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ESO Lua File v101036

ingame/banking/gamepad/banking_gamepad.lua

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-------------------------------------
-- Gamepad Bank Inventory List
-------------------------------------
ZO_GamepadBankInventoryList = ZO_InitializingObject:MultiSubclass(ZO_GamepadBankCommonInventoryList)
function ZO_GamepadBankInventoryList:Initialize(...)
    ZO_GamepadBankCommonInventoryList.Initialize(self, ...)
    local currenciesTransferEntryName = self:IsInWithdrawMode() and GetString(SI_BANK_WITHDRAW_CURRENCY) or GetString(SI_BANK_DEPOSIT_CURRENCY)
    local currenciesTransferEntryIcon = self:IsInWithdrawMode() and "EsoUI/Art/Bank/Gamepad/gp_bank_menuIcon_currency_withdraw.dds" or "EsoUI/Art/Bank/Gamepad/gp_bank_menuIcon_currency_deposit.dds"
    local entryData = ZO_GamepadEntryData:New(currenciesTransferEntryName, currenciesTransferEntryIcon)
    entryData:SetIconTintOnSelection(true)
    entryData.isCurrenciesMenuEntry = true
    self.currenciesTransferEntry = entryData
end
function ZO_GamepadBankInventoryList:RefreshCurrencyTransferEntryInList()
    if self.isDirty then
        --it will be handled when the full list is rebuilt on show
        return
    end
    local currencyEntryIndex = self.list:GetIndexForData("ZO_GamepadMenuEntryTemplate", self.currenciesTransferEntry)
    local hasCurrencyEntry = currencyEntryIndex ~= nil
    local shouldHaveCurrencyEntry = DoesBankHoldCurrency(GetBankingBag())
    if hasCurrencyEntry ~= shouldHaveCurrencyEntry then
        if shouldHaveCurrencyEntry then
            self.list:AddEntryAtIndex(1, "ZO_GamepadMenuEntryTemplate", self.currenciesTransferEntry)
        else
            self.list:RemoveEntry("ZO_GamepadMenuEntryTemplate", self.currenciesTransferEntry)
        end
        self.list:Commit()
    end
end
do
    local function IsInFilteredCategories(filterCategories, itemData)
        -- No category selected, don't filter out anything.
        if ZO_IsTableEmpty(filterCategories) then
            return true
        end
        for _, filterData in ipairs(itemData.filterData) do
            if filterCategories[filterData] then
                return true
            end
        end
        return false
    end
    function ZO_GamepadBankInventoryList:IsEmpty()
        return self.list:IsEmpty()
    end
    function ZO_GamepadBankInventoryList:OnRefreshList(shouldTriggerRefreshListCallback)
        --Getting the slot data can trigger a full inventory update callback which will try to refresh the list in the middle of refreshing the list which duplicates the entries. isRebuildingList protects against this.
        if not self.isRebuildingList then
            if self.control:IsHidden() then
                self.isDirty = true
                return
            end
            self.isDirty = false
            self.isRebuildingList = true
            self.list:Clear()
            if DoesBankHoldCurrency(GetBankingBag()) then
                self.list:AddEntry("ZO_GamepadMenuEntryTemplate", self.currenciesTransferEntry)
            end
            for _, bagId in ipairs(self.inventoryTypes) do
                self.dataByBagAndSlotIndex[bagId] = {}
            end
            local slots = self:GenerateSlotTable()
            -- Sort slots accordingly before constructing list, necessary to prevent duplicate headers
            if self.list.sortFunction then
                table.sort(slots, self.list.sortFunction)
            end
            local currentBestCategoryName = nil
            for _, itemData in ipairs(slots) do
                local passesTextFilter = TEXT_SEARCH_MANAGER:IsItemInSearchTextResults(self.searchContext, BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT, itemData.bagId, itemData.slotIndex)
                local passesCategoryFilter = IsInFilteredCategories(self.filterCategories, itemData)
                if passesTextFilter and passesCategoryFilter then
