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ESO Lua File v100033

ingame/banking/gamepad/banking_gamepad.lua

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local BANK_SEARCH_SORT_PRIMARY_KEY =
{
    [ITEM_LIST_SORT_TYPE_CATEGORY] = "bestGamepadItemCategoryName",
    [ITEM_LIST_SORT_TYPE_ITEM_NAME] = "name",
    [ITEM_LIST_SORT_TYPE_ITEM_QUALITY] = "displayQuality",
    [ITEM_LIST_SORT_TYPE_STACK_COUNT] = "stackCount",
    [ITEM_LIST_SORT_TYPE_VALUE] = "sellPrice",
}
local BANK_SEARCH_FILTERS =
{
    ITEMFILTERTYPE_WEAPONS,
    ITEMFILTERTYPE_ARMOR,
    ITEMFILTERTYPE_JEWELRY,
    ITEMFILTERTYPE_CONSUMABLE,
    ITEMFILTERTYPE_CRAFTING,
    ITEMFILTERTYPE_FURNISHING,
    ITEMFILTERTYPE_MISCELLANEOUS,
}
local SORT_ARROW_UP = "EsoUI/Art/Miscellaneous/list_sortUp.dds"
local SORT_ARROW_DOWN = "EsoUI/Art/Miscellaneous/list_sortDown.dds"
-------------------------------------
-- Gamepad Bank Inventory List
-------------------------------------
ZO_GamepadBankInventoryList = ZO_GamepadBankCommonInventoryList:Subclass()
function ZO_GamepadBankInventoryList:New(...)
    return ZO_GamepadBankCommonInventoryList.New(self, ...)
end
function ZO_GamepadBankInventoryList:Initialize(...)
    ZO_GamepadBankCommonInventoryList.Initialize(self, ...)
    local currenciesTransferEntryName = self:IsInWithdrawMode() and GetString(SI_BANK_WITHDRAW_CURRENCY) or GetString(SI_BANK_DEPOSIT_CURRENCY)
    local currenciesTransferEntryIcon = self:IsInWithdrawMode() and "EsoUI/Art/Bank/Gamepad/gp_bank_menuIcon_currency_withdraw.dds" or "EsoUI/Art/Bank/Gamepad/gp_bank_menuIcon_currency_deposit.dds"
    local entryData = ZO_GamepadEntryData:New(currenciesTransferEntryName, currenciesTransferEntryIcon)
    entryData:SetIconTintOnSelection(true)
    entryData.isCurrenciesMenuEntry = true
    self.currenciesTransferEntry = entryData
end
function ZO_GamepadBankInventoryList:RefreshCurrencyTransferEntryInList()
    if self.isDirty then
        --it will be handled when the full list is rebuilt on show
        return
    end
    local currencyEntryIndex = self.list:GetIndexForData("ZO_GamepadMenuEntryTemplate", self.currenciesTransferEntry)
    local hasCurrencyEntry = currencyEntryIndex ~= nil
    local shouldHaveCurrencyEntry = DoesBankHoldCurrency(GetBankingBag())
    if hasCurrencyEntry ~= shouldHaveCurrencyEntry then
        if shouldHaveCurrencyEntry then
            self.list:AddEntryAtIndex(1, "ZO_GamepadMenuEntryTemplate", self.currenciesTransferEntry)
        else
            self.list:RemoveEntry("ZO_GamepadMenuEntryTemplate", self.currenciesTransferEntry)
        end
        self.list:Commit()
    end
end
function ZO_GamepadBankInventoryList:HasSelectableHeaderEntry()
    return false -- Overridden by classes with selectable headers (ie. Text Search)
end
function ZO_GamepadBankInventoryList:AddPlaceholderEntry()
    -- To be overridden
end
do
    local function IsInFilteredCategories(filterCategories, itemData)
        -- No category selected, don't filter out anything.
        if ZO_IsTableEmpty(filterCategories) then
            return true
        end
        for filterDataIndex, filterData in ipairs(itemData.filterData) do
            if filterCategories[filterData] then
                return true
            end
        end
        return false
    end
    function ZO_GamepadBankInventoryList:RefreshList()
        --Getting the slot data can trigger a full inventory update callback which will try to refresh the list in the middle of refreshing the list which duplicates the entries. isRebuildingList protects against this.
        if not self.isRebuildingList then
            if self.control:IsHidden() then
                self.isDirty = true
                return
            end
            self.isDirty = false
            self.isRebuildingList = true
            self.list:Clear()
            if self:HasSelectableHeaderEntry() then
                self:AddPlaceholderEntry()
            end
            if DoesBankHoldCurrency(GetBankingBag()) then
                self.list:AddEntry("ZO_GamepadMenuEntryTemplate", self.currenciesTransferEntry)
            end
            for i, bagId in ipairs(self.inventoryTypes) do
                self.dataByBagAndSlotIndex[bagId] = {}
            end
            local slots = self:GenerateSlotTable()
            local currentBestCategoryName = nil
            for i, itemData in ipairs(slots) do
                local passesTextFilter = itemData.passesTextFilter == nil or itemData.passesTextFilter
                local passesCategoryFilter = IsInFilteredCategories(self.filterCategories, itemData)
                if passesTextFilter and passesCategoryFilter then
                    local entry = ZO_GamepadEntryData:New(itemData.name, itemData.iconFile)
                    self:SetupItemEntry(entry, itemData)
                    if self.currentSortType == ITEM_LIST_SORT_TYPE_CATEGORY and itemData.bestGamepadItemCategoryName ~= currentBestCategoryName then
                        currentBestCategoryName = itemData.bestGamepadItemCategoryName
                        entry:SetHeader(currentBestCategoryName)
                        self.list:AddEntryWithHeader(self.template, entry)
                    else
                        self.list:AddEntry(self.template, entry)
                    end
                end
                self.dataByBagAndSlotIndex[itemData.bagId][itemData.slotIndex] = entry
            end
            self.list:Commit()
            GAMEPAD_BANKING:UpdateKeybinds()
            self.isRebuildingList = false
        end
    end
end
-----------------------
-- Gamepad Banking
-----------------------
local GAMEPAD_BANKING_SCENE_NAME = "gamepad_banking"
ZO_GamepadBanking = ZO_BankingCommon_Gamepad:Subclass()
function ZO_GamepadBanking:New(...)
    return ZO_BankingCommon_Gamepad.New(self, ...)
