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ESO Lua File v100022

ingame/inventory/inventory.lua

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--Variables
local g_playerInventory = nil
PLAYER_INVENTORY = nil
INVENTORY_BACKPACK = 1
INVENTORY_QUEST_ITEM = 2
INVENTORY_BANK = 3
INVENTORY_HOUSE_BANK = 4
INVENTORY_GUILD_BANK = 5
INVENTORY_CRAFT_BAG = 6
local SEARCH_TYPE_INVENTORY = 1
local SEARCH_TYPE_QUEST_ITEM = 2
local SEARCH_TYPE_QUEST_TOOL = 3
local CACHE_DATA = true
local DONT_CACHE_DATA = false
local DONT_USE_SHORT_FORMAT = false
local PREVENT_LAYOUT = false
local NOT_IS_GAMEPAD = false
local searchButtonTexture = "EsoUI/Art/Buttons/searchButton_normal.dds"
local searchButtonDownTexture = "EsoUI/Art/Buttons/searchButton_mouseDown.dds"
local cancelButtonTexture = "EsoUI/Art/Buttons/cancelButton_normal.dds"
local cancelButtonDownTexture = "EsoUI/Art/Buttons/cancelButton_mouseDown.dds"
local NEW_ICON_TEXTURE = "EsoUI/Art/Inventory/newItem_icon.dds"
local STOLEN_ICON_TEXTURE = "EsoUI/Art/Inventory/inventory_stolenItem_icon.dds"
BANKING_INTERACTION =
{
    type = "Banking",
    interactTypes = { INTERACTION_BANK },
}
GUILD_BANKING_INTERACTION =
{
    type = "GuildBanking",
    interactTypes = { INTERACTION_GUILDBANK },
}
-----------
--Callbacks
-----------
--tabs
local function HandleTabSwitch(tabData)
    -- special case inventory list hiding based on selecting quest inventory
    -- bank filters don't mess with the visibility of the regular inventory
    if tabData.descriptor == ITEMFILTERTYPE_QUEST then
        ZO_PlayerInventoryList:SetHidden(true)
        ZO_PlayerInventoryQuest:SetHidden(false)
        g_playerInventory.selectedTabType = INVENTORY_QUEST_ITEM
    end
    if tabData.inventoryType == INVENTORY_BACKPACK then
        ZO_PlayerInventoryList:SetHidden(false)
        ZO_PlayerInventoryQuest:SetHidden(true)
        g_playerInventory.selectedTabType = INVENTORY_BACKPACK
    end
    g_playerInventory:ChangeFilter(tabData)
end
--Search Processors
local function GetInventoryItemInformation(bagId, slotIndex)
    local name = GetItemName(bagId, slotIndex)
    name = name:lower()
    local _, _, _, _, _, equipType, itemStyle = GetItemInfo(bagId, slotIndex)
    return name, equipType, itemStyle
end
local EQUIP_TYPE_NAMES = {}
local ITEM_STYLE_NAME = {}
local function ProcessInventoryItem(stringSearch, data, searchTerm, cache)
    local name, equipType, itemStyle = stringSearch:GetFromCache(data, cache, GetInventoryItemInformation, data.bagId, data.slotIndex)
    if(zo_plainstrfind(name, searchTerm)) then
        return true
    end
    if(equipType ~= EQUIP_TYPE_INVALID) then
        local equipTypeName = EQUIP_TYPE_NAMES[equipType]
        if(not equipTypeName) then
            equipTypeName = GetString("SI_EQUIPTYPE", equipType):lower()
            EQUIP_TYPE_NAMES[equipType] = equipTypeName
        end
        if(zo_plainstrfind(equipTypeName, searchTerm)) then
            return true
        end
    end
    if itemStyle ~= 0 then
        local itemStyleName = ITEM_STYLE_NAME[itemStyle]
        if not itemStyleName then
            itemStyleName = zo_strlower(GetItemStyleName(itemStyle))
            ITEM_STYLE_NAME[itemStyle] = itemStyleName
        end
        if zo_plainstrfind(itemStyleName, searchTerm) then
            return true
        end
    end
    return false
end
local function GetQuestItemInformation(questIndex, stepIndex, conditionIndex)
    local _, _, name = GetQuestItemInfo(questIndex, stepIndex, conditionIndex)
    name = name:lower()
    return name
end
local function ProcessQuestItem(stringSearch, data, searchTerm, cache)
    local name = stringSearch:GetFromCache(data, cache, GetQuestItemInformation, data.questIndex, data.stepIndex, data.conditionIndex)
    return zo_plainstrfind(name, searchTerm)
end
local function GetQuestToolInformation(questIndex, toolIndex)
    local _, _, _, name = GetQuestToolInfo(questIndex, toolIndex)
    name = name:lower()
    return name
end
local function ProcessQuestTool(stringSearch, data, searchTerm, cache)
    local name = stringSearch:GetFromCache(data, cache, GetQuestToolInformation, data.questIndex, data.toolIndex)
    return zo_plainstrfind(name, searchTerm)
end
-- Item List Sort management
local sortKeys =
{
    slotIndex = { isNumeric = true },
    stackCount = { tiebreaker = "slotIndex", isNumeric = true },
    name = { tiebreaker = "stackCount" },
    quality = { tiebreaker = "name", isNumeric = true },
    stackSellPrice = { tiebreaker = "name", tieBreakerSortOrder = ZO_SORT_ORDER_UP, isNumeric = true },
    statusSortOrder = { tiebreaker = "age", isNumeric = true},
    age = { tiebreaker = "name", tieBreakerSortOrder = ZO_SORT_ORDER_UP, isNumeric = true},
    traitInformationSortOrder = { tiebreaker = "name", isNumeric = true, tieBreakerSortOrder = ZO_SORT_ORDER_UP },
}
    return sortKeys
end
local bankSortTypes =
{
    ZO_ComboBox:CreateItemEntry(GetString(SI_INVENTORY_SORT_TYPE_NAME), function() g_playerInventory:ChangeSort("name", INVENTORY_BANK) end),
    ZO_ComboBox:CreateItemEntry(GetString(SI_INVENTORY_SORT_TYPE_PRICE), function() g_playerInventory:ChangeSort("stackSellPrice", INVENTORY_BANK) end),
    -- NOTE: Bank cannot sort by age...items moved to the bank (or back again) do not have their age persisted yet.
}
local function InitializeHeaderSort(inventoryType, inventory, headerControl)
    local sortHeaders = ZO_SortHeaderGroup:New(headerControl, true)
    local function OnSortHeaderClicked(key, order)
        g_playerInventory:ChangeSort(key, inventoryType, order)
    end
    sortHeaders:RegisterCallback(ZO_SortHeaderGroup.HEADER_CLICKED, OnSortHeaderClicked)
    sortHeaders:AddHeadersFromContainer()
    sortHeaders:SelectHeaderByKey(inventory.currentSortKey, ZO_SortHeaderGroup.SUPPRESS_CALLBACKS)
    inventory.sortHeaders = sortHeaders
end
-- Item List Display management
local INVENTORY_DATA_TYPE_BACKPACK = 1
local INVENTORY_DATA_TYPE_QUEST = 2
local function InitializeInventoryList(inventory)
    local listView = inventory.listView
    if listView then
        ZO_ScrollList_Initialize(listView)
        ZO_ScrollList_AddDataType(listView, inventory.listDataType, inventory.rowTemplate, 52, inventory.listSetupCallback, inventory.listHiddenCallback, nil, ZO_InventorySlot_OnPoolReset)
        ZO_ScrollList_AddResizeOnScreenResize(listView)
    end
end
local function InitializeInventoryFilters(inventory)
    if(inventory.tabFilters) then
        local menuBar = inventory.filterBar
        for _, data in ipairs(inventory.tabFilters) do
            local filterButton = ZO_MenuBar_AddButton(menuBar, data)
            data.control = filterButton
            ZO_AlphaAnimation:New(GetControl(filterButton, "Flash"))
        end
    end
end
local function OnInventoryItemRowHidden(rowControl, slot)
    slot.slotControl = nil
end
function ZO_UpdateStatusControlIcons(inventorySlot, slotData)
    local statusControl = GetControl(inventorySlot, "StatusTexture")
    statusControl:ClearIcons()
    if slotData.brandNew then
        statusControl:AddIcon(NEW_ICON_TEXTURE)
    end
    if slotData.stolen then
        statusControl:AddIcon(STOLEN_ICON_TEXTURE)
    end
    if slotData.isPlayerLocked then
        statusControl:AddIcon(ZO_KEYBOARD_LOCKED_ICON)
    end
    if slotData.isBoPTradeable then
        statusControl:AddIcon(ZO_TRADE_BOP_ICON)
    end
    if slotData.isGemmable then
        statusControl:AddIcon(ZO_Currency_GetPlatformCurrencyIcon(CURT_CROWN_GEMS))
    end
    if slotData.bagId == BAG_WORN then
        statusControl:AddIcon(ZO_KEYBOARD_IS_EQUIPPED_ICON)
    end
    statusControl:Show()
    if slotData.age ~= 0 then
        slotData.clearAgeOnClose = true
    end
end
function ZO_UpdateTraitInformationControlIcon(inventorySlot, slotData)
    local traitInfoControl = GetControl(inventorySlot, "TraitInfo")
    traitInfoControl:ClearIcons()
    if slotData.traitInformation ~= ITEM_TRAIT_INFORMATION_NONE then
        traitInfoControl:AddIcon(GetPlatformTraitInformationIcon(slotData.traitInformation))
        traitInfoControl:Show()
    end
end
ITEM_SLOT_CURRENCY_OPTIONS =
{
    showTooltips = false,
    font = "ZoFontGameShadow",
    iconSide = RIGHT,
}
local function GetDefaultSlotSellValue(slot)
    return (FENCE_MANAGER and SYSTEMS:GetObject("fence"):IsLaundering()) and slot.stackLaunderPrice or slot.stackSellPrice
end
local function SetupInventoryItemRow(rowControl, slot, overrideOptions)
    local options = overrideOptions or ITEM_SLOT_CURRENCY_OPTIONS
    local r, g, b = GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, slot.quality)
    local nameControl = GetControl(rowControl, "Name")
    nameControl:SetText(slot.name) -- already formatted
    nameControl:SetColor(r, g, b, 1)
    local itemValue 
    if type(options.overrideSellValue) == "function" then
        itemValue = options.overrideSellValue(slot)
    else
        itemValue = GetDefaultSlotSellValue(slot)
    end
    local sellPriceControl = GetControl(rowControl, "SellPrice")
    sellPriceControl:SetHidden(false)
    ZO_CurrencyControl_SetSimpleCurrency(sellPriceControl, CURT_MONEY, itemValue, options)
    local inventorySlot = GetControl(rowControl, "Button")
    ZO_Inventory_BindSlot(inventorySlot, slot.inventory.slotType, slot.slotIndex, slot.bagId)
    ZO_PlayerInventorySlot_SetupSlot(rowControl, slot.stackCount, slot.iconFile, slot.meetsUsageRequirement, slot.locked or IsUnitDead("player"))
    slot.slotControl = rowControl
    ZO_UpdateStatusControlIcons(rowControl, slot)
    ZO_UpdateTraitInformationControlIcon(rowControl, slot)
end
local function GetItemSlotSellValueWithBonus(slot)
    if FENCE_MANAGER and SYSTEMS:GetObject("fence"):IsSellingStolenItems() and FENCE_MANAGER:HasBonusToSellingStolenItems() then
        return GetItemSellValueWithBonuses(slot.bagId, slot.slotIndex) * slot.stackCount
    end
    return GetDefaultSlotSellValue(slot)
end
ITEM_BACKPACK_SLOT_CURRENCY_OPTIONS =
{
    showTooltips = false,
    font = "ZoFontGameShadow",
    iconSide = RIGHT,
}
local function SetupBackpackInventoryItemRow(rowControl, slot)
    SetupInventoryItemRow(rowControl, slot, ITEM_BACKPACK_SLOT_CURRENCY_OPTIONS)
end
local function SetupQuestRow(rowControl, questItem)
    local r, g, b = GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_TOOLTIP, ITEM_TOOLTIP_COLOR_QUEST_ITEM_NAME)
    local nameControl = GetControl(rowControl, "Name")
    nameControl:SetText(questItem.name) -- already formatted
    nameControl:SetColor(r, g, b, 1)
    GetControl(rowControl, "SellPrice"):SetHidden(true)
    local inventorySlot = GetControl(rowControl, "Button")
    ZO_InventorySlot_SetType(inventorySlot, SLOT_TYPE_QUEST_ITEM)
    questItem.slotControl = rowControl
    ZO_Inventory_SetupSlot(inventorySlot, questItem.stackCount, questItem.iconFile)
    ZO_Inventory_SetupQuestSlot(inventorySlot, questItem.questIndex, questItem.toolIndex, questItem.stepIndex, questItem.conditionIndex)
    ZO_UpdateStatusControlIcons(rowControl, questItem)
end
local function CreateNewTabFilterData(filterType, inventoryType, normal, pressed, highlight, hiddenColumns, hideTab)
    local isHiddenTab = isHidden == true -- nil means don't hide
    local filterString = GetString("SI_ITEMFILTERTYPE", filterType)
    local tabData = 
    {
        -- Custom data
        filterType = filterType,
        inventoryType = inventoryType,
        hiddenColumns = hiddenColumns,
        activeTabText = filterString,
        tooltipText = filterString,
        -- Menu bar data
        hidden = hideTab,
        ignoreVisibleCheck = hideTab == true,
        descriptor = filterType,
        normal = normal,
        pressed = pressed,
        highlight = highlight,
        callback = HandleTabSwitch,
    }
    return tabData
end
local function BaseInventoryFilter(currentFilter, slot)
    if(currentFilter ~= ITEMFILTERTYPE_JUNK and slot.isJunk) then return false end
    if(currentFilter == ITEMFILTERTYPE_JUNK and slot.isJunk) then return true end
    if(currentFilter == ITEMFILTERTYPE_ALL) then return true end
    for i = 1, #slot.filterData do
        if(slot.filterData[i] == currentFilter) then
            return true
        end
    end
    return false
end
-------------------
--Inventory Manager
-------------------
ZO_InventoryManager = ZO_Object:Subclass()
function ZO_InventoryManager:New(...)
    local manager = ZO_Object.New(self)
    manager:Initialize(...)
    return manager
end
function ZO_InventoryManager:Initialize(control)
    g_playerInventory = self
    self.selectedTabType = INVENTORY_BACKPACK
    local backpackSearch = ZO_StringSearch:New(CACHE_DATA)
    backpackSearch:AddProcessor(SEARCH_TYPE_INVENTORY, ProcessInventoryItem)
    local bankSearch = ZO_StringSearch:New(CACHE_DATA)
    bankSearch:AddProcessor(SEARCH_TYPE_INVENTORY, ProcessInventoryItem)
    local guildBankSearch = ZO_StringSearch:New(CACHE_DATA)
    guildBankSearch:AddProcessor(SEARCH_TYPE_INVENTORY, ProcessInventoryItem)
    local questItemSearch = ZO_StringSearch:New(CACHE_DATA)
    questItemSearch:AddProcessor(SEARCH_TYPE_QUEST_ITEM, ProcessQuestItem)
    questItemSearch:AddProcessor(SEARCH_TYPE_QUEST_TOOL, ProcessQuestTool)
    local craftBagSearch = ZO_StringSearch:New(CACHE_DATA)
    craftBagSearch:AddProcessor(SEARCH_TYPE_INVENTORY, ProcessInventoryItem)
    local typicalHiddenColumns =
    {
        ["traitInformationSortOrder"] = true,
    }
    local questHiddenColumns =
    {
        ["traitInformationSortOrder"] = true,
        ["statusSortOrder"] = true,
        ["stackSellPrice"] = true,
    }
    local gearHiddenColumns =
    {
        -- Don't hide anything!