                    local entry = ZO_GamepadEntryData:New(itemData.name, itemData.iconFile)
                    self:SetupItemEntry(entry, itemData)
                    if self.currentSortType == ITEM_LIST_SORT_TYPE_CATEGORY and itemData.bestGamepadItemCategoryName ~= currentBestCategoryName then
                        currentBestCategoryName = itemData.bestGamepadItemCategoryName
                        entry:SetHeader(currentBestCategoryName)
                        self.list:AddEntryWithHeader(self.template, entry)
                    else
                        self.list:AddEntry(self.template, entry)
                    end
                    self.dataByBagAndSlotIndex[itemData.bagId][itemData.slotIndex] = entry
                end
            end
            self.list:Commit()
            GAMEPAD_BANKING:UpdateKeybinds()
            self.isRebuildingList = false
            if shouldTriggerRefreshListCallback and self.onRefreshListCallback then
                self.onRefreshListCallback(self.list)
            end
        end
    end
end
-----------------------
-- Gamepad Banking
-----------------------
local GAMEPAD_BANKING_SCENE_NAME = "gamepad_banking"
ZO_GamepadBanking = ZO_BankingCommon_Gamepad:Subclass()
function ZO_GamepadBanking:Initialize(control)
    GAMEPAD_BANKING_SCENE = ZO_InteractScene:New(GAMEPAD_BANKING_SCENE_NAME, SCENE_MANAGER, BANKING_INTERACTION)
    ZO_BankingCommon_Gamepad.Initialize(self, control, GAMEPAD_BANKING_SCENE)
    self.itemActions = ZO_ItemSlotActionsController:New(KEYBIND_STRIP_ALIGN_LEFT)
    self:SetCarriedBag(BAG_BACKPACK)
    self.control:RegisterForEvent(EVENT_OPEN_BANK, function(_, ...) self:OnOpenBank(...) end)
    self.control:RegisterForEvent(EVENT_CLOSE_BANK, function() self:OnCloseBank() end)
end
function ZO_GamepadBanking:OnOpenBank(bankBag)
    if IsInGamepadPreferredMode() then
        self:ClearBankedBags()
        if bankBag == BAG_BANK then
            self:AddBankedBag(BAG_BANK)
            self:AddBankedBag(BAG_SUBSCRIBER_BANK)
            self:SetTextSearchContext("playerBankTextSearch")
        else
            self:AddBankedBag(bankBag)
            self:SetTextSearchContext("houseBankTextSearch")
        end
        --If we have already initialized then we've built the withdraw list already and need to update its backing bags.
        --If we haven't initialized we will build the withdraw list after this and it will pickup the new banked bags.
        if self.initialized then
            local refreshedListAsAResultOfBankedBagsChanging = self.withdrawList:SetInventoryTypes(self.bankedBags)
            --We also need to update both of the lists because they include the deposit/withdraw entries which only appear on banks and not home storage
            if not refreshedListAsAResultOfBankedBagsChanging then
                self.withdrawList:RefreshCurrencyTransferEntryInList()
            end
            self.depositList:RefreshCurrencyTransferEntryInList()
        end
        self:ActivateTextSearch()
        SCENE_MANAGER:Show(GAMEPAD_BANKING_SCENE_NAME)
    end
end
function ZO_GamepadBanking:OnCloseBank()
    if IsInGamepadPreferredMode() then
        self:DeactivateTextSearch()
        SCENE_MANAGER:Hide(GAMEPAD_BANKING_SCENE_NAME)
    end
end
function ZO_GamepadBanking:OnCollectibleUpdated(collectibleId)
    if IsBankOpen() and IsHouseBankBag(GetBankingBag()) then
        if GetCollectibleCategoryType(collectibleId) == COLLECTIBLE_CATEGORY_TYPE_HOUSE_BANK then
            self:RefreshWithdrawNoItemText()
        end
    end
end
function ZO_GamepadBanking:AddKeybinds()
    KEYBIND_STRIP:AddKeybindButtonGroup(self.mainKeybindStripDescriptor)
    self:UpdateKeybinds()
end
function ZO_GamepadBanking:RemoveKeybinds()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.mainKeybindStripDescriptor)
    KEYBIND_STRIP:RemoveKeybindButton(self.nonListItemKeybind)
    self.itemActions:SetInventorySlot(nil)
end
function ZO_GamepadBanking:RefreshKeybinds()
    if self:GetCurrentList() and self:GetCurrentList():IsActive() and not self:IsHeaderActive() then
