Back to Home

ESO Lua File v101041

ingame/crafting/gamepad/smithingextraction_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
local GAMEPAD_SMITHING_EXTRACTION_FILTER_INCLUDE_BANKED = 1
local GAMEPAD_SMITHING_EXTRACTION_CRAFTING_QUEST_OFFSET_X = 1315 
local g_filters =
{
    [GAMEPAD_SMITHING_EXTRACTION_FILTER_INCLUDE_BANKED] =
    {
        header = GetString(SI_GAMEPAD_SMITHING_FILTERS),
        filterName = GetString(SI_CRAFTING_INCLUDE_BANKED),
        filterTooltip = GetString(SI_CRAFTING_INCLUDE_BANKED_TOOLTIP),
        checked = false,
    },
}
ZO_GamepadSmithingExtraction = ZO_SharedSmithingExtraction:Subclass()
function ZO_GamepadSmithingExtraction:New(...)
    return ZO_SharedSmithingExtraction.New(self, ...)
end
function ZO_GamepadSmithingExtraction:Initialize(panelControl, floatingControl, owner, isRefinementOnly, scene)
    self.isRefinementOnly = isRefinementOnly
    self.panelControl = panelControl
    self.floatingControl = floatingControl
    local slotContainer = floatingControl:GetNamedChild("SlotContainer")
    self.slotContainer = slotContainer
    ZO_SharedSmithingExtraction.Initialize(self, slotContainer:GetNamedChild("ExtractionSlot"), nil, owner, isRefinementOnly)
    self.tooltip = floatingControl:GetNamedChild("Tooltip")
    local tooltipNarrationInfo = 
    {
        canNarrate = function()
            return not self.tooltip:IsHidden()
        end,
        tooltipNarrationFunction = function()
            return self.tooltip.tip:GetNarrationText()
        end,
    }
    GAMEPAD_TOOLTIPS:RegisterCustomTooltipNarration(tooltipNarrationInfo)
    local ADDITIONAL_MOUSEOVER_BINDS = nil
    local DONT_USE_KEYBIND_STRIP = false
    self.itemActions = ZO_ItemSlotActionsController:New(KEYBIND_STRIP_ALIGN_LEFT, ADDITIONAL_MOUSEOVER_BINDS, DONT_USE_KEYBIND_STRIP)
    self:InitializeInventory(isRefinementOnly, scene)
    self:InitExtractionSlot(scene.name)
    if isRefinementOnly then
        self:SetFilterType(SMITHING_FILTER_TYPE_RAW_MATERIALS)
    else
        self:SetFilterType(SMITHING_FILTER_TYPE_WEAPONS)
        local function OnAddOnLoaded(event, name)
            if name == "ZO_Ingame" then
                self:SetupSavedVars()
                panelControl:UnregisterForEvent(EVENT_ADD_ON_LOADED)
            end
        end
        panelControl:RegisterForEvent(EVENT_ADD_ON_LOADED, OnAddOnLoaded)
    end
    self.inventory.list:SetOnSelectedDataChangedCallback(function(list, selectedData)
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
        self.itemActions:SetInventorySlot(selectedData)
        if selectedData and selectedData.bagId and selectedData.slotIndex then
            local SHOW_COMBINED_COUNT = true
            GAMEPAD_TOOLTIPS:LayoutBagItem(GAMEPAD_LEFT_TOOLTIP, selectedData.bagId, selectedData.slotIndex, SHOW_COMBINED_COUNT)
        else
            GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_LEFT_TOOLTIP)
        end
    end)
    local function AddTabEntry(tabBarEntries, filterType)
            local entry = {}
            entry.text = GetString("SI_SMITHINGFILTERTYPE", filterType)
            entry.callback = function()
                if not ZO_CraftingUtils_IsPerformingCraftProcess() then
                    self:SetFilterType(filterType)
                    local NARRATE_HEADER = true
                    SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.inventory.list, NARRATE_HEADER)
                end
            end
            entry.filterType = filterType
            table.insert(tabBarEntries, entry)
        end
    end
    scene:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
            KEYBIND_STRIP:RemoveDefaultExit()
            KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
            self.inventory:Activate()
            self.slotContainer:ClearAnchors()
            if CRAFT_ADVISOR_MANAGER:HasActiveWrits() then
