_SORT_FILTER_LIST_ENTRY then
            local queuedList = queuedNarration:GetParametricList()
            local queuedNarrateHeader = queuedNarration:GetNarrateHeader()
            --If the list we are queueing is the same one we are overwriting, then make sure we still read the header if necessary
            if queuedList == list and queuedNarrateHeader then
                narrateHeader = queuedNarrateHeader
            end
        end
        local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_SORT_FILTER_LIST_ENTRY, SCREEN_NARRATION_QUEUE_DELAY_MS)
        narrationParams:SetParametricList(list, narrateHeader)
        self:SetQueuedNarration(narrationParams)
    end
end
function ZO_ScreenNarrationManager:QueueSelectedSortHeader(list, sortHeaderGroup, key, narrateHeader)
    if IsScreenNarrationEnabled() then
        local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_SORT_HEADER))
        if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_SORT_HEADER then
            local queuedList = queuedNarration:GetParametricList()
            local queuedNarrateHeader = queuedNarration:GetNarrateHeader()
            --If the list we are queueing is the same one we are overwriting, then make sure we still read the header if necessary
            if queuedList == list and queuedNarrateHeader then
                narrateHeader = queuedNarrateHeader
            end
        end
        local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_SORT_HEADER, SCREEN_NARRATION_QUEUE_DELAY_MS)
        narrationParams:SetParametricList(list, narrateHeader)
        narrationParams:SetSelectedSortHeader(sortHeaderGroup, key)
        self:SetQueuedNarration(narrationParams)
    end
end
function ZO_ScreenNarrationManager:QueueComboBox(comboBox)
    if IsScreenNarrationEnabled() then
        local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_COMBO_BOX, SCREEN_NARRATION_QUEUE_DELAY_MS)
        narrationParams:SetComboBox(comboBox)
        self:SetQueuedNarration(narrationParams)
    end
end
function ZO_ScreenNarrationManager:QueueGridListEntry(gridList, narrateHeader, narrateSubHeader)
    if IsScreenNarrationEnabled() then
        local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY))
        if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY then
            local queuedGridList = queuedNarration:GetGridList()
            local queuedNarrateHeader = queuedNarration:GetNarrateHeader()
            local queuedNarrateSubHeader = queuedNarration:GetNarrateSubHeader()
            --If the grid list we are queueing is the same one we are overwriting, then make sure we still read the header if necessary
            if queuedGridList == gridList and queuedNarrateHeader then
                narrateHeader = queuedNarrateHeader
            end
            --If the grid list we are queueing is the same one we are overwriting, then make sure we still read the subheader if necessary
            if queuedGridList == gridList and queuedNarrateSubHeader then
                narrateSubHeader = queuedNarrateSubHeader
            end
        end
        local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY, SCREEN_NARRATION_QUEUE_DELAY_MS)
        narrationParams:SetGridList(gridList, narrateHeader, narrateSubHeader)
        self:SetQueuedNarration(narrationParams)
    end
end
function ZO_ScreenNarrationManager:QueueGamepadGridEntry(gamepadGrid, narrateHeader)
    if IsScreenNarrationEnabled() then
        local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_GAMEPAD_GRID_ENTRY, SCREEN_NARRATION_QUEUE_DELAY_MS)
        narrationParams:SetGamepadGrid(gamepadGrid, narrateHeader)
        self:SetQueuedNarration(narrationParams)
    end
end
function ZO_ScreenNarrationManager:QueueTextSearchHeader(textSearchHeader, narrateHeader)
    if IsScreenNarrationEnabled() then
        local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER))
        if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER then
            local queuedTextSearchHeader = queuedNarration:GetTextSearchHeader()
            local queuedNarrateHeader = queuedNarration:GetNarrateHeader()
            --If the text search header we are queueing is the same one we are overwriting, then make sure we still read the header if necessary
