local E, L, V, P, G = unpack(ElvUI)
local B = E:GetModule('Bags')
local S = E:GetModule('Skins')
local TT = E:GetModule('Tooltip')
local AB = E:GetModule('ActionBars')
local NP = E:GetModule('NamePlates')
local LSM = E.Libs.LSM

local _G = _G
local tinsert, tremove, wipe = tinsert, tremove, wipe
local type, ipairs, unpack, select = type, ipairs, unpack, select
local next, max, floor, format, strsub, strfind = next, max, floor, format, strsub, strfind

local BreakUpLargeNumbers = BreakUpLargeNumbers
local CreateFrame = CreateFrame
local CursorHasItem = CursorHasItem
local GameTooltip = GameTooltip
local GameTooltip_Hide = GameTooltip_Hide
local GetBindingKey = GetBindingKey
local GetCursorMoney = GetCursorMoney
local GetInventoryItemTexture = GetInventoryItemTexture
local GetKeyRingSize = GetKeyRingSize
local GetMoney = GetMoney
local GetNumBankSlots = GetNumBankSlots
local GetPlayerTradeMoney = GetPlayerTradeMoney
local hooksecurefunc = hooksecurefunc
local IsInventoryItemProfessionBag = IsInventoryItemProfessionBag
local PickupBagFromSlot = PickupBagFromSlot
local PlaySound = PlaySound
local PutItemInBackpack = PutItemInBackpack
local PutItemInBag = PutItemInBag
local PutKeyInKeyRing = PutKeyInKeyRing
local SetBankAutosortDisabled = SetBankAutosortDisabled
local SetItemButtonCount = SetItemButtonCount
local SetItemButtonDesaturated = SetItemButtonDesaturated
local SetItemButtonQuality = SetItemButtonQuality
local SetItemButtonTexture = SetItemButtonTexture
local SetItemButtonTextureVertexColor = SetItemButtonTextureVertexColor
local StaticPopup_Show = StaticPopup_Show
local StaticPopup_FindVisible = StaticPopup_FindVisible
local UnitAffectingCombat = UnitAffectingCombat
local ToggleFrame = ToggleFrame
local UIParent = UIParent

local IsBagOpen = IsBagOpen
local IsShiftKeyDown, IsControlKeyDown = IsShiftKeyDown, IsControlKeyDown
local CloseBag, CloseBackpack = CloseBag, CloseBackpack

local ConvertFilterFlagsToList = ContainerFrameUtil_ConvertFilterFlagsToList
local CloseBankFrame = (C_Bank and C_Bank.CloseBankFrame) or CloseBankFrame
local AutoDepositItemsIntoBank = C_Bank and C_Bank.AutoDepositItemsIntoBank
local FetchPurchasedBankTabData = C_Bank and C_Bank.FetchPurchasedBankTabData
local FetchNumPurchasedBankTabs = C_Bank and C_Bank.FetchNumPurchasedBankTabs
local FetchDepositedMoney = C_Bank and C_Bank.FetchDepositedMoney
local CanPurchaseBankTab = C_Bank and C_Bank.CanPurchaseBankTab
local CanViewBank = C_Bank and C_Bank.CanViewBank
local FlagsUtil_IsSet = FlagsUtil and FlagsUtil.IsSet

local EditBox_HighlightText = EditBox_HighlightText
local BankFrameItemButton_Update = BankFrameItemButton_Update
local BankFrameItemButton_UpdateLocked = BankFrameItemButton_UpdateLocked
local SellAllJunkItems = C_MerchantFrame.SellAllJunkItems
local C_Texture_GetAtlasInfo = C_Texture.GetAtlasInfo
local C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance = C_TransmogCollection.PlayerHasTransmogItemModifiedAppearance
local C_TransmogCollection_GetItemInfo = C_TransmogCollection.GetItemInfo
local C_Item_CanScrapItem = C_Item.CanScrapItem
local C_Item_DoesItemExist = C_Item.DoesItemExist
local C_Item_GetCurrentItemLevel = C_Item.GetCurrentItemLevel
local C_Item_IsBoundToAccountUntilEquip = C_Item.IsBoundToAccountUntilEquip
local C_NewItems_IsNewItem = C_NewItems.IsNewItem
local C_NewItems_RemoveNewItem = C_NewItems.RemoveNewItem
local C_Item_IsBound = C_Item.IsBound

local GetCVarBool = C_CVar.GetCVarBool
local GetItemInfo = C_Item.GetItemInfo
local GetItemSpell = C_Item.GetItemSpell

local SortBags = C_Container.SortBags
local SortBankBags = C_Container.SortBankBags
local SortAccountBankBags = C_Container.SortAccountBankBags
local SetItemSearch = C_Container.SetItemSearch
local GetBagSlotFlag = C_Container.GetBagSlotFlag
local SetBagSlotFlag = C_Container.SetBagSlotFlag
local ContainerIDToInventoryID = C_Container.ContainerIDToInventoryID
local GetBackpackAutosortDisabled = C_Container.GetBackpackAutosortDisabled
local GetBankAutosortDisabled = C_Container.GetBankAutosortDisabled
local GetContainerItemCooldown = C_Container.GetContainerItemCooldown
local GetContainerNumFreeSlots = C_Container.GetContainerNumFreeSlots
local GetContainerNumSlots = C_Container.GetContainerNumSlots
local SetBackpackAutosortDisabled = C_Container.SetBackpackAutosortDisabled
local SetInsertItemsLeftToRight = C_Container.SetInsertItemsLeftToRight
local UseContainerItem = C_Container.UseContainerItem
local GetContainerItemInfo = C_Container.GetContainerItemInfo
local GetContainerItemQuestInfo = C_Container.GetContainerItemQuestInfo

local CONTAINER_OFFSET_X, CONTAINER_OFFSET_Y = CONTAINER_OFFSET_X, CONTAINER_OFFSET_Y
local IG_BACKPACK_CLOSE = SOUNDKIT.IG_BACKPACK_CLOSE or 863
local IG_BACKPACK_OPEN = SOUNDKIT.IG_BACKPACK_OPEN or 862
local IG_CHARACTER_INFO_TAB = SOUNDKIT.IG_CHARACTER_INFO_TAB or 841
local IG_MAINMENU_OPTION = SOUNDKIT.IG_MAINMENU_OPTION or 852
local ITEMQUALITY_COMMON = Enum.ItemQuality.Common or Enum.ItemQuality.Standard
local ITEMQUALITY_POOR = Enum.ItemQuality.Poor
local NUM_BAG_FRAMES = NUM_BAG_FRAMES or 4
local MAX_WATCHED_TOKENS = MAX_WATCHED_TOKENS or 20
local NUM_CONTAINER_FRAMES = NUM_CONTAINER_FRAMES or 13
local NUM_BANKGENERIC_SLOTS = NUM_BANKGENERIC_SLOTS or 28
local LE_ITEM_CLASS_QUESTITEM = LE_ITEM_CLASS_QUESTITEM or 12
local BINDING_NAME_TOGGLEKEYRING = BINDING_NAME_TOGGLEKEYRING
local BANK_TAB_DEPOSIT_ASSIGNMENTS = BANK_TAB_DEPOSIT_ASSIGNMENTS
local BANK_TAB_EXPANSION_ASSIGNMENT = BANK_TAB_EXPANSION_ASSIGNMENT
local BANK_TAB_EXPANSION_FILTER_LEGACY = BANK_TAB_EXPANSION_FILTER_LEGACY
local BANK_TAB_EXPANSION_FILTER_CURRENT = BANK_TAB_EXPANSION_FILTER_CURRENT

local BagIndex = Enum.BagIndex
local BANK_CONTAINER = BagIndex.Bank
local BACKPACK_CONTAINER = BagIndex.Backpack
local KEYRING_CONTAINER = BagIndex.Keyring
local REAGENT_CONTAINER = E.Retail and BagIndex.ReagentBag or math.huge
local CHARACTERBANK_TYPE = (Enum.BankType and Enum.BankType.Character) or 0
local WARBANDBANK_TYPE = (Enum.BankType and Enum.BankType.Account) or 2
local WARBAND_UNTIL_EQUIPPED = (Enum.ItemBind and Enum.ItemBind.ToBnetAccountUntilEquipped) or 9
local MAIL_INTERACTION = Enum.PlayerInteractionType.MailInfo

local BAG_FILTER_ASSIGN_TO = BAG_FILTER_ASSIGN_TO
local BAG_FILTER_CLEANUP = BAG_FILTER_CLEANUP
local BAG_FILTER_IGNORE = BAG_FILTER_IGNORE
local SELL_ALL_JUNK_ITEMS = SELL_ALL_JUNK_ITEMS_EXCLUDE_FLAG

local BagSlotFlags = Enum.BagSlotFlags
local FILTER_FLAG_TRADE_GOODS = (BagSlotFlags and BagSlotFlags.ClassProfessionGoods) or LE_BAG_FILTER_FLAG_TRADE_GOODS
local FILTER_FLAG_CONSUMABLES = (BagSlotFlags and BagSlotFlags.ClassConsumables) or LE_BAG_FILTER_FLAG_CONSUMABLES
local FILTER_FLAG_EQUIPMENT = (BagSlotFlags and BagSlotFlags.ClassEquipment) or LE_BAG_FILTER_FLAG_EQUIPMENT
local FILTER_FLAG_IGNORE = (BagSlotFlags and BagSlotFlags.DisableAutoSort) or LE_BAG_FILTER_FLAG_IGNORE_CLEANUP
local FILTER_FLAG_JUNK = (BagSlotFlags and BagSlotFlags.ClassJunk) or LE_BAG_FILTER_FLAG_JUNK
local FILTER_FLAG_QUEST = (BagSlotFlags and BagSlotFlags.ClassQuestItems) or 32 -- didnt exist
local FILTER_FLAG_JUNKSELL = (BagSlotFlags and BagSlotFlags.ExcludeJunkSell) or 64 -- didnt exist
local FILTER_FLAG_REAGENTS = (BagSlotFlags and BagSlotFlags.ClassReagents) or 128 -- didnt exist

local DEFAULT_ICON = 136511

local READY_TEX = [[Interface\RaidFrame\ReadyCheck-Ready]]
local NOT_READY_TEX = [[Interface\RaidFrame\ReadyCheck-NotReady]]

local BAG_FILTER_LABELS = BAG_FILTER_LABELS or {
	[FILTER_FLAG_EQUIPMENT] = BAG_FILTER_EQUIPMENT,
	[FILTER_FLAG_CONSUMABLES] = BAG_FILTER_CONSUMABLES,
	[FILTER_FLAG_TRADE_GOODS] = BAG_FILTER_TRADE_GOODS,
	[FILTER_FLAG_JUNK] = BAG_FILTER_JUNK,
	[FILTER_FLAG_QUEST] = BAG_FILTER_QUEST_ITEMS or AUCTION_CATEGORY_QUEST_ITEMS,
}