                self.slotContainer:SetAnchor(BOTTOM, GuiRoot, BOTTOMLEFT, GAMEPAD_SMITHING_EXTRACTION_CRAFTING_QUEST_OFFSET_X, ZO_GAMEPAD_CRAFTING_UTILS_FLOATING_BOTTOM_OFFSET)
            else
                self.slotContainer:SetAnchor(BOTTOM, GuiRoot, BOTTOMLEFT, ZO_GAMEPAD_PANEL_FLOATING_CENTER_QUADRANT_1_2_SHOWN, ZO_GAMEPAD_CRAFTING_UTILS_FLOATING_BOTTOM_OFFSET)
            end
            local tabBarEntries = {}
            if not isRefinementOnly then
                AddTabEntry(tabBarEntries, SMITHING_FILTER_TYPE_WEAPONS)
                AddTabEntry(tabBarEntries, SMITHING_FILTER_TYPE_ARMOR)
                AddTabEntry(tabBarEntries, SMITHING_FILTER_TYPE_JEWELRY)
                local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType(GetCraftingInteractionType())
                ZO_GamepadCraftingUtils_SetupGenericHeader(self.owner, titleString, tabBarEntries)
                if #tabBarEntries > 1 then
                    ZO_GamepadGenericHeader_Activate(self.owner.header)
                end
            else
                local titleString = GetString(SI_SMITHING_TAB_REFINEMENT)
                ZO_GamepadCraftingUtils_SetupGenericHeader(self.owner, titleString)
            end
            ZO_GamepadCraftingUtils_RefreshGenericHeader(self.owner)
            -- tab bar / screen state fight with each other when switching between apparel only / other stations when sharing a tab bar...kick apparel station to the right filterType
            if #tabBarEntries == 1 then
                self:SetFilterType(tabBarEntries[1].filterType)
            end
            -- used to update extraction slot UI with text / etc., PC does this as well
            self:RemoveItemFromCraft()
            self.owner:SetEnableSkillBar(true)
            GAMEPAD_CRAFTING_RESULTS:SetForceCenterResultsText(true)
            GAMEPAD_CRAFTING_RESULTS:ModifyAnchor(ZO_Anchor:New(RIGHT, GuiRoot, RIGHT, -310, -175))
            self.inventory:HandleDirtyEvent()
        elseif newState == SCENE_HIDDEN then
            self.itemActions:SetInventorySlot(nil)
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
            KEYBIND_STRIP:RestoreDefaultExit()
            self.inventory:Deactivate()
            self.tooltip.tip:ClearLines()
            self.tooltip:SetHidden(true)
            GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP)
            ZO_GamepadGenericHeader_Deactivate(self.owner.header)
            self.owner:SetEnableSkillBar(false)
            GAMEPAD_CRAFTING_RESULTS:SetForceCenterResultsText(false)
            GAMEPAD_CRAFTING_RESULTS:RestoreAnchor()
        end
    end)
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStarted", function() 
        if SCENE_MANAGER:IsShowing("gamepad_smithing_refine") or SCENE_MANAGER:IsShowing("gamepad_smithing_deconstruct") then
            ZO_GamepadGenericHeader_Deactivate(self.owner.header)
        end
    end)
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", function()
        if SCENE_MANAGER:IsShowing("gamepad_smithing_refine") or SCENE_MANAGER:IsShowing("gamepad_smithing_deconstruct") then
            self:RefreshTooltip()
            ZO_GamepadGenericHeader_Activate(self.owner.header)
            --Only re-narrate for the currently showing scene
            if scene:IsShowing() then
                SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.inventory.list)
            end
        end
    end)
end
function ZO_GamepadSmithingExtraction:SetFilterType(filterType)
    self.inventory.filterType = filterType
    self.inventory:HandleDirtyEvent()
end
function ZO_GamepadSmithingExtraction:SetCraftingType(craftingType, oldCraftingType, isCraftingTypeDifferent)
    self.inventory:HandleDirtyEvent()
end
function ZO_GamepadSmithingExtraction:InitExtractionSlot(sceneName)
    ZO_SharedSmithingExtraction.InitExtractionSlot(self, sceneName)