            if queuedTextSearchHeader == textSearchHeader and queuedNarrateHeader then
                narrateHeader = queuedNarrateHeader
            end
        end
        local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER, SCREEN_NARRATION_QUEUE_DELAY_MS)
        narrationParams:SetTextSearchHeader(textSearchHeader, narrateHeader)
        self:SetQueuedNarration(narrationParams)
    end
end
function ZO_ScreenNarrationManager:QueueDialog(dialog, narrateBaseText)
    if IsScreenNarrationEnabled() then
        local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_DIALOG))
        if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_DIALOG then
            local queuedDialog = queuedNarration:GetDialog()
            local queuedNarrateBaseText = queuedNarration:GetNarrateDialogBaseText()
            --If the dialog we are queuing is the same one we are overwriting, then make sure we still read the base text if necessary
            if queuedDialog == dialog and queuedNarrateBaseText then
                narrateBaseText = queuedNarrateBaseText
            end
        end
        local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_DIALOG, SCREEN_NARRATION_QUEUE_DELAY_MS)
        narrationParams:SetDialog(dialog, narrateBaseText)
        self:SetQueuedNarration(narrationParams)
    end
end
function ZO_ScreenNarrationManager:QueueFadingControlBuffer(fadingControlBuffer)
    if IsScreenNarrationEnabled() then
        local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_FADING_CONTROL_BUFFER, SCREEN_NARRATION_QUEUE_DELAY_MS)
        narrationParams:SetFadingControlBuffer(fadingControlBuffer)
        self:SetQueuedNarration(narrationParams)
    end
end
function ZO_ScreenNarrationManager:QueueFocus(focus, narrateHeader, narrateSubHeader)
    if IsScreenNarrationEnabled() then
        local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_FOCUS_ENTRY))
        if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_FOCUS_ENTRY then
            local queuedFocus = queuedNarration:GetFocus()
            local queuedNarrateHeader = queuedNarration:GetNarrateHeader()
            --If the focus we are queueing is the same one we are overwriting, then make sure we still read the header if necessary
            if queuedFocus == focus and queuedNarrateHeader then
                narrateHeader = queuedNarrateHeader
            end
            local queuedNarrateSubHeader = queuedNarration:GetNarrateSubHeader()
            --If the focus we are queueing is the same one we are overwriting, then make sure we still read the sub header if necessary
            if queuedFocus == focus and queuedNarrateSubHeader then
                narrateSubHeader = queuedNarrateSubHeader
            end
        end
        local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_FOCUS_ENTRY, SCREEN_NARRATION_QUEUE_DELAY_MS)
        narrationParams:SetFocus(focus, narrateHeader, narrateSubHeader)
        self:SetQueuedNarration(narrationParams)
    end
end
function ZO_ScreenNarrationManager:QueueSpinner(spinner, narrateHeader)
    if IsScreenNarrationEnabled() then
        local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_SPINNER, SCREEN_NARRATION_QUEUE_DELAY_MS)
        narrationParams:SetSpinner(spinner, narrateHeader)
        self:SetQueuedNarration(narrationParams)
    end
end
function ZO_ScreenNarrationManager:QueueCustomEntry(objectName, narrateHeader)
    if IsScreenNarrationEnabled() then
        local narrationInfo = self.customObjectNarrationInfo[objectName]
        local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_CUSTOM, SCREEN_NARRATION_QUEUE_DELAY_MS)
        narrationParams:SetNarrationType(narrationInfo.narrationType)
        local queuedNarration = self:GetQueuedNarration(narrationParams:GetNarrationType())
        if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_CUSTOM then
            local queuedCustomObjectName = queuedNarration:GetCustomObjectName()
            local queuedNarrateHeader = queuedNarration:GetNarrateHeader()
            --If the custom object we are queueing is the same one we are overwriting, then make sure we still read the header if necessary