end
function ZO_GamepadBanking:Initialize(control)
    GAMEPAD_BANKING_SCENE = ZO_InteractScene:New(GAMEPAD_BANKING_SCENE_NAME, SCENE_MANAGER, BANKING_INTERACTION)
    ZO_BankingCommon_Gamepad.Initialize(self, control, GAMEPAD_BANKING_SCENE)
    self.itemActions = ZO_ItemSlotActionsController:New(KEYBIND_STRIP_ALIGN_LEFT)
    self:SetCarriedBag(BAG_BACKPACK)
    self.control:RegisterForEvent(EVENT_OPEN_BANK, function(_, ...) self:OnOpenBank(...) end)
    self.control:RegisterForEvent(EVENT_CLOSE_BANK, function() self:OnCloseBank() end)
    self.control:RegisterForEvent(EVENT_BACKGROUND_LIST_FILTER_COMPLETE, function(eventId, ...) self:OnBackgroundListFilterComplete(...) end)
end
do
    local ENTRY_ORDER_TEXT_SEARCH = 1
    local ENTRY_ORDER_CURRENCY = 2
    local ENTRY_ORDER_OTHER = 3
    function ZO_GamepadBanking:OnDeferredInitialize()
        ZO_BankingCommon_Gamepad.OnDeferredInitialize(self)
        self:ResetFilters()
        if self.withdrawList:HasSelectableHeaderEntry() then
            self.withdrawList.list:SetDefaultSelectedIndex(2) -- Select withdraw currency rather than placeholder
        end
        self.withdrawList.list:SetSortFunction(function(left, right)
            local leftOrder = ENTRY_ORDER_OTHER
            if left.isTextSearchEntry then
                leftOrder = ENTRY_ORDER_TEXT_SEARCH
            elseif left.isCurrenciesMenuEntry then
                leftOrder = ENTRY_ORDER_CURRENCY
            end
            local rightOrder = ENTRY_ORDER_OTHER
            if right.isTextSearchEntry then
                rightOrder = ENTRY_ORDER_TEXT_SEARCH
            elseif right.isCurrenciesMenuEntry then
                rightOrder = ENTRY_ORDER_CURRENCY
            end
            if leftOrder < rightOrder then
                return true
            elseif leftOrder > rightOrder then
                return false
            elseif leftOrder == ENTRY_ORDER_OTHER then
                return ZO_TableOrderingFunction(left, right, self:GetCurrentSortParams())
            else
                return false
            end
        end)
    end
end
function ZO_GamepadBanking:GetCurrentSortParams()
    local sortKey = BANK_SEARCH_SORT_PRIMARY_KEY[self.withdrawList.currentSortType]
    local sortOptions =
    {
        bestGamepadItemCategoryName = { tiebreaker = "name" },
        displayQuality = { tiebreaker = "name", tieBreakerSortOrder = ZO_SORT_ORDER_UP },
        stackCount = { tiebreaker = "name", tieBreakerSortOrder = ZO_SORT_ORDER_UP },
        sellPrice = { tiebreaker = "name", tieBreakerSortOrder = ZO_SORT_ORDER_UP },
        name = { tiebreaker = "requiredLevel" },
        requiredLevel = { tiebreaker = "requiredChampionPoints", isNumeric = true },
        requiredChampionPoints = { tiebreaker = "iconFile", isNumeric = true },
        iconFile = { tiebreaker = "uniqueId" },
        uniqueId = { isId64 = true },
    }
    local sortOrder = self.withdrawList.currentSortOrder
    return sortKey, sortOptions, sortOrder
end
function ZO_GamepadBanking:InitializeFiltersDialog()
    local function OnReleaseDialog(dialog)
        if dialog.dropdowns then
            for i, dropdown in pairs(dialog.dropdowns) do
                dropdown:Deactivate()
            end
        end
        dialog.dropdowns = nil
    end
    ZO_Dialogs_RegisterCustomDialog("GAMEPAD_BANK_SEARCH_FILTERS",
    {
        gamepadInfo =
        {
            dialogType = GAMEPAD_DIALOGS.PARAMETRIC,
        },
        setup =  function(dialog)
            ZO_GenericGamepadDialog_RefreshText(dialog, GetString(SI_GAMEPAD_GUILD_BROWSER_FILTERS_DIALOG_HEADER))
            dialog.dropdowns = {}
            dialog.selectedSortType = dialog.selectedSortType or ITEM_LIST_SORT_TYPE_ITERATION_BEGIN
            dialog:setupFunc()
        end,
        parametricList =
        {
            {
                header = GetString(SI_GAMEPAD_BANK_SORT_TYPE_HEADER),
                template = "ZO_GamepadDropdownItem",
                templateData =
                {
                    setup = function(control, data, selected, reselectingDuringRebuild, enabled, active)
                        local dropdown = control.dropdown
                        table.insert(data.dialog.dropdowns, dropdown)
                        dropdown:SetNormalColor(ZO_GAMEPAD_COMPONENT_COLORS.UNSELECTED_INACTIVE:UnpackRGB())
                        dropdown:SetHighlightedColor(ZO_GAMEPAD_COMPONENT_COLORS.SELECTED_ACTIVE:UnpackRGB())
                        dropdown:SetSelectedItemTextColor(selected)
                        dropdown:SetSortsItems(false)
                        dropdown:ClearItems()
                        local function OnSelectedCallback(dropdown, entryText, entry)
                            self.withdrawList.currentSortType = entry.sortType
                        end
                        for i = ITEM_LIST_SORT_TYPE_ITERATION_BEGIN, ITEM_LIST_SORT_TYPE_ITERATION_END do
                            local entryText = ZO_CachedStrFormat(SI_GAMEPAD_BANK_FILTER_ENTRY_FORMATTER, GetString("SI_ITEMLISTSORTTYPE", i))
                            local newEntry = control.dropdown:CreateItemEntry(entryText, OnSelectedCallback)
                            newEntry.sortType = i
                            control.dropdown:AddItem(newEntry)
                        end
                        dropdown:UpdateItems()
                        control.dropdown:SelectItemByIndex(self.withdrawList.currentSortType)
                    end,
                    callback = function(dialog)
                        local targetData = dialog.entryList:GetTargetData()
                        local targetControl = dialog.entryList:GetTargetControl()
                        targetControl.dropdown:Activate()
                    end,
                },
            },
            {