B.Dropdown = {}
B.CharacterBanks = {}
B.CharacterBankIndexs = {}

B.GearFilters = {
	FILTER_FLAG_IGNORE,
	FILTER_FLAG_EQUIPMENT,
	FILTER_FLAG_CONSUMABLES,
	FILTER_FLAG_TRADE_GOODS,
	FILTER_FLAG_JUNK
}

B.WarbandBanks = {
	[BagIndex.AccountBankTab_1 or 12] = 1,
	[BagIndex.AccountBankTab_2 or 13] = 2,
	[BagIndex.AccountBankTab_3 or 14] = 3,
	[BagIndex.AccountBankTab_4 or 15] = 4,
	[BagIndex.AccountBankTab_5 or 16] = 5
}

B.WarbandIndexs = {
	BagIndex.AccountBankTab_1 or 12,
	BagIndex.AccountBankTab_2 or 13,
	BagIndex.AccountBankTab_3 or 14,
	BagIndex.AccountBankTab_4 or 15,
	BagIndex.AccountBankTab_5 or 16
}

if E.Retail then
	B.CharacterBanks[BagIndex.CharacterBankTab_1 or 6] = 1
	B.CharacterBanks[BagIndex.CharacterBankTab_2 or 7] = 2
	B.CharacterBanks[BagIndex.CharacterBankTab_3 or 8] = 3
	B.CharacterBanks[BagIndex.CharacterBankTab_4 or 9] = 4
	B.CharacterBanks[BagIndex.CharacterBankTab_5 or 10] = 5
	B.CharacterBanks[BagIndex.CharacterBankTab_6 or 11] = 6

	tinsert(B.CharacterBankIndexs, BagIndex.CharacterBankTab_1 or 6)
	tinsert(B.CharacterBankIndexs, BagIndex.CharacterBankTab_2 or 7)
	tinsert(B.CharacterBankIndexs, BagIndex.CharacterBankTab_3 or 8)
	tinsert(B.CharacterBankIndexs, BagIndex.CharacterBankTab_4 or 9)
	tinsert(B.CharacterBankIndexs, BagIndex.CharacterBankTab_5 or 10)
	tinsert(B.CharacterBankIndexs, BagIndex.CharacterBankTab_6 or 11)

	tinsert(B.GearFilters, FILTER_FLAG_REAGENTS)
end

if not E.Classic then
	tinsert(B.GearFilters, FILTER_FLAG_QUEST)
	tinsert(B.GearFilters, FILTER_FLAG_JUNKSELL)
end

-- GLOBALS: ElvUIBags, ElvUIBagMover, ElvUIBankMover

local BANK_SPACE_OFFSET = E.Retail and 30 or 0
local CONTAINER_SPACING = 0
local CONTAINER_SCALE = 0.75
local BOTTOM_OFFSET = 8
local TOP_OFFSET = 50
local BIND_START, BIND_END

B.numTrackedTokens = 0
B.QuestSlots = {}
B.ItemLevelSlots = {}
B.BAG_FILTER_ICONS = {
	[FILTER_FLAG_EQUIPMENT] = E.Media.Textures.ChestPlate,		-- Interface\ICONS\INV_Chest_Plate10
	[FILTER_FLAG_CONSUMABLES] = E.Media.Textures.GreenPotion,	-- Interface\ICONS\INV_Potion_93
	[FILTER_FLAG_TRADE_GOODS] = E.Media.Textures.FabricSilk,	-- Interface\ICONS\INV_Fabric_Silk_02
	[FILTER_FLAG_JUNK] = E.Media.Textures.GoldCoins,			-- Interface\ICONS\INV_Misc_Coin_01
	[FILTER_FLAG_QUEST] = E.Media.Textures.Scroll,				-- Interface\ICONS\INV_Scroll_03
	[FILTER_FLAG_REAGENTS] = 132854								-- Interface\ICONS\INV_Enchant_DustArcane
}

B.BindText = {
	[Enum.ItemBind.OnAcquire or 1] = L["BoP"],
	[Enum.ItemBind.OnEquip or 2] = L["BoE"],
	[Enum.ItemBind.OnUse or 3] = L["BoU"],
	[Enum.ItemBind.ToBnetAccount or 8] = L["BoW"],
	[WARBAND_UNTIL_EQUIPPED] = L["WuE"]
}

local itemSpellID = {
	-- Deposit Anima: Infuse (value) stored Anima into your covenant's Reservoir.
	[347555] = 3,
	[345706] = 5,
	[336327] = 35,
	[336456] = 250,

	-- Deliver Relic: Submit your findings to Archivist Roh-Suir to generate (value) Cataloged Research.
	[356931] = 6,
	[356933] = 1,
	[356934] = 8,
	[356935] = 16,
	[356936] = 48,
	[356937] = 26,
	[356938] = 100,
	[356939] = 150,
	[356940] = 300
}

B.IsEquipmentSlot = {
	INVTYPE_HEAD = true,
	INVTYPE_NECK = true,
	INVTYPE_SHOULDER = true,
	INVTYPE_BODY = true,
	INVTYPE_CHEST = true,
	INVTYPE_WAIST = true,
	INVTYPE_LEGS = true,
	INVTYPE_FEET = true,
	INVTYPE_WRIST = true,
	INVTYPE_HAND = true,
	INVTYPE_FINGER = true,
	INVTYPE_TRINKET = true,
	INVTYPE_WEAPON = true,
	INVTYPE_SHIELD = true,
	INVTYPE_RANGED = true,
	INVTYPE_CLOAK = true,
	INVTYPE_2HWEAPON = true,
	INVTYPE_TABARD = true,
	INVTYPE_ROBE = true,
	INVTYPE_WEAPONMAINHAND = true,
	INVTYPE_WEAPONOFFHAND = true,
	INVTYPE_HOLDABLE = true,
	INVTYPE_THROWN = true,
	INVTYPE_RANGEDRIGHT = true,
}

if E.Wrath or E.Mists then
	B.IsEquipmentSlot.INVTYPE_RELIC = true
end

local bagIDs, bankIDs = {0, 1, 2, 3, 4}, {}
local bankOffset, maxBankSlots = (E.Classic or E.TBC or E.Wrath or E.Mists) and 4 or 5, E.Classic and 10 or 11
local bankEvents = {'BAG_UPDATE_DELAYED', 'BAG_UPDATE', 'BAG_CLOSED', 'BANK_BAG_SLOT_FLAGS_UPDATED'}
local bagEvents = {'BAG_UPDATE_DELAYED', 'BAG_UPDATE', 'BAG_CLOSED', 'ITEM_LOCK_CHANGED', 'BAG_SLOT_FLAGS_UPDATED', 'QUEST_ACCEPTED', 'QUEST_REMOVED'}
local presistentEvents = {
	BAG_SLOT_FLAGS_UPDATED = true,
	BANK_BAG_SLOT_FLAGS_UPDATED = true,
	BAG_UPDATE_DELAYED = true,
	BAG_UPDATE = true,
	BAG_CLOSED = true
}

if E.hasEditMode then
	tinsert(bagEvents, 'BAG_CONTAINER_UPDATE')
	tinsert(bankEvents, 'BAG_CONTAINER_UPDATE')

	presistentEvents.BAG_CONTAINER_UPDATE = true
end

if E.Retail then
	tinsert(bagIDs, REAGENT_CONTAINER)
else
	tinsert(bankIDs, -1)
	tinsert(bankEvents, 'PLAYERBANKBAGSLOTS_CHANGED')
	tinsert(bankEvents, 'PLAYERBANKSLOTS_CHANGED')

	presistentEvents.PLAYERBANKSLOTS_CHANGED = true
end

if E.Classic or E.TBC or E.Wrath then
	tinsert(bagIDs, KEYRING_CONTAINER)
end

for bankID = bankOffset + 1, maxBankSlots do
	tinsert(bankIDs, bankID)
end

do
	local GetBackpackCurrencyInfo = GetBackpackCurrencyInfo or C_CurrencyInfo.GetBackpackCurrencyInfo

	function B:GetBackpackCurrencyInfo(index)
		if _G.GetBackpackCurrencyInfo then
			local info = {}
			info.name, info.quantity, info.iconFileID, info.currencyTypesID = GetBackpackCurrencyInfo(index)
			return info
		else
			return GetBackpackCurrencyInfo(index)
		end
	end

	function B:GetContainerItemInfo(containerIndex, slotIndex)
		return GetContainerItemInfo(containerIndex, slotIndex) or {}
	end

	function B:GetContainerItemQuestInfo(containerIndex, slotIndex)
		return GetContainerItemQuestInfo(containerIndex, slotIndex)
	end
end

function B:GetContainerFrame(arg)
	if arg == true then
		return B.BankFrame
	elseif type(arg) == 'number' then
		for _, bagID in next, B.BankFrame.BagIDs do
			if bagID == arg then
				return B.BankFrame
			end
		end
	end

	return B.BagFrame
end

function B:Tooltip_Show()
	if GameTooltip:IsForbidden() then return end

	GameTooltip:SetOwner(self)
	GameTooltip:ClearLines()
	GameTooltip:AddLine(self.ttText)

	if self.ttText2 then
		if self.ttText2desc then
			GameTooltip:AddLine(' ')
			GameTooltip:AddDoubleLine(self.ttText2, self.ttText2desc, 1, 1, 1)
		else
			GameTooltip:AddLine(self.ttText2)
		end
	end

	if self.ttValue and self.ttValue() > 0 then
		GameTooltip:AddLine(E:FormatMoney(self.ttValue(), B.db.moneyFormat, not B.db.moneyCoins), 1, 1, 1)
	end

	GameTooltip:Show()
end

do
	local function GiveZero() return 0 end
	function B:DisableFrame(frame, noRight)
		frame:SetScript('OnShow', nil)
		frame:SetScript('OnHide', nil)
		frame:UnregisterAllEvents()
		frame:ClearAllPoints()

		-- bug with GetRight in GetContainerScale from UpdateContainerFrameAnchors because it has no points now
		frame.GetRight = (noRight and GiveZero) or nil

		hooksecurefunc(frame, 'SetPoint', frame.ClearAllPoints)
	end
end

function B:DisableBlizzard()
	B:DisableFrame(_G.BankFrame, true)

	for i = 1, NUM_CONTAINER_FRAMES do
		B:DisableFrame(_G['ContainerFrame'..i])
	end

	local combinedBag = _G.ContainerFrameCombinedBags
	if combinedBag then
		B:DisableFrame(combinedBag)