    }
    local tradingHouseHiddenColumns =
    {
        ["statusSortOrder"] = true,
    }
    local HIDE_TAB = true
    -- Need to define these in reverse order than how you want to display them
    local backpackFilters =
    {
        CreateNewTabFilterData(ITEMFILTERTYPE_JUNK, INVENTORY_BACKPACK, "EsoUI/Art/Inventory/inventory_tabIcon_junk_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_junk_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_junk_over.dds", gearHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_QUEST, INVENTORY_QUEST_ITEM, "EsoUI/Art/Inventory/inventory_tabIcon_quest_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_quest_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_quest_over.dds", questHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_MISCELLANEOUS, INVENTORY_BACKPACK, "EsoUI/Art/Inventory/inventory_tabIcon_misc_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_FURNISHING, INVENTORY_BACKPACK, "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_up.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_down.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_CRAFTING, INVENTORY_BACKPACK, "EsoUI/Art/Inventory/inventory_tabIcon_crafting_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_CONSUMABLE, INVENTORY_BACKPACK, "EsoUI/Art/Inventory/inventory_tabIcon_consumables_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_ARMOR, INVENTORY_BACKPACK, "EsoUI/Art/Inventory/inventory_tabIcon_armor_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_over.dds", gearHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_WEAPONS, INVENTORY_BACKPACK, "EsoUI/Art/Inventory/inventory_tabIcon_weapons_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_over.dds", gearHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_ALL, INVENTORY_BACKPACK, "EsoUI/Art/Inventory/inventory_tabIcon_all_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_over.dds", gearHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_TRADING_HOUSE, INVENTORY_BACKPACK, "", "", "", tradingHouseHiddenColumns, HIDE_TAB),
    }
    local bankFilters =
    {
        CreateNewTabFilterData(ITEMFILTERTYPE_JUNK, INVENTORY_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_junk_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_junk_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_junk_over.dds", gearHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_MISCELLANEOUS, INVENTORY_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_misc_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_FURNISHING, INVENTORY_BANK, "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_up.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_down.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_CRAFTING, INVENTORY_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_crafting_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_CONSUMABLE, INVENTORY_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_consumables_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_ARMOR, INVENTORY_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_armor_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_over.dds", gearHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_WEAPONS, INVENTORY_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_weapons_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_over.dds", gearHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_ALL, INVENTORY_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_all_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_over.dds", gearHiddenColumns),
    }
    local houseBankFilters =
    {
        CreateNewTabFilterData(ITEMFILTERTYPE_JUNK, INVENTORY_HOUSE_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_junk_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_junk_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_junk_over.dds", gearHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_MISCELLANEOUS, INVENTORY_HOUSE_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_misc_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_FURNISHING, INVENTORY_HOUSE_BANK, "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_up.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_down.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_CRAFTING, INVENTORY_HOUSE_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_crafting_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_CONSUMABLE, INVENTORY_HOUSE_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_consumables_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_ARMOR, INVENTORY_HOUSE_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_armor_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_over.dds", gearHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_WEAPONS, INVENTORY_HOUSE_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_weapons_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_over.dds", gearHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_ALL, INVENTORY_HOUSE_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_all_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_over.dds", gearHiddenColumns),
    }
    local guildBankFilters =
    {
        CreateNewTabFilterData(ITEMFILTERTYPE_MISCELLANEOUS, INVENTORY_GUILD_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_misc_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_FURNISHING, INVENTORY_GUILD_BANK, "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_up.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_down.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_CRAFTING, INVENTORY_GUILD_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_crafting_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_CONSUMABLE, INVENTORY_GUILD_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_consumables_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_ARMOR, INVENTORY_GUILD_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_armor_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_over.dds", gearHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_WEAPONS, INVENTORY_GUILD_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_weapons_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_over.dds", gearHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_ALL, INVENTORY_GUILD_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_all_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_over.dds", gearHiddenColumns),
    }
    local craftBagFilters =
    {
        CreateNewTabFilterData(ITEMFILTERTYPE_TRAIT_ITEMS, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_itemTrait_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_itemTrait_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_itemTrait_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_STYLE_MATERIALS, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_styleMaterial_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_styleMaterial_down.dds", "EsoUI/Art/Inventoryinventory_tabIcon_Craftbag_styleMaterial_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_PROVISIONING, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_provisioning_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_provisioning_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_provisioning_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_ENCHANTING, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_enchanting_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_enchanting_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_enchanting_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_ALCHEMY, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_alchemy_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_alchemy_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_alchemy_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_WOODWORKING, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_woodworking_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_woodworking_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_woodworking_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_CLOTHING, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_clothing_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_clothing_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_clothing_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_BLACKSMITHING, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_blacksmithing_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_blacksmithing_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_blacksmithing_over.dds", typicalHiddenColumns),
        CreateNewTabFilterData(ITEMFILTERTYPE_ALL, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_all_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_over.dds", typicalHiddenColumns),
    }
    local function BackpackAltFreeSlotType()
        if self:IsBanking() then 
            return self:GetBankInventoryType() 
        elseif self:IsGuildBanking() then
            return INVENTORY_GUILD_BANK
        else
            return nil  --hide label
        end
    end
    local inventories =
    {
        [INVENTORY_BACKPACK] =
        {
            stringSearch = backpackSearch,
            searchBox = ZO_PlayerInventorySearchBox,
            slotType = SLOT_TYPE_ITEM,
            backingBags = { BAG_BACKPACK },
            slots = { [BAG_BACKPACK] = {} },
            listView = ZO_PlayerInventoryList,
            listDataType = INVENTORY_DATA_TYPE_BACKPACK,
            listSetupCallback = SetupBackpackInventoryItemRow,
            listHiddenCallback = OnInventoryItemRowHidden,
            freeSlotsLabel = ZO_PlayerInventoryInfoBarFreeSlots,
            altFreeSlotsLabel = ZO_PlayerInventoryInfoBarAltFreeSlots,
            freeSlotType = INVENTORY_BACKPACK,
            altFreeSlotType = BackpackAltFreeSlotType,
            freeSlotsStringId = SI_INVENTORY_BACKPACK_REMAINING_SPACES,
            freeSlotsFullStringId = SI_INVENTORY_BACKPACK_COMPLETELY_FULL,
            currentSortKey = "statusSortOrder",
            currentSortOrder = ZO_SORT_ORDER_DOWN,
            currentFilter = ITEMFILTERTYPE_ALL,
            tabFilters = backpackFilters,
            filterBar = ZO_PlayerInventoryTabs,
            rowTemplate = "ZO_PlayerInventorySlot",
            activeTab = ZO_PlayerInventoryTabsActive,
            inventoryEmptyStringId = function(self)
                    if self:IsGuildBanking() then
                        local guildId = GetSelectedGuildBankId() 
                        if not DoesPlayerHaveGuildPermission(guildId, GUILD_PERMISSION_BANK_DEPOSIT) then
                            return GetString(SI_INVENTORY_ERROR_GUILD_BANK_NO_DEPOSIT_PERMISSIONS)
                        elseif not DoesGuildHavePrivilege(guildId, GUILD_PRIVILEGE_BANK_DEPOSIT) then
                            return zo_strformat(SI_INVENTORY_ERROR_GUILD_BANK_NO_DEPOSIT_PRIVILEGES, GetNumGuildMembersRequiredForPrivilege(GUILD_PRIVILEGE_BANK_DEPOSIT))
                        end
                    end
                    return GetString(SI_INVENTORY_ERROR_INVENTORY_EMPTY)
                end
        },
        [INVENTORY_QUEST_ITEM] =
        {
            slots = {},
            stringSearch = questItemSearch,
            searchBox = ZO_PlayerInventorySearchBox,
            slotType = SLOT_TYPE_QUEST_ITEM,
            listView = ZO_PlayerInventoryQuest,
            listDataType = INVENTORY_DATA_TYPE_QUEST,
            listSetupCallback = SetupQuestRow,
            listHiddenCallback = OnInventoryItemRowHidden,
            currentFilter = ITEMFILTERTYPE_ALL,
            currentSortKey = "name",
            currentSortOrder = ZO_SORT_ORDER_UP,
            rowTemplate = "ZO_PlayerInventorySlot",
            hiddenColumns = questHiddenColumns,
        },
        [INVENTORY_BANK] =
        {
            stringSearch = bankSearch,
            searchBox = ZO_PlayerBankSearchBox,
            slotType = SLOT_TYPE_BANK_ITEM,
            backingBags = { BAG_BANK, BAG_SUBSCRIBER_BANK },
            slots = { [BAG_BANK] = {}, [BAG_SUBSCRIBER_BANK] = {} },
            listView = ZO_PlayerBankBackpack,
            listDataType = INVENTORY_DATA_TYPE_BACKPACK,
            listSetupCallback = SetupInventoryItemRow,
            listHiddenCallback = OnInventoryItemRowHidden,
            freeSlotsLabel = ZO_PlayerBankInfoBarFreeSlots,
            altFreeSlotsLabel = ZO_PlayerBankInfoBarAltFreeSlots,
            freeSlotType = INVENTORY_BACKPACK,
            altFreeSlotType = INVENTORY_BANK,
            freeSlotsStringId = SI_INVENTORY_BANK_REMAINING_SPACES,
            freeSlotsFullStringId = SI_INVENTORY_BANK_COMPLETELY_FULL,
            currentSortKey = "name",
            currentSortOrder = ZO_SORT_ORDER_UP,
            currentFilter = ITEMFILTERTYPE_ALL,
            tabFilters = bankFilters,
            filterBar = ZO_PlayerBankTabs,
            rowTemplate = "ZO_PlayerInventorySlot",
            activeTab = ZO_PlayerBankTabsActive,
        },
        [INVENTORY_HOUSE_BANK] =
        {
            stringSearch = bankSearch,
            searchBox = ZO_HouseBankSearchBox,
            slotType = SLOT_TYPE_BANK_ITEM,
            --backing bags and slots are dynamically setup
            listView = ZO_HouseBankBackpack,
            listDataType = INVENTORY_DATA_TYPE_BACKPACK,
            listSetupCallback = SetupInventoryItemRow,
            listHiddenCallback = OnInventoryItemRowHidden,
            freeSlotsLabel = ZO_HouseBankInfoBarFreeSlots,
            altFreeSlotsLabel = ZO_HouseBankInfoBarAltFreeSlots,
            freeSlotType = INVENTORY_BACKPACK,
            altFreeSlotType = INVENTORY_HOUSE_BANK,
            freeSlotsStringId = SI_INVENTORY_HOUSE_BANK_REMAINING_SPACES,
            freeSlotsFullStringId = SI_INVENTORY_HOUSE_BANK_COMPLETELY_FULL,
            currentSortKey = "name",
            currentSortOrder = ZO_SORT_ORDER_UP,
            currentFilter = ITEMFILTERTYPE_ALL,
            tabFilters = houseBankFilters,
            filterBar = ZO_HouseBankTabs,
            rowTemplate = "ZO_PlayerInventorySlot",
            activeTab = ZO_HouseBankTabsActive,
        },
        [INVENTORY_GUILD_BANK] =
        {
            stringSearch = guildBankSearch,
            searchBox = ZO_GuildBankSearchBox,
            slotType = SLOT_TYPE_GUILD_BANK_ITEM,
            backingBags = { BAG_GUILDBANK },
            slots = { [BAG_GUILDBANK] = {} },
            listView = ZO_GuildBankBackpack,
            listDataType = INVENTORY_DATA_TYPE_BACKPACK,
            listSetupCallback = SetupInventoryItemRow,
            listHiddenCallback = OnInventoryItemRowHidden,
            freeSlotsLabel = ZO_GuildBankInfoBarFreeSlots,
            altFreeSlotsLabel = ZO_GuildBankInfoBarAltFreeSlots,
            freeSlotType = INVENTORY_BACKPACK,
            altFreeSlotType = INVENTORY_GUILD_BANK,
            freeSlotsStringId = SI_INVENTORY_BANK_REMAINING_SPACES,
            freeSlotsFullStringId = SI_INVENTORY_BANK_COMPLETELY_FULL,
            currentSortKey = "name",
            currentSortOrder = ZO_SORT_ORDER_UP,
            currentFilter = ITEMFILTERTYPE_ALL,
            tabFilters = guildBankFilters,
            filterBar = ZO_GuildBankTabs,
            rowTemplate = "ZO_PlayerInventorySlot",
            activeTab = ZO_GuildBankTabsActive,
            inventoryEmptyStringId = function(self) 
                return GetString(SI_INVENTORY_ERROR_GUILD_BANK_EMPTY)
            end
        },
        [INVENTORY_CRAFT_BAG] =
        {
            stringSearch = craftBagSearch,
            searchBox = ZO_CraftBagSearchBox,
            slotType = SLOT_TYPE_CRAFT_BAG_ITEM,
            backingBags = { BAG_VIRTUAL },
            slots = { [BAG_VIRTUAL] = {} },
            listView = ZO_CraftBagList,
            listDataType = INVENTORY_DATA_TYPE_BACKPACK,
            listSetupCallback = SetupBackpackInventoryItemRow,
            listHiddenCallback = OnInventoryItemRowHidden,
            currentSortKey = "statusSortOrder",
            currentSortOrder = ZO_SORT_ORDER_DOWN,
            currentFilter = ITEMFILTERTYPE_ALL,
            tabFilters = craftBagFilters,
            filterBar = ZO_CraftBagTabs,
            rowTemplate = "ZO_CraftBagSlot",
            activeTab = ZO_CraftBagTabsActive,
            inventoryEmptyStringId = SI_INVENTORY_ERROR_CRAFT_BAG_EMPTY,
        },
    }
    self.isListDirty = {}
    InitializeHeaderSort(INVENTORY_BACKPACK, inventories[INVENTORY_BACKPACK], ZO_PlayerInventorySortBy)
    InitializeHeaderSort(INVENTORY_BANK, inventories[INVENTORY_BANK], ZO_PlayerBankSortBy)
    InitializeHeaderSort(INVENTORY_HOUSE_BANK, inventories[INVENTORY_HOUSE_BANK], ZO_HouseBankSortBy)
    InitializeHeaderSort(INVENTORY_GUILD_BANK, inventories[INVENTORY_GUILD_BANK], ZO_GuildBankSortBy)
    InitializeHeaderSort(INVENTORY_CRAFT_BAG, inventories[INVENTORY_CRAFT_BAG], ZO_CraftBagSortBy)
    self.inventories = inventories
    self.searchToInventoryType = {}
    self.bagToInventoryType =
    {
        [BAG_BACKPACK] = INVENTORY_BACKPACK,
        [BAG_BANK] = INVENTORY_BANK,
        [BAG_SUBSCRIBER_BANK] = INVENTORY_BANK,
        [BAG_GUILDBANK] = INVENTORY_GUILD_BANK,
        [BAG_VIRTUAL] = INVENTORY_CRAFT_BAG,
    }
    for i = BAG_HOUSE_BANK_ONE, BAG_HOUSE_BANK_TEN do
        self.bagToInventoryType[i] = INVENTORY_HOUSE_BANK
    end
    for inventoryType, inventoryData in pairs(self.inventories) do
        InitializeInventoryList(inventoryData)
        InitializeInventoryFilters(inventoryData)
        self.searchToInventoryType[inventoryData.stringSearch] = inventoryType
    end
    INVENTORY_FRAGMENT = ZO_FadeSceneFragment:New(ZO_PlayerInventory)
    INVENTORY_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
        if(newState == SCENE_FRAGMENT_SHOWING) then
            local UPDATE_EVEN_IF_HIDDEN = true
            if self.isListDirty[INVENTORY_BACKPACK] or self.isListDirty[INVENTORY_QUEST_ITEM] then
                self:UpdateList(INVENTORY_BACKPACK, UPDATE_EVEN_IF_HIDDEN)
                self:UpdateList(INVENTORY_QUEST_ITEM, UPDATE_EVEN_IF_HIDDEN)
            end
            self:RefreshMoney()
            self:UpdateFreeSlots(INVENTORY_BACKPACK)
            self:UpdateApparelSection()
            --Reseting the comparison stats here since its too later when the window is already hidden.