                header = GetString(SI_GAMEPAD_BANK_SORT_ORDER_HEADER),
                template = "ZO_GamepadDropdownItem",
                templateData =
                {
                    setup = function(control, data, selected, reselectingDuringRebuild, enabled, active)
                        local dropdown = control.dropdown
                        table.insert(data.dialog.dropdowns, dropdown)
                        dropdown:SetNormalColor(ZO_GAMEPAD_COMPONENT_COLORS.UNSELECTED_INACTIVE:UnpackRGB())
                        dropdown:SetHighlightedColor(ZO_GAMEPAD_COMPONENT_COLORS.SELECTED_ACTIVE:UnpackRGB())
                        dropdown:SetSelectedItemTextColor(selected)
                        dropdown:SetSortsItems(false)
                        dropdown:ClearItems()
                        local function OnSelectedCallback(dropdown, entryText, entry)
                            self.withdrawList.currentSortOrder = entry.sortOrder
                            self.withdrawList.currentSortOrderIndex = entry.index
                        end
                        local sortUpEntry = control.dropdown:CreateItemEntry(GetString(SI_GAMEPAD_BANK_SORT_ORDER_UP_TEXT), OnSelectedCallback)
                        sortUpEntry.sortOrder = ZO_SORT_ORDER_UP
                        sortUpEntry.index = 1
                        control.dropdown:AddItem(sortUpEntry)
                        local sortDownEntry = control.dropdown:CreateItemEntry(GetString(SI_GAMEPAD_BANK_SORT_ORDER_DOWN_TEXT), OnSelectedCallback)
                        sortDownEntry.sortOrder = ZO_SORT_ORDER_DOWN
                        sortDownEntry.index = 2
                        control.dropdown:AddItem(sortDownEntry)
                        dropdown:UpdateItems()
                        control.dropdown:SelectItemByIndex(self.withdrawList.currentSortOrderIndex)
                    end,
                    callback = function(dialog)
                        local targetData = dialog.entryList:GetTargetData()
                        local targetControl = dialog.entryList:GetTargetControl()
                        targetControl.dropdown:Activate()
                    end,
                },
            },
            {
                header = GetString(SI_GAMEPAD_BANK_FILTER_HEADER),
                template = "ZO_GamepadMultiSelectionDropdownItem",
                templateData =
                {
                    setup = function(control, data, selected, reselectingDuringRebuild, enabled, active)
                        local dropdown = control.dropdown
                        table.insert(data.dialog.dropdowns, dropdown)
                        dropdown:SetNormalColor(ZO_GAMEPAD_COMPONENT_COLORS.UNSELECTED_INACTIVE:UnpackRGB())
                        dropdown:SetHighlightedColor(ZO_GAMEPAD_COMPONENT_COLORS.SELECTED_ACTIVE:UnpackRGB())
                        dropdown:SetSelectedItemTextColor(selected)
                        dropdown:SetSortsItems(false)
                        dropdown:SetNoSelectionText(GetString(SI_GAMEPAD_BANK_FILTER_DEFAULT_TEXT))
                        dropdown:SetMultiSelectionTextFormatter(GetString(SI_GAMEPAD_BANK_FILTER_DROPDOWN_TEXT))
                        local dropdownData = ZO_MultiSelection_ComboBox_Data_Gamepad:New()
                        dropdownData:Clear()
                        for i, filterType in pairs(BANK_SEARCH_FILTERS) do
                            local newEntry = ZO_ComboBox_Base:CreateItemEntry(ZO_CachedStrFormat(SI_GAMEPAD_BANK_FILTER_ENTRY_FORMATTER, GetString("SI_ITEMFILTERTYPE", filterType)))
                            newEntry.category = filterType
                            newEntry.callback = function(control, name, item, isSelected)
                                if isSelected then
                                    self.withdrawList.filterCategories[item.category] = item.category
                                else
                                    self.withdrawList.filterCategories[item.category] = nil
                                end
                            end
                            dropdownData:AddItem(newEntry)
                            if self.withdrawList.filterCategories[filterType] then
                                dropdownData:ToggleItemSelected(newEntry)
                            end
                        end
                        dropdown:LoadData(dropdownData)
                    end,
                    callback = function(dialog)
                        local targetData = dialog.entryList:GetTargetData()
                        local targetControl = dialog.entryList:GetTargetControl()
                        targetControl.dropdown:Activate()
                    end,
                },
            },
        },
        blockDialogReleaseOnPress = true,
        buttons =
        {
            {
                keybind = "DIALOG_PRIMARY",
                text = SI_GAMEPAD_SELECT_OPTION,
                callback = function(dialog)
                    local targetData = dialog.entryList:GetTargetData()
                    if targetData and targetData.callback then
                        targetData.callback(dialog)
                    end
                end,
            },
            {
                keybind = "DIALOG_NEGATIVE",
                text = SI_DIALOG_CANCEL,
                callback =  function(dialog)
                    ZO_Dialogs_ReleaseDialogOnButtonPress("GAMEPAD_BANK_SEARCH_FILTERS")
                    self.withdrawList:RefreshList()
                end,
            },
            {
                keybind = "DIALOG_RESET",
                text = SI_GUILD_BROWSER_RESET_FILTERS_KEYBIND,
                enabled = function(dialog)
                    return not self:AreFiltersSetToDefault()
                end,
                callback = function(dialog)