		-- this will fix itemButton being nil inside of UpdateItemLayout when first accessing a vendor then adding a bag
		combinedBag:RegisterEvent('BAG_CONTAINER_UPDATE')
	end
end

do
	local MIN_REPEAT_CHARACTERS = 3
	function B:SearchUpdate()
		local search = self:GetText()
		if self.Instructions then
			self.Instructions:SetShown(search == '')
		end

		if #search > MIN_REPEAT_CHARACTERS then
			local repeating = true
			for i = 1, MIN_REPEAT_CHARACTERS do
				local x, y = 0-i, -1-i
				if strsub(search, x, x) ~= strsub(search, y, y) then
					repeating = false
					break
				end
			end

			if repeating then
				B:SearchClear()
				return
			end
		end

		SetItemSearch(search)
	end
end

function B:SearchRefresh()
	local text = B.BagFrame.editBox:GetText()

	B:SearchClear()

	B.BagFrame.editBox:SetText(text)
end

function B:SearchClear()
	B.BagFrame.editBox:SetText('')
	B.BagFrame.editBox:ClearFocus()

	B.BankFrame.editBox:SetText('')
	B.BankFrame.editBox:ClearFocus()

	SetItemSearch('')
end

function B:UpdateItemDisplay()
	if not E.private.bags.enable then return end

	for _, bagFrame in next, B.BagFrames do
		for _, bag in next, bagFrame.Bags do
			for _, slot in ipairs(bag) do
				if B.db.itemLevel then
					B:UpdateItemLevel(slot)
				else
					slot.itemLevel:SetText('')
				end

				slot.itemLevel:ClearAllPoints()
				slot.itemLevel:Point(B.db.itemLevelPosition, B.db.itemLevelxOffset, B.db.itemLevelyOffset)
				slot.itemLevel:FontTemplate(LSM:Fetch('font', B.db.itemLevelFont), B.db.itemLevelFontSize, B.db.itemLevelFontOutline)

				if B.db.itemLevelCustomColorEnable then
					slot.itemLevel:SetTextColor(B.db.itemLevelCustomColor.r, B.db.itemLevelCustomColor.g, B.db.itemLevelCustomColor.b)
				else
					local r, g, b = E:GetItemQualityColor(slot.rarity)
					slot.itemLevel:SetTextColor(r, g, b)
				end

				slot.bindType:FontTemplate(LSM:Fetch('font', B.db.itemLevelFont), B.db.itemLevelFontSize, B.db.itemLevelFontOutline)

				slot.centerText:FontTemplate(LSM:Fetch('font', B.db.itemInfoFont), B.db.itemInfoFontSize, B.db.itemInfoFontOutline)
				slot.centerText:SetTextColor(B.db.itemInfoColor.r, B.db.itemInfoColor.g, B.db.itemInfoColor.b)

				slot.Count:ClearAllPoints()
				slot.Count:Point(B.db.countPosition, B.db.countxOffset, B.db.countyOffset)
				slot.Count:FontTemplate(LSM:Fetch('font', B.db.countFont), B.db.countFontSize, B.db.countFontOutline)
			end
		end
	end
end

function B:UpdateAllSlots(frame, first)
	for _, bagID in next, frame.BagIDs do
		local holder = first and frame.ContainerHolderByBagID[bagID]
		if holder then -- updates the slot icons on first open
			B:SetBagAssignments(holder)
		end

		B:UpdateBagSlots(frame, bagID)
	end
end

function B:UpdateAllBagSlots()
	if not E.private.bags.enable then return end

	for _, bagFrame in next, B.BagFrames do
		B:UpdateAllSlots(bagFrame)
	end
end

function B:IsItemEligibleForItemLevelDisplay(classID, subClassID, equipLoc, rarity)
	return (B.IsEquipmentSlot[equipLoc] or (classID == 3 and subClassID == 11)) and (rarity and rarity > 1)
end

-- We need to use Pawn here to show the icon, as Blizzard API doesnt work
function B:UpdateItemUpgradeIcon(slot)
	if not B.db.upgradeIcon or (not slot.isEquipment or not slot.itemLink) or not _G.PawnShouldItemLinkHaveUpgradeArrowUnbudgeted then
		slot.UpgradeIcon:SetShown(false)
		slot:SetScript('OnUpdate', nil)
		return
	end

	local isUpgrade = _G.PawnShouldItemLinkHaveUpgradeArrowUnbudgeted(slot.itemLink, true)
	if isUpgrade == nil then -- nil means not all the data was available to determine if this is an upgrade.
		slot.UpgradeIcon:SetShown(false)
		slot:SetScript('OnUpdate', B.UpgradeCheck_OnUpdate)
	else
		slot.UpgradeIcon:SetShown(isUpgrade)
		slot:SetScript('OnUpdate', nil)
	end
end

do
	local ITEM_UPGRADE_CHECK_TIME = 0.5
	function B:UpgradeCheck_OnUpdate(elapsed)
		self.timeSinceUpgradeCheck = (self.timeSinceUpgradeCheck or 0) + elapsed

		if self.timeSinceUpgradeCheck >= ITEM_UPGRADE_CHECK_TIME then
			self.timeSinceUpgradeCheck = 0

			B:UpdateItemUpgradeIcon(self)
		end
	end
end

function B:UpdateItemScrapIcon(slot)
	slot.ScrapIcon:SetShown(B.db.scrapIcon and C_Item_DoesItemExist(slot.itemLocation) and C_Item_CanScrapItem(slot.itemLocation))
end

function B:NewItemGlowSlotSwitch(slot, show)
	if slot and slot.newItemGlow then
		if show then
			slot.newItemGlow:Show()

			local bank = slot.bagFrame.isBank and B.BankFrame
			B:ShowItemGlow(bank or B.BagFrame, slot.newItemGlow)
		else
			slot.newItemGlow:Hide()

			-- also clear them on blizzard's side
			C_NewItems_RemoveNewItem(slot.BagID, slot.SlotID)
		end
	end
end

function B:BagFrameHidden(bagFrame)
	if not (bagFrame and bagFrame.BagIDs) then return end

	for _, bagID in next, bagFrame.BagIDs do
		local slotMax = B:GetContainerNumSlots(bagID)
		for slotID = 1, slotMax do
			B:NewItemGlowSlotSwitch(bagFrame.Bags[bagID][slotID])
		end
	end
end

function B:HideSlotItemGlow()
	B:NewItemGlowSlotSwitch(self)
end

function B:CheckSlotNewItem(slot, bagID, slotID)
	B:NewItemGlowSlotSwitch(slot, C_NewItems_IsNewItem(bagID, slotID))
end

function B:UpdateSlotColors(slot, isQuestItem, QuestID, isActiveQuest)
	local questColors, r, g, b, a = B.db.qualityColors and (isQuestItem or QuestID) and B.QuestColors[not isActiveQuest and 'questStarter' or 'questItem']
	local qR, qG, qB = E:GetItemQualityColor(slot.rarity)

	if slot.itemLevel then
		if B.db.itemLevelCustomColorEnable then
			slot.itemLevel:SetTextColor(B.db.itemLevelCustomColor.r, B.db.itemLevelCustomColor.g, B.db.itemLevelCustomColor.b)
		else
			slot.itemLevel:SetTextColor(qR, qG, qB)
		end
	end

	if slot.bindType then
		slot.bindType:SetTextColor(qR, qG, qB)
	end

	if questColors then
		r, g, b, a = unpack(questColors)
	elseif B.db.qualityColors and (slot.rarity and slot.rarity > ITEMQUALITY_COMMON) then
		r, g, b = qR, qG, qB
	else
		local bag = slot.bagFrame.Bags[slot.BagID]
		local colors = bag and ((B.db.specialtyColors and B.ProfessionColors[bag.type]) or (B.db.showAssignedColor and B.AssignmentColors[bag.assigned]))
		if colors then
			r, g, b, a = colors.r, colors.g, colors.b, colors.a
		end
	end

	if not a then a = 1 end
	slot.forcedBorderColors = r and {r, g, b, a}
	if not r then r, g, b = unpack(E.media.bordercolor) end

	slot.newItemGlow:SetVertexColor(r, g, b, a)
	slot:SetBackdropBorderColor(r, g, b, a)

	if B.db.colorBackdrop then
		local fadeAlpha = B.db.transparent and E.media.backdropfadecolor[4]
		slot:SetBackdropColor(r, g, b, fadeAlpha or a)
	else
		slot:SetBackdropColor(unpack(B.db.transparent and E.media.backdropfadecolor or E.media.backdropcolor))
	end
end

function B:GetItemQuestInfo(itemLink, bindType, itemClassID)
	if bindType == 4 or itemClassID == LE_ITEM_CLASS_QUESTITEM then
		return true, true
	else
		local isQuestItem, isStarterItem
		local info = E.ScanTooltip:GetHyperlinkInfo(itemLink)
		if info then
			for i = BIND_START, BIND_END do
				local line = info.lines[i]
				local text = line and line.leftText

				if E:NotSecretValue(text) then
					if not text or text == '' then break end
					if not isQuestItem and text == _G.ITEM_BIND_QUEST then isQuestItem = true end
					if not isStarterItem and text == _G.ITEM_STARTS_QUEST then isStarterItem = true end
				end
			end
		end

		E.ScanTooltip:Hide()

		return isQuestItem or isStarterItem, not isStarterItem
	end
end

function B:UpdateItemLevel(slot)
	if slot.itemLink and B.db.itemLevel then
		local canShowItemLevel = B:IsItemEligibleForItemLevelDisplay(slot.itemClassID, slot.itemSubClassID, slot.itemEquipLoc, slot.rarity)
		local iLvl = canShowItemLevel and C_Item_DoesItemExist(slot.itemLocation) and C_Item_GetCurrentItemLevel(slot.itemLocation)
		local isShown = iLvl and iLvl >= B.db.itemLevelThreshold

		B.ItemLevelSlots[slot] = isShown or nil

		if isShown then
			slot.itemLevel:SetText(iLvl)
		end
	else
		B.ItemLevelSlots[slot] = nil
	end
end

function B:UpdateSlot(frame, bagID, slotID)
	local bag = frame.Bags[bagID]
	local slot = bag and bag[slotID]
	if not slot then return end

	local info = B:GetContainerItemInfo(bagID, slotID)

	slot.name, slot.spellID, slot.itemID, slot.rarity, slot.locked, slot.readable, slot.itemLink, slot.isBound = nil, nil, info.itemID, info.quality, info.isLocked, info.isReadable, info.hyperlink, info.isBound
	slot.isQuestItem, slot.QuestID, slot.isActiveQuest = nil, nil, nil
	slot.isJunk = (slot.rarity and slot.rarity == ITEMQUALITY_POOR) and not info.hasNoValue
	slot.isEquipment, slot.junkDesaturate = nil, slot.isJunk and B.db.junkDesaturate
	slot.hasItem = (info.iconFileID and 1) or nil -- used for ShowInspectCursor