        elseif(newState == SCENE_FRAGMENT_HIDDEN) then
            ZO_InventorySlot_RemoveMouseOverKeybinds()
            ZO_PlayerInventory_EndSearch(ZO_PlayerInventorySearchBox)
            self:ClearNewStatusOnItemsThePlayerHasSeen(INVENTORY_BACKPACK)
        end
    end)
    SHARED_INVENTORY:RegisterCallback("SlotAdded", function(bagId, slotIndex, newSlotData) 
        local inventory = self.bagToInventoryType[bagId]
        if inventory then
            self:OnInventoryItemAdded(inventory, bagId, slotIndex, newSlotData) 
        end
    end)
    SHARED_INVENTORY:RegisterCallback("SlotRemoved", function(bagId, slotIndex, oldSlotData) 
        local inventory = self.bagToInventoryType[bagId]
        if inventory then
            self:OnInventoryItemRemoved(inventory, bagId, slotIndex, oldSlotData)
        end
    end)
    self.itemsLockedDueToDeath = IsUnitDead("player")
    self:RefreshAllInventorySlots(INVENTORY_BACKPACK)
    self:RefreshAllInventorySlots(INVENTORY_CRAFT_BAG)
    self:RefreshAllInventorySlots(INVENTORY_BANK)
    self:RefreshMoney()
end
do
    local function OnRequestDestroyItem(eventCode, bag, slot, itemCount, name, needsConfirm)
        local _, actualItemCount = GetItemInfo(bag, slot)
        if itemCount == 0 and actualItemCount > 1 then
            itemCount = actualItemCount
        end
        local itemLink = GetItemLink(bag, slot)
        if(needsConfirm) then
            local dialogName = "CONFIRM_DESTROY_ITEM_PROMPT"
            if IsInGamepadPreferredMode() then
                dialogName = ZO_GAMEPAD_CONFIRM_DESTROY_DIALOG
            end
            ZO_Dialogs_ShowPlatformDialog(dialogName, nil, {mainTextParams = {itemLink, itemCount, GetString(SI_DESTROY_ITEM_CONFIRMATION)}})
        else
            ZO_Dialogs_ShowPlatformDialog("DESTROY_ITEM_PROMPT", nil, {mainTextParams = {itemLink, itemCount}})
        end
    end
    local function OnCancelRequestDestroyItem()
        ZO_Dialogs_ReleaseDialog("DESTROY_ITEM_PROMPT")
        ZO_Dialogs_ReleaseDialog("CONFIRM_DESTROY_ITEM_PROMPT")
    end
    BUY_BAG_SPACE_INTERACTION =
    {
        type = "Buy Bag Space",
        interactTypes = { INTERACTION_BUY_BAG_SPACE },
    }
    local function OnBuyBagSpace(eventCode, cost)
        if IsInGamepadPreferredMode() then
            BUY_BAG_SPACE_GAMEPAD:Show(cost)
        else
            if(not ZO_Dialogs_FindDialog("BUY_BAG_SPACE")) then
                ZO_Dialogs_ShowDialog("BUY_BAG_SPACE", {cost = cost})
                INTERACT_WINDOW:OnBeginInteraction(BUY_BAG_SPACE_INTERACTION)
            end
        end
    end
    local function OnBuyBankSpace(eventCode, cost)
         if IsInGamepadPreferredMode() then
            BUY_BANK_SPACE_GAMEPAD:Show(cost)
        else
            if(not ZO_Dialogs_FindDialog("BUY_BANK_SPACE")) then
                ZO_Dialogs_ShowDialog("BUY_BANK_SPACE", {cost = cost})
            end
        end
    end
    local function OnCloseBuySpace()
        ZO_Dialogs_ReleaseDialog("BUY_BAG_SPACE")
        ZO_Dialogs_ReleaseDialog("BUY_BANK_SPACE")
        BUY_BAG_SPACE_GAMEPAD:Hide()
    end
    local function HandleCursorPickup(eventCode, cursorType, unused1, unused2, unused3, unused4, unused5, unused6, itemSoundCategory)
        if cursorType == MOUSE_CONTENT_INVENTORY_ITEM or cursorType == MOUSE_CONTENT_EQUIPPED_ITEM or cursorType == MOUSE_CONTENT_QUEST_ITEM then
            ZO_InventoryLandingArea_SetHidden(ZO_PlayerBankBackpackLandingArea, false, SI_INVENTORY_LANDING_AREA_MOVE_TO_BANK)
            ZO_InventoryLandingArea_SetHidden(ZO_PlayerInventoryListLandingArea, false, SI_INVENTORY_LANDING_AREA_MOVE_TO_BACKPACK)
        elseif cursorType == MOUSE_CONTENT_STORE_ITEM then
            ZO_InventoryLandingArea_SetHidden(ZO_PlayerInventoryListLandingArea, false, SI_INVENTORY_LANDING_AREA_BUY_ITEM)
        elseif cursorType == MOUSE_CONTENT_STORE_BUYBACK_ITEM then
            ZO_InventoryLandingArea_SetHidden(ZO_PlayerInventoryListLandingArea, false, SI_INVENTORY_LANDING_AREA_BUYBACK_ITEM)
        end
        PlayItemSound(itemSoundCategory, ITEM_SOUND_ACTION_PICKUP)
    end
    local function HandleCursorCleared(eventCode, oldCursorType)
        ZO_InventoryLandingArea_SetHidden(ZO_PlayerBankBackpackLandingArea, true)
        ZO_InventoryLandingArea_SetHidden(ZO_PlayerInventoryListLandingArea, true)
    end
    function ZO_InventoryManager:RegisterForEvents(control)
        control:RegisterForEvent(EVENT_VISUAL_LAYER_CHANGED, function() self:UpdateApparelSection() end)
    
        --inventory events
        local function OnFullInventoryUpdated(bagId)
            if bagId == BAG_BANK then
                self:RefreshBankUpgradeKeybind()
            end
            for inventoryType, inventory in pairs(self.inventories) do
                if inventory.backingBags then
                    for searchBagIndex, searchBagId in ipairs(inventory.backingBags) do
                        if searchBagId == bagId then
                            self:RefreshAllInventorySlots(inventoryType)
                            break
                        end
                    end
                end
            end
        end
    
        local function OnPlayerActivated()
            self:RefreshAllInventorySlots(INVENTORY_BACKPACK)
            self:RefreshAllInventorySlots(INVENTORY_CRAFT_BAG)
        end
    
        local function RefreshMoney()
            self:RefreshMoney()
        end
        SHARED_INVENTORY:RegisterCallback("FullInventoryUpdate", OnFullInventoryUpdated)
        SHARED_INVENTORY:RegisterCallback("SingleSlotInventoryUpdate", function(bagId, slotIndex) self:OnInventorySlotUpdated(bagId, slotIndex) end)
        control:RegisterForEvent(EVENT_INVENTORY_SLOT_LOCKED, function(event, bagId, slotIndex) self:OnInventorySlotLocked(bagId, slotIndex) end)
        control:RegisterForEvent(EVENT_INVENTORY_SLOT_UNLOCKED, function(event, bagId, slotIndex) self:OnInventorySlotUnlocked(bagId, slotIndex) end)
        control:RegisterForEvent(EVENT_MOUSE_REQUEST_DESTROY_ITEM, OnRequestDestroyItem)
        control:RegisterForEvent(EVENT_CANCEL_MOUSE_REQUEST_DESTROY_ITEM, OnCancelRequestDestroyItem)
        control:RegisterForEvent(EVENT_CURSOR_PICKUP, HandleCursorPickup)
        control:RegisterForEvent(EVENT_CURSOR_DROPPED, HandleCursorCleared)
        control:RegisterForEvent(EVENT_PLAYER_ACTIVATED, OnPlayerActivated)
        control:RegisterForEvent(EVENT_MONEY_UPDATE, RefreshMoney)
        control:RegisterForEvent(EVENT_BANKED_MONEY_UPDATE, RefreshMoney)
        control:RegisterForEvent(EVENT_GUILD_BANKED_MONEY_UPDATE, RefreshMoney)
        --quest item events
        local function OnQuestsUpdated()
            --the quest we were planning to abandon may be gone, kill the prompt
            ZO_Dialogs_ReleaseDialog("ABANDON_QUEST")
            self:RefreshAllQuests()
            CALLBACK_MANAGER:FireCallbacks("QuestUpdate")
        end
        local function OnSingleQuestUpdated(journalIndex)
            self:RefreshQuest(journalIndex)
            CALLBACK_MANAGER:FireCallbacks("QuestUpdate")
        end
        local function OnUpdateCooldowns()
            self:UpdateItemCooldowns(INVENTORY_BACKPACK)
            self:UpdateItemCooldowns(INVENTORY_QUEST_ITEM)
        end
        SHARED_INVENTORY:RegisterCallback("FullQuestUpdate", OnQuestsUpdated)
        SHARED_INVENTORY:RegisterCallback("SingleQuestUpdate", OnSingleQuestUpdated)
        control:RegisterForEvent(EVENT_ACTION_UPDATE_COOLDOWNS, OnUpdateCooldowns)
        --bank events
        local function OnOpenBank()
            if not IsInGamepadPreferredMode() then
                local inventoryType = self:GetBankInventoryType()
                if inventoryType == INVENTORY_BANK then
                    SCENE_MANAGER:Show("bank")
                elseif inventoryType == INVENTORY_HOUSE_BANK then
                    SCENE_MANAGER:Show("houseBank")
                end
            end
        end
        local function OnCloseBank()
            if not IsInGamepadPreferredMode() then
                local inventoryType = self:GetBankInventoryType()
                if inventoryType == INVENTORY_BANK then
                    SCENE_MANAGER:Hide("bank")
                elseif inventoryType == INVENTORY_HOUSE_BANK then
                    SCENE_MANAGER:Hide("houseBank")
                end
                if ZO_Dialogs_IsShowingDialog() then
                    ZO_Dialogs_ReleaseAllDialogs()
                end
            end
        end
        control:RegisterForEvent(EVENT_OPEN_BANK, OnOpenBank)
        control:RegisterForEvent(EVENT_CLOSE_BANK, OnCloseBank)
        --guild bank events
        local function OnOpenGuildBank()
            if not IsInGamepadPreferredMode() then
                self:OpenGuildBank()
            end
        end
        local function OnCloseGuildBank()
            if not IsInGamepadPreferredMode() then
                self:CloseGuildBank()
            end
        end
        local function OnGuildBankSelected(eventCode, guildId)
            self:SetGuildBankLoading(guildId)
        end
        local function OnGuildBankDeselected()
            self:OnGuildBankDeselected()
        end
        local function OnGuildBankItemsReady()
            self:SetGuildBankLoaded()
        end
        local function OnGuildBankOpenError(eventCode, error)
            self:OnGuildBankOpenError(error)
        end
        local function OnGuildSizeChanged()
            self:GuildSizeChanged()
        end
        local function OnGuildRanksChanged(eventCode, guildId)
            self:RefreshGuildBankPermissions(guildId)
        end
        local function OnGuildRankChanged(eventCode, guildId)
            self:RefreshGuildBankPermissions(guildId)
        end
        local function OnGuildMemberRankChanged(eventCode, guildId, displayName)
            if(displayName == GetDisplayName()) then
                self:RefreshGuildBankPermissions(guildId)
            end
        end
        control:RegisterForEvent(EVENT_OPEN_GUILD_BANK, OnOpenGuildBank)
        control:RegisterForEvent(EVENT_CLOSE_GUILD_BANK, OnCloseGuildBank)
        control:RegisterForEvent(EVENT_GUILD_BANK_SELECTED, OnGuildBankSelected)
        control:RegisterForEvent(EVENT_GUILD_BANK_DESELECTED, OnGuildBankDeselected)
        control:RegisterForEvent(EVENT_GUILD_BANK_ITEMS_READY, OnGuildBankItemsReady)
        control:RegisterForEvent(EVENT_GUILD_BANK_OPEN_ERROR, OnGuildBankOpenError)
        control:RegisterForEvent(EVENT_GUILD_RANKS_CHANGED, OnGuildRanksChanged)
        control:RegisterForEvent(EVENT_GUILD_RANK_CHANGED, OnGuildRankChanged)
        control:RegisterForEvent(EVENT_GUILD_MEMBER_RANK_CHANGED, OnGuildMemberRankChanged)
        control:RegisterForEvent(EVENT_GUILD_MEMBER_ADDED, OnGuildSizeChanged)
        control:RegisterForEvent(EVENT_GUILD_MEMBER_REMOVED, OnGuildSizeChanged)
        --inventory upgrade events
        local function UpdateFreeSlotsBackpack()
            self:UpdateFreeSlots(INVENTORY_BACKPACK)
        end
        local function UpdateFreeSlotsBank()
            self:UpdateFreeSlots(INVENTORY_BANK)
        end
        control:RegisterForEvent(EVENT_INVENTORY_BUY_BAG_SPACE, OnBuyBagSpace)
        control:RegisterForEvent(EVENT_INVENTORY_BOUGHT_BAG_SPACE, UpdateFreeSlotsBackpack)
        control:RegisterForEvent(EVENT_MOUNT_INFO_UPDATED, UpdateFreeSlotsBackpack)
        control:RegisterForEvent(EVENT_INVENTORY_BUY_BANK_SPACE, OnBuyBankSpace)
        control:RegisterForEvent(EVENT_INVENTORY_BOUGHT_BANK_SPACE, UpdateFreeSlotsBank)
        control:RegisterForEvent(EVENT_INVENTORY_CLOSE_BUY_SPACE, OnCloseBuySpace)
        --player events
        local function RefreshAllInventoryOverlays()
            self:RefreshAllInventoryOverlays(INVENTORY_BACKPACK)
        end
        local function OnPlayerDead()
            RefreshAllInventoryOverlays()
            self.itemsLockedDueToDeath = true
        end
        local function OnPlayerAlive()
            RefreshAllInventoryOverlays()
            self.itemsLockedDueToDeath = false
        end
        control:RegisterForEvent(EVENT_PLAYER_DEAD, OnPlayerDead)
        control:RegisterForEvent(EVENT_PLAYER_ALIVE, OnPlayerAlive)
        control:RegisterForEvent(EVENT_LEVEL_UPDATE, RefreshAllInventoryOverlays)
        control:AddFilterForEvent(EVENT_LEVEL_UPDATE, REGISTER_FILTER_UNIT_TAG, "player")
        control:RegisterForEvent(EVENT_CHAMPION_POINT_GAINED, RefreshAllInventoryOverlays)
    end
end
--General
---------
function ZO_InventoryManager:SelectAndChangeSort(newSortKey, inventoryType, newSortOrder)
    local inventoryInfo = self.inventories[inventoryType]
    inventoryInfo.sortHeaders:SelectHeaderByKey(newSortKey, ZO_SortHeaderGroup.SUPPRESS_CALLBACKS, not ZO_SortHeaderGroup.FORCE_RESELECT, newSortOrder)
    self:ChangeSort(newSortKey, inventoryType, newSortOrder)
end
function ZO_InventoryManager:ChangeSort(newSortKey, inventoryType, newSortOrder)
    if self.selectedTabType == INVENTORY_QUEST_ITEM then
        inventoryType = INVENTORY_QUEST_ITEM
    end
    local inventory = self.inventories[inventoryType]
    inventory.currentSortKey = newSortKey
    inventory.currentSortOrder = newSortOrder
    inventory.lastSavedSortKey = nil
    inventory.lastSavedSortOrder = nil
    self:ApplySort(inventoryType)
end
function ZO_InventoryManager:ApplySort(inventoryType)
    local inventory
    if inventoryType == INVENTORY_BANK then
        inventory = self.inventories[INVENTORY_BANK]
    elseif inventoryType == INVENTORY_HOUSE_BANK then
        inventory = self.inventories[INVENTORY_HOUSE_BANK]
    elseif inventoryType == INVENTORY_GUILD_BANK then
        inventory = self.inventories[INVENTORY_GUILD_BANK]
    elseif inventoryType == INVENTORY_CRAFT_BAG then
        inventory = self.inventories[INVENTORY_CRAFT_BAG]
    else
        -- Use normal inventory by default (instead of the quest item inventory for example)
        inventory = self.inventories[self.selectedTabType]
    end
    local list = inventory.listView
    local scrollData = ZO_ScrollList_GetDataList(list)
    if inventory.sortFn == nil then
        inventory.sortFn =  function(entry1, entry2)
                                return ZO_TableOrderingFunction(entry1.data, entry2.data, inventory.currentSortKey, sortKeys, inventory.currentSortOrder)
                            end
    end
    table.sort(scrollData, inventory.sortFn)
end
-- Utility function to basically remap quest_item inventory to the backpack inventory because the backpack inventory
-- is what stores all the display-type data.