        if not KEYBIND_STRIP:HasKeybindButtonGroup(self.mainKeybindStripDescriptor) then
            self:AddKeybinds()
        else
            self:UpdateKeybinds()
        end
    else
        self:RemoveKeybinds()
    end
end
function ZO_GamepadBanking:OnDeferredInitialization()
    self.spinner = self.control:GetNamedChild("SpinnerContainer")
    self.spinner:InitializeSpinner()
    ZO_COLLECTIBLE_DATA_MANAGER:RegisterCallback("OnCollectibleUpdated", function(...) self:OnCollectibleUpdated(...) end)
    SHARED_INVENTORY:RegisterCallback("SingleSlotInventoryUpdate", function(bagId, slotIndex) self:OnInventorySlotUpdated(bagId, slotIndex) end)
end
function ZO_GamepadBanking:OnInventorySlotUpdated(bagId, slotIndex)
    if self.scene:IsShowing() then
        self:MarkDirtyByBagId(bagId)
    end
end
function ZO_GamepadBanking:OnSceneShowing()
    local bankingBag = GetBankingBag()
    if bankingBag == BAG_BANK then
        TriggerTutorial(TUTORIAL_TRIGGER_ACCOUNT_BANK_OPENED)
        if IsESOPlusSubscriber() then
            TriggerTutorial(TUTORIAL_TRIGGER_BANK_OPENED_AS_SUBSCRIBER)
        end
    else
        TriggerTutorial(TUTORIAL_TRIGGER_HOME_STORAGE_OPENED)
    end
end
function ZO_GamepadBanking:RefreshWithdrawNoItemText()
    local bankingBag = GetBankingBag()
    if bankingBag == BAG_BANK then
        if IsESOPlusSubscriber() then
            TriggerTutorial(TUTORIAL_TRIGGER_BANK_OPENED_AS_SUBSCRIBER)
        end
        self.withdrawList:SetNoItemText(GetString(SI_BANK_EMPTY))
    else
        local interactName = GetUnitName("interact")
        local collectibleId = GetCollectibleForHouseBankBag(bankingBag)
        local nickname
        if collectibleId ~= 0 then
            local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(collectibleId)
            if collectibleData then
                nickname = collectibleData:GetNickname()
            end
        end
        if nickname and nickname ~= "" then
            self.withdrawList:SetNoItemText(zo_strformat(SI_BANK_HOME_STORAGE_EMPTY_WITH_NICKNAME, interactName, nickname))
        else
            self.withdrawList:SetNoItemText(zo_strformat(SI_BANK_HOME_STORAGE_EMPTY, interactName))
        end
    end
end
function ZO_GamepadBanking:InitializeLists()
    local function OnWithdrawEntryDataCreatedCallback(data)
        ZO_Inventory_BindSlot(data, SLOT_TYPE_BANK_ITEM, data.itemData.slotIndex, data.itemData.bagId)
    end
    local function OnDepositEntryDataCreatedCallback(data)
        ZO_Inventory_BindSlot(data, SLOT_TYPE_GAMEPAD_INVENTORY_ITEM, data.itemData.slotIndex, data.itemData.bagId)
    end
    local function ItemSetupTemplate(...)
        self:SetupItem(...)
    end
    local function OnRefreshList(list)
        if list:GetNumItems() == 0 then
            self:RequestEnterHeader()
        else
            self:RequestLeaveHeader()
        end
    end
    local SETUP_LIST_LOCALLY = true
    local NO_ON_SELECTED_DATA_CHANGED_CALLBACK = nil
    local withdrawList = self:AddList("withdraw", SETUP_LIST_LOCALLY, ZO_GamepadBankInventoryList, BANKING_GAMEPAD_MODE_WITHDRAW, self.bankedBags, SLOT_TYPE_BANK_ITEM, NO_ON_SELECTED_DATA_CHANGED_CALLBACK, OnWithdrawEntryDataCreatedCallback, nil, nil, nil, nil, ItemSetupTemplate)
    self:SetWithdrawList(withdrawList)
    local withdrawListFragment = self:GetListFragment("withdraw")
    withdrawListFragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            -- Context changes on show depending on if it's the player bank or a house bank
            withdrawList:SetSearchContext(self.searchContext)
        elseif newState == SCENE_FRAGMENT_SHOWN then
            local list = self:GetCurrentList()
            list:RefreshList()
            --The parametric list screen does not call OnTargetChanged when changing the current list which means anything that updates off of the current
            --selection is out of date. So we run OnTargetChanged when a list shows to remedy this.
