ESO Lua File v100011

ingame/inventory/gamepad/guildbank_gamepad.lua

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local ITEM_TEMPLATE = "ZO_GamepadItemSubEntryTemplate"
local CATEGORY_HEADER_TEMPLATE = "ZO_GamepadMenuEntryHeaderTemplate"
local ALWAYS_ANIMATE = true
local MODE_WITHDRAW = 1
local MODE_DEPOSIT = 2
-----------------------
-- Gamepad Guild Bank
-----------------------
local GAMEPAD_GUILD_BANK_SCENE_NAME = "gamepad_guild_bank"
ZO_GuildBank_Gamepad = ZO_Gamepad_ParametricList_Screen:Subclass()
function ZO_GuildBank_Gamepad:New(...)
    return ZO_Gamepad_ParametricList_Screen.New(self, ...)
end
function ZO_GuildBank_Gamepad:Initialize(control)  
    self.isInitialized = false
    GAMEPAD_GUILD_BANK_SCENE = ZO_InteractScene:New(GAMEPAD_GUILD_BANK_SCENE_NAME, SCENE_MANAGER, GUILD_BANKING_INTERACTION)
    local DONT_ACTIVATE_LIST_ON_SHOW = false
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_CREATE, DONT_ACTIVATE_LIST_ON_SHOW, GAMEPAD_GUILD_BANK_SCENE)
end
function ZO_GuildBank_Gamepad:RegisterForEvents()
    local function OnOpenGuildBank()
        if IsInGamepadPreferredMode() then
            self.firstOpenedModeIndex = MODE_WITHDRAW
            SCENE_MANAGER:Show(GAMEPAD_GUILD_BANK_SCENE_NAME)
        end
    end
    self.control:RegisterForEvent(EVENT_OPEN_GUILD_BANK, OnOpenGuildBank)
end
function ZO_GuildBank_Gamepad:OnStateChanged(oldState, newState)
    if newState == SCENE_SHOWING then
        self:RefreshGuildBank()
            
        if self.firstOpenedModeIndex then
            ZO_GamepadGenericHeader_SetActiveTabIndex(self.header, self.firstOpenedModeIndex)
            self.firstOpenedModeIndex = nil
        end
        self.header:SetHidden(false)
        self:SetCurrentList(self.currentList)
        KEYBIND_STRIP:AddKeybindButtonGroup(self.currentKeybindStripDescriptor)
    elseif newState == SCENE_HIDDEN then
        self.header:SetHidden(true)
        self:DisableCurrentList()
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.currentKeybindStripDescriptor)
    elseif newState == SCENE_HIDING then
        self:SetSelectedInventoryData(nil)
    end
end
function ZO_GuildBank_Gamepad:RegisterForDeferredEvents()
    local function OnCloseGuildBank()
        if IsInGamepadPreferredMode() then
            SCENE_MANAGER:Hide(GAMEPAD_GUILD_BANK_SCENE_NAME)
            
            self.loadingGuildBank = false
            self.withdrawLoadingControl:SetHidden(true)
            self:ClearAllGuildBankItems()
        end
    end
    local function OnGuildBankOpenError()
        if not self.control:IsControlHidden() and self.loadingGuildBank then
            self.loadingGuildBank = false
            self.withdrawLoadingControl:SetHidden(true)
            self:ClearAllGuildBankItems()
        end
    end
    local function OnGuildBankUpdated()
        if not self.control:IsControlHidden() then
            self:UpdateGuildBankList()
            self:RefreshHeaderData()
        else
            self.isDirty = true
        end
    end
    local function OnInventoryUpdated(eventId, bagId, slotIndex, _, itemSoundCategory)
        if not self.control:IsControlHidden() then
            self.backpackList:RefreshList()
            PlayItemSound(itemSoundCategory, ITEM_SOUND_ACTION_ACQUIRE)
            self:RefreshHeaderData()
        else
            self.isDirty = true
        end
    end
    local function OnGuildBankTransferError(_, reason)
        if IsInGamepadPreferredMode() and (reason == GUILD_BANK_ITEM_NOT_FOUND or reason == GUILD_BANK_NOT_IN_A_GUILD) then
            GAMEPAD_GUILD_BANK_ERROR:Show(reason)
        end
    end
    
    local function OnGuildBankSelected()
        if IsInGamepadPreferredMode() then
            self.loadingGuildBank = true
            GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
            self.withdrawLoadingControl:Show()
            self:RefreshHeaderData()
            self.backpackList.list:Commit() -- Recommit to refresh the appearance of the list
            self:ClearAllGuildBankItems()
        end
    end