function ZO_InventoryManager:GetDisplayInventoryTable(inventoryType)
    inventoryType = (inventoryType == INVENTORY_QUEST_ITEM) and INVENTORY_BACKPACK or inventoryType
    return self.inventories[inventoryType]
end
function ZO_InventoryManager:GetTabFilterInfo(inventoryType, tabControl)
    local inventory = self:GetDisplayInventoryTable(inventoryType)
    local filterData = inventory.tabFilters[tabControl] or tabControl -- the or tabControl is for the new style, because the data table is just passed in here
    return filterData.filterType, filterData.activeTabText, filterData.hiddenColumns
end
do
    local function ForceSortDataOnInventory(inventory, sortKey, sortOrder)
        inventory.currentSortKey = sortKey
        inventory.currentSortOrder = sortOrder
    end
    function ZO_InventoryManager:ChangeFilter(filterTab)
        local inventoryType = filterTab.inventoryType
        local inventory = self.inventories[inventoryType]
        local activeTabText
        inventory.currentFilter, activeTabText, inventory.hiddenColumns = self:GetTabFilterInfo(inventoryType, filterTab)
        local displayInventory = self:GetDisplayInventoryTable(inventoryType)
        local activeTabControl = displayInventory.activeTab
        if(activeTabControl) then
            activeTabControl:SetText(activeTabText)
        end
        -- Manage hiding columns that show/hide depending on the current filter. If the sort was on a column that becomes hidden
        -- then the sort needs to pick a new column.
        local sortHeaders = displayInventory.sortHeaders
        if sortHeaders then
            sortHeaders:SetHeadersHiddenFromKeyList(inventory.hiddenColumns, true)
            if inventory.lastSavedSortKey and not inventory.hiddenColumns[inventory.lastSavedSortKey] then
                -- Restore the last saved value if the header exists again
                local lastSavedSortKey = inventory.lastSavedSortKey
                local lastSavedSortOrder = inventory.lastSavedSortOrder
                sortHeaders:SelectHeaderByKey(lastSavedSortKey, ZO_SortHeaderGroup.SUPPRESS_CALLBACKS, ZO_SortHeaderGroup.FORCE_RESELECT, lastSavedSortOrder)
                ForceSortDataOnInventory(inventory, lastSavedSortKey, lastSavedSortOrder)
                ForceSortDataOnInventory(displayInventory, lastSavedSortKey, lastSavedSortOrder)
                inventory.lastSavedSortKey = nil
                inventory.lastSavedSortOrder = nil
            elseif inventory.hiddenColumns[inventory.currentSortKey] then
                inventory.lastSavedSortKey = inventory.currentSortKey
                inventory.lastSavedSortOrder = inventory.currentSortOrder
                -- User wanted to sort by a column that's gone!
                -- Fallback to name...the default sort is "statusSortOrder", but there are filters that hide that one, so "name" is the
                -- only safe bet for now...
                sortHeaders:SelectHeaderByKey("name", ZO_SortHeaderGroup.SUPPRESS_CALLBACKS)
                -- Switch both inventory and displayInventory to the fallback
                ForceSortDataOnInventory(inventory, "name", ZO_SORT_ORDER_UP)
                ForceSortDataOnInventory(displayInventory, "name", ZO_SORT_ORDER_UP)
            else
                -- This is mostly for when in backpack inventory and we select on/off the quest item filter
                -- since the sort header object only knows of backpack but inventories have different sort values
                sortHeaders:SelectHeaderByKey(inventory.currentSortKey, ZO_SortHeaderGroup.SUPPRESS_CALLBACKS, ZO_SortHeaderGroup.FORCE_RESELECT, inventory.currentSortOrder)
            end
        end
        ZO_ScrollList_ResetToTop(inventory.listView)
        self:UpdateList(inventoryType)
        if inventoryType == INVENTORY_BACKPACK and INVENTORY_MENU_BAR then
            INVENTORY_MENU_BAR:UpdateInventoryKeybinds()
        end
        local isEmptyList = not ZO_ScrollList_HasVisibleData(inventory.listView)
        self:UpdateEmptyBagLabel(inventoryType, isEmptyList)
    end
end
--Bag Window
------------
function ZO_InventoryManager:UpdateSortOrderButtonTextures(sortButton, inventoryType)
    local inventory = self.inventories[inventoryType]
    if inventory.currentSortOrder == ZO_SORT_ORDER_UP then
        sortButton:SetNormalTexture("EsoUI/Art/WorldMap/mapNav_upArrow_up.dds")
        sortButton:SetMouseOverTexture("EsoUI/Art/Buttons/ESO_buttonLarge_mouseOver.dds")
        sortButton:SetPressedTexture("EsoUI/Art/WorldMap/mapNav_upArrow_down.dds")
    else
        sortButton:SetNormalTexture("EsoUI/Art/WorldMap/mapNav_downArrow_up.dds")
        sortButton:SetMouseOverTexture("EsoUI/Art/Buttons/ESO_buttonLarge_mouseOver.dds")
        sortButton:SetPressedTexture("EsoUI/Art/WorldMap/mapNav_downArrow_down.dds")
    end
end
function ZO_InventoryManager:ToggleSortOrder(sortButton, inventoryType)
    local inventory = self.inventories[inventoryType]
    inventory.currentSortOrder = not inventory.currentSortOrder
    if inventoryType == INVENTORY_BACKPACK then
        self.inventories[INVENTORY_QUEST_ITEM].currentSortOrder = inventory.currentSortOrder
    end
    self:UpdateSortOrderButtonTextures(sortButton, inventoryType)
    self:ApplySort(inventoryType)
end
function ZO_InventoryManager:ShowToggleSortOrderTooltip(anchorControl, inventoryType)
    InitializeTooltip(InformationTooltip, anchorControl, TOPRIGHT, 0, 0)
    -- Show the opposite string of the current sort order because that's what will happen when the button is clicked
    if(self.inventories[inventoryType].currentSortOrder == ZO_SORT_ORDER_UP) then
        SetTooltipText(InformationTooltip, GetString(SI_INVENTORY_SORT_DESCENDING_TOOLTIP))
    else
        SetTooltipText(InformationTooltip, GetString(SI_INVENTORY_SORT_ASCENDING_TOOLTIP))
    end
end
function ZO_InventoryManager:HideToggleSortOrderTooltip()
    ClearTooltip(InformationTooltip)
end
do
    local DONT_SHOW_ALL = false
    local HAS_ENOUGH = false
    function ZO_InventoryManager:RefreshMoney()
        local moneyBar, altMoneyBar = self:GetContextualMoneyControls()
        if self:IsBanking() then
            self:RefreshBankUpgradeKeybind()
            ZO_CurrencyControl_SetSimpleCurrency(moneyBar, CURT_MONEY, GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER), ZO_KEYBOARD_CURRENCY_BANK_TOOLTIP_OPTIONS)
            if self:GetBankInventoryType() == INVENTORY_BANK then
                ZO_CurrencyControl_SetSimpleCurrency(altMoneyBar, CURT_MONEY, GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_BANK), ZO_KEYBOARD_CURRENCY_BANK_TOOLTIP_OPTIONS)
            end
        elseif self:IsGuildBanking() then
            ZO_CurrencyControl_SetSimpleCurrency(moneyBar, CURT_MONEY, GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER), ZO_KEYBOARD_CURRENCY_GUILD_BANK_TOOLTIP_OPTIONS)
            local displayOptions =
                {
                    obfuscateAmount = not DoesPlayerHaveGuildPermission(GetSelectedGuildBankId(), GUILD_PERMISSION_BANK_VIEW_GOLD),
                }
            ZO_CurrencyControl_SetSimpleCurrency(altMoneyBar, CURT_MONEY, GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_GUILD_BANK), ZO_KEYBOARD_CURRENCY_GUILD_BANK_TOOLTIP_OPTIONS, DONT_SHOW_ALL, HAS_ENOUGH, displayOptions)
        else
            ZO_CurrencyControl_SetSimpleCurrency(moneyBar, CURT_MONEY, GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER), ZO_KEYBOARD_CURRENCY_OPTIONS)
        end
    end
end
function ZO_InventoryManager:UpdateFreeSlots(inventoryType)
    local inventory = self.inventories[inventoryType]
    local freeSlotType
    local altFreeSlotType
    if (type(inventory.freeSlotType) == "function") then
        freeSlotType = inventory.freeSlotType()
    else
        freeSlotType = inventory.freeSlotType
    end
    if (type(inventory.altFreeSlotType) == "function") then
        altFreeSlotType = inventory.altFreeSlotType()
    else
        altFreeSlotType = inventory.altFreeSlotType
    end
    if(inventory.freeSlotsLabel) then
        local freeSlotTypeInventory = self.inventories[freeSlotType]
        local numUsedSlots, numSlots = self:GetNumSlots(freeSlotType)
        if(numUsedSlots < numSlots) then
            inventory.freeSlotsLabel:SetText(zo_strformat(freeSlotTypeInventory.freeSlotsStringId, numUsedSlots, numSlots))
        else
            inventory.freeSlotsLabel:SetText(zo_strformat(freeSlotTypeInventory.freeSlotsFullStringId, numUsedSlots, numSlots))
        end
    end
    if(inventory.altFreeSlotsLabel and altFreeSlotType) then
        local numUsedSlots, numSlots = self:GetNumSlots(altFreeSlotType)
        local altFreeSlotInventory = self.inventories[altFreeSlotType] --grab the alternateInventory to use it's string id's
        if(numUsedSlots < numSlots) then
            inventory.altFreeSlotsLabel:SetText(zo_strformat(altFreeSlotInventory.freeSlotsStringId, numUsedSlots, numSlots))
        else
            inventory.altFreeSlotsLabel:SetText(zo_strformat(altFreeSlotInventory.freeSlotsFullStringId, numUsedSlots, numSlots))
        end
    end
end
function ZO_InventoryManager:SetupInitialFilter()
    ZO_MenuBar_SelectDescriptor(self.inventories[INVENTORY_BACKPACK].filterBar, ITEMFILTERTYPE_ALL)
    ZO_MenuBar_SelectDescriptor(self.inventories[INVENTORY_BANK].filterBar, ITEMFILTERTYPE_ALL)
    ZO_MenuBar_SelectDescriptor(self.inventories[INVENTORY_HOUSE_BANK].filterBar, ITEMFILTERTYPE_ALL)
    ZO_MenuBar_SelectDescriptor(self.inventories[INVENTORY_GUILD_BANK].filterBar, ITEMFILTERTYPE_ALL)
    ZO_MenuBar_SelectDescriptor(self.inventories[INVENTORY_CRAFT_BAG].filterBar, ITEMFILTERTYPE_ALL)
end
function ZO_InventoryManager:PlayItemAddedAlert(filterData, tabFilters)
    if(self.suppressItemAddedAlert) then return end
    for filterKey, tabFilter in pairs(tabFilters) do
        for filterIndex = 1, #filterData do
            if(filterData[filterIndex] == tabFilter.filterType or tabFilter.filterType == ITEMFILTERTYPE_ALL) then
                local anim = ZO_AlphaAnimation_GetAnimation(GetControl(tabFilter.control, "Flash"))
                if(not anim:IsPlaying()) then
                    anim:PingPong(0, .5, 700, 11)
                end
                break
            end
        end
    end
end
function ZO_InventoryManager:UpdateApparelSection()
    if ZO_CharacterApparelHidden then
        ZO_CharacterApparelHidden:SetHidden(not IsEquipSlotVisualCategoryHidden(EQUIP_SLOT_VISUAL_CATEGORY_APPAREL))
    end
end
--Inventory Item
----------------
function ZO_InventoryManager:AddInventoryItem(inventoryType, slotIndex, bagId)
    local inventory = self.inventories[inventoryType]
    if inventory.backingBags then
         -- Default bagId to backingBags[1] for addon backwards-compatibility
        bagId = bagId or inventory.backingBags[1]
        inventory.slots[bagId][slotIndex] = SHARED_INVENTORY:GenerateSingleSlotData(bagId, slotIndex)
    end
end
function ZO_InventoryManager:UpdateNewStatus(inventoryType, slotIndex, bagId)
    local inventory = self.inventories[inventoryType]
    if inventory.backingBags then
        -- Default bagId to backingBags[1] for addon backwards-compatibility
        bagId = bagId or inventory.backingBags[1]
        -- might not have the slot data yet depending on who is calling this and when, this will ensure we have the correct data
        -- if the slot data was already created this will essentially be a no-op (some table lookups)
        self:AddInventoryItem(inventoryType, slotIndex, bagId)
        local slot = inventory.slots[bagId][slotIndex]
        if slot and slot.age ~= 0 then
            slot.clearAgeOnClose = true
        end
    end
end
function ZO_InventoryManager:GetNumSlots(inventoryType, excludeUnavailable)
    local inventory = self.inventories[inventoryType]
    local usedSlots = 0
    local bagSize = 0
    
    if inventory.backingBags then
        for k, bagId in ipairs(inventory.backingBags) do
            usedSlots = usedSlots + GetNumBagUsedSlots(bagId)
            bagSize = bagSize + GetBagUseableSize(bagId)
        end
    end
    return usedSlots, bagSize
end
function ZO_InventoryManager:OnInventoryItemRemoved(inventoryType, bagId, slotIndex, oldSlotData)
    local inventory = self.inventories[inventoryType]
    if(oldSlotData) then
        inventory.stringSearch:Remove(oldSlotData.searchData)
    end
end
function ZO_InventoryManager:OnInventoryItemAdded(inventoryType, bagId, slotIndex, newSlotData)
    local inventory = self.inventories[inventoryType]
    newSlotData.searchData = {type = SEARCH_TYPE_INVENTORY, bagId = bagId, slotIndex = slotIndex}
    newSlotData.inventory = inventory
    inventory.stringSearch:Insert(newSlotData.searchData)
    -- play a brief flash animation on all the filter tabs that match this item's filterTypes
    if newSlotData.brandNew then
        self:PlayItemAddedAlert(newSlotData.filterData, inventory.tabFilters)
    end
end
function ZO_InventoryManager:DoesBagHaveEmptySlot(bagId)
    local inventoryType = self.bagToInventoryType[bagId]
    if inventoryType then
        local numUsedSlots, numSlots = self:GetNumSlots(inventoryType)
        return numUsedSlots < numSlots
    end
    return false
end
do
    local function HasAnyQuickSlottableItems(slots)
        for slotIndex, slotData in pairs(slots) do
            if slotData.filterData then
                for i = 1, #slotData.filterData do
                    if slotData.filterData[i] == ITEMFILTERTYPE_QUICKSLOT then
                        return true
                    end
                end
            end
        end
        return false
    end
    function ZO_InventoryManager:HasAnyQuickSlottableItems(inventoryType)
        local inventory = self.inventories[inventoryType]
        if inventory.backingBags then
            if inventory.hasAnyQuickSlottableItems == nil then
                for bagIndex, bagId in ipairs(inventory.backingBags) do
                    inventory.hasAnyQuickSlottableItems = HasAnyQuickSlottableItems(inventory.slots[bagId])
                end
            end
            return inventory.hasAnyQuickSlottableItems
        else
            return false
        end
    end
end
function ZO_InventoryManager:ShouldAddSlotToList(inventory, slot)
    if(not slot or slot.stackCount <= 0) then return false end
    if(not inventory.stringSearch:IsMatch(self.cachedSearchText, slot.searchData)) then return false end
    local currentFilter = inventory.currentFilter
    local additionalFilterPasses = true
    local additionalFilter = inventory.additionalFilter
    if(type(additionalFilter) == "function") then
        additionalFilterPasses = additionalFilter(slot)
    end
    if(type(currentFilter) ~= "function") then
        return additionalFilterPasses and BaseInventoryFilter(currentFilter, slot)
    else
        return additionalFilterPasses and currentFilter(slot)
    end
    return false
end
function ZO_InventoryManager:UpdateList(inventoryType, updateEvenIfHidden)
    local inventory = self.inventories[inventoryType]
    --Only need slots to update the list, not a backing bag (quest items have no backing bag but create slots)
    if inventory.slots then
        local list = inventory.listView
        if (list and not list:IsHidden()) or updateEvenIfHidden then
            local scrollData = ZO_ScrollList_GetDataList(list)
            ZO_ScrollList_Clear(list)
            -- TODO: possibly change the quest item implementation to just be a list of slots instead of being indexed by questIndex/slot
            -- For now just write two different iteration functions for quest/real inventories.