                    self:ResetFilters()
                    dialog.info.setup(dialog)
                end,
            },
        },
        onHidingCallback = OnReleaseDialog,
        noChoiceCallback = OnReleaseDialog,
    })
end
function ZO_GamepadBanking:ResetFilters()
    self.withdrawList.filterCategories = {}
    self.withdrawList.currentSortType = ITEM_LIST_SORT_TYPE_CATEGORY
    self.withdrawList.currentSortOrder = ZO_SORT_ORDER_UP
    self.withdrawList.currentSortOrderIndex = 1
end
function ZO_GamepadBanking:AreFiltersSetToDefault()
    return ZO_IsTableEmpty(filterCategories) and
        self.withdrawList.currentSortType == ITEM_LIST_SORT_TYPE_CATEGORY and
        self.withdrawList.currentSortOrder == ZO_SORT_ORDER_UP and
        self.withdrawList.currentSortOrderIndex == 1
end
function ZO_GamepadBanking:InitializeHeader()
    ZO_BankingCommon_Gamepad.InitializeHeader(self)
    local headerContainer = self:GetHeaderContainer()
    self.headerTextFilterControl = headerContainer:GetNamedChild("Filter")
    self.headerTextFilterEditBox = self.headerTextFilterControl:GetNamedChild("SearchEdit")
    self.headerTextFilterHighlight = self.headerTextFilterControl:GetNamedChild("Highlight")
    self.headerTextFilterIcon = self.headerTextFilterControl:GetNamedChild("Icon")
    self.headerBGTexture = self.headerTextFilterControl:GetNamedChild("BG")
    self.headerTextFilterEditBox:SetHandler("OnTextChanged", function(editBox)
        ZO_EditDefaultText_OnTextChanged(editBox)
        local text = editBox:GetText()
        if text ~= self.searchTextFilter then
            self.searchTextFilter = text
            self:RequestApplySearchTextFilterToData()
        end
    end)
end
function ZO_GamepadBanking:HighlightSearch()
    self.headerTextFilterHighlight:SetHidden(false)
    self.headerTextFilterIcon:SetColor(ZO_SELECTED_TEXT:UnpackRGBA())
    self.headerBGTexture:SetHidden(false)
end
function ZO_GamepadBanking:UnhighlightSearch()
    self.headerTextFilterHighlight:SetHidden(true)
    self.headerTextFilterIcon:SetColor(ZO_DISABLED_TEXT:UnpackRGBA())
    self.headerBGTexture:SetHidden(true)
end
function ZO_GamepadBanking:CanFilterByText(text)
    -- Very broad searches have bad performance implications: The search itself is asynchronous (and snappy), but updating UI to reflect the search is not
    return ZoUTF8StringLength(text) >= 2
end
function ZO_GamepadBanking:RequestApplySearchTextFilterToData()
    --Cancel any in progress filtering so we can do a new one
    if self.inProgressSearchTextFilterTaskId then
        DestroyBackgroundListFilter(self.inProgressSearchTextFilterTaskId)
    end
    --If we have filter text than create the tasks
    if self:CanFilterByText(self.searchTextFilter) then
        self.isSearchFiltered = true
        --Inventory Items
        local itemTaskId = CreateBackgroundListFilter(BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT, self.searchTextFilter)
        self.inProgressSearchTextFilterTaskId = itemTaskId
        AddBackgroundListFilterType(itemTaskId, BACKGROUND_LIST_FILTER_TYPE_NAME)
        local slots = self.withdrawList:GenerateSlotTable()
        for i, itemData in ipairs(slots) do
            itemData.passesTextFilter = false
            AddBackgroundListFilterEntry(itemTaskId, itemData.bagId, itemData.slotIndex)
        end
        StartBackgroundListFilter(itemTaskId)
    else
        self.isSearchFiltered = false
        local slots = self.withdrawList:GenerateSlotTable()
        for i, itemData in ipairs(slots) do
            itemData.passesTextFilter = true
        end
        self.withdrawList:RefreshList()
    end
end
function ZO_GamepadBanking:TryMarkSearchBackgroundListFilterComplete(taskId)
    if self.inProgressSearchTextFilterTaskId == taskId then
        self.inProgressSearchTextFilterTaskId = nil
        self.completeSearchTextFilterTaskId = taskId
        return true
    end
    return false
end
function ZO_GamepadBanking:OnBackgroundListFilterComplete(taskId)
    if self.inProgressSearchTextFilterTaskId == taskId then
        --Mark that it was completed.
        local itemTaskId = self.completeSearchTextFilterTaskId
        local slots = self.withdrawList:GenerateSlotTable()
        for i, itemData in ipairs(slots) do
            for i = 1, GetNumBackgroundListFilterResults(itemTaskId) do
                local bagId, slotIndex = GetBackgroundListFilterResult(itemTaskId, i)
                if itemData.bagId == bagId and itemData.slotIndex == slotIndex then
                    itemData.passesTextFilter = true
                end
            end
        end
        DestroyBackgroundListFilter(itemTaskId)
        self.withdrawList:RefreshList()
    end
end
function ZO_GamepadBanking:OnOpenBank(bankBag)
    if IsInGamepadPreferredMode() then
        self:ClearBankedBags()
        if bankBag == BAG_BANK then
            self:AddBankedBag(BAG_BANK)
            self:AddBankedBag(BAG_SUBSCRIBER_BANK)
        else
            self:AddBankedBag(bankBag)
        end
        --If we have already initialized then we've built the withdraw list already and need to update its backing bags.
        --If we haven't initialized we will build the withdraw list after this and it will pickup the new banked bags.
        if self.initialized then
            local refreshedListAsAResultOfBankedBagsChanging = self.withdrawList:SetInventoryTypes(self.bankedBags)
            --We also need to update both of the lists because they include the deposit/withdraw entries which only appear on banks and not home storage
            if not refreshedListAsAResultOfBankedBagsChanging then
                self.withdrawList:RefreshCurrencyTransferEntryInList()
            end
            self.depositList:RefreshCurrencyTransferEntryInList()
        end
        SCENE_MANAGER:Show(GAMEPAD_BANKING_SCENE_NAME)
    end
end