    local function OnGuildBankDeselected()
        if IsInGamepadPreferredMode() then
            self:ClearAllGuildBankItems()
        end
    end
    local function OnGuildBankReady()
        self.loadingGuildBank = false
        self.withdrawLoadingControl:Hide()
        if GAMEPAD_GUILD_BANK_SCENE:IsShowing() then
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.currentKeybindStripDescriptor)
        end
        OnGuildBankUpdated()
    end
    local function OnMoneyUpdate()
        if not self.control:IsControlHidden() then
            self:RefreshHeaderData()
        end
    end 
    local function OnGuildRanksChanged(_, guildId)
        if not self.control:IsControlHidden() and guildId == GetSelectedGuildBankId()  then
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.currentKeybindStripDescriptor)
        end
    end    
    local function OnGuildMemberRankChanged(_, guildId, displayName)
        if not self.control:IsControlHidden() and guildId == GetSelectedGuildBankId() and displayName == GetDisplayName() then
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.currentKeybindStripDescriptor)
        end
    end
    local function OnGuildSizeChanged()
        if not self.control:IsControlHidden() then
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.currentKeybindStripDescriptor)
        end
    end
    self.control:RegisterForEvent(EVENT_CLOSE_GUILD_BANK, OnCloseGuildBank)
    self.control:RegisterForEvent(EVENT_GUILD_BANK_OPEN_ERROR, OnGuildBankOpenError)
    self.control:RegisterForEvent(EVENT_GUILD_BANK_SELECTED, OnGuildBankSelected)
    self.control:RegisterForEvent(EVENT_GUILD_BANK_DESELECTED, OnGuildBankDeselected)
    self.control:RegisterForEvent(EVENT_GUILD_BANK_ITEMS_READY, OnGuildBankReady)
    self.control:RegisterForEvent(EVENT_GUILD_BANK_ITEM_ADDED, OnGuildBankUpdated)
    self.control:RegisterForEvent(EVENT_GUILD_BANK_ITEM_REMOVED, OnGuildBankUpdated)
    self.control:RegisterForEvent(EVENT_GUILD_BANK_UPDATED_QUANTITY, OnGuildBankUpdated)
    self.control:RegisterForEvent(EVENT_GUILD_BANK_TRANSFER_ERROR, OnGuildBankTransferError)
    self.control:RegisterForEvent(EVENT_MONEY_UPDATE, OnMoneyUpdate)
    self.control:RegisterForEvent(EVENT_GUILD_BANKED_MONEY_UPDATE, OnMoneyUpdate)
    self.control:RegisterForEvent(EVENT_GUILD_RANKS_CHANGED, OnGuildRanksChanged)
    self.control:RegisterForEvent(EVENT_GUILD_RANK_CHANGED, OnGuildRanksChanged)
    self.control:RegisterForEvent(EVENT_GUILD_MEMBER_RANK_CHANGED, OnGuildMemberRankChanged)
    self.control:RegisterForEvent(EVENT_GUILD_MEMBER_ADDED, OnGuildSizeChanged)
    self.control:RegisterForEvent(EVENT_GUILD_MEMBER_REMOVED, OnGuildSizeChanged)
    self.control:RegisterForEvent(EVENT_INVENTORY_FULL_UPDATE, OnInventoryUpdated)
    self.control:RegisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, OnInventoryUpdated)
    local function OnWithdrawDepositStateChanged(oldState, newState)
        if newState == SCENE_SHOWING and self.isDirty then
            self:UpdateGuildBankList()
            self.backpackList:RefreshList()
            self.isDirty = false
        elseif newState == SCENE_SHOWN and not self.itemLayout then
            GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
        end
    end
end
local function CategorizeItemByFilterName(itemData)
    local displayFilter = ITEMFILTERTYPE_MISCELLANEOUS
    local filterTable = itemData.filterData
    for _,filter in ipairs(filterTable) do
         if filter >= ITEMFILTERTYPE_WEAPONS and filter <= ITEMFILTERTYPE_MISCELLANEOUS then
              displayFilter = filter
              break
         end
    end
       return GetString("SI_ITEMFILTERTYPE", displayFilter)
end
function ZO_GuildBank_Gamepad:PerformDeferredInitialization()
    if self.isInitialized then return end
    self.guildBankList = self:AddList("withdraw")
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.withdrawKeybindStripDescriptor, self.guildBankList)
    
    local SETUP_LIST_LOCALLY = true
    local USE_TRIGGERS = false
    local function SelectedDataChangedCallback(...)