    local tooltipNarrationInfo = 
    {
        canNarrate = function()
            --If this fixed tooltip is showing, no need to narrate this, as it will be redundant information
            return SCENE_MANAGER:IsShowing(sceneName) and self.tooltip:IsHidden()
        end,
        tooltipNarrationFunction = function()
            return self.extractionSlot:GetNarrationText()
        end,
    }
    GAMEPAD_TOOLTIPS:RegisterCustomTooltipNarration(tooltipNarrationInfo)
end
function ZO_GamepadSmithingExtraction:InitializeInventory(isRefinementOnly, scene)
    local inventory = self.panelControl:GetNamedChild("Inventory")
    self.inventory = ZO_GamepadExtractionInventory:New(self, inventory, isRefinementOnly, SLOT_TYPE_CRAFTING_COMPONENT)
    self.inventory:SetCustomExtraData(function(bagId, slotIndex, data)
        if self:GetFilterType() == SMITHING_FILTER_TYPE_RAW_MATERIALS then
            -- turn refinement stacks red if they don't have a large enough quantity in them to be refineable
            data.meetsUsageRequirement = data.stackCount >= GetRequiredSmithingRefinementStackSize()
        end
        ZO_GamepadCraftingUtils_SetEntryDataSlotted(data, self.extractionSlot:ContainsBagAndSlot(data.bagId, data.slotIndex))
        if self:GetFilterType() == SMITHING_FILTER_TYPE_RAW_MATERIALS then
            data.hasCraftingQuestPin = self:CanRefineToQuestItem(bagId, slotIndex)
            --If there is an override status indicator icon, we need to explicitly add the quest pin here
            if data.overrideStatusIndicatorIcons and data.hasCraftingQuestPin then
                data.overrideStatusIndicatorIcons = { ZO_IS_SLOTTED_STATUS_ICON_OVERRIDE, ZO_TRACKED_PIN_STATUS_ICON_OVERRIDE }
            end
        else
            data.hasCraftingQuestPin = false
        end
    end
    )
    local narrationInfo =
    {
        canNarrate = function()
            return scene:IsShowing()
        end,
        headerNarrationFunction = function()
            return ZO_GamepadGenericHeader_GetNarrationText(self.owner.header, self.owner.headerData)
        end,
        footerNarrationFunction = function()
            return self.owner:GetFooterNarration()
        end,
    }
    SCREEN_NARRATION_MANAGER:RegisterParametricList(self.inventory.list, narrationInfo)
    ZO_WRIT_ADVISOR_GAMEPAD:RegisterCallback("CycleActiveQuest", function()
        if scene:IsShowing() then
            SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.inventory.list)
        end
    end)
end
function ZO_GamepadSmithingExtraction:IsCurrentSelected()
    local bagId, slotIndex = self.inventory:CurrentSelectionBagAndSlot()
    return self.extractionSlot:ContainsBagAndSlot(bagId, slotIndex)
end
function ZO_GamepadSmithingExtraction:UpdateSelection()
    for _, data in pairs(self.inventory.list.dataList) do
        ZO_GamepadCraftingUtils_SetEntryDataSlotted(data, self.extractionSlot:ContainsBagAndSlot(data.bagId, data.slotIndex))
        if self:GetFilterType() == SMITHING_FILTER_TYPE_RAW_MATERIALS then
            data.hasCraftingQuestPin = self:CanRefineToQuestItem(data.bagId, data.slotIndex)
            --If there is an override status indicator icon, we need to explicitly add the quest pin here
            if data.overrideStatusIndicatorIcons and data.hasCraftingQuestPin then
                data.overrideStatusIndicatorIcons = { ZO_IS_SLOTTED_STATUS_ICON_OVERRIDE, ZO_TRACKED_PIN_STATUS_ICON_OVERRIDE }
            end
        else
            data.hasCraftingQuestPin = false
        end
    end
    self:RefreshTooltip()
    self.inventory.list:RefreshVisible()
end
function ZO_GamepadSmithingExtraction:UpdateEmptySlotIcon()
    local filterType = self:GetFilterType()
    if filterType then
    end
    local deconstructionType = self:GetDeconstructionType()
    if deconstructionType then