function ZO_GamepadBanking:OnCloseBank()
    if IsInGamepadPreferredMode() then
        SCENE_MANAGER:Hide(GAMEPAD_BANKING_SCENE_NAME)
    end
end
function ZO_GamepadBanking:OnCollectibleUpdated(collectibleId)
    if IsBankOpen() and IsHouseBankBag(GetBankingBag()) then
        if GetCollectibleCategoryType(collectibleId) == COLLECTIBLE_CATEGORY_TYPE_HOUSE_BANK then
            self:RefreshWithdrawNoItemText()
        end
    end
end
function ZO_GamepadBanking:AddKeybinds()
    KEYBIND_STRIP:AddKeybindButtonGroup(self.mainKeybindStripDescriptor)
    self:UpdateKeybinds()
end
function ZO_GamepadBanking:RemoveKeybinds()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.mainKeybindStripDescriptor)
    KEYBIND_STRIP:RemoveKeybindButton(self.nonListItemKeybind)
end
function ZO_GamepadBanking:OnDeferredInitialization()
    self.spinner = self.control:GetNamedChild("SpinnerContainer")
    self.spinner:InitializeSpinner()
    ZO_COLLECTIBLE_DATA_MANAGER:RegisterCallback("OnCollectibleUpdated", function(...) self:OnCollectibleUpdated(...) end)
end
function ZO_GamepadBanking:OnSceneShowing()
    local bankingBag = GetBankingBag()
    if bankingBag == BAG_BANK then
        TriggerTutorial(TUTORIAL_TRIGGER_ACCOUNT_BANK_OPENED)
        if IsESOPlusSubscriber() then
            TriggerTutorial(TUTORIAL_TRIGGER_BANK_OPENED_AS_SUBSCRIBER)
        end
    else
        TriggerTutorial(TUTORIAL_TRIGGER_HOME_STORAGE_OPENED)
    end
end
function ZO_GamepadBanking:RefreshWithdrawNoItemText()
    local bankingBag = GetBankingBag()
    if bankingBag == BAG_BANK then
        if IsESOPlusSubscriber() then
            TriggerTutorial(TUTORIAL_TRIGGER_BANK_OPENED_AS_SUBSCRIBER)
        end
        self.withdrawList:SetNoItemText(GetString(SI_BANK_EMPTY))
    else
        local interactName = GetUnitName("interact")
        local collectibleId = GetCollectibleForHouseBankBag(bankingBag)
        local nickname
        if collectibleId ~= 0 then
            local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(collectibleId)
            if collectibleData then
                nickname = collectibleData:GetNickname()
            end
        end
        if nickname and nickname ~= "" then
            self.withdrawList:SetNoItemText(zo_strformat(SI_BANK_HOME_STORAGE_EMPTY_WITH_NICKNAME, interactName, nickname))
        else
            self.withdrawList:SetNoItemText(zo_strformat(SI_BANK_HOME_STORAGE_EMPTY, interactName))
        end
    end
end
function ZO_GamepadBanking:InitializeLists()
    local function OnWithdrawEntryDataCreatedCallback(data)
        ZO_Inventory_BindSlot(data, SLOT_TYPE_BANK_ITEM, data.itemData.slotIndex, data.itemData.bagId)
    end
    local function OnDepositEntryDataCreatedCallback(data)
        ZO_Inventory_BindSlot(data, SLOT_TYPE_GAMEPAD_INVENTORY_ITEM, data.itemData.slotIndex, data.itemData.bagId)
    end
    local function ItemSetupTemplate(...)
        self:SetupItem(...)
    end
    local SETUP_LIST_LOCALLY = true
    local NO_ON_SELECTED_DATA_CHANGED_CALLBACK = nil
    local withdrawList = self:AddList("withdraw", SETUP_LIST_LOCALLY, ZO_GamepadBankInventoryList, BANKING_GAMEPAD_MODE_WITHDRAW, self.bankedBags, SLOT_TYPE_BANK_ITEM, NO_ON_SELECTED_DATA_CHANGED_CALLBACK, OnWithdrawEntryDataCreatedCallback, nil, nil, nil, nil, ItemSetupTemplate)
    self:SetWithdrawList(withdrawList)
    local withdrawListFragment = self:GetListFragment("withdraw")
    withdrawListFragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            --The parametric list screen does not call OnTargetChanged when changing the current list which means anything that updates off of the current
            --selection is out of date. So we run OnTargetChanged when a list shows to remedy this.
            self:OnTargetChanged(self:GetCurrentList(), self:GetTargetData())
            self:RequestApplySearchTextFilterToData()
        end
    end)
    withdrawList.HasSelectableHeaderEntry = function()
        return self.headerTextFilterEditBox ~= nil
    end
    withdrawList.AddPlaceholderEntry = function()
        local entryData = ZO_GamepadEntryData:New("")
        entryData.isTextSearchEntry = true
        withdrawList.list:AddEntry("ZO_GamepadMenuEntryTemplate", entryData)
    end
    local depositList = self:AddList("deposit", SETUP_LIST_LOCALLY, ZO_GamepadBankInventoryList, BANKING_GAMEPAD_MODE_DEPOSIT, self.carriedBag, SLOT_TYPE_ITEM, NO_ON_SELECTED_DATA_CHANGED_CALLBACK, OnDepositEntryDataCreatedCallback, nil, nil, nil, nil, ItemSetupTemplate)
    depositList:SetNoItemText(GetString(SI_GAMEPAD_INVENTORY_EMPTY))
    depositList:SetItemFilterFunction(function(slot) return not slot.stolen end)
    self:SetDepositList(depositList)
    local depositListFragment = self:GetListFragment("deposit")
    depositListFragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            --The parametric list screen does not call OnTargetChanged when changing the current list which means anything that updates off of the current
            --selection is out of date. So we run OnTargetChanged when a list shows to remedy this.
            self:OnTargetChanged(self:GetCurrentList(), self:GetTargetData())
        end
    end)
    local function SetupCurrenciesList(list)
        list:AddDataTemplate("ZO_GamepadBankCurrencySelectorTemplate", ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction)
    end
    self.currenciesList = self:AddList("currencies", SetupCurrenciesList)
    local currenciesFragment = self:GetListFragment("currencies")
    currenciesFragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            --The parametric list screen does not call OnTargetChanged when changing the current list which means anything that updates off of the current
            --selection is out of date. So we run OnTargetChanged when a list shows to remedy this.