        self:SetSelectedInventoryData(...)
    end
    local function OnSetupItem(...)
        self:SetupItem(...)
    end
    self.backpackList = self:AddList("deposit", SETUP_LIST_LOCALLY, ZO_GamepadInventoryList, BAG_BACKPACK, nil, SelectedDataChangedCallback, nil, CategorizeItemByFilterName, nil, USE_TRIGGERS, nil, OnSetupItem)
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.depositKeybindStripDescriptor, self.backpackList.list)
    self.withdrawLoadingControl = self.control:GetNamedChild("Loading")
    self.withdrawLoadingControl:SetParent(self.guildBankList:GetControl())
    -- GuildBankSwitch_Gamepad needs to run it's deferred initialization to register for its events if the user does not open the GuildBankSwitch screen
    GAMEPAD_GUILD_SWITCH_ACTIVE_GUILD:PerformDeferredInitialization()
    self.isInitialized = true
    if self.loadingGuildBank then
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
        self.withdrawLoadingControl:Show()
    end
end
local function CanUseBank(requestPermission)
    local guildId = GetSelectedGuildBankId()
    if guildId and (DoesGuildHavePrivilege(guildId, GUILD_PRIVILEGE_BANK_DEPOSIT) or requestPermission == GUILD_PERMISSION_BANK_WITHDRAW_GOLD) then
        return DoesPlayerHaveGuildPermission(guildId, requestPermission)
    else
        return false
    end
end
local function NotEnoughSpace(reason)
    local message = zo_strformat(reason)
    ZO_AlertNoSuppression(UI_ALERT_CATEGORY_ALERT, nil, message)
    PlaySound(SOUNDS.GENERAL_ALERT_ERROR)
end
local function DepositItem(list)
    local selectedData = list:GetSelectedData()
    if selectedData then
        if GetNumBagUsedSlots(BAG_GUILDBANK) < GetBagSize(BAG_GUILDBANK) then
            TransferToGuildBank(selectedData.itemData.bagId, selectedData.itemData.slotIndex)
        else
            NotEnoughSpace(SI_GUILDBANKRESULT5)
        end
    end
end
local function WithdrawItem(list)
    local selectedData = list:GetSelectedData()
    if selectedData then
        if GetNumBagFreeSlots(BAG_BACKPACK) > 0 then
            TransferFromGuildBank(selectedData.itemData.slotIndex)
        else
            NotEnoughSpace(SI_INVENTORY_ERROR_INVENTORY_FULL)
        end
    end
end
function ZO_GuildBank_Gamepad:InitializeKeybindStripDescriptors()
    local switchActiveGuildKeybind = {
        keybind = "UI_SHORTCUT_TERTIARY",
        name = GetString(SI_TRADING_HOUSE_GUILD_LABEL),
        callback = function()
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.currentKeybindStripDescriptor)
            GAMEPAD_GUILD_SWITCH_ACTIVE_GUILD:Show()
        end,
    }
    self.withdrawKeybindStripDescriptor = {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            keybind = "UI_SHORTCUT_PRIMARY",
            name = GetString(SI_BANK_WITHDRAW),
            visible = function() return CanUseBank(GUILD_PERMISSION_BANK_WITHDRAW) and GetNumBagUsedSlots(BAG_GUILDBANK) > 0 end,
            callback = function() return WithdrawItem(self.guildBankList) end,
        },
        {
            keybind = "UI_SHORTCUT_SECONDARY",
            name = GetString(SI_BANK_WITHDRAW_GOLD_BIND),
            callback = function ()
                KEYBIND_STRIP:RemoveKeybindButtonGroup(self.currentKeybindStripDescriptor)
                GAMEPAD_GUILD_BANK_WITHDRAW_DEPOSIT_GOLD:ShowWithdraw()
            end,
            visible = function() return CanUseBank(GUILD_PERMISSION_BANK_WITHDRAW_GOLD) end,
        },
        switchActiveGuildKeybind,