            self:OnTargetChanged(list, self:GetTargetData())
        end
    end)
    local depositList = self:AddList("deposit", SETUP_LIST_LOCALLY, ZO_GamepadBankInventoryList, BANKING_GAMEPAD_MODE_DEPOSIT, self.carriedBag, SLOT_TYPE_ITEM, NO_ON_SELECTED_DATA_CHANGED_CALLBACK, OnDepositEntryDataCreatedCallback, nil, nil, nil, nil, ItemSetupTemplate)
    depositList:SetNoItemText(GetString(SI_GAMEPAD_INVENTORY_EMPTY))
    depositList:SetItemFilterFunction(function(slot) return not slot.stolen end)
    self:SetDepositList(depositList)
    local depositListFragment = self:GetListFragment("deposit")
    depositListFragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            -- Context changes on show depending on if it's the player bank or a house bank
            depositList:SetSearchContext(self.searchContext)
        elseif newState == SCENE_FRAGMENT_SHOWN then
            local list = self:GetCurrentList()
            list:RefreshList()
            --The parametric list screen does not call OnTargetChanged when changing the current list which means anything that updates off of the current
            --selection is out of date. So we run OnTargetChanged when a list shows to remedy this.
            self:OnTargetChanged(self:GetCurrentList(), self:GetTargetData())
        end
    end)
    local function SetupCurrenciesList(list)
        list:AddDataTemplate("ZO_GamepadBankCurrencySelectorTemplate", ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction)
    end
    self.currenciesList = self:AddList("currencies", SetupCurrenciesList)
    local currenciesFragment = self:GetListFragment("currencies")
    currenciesFragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            self:SetTextSearchEntryHidden(true)
            --The parametric list screen does not call OnTargetChanged when changing the current list which means anything that updates off of the current
            --selection is out of date. So we run OnTargetChanged when a list shows to remedy this.
            self:OnTargetChanged(self:GetCurrentList(), self:GetTargetData())
            self:RefreshCurrenciesList()
        elseif newState == SCENE_FRAGMENT_HIDING then
            self:SetTextSearchEntryHidden(false)
        end
    end)
    for currencyType = CURT_ITERATION_BEGIN, CURT_ITERATION_END do
        if CanCurrencyBeStoredInLocation(currencyType, CURRENCY_LOCATION_BANK) then
            local IS_PLURAL = false
            local IS_UPPER = false
            local entryData = ZO_GamepadEntryData:New(GetCurrencyName(currencyType, IS_PLURAL, IS_UPPER), ZO_Currency_GetGamepadCurrencyIcon(currencyType))
            entryData:SetIconTintOnSelection(true)
            entryData:SetIconDisabledTintOnSelection(true)
            entryData.currencyType = currencyType
            self.currenciesList:AddEntry("ZO_GamepadBankCurrencySelectorTemplate", entryData)
        end
    end
    local DEFAULT_RESELECT = nil
    local BLOCK_SELECTION_CHANGED_CALLBACK = true
    self.currenciesList:Commit(DEFAULT_RESELECT, BLOCK_SELECTION_CHANGED_CALLBACK)
end
function ZO_GamepadBanking:RefreshCurrenciesList()
    local list = self.currenciesList
    if self:IsCurrentList(list) then
        for i = 1, list:GetNumEntries() do
            local entryData = list:GetEntryData(i)
            local currencyType = entryData.currencyType
            local enabled = false
            if self:IsInWithdrawMode() then
                enabled = GetCurrencyAmount(currencyType, CURRENCY_LOCATION_CHARACTER) ~= GetMaxPossibleCurrency(currencyType, CURRENCY_LOCATION_CHARACTER) and GetCurrencyAmount(currencyType, CURRENCY_LOCATION_BANK) ~= 0
            elseif self:IsInDepositMode() then
                enabled = GetCurrencyAmount(currencyType, CURRENCY_LOCATION_BANK) ~= GetMaxPossibleCurrency(currencyType, CURRENCY_LOCATION_BANK) and GetCurrencyAmount(currencyType, CURRENCY_LOCATION_CHARACTER) ~= 0
            end
            entryData:SetEnabled(enabled)
        end
        list:RefreshVisible()
    end
end
function ZO_GamepadBanking:SetupItem(control, data, selected, selectedDuringRebuild, enabled, activated)
    ZO_SharedGamepadEntry_OnSetup(control, data, selected, selectedDuringRebuild, enabled, activated)