	SetItemButtonTexture(slot, (info.iconFileID ~= 4701874 and info.iconFileID) or E.Media.Textures.Invisible)
	SetItemButtonCount(slot, info.stackCount)
	SetItemButtonDesaturated(slot, slot.locked or slot.junkDesaturate)
	SetItemButtonQuality(slot, slot.rarity, slot.itemLink)

	slot.Count:SetTextColor(B.db.countFontColor.r, B.db.countFontColor.g, B.db.countFontColor.b)
	slot.itemLevel:SetText('')
	slot.bindType:SetText('')
	slot.centerText:SetText('')

	if bagID == KEYRING_CONTAINER then
		slot.keyringTexture:SetShown(not info.iconFileID)
	end

	if slot.itemLink then
		local _, spellID = GetItemSpell(slot.itemLink)
		local name, _, _, _, _, _, _, _, itemEquipLoc, _, _, itemClassID, itemSubClassID, bindType = GetItemInfo(slot.itemLink)
		slot.name, slot.spellID, slot.isEquipment, slot.itemEquipLoc, slot.itemClassID, slot.itemSubClassID = name, spellID, B.IsEquipmentSlot[itemEquipLoc], itemEquipLoc, itemClassID, itemSubClassID

		if E.Classic then
			slot.isBound = C_Item_IsBound(slot.itemLocation)
			slot.isQuestItem, slot.isActiveQuest = B:GetItemQuestInfo(slot.itemLink, bindType, itemClassID)
		else
			local questInfo = B:GetContainerItemQuestInfo(bagID, slotID)
			slot.isQuestItem, slot.QuestID, slot.isActiveQuest = questInfo.isQuestItem, questInfo.questID, questInfo.isActive
		end

		local WuE = E.Retail and bindType == 2 and C_Item_IsBoundToAccountUntilEquip(slot.itemLocation) and WARBAND_UNTIL_EQUIPPED
		local bindTo = (not slot.isBound and bindType ~= 1) and B.db.showBindType and B.BindText[WuE or bindType]
		if bindTo then slot.bindType:SetText(bindTo) end

		local mult = E.Retail and B.db.itemInfo and itemSpellID[spellID]
		if mult then
			slot.centerText:SetText(mult * info.stackCount)
		end

		if E.Retail then
			slot:RegisterEvent('COLOR_OVERRIDES_RESET')
			slot:RegisterEvent('COLOR_OVERRIDE_UPDATED')
		end

		slot:RegisterEvent('INVENTORY_SEARCH_UPDATE')
		slot.searchOverlay:SetShown(info.isFiltered)
	else
		if E.Retail then
			slot:UnregisterEvent('COLOR_OVERRIDES_RESET')
			slot:UnregisterEvent('COLOR_OVERRIDE_UPDATED')
		end

		slot:UnregisterEvent('INVENTORY_SEARCH_UPDATE')
		slot.searchOverlay:SetShown(false)
	end

	if slot.Cooldown then
		if slot.spellID then
			B:UpdateCooldown(slot)
			slot:RegisterEvent('SPELL_UPDATE_COOLDOWN')
		else
			slot.Cooldown:Hide()
			slot:UnregisterEvent('SPELL_UPDATE_COOLDOWN')
			SetItemButtonTextureVertexColor(slot, 1, 1, 1)
		end
	end

	if E.Retail then
		if slot.ScrapIcon then
			B:UpdateItemScrapIcon(slot)
		end

		-- Blizzards way to highlighting for Scrap, Rune Carving, Upgrade Items and whatever else
		slot:UpdateItemContextMatching()
	end

	B:UpdateItemLevel(slot)
	B:UpdateSlotColors(slot, slot.isQuestItem, slot.QuestID, slot.isActiveQuest)

	if slot.questIcon then slot.questIcon:SetShown(B.db.questIcon and ((E.Classic and slot.isQuestItem or slot.QuestID) and not slot.isActiveQuest)) end
	if slot.JunkIcon then slot.JunkIcon:SetShown(slot.isJunk and B.db.junkIcon) end
	if slot.UpgradeIcon then B:UpdateItemUpgradeIcon(slot) end -- Check if item is an upgrade and show/hide upgrade icon accordingly

	if B.db.newItemGlow then
		E:Delay(0.1, B.CheckSlotNewItem, B, slot, bagID, slotID)
	end

	if not frame.isBank then
		B.QuestSlots[slot] = slot.QuestID or nil
	end

	if not slot.hasItem and not GameTooltip:IsForbidden() and GameTooltip:GetOwner() == slot then
		GameTooltip:Hide()
	end
end

function B:GetContainerNumSlots(bagID)
	return (bagID == KEYRING_CONTAINER and GetKeyRingSize()) or GetContainerNumSlots(bagID)
end

function B:UpdateBagButtons()
	local playerCombat = UnitAffectingCombat('player')
	B.BagFrame.bagsButton:SetEnabled(not playerCombat)
	B.BagFrame.bagsButton:GetNormalTexture():SetDesaturated(playerCombat)
end

function B:UpdateBagSlots(frame, bagID)
	local slotMax = B:GetContainerNumSlots(bagID)
	for slotID = 1, slotMax do
		B:UpdateSlot(frame, bagID, slotID)
	end
end

function B:SortingFadeBags(bagFrame, sortingSlots)
	if not (bagFrame and bagFrame.BagIDs) then return end
	bagFrame.sortingSlots = sortingSlots

	if bagFrame.spinnerIcon and B.db.spinner.enable then
		local color = E:UpdateClassColor(B.db.spinner.color)
		E:StartSpinner(bagFrame.spinnerIcon, nil, nil, nil, nil, B.db.spinner.size, color.r, color.g, color.b)
	end

	for _, bagID in next, bagFrame.BagIDs do
		local slotMax = B:GetContainerNumSlots(bagID)
		for slotID = 1, slotMax do
			bagFrame.Bags[bagID][slotID].searchOverlay:SetShown(true)
		end
	end
end

function B:InventorySearchUpdate(slot)
	if not slot.BagID or not slot.SlotID then return end

	local info = B:GetContainerItemInfo(slot.BagID, slot.SlotID)
	slot.searchOverlay:SetShown(info.isFiltered)
end

function B:Slot_OnEvent(event, arg1)
	if event == 'SPELL_UPDATE_COOLDOWN' then
		B:UpdateCooldown(self)
	elseif event == 'INVENTORY_SEARCH_UPDATE' then
		B:InventorySearchUpdate(self)
	elseif event == 'COLOR_OVERRIDES_RESET' then -- no clue why a delay is needed here
		E:Delay(0.1, B.UpdateSlotColors, B, self, self.isQuestItem, self.QuestID, self.isActiveQuest)
	elseif event == 'COLOR_OVERRIDE_UPDATED' then
		if self.rarity == arg1 then
			B:UpdateSlotColors(self, self.isQuestItem, self.QuestID, self.isActiveQuest)
		end
	end
end

function B:Slot_OnEnter()
	B.HideSlotItemGlow(self)

	-- bag keybind support from actionbar module
	if E.private.actionbar.enable then
		AB:BindUpdate(self, 'BAG')
	end
end

function B:Slot_OnLeave() end

function B:Holder_OnReceiveDrag()
	PutItemInBag(self.isBank and self:GetInventorySlot() or self:GetID())
end

function B:Holder_OnDragStart()
	PickupBagFromSlot(self.isBank and self:GetInventorySlot() or self:GetID())
end

function B:Holder_OnClick(button)
	if self.BagID == BACKPACK_CONTAINER then
		B:BagItemAction(button, self, PutItemInBackpack)
	elseif self.BagID == KEYRING_CONTAINER then
		B:BagItemAction(button, self, PutKeyInKeyRing)
	elseif self.isBank then
		B:BagItemAction(button, self, PutItemInBag, self:GetInventorySlot())
	else
		B:BagItemAction(button, self, PutItemInBag, self:GetID())
	end
end

function B:Holder_OnEnter()
	if not self.bagFrame then return end

	B:SetSlotAlphaForBag(self.bagFrame, self.BagID)

	if not GameTooltip:IsForbidden() then
		GameTooltip:SetOwner(self, 'ANCHOR_LEFT')

		if self.BagID == BACKPACK_CONTAINER then
			local kb = GetBindingKey('TOGGLEBACKPACK')
			GameTooltip:AddLine(kb and format('%s |cffffd200(%s)|r', _G.BACKPACK_TOOLTIP, kb) or _G.BACKPACK_TOOLTIP, 1, 1, 1)
		elseif self.BagID == BANK_CONTAINER then
			GameTooltip:AddLine(_G.BANK, 1, 1, 1)
		elseif self.BagID == KEYRING_CONTAINER then
			GameTooltip:AddLine(_G.KEYRING, 1, 1, 1)
		elseif self.bag.numSlots == 0 then
			GameTooltip:AddLine(self.BagID == REAGENT_CONTAINER and _G.EQUIP_CONTAINER_REAGENT or _G.EQUIP_CONTAINER, 1, 1, 1)
		elseif self.isBank then
			GameTooltip:SetInventoryItem('player', self:GetInventorySlot())
		else
			GameTooltip:SetInventoryItem('player', self:GetID())
		end

		GameTooltip:AddLine(' ')
		GameTooltip:AddLine(L["Left Click to Toggle Bag"], .8, .8, .8)

		if E.Retail then
			GameTooltip:AddLine(L["Right Click to Open Menu"], .8, .8, .8)
		end