            self.cachedSearchText = inventory.searchBox:GetText()
            if inventoryType == INVENTORY_QUEST_ITEM then
                local questItems = inventory.slots
                for questIndex, questItemTable in pairs(questItems) do
                    for questItemIndex = 1, #questItemTable do
                        local slotData = questItemTable[questItemIndex]
                        if(self:ShouldAddSlotToList(inventory, slotData)) then
                            scrollData[#scrollData + 1] = ZO_ScrollList_CreateDataEntry(inventory.listDataType, slotData)
                        end
                    end
                end
            else
                if self:ShouldAddEntries(inventoryType) then
                    local slots = inventory.slots
                    for bagIndex, bagId in ipairs(inventory.backingBags) do
                        if slots[bagId] then                  
                            for slotIndex, slotData in pairs(slots[bagId]) do
                                if self:ShouldAddSlotToList(inventory, slotData) then
                                    scrollData[#scrollData + 1] = ZO_ScrollList_CreateDataEntry(inventory.listDataType, slotData)
                                end
                            end
                        end
                    end
                end
            end
            self.cachedSearchText = nil
            self:ApplySort(inventoryType)
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.bankWithdrawTabKeybindButtonGroup)
            local isEmptyList = not ZO_ScrollList_HasVisibleData(list)
            if inventory.sortHeaders then
                inventory.sortHeaders.headerContainer:SetHidden(isEmptyList)
            end
            self:UpdateEmptyBagLabel(inventoryType, isEmptyList)
            self.isListDirty[inventoryType] = false      
        else
            self.isListDirty[inventoryType] = true
        end
    end
end
function ZO_InventoryManager:ShouldAddEntries(inventoryType)
    local guildId = GetSelectedGuildBankId()
    return inventoryType ~= INVENTORY_BACKPACK or not self:IsGuildBanking() or (DoesPlayerHaveGuildPermission(guildId, GUILD_PERMISSION_BANK_DEPOSIT) and DoesGuildHavePrivilege(guildId, GUILD_PRIVILEGE_BANK_DEPOSIT))  
end
function ZO_InventoryManager:EmptyInventory(inventory)
    if inventory then
        if inventory.backingBags then
            for bagIndex, bagId in ipairs(inventory.backingBags) do
                if inventory.slots[bagId] then
                    ZO_ClearTable(inventory.slots[bagId])
                end
            end
            inventory.hasAnyQuickSlottableItems = nil
        end
    end
end
function ZO_InventoryManager:RefreshAllInventorySlots(inventoryType)
    local inventory = self.inventories[inventoryType]
    if inventory.backingBags then
        self:EmptyInventory(inventory)
        local search = inventory.stringSearch
        if search then
            search:RemoveAll()
        end
        self.suppressItemAddedAlert = true
        for k, bagId in ipairs(inventory.backingBags) do
            local slotIndex = ZO_GetNextBagSlotIndex(bagId)
            while slotIndex do
                self:AddInventoryItem(inventoryType, slotIndex, bagId)
                slotIndex = ZO_GetNextBagSlotIndex(bagId, slotIndex)
            end
        end
        if inventoryType == INVENTORY_BACKPACK then
            CALLBACK_MANAGER:FireCallbacks("BackpackFullUpdate")
        end
        self:LayoutInventoryItems(inventoryType)
        self.suppressItemAddedAlert = nil
    end
end
function ZO_InventoryManager:RefreshInventorySlot(inventoryType, slotIndex, bagId)
    local inventory = self.inventories[inventoryType]
    if inventory.backingBags then       
        -- Default bagId to backingBags[1] for addon backwards-compatibility
        bagId = bagId or inventory.backingBags[1]
        inventory.hasAnyQuickSlottableItems = nil
        self:AddInventoryItem(inventoryType, slotIndex, bagId)
        if inventoryType == INVENTORY_BACKPACK then
            CALLBACK_MANAGER:FireCallbacks("BackpackSlotUpdate", slotIndex)
        end
        -- Rebuild the entire list, refilter, and resort every time a single item is updated...sadness.
        self:LayoutInventoryItems(inventoryType)
        local slot = inventory.slots[bagId][slotIndex]
        if slot and slot.slotControl then
            CALLBACK_MANAGER:FireCallbacks("InventorySlotUpdate", GetControl(slot.slotControl, "Button"))
        end
    end
end
function ZO_InventoryManager:LayoutInventoryItems(inventoryType)
    self:UpdateList(inventoryType)
    self:UpdateFreeSlots(inventoryType)
end
-- This function only refreshes the 'traditional' slotted bags: backpack and bank
function ZO_InventoryManager:RefreshAllInventoryOverlays(inventoryType)
    local inventory = self.inventories[inventoryType]
    if inventory.backingBags then
        for k, bagId in ipairs(inventory.backingBags) do
            local numSlots = GetBagSize(bagId)
            for slotIndex = 0, numSlots - 1 do
                self:RefreshInventorySlotOverlay(inventoryType, slotIndex, bagId)
            end
        end
    end
end
do
    local function ShouldClearAgeOnClose(slot, inventoryManager)
        if slot and slot.clearAgeOnClose then
            local layout = inventoryManager.appliedLayout
            if layout and layout.waitUntilInventoryOpensToClearNewStatus then
                return false
            end
            return true
        end
        return false
    end
    local function TryClearNewStatus(inventory, bagId, slotIndex, inventoryManager)
        local slot = inventory.slots[bagId][slotIndex]
        if ShouldClearAgeOnClose(slot, inventoryManager) then
            slot.clearAgeOnClose = nil
            SHARED_INVENTORY:ClearNewStatus(bagId, slotIndex)
            return true
        else
            return false
        end
    end
    function ZO_InventoryManager:ClearNewStatusOnItemsThePlayerHasSeen(inventoryType)
        local inventory = self.inventories[inventoryType]
        if inventory.backingBags then
            local anyNewStatusCleared = false
            for k, bagId in ipairs(inventory.backingBags) do
                local slotIndex = ZO_GetNextBagSlotIndex(bagId)
                while slotIndex do
                    local newStatusCleared = TryClearNewStatus(inventory, bagId, slotIndex, self)
                    anyNewStatusCleared = anyNewStatusCleared or newStatusCleared
                    slotIndex = ZO_GetNextBagSlotIndex(bagId, slotIndex)
                end
            end
            if anyNewStatusCleared then
                if inventory.currentSortKey == "statusSortOrder" then
                    self:ApplySort(inventoryType)
                end
                if inventory.listView then
                    local REFRESH_ALL_DATA = nil
                    ZO_ScrollList_RefreshVisible(inventory.listView, REFRESH_ALL_DATA, ZO_UpdateStatusControlIcons)
                end
                if MAIN_MENU_KEYBOARD then
                    MAIN_MENU_KEYBOARD:RefreshCategoryBar()
                end
            end
        end
    end
end
function ZO_InventoryManager:RefreshInventorySlotLocked(inventoryType, slotIndex, locked, bagId)
    local inventory = self.inventories[inventoryType]
    if inventory.backingBags then
        -- Default bagId to backingBags[1] for addon backwards-compatibility
        bagId = bagId or inventory.backingBags[1]
        if inventory.slots then
            local bag = inventory.slots[bagId]
            if bag then
                local slot = bag[slotIndex]
                if slot and slot.locked ~= locked then
                    slot.locked = locked
                    if(inventory.listView and slot.slotControl) then
                        ZO_PlayerInventorySlot_SetupUsableAndLockedColor(slot.slotControl, slot.meetsUsageRequirement, slot.locked)
                        CALLBACK_MANAGER:FireCallbacks("InventorySlotUpdate", GetControl(slot.slotControl, "Button"))
                    end
                end
            end
        end
    end
end
function ZO_InventoryManager:RefreshInventorySlotOverlay(inventoryType, slotIndex, bagId)
    local inventory = self.inventories[inventoryType]
    if inventory.backingBags then
        -- Default bagId to backingBags[1] for addon backwards-compatibility
        bagId = bagId or inventory.backingBags[1]
        local slot = inventory.slots[bagId][slotIndex]
        if slot then
            local _, _, _, meetsUsageRequirement, _ = GetItemInfo(bagId, slotIndex)
            local isLocalPlayerDead = IsUnitDead("player")
            local isLocked = slot.locked or isLocalPlayerDead
            if meetsUsageRequirement ~= slot.meetsUsageRequirement or isLocalPlayerDead ~= self.itemsLockedDueToDeath then
                slot.meetsUsageRequirement = meetsUsageRequirement
                if slot.slotControl then
                    ZO_PlayerInventorySlot_SetupUsableAndLockedColor(slot.slotControl, slot.meetsUsageRequirement, isLocked)
                    CALLBACK_MANAGER:FireCallbacks("InventorySlotUpdate", GetControl(slot.slotControl, "Button"))
                end
            end
        end
    end
end
function ZO_InventoryManager:UpdateItemCooldowns(inventoryType)
    local inventory = self.inventories[inventoryType]
    if(inventory.listView) then
        ZO_ScrollList_RefreshVisible(inventory.listView, nil, ZO_InventorySlot_UpdateCooldowns)
    end
end
function ZO_InventoryManager:IsSlotOccupied(bagId, slotIndex)
    local inventoryType = self.bagToInventoryType[bagId]
    local slot = self.inventories[inventoryType].slots[bagId][slotIndex]
    return ((slot ~= nil) and (slot.stackCount > 0))
end
do
    local function UpdateItemTable(bagId, slotIndex, predicate, dataTable)
        if not predicate or predicate(bagId, slotIndex) then
            local _, stackCount = GetItemInfo(bagId, slotIndex)
            if not dataTable then
                return { bag = bagId, index = slotIndex, stack = stackCount }
            else
                dataTable.stack = dataTable.stack + stackCount
            end
        end
        return dataTable
    end
    --where ... are inventory types
    function ZO_InventoryManager:GenerateVirtualStackedItem(predicate, specificItemInstanceId, ...)
        local data
        for i = 1, select("#", ...) do
            local inventoryType = select(i, ...)