    end
    
    -- reanchor slot icon based on special refine "you need 10 of this" text
    local slotBG = self.extractionSlot.control:GetNamedChild("Bg")
    local emptySlotIconControl = self.extractionSlot.control:GetNamedChild("EmptySlotIcon")
    emptySlotIconControl:ClearAnchors()
    if filterType == SMITHING_FILTER_TYPE_RAW_MATERIALS then
        emptySlotIconControl:SetAnchor(TOP, slotBG, TOP, 0, 10)
    else
        emptySlotIconControl:SetAnchor(CENTER, slotBG)
    end
end
function ZO_GamepadSmithingExtraction:RefreshTooltip()
    if self.extractionSlot:HasOneItem() then
        local bagId, slotIndex = self.extractionSlot:GetItemBagAndSlot(1)
        self.tooltip.tip:ClearLines()
        local SHOW_COMBINED_COUNT = true
        self.tooltip.tip:LayoutBagItem(bagId, slotIndex, SHOW_COMBINED_COUNT)
        self.tooltip.icon:SetTexture(GetItemInfo(bagId, slotIndex))
        self.tooltip:SetHidden(false)
    else
        self.tooltip:SetHidden(true)
    end
end
function ZO_GamepadSmithingExtraction:AddItemToCraft(bagId, slotIndex)
    local itemAdded = ZO_SharedSmithingExtraction.AddItemToCraft(self, bagId, slotIndex)
    -- rediscover inventory actions since they have changed
    self.itemActions:SetInventorySlot(self.inventory:CurrentSelection())
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    if itemAdded then
        self:RefreshTooltip()
        ZO_GamepadCraftingUtils_PlaySlotBounceAnimation(self.extractionSlot)
    end
    return itemAdded
end
function ZO_GamepadSmithingExtraction:RemoveItemFromCraft(bagId, slotIndex)
    local itemRemoved = ZO_SharedSmithingExtraction.RemoveItemFromCraft(self, bagId, slotIndex)
    -- rediscover inventory actions since they have changed
    self.itemActions:SetInventorySlot(self.inventory:CurrentSelection())
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    return itemRemoved
end
function ZO_GamepadSmithingExtraction:InitializeKeybindStripDescriptors()
    self.keybindStripDescriptor = 
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Select / remove
        {
            name = function()
                if self:IsCurrentSelected() then
                    return GetString(SI_ITEM_ACTION_REMOVE_FROM_CRAFT)
                else
                    return GetString(SI_ITEM_ACTION_ADD_TO_CRAFT)
                end
            end,
            keybind = "UI_SHORTCUT_PRIMARY",
            visible = function()
                if ZO_CraftingUtils_IsPerformingCraftProcess() then
                    return false
                end
                local bagId, slotIndex = self.inventory:CurrentSelectionBagAndSlot()
                return bagId ~= nil and slotIndex ~= nil
            end,
            callback = function()
                if self:IsCurrentSelected() then
                    self:RemoveItemFromCraft(self.inventory:CurrentSelectionBagAndSlot())
                else
                    self:AddItemToCraft(self.inventory:CurrentSelectionBagAndSlot())
                end
                KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
                SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.inventory.list)
            end,
            enabled = function()
                return self:IsCurrentSelected() or self:CanItemBeAddedToCraft(self.inventory:CurrentSelectionBagAndSlot())
            end,
        },
        -- Deconstruct single
        {
            name = function()
                local verb = self:IsInRefineMode() and DECONSTRUCT_ACTION_NAME_REFINE or DECONSTRUCT_ACTION_NAME_DECONSTRUCT
                return GetString("SI_DECONSTRUCTACTIONNAME", verb)
            end,
            keybind = "UI_SHORTCUT_SECONDARY",
            gamepadOrder = 1010,
            callback = function()
                -- Use this function to ensure the extraction is evaluated for being part of an armory build.