		GameTooltip:Show()
	end
end

function B:Holder_OnLeave()
	if not self.bagFrame then return end

	B:ResetSlotAlphaForBags(self.bagFrame)

	if not GameTooltip:IsForbidden() then
		GameTooltip:Hide()
	end
end

function B:UpdateCooldown(slot)
	local start, duration, enabled = GetContainerItemCooldown(slot.BagID, slot.SlotID)
	if duration and duration > 0 and enabled == 0 then
		SetItemButtonTextureVertexColor(slot, 0.4, 0.4, 0.4)
	else
		SetItemButtonTextureVertexColor(slot, 1, 1, 1)
	end

	local cd = slot.Cooldown
	if not cd then return end

	if duration and duration > 0 and enabled == 1 then
		local newStart, newDuration = not cd.start or cd.start ~= start, not cd.duration or cd.duration ~= duration
		if newStart or newDuration then
			cd:SetCooldown(start, duration)

			cd.start = start
			cd.duration = duration
		end
	else
		cd:Hide()
	end
end

function B:SetSlotAlphaForBag(f, bagID)
	for id, bag in next, f.Bags do
		bag:SetAlpha(bagID == id and 1 or .1)
	end
end

function B:ResetSlotAlphaForBags(f)
	for _, bag in next, f.Bags do
		bag:SetAlpha(1)
	end
end

function B:Dropdown_Cleanup_IsSelected()
	local holder = B.Dropdown.holder
	if holder then
		if self == FILTER_FLAG_IGNORE then
			return B:IsSortIgnored(holder.BagID)
		elseif self == FILTER_FLAG_JUNKSELL then
			return GetBagSlotFlag(holder.BagID, self)
		end
	end
end

function B:Dropdown_Cleanup_SetSelected()
	local holder = B.Dropdown.holder
	if holder then
		local value = not B.Dropdown_Cleanup_IsSelected(self)
		if holder.BagID == BANK_CONTAINER then
			SetBankAutosortDisabled(value)
		elseif holder.BagID == BACKPACK_CONTAINER then
			SetBackpackAutosortDisabled(value)
		else
			SetBagSlotFlag(holder.BagID, self, value)
		end

		B.Dropdown.holder = nil
	end
end

function B:Dropdown_Cleanup_CreateButtons(root)
	root:CreateTitle(BAG_FILTER_IGNORE)

	local cleanup = root:CreateCheckbox(BAG_FILTER_CLEANUP, B.Dropdown_Cleanup_IsSelected, B.Dropdown_Cleanup_SetSelected, FILTER_FLAG_IGNORE)
	cleanup:SetResponse(_G.MenuResponse.Close)

	local selljunk = root:CreateCheckbox(SELL_ALL_JUNK_ITEMS, B.Dropdown_Cleanup_IsSelected, B.Dropdown_Cleanup_SetSelected, FILTER_FLAG_JUNKSELL)
	selljunk:SetResponse(_G.MenuResponse.Close)
end

function B:Dropdown_Cleanup_SetMenu(root)
	root:SetTag('ELVUI_BAG_FLAGS_MENU')

	B:Dropdown_Cleanup_CreateButtons(root)
end

function B:Dropdown_Flags_IsSelected()
	local holder = B.Dropdown.holder
	if holder then
		return B:GetFilterFlagInfo(holder.BagID, holder.isBank) == self
	end
end

function B:Dropdown_Flags_SetSelected()
	local holder = B.Dropdown.holder
	if holder then
		local value = not B.Dropdown_Flags_IsSelected(self)
		return B:Dropdown_SetFilterFlag(holder.BagID, self, value)
	end
end

function B:Dropdown_Flags_CreateButtons(root)
	root:CreateTitle(BAG_FILTER_ASSIGN_TO)

	for _, flag in next, B.GearFilters do
		local name = BAG_FILTER_LABELS[flag]
		if name then
			local checkbox = root:CreateCheckbox(name, B.Dropdown_Flags_IsSelected, B.Dropdown_Flags_SetSelected, flag)
			checkbox:SetResponse(_G.MenuResponse.Close)
		end
	end
end

function B:Dropdown_Flags_SetMenu(root)
	root:SetTag('ELVUI_BAG_FLAGS_MENU')

	B:Dropdown_Flags_CreateButtons(root)
	B:Dropdown_Cleanup_CreateButtons(root)
end

function B:Dropdown_SetFilterFlag(bagID, flag, value)
	B.Dropdown.holder = nil

	local canAssign = bagID ~= BACKPACK_CONTAINER and bagID ~= BANK_CONTAINER and bagID ~= REAGENT_CONTAINER
	return canAssign and SetBagSlotFlag(bagID, flag, value)
end

function B:Dropdown_OpenMenu(frame, cleanup)
	_G.MenuUtil.CreateContextMenu(frame, cleanup and B.Dropdown_Cleanup_SetMenu or B.Dropdown_Flags_SetMenu)
end

function B:OpenBagFlagsMenu(holder)
	B.Dropdown.holder = holder

	B:Dropdown_OpenMenu(holder, holder.BagID == BACKPACK_CONTAINER or holder.BagID == REAGENT_CONTAINER)
end

function B:IsSortIgnored(bagID)
	if bagID == BANK_CONTAINER then
		return GetBankAutosortDisabled()
	elseif bagID == BACKPACK_CONTAINER then
		return GetBackpackAutosortDisabled()
	else
		return GetBagSlotFlag(bagID, FILTER_FLAG_IGNORE)
	end
end

function B:GetFilterFlagInfo(bagID) -- arg2 is isBank
	for _, flag in next, B.GearFilters do
		if flag ~= FILTER_FLAG_IGNORE and flag ~= FILTER_FLAG_JUNKSELL then
			local canAssign = bagID ~= BACKPACK_CONTAINER and bagID ~= BANK_CONTAINER and bagID ~= REAGENT_CONTAINER
			if canAssign and GetBagSlotFlag(bagID, flag) then
				return flag, B.BAG_FILTER_ICONS[flag], B.AssignmentColors[flag]
			end
		end
	end
end

function B:GetBagAssignedInfo(holder, isBank)
	local active, icon, color = B:GetFilterFlagInfo(holder.BagID, isBank)

	if holder.filterIcon then
		holder.filterIcon:SetTexture(icon)
		holder.filterIcon:SetShown(active and B.db.showAssignedIcon)
	end

	if active and color then
		holder:SetBackdropBorderColor(color.r, color.g, color.b, color.a)
		holder.forcedBorderColors = {color.r, color.g, color.b, color.a}

		return active
	else
		holder:SetBackdropBorderColor(unpack(E.media.bordercolor))
		holder.forcedBorderColors = nil
	end
end

function B:FilterIconShown(show)
	if self.FilterBackdrop then
		self.FilterBackdrop:SetShown(show)
	end
end

function B:CreateFilterIcon(parent)
	if parent.filterIcon then
		return parent.filterIcon
	end

	--Create the texture showing the assignment type
	local FilterBackdrop = CreateFrame('Frame', nil, parent)
	FilterBackdrop:Point('TOPLEFT', parent, 'TOPLEFT', E.Border, -E.Border)
	FilterBackdrop:SetTemplate()
	FilterBackdrop:Size(20)

	parent.filterIcon = FilterBackdrop:CreateTexture(nil, 'OVERLAY')
	parent.filterIcon:SetTexture(E.Media.Textures.GreenPotion)
	parent.filterIcon:SetTexCoords()
	parent.filterIcon:SetInside()
	parent.filterIcon.FilterBackdrop = FilterBackdrop

	hooksecurefunc(parent.filterIcon, 'SetShown', B.FilterIconShown)
	parent.filterIcon:SetShown(false)
end

function B:LayoutCustomSlots(f, bankID, buttonSize, buttonSpacing, bagSpacing, numColumns, numRows, lastSlot, lastRow, totalSlots, tabSplit)
	if not totalSlots or tabSplit then totalSlots = 0 end
	if not numRows then numRows = 1 end

	local bag = f.Bags[bankID]
	for slotID, slot in ipairs(bag) do
		totalSlots = totalSlots + 1

		slot:ClearAllPoints()
		slot:SetSize(buttonSize, buttonSize)

		local prevSlot = (slotID ~= 1 and bag[slotID - 1]) or (slotID == 1 and lastSlot)
		if prevSlot then
			if (totalSlots - 1) % numColumns == 0 then
				slot:Point('TOP', lastRow, 'BOTTOM', 0, -(buttonSpacing + (totalSlots == 1 and bagSpacing or 0)))
				lastRow = slot
				numRows = numRows + 1
			else
				slot:Point('LEFT', prevSlot, 'RIGHT', buttonSpacing, 0)
			end
		else
			slot:Point('TOPLEFT', f.holderFrame, 0, -BANK_SPACE_OFFSET)
			lastRow = slot
		end

		lastSlot = slot
	end

	return numRows, lastSlot, lastRow, totalSlots
end

function B:LayoutCustomBank(f, bankID, buttonSize, buttonSpacing, numColumns, bankIndex, bankType)
	local isWarband = bankType == WARBANDBANK_TYPE
	local key = isWarband and 'WarbandTabs' or 'BankTabs'
	local keySplit = isWarband and 'warband' or 'bank'

	local tabs = isWarband and f.WarbandTabs or f.BankTabs
	if tabs then
		B:BankTabs_CheckCover(tabs, bankType)

		tabs.cover.text:SetWidth((isWarband and B.db.warbandWidth or B.db.bankWidth) - 40)
		tabs.cover.text:SetText(isWarband and _G.ACCOUNT_BANK_TAB_PURCHASE_PROMPT or _G.CHARACTER_BANK_TAB_PURCHASE_PROMPT)
	end

	local data = B:BankTab_PurchasedData(bankType)
	local combined = B.db[isWarband and 'warbandCombined' or 'bankCombined']
	local isSplit, bagSpacing, numSpaced, numRows, lastSlot, lastRow, totalSlots = B.db.split[keySplit], B.db.split[isWarband and 'warbandSpacing' or 'bankSpacing'], 0, 0
	for index, tabID in next, (isWarband and B.WarbandIndexs) or B.CharacterBankIndexs do
		B:BankTabs_UpdateIcon(f, tabID, data)

		local showTab = combined and data[tabID]
		f[key..index]:SetShown(showTab)

		if showTab then
			local tabSplit = isSplit and B.db.split[keySplit..tabID]
			if tabSplit then numSpaced = numSpaced + 1 end
			if numRows == 0 then numRows = 1 end

			numRows, lastSlot, lastRow, totalSlots = B:LayoutCustomSlots(f, tabID, buttonSize, buttonSpacing, bagSpacing, numColumns, numRows, lastSlot, lastRow, totalSlots, tabSplit)
		end
	end

	if combined then
		return numRows, numSpaced > 0 and (numSpaced * bagSpacing) or 0
	else
		f[key..bankIndex]:Show() -- the only one we show
	end

	local slotRows = B:LayoutCustomSlots(f, bankID, buttonSize, buttonSpacing, 0, numColumns)
	return slotRows, 0
end