            if queuedCustomObjectName == objectName and queuedNarrateHeader then
                narrateHeader = queuedNarrateHeader
            end
        end
        narrationParams:SetCustomObjectName(objectName, narrateHeader)
        self:SetQueuedNarration(narrationParams)
    end
end
function ZO_ScreenNarrationManager:QueueGamepadButtonTabBar(tabBar)
    if IsScreenNarrationEnabled() then
        local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_GAMEPAD_BUTTON_TAB_BAR, SCREEN_NARRATION_QUEUE_DELAY_MS)
        narrationParams:SetGamepadButtonTabBar(tabBar)
        self:SetQueuedNarration(narrationParams)
    end
end
function ZO_ScreenNarrationManager:QueueCSA(messageParams)
    if IsScreenNarrationEnabled() then
        --CSAs do not need to wait before sending to the C++, so attempt to narrate them immediately
        self:NarrateText(messageParams:GetNarrationText(), NARRATION_TYPE_CENTER_SCREEN_ANNOUNCEMENT)
    end
end
function ZO_ScreenNarrationManager:QueueCountdownCSA(countdownTime)
    if IsScreenNarrationEnabled() then
        --CSAs do not need to wait before sending to the C++, so attempt to narrate them immediately
        --Countdown CSAs should not queue up behind other CSAs, so put them in the higher priority alert queue instead
        self:NarrateText(self:CreateNarratableObject(countdownTime), NARRATION_TYPE_ALERT)
    end
end
do
    local KEYBIND_PAUSE_TIME_MS = 100
    --Gets a narratable object for the currently active keybinds on the keybind strip
    --If additionalInputNarrationFunction is specified, it will append the return keybind info to the end of the narration of the keybind strip
    --If overrideInputNarrationFunction is specified, only the keybind info it returns will be narrated
        local keybindButtonInfo
        if overrideInputNarrationFunction then
            keybindButtonInfo = overrideInputNarrationFunction()
        else
            keybindButtonInfo = KEYBIND_STRIP:GetOrderedNarratableKeybindButtonInfo()
            if additionalInputNarrationFunction then
                ZO_CombineNumericallyIndexedTables(keybindButtonInfo, additionalInputNarrationFunction())
            end
        end
        local keybindNarration = self:CreateNarratableObject(nil, KEYBIND_PAUSE_TIME_MS)
        for i, buttonInfo in ipairs(keybindButtonInfo) do
            local narrationText
            if buttonInfo.name then
                local formatter
                if i == 1 then
                    formatter = buttonInfo.enabled and SI_SCREEN_NARRATION_FIRST_KEYBIND_FORMATTER or SI_SCREEN_NARRATION_DISABLED_FIRST_KEYBIND_FORMATTER
                else
                    formatter = buttonInfo.enabled and SI_SCREEN_NARRATION_KEYBIND_FORMATTER or SI_SCREEN_NARRATION_DISABLED_KEYBIND_FORMATTER
                end
                narrationText = zo_strformat(formatter, buttonInfo.keybindName, buttonInfo.name)
            else
                local formatter
                if i == 1 then
                    formatter = buttonInfo.enabled and SI_SCREEN_NARRATION_FIRST_KEYBIND_FORMATTER_NO_LABEL or SI_SCREEN_NARRATION_DISABLED_FIRST_KEYBIND_FORMATTER_NO_LABEL
                else
                    formatter = buttonInfo.enabled and SI_SCREEN_NARRATION_KEYBIND_FORMATTER_NO_LABEL or SI_SCREEN_NARRATION_DISABLED_KEYBIND_FORMATTER_NO_LABEL
                end
                narrationText = zo_strformat(formatter, buttonInfo.keybindName)
            end
            keybindNarration:AddNarrationText(narrationText)
        end
        return keybindNarration
    end
    function ZO_ScreenNarrationManager:GetKeybindNarrationFromData(name, keybind, enabled)
        local keybindNarration = self:CreateNarratableObject(nil, KEYBIND_PAUSE_TIME_MS)
        local keybindName = ZO_Keybindings_GetHighestPriorityNarrationStringFromAction(keybind) or GetString(SI_ACTION_IS_NOT_BOUND)
        if name then
            local formatter
            if i == 1 then
                formatter = enabled and SI_SCREEN_NARRATION_FIRST_KEYBIND_FORMATTER or SI_SCREEN_NARRATION_DISABLED_FIRST_KEYBIND_FORMATTER
            else
                formatter = enabled and SI_SCREEN_NARRATION_KEYBIND_FORMATTER or SI_SCREEN_NARRATION_DISABLED_KEYBIND_FORMATTER