    if selected then
        local currentList = self:GetCurrentList()
        if currentList and control == currentList.list:GetTargetControl() then
            control:SetHidden(self.confirmationMode)
        end
    end
end
function ZO_GamepadBanking.IsEntryDataCurrencyRelated(entryData)
    return entryData and (entryData.isCurrenciesMenuEntry or entryData.currencyType)
end
function ZO_GamepadBanking:UpdateKeybinds()
    if self:GetCurrentList() and self:GetCurrentList():IsActive() and not self:IsHeaderActive() then
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.mainKeybindStripDescriptor)
        local targetData = self:GetTargetData()
        -- since SetInventorySlot also adds/removes keybinds, the order which we call these 2 functions is important
        -- based on whether we are looking at an item or a faux-item
        if ZO_GamepadBanking.IsEntryDataCurrencyRelated(targetData) then
            self.itemActions:SetInventorySlot(nil)
            if KEYBIND_STRIP:HasKeybindButton(self.nonListItemKeybind) then
                KEYBIND_STRIP:UpdateKeybindButton(self.nonListItemKeybind)
            else
                KEYBIND_STRIP:AddKeybindButton(self.nonListItemKeybind)
            end
        else
            KEYBIND_STRIP:RemoveKeybindButton(self.nonListItemKeybind)
            self.itemActions:SetInventorySlot(targetData)
        end
    end
end
function ZO_GamepadBanking:LayoutBankingEntryTooltip(inventoryData)
    ZO_BankingCommon_Gamepad.LayoutBankingEntryTooltip(self, inventoryData)
    if self:IsCurrentList("withdraw") or self:IsCurrentList("deposit") then
        if inventoryData and inventoryData.isCurrenciesMenuEntry then
            GAMEPAD_TOOLTIPS:LayoutBankCurrencies(GAMEPAD_LEFT_TOOLTIP)
        end
    end
end
function ZO_GamepadBanking:ClearSelectedData()
    self.itemActions:SetInventorySlot(nil)
end
function ZO_GamepadBanking:InitializeKeybindStripDescriptors()
    ZO_BankingCommon_Gamepad.InitializeKeybindStripDescriptors(self)
    self.nonListItemKeybind =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        keybind = "UI_SHORTCUT_PRIMARY",
        name = function()
            local targetData = self:GetTargetData()
            if targetData.isCurrenciesMenuEntry then
                return GetString(SI_GAMEPAD_SELECT_OPTION)
            else
                return self:IsInWithdrawMode() and GetString(SI_BANK_WITHDRAW_BIND) or GetString(SI_BANK_DEPOSIT_BIND)
            end
        end,
        enabled = function()
            local targetData = self:GetTargetData()
            if targetData then
                return targetData.isCurrenciesMenuEntry or self:CanTransferSelectedFunds()
            end
            return false
        end,
        visible = function()
            return self:GetTargetData() ~= nil
        end,
        callback = function()
            local targetData = self:GetTargetData()
            if targetData.isCurrenciesMenuEntry then
                self:SetCurrentList(self.currenciesList)
            else
                self:PerformWithdrawDepositFunds()
            end
        end
    }
    self.mainKeybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            keybind = "UI_SHORTCUT_RIGHT_STICK",
            name = function()
                local cost = GetNextBankUpgradePrice()
                if GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) >= cost then
                    return zo_strformat(SI_BANK_UPGRADE_TEXT, ZO_Currency_FormatGamepad(CURT_MONEY, cost, ZO_CURRENCY_FORMAT_AMOUNT_ICON))
                end
                return zo_strformat(SI_BANK_UPGRADE_TEXT, ZO_Currency_FormatGamepad(CURT_MONEY, cost, ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON))
            end,
            visible = function()
                return IsBankUpgradeAvailable() and GetBankingBag() == BAG_BANK
            end,
            enabled = function()
                return GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) >= GetNextBankUpgradePrice()
            end,
            callback = function()
                if GetNextBankUpgradePrice() > GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) then