function B:Layout(isBank)
	if not E.private.bags.enable then return end

	local f = B:GetContainerFrame(isBank)
	if not f then return end

	local lastButton, lastRowButton
	local numContainerRows, numBags, numBagSlots = 0, 0, 0
	local bankSpaceOffset = isBank and BANK_SPACE_OFFSET or 0
	local warbandIndex = isBank and B.WarbandBanks[B.BankTab]
	local characterIndex = isBank and B.CharacterBanks[B.BankTab]
	local buttonSpacing = warbandIndex and B.db.warbandButtonSpacing or (isBank and B.db.bankButtonSpacing) or B.db.bagButtonSpacing
	local buttonSize = E:Scale(warbandIndex and B.db.warbandSize or (isBank and B.db.bankSize) or B.db.bagSize)
	local containerWidth = warbandIndex and B.db.warbandWidth or (isBank and B.db.bankWidth) or B.db.bagWidth
	local numContainerColumns = floor(containerWidth / (buttonSize + buttonSpacing))
	local holderWidth = ((buttonSize + buttonSpacing) * numContainerColumns) - buttonSpacing
	local bagSpacing = isBank and B.db.split.bankSpacing or B.db.split.bagSpacing
	local professionSplit = (not E.Retail and isBank and B.db.split.alwaysProfessionBank) or B.db.split.alwaysProfessionBags
	local isSplit = B.db.split[isBank and 'bank' or 'player']
	local reverseSlots = B.db.reverseSlots

	f.totalSlots = 0
	f.holderFrame:SetWidth(holderWidth)

	if not isBank then
		local currencies = f.currencyButton
		if B.numTrackedTokens == 0 then
			if f.bottomOffset > BOTTOM_OFFSET then
				f.bottomOffset = BOTTOM_OFFSET
			end
		else
			local currentRow = 1

			if E.Retail then
				local rowWidth = 0
				for i = 1, B.numTrackedTokens do
					local token = currencies[i]
					if not token then return end

					local tokenWidth = token.text:GetWidth() + 28
					rowWidth = rowWidth + tokenWidth
					if rowWidth > (B.db.bagWidth - (B.db.bagButtonSpacing * 4)) then
						currentRow = currentRow + 1
						rowWidth = tokenWidth
					end

					token:ClearAllPoints()

					if i == 1 then
						token:Point('TOPLEFT', currencies, 1, -3)
					elseif rowWidth == tokenWidth then
						token:Point('TOPLEFT', currencies, 1 , -3 -(24 * (currentRow - 1)))
					else
						token:Point('TOPLEFT', currencies, rowWidth - tokenWidth , -3 - (24 * (currentRow - 1)))
					end
				end
			else
				local c1, c2, c3 = unpack(currencies)
				if B.numTrackedTokens == 1 then
					c1:Point('BOTTOM', currencies, -c1.text:GetWidth() * 0.5, 3)
				elseif B.numTrackedTokens == 2 then
					c1:Point('BOTTOM', currencies, -c1.text:GetWidth() - (c1:GetWidth() * 3), 3)
					c2:Point('BOTTOMLEFT', currencies, 'BOTTOM', c2:GetWidth() * 3, 3)
				else
					c1:Point('BOTTOMLEFT', currencies, 3, 3)
					c2:Point('BOTTOM', currencies, -c2.text:GetWidth() / 3, 3)
					c3:Point('BOTTOMRIGHT', currencies, -c3.text:GetWidth() - (c3:GetWidth() * 0.5), 3)
				end
			end

			local height = 24 * currentRow
			currencies:Height(height)

			local offset = height + BOTTOM_OFFSET
			if f.bottomOffset ~= offset then
				f.bottomOffset = offset
			end
		end
	end

	for _, bagID in next, f.BagIDs do
		if not B.WarbandBanks[bagID] and not B.CharacterBanks[bagID] then
			local bag = f.Bags[bagID]
			local numSlots = B:GetContainerNumSlots(bagID)
			local bagShown = numSlots > 0 and B:IsBagShown(bagID)

			bag.numSlots = numSlots
			bag:SetShown(bagShown)

			if bagShown then
				for slotID, slot in ipairs(bag) do
					slot:SetShown(slotID <= numSlots)
				end

				local mainBag = bagID ~= BANK_CONTAINER or bagID ~= BACKPACK_CONTAINER
				local doSplit = B.db.split['bag'..bagID] or (professionSplit and B.ProfessionColors[bag.type])
				local splitBag = isSplit and not not (mainBag and doSplit)

				for slotID = 1, numSlots do
					f.totalSlots = f.totalSlots + 1

					local slot = bag[slotID]
					slot:SetID(slotID)
					slot:SetSize(buttonSize, buttonSize)

					if slot.filterIcon then
						slot.filterIcon.FilterBackdrop:SetSize(buttonSize, buttonSize)
					end

					slot.JunkIcon:SetSize(buttonSize * 0.5, buttonSize * 0.5)

					if slot:GetPoint() then
						slot:ClearAllPoints()
					end

					if lastButton then
						local anchorPoint, relativePoint = (reverseSlots and 'BOTTOM' or 'TOP'), (reverseSlots and 'TOP' or 'BOTTOM')
						if splitBag and slotID == 1 then
							slot:Point(anchorPoint, lastRowButton, relativePoint, 0, reverseSlots and (buttonSpacing + bagSpacing) or -(buttonSpacing + bagSpacing))
							lastRowButton = slot
							numContainerRows = numContainerRows + 1
							numBags = numBags + 1
							numBagSlots = 0
						elseif isSplit and numBagSlots % numContainerColumns == 0 then
							slot:Point(anchorPoint, lastRowButton, relativePoint, 0, reverseSlots and buttonSpacing or -buttonSpacing)
							lastRowButton = slot
							numContainerRows = numContainerRows + 1
						elseif (not isSplit) and (f.totalSlots - 1) % numContainerColumns == 0 then
							slot:Point(anchorPoint, lastRowButton, relativePoint, 0, reverseSlots and buttonSpacing or -buttonSpacing)
							lastRowButton = slot
							numContainerRows = numContainerRows + 1
						else
							anchorPoint, relativePoint = (reverseSlots and 'RIGHT' or 'LEFT'), (reverseSlots and 'LEFT' or 'RIGHT')
							slot:Point(anchorPoint, lastButton, relativePoint, reverseSlots and -buttonSpacing or buttonSpacing, 0)
						end
					else
						local anchorPoint = reverseSlots and 'BOTTOMRIGHT' or 'TOPLEFT'
						slot:Point(anchorPoint, f.holderFrame, anchorPoint, 0, (reverseSlots and f.bottomOffset - BOTTOM_OFFSET or 0) - (reverseSlots and 2 or bankSpaceOffset))
						lastRowButton = slot
						numContainerRows = numContainerRows + 1
					end

					lastButton = slot
					numBagSlots = numBagSlots + 1
				end
			end
		end
	end

	local bankSplitOffset
	if E.Retail and isBank then
		if warbandIndex then
			numContainerRows, bankSplitOffset = B:LayoutCustomBank(f, B.BankTab, buttonSize, buttonSpacing, numContainerColumns, warbandIndex, WARBANDBANK_TYPE)
		elseif characterIndex then
			numContainerRows, bankSplitOffset = B:LayoutCustomBank(f, B.BankTab, buttonSize, buttonSpacing, numContainerColumns, characterIndex, CHARACTERBANK_TYPE)
		end
	end

	local splitOffset = bankSplitOffset or (isSplit and (numBags * bagSpacing)) or 0
	local buttonsHeight = (((buttonSize + buttonSpacing) * numContainerRows) - buttonSpacing)
	f:SetSize(containerWidth, buttonsHeight + f.topOffset + bankSpaceOffset + f.bottomOffset + splitOffset)
	f:SetFrameStrata(B.db.strata or 'HIGH')
end

function B:TotalSlotsChanged(bagFrame)
	local total = 0
	for _, bagID in next, bagFrame.BagIDs do
		total = total + B:GetContainerNumSlots(bagID)
	end

	return bagFrame.totalSlots ~= total
end

function B:PLAYER_AVG_ITEM_LEVEL_UPDATE()
	for slot in next, B.ItemLevelSlots do
		B:UpdateItemLevel(slot)
	end
end

function B:UpdateLayouts()
	B:Layout()
	B:Layout(true)
end

function B:UpdateLayout(frame)
	for index in next, frame.BagIDs do
		B:SetBagAssignments(frame.ContainerHolder[index])
	end
end

function B:UpdateBankBagIcon(holder)
	if not holder then return end

	BankFrameItemButton_Update(holder)

	local numSlots = GetNumBankSlots()
	local color = ((holder.index - 1) <= numSlots) and 1 or 0.1
	holder.icon:SetVertexColor(1, color, color)
end

function B:SetBagAssignments(holder, skip)
	if not holder then return true end

	local frame, bag = holder.frame, holder.bag
	holder:Size(frame.isBank and B.db.bankSize or B.db.bagSize)

	if holder.BagID == KEYRING_CONTAINER then
		bag.type = B.BagIndice.keyring
	elseif holder.BagID == REAGENT_CONTAINER then
		bag.type = B.BagIndice.reagent
	else
		bag.type = select(2, GetContainerNumFreeSlots(holder.BagID))
		bag.assigned = B:GetBagAssignedInfo(holder, frame.isBank)
	end

	if not skip and B:TotalSlotsChanged(frame) then
		B:Layout(frame.isBank)
	end

	if not E.Retail and frame.isBank and frame:IsShown() then
		if holder.BagID ~= BANK_CONTAINER then
			B:UpdateBankBagIcon(holder)
		end

		local containerID = holder.index - 1
		if containerID > GetNumBankSlots() then
			SetItemButtonTextureVertexColor(holder, 1, .1, .1)
			holder.tooltipText = _G.BANK_BAG_PURCHASE

			if not frame.notPurchased[containerID] then
				frame.notPurchased[containerID] = holder
			end
		else
			SetItemButtonTextureVertexColor(holder, 1, 1, 1)
			holder.tooltipText = ''
		end
	end
end

function B:UpdateDelayedContainer(frame)
	for bagID, container in next, frame.DelayedContainers do
		if bagID ~= BACKPACK_CONTAINER then
			B:SetBagAssignments(container)
		end

		local bag = frame.Bags[bagID]
		if bag and bag.needsUpdate then
			B:UpdateBagSlots(frame, bagID)
			bag.needsUpdate = nil
		end

		frame.DelayedContainers[bagID] = nil
	end
end

function B:DelayedContainer(bagFrame, event, bagID)
	local holder = bagID and bagFrame.ContainerHolderByBagID[bagID]
	if not holder then return end

	bagFrame.DelayedContainers[bagID] = holder

	if event == 'BAG_CLOSED' then -- let it call layout
		bagFrame.totalSlots = 0
	else
		bagFrame.Bags[bagID].needsUpdate = true
	end
end