            local inventory = self.inventories[inventoryType]
            if inventory.backingBags then
                for k, bagId in ipairs(inventory.backingBags) do
                    local slotIndex = ZO_GetNextBagSlotIndex(bagId)
                    while slotIndex do
                        local itemInstanceId = GetItemInstanceId(bagId, slotIndex)
                        if itemInstanceId == specificItemInstanceId then
                            data = UpdateItemTable(bagId, slotIndex, predicate, data)
                        end
                        slotIndex = ZO_GetNextBagSlotIndex(bagId, slotIndex)
                    end
                end
            end
        end
        return data
    end
    function ZO_InventoryManager:GenerateListOfVirtualStackedItems(inventoryType, predicate, itemIds)
        local inventory = self.inventories[inventoryType]
        itemIds = itemIds or {}
        if inventory.backingBags then
            for k, bagId in ipairs(inventory.backingBags) do
                self:GenerateListOfVirtualStackedItemsFromBag(bagId, predicate, itemIds)
            end
        end
        return itemIds
    end
    function ZO_InventoryManager:GenerateListOfVirtualStackedItemsFromBag(bagId, predicate, itemIds)
        local slotIndex = ZO_GetNextBagSlotIndex(bagId)
        local itemData
        while slotIndex do
            local itemInstanceId = GetItemInstanceId(bagId, slotIndex)
            if itemInstanceId then
                itemData = itemIds[itemInstanceId]
                itemIds[itemInstanceId] = UpdateItemTable(bagId, slotIndex, predicate, itemData)
            end
            slotIndex = ZO_GetNextBagSlotIndex(bagId, slotIndex)
        end
    end
end
--Backpack
----------
function ZO_InventoryManager:GetNumBackpackSlots()
    local inventory = self.inventories[INVENTORY_BACKPACK]
    local backpackSize = 0
    if inventory.backingBags then
        for k, bagId in ipairs(inventory.backingBags) do
            backpackSize = backpackSize + GetBagSize(bagId)
        end
    end
    return backpackSize
end
function ZO_InventoryManager:GetBackpackItem(slotIndex, bagId)
    local inventory = self.inventories[INVENTORY_BACKPACK]
    -- Default bagId to backingBags[1] for addon backwards-compatibility
    bagId = bagId or inventory.backingBags[1]
    return inventory.slots[bagId][slotIndex]
end
function ZO_InventoryManager:IsShowingBackpack()
    return not ZO_PlayerInventory:IsHidden()
end
function ZO_InventoryManager:ApplyBackpackLayout(layoutData)
    if(layoutData == self.appliedLayout and not layoutData.alwaysReapplyLayout) then
        return
    end
    
    self.appliedLayout = layoutData
    self:ApplySharedBagLayout(ZO_PlayerInventory, layoutData)
    self:ApplySharedBagLayout(ZO_CraftBag, layoutData)
    local inventory = self.inventories[INVENTORY_BACKPACK]
    inventory.additionalFilter = layoutData.additionalFilter
    local menuBar = inventory.filterBar
    ZO_MenuBar_ClearButtons(menuBar)
    for _, filterData in ipairs(inventory.tabFilters) do
        if(not layoutData.hiddenFilters or not layoutData.hiddenFilters[filterData.filterType]) then
            ZO_MenuBar_AddButton(menuBar, filterData)
        end
    end
    local selectedTab = layoutData.selectedTab or ITEMFILTERTYPE_ALL
    ZO_MenuBar_SelectDescriptor(self.inventories[INVENTORY_BACKPACK].filterBar, selectedTab)
    local hideBankInfo = layoutData.hideBankInfo
    local hideCurrencyInfo = layoutData.hideCurrencyInfo
    ZO_PlayerInventoryInfoBarMoney:SetHidden(hideCurrencyInfo)
    ZO_PlayerInventoryInfoBarAltMoney:SetHidden(hideBankInfo or hideCurrencyInfo)
    ZO_PlayerInventoryInfoBarAltFreeSlots:SetHidden(hideBankInfo)
    ZO_CraftBagInfoBarMoney:SetHidden(hideCurrencyInfo)
    ZO_CraftBagInfoBarAltMoney:SetHidden(hideBankInfo or hideCurrencyInfo)
    ZO_CraftBagInfoBarAltFreeSlots:SetHidden(hideBankInfo)
    local useSearchBar = layoutData.useSearchBar
    ZO_PlayerInventorySearchBox:SetHidden(not useSearchBar)
    local hideTabBar = layoutData.hideTabBar
    ZO_PlayerInventoryTabs:SetHidden(hideTabBar)
end
function ZO_InventoryManager:ApplySharedBagLayout(inventoryControl, layoutData)
    inventoryControl:ClearAnchors()
    inventoryControl:SetAnchor(TOPLEFT, ZO_SharedRightPanelBackground, TOPLEFT, 0, layoutData.inventoryTopOffsetY)
    inventoryControl:SetAnchor(BOTTOMLEFT, ZO_SharedRightPanelBackground, BOTTOMLEFT, 0, layoutData.inventoryBottomOffsetY)
    local inventoryContainer = inventoryControl:GetNamedChild("List")
    inventoryContainer:SetWidth(layoutData.width)
    inventoryContainer:ClearAnchors()
    inventoryContainer:SetAnchor(TOPRIGHT, inventoryControl, TOPRIGHT, 0, layoutData.backpackOffsetY)
    inventoryContainer:SetAnchor(BOTTOMRIGHT)
    ZO_ScrollList_SetHeight(inventoryContainer, inventoryContainer:GetHeight())
    ZO_ScrollList_Commit(inventoryContainer)
    local sortHeaders = inventoryControl:GetNamedChild("SortBy")
    sortHeaders:ClearAnchors()
    sortHeaders:SetAnchor(TOPRIGHT, inventoryControl, TOPRIGHT, 0, layoutData.sortByOffsetY)
    sortHeaders:SetWidth(layoutData.width)
    local emptyLabel = inventoryControl:GetNamedChild("Empty")
    emptyLabel:ClearAnchors()
    emptyLabel:SetAnchor(TOPLEFT, inventoryControl, TOPLEFT, 50, layoutData.emptyLabelOffsetY)
    emptyLabel:SetAnchor(TOPRIGHT, inventoryControl, TOPRIGHT, -50, layoutData.emptyLabelOffsetY)
    local sortByName = sortHeaders:GetNamedChild("Name")
    sortByName:SetWidth(layoutData.sortByNameWidth)
    local filterDivider = inventoryControl:GetNamedChild("FilterDivider")
    filterDivider:ClearAnchors()
    filterDivider:SetAnchor(TOP, ZO_SharedRightPanelBackground, TOP, 0, layoutData.inventoryFilterDividerTopOffsetY)
end
--Quest Items
-------------
function ZO_InventoryManager:AddQuestItem(questItem, searchType)
    local inventory = self.inventories[INVENTORY_QUEST_ITEM]
    questItem.inventory = inventory
    --store all tools and items in a subtable under the questIndex for faster access
    local questIndex = questItem.questIndex
    if not inventory.slots[questIndex] then
        inventory.slots[questIndex] = {}
    end
    questItem.slotIndex = questIndex
    table.insert(inventory.slots[questIndex], questItem)
    local index = #inventory.slots[questIndex]
    if(searchType == SEARCH_TYPE_QUEST_ITEM) then
        questItem.searchData = {type = SEARCH_TYPE_QUEST_ITEM, questIndex = questIndex, stepIndex = questItem.stepIndex, conditionIndex = questItem.conditionIndex, index = index }
    else
        questItem.searchData = {type = SEARCH_TYPE_QUEST_TOOL, questIndex = questIndex, toolIndex = questItem.toolIndex, index = index }
    end
    inventory.stringSearch:Insert(questItem.searchData)
end
function ZO_InventoryManager:RefreshAllQuests()
    for questIndex = 1, MAX_JOURNAL_QUESTS do
        self:RefreshQuest(questIndex, PREVENT_LAYOUT)
    end
    self:UpdateList(INVENTORY_QUEST_ITEM)
end
function ZO_InventoryManager:RefreshQuest(questIndex, doLayout)
    if doLayout == nil then
        doLayout = true
    end
    self:ResetQuest(questIndex)
    local questCache = SHARED_INVENTORY:GenerateSingleQuestCache(questIndex)
    if questCache then
        for _, questItem in pairs(questCache) do
            local searchType = questItem.toolIndex and SEARCH_TYPE_QUEST_TOOL or SEARCH_TYPE_QUEST_ITEM
            self:AddQuestItem(questItem, searchType)
        end
    end
    if doLayout then
        self:UpdateList(INVENTORY_QUEST_ITEM)
    end
end
function ZO_InventoryManager:ResetQuest(questIndex)
    local inventory = self.inventories[INVENTORY_QUEST_ITEM]
    local itemTable = inventory.slots[questIndex]
    if itemTable then
        --remove all quest items from search
        for i = 1, #itemTable do
            inventory.stringSearch:Remove(itemTable.searchData)
        end
    end
    inventory.slots[questIndex] = nil
end
--Launder
---------
function ZO_InventoryManager:RefreshBackpackWithFenceData(callback)
    -- If no callback is specified, ZO_ScrollList will attempt to use the default callback specified for each list element's data type
    ZO_ScrollList_RefreshVisible(self.inventories[BAG_BACKPACK].listView, nil, callback)
end
--Bank
------
--Bank Deposit/Withdraw Dialog
local ZO_BankGenericCurrencyDepositWithdrawDialog = ZO_Object:Subclass()
function ZO_BankGenericCurrencyDepositWithdrawDialog:New(...)
    local obj = ZO_Object.New(self)
    obj:Initialize(...)
    return obj
end
function ZO_BankGenericCurrencyDepositWithdrawDialog:Initialize(prefix, currencyBankLocation, canWithdrawFunction)
    local control = CreateControlFromVirtual(prefix .. "CurrencyTransferDialog", GuiRoot, "ZO_PlayerBankDepositWithdrawCurrency")
    self.control = control
    self.depositWithdrawButton = control:GetNamedChild("DepositWithdraw")
    local container = control:GetNamedChild("Container")
    local headersContainer = container:GetNamedChild("Headers")
    self.withdrawDepositCurrencyHeaderLabel = headersContainer:GetNamedChild("WithdrawDeposit")
    local amountsContainer = container:GetNamedChild("Amounts")
    self.carriedCurrencyLabel = amountsContainer:GetNamedChild("Carried")
    self.bankedCurrencyLabel = amountsContainer:GetNamedChild("Banked")
    local currenciesComboBoxControl = amountsContainer:GetNamedChild("ComboBox")
    self.depositWithdrawCurrency = container:GetNamedChild("DepositWithdrawCurrency")
    self.currencyBankLocation = currencyBankLocation
    for currencyType = CURT_ITERATION_BEGIN, CURT_ITERATION_END do
        if CanCurrencyBeStoredInLocation(currencyType, currencyBankLocation) then
            if not self.currencyType then
                self.currencyType = currencyType
            end
            if self.singularCurrency == nil then
                self.singularCurrency = true
            elseif self.singularCurrency == true then
                self.singularCurrency = false
            end
        end
    end
    if self.singularCurrency then
        self.carriedCurrencyLabel:SetHidden(false)
        self.bankedCurrencyLabel:SetHidden(false)
    else
        local comboBox = ZO_ComboBox:New(currenciesComboBoxControl)
        comboBox:SetSortsItems(false)
        comboBox:SetFont("ZoFontWinT1")
        comboBox:SetSpacing(15)
        comboBox:SetHorizontalAlignment(TEXT_ALIGN_RIGHT)
        self.currenciesComboBox = comboBox
        currenciesComboBoxControl:SetHidden(false)
    end
    self.withdrawDialogName = prefix.."_WITHDRAW_GOLD"
    ZO_Dialogs_RegisterCustomDialog(self.withdrawDialogName,
    {
        customControl = control,
        title =
        {
            text = SI_BANK_WITHDRAW_CURRENCY,
        },
        setup = function(dialog)
            self.withdrawMode = true
            self.depositWithdrawButton:SetState(BSTATE_NORMAL, false) --reenable in case deposit disabled it and the user cancelled
            local ON_CURRENCY_CHANGED_CALLBACK = nil
            ZO_DefaultCurrencyInputField_Initialize(self.depositWithdrawCurrency, ON_CURRENCY_CHANGED_CALLBACK, self.currencyType)
            self.withdrawDepositCurrencyHeaderLabel:SetText(GetString(SI_BANK_CURRENCY_VALUE_ENTRY_WITHDRAW_HEADER))
            self:UpdateMoneyInputAndDisplay()
            self:FocusInput()
        end,
        buttons =
        {
            {
                control = self.depositWithdrawButton,
                text = SI_BANK_WITHDRAW_BIND,
                callback = function(dialog)
                                local amount = ZO_DefaultCurrencyInputField_GetCurrency(self.depositWithdrawCurrency)
                                if amount > 0 then
                                    TransferCurrency(self.currencyType, amount, self.currencyBankLocation, GetCurrencyPlayerStoredLocation(self.currencyType))
                                end
                            end,
            },
            {
                control = control:GetNamedChild("Cancel"),
                text = SI_DIALOG_CANCEL,
            }
        }
    })
    self.depositDialogName = prefix.."_DEPOSIT_GOLD"
    ZO_Dialogs_RegisterCustomDialog(self.depositDialogName,
    {
        customControl = control,
        title =
        {
            text = SI_BANK_DEPOSIT_CURRENCY,
        },
        setup = function(dialog)
            self.withdrawMode = false
            ZO_DefaultCurrencyInputField_Initialize(self.depositWithdrawCurrency, function(_, amount) self:OnCurrencyInputAmountChanged(amount) end, self.currencyType)
            self.withdrawDepositCurrencyHeaderLabel:SetText(GetString(SI_BANK_CURRENCY_VALUE_ENTRY_DEPOSIT_HEADER))
            self:UpdateMoneyInputAndDisplay()
            self:FocusInput()
        end,
        buttons =
        {
            {
                control = self.depositWithdrawButton,
                text = SI_BANK_DEPOSIT_BIND,
                callback = function(dialog)
                                local amount = ZO_DefaultCurrencyInputField_GetCurrency(self.depositWithdrawCurrency)
                                if amount > 0 then
                                    TransferCurrency(self.currencyType, amount, GetCurrencyPlayerStoredLocation(self.currencyType), self.currencyBankLocation)
                                end
                            end,
            },
            {
                control = self.control:GetNamedChild("Cancel"),
                text = SI_DIALOG_CANCEL,
            }
        }
    })
    control:RegisterForEvent(EVENT_CURRENCY_UPDATE, function(_, ...) self:OnCurrencyUpdate(...) end)
end
function ZO_BankGenericCurrencyDepositWithdrawDialog:IsShowing()
    return ZO_Dialogs_IsShowing(self.withdrawDialogName) or ZO_Dialogs_IsShowing(self.depositDialogName)
end
function ZO_BankGenericCurrencyDepositWithdrawDialog:OnCurrencyUpdate(currencyType, currencyLocation, newAmount, oldAmount, reason)
    if self:IsShowing() then
        if currencyType == self.currencyType then
            if currencyLocation == self.currencyBankLocation or currencyLocation == GetCurrencyPlayerStoredLocation(self.currencyType) then
                self:UpdateMoneyInputAndDisplay()
            end
        end
    end
end
function ZO_BankGenericCurrencyDepositWithdrawDialog:UpdateMoneyInputAndDisplay()
    local currentCurrencyType = self.currencyType
    local obfuscateAmount = self.canWithdrawFunction and not self.canWithdrawFunction() or false
    if self.singularCurrency then
        local bankedAmount = GetCurrencyAmount(currentCurrencyType, self.currencyBankLocation)
        local carriedAmount = GetCurrencyAmount(currentCurrencyType, GetCurrencyPlayerStoredLocation(self.currencyType))
        local bankedText = zo_strformat(SI_NUMBER_FORMAT, ZO_Currency_FormatKeyboard(CURT_MONEY, bankedAmount, ZO_CURRENCY_FORMAT_AMOUNT_ICON))
        local carriedText = zo_strformat(SI_NUMBER_FORMAT, ZO_Currency_FormatKeyboard(CURT_MONEY, carriedAmount, ZO_CURRENCY_FORMAT_AMOUNT_ICON))
        self.bankedCurrencyLabel:SetText(bankedText)
        self.carriedCurrencyLabel:SetText(carriedText)
    else
        local comboBox = self.currenciesComboBox
        comboBox:ClearItems()
        
        local function OnFilterChanged(comboBox, entryText, entry)
            self:ChangeCurrencyType(entry.currencyType)
        end
        local currentlySelectedItemEntryIndex
        local entryIndex = 1
        for currencyType = CURT_ITERATION_BEGIN, CURT_ITERATION_END do