            self:OnTargetChanged(self:GetCurrentList(), self:GetTargetData())
            self:RefreshCurrenciesList()
        end
    end)
    for currencyType = CURT_ITERATION_BEGIN, CURT_ITERATION_END do
        if CanCurrencyBeStoredInLocation(currencyType, CURRENCY_LOCATION_BANK) then
            local IS_PLURAL = false
            local IS_UPPER = false
            local entryData = ZO_GamepadEntryData:New(GetCurrencyName(currencyType, IS_PLURAL, IS_UPPER), ZO_Currency_GetGamepadCurrencyIcon(currencyType))
            entryData:SetIconTintOnSelection(true)
            entryData:SetIconDisabledTintOnSelection(true)
            entryData.currencyType = currencyType
            self.currenciesList:AddEntry("ZO_GamepadBankCurrencySelectorTemplate", entryData)
        end
    end
    local DEFAULT_RESELECT = nil
    local BLOCK_SELECTION_CHANGED_CALLBACK = true
    self.currenciesList:Commit(DEFAULT_RESELECT, BLOCK_SELECTION_CHANGED_CALLBACK)
end
function ZO_GamepadBanking:RefreshCurrenciesList()
    local list = self.currenciesList
    if self:IsCurrentList(list) then
        for i = 1, list:GetNumEntries() do
            local entryData = list:GetEntryData(i)
            local currencyType = entryData.currencyType
            local enabled = false
            if self:IsInWithdrawMode() then
                enabled = GetCurrencyAmount(currencyType, CURRENCY_LOCATION_CHARACTER) ~= GetMaxPossibleCurrency(currencyType, CURRENCY_LOCATION_CHARACTER) and GetCurrencyAmount(currencyType, CURRENCY_LOCATION_BANK) ~= 0
            elseif self:IsInDepositMode() then
                enabled = GetCurrencyAmount(currencyType, CURRENCY_LOCATION_BANK) ~= GetMaxPossibleCurrency(currencyType, CURRENCY_LOCATION_BANK) and GetCurrencyAmount(currencyType, CURRENCY_LOCATION_CHARACTER) ~= 0
            end
            entryData:SetEnabled(enabled)
        end
        list:RefreshVisible()
    end
end
function ZO_GamepadBanking:SetupItem(control, data, selected, selectedDuringRebuild, enabled, activated)
    ZO_SharedGamepadEntry_OnSetup(control, data, selected, selectedDuringRebuild, enabled, activated)
    if selected then
        local currentList = self:GetCurrentList()
        if currentList and control == currentList.list:GetTargetControl() then
            control:SetHidden(self.confirmationMode)
        end
    end
end
function ZO_GamepadBanking.IsEntryDataCurrencyRelated(entryData)
    return entryData and (entryData.isCurrenciesMenuEntry or entryData.currencyType)
end
function ZO_GamepadBanking:UpdateKeybinds()
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.mainKeybindStripDescriptor)
    local targetData = self:GetTargetData()
    -- since SetInventorySlot also adds/removes keybinds, the order which we call these 2 functions is important
    -- based on whether we are looking at an item or a faux-item
    if targetData and targetData.isTextSearchEntry or ZO_GamepadBanking.IsEntryDataCurrencyRelated(targetData) then
        self.itemActions:SetInventorySlot(nil)
        if KEYBIND_STRIP:HasKeybindButton(self.nonListItemKeybind) then
            KEYBIND_STRIP:UpdateKeybindButton(self.nonListItemKeybind)
        else
            KEYBIND_STRIP:AddKeybindButton(self.nonListItemKeybind)
        end
    else
        KEYBIND_STRIP:RemoveKeybindButton(self.nonListItemKeybind)
        self.itemActions:SetInventorySlot(targetData)
    end
end
function ZO_GamepadBanking:LayoutBankingEntryTooltip(inventoryData)
    ZO_BankingCommon_Gamepad.LayoutBankingEntryTooltip(self, inventoryData)
    if self:IsCurrentList("withdraw") or self:IsCurrentList("deposit") then
        if inventoryData and inventoryData.isCurrenciesMenuEntry then
            GAMEPAD_TOOLTIPS:LayoutBankCurrencies(GAMEPAD_LEFT_TOOLTIP)
        end
    end
end
function ZO_GamepadBanking:OnTargetChangedCallback(targetData, oldTargetData)
    self:UpdateKeybinds()
    if oldTargetData and oldTargetData.isTextSearchEntry then
        if self.headerTextFilterEditBox:HasFocus() then
            self.headerTextFilterEditBox:LoseFocus()
        end
        self:UnhighlightSearch()
    end
    if targetData and targetData.isTextSearchEntry then
        self:HighlightSearch()
    end
end
function ZO_GamepadBanking:ClearSelectedData()
    self.itemActions:SetInventorySlot(nil)
end
function ZO_GamepadBanking:InitializeKeybindStripDescriptors()
    self.nonListItemKeybind =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        keybind = "UI_SHORTCUT_PRIMARY",
        name = function()
            local targetData = self:GetTargetData()
            if targetData.isCurrenciesMenuEntry or targetData.isTextSearchEntry then
                return GetString(SI_GAMEPAD_SELECT_OPTION)
            else
                return self:IsInWithdrawMode() and GetString(SI_BANK_WITHDRAW_BIND) or GetString(SI_BANK_DEPOSIT_BIND)
            end
        end,
        enabled = function()
            local targetData = self:GetTargetData()
            if targetData then
                return targetData.isCurrenciesMenuEntry or self:CanTransferSelectedFunds() or targetData.isTextSearchEntry
            end
            return false
        end,
        visible = function()
            return self:GetTargetData() ~= nil
        end,
        callback = function()
            local targetData = self:GetTargetData()
            if targetData.isCurrenciesMenuEntry then
                self:SetCurrentList(self.currenciesList)
            elseif targetData.isTextSearchEntry then
                self.headerTextFilterEditBox:TakeFocus()
            else
                self:PerformWithdrawDepositFunds()
            end
        end
    }
    self.mainKeybindStripDescriptor = {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            keybind = "UI_SHORTCUT_RIGHT_STICK",
            name = function()
                local cost = GetNextBankUpgradePrice()
                if GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) >= cost then
                    return zo_strformat(SI_BANK_UPGRADE_TEXT, ZO_Currency_FormatGamepad(CURT_MONEY, cost, ZO_CURRENCY_FORMAT_AMOUNT_ICON))
                end
                return zo_strformat(SI_BANK_UPGRADE_TEXT, ZO_Currency_FormatGamepad(CURT_MONEY, cost, ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON))
            end,
            visible = function()