function B:Container_OnEvent(event, ...)
	if event == 'PLAYERBANKBAGSLOTS_CHANGED' then
		local containerID, holder = next(self.notPurchased)
		if containerID then
			B:SetBagAssignments(holder, true)
			self.notPurchased[containerID] = nil
		end
	elseif event == 'PLAYERBANKSLOTS_CHANGED' then
		local slotID = ...
		local index = (slotID <= NUM_BANKGENERIC_SLOTS) and BANK_CONTAINER or (slotID - NUM_BANKGENERIC_SLOTS)
		local default = index == BANK_CONTAINER
		local bagID = self.BagIDs[default and 1 or index+1]
		if not bagID then return end

		if self:IsShown() then -- when its shown we only want to update the default bank bags slot
			if default then -- the other bags are handled by BAG_UPDATE
				B:UpdateSlot(B.BankFrame, bagID, slotID)
			end
		else
			local bag = self.Bags[bagID]
			self.staleBags[bagID] = bag

			if default then
				bag.staleSlots[slotID] = true
			end
		end
	elseif event == 'BAG_CONTAINER_UPDATE' then
		B:UpdateContainerIcons()
	elseif event == 'BAG_UPDATE' or event == 'BAG_CLOSED' then
		if not self.isBank or self:IsShown() then
			local id = ...
			if B.WarbandBanks[id] then
				B:UpdateBagSlots(self, id)
			else
				B:DelayedContainer(self, event, id)
			end
		end
	elseif event == 'BAG_UPDATE_DELAYED' then
		B:UpdateDelayedContainer(self)
	elseif event == 'BANK_BAG_SLOT_FLAGS_UPDATED' or event == 'BAG_SLOT_FLAGS_UPDATED' then
		local id = ...+1 -- yes
		B:SetBagAssignments(self.ContainerHolder[id], true)
		B:UpdateBagSlots(self, self.BagIDs[id])
	elseif (event == 'QUEST_ACCEPTED' or event == 'QUEST_REMOVED') and self:IsShown() then
		for slot in next, B.QuestSlots do
			B:UpdateSlot(self, slot.BagID, slot.SlotID)
		end
	elseif event == 'ITEM_LOCK_CHANGED' then
		B:UpdateSlot(self, ...)
	end
end

function B:UpdateTokensIfVisible()
	if B.BagFrame:IsVisible() then
		B:UpdateTokens()
	end
end

function B:UpdateTokens()
	local bagFrame = B.BagFrame
	local currencies = bagFrame.currencyButton
	for _, button in ipairs(currencies) do
		button:Hide()
	end

	local currencyFormat = B.db.currencyFormat
	local numCurrencies = (currencyFormat ~= 'NONE' and MAX_WATCHED_TOKENS) or 0

	local numTokens = 0
	for i = 1, numCurrencies do
		local info = B:GetBackpackCurrencyInfo(i)
		if not (info and info.name) then break end

		local button = currencies[i]
		button.currencyID = info.currencyTypesID
		button:Show()

		if (E.Wrath or E.Mists) and button.currencyID then
			local tokens = _G.TokenFrameContainer.buttons
			if tokens then
				for _, token in next, tokens do
					if token.itemID == button.currencyID then
						button.index = token.index
						break
					end
				end
			end
		end

		local icon = button.icon or button.Icon
		icon:SetTexture(info.iconFileID)

		if B.db.currencyFormat == 'ICON_TEXT' then
			button.text:SetText(info.name..': '..BreakUpLargeNumbers(info.quantity))
		elseif B.db.currencyFormat == 'ICON_TEXT_ABBR' then
			button.text:SetText(E:AbbreviateString(info.name)..': '..BreakUpLargeNumbers(info.quantity))
		elseif B.db.currencyFormat == 'ICON' then
			button.text:SetText(BreakUpLargeNumbers(info.quantity))
		end

		numTokens = numTokens + 1
	end

	if numTokens ~= B.numTrackedTokens then
		B.numTrackedTokens = numTokens
		B:Layout()
	end
end

function B:UpdateGoldText()
	if E.Retail then
		B.BankFrame.goldText:SetShown(true)
		B.BankFrame.goldText:SetText(E:FormatMoney(FetchDepositedMoney(WARBANDBANK_TYPE), B.db.moneyFormat, not B.db.moneyCoins))
	end

	B.BagFrame.goldText:SetShown(B.db.moneyFormat ~= 'HIDE')
	B.BagFrame.goldText:SetText(E:FormatMoney(GetMoney() - GetCursorMoney() - GetPlayerTradeMoney(), B.db.moneyFormat, not B.db.moneyCoins))
end

-- These items should not be destroyed/sold automatically
B.ExcludeGrays = E.Retail and {
	[3300] = "Rabbit's Foot",
	[3670] = "Large Slimy Bone",
	[6150] = "A Frayed Knot",
	[11406] = "Rotting Bear Carcass",
	[11944] = "Dark Iron Baby Booties",
	[25402] = "The Stoppable Force",
	[30507] = "Lucky Rock",
	[36812] = "Ground Gear",
	[62072] = "Robble's Wobbly Staff",
	[67410] = "Very Unlucky Rock",
	[190382] = "Warped Pocket Dimension",
	[226681] = "Sizzling Cinderpollen"
} or { -- TBC and Classic
	[32888] = "The Relics of Terokk",
	[28664] = "Nitrin's Instructions",
}

-- Vendors to avoid selling to
B.ExcludeVendors = {
	[113831] = "Auto-Hammer",
	[100995] = "Auto-Hammer"
}

function B:SkipAquiredTransmog(itemLink) -- currently unused
	local appearanceID, modifiedID = C_TransmogCollection_GetItemInfo(itemLink)
	return not appearanceID or (modifiedID and C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance(modifiedID))
end

function B:GetGrays(vendor)
	local value = 0

	for bagID = 0, 4 do
		for slotID = 1, B:GetContainerNumSlots(bagID) do
			local info = B:GetContainerItemInfo(bagID, slotID)
			local itemLink = info.hyperlink
			if itemLink and not info.hasNoValue and not B.ExcludeGrays[info.itemID] then
				local _, _, rarity, _, _, _, _, _, _, _, itemPrice, classID, _, bindType = GetItemInfo(itemLink)

				-- rarity:0 is grey items; Quest can be classID:12 or bindType:4
				if (rarity and rarity == 0) and (classID ~= 12 or bindType ~= 4) then
					local stackCount = info.stackCount or 1
					local stackPrice = itemPrice * stackCount

					if vendor then
						tinsert(B.SellFrame.Info.itemList, {bagID, slotID, itemLink, stackCount, stackPrice})
					elseif stackPrice > 0 then
						value = value + stackPrice
					end
				end
			end
		end
	end

	return value
end

function B:GetGraysValue()
	return B:GetGrays()
end

function B:VendorGrays()
	if B.SellFrame:IsShown() then return end

	if (not _G.MerchantFrame or not _G.MerchantFrame:IsShown()) then
		E:Print(L["You must be at a vendor."])
		return
	end

	local npcID = NP:UnitNPCID('npc')
	if B.ExcludeVendors[npcID] then return end

	-- Blizzards sell grays
	if SellAllJunkItems and B.db.useBlizzardJunk then
		SellAllJunkItems()
		return
	end

	-- our sell grays
	B:GetGrays(true)

	local numItems = #B.SellFrame.Info.itemList
	if numItems < 1 then return end

	-- Resetting stuff
	B.SellFrame.Info.ProgressTimer = 0
	B.SellFrame.Info.SellInterval = 0.2
	B.SellFrame.Info.ProgressMax = numItems
	B.SellFrame.Info.goldGained = 0
	B.SellFrame.Info.itemsSold = 0

	B.SellFrame.statusbar:SetValue(0)
	B.SellFrame.statusbar:SetMinMaxValues(0, B.SellFrame.Info.ProgressMax)
	B.SellFrame.statusbar.ValueText:SetText('0 / '..B.SellFrame.Info.ProgressMax)

	B.SellFrame:Show()
end

function B:VendorGrayCheck()
	-- Blizzards sell grays
	if SellAllJunkItems and B.db.useBlizzardJunk then
		SellAllJunkItems()
		return
	end

	-- our sell grays
	if B:GetGraysValue() == 0 then
		E:Print(L["No gray items to sell."])
	else
		B:VendorGrays()
	end
end

function B:SetButtonTexture(button, texture, left, right, top, bottom)
	button:SetNormalTexture(texture)
	button:SetPushedTexture(texture)
	button:SetDisabledTexture(texture)

	local Normal, Pushed, Disabled = button:GetNormalTexture(), button:GetPushedTexture(), button:GetDisabledTexture()

	Normal:SetInside()
	Pushed:SetInside()
	Disabled:SetInside()
	Disabled:SetDesaturated(true)

	if not left then
		left, right, top, bottom = unpack(E.TexCoords)
	end

	Normal:SetTexCoord(left, right, top, bottom)
	Pushed:SetTexCoord(left, right, top, bottom)
	Disabled:SetTexCoord(left, right, top, bottom)
end

function B:BagItemAction(button, holder, func, id)
	local bagID = E.Retail and holder.BagID
	if bagID and button == 'RightButton' then
		if bagID ~= BANK_CONTAINER and not IsInventoryItemProfessionBag('player', holder:GetID()) then
			B:OpenBagFlagsMenu(holder)
		end
	elseif CursorHasItem() then
		if func then func(id) end
	else
		B:ToggleContainer(holder)
	end
end

function B:SetBagShownTexture(icon, shown)
	local texture = shown and (_G.READY_CHECK_READY_TEXTURE or READY_TEX) or (_G.READY_CHECK_NOT_READY_TEXTURE or NOT_READY_TEX)
	if C_Texture_GetAtlasInfo and C_Texture_GetAtlasInfo(texture) then
		icon:SetAtlas(texture)
	else
		icon:SetTexture(texture)
	end
end

function B:IsBagShown(bagID)
	return bagID and B.db.shownBags['bag'..bagID]
end

function B:SetBagShown(bagID, shown)
	B.db.shownBags['bag'..bagID] = shown
end

function B:ToggleContainer(holder)
	if not holder then return end

	local swap = not B:IsBagShown(holder.BagID)

	B:SetBagShown(holder.BagID, swap)
	B:SetBagShownTexture(holder.shownIcon, swap)

	if B:AnyBagsShown() then
		B:Layout(holder.isBank) -- Only call Layout if the frame is staying open.