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.withdrawKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
    self.depositKeybindStripDescriptor = {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            keybind = "UI_SHORTCUT_PRIMARY",
            name = GetString(SI_BANK_DEPOSIT),
            visible = function() return not self.loadingGuildBank and CanUseBank(GUILD_PERMISSION_BANK_DEPOSIT) and GetNumBagUsedSlots(BAG_BACKPACK) > 0 and DoesGuildHavePrivilege(GetSelectedGuildBankId(), GUILD_PRIVILEGE_BANK_DEPOSIT) end,
            callback = function() return DepositItem(self.backpackList) end,
        },
        {
            keybind = "UI_SHORTCUT_SECONDARY",
            name = GetString(SI_BANK_DEPOSIT_GOLD_BIND),
            callback = function ()
                KEYBIND_STRIP:RemoveKeybindButtonGroup(self.currentKeybindStripDescriptor)
                GAMEPAD_GUILD_BANK_WITHDRAW_DEPOSIT_GOLD:ShowDeposit()
            end,
            visible =   function()
                            return DoesGuildHavePrivilege(GetSelectedGuildBankId(), GUILD_PRIVILEGE_BANK_DEPOSIT)
                        end,
        },
        switchActiveGuildKeybind,
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.depositKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
end
local function CreateModeData(name, mode, icon, itemList, keybind)
    return {
        text = GetString(name),
        mode = mode,
        iconFile = icon,
        itemList = itemList,
        keybind = keybind,
    }
end
local function GetGuildTitle(control)
     local guildName = GetGuildName(GetSelectedGuildBankId())
     if guildName ~= "" then
          return GetString(SI_TRADING_HOUSE_GUILD_HEADER)
     else
          return nil
     end
end
local function GetGuildHeaderName(control)
     local guildName = GetGuildName(GetSelectedGuildBankId())
     if guildName ~= "" then
          return guildName
     else
          return nil
     end
end
function ZO_GuildBank_Gamepad:InitializeHeader()
    local function UpdateGold(control)
        if self.mode == MODE_WITHDRAW then
            ZO_CurrencyControl_SetSimpleCurrency(control,CURRENCY_TYPE_MONEY, GetGuildBankedMoney(), GAMEPAD_INVENTORY_BANKED_CURRENCY_OPTIONS)
        else
            ZO_CurrencyControl_SetSimpleCurrency(control, CURRENCY_TYPE_MONEY, GetCurrentMoney(), GAMEPAD_INVENTORY_BANKED_CURRENCY_OPTIONS)
        end
        return true
    end
    local function UpdateCapacityString()
        if self.mode == MODE_WITHDRAW then
            return zo_strformat(SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT, GetNumBagUsedSlots(BAG_GUILDBANK), GetBagSize(BAG_GUILDBANK))
        else
            return zo_strformat(SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT, GetNumBagUsedSlots(BAG_BACKPACK), GetBagSize(BAG_BACKPACK))
        end
    end
    local function OnCategoryChanged(selectedData)
        self.mode = selectedData.mode
        if SCENE_MANAGER:IsShowing(GAMEPAD_GUILD_BANK_SCENE_NAME) then
            if self.currentKeybindStripDescriptor then
                KEYBIND_STRIP:RemoveKeybindButtonGroup(self.currentKeybindStripDescriptor)
            end
            self:SetCurrentList(selectedData.itemList)
            KEYBIND_STRIP:AddKeybindButtonGroup(selectedData.keybind)
            self:RefreshHeaderData()
            if self.loadingGuildBank and selectedData.mode == MODE_WITHDRAW then
                self:SetSelectedInventoryData(nil)