                return IsBankUpgradeAvailable() and GetBankingBag() == BAG_BANK
            end,
            enabled = function()
                return GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) >= GetNextBankUpgradePrice()
            end,
            callback = function()
                if GetNextBankUpgradePrice() > GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) then
                    ZO_AlertNoSuppression(UI_ALERT_CATEGORY_ALERT, nil, GetString(SI_BUY_BANK_SPACE_CANNOT_AFFORD))
                else
                    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.mainKeybindStripDescriptor)
                    DisplayBankUpgrade()
                end
            end
        },
        {
            name = GetString(SI_COLLECTIBLE_ACTION_RENAME),
            keybind = "UI_SHORTCUT_SECONDARY",
            visible = function()
                return IsHouseBankBag(GetBankingBag())
            end,
            callback = function()
                local collectibleId = GetCollectibleForHouseBankBag(GetBankingBag())
                if collectibleId ~= 0 then
                    local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(collectibleId)
                    if collectibleData then
                        local nickname = collectibleData:GetNickname()
                        ZO_Dialogs_ShowGamepadDialog("GAMEPAD_COLLECTIONS_INVENTORY_RENAME_COLLECTIBLE", { collectibleId = collectibleId, name = nickname })
                    end
                end
            end
        },
        {
            name = GetString(SI_GAMEPAD_INVENTORY_ACTION_LIST_KEYBIND),
            keybind = "UI_SHORTCUT_TERTIARY",
            visible = function()
                local data = self:GetTargetData()
                return data and not ZO_GamepadBanking.IsEntryDataCurrencyRelated(data) and not data.isTextSearchEntry
            end,
            callback = function()
                self:ShowActions()
            end,
        },
        {
            keybind = "UI_SHORTCUT_LEFT_STICK",
            name = function()
                if self:IsInDepositMode() then
                    return GetString(SI_ITEM_ACTION_STACK_ALL)
                elseif self:IsInWithdrawMode() then
                    local sortIconPath = self.withdrawList.currentSortOrder == ZO_SORT_ORDER_UP and SORT_ARROW_UP or SORT_ARROW_DOWN
                    local sortIconText = zo_iconFormat(sortIconPath, 16, 16)
                    if ZO_IsTableEmpty(self.withdrawList.filterCategories) then
                        return zo_strformat(GetString(SI_GAMEPAD_BANK_FILTER_KEYBIND), GetString("SI_ITEMLISTSORTTYPE", self.withdrawList.currentSortType), sortIconText)
                    else
                        return zo_strformat(GetString(SI_GAMEPAD_BANK_FILTER_SORT_DROPDOWN_TEXT), NonContiguousCount(self.withdrawList.filterCategories), GetString("SI_ITEMLISTSORTTYPE", self.withdrawList.currentSortType), sortIconText)
                    end
                end
                return ""
            end,
            enabled = function()
                return self:IsInDepositMode() or self:IsInWithdrawMode()
            end,
            callback = function()
                if self:IsInDepositMode() then
                    StackBag(BAG_BACKPACK)
                elseif self:IsInWithdrawMode() then
                    ZO_Dialogs_ShowGamepadDialog("GAMEPAD_BANK_SEARCH_FILTERS")
                end
            end
        },
        {
            name = GetString(SI_GAMEPAD_BACK_OPTION),
            keybind = "UI_SHORTCUT_NEGATIVE",
            callback = function()
                if self:IsCurrentList(self.currenciesList) then
                    self:SetCurrentList(self:GetMainListForMode())
                else
                    SCENE_MANAGER:HideCurrentScene()
                end
            end,
        },
    }
    self:SetDepositKeybindDescriptor(self.mainKeybindStripDescriptor)
    self:SetWithdrawKeybindDescriptor(self.mainKeybindStripDescriptor)
end
function ZO_GamepadBanking:OnCategoryChangedCallback(selectedData)
    if self.headerTextFilterControl then
        self.headerTextFilterControl:SetHidden(not self:IsInWithdrawMode())
    end
    self:UpdateKeybinds()
end
function ZO_GamepadBanking:GetWithdrawMoneyAmount()
    if self:GetCurrencyType() then  --returns nil if on an item
        return GetCurrencyAmount(self:GetCurrencyType(), CURRENCY_LOCATION_BANK)
    end
end
function ZO_GamepadBanking:GetWithdrawMoneyOptions()
    return ZO_BANKING_CURRENCY_LABEL_OPTIONS
end
function ZO_GamepadBanking:DoesObfuscateWithdrawAmount()
    return false
end
function ZO_GamepadBanking:GetMaxBankedFunds(currencyType)
    return GetMaxPossibleCurrency(currencyType, CURRENCY_LOCATION_BANK)
end
function ZO_GamepadBanking:GetDepositMoneyAmount()
    if self:GetCurrencyType() then  
        return GetCurrencyAmount(self:GetCurrencyType(), CURRENCY_LOCATION_CHARACTER)
    end
end
function ZO_GamepadBanking:DepositFunds(currencyType, amount)
    TransferCurrency(currencyType, amount, CURRENCY_LOCATION_CHARACTER, CURRENCY_LOCATION_BANK)
end
function ZO_GamepadBanking:WithdrawFunds(currencyType, amount)
    TransferCurrency(currencyType, amount, CURRENCY_LOCATION_BANK, CURRENCY_LOCATION_CHARACTER)
end
function ZO_GamepadBanking:CreateEventTable()
    local function RefreshHeaderData()
        self:RefreshHeaderData()
    end
    local function RefreshLists()
        self:ClearSelectedData()
        self.depositList:RefreshList()
        self.withdrawList:RefreshList()
        self:RefreshCurrenciesList()
        self:UpdateKeybinds()
    end
    local function AlertAndRefreshHeader(currencyType, currentCurrency, oldCurrency, reason)
        local alertString
        local amount
        local IS_GAMEPAD = true
        local DONT_USE_SHORT_FORMAT = false
        if reason == CURRENCY_CHANGE_REASON_BANK_DEPOSIT then
            amount = oldCurrency - currentCurrency
            alertString = zo_strformat(SI_GAMEPAD_BANK_GOLD_AMOUNT_DEPOSITED, ZO_CurrencyControl_FormatCurrencyAndAppendIcon(amount, DONT_USE_SHORT_FORMAT, currencyType, IS_GAMEPAD))
        elseif reason == CURRENCY_CHANGE_REASON_BANK_WITHDRAWAL then
            amount = currentCurrency - oldCurrency