            end
            narrationText = zo_strformat(formatter, keybindName, name)
        else
            local formatter
            if i == 1 then
                formatter = enabled and SI_SCREEN_NARRATION_FIRST_KEYBIND_FORMATTER_NO_LABEL or SI_SCREEN_NARRATION_DISABLED_FIRST_KEYBIND_FORMATTER_NO_LABEL
            else
                formatter = enabled and SI_SCREEN_NARRATION_KEYBIND_FORMATTER_NO_LABEL or SI_SCREEN_NARRATION_DISABLED_KEYBIND_FORMATTER_NO_LABEL
            end
            narrationText = zo_strformat(formatter, keybindName)
        end
        keybindNarration:AddNarrationText(narrationText)
        return keybindNarration
    end
end
--Recursively populates a narratable object representing a tooltip read in the order it is laid out visually
function ZO_ScreenNarrationManager:FormatTooltipStrings(narration, tooltipString)
    --If this is just a string, we can just add it to the narration as-is
    if type(tooltipString) == "string" then
        narration:AddNarrationText(tooltipString)
    elseif type(tooltipString) == "table" then
        --If this is a table, loop through each entry and add it to the narration
        for i, tooltipEntry in ipairs(tooltipString) do
            self:FormatTooltipStrings(narration, tooltipEntry)
        end
    elseif type(tooltipString) == "function" then
        --If this is a function, attempt to add the return value to the narration
        self:FormatTooltipStrings(narration, tooltipString())
    end
end
--Gets a table of narratable objects representing the narration text for a tooltip or tooltips
--If optionalTooltipType is not specified, the table returned will contain a narratable object for each visible tooltip
function ZO_ScreenNarrationManager:GetTooltipNarration(optionalTooltipType)
    --Get the table of tooltip strings
    --The table is ordered based on the order the strings should be read visually
    local tooltipStrings = GAMEPAD_TOOLTIPS:GetNarrationText(optionalTooltipType)
    --If an optional tooltip type was not specified, then tooltipStrings will be a table of tables for each visible tooltip
    --If an optional tooltip type was specified, then tooltipStrings will only contain the narration for that tooltip
    --In this situation, we loop and create a narratable object for each individual tooltip
    local narrations = {}
    for i, tooltipNarrationText in ipairs(tooltipStrings) do
        if ZO_IsNarratableObject(tooltipNarrationText) then
            table.insert(narrations, tooltipNarrationText)
        else
            local narration = self:CreateNarratableObject()
            self:FormatTooltipStrings(narration, tooltipNarrationText)
            table.insert(narrations, narration)
        end
    end
    return narrations
end
function ZO_ScreenNarrationManager:NarrateParametricListEntry(narrationInfo, list, entryData, entryControl, narrateHeader, narrationType)
    local narrations = {}
    if narrateHeader and narrationInfo.headerNarrationFunction then
        local headerNarration = narrationInfo:headerNarrationFunction()
        ZO_AppendNarration(narrations, headerNarration)
    end
    if list:IsEmpty() then
        --If the list is empty, then narrate the no item text instead
    elseif entryData and (entryData.text or entryData.narrationText) then
        if entryData.headerNarrationFunction then
            ZO_AppendNarration(narrations, entryData.headerNarrationFunction(entryData, entryControl))
        elseif entryData.header then
            ZO_AppendNarration(narrations, self:CreateNarratableObject(entryData.header))
        end
        if entryData.narrationText then
            if type(entryData.narrationText) == "function" then
                --If the narration text is a function it should return either a narratable object or table of narratable objects
                local narration = entryData.narrationText(entryData, entryControl)
                ZO_AppendNarration(narrations, narration)
            else
                ZO_AppendNarration(narrations, self:CreateNarratableObject(entryData.narrationText))
            end
        else