                self:ConfirmExtractAll()
            end,
            enabled = function()
                return not ZO_CraftingUtils_IsPerformingCraftProcess() and self:IsExtractable() and self.extractionSlot:HasOneItem()
            end,
        },
        -- Deconstruct multiple
        {
            name = function()
                local verb = self:IsInRefineMode() and DECONSTRUCT_ACTION_NAME_REFINE or DECONSTRUCT_ACTION_NAME_DECONSTRUCT
                return GetString("SI_DECONSTRUCTACTIONNAME_PERFORMMULTIPLE", verb)
             end,
            keybind = "UI_SHORTCUT_QUATERNARY",
            gamepadOrder = 1010,
            callback = function()
                if self.extractionSlot:HasOneItem() then
                    -- extract partial stack
                    local bagId, slotIndex = self.extractionSlot:GetItemBagAndSlot(1)
                    local refineSize = GetRequiredSmithingRefinementStackSize()
                    local maxIterations = zo_min(zo_floor(self.inventory:GetStackCount(bagId, slotIndex) / refineSize), MAX_ITERATIONS_PER_DECONSTRUCTION)
                    local function PerformDeconstructPartial(iterations)
                        self:ExtractPartialStack(iterations * refineSize)
                    end
                    ZO_GamepadCraftingUtils_ShowDeconstructPartialStackDialog(bagId, slotIndex, maxIterations, PerformDeconstructPartial, DECONSTRUCT_ACTION_NAME_REFINE)
                else
                    -- extract all
                    self:ConfirmExtractAll()
                end
            end,
            enabled = function()
                if ZO_CraftingUtils_IsPerformingCraftProcess() or not self:IsExtractable() then
                    return false
                end
                if self.extractionSlot:HasOneItem() then
                    -- there should be at least enough materials to refine twice
                    local bagId, slotIndex = self.extractionSlot:GetItemBagAndSlot(1)
                    return self:IsInRefineMode() and self.inventory:GetStackCount(bagId, slotIndex) >= GetRequiredSmithingRefinementStackSize() * 2
                end
                return true
            end,
        },
        -- Item Options
        {
            name = GetString(SI_GAMEPAD_CRAFTING_OPTIONS),
            keybind = "UI_SHORTCUT_TERTIARY",
            gamepadOrder = 1020,
            callback = function()
                self:ShowOptionsMenu()
            end,
            visible = function()
                return not ZO_CraftingUtils_IsPerformingCraftProcess() and (self.inventory:CurrentSelection() ~= nil or not self:IsInRefineMode())
            end,
        },
    }
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.keybindStripDescriptor, self.inventory.list)
end
function ZO_GamepadSmithingExtraction:AddKeybinds()
    KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
end
function ZO_GamepadSmithingExtraction:RemoveKeybinds()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
end
function ZO_GamepadSmithingExtraction:SetupSavedVars()
    local defaults =
    {
        includeBankedItemsChecked = true
    }
    self.savedVars = ZO_SavedVars:New("ZO_Ingame_SavedVariables", 1, "GamepadSmithingExtraction", defaults)
    g_filters[GAMEPAD_SMITHING_EXTRACTION_FILTER_INCLUDE_BANKED].checked = self.savedVars.includeBankedItemsChecked
end
function ZO_GamepadSmithingExtraction:ShowOptionsMenu()
    local dialogData = 
    {
        targetData = self.inventory:CurrentSelection(),
        itemActions = self.itemActions,
        finishedCallback =  function()
            local targetData = self.inventory.list:GetTargetData()
            if targetData then
                GAMEPAD_TOOLTIPS:LayoutBagItem(GAMEPAD_LEFT_TOOLTIP, targetData.bagId, targetData.slotIndex, SHOW_COMBINED_COUNT)
            else
                GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
            end
            if not self.isRefinementOnly then
                self:SaveFilters()
            end
        end
    }
    if not self.isRefinementOnly then
        dialogData.filters = g_filters
    end
    if not self.craftingOptionsDialogGamepad then
        self.craftingOptionsDialogGamepad = ZO_CraftingOptionsDialogGamepad:New()
    end
    self.craftingOptionsDialogGamepad:ShowOptionsDialog(dialogData)
end
function ZO_GamepadSmithingExtraction:SaveFilters()
    local filterChanged = self.savedVars.includeBankedItemsChecked ~= g_filters[GAMEPAD_SMITHING_EXTRACTION_FILTER_INCLUDE_BANKED].checked
    if filterChanged then
        self.savedVars.includeBankedItemsChecked = g_filters[GAMEPAD_SMITHING_EXTRACTION_FILTER_INCLUDE_BANKED].checked
        self.inventory:PerformFullRefresh()
        ZO_SavePlayerConsoleProfile()
    end
end
--------------------------
-- Extraction Inventory --
--------------------------
ZO_GamepadExtractionInventory = ZO_GamepadCraftingInventory:Subclass()
function ZO_GamepadExtractionInventory:New(...)