                    ZO_AlertNoSuppression(UI_ALERT_CATEGORY_ALERT, nil, GetString(SI_BUY_BANK_SPACE_CANNOT_AFFORD))
                else
                    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.mainKeybindStripDescriptor)
                    DisplayBankUpgrade()
                end
            end
        },
        {
            name = GetString(SI_COLLECTIBLE_ACTION_RENAME),
            keybind = "UI_SHORTCUT_SECONDARY",
            visible = function()
                return IsHouseBankBag(GetBankingBag())
            end,
            callback = function()
                local collectibleId = GetCollectibleForHouseBankBag(GetBankingBag())
                if collectibleId ~= 0 then
                    local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(collectibleId)
                    if collectibleData then
                        local nickname = collectibleData:GetNickname()
                        ZO_Dialogs_ShowGamepadDialog("GAMEPAD_COLLECTIONS_INVENTORY_RENAME_COLLECTIBLE", { collectibleId = collectibleId, name = nickname })
                    end
                end
            end
        },
        {
            name = GetString(SI_GAMEPAD_INVENTORY_ACTION_LIST_KEYBIND),
            keybind = "UI_SHORTCUT_TERTIARY",
            visible = function()
                local data = self:GetTargetData()
                return data and not ZO_GamepadBanking.IsEntryDataCurrencyRelated(data)
            end,
            callback = function()
                self:ShowActions()
            end,
        },
        {
            keybind = "UI_SHORTCUT_LEFT_STICK",
            name = function()
                if self:IsInDepositMode() then
                    return GetString(SI_ITEM_ACTION_STACK_ALL)
                elseif self:IsInWithdrawMode() then
                    local sortIconPath = self.withdrawList.currentSortOrder == ZO_SORT_ORDER_UP and ZO_ICON_SORT_ARROW_UP or ZO_ICON_SORT_ARROW_DOWN
                    local sortIconText = zo_iconFormat(sortIconPath, 16, 16)
                    if ZO_IsTableEmpty(self.withdrawList.filterCategories) then
                        return zo_strformat(GetString(SI_GAMEPAD_BANK_FILTER_KEYBIND), GetString("SI_ITEMLISTSORTTYPE", self.withdrawList.currentSortType), sortIconText)
                    else
                        return zo_strformat(GetString(SI_GAMEPAD_BANK_FILTER_SORT_DROPDOWN_TEXT), NonContiguousCount(self.withdrawList.filterCategories), GetString("SI_ITEMLISTSORTTYPE", self.withdrawList.currentSortType), sortIconText)
                    end
                end
                return ""
            end,
            enabled = function()
                return self:IsInDepositMode() or self:IsInWithdrawMode()
            end,
            callback = function()
                if self:IsInDepositMode() then
                    StackBag(BAG_BACKPACK)
                elseif self:IsInWithdrawMode() then
                    ZO_Dialogs_ShowGamepadDialog("GAMEPAD_BANK_SEARCH_FILTERS", { bankObject = self })
                end
            end
        },
        {
            name = GetString(SI_GAMEPAD_BACK_OPTION),
            keybind = "UI_SHORTCUT_NEGATIVE",
            callback = function()
                if self:IsCurrentList(self.currenciesList) then
                    self:SetCurrentList(self:GetMainListForMode())
                else
                    SCENE_MANAGER:HideCurrentScene()
                end
            end,
        },
    }
    self:SetDepositKeybindDescriptor(self.mainKeybindStripDescriptor)
    self:SetWithdrawKeybindDescriptor(self.mainKeybindStripDescriptor)
end
function ZO_GamepadBanking:OnCategoryChangedCallback(selectedData)
    ZO_BankingCommon_Gamepad.OnCategoryChangedCallback(self)
    self:UpdateKeybinds()
end
function ZO_GamepadBanking:GetWithdrawMoneyAmount()
    if self:GetCurrencyType() then  --returns nil if on an item
        return GetCurrencyAmount(self:GetCurrencyType(), CURRENCY_LOCATION_BANK)
    end
end
function ZO_GamepadBanking:GetWithdrawMoneyOptions()
    return ZO_BANKING_CURRENCY_LABEL_OPTIONS
end
function ZO_GamepadBanking:DoesObfuscateWithdrawAmount()