            --Entries using a custom value via entryData.narrationText need to handle entryData.text, sublabels, stack count, status indicators, and progress bars themselves if they want it
            ZO_AppendNarration(narrations, ZO_GetSharedGamepadEntryDefaultNarrationText(entryData, entryControl))
        end
        ZO_AppendNarration(narrations, self:GetTooltipNarration())
    end
    if narrationInfo.footerNarrationFunction then
        local footerNarration = narrationInfo:footerNarrationFunction()
        ZO_AppendNarration(narrations, footerNarration)
    end
    self:NarrateText(narrations, narrationType)
end
function ZO_ScreenNarrationManager:NarrateGridListEntry(gridList, narrateHeader, narrateSubHeader, narrationType)
    local narrations = {}
    if narrateHeader then
        ZO_AppendNarration(narrations, gridList:GetHeaderNarration())
    end
    local entryData = gridList:GetSelectedData()
    if entryData then
        if narrateSubHeader then
            --The subheader information can be stored in either the gridHeaderName or gridHeaderData fields
            local entryHeaderData = entryData.gridHeaderName or entryData.gridHeaderData
            if entryHeaderData then
                if type(entryHeaderData) == "string" then
                    ZO_AppendNarration(narrations, self:CreateNarratableObject(entryHeaderData))
                elseif entryHeaderData.headerNarrationFunction then
                    ZO_AppendNarration(narrations, entryHeaderData.headerNarrationFunction(entryHeaderData))
                end
            end
        end
        if entryData.narrationText then
            if type(entryData.narrationText) == "function" then
                --If the narration text is a function it should return either a narratable object or table of narratable objects
                local narration = entryData.narrationText(entryData)
                ZO_AppendNarration(narrations, narration)
            else
                ZO_AppendNarration(narrations, self:CreateNarratableObject(entryData.narrationText))
            end
        end
    end
    self:NarrateText(narrations, narrationType)
end
function ZO_ScreenNarrationManager:NarrateGamepadGridEntry(gamepadGrid, narrateHeader, narrationType)
    local narrations = {}
    if narrateHeader then
        local headerNarration = gamepadGrid:GetHeaderNarration()
        ZO_AppendNarration(narrations, headerNarration)
    end
    local narration = gamepadGrid:GetNarrationText()
    ZO_AppendNarration(narrations, narration)
    self:NarrateText(narrations, narrationType)
end
function ZO_ScreenNarrationManager:NarrateSortFilterListEntry(list, narrateHeader, narrationType)
    local narrations = {}
    if narrateHeader then
        local headerNarration = list:GetHeaderNarration()
        ZO_AppendNarration(narrations, headerNarration)
    end
    ZO_AppendNarration(narrations, list:GetNarrationText())
    ZO_AppendNarration(narrations, list:GetFooterNarration())
    self:NarrateText(narrations, narrationType)
end
function ZO_ScreenNarrationManager:NarrateSelectedSortHeader(list, sortHeaderGroup, key, narrateHeader, narrationType)
    local narrations = {}
    if narrateHeader then
        local headerNarration = list:GetHeaderNarration()
        ZO_AppendNarration(narrations, headerNarration)
    end
    ZO_AppendNarration(narrations, sortHeaderGroup:GetSortHeaderNarrationText(key))
    ZO_AppendNarration(narrations, list:GetFooterNarration())
    self:NarrateText(narrations, narrationType)
end
function ZO_ScreenNarrationManager:NarrateComboBox(comboBox, narrationType)
    local narrations = {}
    ZO_AppendNarration(narrations, comboBox:GetNarrationText())
    local tooltipType = comboBox:GetNarrationTooltipType()
    -- Only narrate tooltips if a particular tooltip as been specified for the comboBox
    if tooltipType then
        ZO_AppendNarration(narrations, self:GetTooltipNarration(tooltipType))
    end
    self:NarrateText(narrations, narrationType)
end
function ZO_ScreenNarrationManager:NarrateTextSearchHeader(textSearchHeader, narrationInfo, narrateHeader, narrationType)
    local narrations = {}
    --If we have a narration for the header, include if applicable
    if narrateHeader and narrationInfo.headerNarrationFunction then