            end
        end
        
        self.currentList = selectedData.itemList
        self.currentKeybindStripDescriptor = selectedData.keybind
    end
    local withdrawTabData = CreateModeData(SI_BANK_WITHDRAW, MODE_WITHDRAW, "EsoUI/Art/Bank/bank_tabIcon_withdraw_up.dds", self.guildBankList, self.withdrawKeybindStripDescriptor)
    local depositTabData = CreateModeData(SI_BANK_DEPOSIT, MODE_DEPOSIT, "EsoUI/Art/Bank/bank_tabIcon_deposit_up.dds", self.backpackList, self.depositKeybindStripDescriptor)
    self.tabsTable = {
        {
            text = GetString(SI_BANK_WITHDRAW),
            callback = function() OnCategoryChanged(withdrawTabData) end,
        },
        {
            text = GetString(SI_BANK_DEPOSIT),
            callback = function() OnCategoryChanged(depositTabData) end,
        },
    }
    self.headerData = {
         data1HeaderText = GetGuildTitle,
          data1Text = GetGuildHeaderName,
        data2HeaderText = GetString(SI_GAMEPAD_GUILD_BANK_AVAILABLE_FUNDS),
        data2Text = UpdateGold,
        data3HeaderText = GetString(SI_GAMEPAD_INVENTORY_CAPACITY),
        data3Text = UpdateCapacityString,
        tabBarEntries = self.tabsTable
    }
end
function ZO_GuildBank_Gamepad:RefreshGuildBank()
    if self.isDirty then
        self.backpackList:RefreshList()
        self:UpdateGuildBankList()
        self:RefreshHeaderData()
        self.isDirty = false
    end
end
function ZO_GuildBank_Gamepad:RefreshHeaderData()
end
local function GuildBankEntryHeaderTemplateSetup(control, data, selected, selectedDuringRebuild, enabled, activated)
    control:SetText(data.bestGamepadItemCategoryName)
end
function ZO_GuildBank_Gamepad:SetupList(list)
    local function OnSetupItem(...)
        self:SetupItem(...)
    end
    
    local function OnEffectivelyShown()
    end
    local control = list:GetControl()
    control:SetHandler("OnEffectivelyShown", OnEffectivelyShown)
end
function ZO_GuildBank_Gamepad:OnSelectionChanged(list, selectedData)
    if list:IsActive() then
        self:SetSelectedInventoryData(nil, selectedData)
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.currentKeybindStripDescriptor)
    end
end
local SORT_KEYS =
{
    bestGamepadItemCategoryName = { tiebreaker = "name" },
    name = { tiebreaker = "requiredLevel" },
    requiredLevel = { tiebreaker = "requiredVeterankRank", isNumeric = true },
    requiredVeterankRank = { tiebreaker = "iconFile", isNumeric = true },
    iconFile = { tiebreaker = "uniqueId" },
    uniqueId = { isId64 = true },
}
local function ItemSort(item1, item2)
    return ZO_TableOrderingFunction(item1, item2, "bestGamepadItemCategoryName", SORT_KEYS, ZO_SORT_ORDER_UP)
end
function ZO_GuildBank_Gamepad:UpdateGuildBankList()
    self.guildBankList:Clear()
    local items = {}
    local slotIndex = GetNextGuildBankSlotId()
    while slotIndex do
        local itemData = SHARED_INVENTORY:GenerateSingleSlotData(BAG_GUILDBANK, slotIndex)
        if itemData then
              itemData.bestGamepadItemCategoryName = CategorizeItemByFilterName(itemData)
            items[#items + 1] = itemData
        end
        slotIndex = GetNextGuildBankSlotId(slotIndex)
    end
    table.sort(items, ItemSort)
    local currentBestCategoryName = nil
    for i, itemData in ipairs(items) do
        local nextItemData = items[i + 1]
        local isNextEntryAHeader = nextItemData and nextItemData.bestGamepadItemCategoryName ~= itemData.bestGamepadItemCategoryName