            alertString = zo_strformat(SI_GAMEPAD_BANK_GOLD_AMOUNT_WITHDRAWN, ZO_CurrencyControl_FormatCurrencyAndAppendIcon(amount, DONT_USE_SHORT_FORMAT, currencyType, IS_GAMEPAD)) 
        end
       
        if alertString then
            ZO_AlertNoSuppression(UI_ALERT_CATEGORY_ALERT, nil, alertString)
        end
        RefreshHeaderData()
    end
    local function UpdateCarriedCurrency(event, currencyType, currentAmount, oldAmount, reason)
        RefreshLists()
        AlertAndRefreshHeader(currencyType, currentAmount, oldAmount, reason)
    end
    local function UpdateBankedCurrency()
        RefreshLists()
        RefreshHeaderData()
    end
    local function OnInventoryUpdate()
        self:RefreshHeaderData()
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.mainKeybindStripDescriptor)
    end
    
    self.eventTable =
    {
        [EVENT_CARRIED_CURRENCY_UPDATE] = UpdateCarriedCurrency,
        [EVENT_BANKED_CURRENCY_UPDATE] = UpdateBankedCurrency,
        [EVENT_INVENTORY_FULL_UPDATE] = OnInventoryUpdate,
        [EVENT_INVENTORY_SINGLE_SLOT_UPDATE] = OnInventoryUpdate,
    }
end
function ZO_GamepadBanking:CanTransferSelectedFunds()
    local inventoryData = self:GetTargetData()
    if inventoryData then
        local currencyType = inventoryData.currencyType
        if currencyType then
            if self:IsInWithdrawMode() then
                if GetCurrencyAmount(currencyType, CURRENCY_LOCATION_BANK) ~= 0 and GetCurrencyAmount(currencyType, CURRENCY_LOCATION_CHARACTER) ~= GetMaxPossibleCurrency(currencyType, CURRENCY_LOCATION_CHARACTER) then
                     return true
                else
                    if GetCurrencyAmount(currencyType, CURRENCY_LOCATION_CHARACTER) == GetMaxPossibleCurrency(currencyType, CURRENCY_LOCATION_CHARACTER) then
                        return false, GetString(SI_INVENTORY_ERROR_INVENTORY_FULL) -- "Your inventory is full"
                    elseif GetCurrencyAmount(currencyType, CURRENCY_LOCATION_BANK) == 0 then
                        return false, GetString(SI_GAMEPAD_INVENTORY_ERROR_NO_BANK_FUNDS) -- "No bank funds"
                    end
                end
            elseif self:IsInDepositMode() then
                if GetCurrencyAmount(currencyType, CURRENCY_LOCATION_BANK) ~= GetMaxPossibleCurrency(currencyType, CURRENCY_LOCATION_BANK) and GetCurrencyAmount(currencyType, CURRENCY_LOCATION_CHARACTER) ~= 0 then
                    return true
                else
                    if GetCurrencyAmount(currencyType, CURRENCY_LOCATION_BANK) == GetMaxPossibleCurrency(currencyType, CURRENCY_LOCATION_BANK) then
                        return false, GetString(SI_INVENTORY_ERROR_BANK_FULL) -- "Your bank is full"
                    elseif GetCurrencyAmount(currencyType, CURRENCY_LOCATION_CHARACTER) == 0 then
                        return false, GetString(SI_GAMEPAD_INVENTORY_ERROR_NO_PLAYER_FUNDS) -- "No player funds"
                    end
                end
            end
        end
    end
    return false
end
function ZO_GamepadBanking:PerformWithdrawDepositFunds()
    local inventoryData = self:GetTargetData()
    if inventoryData.currencyType then
        if self:IsInWithdrawMode() then
            self:SetMaxInputFunction(function(currencyType) return GetMaxCurrencyTransfer(currencyType, CURRENCY_LOCATION_BANK, CURRENCY_LOCATION_CHARACTER) end)
        elseif self:IsInDepositMode() then
            self:SetMaxInputFunction(function(currencyType) return GetMaxCurrencyTransfer(currencyType, CURRENCY_LOCATION_CHARACTER, CURRENCY_LOCATION_BANK) end) 
        end
        self:ShowSelector()
    end
end
function ZO_GamepadBanking:ShowActions()
    local dialogData =
    {
        targetData = self:GetTargetData(),
        itemActions = self.itemActions,
        -- make sure to update the item actions after we close the dialog
        -- since the underlying data may have changed (lock state for instance)
        finishedCallback = function() self.itemActions:RebuildActions() end
    }
    ZO_Dialogs_ShowPlatformDialog(ZO_GAMEPAD_INVENTORY_ACTION_DIALOG, dialogData)
end
function ZO_GamepadBanking:OnSceneHidden()
end
-- XML Handlers
    GAMEPAD_BANKING = ZO_GamepadBanking:New(control)
end
-----------------------
-- Buy Bank Space
-----------------------
GAMEPAD_BUY_BANK_SPACE_SCENE_NAME = "gamepad_buy_bank_space"
ZO_BuyBankSpace_Gamepad = ZO_Object:Subclass()
function ZO_BuyBankSpace_Gamepad:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_BuyBankSpace_Gamepad:Initialize(control)
    ZO_Dialogs_RegisterCustomDialog("BUY_BANK_SPACE_GAMEPAD",
    {
        gamepadInfo =
        {
            dialogType = GAMEPAD_DIALOGS.BASIC,
        },
        title =
        {
            text = SI_PROMPT_TITLE_BUY_BANK_SPACE,
        },
        mainText =
        {
            text = zo_strformat(SI_BUY_BANK_SPACE, NUM_BANK_SLOTS_PER_UPGRADE),
        },
        buttons =
        {
            {
                keybind = "DIALOG_NEGATIVE",
                text = SI_DIALOG_DECLINE,
                callback = function() self:Hide() end
            },
            {
                keybind = "DIALOG_PRIMARY",
                text = function()
                    local costString = ZO_CurrencyControl_FormatCurrency(self.cost)
                    return zo_strformat(SI_GAMEPAD_BANK_UPGRADE_ACCEPT, costString, ZO_Currency_GetGamepadFormattedCurrencyIcon(CURT_MONEY))
                end,
                callback =  function(dialog)
                    BuyBankSpace()
                    ZO_AlertNoSuppression(UI_ALERT_CATEGORY_ALERT, nil, GetString(SI_GAMEPAD_BANK_UPGRADED_ALERT))
                    self:Hide()
                end,
            }
        }
    })
    GAMEPAD_BUY_BANK_SPACE_SCENE = ZO_InteractScene:New(GAMEPAD_BUY_BANK_SPACE_SCENE_NAME, SCENE_MANAGER, BANKING_INTERACTION)
    local StateChanged = function(oldState, newState)
        if newState == SCENE_SHOWN then
            ZO_Dialogs_ShowGamepadDialog("BUY_BANK_SPACE_GAMEPAD", { cost = self.cost })
        end
    end
    GAMEPAD_BUY_BANK_SPACE_SCENE:RegisterCallback("StateChange", StateChanged)
end
function ZO_BuyBankSpace_Gamepad:Show(cost)
    self.cost = cost
    SCENE_MANAGER:Push(GAMEPAD_BUY_BANK_SPACE_SCENE_NAME)
end
function ZO_BuyBankSpace_Gamepad:Hide()
    SCENE_MANAGER:Hide(GAMEPAD_BUY_BANK_SPACE_SCENE_NAME)
end
    BUY_BANK_SPACE_GAMEPAD = ZO_BuyBankSpace_Gamepad:New(control)
end