        local headerNarration = narrationInfo:headerNarrationFunction()
        ZO_AppendNarration(narrations, headerNarration)
    end
    --Get the main narration for the text search header
    ZO_AppendNarration(narrations, textSearchHeader:GetNarrationText())
    --If we have a narration for the results, include that
    if narrationInfo.resultsNarrationFunction then
        local resultsNarration = narrationInfo.resultsNarrationFunction()
        ZO_AppendNarration(narrations, resultsNarration)
    end
    self:NarrateText(narrations, narrationType)
end
function ZO_ScreenNarrationManager:NarrateFocusEntry(focus, narrateHeader, narrateSubHeader, narrationType)
    if focus then
        local narrations = {}
        if narrateHeader then
            local headerNarration = focus:GetHeaderNarration()
            ZO_AppendNarration(narrations, headerNarration)
        end
        if narrateSubHeader then
            local subHeaderNarration = focus:GetSubHeaderNarration()
            ZO_AppendNarration(narrations, subHeaderNarration)
        end
        local focusNarration = focus:GetNarrationText()
        ZO_AppendNarration(narrations, focusNarration)
        ZO_AppendNarration(narrations, self:GetTooltipNarration())
        local footerNarration = focus:GetFooterNarration()
        ZO_AppendNarration(narrations, footerNarration)
        self:NarrateText(narrations, narrationType)
    end
end
function ZO_ScreenNarrationManager:NarrateSpinner(spinner, narrateHeader, narrationType)
    if spinner then
        local narrations = {}
        if narrateHeader then
            local headerNarration = spinner:GetHeaderNarration()
            ZO_AppendNarration(narrations, headerNarration)
        end
        local spinnerNarration = spinner:GetNarrationText()
        ZO_AppendNarration(narrations, spinnerNarration)
        if spinner:CanNarrateTooltips() then
            ZO_AppendNarration(narrations, self:GetTooltipNarration())
        end
        self:NarrateText(narrations, narrationType)
    end
end
function ZO_ScreenNarrationManager:NarrateGamepadButtonTabBar(tabBar, narrationType)
    if tabBar then
        local narrations = {}
        local tabBarNarration = tabBar:GetNarrationText()
        ZO_AppendNarration(narrations, tabBarNarration)
        ZO_AppendNarration(narrations, self:GetTooltipNarration())
        ZO_AppendNarration(narrations, self:GetKeybindNarration())
        self:NarrateText(narrations, narrationType)
    end
end
--Forms a table of the narrations that are common amongst all the dialog types
function ZO_ScreenNarrationManager:GetDialogBaseNarration(dialog, dialogInfo, dialogType, textParams, narrateBaseText)
    local narrations = {}
    --narrateBaseText should only be true upon first opening the dialog
    if narrateBaseText then
        if dialogInfo.headerNarrationFunction then
            ZO_AppendNarration(narrations, dialogInfo.headerNarrationFunction(dialog))
        elseif dialog.header and dialog.headerData then
            ZO_AppendNarration(narrations, ZO_GamepadGenericHeader_GetNarrationText(dialog.header, dialog.headerData))
        elseif dialogInfo.title then
            local titleText = ZO_GetFormattedDialogText(dialog, dialogInfo.title, textParams.titleParams)
            ZO_AppendNarration(narrations, self:CreateNarratableObject(titleText))
        end
        if dialogInfo.mainText then
            local mainTextParams = textParams.mainTextNarrationParams or textParams.mainTextParams
            local mainText = ZO_GetFormattedDialogText(dialog, dialogInfo.mainText, mainTextParams)
            ZO_AppendNarration(narrations, self:CreateNarratableObject(mainText))
        end
        --Centered dialogs do not support sub text or warning
        if dialogType ~= GAMEPAD_DIALOGS.CENTERED then
            if dialogInfo.subText then
                local subText = ZO_GetFormattedDialogText(dialog, dialogInfo.subText, textParams.subTextParams)
                ZO_AppendNarration(narrations, self:CreateNarratableObject(subText))
            end
            if dialogInfo.warning then
                local warningText = ZO_GetFormattedDialogText(dialog, dialogInfo.warning, textParams.warningParams)