        local entry = ZO_GamepadEntryData:New(itemData.name, itemData.iconFile)
        entry:InitializeInventoryVisualData(itemData)
        entry.itemData = itemData
        if itemData.bestGamepadItemCategoryName ~= currentBestCategoryName then
            currentBestCategoryName = itemData.bestGamepadItemCategoryName
            entry:SetHeader(currentBestCategoryName)
            self.guildBankList:AddEntryWithHeader(ITEM_TEMPLATE, entry)
        else
            self.guildBankList:AddEntry(ITEM_TEMPLATE, entry)
        end
    end
    
    self.guildBankList:Commit()
end
function ZO_GuildBank_Gamepad:SetupItem(control, data, selected, selectedDuringRebuild, enabled, activated)
    ZO_SharedGamepadEntry_OnSetup(control, data, selected, selectedDuringRebuild, enabled, activated)
    
    local labelControl = control:GetNamedChild("Label")
    if (self.mode == MODE_WITHDRAW and not CanUseBank(GUILD_PERMISSION_BANK_WITHDRAW)) or (self.mode == MODE_DEPOSIT and not CanUseBank(GUILD_PERMISSION_BANK_DEPOSIT)) then
        labelControl:SetAlpha(0.3)
    end
end
function ZO_GuildBank_Gamepad:SetSelectedInventoryData(_, inventoryData)
    GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_LEFT_TOOLTIP)
    if inventoryData then
        self.itemLayout = GAMEPAD_TOOLTIPS:LayoutBagItem(GAMEPAD_LEFT_TOOLTIP, inventoryData.bagId, inventoryData.slotIndex)
    else
        GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
        self.itemLayout = false
    end
end
function ZO_GuildBank_Gamepad:ClearAllGuildBankItems()
    self.guildBankList:Clear()
    self.guildBankList:Commit()
end
    GAMEPAD_GUILD_BANK = ZO_GuildBank_Gamepad:New(control)
end
-----------------------
-- Withdraw/Deposit Gold
-----------------------
local GAMEPAD_GUILD_BANK_WITHDRAW_DEPOSIT_GOLD_SCENE_NAME = "gamepad_guild_bank_withdraw_deposit_gold"
ZO_GuildBankWithdrawDepositGold_Gamepad = ZO_Object:Subclass()
function ZO_GuildBankWithdrawDepositGold_Gamepad:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_GuildBankWithdrawDepositGold_Gamepad:Initialize(control)
    self.control = control
    GAMEPAD_GUILD_BANK_WITHDRAW_DEPOSIT_GOLD_SCENE = ZO_InteractScene:New(GAMEPAD_GUILD_BANK_WITHDRAW_DEPOSIT_GOLD_SCENE_NAME, SCENE_MANAGER, GUILD_BANKING_INTERACTION)
    GAMEPAD_GUILD_BANK_WITHDRAW_DEPOSIT_GOLD_SCENE:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
            self:PerformDeferredInitialization()
            self:SetTitleText()
            self:UpdateInput()
            self.selector:Activate()
            KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
        elseif newState == SCENE_HIDDEN then
            self.selector:Clear()
            self.selector:Deactivate()
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
        end
    end)
end
function ZO_GuildBankWithdrawDepositGold_Gamepad:UpdateInput()
    if self.initData and self.initData.currentQueryAmountFunction then
        local amount = self.initData.currentQueryAmountFunction()
        self.selector:SetMaxValue(amount)
        local hasEnough = (amount >= self.selector:GetValue())
        if hasEnough ~= self.hasEnough then
            self.hasEnough = hasEnough
            self.selector:SetTextColor(hasEnough and ZO_SELECTED_TEXT or ZO_ERROR_COLOR)
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor) -- The keybindings need visible to check for self.hasEnough
        end
    end
end
function ZO_GuildBankWithdrawDepositGold_Gamepad:PerformDeferredInitialization()