            if CanCurrencyBeStoredInLocation(currencyType, self.currencyBankLocation) then
                local bankedAmount = GetCurrencyAmount(currencyType, self.currencyBankLocation)
                local carriedAmount = GetCurrencyAmount(currencyType, GetCurrencyPlayerStoredLocation(currencyType))
                local bankedText = ZO_CurrencyControl_FormatCurrencyAndAppendIcon(bankedAmount, DONT_USE_SHORT_FORMAT, currencyType, NOT_IS_GAMEPAD, obfuscateAmount)
                local carriedText = ZO_CurrencyControl_FormatCurrencyAndAppendIcon(carriedAmount, DONT_USE_SHORT_FORMAT, currencyType)
                local combinedText = zo_strformat(SI_BANK_CURRENCY_TRANSFER_CURRENCY_PAIR_FORMAT, bankedText, carriedText)
                local entry = comboBox:CreateItemEntry(combinedText, OnFilterChanged)
                entry.currencyType = currencyType
                comboBox:AddItem(entry, ZO_COMBOBOX_SUPRESS_UPDATE)
                if currencyType == currentCurrencyType then
                    currentlySelectedItemEntryIndex = entryIndex
                end
                entryIndex = entryIndex + 1
            end
        end
        if currentlySelectedItemEntryIndex then
            comboBox:SelectItemByIndex(currentlySelectedItemEntryIndex)
        else
            comboBox:SelectFirstItem()
        end
    end
    if self.withdrawMode then
        ZO_DefaultCurrencyInputField_SetCurrencyMax(self.depositWithdrawCurrency, GetMaxCurrencyTransfer(self.currencyType, self.currencyBankLocation, GetCurrencyPlayerStoredLocation(self.currencyType)))
    else
        ZO_DefaultCurrencyInputField_SetCurrencyMax(self.depositWithdrawCurrency, GetMaxCurrencyTransfer(self.currencyType, GetCurrencyPlayerStoredLocation(self.currencyType), self.currencyBankLocation))
    end
    ZO_DefaultCurrencyInputField_SetCurrencyType(self.depositWithdrawCurrency, self.currencyType)
    self:FocusInput()
end
function ZO_BankGenericCurrencyDepositWithdrawDialog:OnCurrencyInputAmountChanged(currencyAmount)
    if currencyAmount > 0 then
        self.depositWithdrawButton:SetState(BSTATE_NORMAL, false)
    else
        self.depositWithdrawButton:SetState(BSTATE_DISABLED, true)
    end
end
function ZO_BankGenericCurrencyDepositWithdrawDialog:FocusInput()
    self.depositWithdrawCurrency.OnBeginInput()
end
function ZO_BankGenericCurrencyDepositWithdrawDialog:ChangeCurrencyType(currencyType)
    if self.currencyType ~= currencyType then
        self.currencyType = currencyType
        self:UpdateMoneyInputAndDisplay()
    end
end
function ZO_InventoryManager:CreateBankScene()
    BANK_FRAGMENT = ZO_FadeSceneFragment:New(ZO_PlayerBank)
    BANK_FRAGMENT:RegisterCallback("StateChange",   function(oldState, newState)
                                                        if newState == SCENE_SHOWING then
                                                            self:RefreshMoney()
                                                            self:UpdateFreeSlots(INVENTORY_BANK)
                                                            if self.isListDirty[INVENTORY_BANK] then
                                                                local UPDATE_EVEN_IF_HIDDEN = true
                                                                self:UpdateList(INVENTORY_BANK, UPDATE_EVEN_IF_HIDDEN)
                                                            end
                                                        end
                                                    end)
    ZO_BankGenericCurrencyDepositWithdrawDialog:New("BANK", CURRENCY_LOCATION_BANK)
    ZO_PlayerBankInfoBarAltMoney:SetHidden(false)
    ZO_PlayerBankInfoBarAltFreeSlots:SetHidden(false)
    self.bankWithdrawTabKeybindButtonGroup = {
        alignment = KEYBIND_STRIP_ALIGN_CENTER,
        {
            name = function()
                local cost = GetNextBankUpgradePrice()
                if GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) >= cost then
                    return zo_strformat(SI_BANK_UPGRADE_TEXT, ZO_Currency_FormatKeyboard(CURT_MONEY, cost, ZO_CURRENCY_FORMAT_WHITE_AMOUNT_ICON))
                end
                return zo_strformat(SI_BANK_UPGRADE_TEXT, ZO_Currency_FormatKeyboard(CURT_MONEY, cost, ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON))
            end,
            keybind = "UI_SHORTCUT_TERTIARY",
            visible = IsBankUpgradeAvailable,
            callback = DisplayBankUpgrade,
        },
        {
            name = GetString(SI_BANK_WITHDRAW_CURRENCY_BIND),
            keybind = "UI_SHORTCUT_SECONDARY",
            callback = function() ZO_Dialogs_ShowDialog("BANK_WITHDRAW_GOLD") end,
        },
        {
            name = GetString(SI_ITEM_ACTION_STACK_ALL),
            keybind = "UI_SHORTCUT_STACK_ALL",
            callback = function()
                StackBag(BAG_BANK)
                StackBag(BAG_SUBSCRIBER_BANK)
            end,
        }
    }
    self.bankDepositTabKeybindButtonGroup = {
        alignment = KEYBIND_STRIP_ALIGN_CENTER,
        {
            name = GetString(SI_BANK_DEPOSIT_CURRENCY_BIND),
            keybind = "UI_SHORTCUT_SECONDARY",
            callback = function() ZO_Dialogs_ShowDialog("BANK_DEPOSIT_GOLD") end,
        },
        {
            name = GetString(SI_ITEM_ACTION_STACK_ALL),
            keybind = "UI_SHORTCUT_STACK_ALL",
            callback = function()
                StackBag(BAG_BACKPACK)
            end,
        }
    }
    local function CreateButtonData(normal, pressed, highlight)
        return {
            normal = normal,
            pressed = pressed,
            highlight = highlight,
        }
    end
    local bankFragmentBar = ZO_SceneFragmentBar:New(ZO_PlayerBankMenuBar)
    --Withdraw Button
    local withdrawButtonData = CreateButtonData("EsoUI/Art/Bank/bank_tabIcon_withdraw_up.dds",
                                               "EsoUI/Art/Bank/bank_tabIcon_withdraw_down.dds",
                                               "EsoUI/Art/Bank/bank_tabIcon_withdraw_over.dds")
    bankFragmentBar:Add(SI_BANK_WITHDRAW, { BANK_FRAGMENT }, withdrawButtonData, self.bankWithdrawTabKeybindButtonGroup)
    --Deposit Button
    local depositButtonData = CreateButtonData("EsoUI/Art/Bank/bank_tabIcon_deposit_up.dds",
                                                "EsoUI/Art/Bank/bank_tabIcon_deposit_down.dds", 
                                                "EsoUI/Art/Bank/bank_tabIcon_deposit_over.dds")
    bankFragmentBar:Add(SI_BANK_DEPOSIT, { INVENTORY_FRAGMENT, BACKPACK_BANK_LAYOUT_FRAGMENT }, depositButtonData, self.bankDepositTabKeybindButtonGroup)
    
    local bankScene = ZO_InteractScene:New("bank", SCENE_MANAGER, BANKING_INTERACTION)
    bankScene:RegisterCallback("StateChange",   function(oldState, newState)
                                                    if newState == SCENE_SHOWING then
                                                        self:RefreshAllInventorySlots(INVENTORY_BANK)
                                                        bankFragmentBar:SelectFragment(SI_BANK_WITHDRAW)
                                                        TriggerTutorial(TUTORIAL_TRIGGER_ACCOUNT_BANK_OPENED)
                                                        if IsESOPlusSubscriber() then
                                                            TriggerTutorial(TUTORIAL_TRIGGER_BANK_OPENED_AS_SUBSCRIBER)
                                                        end
                                                    elseif newState == SCENE_HIDDEN then
                                                        ZO_InventorySlot_RemoveMouseOverKeybinds()
                                                        ZO_PlayerInventory_EndSearch(ZO_PlayerBankSearchBox)
                                                        bankFragmentBar:Clear()
                                                    end
                                                end)
end
function ZO_InventoryManager:IsBanking()
    return IsBankOpen()
end
function ZO_InventoryManager:GetBankInventoryType()
    local bankingBag = GetBankingBag()
    if bankingBag == BAG_BANK then
        return INVENTORY_BANK
    elseif IsHouseBankBag(bankingBag) then
        return INVENTORY_HOUSE_BANK
    end
end
function ZO_InventoryManager:RefreshBankUpgradeKeybind()
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.bankWithdrawTabKeybindButtonGroup)
end
function ZO_InventoryManager:GetBankItem(slotIndex, bagId)
    local inventory = self.inventories[INVENTORY_BANK]
    -- Default bagId to backingBags[1] for addon backwards-compatibility
    bagId = bagId or inventory.backingBags[1]
    return inventory.slots[bagId][slotIndex]
end
function ZO_InventoryManager:GetContextualInfoBar()
    if self:IsBanking() then
        if BANK_FRAGMENT:IsShowing() then
            return ZO_PlayerBankInfoBar
        end
    elseif self:IsGuildBanking() then
        if GUILD_BANK_FRAGMENT:IsShowing() then
            return ZO_GuildBankInfoBar
        end
    end
    
    -- default info bar
    return ZO_PlayerInventoryInfoBar
end
function ZO_InventoryManager:GetContextualMoneyControls()
    local infoBar = self:GetContextualInfoBar()
    local moneyBar = infoBar:GetNamedChild("Money")
    local altMoneyBar = infoBar:GetNamedChild("AltMoney")
    return moneyBar, altMoneyBar
end
--House Bank
-------------
function ZO_InventoryManager:CreateHouseBankScene()
    HOUSE_BANK_FRAGMENT = ZO_FadeSceneFragment:New(ZO_HouseBank)
    HOUSE_BANK_FRAGMENT:RegisterCallback("StateChange",   function(oldState, newState)
                                                        if newState == SCENE_FRAGMENT_SHOWING then
                                                            if self.isListDirty[INVENTORY_HOUSE_BANK] then
                                                                local UPDATE_EVEN_IF_HIDDEN = true
                                                                self:UpdateList(INVENTORY_HOUSE_BANK, UPDATE_EVEN_IF_HIDDEN)
                                                            end
                                                            self:UpdateFreeSlots(INVENTORY_HOUSE_BANK)
                                                        end
                                                    end)
    ZO_HouseBankInfoBarAltMoney:SetHidden(true)
    ZO_HouseBankInfoBarAltFreeSlots:SetHidden(false)
    local renameCollectibleKeybind =
    {
        name = GetString(SI_COLLECTIBLE_ACTION_RENAME),
        keybind = "UI_SHORTCUT_SECONDARY",
        callback = function()
            local collectibleId = GetCollectibleForHouseBankBag(GetBankingBag())
            if collectibleId ~= 0 then
                ZO_CollectionsBook.ShowRenameDialog(collectibleId)
            end
        end
    }
    self.houseBankWithdrawTabKeybindButtonGroup = {
        alignment = KEYBIND_STRIP_ALIGN_CENTER,
        {
            name = GetString(SI_ITEM_ACTION_STACK_ALL),
            keybind = "UI_SHORTCUT_STACK_ALL",
            callback = function()
                StackBag(GetBankingBag())
            end,
        },
        renameCollectibleKeybind,
    }
    self.houseBankDepositTabKeybindButtonGroup = {
        alignment = KEYBIND_STRIP_ALIGN_CENTER,
        {
            name = GetString(SI_ITEM_ACTION_STACK_ALL),
            keybind = "UI_SHORTCUT_STACK_ALL",
            callback = function()
                StackBag(BAG_BACKPACK)
            end,
        },
        renameCollectibleKeybind,
    }
    local function CreateButtonData(normal, pressed, highlight)
        return {
            normal = normal,
            pressed = pressed,
            highlight = highlight,
        }
    end
    local houseBankFragmentBar = ZO_SceneFragmentBar:New(ZO_HouseBankMenuBar)
    --Withdraw Button
    local withdrawButtonData = CreateButtonData("EsoUI/Art/Bank/bank_tabIcon_withdraw_up.dds",
                                               "EsoUI/Art/Bank/bank_tabIcon_withdraw_down.dds",
                                               "EsoUI/Art/Bank/bank_tabIcon_withdraw_over.dds")
    houseBankFragmentBar:Add(SI_BANK_WITHDRAW, { HOUSE_BANK_FRAGMENT }, withdrawButtonData, self.houseBankWithdrawTabKeybindButtonGroup)
    --Deposit Button
    local depositButtonData = CreateButtonData("EsoUI/Art/Bank/bank_tabIcon_deposit_up.dds",
                                                "EsoUI/Art/Bank/bank_tabIcon_deposit_down.dds", 
                                                "EsoUI/Art/Bank/bank_tabIcon_deposit_over.dds")
    houseBankFragmentBar:Add(SI_BANK_DEPOSIT, { INVENTORY_FRAGMENT, BACKPACK_HOUSE_BANK_LAYOUT_FRAGMENT }, depositButtonData, self.houseBankDepositTabKeybindButtonGroup)
    
    local houseBankScene = ZO_InteractScene:New("houseBank", SCENE_MANAGER, BANKING_INTERACTION)
    houseBankScene:RegisterCallback("StateChange",   function(oldState, newState)
                                                    if newState == SCENE_SHOWING then
                                                        --initialize the slots and banking bag fresh here since there are many different house bank bags and only one is active at a time
                                                        local inventory = self.inventories[INVENTORY_HOUSE_BANK]
                                                        local bankingBag = GetBankingBag()
                                                        inventory.slots = { [bankingBag] = {} }
                                                        inventory.backingBags = { bankingBag }
                                                        self:RefreshAllInventorySlots(INVENTORY_HOUSE_BANK)
                                                        self:UpdateFreeSlots(INVENTORY_HOUSE_BANK)
                                                        self:UpdateFreeSlots(INVENTORY_BACKPACK)
                                                        houseBankFragmentBar:SelectFragment(SI_BANK_WITHDRAW)
                                                        TriggerTutorial(TUTORIAL_TRIGGER_HOME_STORAGE_OPENED)
                                                    elseif newState == SCENE_HIDDEN then
                                                        ZO_InventorySlot_RemoveMouseOverKeybinds()
                                                        ZO_PlayerInventory_EndSearch(ZO_HouseBankSearchBox)
                                                        houseBankFragmentBar:Clear()
                                                        --Wipe out the inventory slot data and connection to a bag
                                                        local inventory = self.inventories[INVENTORY_HOUSE_BANK]
                                                        inventory.slots = nil
                                                        inventory.backingBags = nil
                                                        inventory.hasAnyQuickSlottableItems = nil
                                                    end
                                                end)
end
--Guild Bank
--------------
function ZO_InventoryManager:CreateGuildBankScene()
    GUILD_BANK_FRAGMENT = ZO_FadeSceneFragment:New(ZO_GuildBank)
    GUILD_BANK_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
                                                            if(newState == SCENE_SHOWING) then
                                                                self:RefreshMoney()