                ZO_AppendNarration(narrations, self:CreateNarratableObject(warningText))
            end
        end
        if dialogInfo.baseNarrationTooltip then
            ZO_AppendNarration(narrations, self:GetTooltipNarration(dialogInfo.baseNarrationTooltip))
        end
    end
    return narrations
end
function ZO_ScreenNarrationManager:NarrateDialog(dialog, narrateBaseText, narrationType)
    local dialogInfo = dialog.info
    if dialogInfo.gamepadInfo then
        local dialogType = dialogInfo.gamepadInfo.dialogType
        local textParams = dialog.textParams or {}
        local additionalInputNarrationFunction
        --First, get the base narration
        local narrations = self:GetDialogBaseNarration(dialog, dialogInfo, dialogType, textParams, narrateBaseText)
        if dialogType == GAMEPAD_DIALOGS.BASIC then
            --Do nothing, this dialog type is handled fully by the base narration
        elseif dialogType == GAMEPAD_DIALOGS.PARAMETRIC then
            --If the dialog type is parametric, attempt to narrate the currently selected entry in the list
            local list = dialog.entryList
            if list then
                local entryData = list:GetTargetData()
                local entryControl = list:GetTargetControl()
                if entryData and (entryData.text or entryData.narrationText) then
                    additionalInputNarrationFunction = entryData.additionalInputNarrationFunction
                    if entryData.header then
                        ZO_AppendNarration(narrations, self:CreateNarratableObject(entryData.header))
                    end
                    if entryData.narrationText then
                        if type(entryData.narrationText) == "function" then
                            local narration = entryData.narrationText(entryData, entryControl)
                            ZO_AppendNarration(narrations, narration)
                        else
                            ZO_AppendNarration(narrations, self:CreateNarratableObject(entryData.narrationText))
                        end
                    else
                        --Entries using a custom value via entryData.narrationText need to handle entryData.text, sublabels, stack count, status indicators, and progress bars themselves if they want it
                        ZO_AppendNarration(narrations, ZO_GetSharedGamepadEntryDefaultNarrationText(entryData, entryControl))
                    end
                    --Dialogs only narrate tooltips when one is specifically specified
                    if entryData.narrationTooltip then
                        ZO_AppendNarration(narrations, self:GetTooltipNarration(entryData.narrationTooltip))
                    end
                end
            end
        elseif dialogType == GAMEPAD_DIALOGS.COOLDOWN then
            --If this is a cooldown dialog, attempt to narrate the loading text
            if dialogInfo.loading then
                local loadingText = dialogInfo.loading.text
                if type(loadingText) == "function" then
                    loadingText = loadingText(dialog)
                end
                ZO_AppendNarration(narrations, self:CreateNarratableObject(loadingText))
            end
        elseif dialogType == GAMEPAD_DIALOGS.CENTERED then
            --Do nothing, this dialog type is handled fully by the base narration
        elseif dialogType == GAMEPAD_DIALOGS.STATIC_LIST then
            --If the dialog type is static list, attempt to narrate each entry in the list
            if dialogInfo.itemInfo then
                local itemInfo = dialogInfo.itemInfo
                if type(itemInfo) == "function" then
                    itemInfo = itemInfo(dialog)
                end
                for i, info in ipairs(itemInfo) do
                    ZO_AppendNarration(narrations, self:CreateNarratableObject(info.label))
                end
            end
        elseif dialogType == GAMEPAD_DIALOGS.ITEM_SLIDER then
            --If the dialog type is item slider, attempt to narrate the associated slider
            if dialog.slider then
                local itemName = ""
                local bagId = dialog.data.bagId
                local slotIndex = dialog.data.slotIndex