    if self.isInitialized then return end
    local selectorChild = self.control:GetNamedChild("InputContainer"):GetNamedChild("Selector")
    self.selector = ZO_CurrencySelector_Gamepad:New(selectorChild)
    self.selector:SetClampValues(true)
    
    local function OnUpdateEvent()
        if not self.control:IsControlHidden() then
            self:UpdateInput()
            self:RefreshHeader()
        end
    end
    self.control:RegisterForEvent(EVENT_MONEY_UPDATE, OnUpdateEvent)
    self.control:RegisterForEvent(EVENT_GUILD_BANKED_MONEY_UPDATE, OnUpdateEvent)
    self.control:RegisterForEvent(EVENT_GUILD_BANK_ITEMS_READY, OnUpdateEvent)
    self.selector:RegisterCallback("OnValueChanged", function() self:UpdateInput() end)
    self.isInitialized = true
end
function ZO_GuildBankWithdrawDepositGold_Gamepad:InitializeKeybindStripDescriptors()
    self.keybindStripDescriptor = 
    {
        {
            alignment = KEYBIND_STRIP_ALIGN_LEFT,
            name = function()
                if self.initData.mode == MODE_WITHDRAW then
                    return GetString(SI_BANK_WITHDRAW_GOLD_BIND)
                else
                    return GetString(SI_BANK_DEPOSIT_GOLD_BIND)
                end
            end,
            keybind = "UI_SHORTCUT_PRIMARY",
            visible = function()
                return self.hasEnough
            end,
            callback = function()
                local amount = self.selector:GetValue()
                self.initData.selectFunc(amount)
                SCENE_MANAGER:HideCurrentScene()
            end,
        }
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
end
local function UpdateCarriedGold(control)
    ZO_CurrencyControl_SetSimpleCurrency(control, CURRENCY_TYPE_MONEY, GetCurrentMoney(), GAMEPAD_INVENTORY_BANKED_CURRENCY_OPTIONS)
    return true
end
local function UpdateBankedGold(control)
    ZO_CurrencyControl_SetSimpleCurrency(control, CURRENCY_TYPE_MONEY, GetGuildBankedMoney(), GAMEPAD_INVENTORY_BANKED_CURRENCY_OPTIONS)
    return true
end
function ZO_GuildBankWithdrawDepositGold_Gamepad:InitializeHeader()
    self.header = self.control:GetNamedChild("HeaderContainer"):GetNamedChild("Header")
    ZO_GamepadGenericHeader_Initialize(self.header, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE)
    self.headerData = {
        data1HeaderText = GetString(SI_CURRENCY_YOUR_GOLD),
        data1Text = UpdateCarriedGold,
        data2HeaderText = GetString(SI_CURRENCY_YOUR_BANKED_GOLD),
        data2Text = UpdateBankedGold,
    }
end
function ZO_GuildBankWithdrawDepositGold_Gamepad:SetTitleText()
    if self.initData then
        self.headerData.titleText = GetString(self.initData.title)
        self:RefreshHeader()
    end
end
function ZO_GuildBankWithdrawDepositGold_Gamepad:RefreshHeader()
end
local function PushScene()
    SCENE_MANAGER:Push(GAMEPAD_GUILD_BANK_WITHDRAW_DEPOSIT_GOLD_SCENE_NAME)
end
local WITHDRAW_INIT_DATA =
{
    title = SI_BANK_WITHDRAW_GOLD_TITLE,
    mode = MODE_WITHDRAW,
}
local DEPOSIT_INIT_DATA = 
{
    title = SI_BANK_DEPOSIT_GOLD_TITLE,
    mode = MODE_DEPOSIT,
}
function ZO_GuildBankWithdrawDepositGold_Gamepad:ShowWithdraw()
    self.initData = WITHDRAW_INIT_DATA
    PushScene()
end
function ZO_GuildBankWithdrawDepositGold_Gamepad:ShowDeposit()
    self.initData = DEPOSIT_INIT_DATA
    PushScene()
end
     GAMEPAD_GUILD_BANK_WITHDRAW_DEPOSIT_GOLD = ZO_GuildBankWithdrawDepositGold_Gamepad:New(control)
end