                                                                if self.isListDirty[INVENTORY_GUILD_BANK] then
                                                                    local UPDATE_EVEN_IF_HIDDEN = true
                                                                    self:UpdateList(INVENTORY_GUILD_BANK, UPDATE_EVEN_IF_HIDDEN)
                                                                end
                                                            end
                                                        end)
    local function CanWithdrawFunction()
        return DoesPlayerHaveGuildPermission(GetSelectedGuildBankId(), GUILD_PERMISSION_BANK_VIEW_GOLD)
    end
    ZO_BankGenericCurrencyDepositWithdrawDialog:New("GUILD_BANK", CURRENCY_LOCATION_GUILD_BANK, CanWithdrawFunction)
    --Bank Second Row Infobar set visible
    ZO_GuildBankInfoBarAltMoney:SetHidden(false)
    ZO_GuildBankInfoBarAltFreeSlots:SetHidden(false)
    self.guildBankWithdrawTabKeybindButtonGroup = {
        alignment = KEYBIND_STRIP_ALIGN_CENTER,
        {
            name = function()
                local selectedGuildId = GetSelectedGuildBankId()
                if(selectedGuildId) then
                    return GetGuildName(selectedGuildId)
                end
            end,
            keybind = "UI_SHORTCUT_TERTIARY",
            visible =   function()
                            return GetSelectedGuildBankId() ~= nil
                        end,
            callback =  function()
                            ZO_Dialogs_ShowDialog("SELECT_GUILD_BANK")
                        end,
        },
        {
            name = GetString(SI_BANK_WITHDRAW_CURRENCY_BIND),
            keybind = "UI_SHORTCUT_SECONDARY",
            callback = function() ZO_Dialogs_ShowDialog("GUILD_BANK_WITHDRAW_GOLD") end,
            visible =   function()
                            local guildId = GetSelectedGuildBankId()
                            return guildId ~= nil and DoesPlayerHaveGuildPermission(guildId, GUILD_PERMISSION_BANK_WITHDRAW_GOLD)
                        end,
        }
    }
    self.guildBankDepositTabKeybindButtonGroup = {
        alignment = KEYBIND_STRIP_ALIGN_CENTER,
        {
            name = function()
                local selectedGuild = GetSelectedGuildBankId()
                if(selectedGuild) then
                    return GetGuildName(selectedGuild)
                end
            end,
            keybind = "UI_SHORTCUT_TERTIARY",
            visible =   function()
                            return GetSelectedGuildBankId() ~= nil
                        end,
            callback =  function()
                            ZO_Dialogs_ShowDialog("SELECT_GUILD_BANK")
                        end,
        },
        {
            name = GetString(SI_BANK_DEPOSIT_CURRENCY_BIND),
            keybind = "UI_SHORTCUT_SECONDARY",
            callback = function() ZO_Dialogs_ShowDialog("GUILD_BANK_DEPOSIT_GOLD") end,
            visible =   function()
                            return DoesGuildHavePrivilege(GetSelectedGuildBankId(), GUILD_PRIVILEGE_BANK_DEPOSIT)
                        end,
        }
    }
    local function CreateButtonData(normal, pressed, highlight)
        return {
            normal = normal,
            pressed = pressed,
            highlight = highlight,
        }
    end
    local guildBankFragmentBar = ZO_SceneFragmentBar:New(ZO_GuildBankMenuBar)
    --Withdraw Button
    local withdrawButtonData = CreateButtonData("EsoUI/Art/Bank/bank_tabIcon_withdraw_up.dds",
                                               "EsoUI/Art/Bank/bank_tabIcon_withdraw_down.dds",
                                               "EsoUI/Art/Bank/bank_tabIcon_withdraw_over.dds")
    guildBankFragmentBar:Add(SI_BANK_WITHDRAW, { GUILD_BANK_FRAGMENT }, withdrawButtonData, self.guildBankWithdrawTabKeybindButtonGroup)
    --Deposit Button
    local depositButtonData = CreateButtonData("EsoUI/Art/Bank/bank_tabIcon_deposit_up.dds",
                                                "EsoUI/Art/Bank/bank_tabIcon_deposit_down.dds", 
                                                "EsoUI/Art/Bank/bank_tabIcon_deposit_over.dds")
    guildBankFragmentBar:Add(SI_BANK_DEPOSIT, { INVENTORY_FRAGMENT, BACKPACK_GUILD_BANK_LAYOUT_FRAGMENT }, depositButtonData, self.guildBankDepositTabKeybindButtonGroup)
    local guildBankScene = ZO_InteractScene:New("guildBank", SCENE_MANAGER, GUILD_BANKING_INTERACTION)
    guildBankScene:RegisterCallback("StateChange",  function(oldState, newState)
                                                        if(newState == SCENE_SHOWING) then
                                                            self:UpdateFreeSlots(INVENTORY_BACKPACK)
                                                            guildBankFragmentBar:SelectFragment(SI_BANK_WITHDRAW)
                                                            ZO_SharedInventory_SelectAccessibleGuildBank(self.lastSuccessfulGuildBankId)
                                                        elseif(newState == SCENE_HIDDEN) then
                                                            guildBankFragmentBar:Clear()
                                                            ZO_InventorySlot_RemoveMouseOverKeybinds()
                                                            ZO_PlayerInventory_EndSearch(ZO_PlayerBankSearchBox)
                                                        end
                                                    end)
end
function ZO_InventoryManager:OpenGuildBank()
    SCENE_MANAGER:Show("guildBank")
end
function ZO_InventoryManager:IsGuildBanking()
    return IsGuildBankOpen()
end
function ZO_InventoryManager:CloseGuildBank()
    SCENE_MANAGER:Hide("guildBank")
    ZO_GuildBankBackpackLoading:SetHidden(true)
end
function ZO_InventoryManager:RefreshAllGuildBankItems()
    local inventory = self.inventories[INVENTORY_GUILD_BANK]
    self:EmptyInventory(inventory)
    local search = inventory.stringSearch
    if(search) then
        search:RemoveAll()
    end
    self.suppressItemAddedAlert = true
    --Add items
    local slotId = GetNextGuildBankSlotId()
    for k, bagId in ipairs(inventory.backingBags) do
        local slotIndex = ZO_GetNextBagSlotIndex(bagId)
        while slotIndex do
            self:AddInventoryItem(INVENTORY_GUILD_BANK, slotIndex, bagId)
            slotIndex = ZO_GetNextBagSlotIndex(bagId, slotIndex)
        end
    end
    self:LayoutInventoryItems(INVENTORY_GUILD_BANK)
    self:UpdateFreeSlots(INVENTORY_BACKPACK)
    self.suppressItemAddedAlert = nil   
end
function ZO_InventoryManager:ClearAllGuildBankItems()
    local inventory = self.inventories[INVENTORY_GUILD_BANK]
    self:EmptyInventory(inventory)
    local search = inventory.stringSearch
    if(search) then
        search:RemoveAll()
    end
    self:LayoutInventoryItems(INVENTORY_GUILD_BANK)
end
function ZO_InventoryManager:SetGuildBankLoading(guildId)
    self.loadingGuildBank = true
    ZO_GuildBankBackpackLoading:Show()
    if GUILD_BANK_FRAGMENT:IsShowing() then
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.guildBankWithdrawTabKeybindButtonGroup)
    else
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.guildBankDepositTabKeybindButtonGroup)
    end
end
function ZO_InventoryManager:SetGuildBankLoaded()
    self.loadingGuildBank = false
    -- A race condition of multiple load requests can cause the selected guild bank returned to be invalid,
    -- which will result in it being reset to the first in the list. This check prevents that. This case occurs
    -- when the user in promoted or demoted multiple times in rapid succession.
    local guildBankId = GetSelectedGuildBankId()
    if guildBankId then
        self.lastSuccessfulGuildBankId = guildBankId
    end
    ZO_GuildBankBackpackLoading:Hide()
    self:UpdateList(INVENTORY_BACKPACK)
    self:RefreshMoney()
end
function ZO_InventoryManager:OnGuildBankOpenError(error)
    if(self.loadingGuildBank) then
        self.loadingGuildBank = false
        ZO_GuildBankBackpackLoading:Hide()
    end
    ZO_SharedInventory_SelectAccessibleGuildBank(self.lastSuccessfulGuildBankId)
end
function ZO_InventoryManager:OnGuildBankDeselected()
    ZO_SharedInventory_SelectAccessibleGuildBank(self.lastSuccessfulGuildBankId)
    self:RefreshMoney()
    ZO_Dialogs_ReleaseDialog("GUILD_BANK_WITHDRAW_GOLD")
    ZO_Dialogs_ReleaseDialog("GUILD_BANK_DEPOSIT_GOLD")
end
function ZO_InventoryManager:RefreshGuildBankPermissions(guildId)
    if self:IsGuildBanking() then
        if not self.loadingGuildBank then
            self:RefreshAllGuildBankItems()
            self:UpdateList(INVENTORY_BACKPACK)
        end
    end
end
function ZO_InventoryManager:RefreshGuildBankMoneyOperationsPossible(guildId)
    if(GetSelectedGuildBankId() == guildId) then
        if(not DoesPlayerHaveGuildPermission(guildId, GUILD_PERMISSION_BANK_WITHDRAW_GOLD)) then
            ZO_Dialogs_ReleaseDialog("GUILD_BANK_WITHDRAW_GOLD")
        end
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.guildBankWithdrawTabKeybindButtonGroup)
    end
end
function ZO_InventoryManager:GuildSizeChanged()
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.guildBankDepositTabKeybindButtonGroup)
end
function ZO_InventoryManager:UpdateEmptyBagLabel(inventoryType, isEmptyList)
    local inventory = self.inventories[inventoryType]
    if inventory then
        -- Quest items are both an inventory list and a backpack tab, we only want to update their label now if we are looking at that tab
        local label
        if inventoryType == INVENTORY_BACKPACK or (inventoryType == INVENTORY_QUEST_ITEM and self.selectedTabType == INVENTORY_QUEST_ITEM) then
            label = ZO_PlayerInventory:GetNamedChild("Empty")
        elseif inventoryType == INVENTORY_CRAFT_BAG then
            label = ZO_CraftBag:GetNamedChild("Empty")
        elseif inventoryType == INVENTORY_GUILD_BANK then
            label = ZO_GuildBank:GetNamedChild("Empty")
        end
        if label then 
            label:SetHidden(not isEmptyList)
            if inventory.currentFilter == ITEMFILTERTYPE_ALL then
                -- Quest items are only accessed through the ITEMFILTERTYPE_QUEST filter and do not need a unique string here
                local emptyListDisplayString
                if type(inventory.inventoryEmptyStringId) == "function" then
                    emptyListDisplayString = inventory.inventoryEmptyStringId(self) 
                else
                    emptyListDisplayString = GetString(inventory.inventoryEmptyStringId)
                end  
                if emptyListDisplayString ~= nil then
                    label:SetText(emptyListDisplayString)
                end
            else
                label:SetText(GetString(SI_INVENTORY_ERROR_FILTER_EMPTY))
            end
        end
    end
end
--Craft Bag
--------------
function ZO_InventoryManager:CreateCraftBagFragment()
    CRAFT_BAG_FRAGMENT = ZO_FadeSceneFragment:New(ZO_CraftBag)
    local UPDATE_EVEN_IF_HIDDEN = true
    local function OnStateChange(oldState, newState)
        if newState == SCENE_SHOWING then
            if self.isListDirty[INVENTORY_CRAFT_BAG] then
                self:UpdateList(INVENTORY_CRAFT_BAG, UPDATE_EVEN_IF_HIDDEN)
            end
            TriggerTutorial(TUTORIAL_TRIGGER_CRAFT_BAG_OPENED)
            self:UpdateApparelSection()
        elseif(newState == SCENE_FRAGMENT_HIDDEN) then
            ZO_InventorySlot_RemoveMouseOverKeybinds()
            self:ClearNewStatusOnItemsThePlayerHasSeen(INVENTORY_CRAFT_BAG)
        end
    end
    CRAFT_BAG_FRAGMENT:RegisterCallback("StateChange", OnStateChange)
end
------------
--Global API
------------
function ZO_InventoryManager_SetQuestToolData(slotControl, questIndex, toolIndex)
    local questItems = g_playerInventory.inventories[INVENTORY_QUEST_ITEM].slots[questIndex]
    if questItems then
        for i = 1, #questItems do
            if questItems[i].toolIndex == toolIndex then
                local questItem = questItems[i]
                ZO_Inventory_SetupQuestSlot(slotControl, questItem.questIndex, questItem.toolIndex, questItem.stepIndex, questItem.conditionIndex)
                ZO_InventorySlot_SetType(slotControl, SLOT_TYPE_QUEST_ITEM)
                ZO_InventorySlot_UpdateCooldowns(slotControl)
            end
        end
    end
end
----------------
--Event Handlers
----------------
function ZO_InventoryManager:OnInventorySlotUpdated(bagId, slotIndex)
    local inventory = self.bagToInventoryType[bagId]
    if inventory then
        self:RefreshInventorySlot(inventory, slotIndex, bagId)
        if inventory == INVENTORY_GUILD_BANK then
            -- For the deposit window while guild banking, the guild info isn't available when INVENTORY_BACKPACK updates.
            self:RefreshInventorySlot(INVENTORY_BACKPACK, slotIndex, BAG_BACKPACK)
        end
    end
    INVENTORY_MENU_BAR:UpdateInventoryKeybinds()
end
function ZO_InventoryManager:OnInventorySlotLocked(bagId, slotIndex)
    local inventory = self.bagToInventoryType[bagId]
    if inventory then
        self:RefreshInventorySlotLocked(inventory, slotIndex, true, bagId)
    end
end
function ZO_InventoryManager:OnInventorySlotUnlocked(bagId, slotIndex)
    local inventory = self.bagToInventoryType[bagId]
    if inventory then
        self:RefreshInventorySlotLocked(inventory, slotIndex, false, bagId)
    end
end
--------------
--XML Handlers
--------------
--Inventory
-----------
    if editBox == ZO_PlayerInventorySearchBox then
        g_playerInventory:UpdateList(g_playerInventory.selectedTabType)
    elseif editBox == ZO_CraftBagSearchBox then
        g_playerInventory:UpdateList(INVENTORY_CRAFT_BAG)
    elseif editBox == ZO_PlayerBankSearchBox then
        g_playerInventory:UpdateList(INVENTORY_BANK)
    elseif editBox == ZO_HouseBankSearchBox then
        g_playerInventory:UpdateList(INVENTORY_HOUSE_BANK)
    end
end
function ZO_PlayerInventory_EndSearch(editBox)
    if editBox:GetText() ~= "" then
        editBox:SetText("")
    end
    editBox:LoseFocus()
end
    -- Do not clear the search, just unfocus the box, the appropriate items are now highlighted and should stay that way
    editBox:LoseFocus()
end
    InitializeTooltip(InformationTooltip, self, BOTTOM, 0, -10)
end
    ClearTooltip(InformationTooltip)
end
--Bank
------
function ZO_PlayerInventory_InitSortHeader(header, stringId, textAlignment, sortKey, sortOrder)
    if sortOrder == nil then
        sortOrder = ZO_SORT_ORDER_UP
    end
    ZO_SortHeader_Initialize(header, GetString(stringId), sortKey, sortOrder, textAlignment or TEXT_ALIGN_LEFT, "ZoFontHeader")
end
function ZO_PlayerInventory_InitSortHeaderIcon(header, icon, sortUpIcon, sortDownIcon, mouseoverIcon, sortKey, sortOrder)
    if sortOrder == nil then
        sortOrder = ZO_SORT_ORDER_UP
    end
    ZO_SortHeader_InitializeIconHeader(header, icon, sortUpIcon, sortDownIcon, mouseoverIcon, sortKey, sortOrder)
end
    -- ZO_PlayerInventory is used for event registration only. There are multiple inventory controls, but only one manager is needed.
    PLAYER_INVENTORY = ZO_InventoryManager:New(ZO_PlayerInventory)
end
--Select Guild Bank Dialog
----------------------
    local dialog = ZO_SelectGuildDialog:New(self, "SELECT_GUILD_BANK", SelectGuildBank)
    dialog:SetTitle(GetString(SI_PROMPT_TITLE_SELECT_GUILD_BANK))
    dialog:SetPrompt(GetString(SI_SELECT_GUILD_BANK_INSTRUCTIONS))
end