    return ZO_GamepadCraftingInventory.New(self, ...)
end
local GAMEPAD_CRAFTING_RAW_MATERIAL_SORT =
{
    customSortData = { tiebreaker = "text" },
    text = {},
}
function ZO_GamepadExtractionInventory:Initialize(owner, control, isRefinementOnly, ...)
    local inventory = ZO_GamepadCraftingInventory.Initialize(self, control, ...)
    self.owner = owner
    if isRefinementOnly then
        self.filterType = SMITHING_FILTER_TYPE_RAW_MATERIALS
        self:SetOverrideItemSort(function(left, right)
            return ZO_TableOrderingFunction(left, right, "customSortData", GAMEPAD_CRAFTING_RAW_MATERIAL_SORT, ZO_SORT_ORDER_UP)
        end)
    else
        self.filterType = SMITHING_FILTER_TYPE_WEAPONS
        local DEFAULT_SORT = nil
        self:SetOverrideItemSort(DEFAULT_SORT)
    end
    self:SetCustomSort(function(bagId, slotIndex)
                            local traitInformation = GetItemTraitInformation(bagId, slotIndex)
                            return ZO_GetItemTraitInformation_SortOrder(traitInformation)
                       end)
    self:SetCustomBestItemCategoryNameFunction(function(slotData, data)
                                                    if slotData.traitInformation then
                                                        if slotData.traitInformation == ITEM_TRAIT_INFORMATION_ORNATE then
                                                            local traitType = GetItemTrait(slotData.bagId, slotData.slotIndex)
                                                            slotData.bestItemCategoryName = zo_strformat(GetString("SI_ITEMTRAITTYPE", traitType))
                                                        elseif slotData.traitInformation == ITEM_TRAIT_INFORMATION_CAN_BE_RESEARCHED or slotData.traitInformation == ITEM_TRAIT_INFORMATION_RETRAITED or slotData.traitInformation == ITEM_TRAIT_INFORMATION_RECONSTRUCTED then
                                                            slotData.bestItemCategoryName = zo_strformat(GetString("SI_ITEMTRAITINFORMATION", slotData.traitInformation))
                                                        else
                                                            --If it is not ornate or trait related then use no header. We take advantage of the fact that empty string sorts to the top to order this.
                                                            slotData.bestItemCategoryName = ""
                                                        end
                                                    end
                                               end)
end
function ZO_GamepadExtractionInventory:Refresh(data)
    local validItems
    if self.filterType == SMITHING_FILTER_TYPE_RAW_MATERIALS then
    else
        local DONT_USE_WORN_BAG = false
        local excludeBanked = not self.owner.savedVars.includeBankedItemsChecked
    end
    self.owner:OnInventoryUpdate(validItems, self.filterType)
    -- if we don't have any items to show, make sure our NoItemLabel is updated
    if #data == 0 then
        self:SetNoItemLabelText(GetString("SI_SMITHINGFILTERTYPE_EXTRACTNONE", self.filterType))
    end
end
function ZO_GamepadExtractionInventory:GetCurrentFilterType()
    return self.filterType
end