                if bagId and slotIndex then
                    --Use the name of the item as the name of the slider
                    itemName = GetItemName(bagId, slotIndex)
                end
                --Item sliders can assume numeric directional input unless we are told otherwise
                if dialogInfo.narrationText then
                    if type(dialogInfo.narrationText) == "function" then
                        --If the narration text is a function it should return either a narratable object or table of narratable objects
                        local narration = dialogInfo.narrationText(dialog, itemName)
                        ZO_AppendNarration(narrations, narration)
                    else
                        ZO_AppendNarration(narrations, self:CreateNarratableObject(dialogInfo.narrationText))
                    end
                else
                    ZO_AppendNarration(narrations, ZO_FormatSliderNarrationText(dialog.slider, itemName))
                end
            end
        elseif dialogType == GAMEPAD_DIALOGS.CUSTOM then
            if dialogInfo.narrationText then
                if type(dialogInfo.narrationText) == "function" then
                    local narration = dialogInfo.narrationText(dialog)
                    ZO_AppendNarration(narrations, narration)
                else
                    ZO_AppendNarration(narrations, self:CreateNarratableObject(dialogInfo.narrationText))
                end
            end
        else
            internalassert(false, "Unhandled dialog type")
        end
        --Always add keybinds at the end
        self:NarrateText(narrations, narrationType)
    end
end
function ZO_ScreenNarrationManager:NarrateFadingControlBuffer(fadingControlBuffer, narrationType)
    local narrations = {}
    ZO_AppendNarration(narrations, fadingControlBuffer:GetNarrationText())
    self:NarrateText(narrations, narrationType)
end
function ZO_ScreenNarrationManager:NarrateCustomEntry(narrationInfo, narrateHeader, narrationType)
    local narrations = {}
    if narrateHeader and narrationInfo.headerNarrationFunction then
        local headerNarration = narrationInfo:headerNarrationFunction()
        ZO_AppendNarration(narrations, headerNarration)
    end
    if narrationInfo.selectedNarrationFunction then
        local selectedNarration = narrationInfo:selectedNarrationFunction()
        ZO_AppendNarration(narrations, selectedNarration)
    end
    --Default to true if nothing was specified for canNarrateTooltips
    local canNarrateTooltips = narrationInfo.canNarrateTooltips == nil and true or narrationInfo.canNarrateTooltips
    if type(canNarrateTooltips) == "function" then
        canNarrateTooltips = canNarrateTooltips()
    end
    if canNarrateTooltips then
        ZO_AppendNarration(narrations, self:GetTooltipNarration())
    end
    if narrationInfo.footerNarrationFunction then
        local footerNarration = narrationInfo:footerNarrationFunction()
        ZO_AppendNarration(narrations, footerNarration)
    end
    self:NarrateText(narrations, narrationType)
end
--TODO XAR: Do we need category here?
function ZO_ScreenNarrationManager:NarrateChatMessage(chatMessage, category)
    if IsChatNarrationEnabled() then
        if chatMessage ~= "" then
            RequestReadTextChatToClient(chatMessage)
        end
    end
end
--Adds a single narratable object to the pending narration and then releases the object
function ZO_ScreenNarrationManager:AddPendingNarration(narratableObject)
    narratableObject:AddToPending()
    narratableObject:ReleaseObject()
end
function ZO_ScreenNarrationManager:NarrateText(narration, narrationType)
    if type(narration) == "table" then
        if ZO_IsNarratableObject(narration) then
            self:AddPendingNarration(narration)
        else
            for _, narratableObject in ipairs(narration) do
                self:AddPendingNarration(narratableObject)
            end
        end
    end
end
-- Global singleton
-- The global singleton moniker is assigned by the Narration Manager's constructor in order to
-- allow data objects to reference the singleton during their construction.
ZO_ScreenNarrationManager:New()