    return false
end
function ZO_GamepadBanking:GetMaxBankedFunds(currencyType)
    return GetMaxPossibleCurrency(currencyType, CURRENCY_LOCATION_BANK)
end
function ZO_GamepadBanking:GetDepositMoneyAmount()
    if self:GetCurrencyType() then  
        return GetCurrencyAmount(self:GetCurrencyType(), CURRENCY_LOCATION_CHARACTER)
    end
end
function ZO_GamepadBanking:DepositFunds(currencyType, amount)
    TransferCurrency(currencyType, amount, CURRENCY_LOCATION_CHARACTER, CURRENCY_LOCATION_BANK)
end
function ZO_GamepadBanking:WithdrawFunds(currencyType, amount)
    TransferCurrency(currencyType, amount, CURRENCY_LOCATION_BANK, CURRENCY_LOCATION_CHARACTER)
end
function ZO_GamepadBanking:CreateEventTable()
    local function RefreshHeaderData()
        self:RefreshHeaderData()
    end
    local function RefreshLists()
        self:ClearSelectedData()
        local TRIGGER_CALLBACK = true
        self.depositList:RefreshList(TRIGGER_CALLBACK)
        self.withdrawList:RefreshList(TRIGGER_CALLBACK)
        self:RefreshCurrenciesList()
        self:UpdateKeybinds()
        local list = self:GetCurrentList()
        if list:IsEmpty() then
            self:RequestEnterHeader()
        end
    end
    local function AlertAndRefreshHeader(currencyType, currentCurrency, oldCurrency, reason)
        local alertString
        local amount
        local IS_GAMEPAD = true
        local DONT_USE_SHORT_FORMAT = false
        if reason == CURRENCY_CHANGE_REASON_BANK_DEPOSIT then
            amount = oldCurrency - currentCurrency
            alertString = zo_strformat(SI_GAMEPAD_BANK_GOLD_AMOUNT_DEPOSITED, ZO_CurrencyControl_FormatCurrencyAndAppendIcon(amount, DONT_USE_SHORT_FORMAT, currencyType, IS_GAMEPAD))
        elseif reason == CURRENCY_CHANGE_REASON_BANK_WITHDRAWAL then
            amount = currentCurrency - oldCurrency
            alertString = zo_strformat(SI_GAMEPAD_BANK_GOLD_AMOUNT_WITHDRAWN, ZO_CurrencyControl_FormatCurrencyAndAppendIcon(amount, DONT_USE_SHORT_FORMAT, currencyType, IS_GAMEPAD)) 
        end
       
        if alertString then
            ZO_AlertNoSuppression(UI_ALERT_CATEGORY_ALERT, nil, alertString)
        end
        RefreshHeaderData()
    end
    local function UpdateCarriedCurrency(event, currencyType, currentAmount, oldAmount, reason)
        RefreshLists()
        AlertAndRefreshHeader(currencyType, currentAmount, oldAmount, reason)
    end
    local function UpdateBankedCurrency()
        RefreshLists()
        RefreshHeaderData()
    end
    local function OnInventoryUpdate()
        if self.scene:IsShowing() then
            self:RefreshHeaderData()
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.mainKeybindStripDescriptor)
            self:LayoutBankingEntryTooltip(self:GetTargetData())
        end
    end
    self.eventTable =
    {
        [EVENT_CARRIED_CURRENCY_UPDATE] = UpdateCarriedCurrency,
        [EVENT_BANKED_CURRENCY_UPDATE] = UpdateBankedCurrency,
        [EVENT_INVENTORY_FULL_UPDATE] = OnInventoryUpdate,
        [EVENT_INVENTORY_SINGLE_SLOT_UPDATE] = OnInventoryUpdate,
    }
end
function ZO_GamepadBanking:CanTransferSelectedFunds()
    local inventoryData = self:GetTargetData()
    if inventoryData then
        local currencyType = inventoryData.currencyType
        if currencyType then
            if self:IsInWithdrawMode() then
                if GetCurrencyAmount(currencyType, CURRENCY_LOCATION_BANK) ~= 0 and GetCurrencyAmount(currencyType, CURRENCY_LOCATION_CHARACTER) ~= GetMaxPossibleCurrency(currencyType, CURRENCY_LOCATION_CHARACTER) then
                     return true
                else
                    if GetCurrencyAmount(currencyType, CURRENCY_LOCATION_CHARACTER) == GetMaxPossibleCurrency(currencyType, CURRENCY_LOCATION_CHARACTER) then
                        return false, GetString(SI_INVENTORY_ERROR_INVENTORY_FULL) -- "Your inventory is full"
                    elseif GetCurrencyAmount(currencyType, CURRENCY_LOCATION_BANK) == 0 then
                        return false, GetString(SI_GAMEPAD_INVENTORY_ERROR_NO_BANK_FUNDS) -- "No bank funds"
                    end
                end
            elseif self:IsInDepositMode() then
                if GetCurrencyAmount(currencyType, CURRENCY_LOCATION_BANK) ~= GetMaxPossibleCurrency(currencyType, CURRENCY_LOCATION_BANK) and GetCurrencyAmount(currencyType, CURRENCY_LOCATION_CHARACTER) ~= 0 then
                    return true
                else
                    if GetCurrencyAmount(currencyType, CURRENCY_LOCATION_BANK) == GetMaxPossibleCurrency(currencyType, CURRENCY_LOCATION_BANK) then
                        return false, GetString(SI_INVENTORY_ERROR_BANK_FULL) -- "Your bank is full"
                    elseif GetCurrencyAmount(currencyType, CURRENCY_LOCATION_CHARACTER) == 0 then
                        return false, GetString(SI_GAMEPAD_INVENTORY_ERROR_NO_PLAYER_FUNDS) -- "No player funds"
                    end
                end
            end
        end
    end
    return false
end
function ZO_GamepadBanking:PerformWithdrawDepositFunds()
    local inventoryData = self:GetTargetData()
    if inventoryData.currencyType then
        if self:IsInWithdrawMode() then
            self:SetMaxInputFunction(function(currencyType) return GetMaxCurrencyTransfer(currencyType, CURRENCY_LOCATION_BANK, CURRENCY_LOCATION_CHARACTER) end)
        elseif self:IsInDepositMode() then
            self:SetMaxInputFunction(function(currencyType) return GetMaxCurrencyTransfer(currencyType, CURRENCY_LOCATION_CHARACTER, CURRENCY_LOCATION_BANK) end) 
        end
        self:ShowSelector()
    end
end
function ZO_GamepadBanking:ShowActions()
    local dialogData =
    {
        targetData = self:GetTargetData(),
        itemActions = self.itemActions,
        -- make sure to update the item actions after we close the dialog
        -- since the underlying data may have changed (lock state for instance)
        finishedCallback = function() self.itemActions:RebuildActions() end
    }
    ZO_Dialogs_ShowPlatformDialog(ZO_GAMEPAD_INVENTORY_ACTION_DIALOG, dialogData)
end
function ZO_GamepadBanking:OnSceneHidden()
end
-- XML Handlers
    GAMEPAD_BANKING = ZO_GamepadBanking:New(control)
end
-----------------------
-- Buy Bank Space
-----------------------
GAMEPAD_BUY_BANK_SPACE_SCENE_NAME = "gamepad_buy_bank_space"
ZO_BuyBankSpace_Gamepad = ZO_Object:Subclass()
function ZO_BuyBankSpace_Gamepad:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_BuyBankSpace_Gamepad:Initialize(control)
    ZO_Dialogs_RegisterCustomDialog("BUY_BANK_SPACE_GAMEPAD",
    {
        gamepadInfo =
        {
            dialogType = GAMEPAD_DIALOGS.BASIC,
        },
        title =
        {
            text = SI_PROMPT_TITLE_BUY_BANK_SPACE,
        },
        mainText =
        {
            text = zo_strformat(SI_BUY_BANK_SPACE, NUM_BANK_SLOTS_PER_UPGRADE),
        },
        buttons =
        {
            {
                keybind = "DIALOG_NEGATIVE",
                text = SI_DIALOG_DECLINE,
                callback = function() self:Hide() end
            },
            {
                keybind = "DIALOG_PRIMARY",
                text = function()
                    local costString = ZO_CurrencyControl_FormatCurrency(self.cost)
                    return zo_strformat(SI_GAMEPAD_BANK_UPGRADE_ACCEPT, costString, ZO_Currency_GetGamepadFormattedCurrencyIcon(CURT_MONEY))
                end,
                callback =  function(dialog)
                    BuyBankSpace()
                    ZO_AlertNoSuppression(UI_ALERT_CATEGORY_ALERT, nil, GetString(SI_GAMEPAD_BANK_UPGRADED_ALERT))
                    self:Hide()
                end,
            }
        }
    })
    GAMEPAD_BUY_BANK_SPACE_SCENE = ZO_InteractScene:New(GAMEPAD_BUY_BANK_SPACE_SCENE_NAME, SCENE_MANAGER, BANKING_INTERACTION)
    local StateChanged = function(oldState, newState)
        if newState == SCENE_SHOWN then
            ZO_Dialogs_ShowGamepadDialog("BUY_BANK_SPACE_GAMEPAD", { cost = self.cost })
        end
    end
    GAMEPAD_BUY_BANK_SPACE_SCENE:RegisterCallback("StateChange", StateChanged)
end
function ZO_BuyBankSpace_Gamepad:Show(cost)
    self.cost = cost
    SCENE_MANAGER:Push(GAMEPAD_BUY_BANK_SPACE_SCENE_NAME)
end
function ZO_BuyBankSpace_Gamepad:Hide()
    SCENE_MANAGER:Hide(GAMEPAD_BUY_BANK_SPACE_SCENE_NAME)
end
    BUY_BANK_SPACE_GAMEPAD = ZO_BuyBankSpace_Gamepad:New(control)
end