		return true
	else
		B:CloseAllBags()
	end
end

function B:UpdateContainerIcons()
	if not B.BagFrame then return end

	-- this only executes for the main bag, the bank bag doesn't use this
	for bagID, holder in next, B.BagFrame.ContainerHolderByBagID do
		B:UpdateContainerIcon(holder, bagID)
	end
end

function B:UpdateContainerIcon(holder, bagID)
	if not holder or not bagID or bagID == BACKPACK_CONTAINER or bagID == KEYRING_CONTAINER then return end

	holder.icon:SetTexture(GetInventoryItemTexture('player', holder:GetID()) or DEFAULT_ICON)
end

function B:UnregisterBagEvents(bagFrame)
	bagFrame:UnregisterAllEvents() -- Unregister to prevent unnecessary updates during sorting
end

function B:ConstructCoverButton(cover, name, text, template)
	local button = CreateFrame('Button', '$parent'..name, cover, template)
	button:SetFrameLevel(16)
	button:Point('CENTER', cover)
	button:Size(150, 20)
	S:HandleButton(button)

	button.text = button:CreateFontString(nil, 'OVERLAY')
	button.text:FontTemplate()
	button.text:Point('CENTER')
	button.text:SetJustifyH('CENTER')
	button.text:SetText(text)

	return button
end

function B:GetPurchaseTabButton()
	local panel = _G.BankPanel
	local prompt = panel and panel.PurchasePrompt
	local cost = prompt and prompt.TabCostFrame

	return cost and cost.PurchaseButton
end

function B:SetupSecurePurchase(button)
	local purcahseTab = B:GetPurchaseTabButton()
	if not purcahseTab then return end

	button:SetAttribute('type', 'click')
	button:SetAttribute('clickbutton', purcahseTab)
	button:RegisterForClicks('AnyUp', 'AnyDown')
end

function B:ConstructContainerCover(f)
	local cover = CreateFrame('Button', '$parentCover', f)
	cover:SetTemplate()
	cover:SetAllPoints(f.holderFrame)
	cover:SetFrameLevel(15)
	cover:Hide()

	cover.purchaseButton = B:ConstructCoverButton(cover, 'SecurePurchase', L["Purchase"], 'InsecureActionButtonTemplate')
	B:SetupSecurePurchase(cover.purchaseButton)

	cover.text = cover:CreateFontString(nil, 'OVERLAY')
	cover.text:FontTemplate()
	cover.text:Point('BOTTOM', cover.purchaseButton, 'TOP', 0, 10)
	cover.text:SetWordWrap(true)

	return cover
end

function B:ConstructContainerBank(f, id, key, keySize)
	local frame = CreateFrame('Frame', 'ElvUI'..key, f)
	frame:SetAllPoints(f.holderFrame)
	frame:SetID(id)

	frame.numSlots = keySize
	frame.staleSlots = {}

	f[key] = frame

	f.Bags[id] = frame

	for slotID = 1, keySize do
		frame[slotID] = B:ConstructContainerButton(f, id, slotID)
	end

	return frame
end

function B:ConstructContainerName(isBank, bagNum)
	return format('ElvUI%sBag%d%s', isBank and 'Bank' or 'Main', bagNum, E.Retail and '' or 'Slot')
end

function B:BankTabs_SettingsToTooltip(tooltip, depositFlags)
	if not tooltip or not depositFlags then return end

	if FlagsUtil_IsSet(depositFlags, BagSlotFlags.ExpansionCurrent) then
		tooltip:AddLine(format(BANK_TAB_EXPANSION_ASSIGNMENT, BANK_TAB_EXPANSION_FILTER_CURRENT), 1, 0.82, 0)
	elseif FlagsUtil_IsSet(depositFlags, BagSlotFlags.ExpansionLegacy) then
		tooltip:AddLine(format(BANK_TAB_EXPANSION_ASSIGNMENT, BANK_TAB_EXPANSION_FILTER_LEGACY), 1, 0.82, 0)
	end

	local filterList = ConvertFilterFlagsToList(depositFlags)
	if filterList then
		tooltip:AddLine(format(BANK_TAB_DEPOSIT_ASSIGNMENTS, filterList), 0.098, 1, 0.098)
	end
end

function B:BankTabs_OnEnter()
	local combined = B.db[B.WarbandBanks[self.BagID] and 'warbandCombined' or 'bankCombined']
	if combined then
		B:SetSlotAlphaForBag(self.bagFrame, self.BagID)
	end

	if GameTooltip:IsForbidden() then return end

	local data = B:BankTab_PurchasedData(self.bankType)
	local info = data and data[self.BagID]
	if info and info.name then
		GameTooltip:SetOwner(self, 'ANCHOR_RIGHT')
		GameTooltip:AddLine(info.name, 1, 0.82, 0)
		B:BankTabs_SettingsToTooltip(GameTooltip, info.depositFlags)
		GameTooltip:AddLine(_G.BANK_TAB_TOOLTIP_CLICK_INSTRUCTION, 0, 1, 0)
		GameTooltip:Show()
	end
end

function B:BankTabs_OnLeave()
	local combined = B.db[B.WarbandBanks[self.BagID] and 'warbandCombined' or 'bankCombined']
	if combined then
		B:ResetSlotAlphaForBags(self.bagFrame)
	end

	if GameTooltip:IsForbidden() then return end

	GameTooltip:Hide()
end

function B:BankTabs_OnClick(button)
	local bagID = self.BagID

	if button == 'RightButton' then
		B:BankTabs_ShowSettings(bagID)
		B:ClickSound()
	elseif (self.bankType == WARBANDBANK_TYPE and not B.db.warbandCombined) or (self.bankType == CHARACTERBANK_TYPE and not B.db.bankCombined) then
		B:SelectBankTab(self.bagFrame, bagID)
	end
end

function B:BankTabs_PanelCheckbox(checkbox)
	S:HandleCheckBox(checkbox)
	checkbox:Size(22)
end

function B:BankTabs_MenuPosition(menu)
	menu:ClearAllPoints()

	local point = E:GetScreenQuadrant(B.BankFrame)
	if strfind(point, 'LEFT') then
		menu:Point('BOTTOMLEFT', B.BankFrame, 'BOTTOMRIGHT', 5, 0)
	else
		menu:Point('BOTTOMRIGHT', B.BankFrame, 'BOTTOMLEFT', -5, 0)
	end
end

function B:BankTabs_MenuSkin(menu)
	if menu.IsSkinned then return end

	S:HandleIconSelectionFrame(menu)

	local deposit = menu.DepositSettingsMenu
	if deposit then
		S:HandleDropDownBox(deposit.ExpansionFilterDropdown, 120)

		B:BankTabs_PanelCheckbox(deposit.AssignEquipmentCheckbox)
		B:BankTabs_PanelCheckbox(deposit.AssignConsumablesCheckbox)
		B:BankTabs_PanelCheckbox(deposit.AssignProfessionGoodsCheckbox)
		B:BankTabs_PanelCheckbox(deposit.AssignReagentsCheckbox)
		B:BankTabs_PanelCheckbox(deposit.AssignJunkCheckbox)
		B:BankTabs_PanelCheckbox(deposit.IgnoreCleanUpCheckbox)
	end

	menu.IsSkinned = true
end

function B:BankTabs_MenuSpawn(menu, bagID)
	menu:SetParent(UIParent)
	menu:EnableMouse(true) -- enables the ability to drop an icon here ~ Flamanis

	local lastTab = menu.selectedTabID
	menu.selectedTabID = bagID

	if lastTab == bagID and menu:IsShown() then
		menu:Hide()
	else
		menu:SetSelectedTab(bagID)
		menu:Show()
	end
end

function B:BankTabs_ShowSettings(bagID)
	local panel = _G.BankPanel
	if not panel then return end

	local bankType = B.WarbandBanks[bagID] and WARBANDBANK_TYPE or CHARACTERBANK_TYPE
	panel.purchasedBankTabData = B:BankTab_PurchasedData(bankType, true)

	local menu = panel.TabSettingsMenu
	if menu then
		B:BankTabs_MenuPosition(menu)
		B:BankTabs_MenuSpawn(menu, bagID)
		B:BankTabs_MenuSkin(menu)
	end
end

function B:ConstructContainerTabs(f, bagID, index, name, tabs, bankType)
	local bagNum = bagID - bankOffset
	local holderName = B:ConstructContainerName(true, bagNum)
	local holder = CreateFrame((E.Retail and 'ItemButton' or 'CheckButton'), holderName, tabs)
	tabs[index] = holder

	if not f.TabsByBagID then
		f.TabsByBagID = {}
	end

	f.TabsByBagID[bagID] = holder

	holder.name = holderName
	holder.bankType = bankType
	holder.isBank = true
	holder.bagFrame = f
	holder.UpdateTooltip = nil -- This is needed to stop constant updates. It will still get updated by OnEnter.

	holder:SetTemplate(B.db.transparent and 'Transparent', true)
	holder:StyleButton()

	holder:SetNormalTexture(E.ClearTexture)
	holder:SetPushedTexture(E.ClearTexture)

	holder:RegisterForClicks('LeftButtonUp', 'RightButtonUp')
	holder:SetScript('OnEnter', B.BankTabs_OnEnter)
	holder:SetScript('OnLeave', B.BankTabs_OnLeave)
	holder:SetScript('OnClick', B.BankTabs_OnClick)
	holder:SetID(bagNum)

	if holder.animIcon then
		holder.animIcon:SetTexCoords()
	end

	holder.icon:SetTexCoords()
	holder.icon:SetTexture(DEFAULT_ICON)
	holder.icon:SetInside()

	holder.selectedTexture = holder:CreateTexture(nil, 'OVERLAY', nil, 1)
	holder.selectedTexture:SetInside()
	holder.selectedTexture:SetColorTexture(1, 1, 1, 0.4)
	holder.selectedTexture:Hide()

	holder.IconBorder:SetAlpha(0)

	if index == 1 then
		holder:Point('BOTTOMLEFT', f, 'TOPLEFT', 4, 5)
	elseif tabs[index - 1] then
		holder:Point('LEFT', tabs[index - 1], 'RIGHT', 4, 0)
	end

	if index == tabs.totalBags then
		tabs:Point('TOPRIGHT', holder, 4, 4)
	end

	local bagName = format('%sBag%d', name, bagNum)
	local bag = CreateFrame('Frame', bagName, f.holderFrame)

	bag.holder = holder
	bag.name = bagName
	bag:SetID(bagID)

	holder.BagID = bagID
	holder.bag = bag
	holder.frame = f
	holder.index = index

	return holder
end

function B:ConstructContainerHolder(f, bagID, isBank, name, index)
	local bagNum = isBank and (bagID == BANK_CONTAINER and 0 or (bagID - bankOffset)) or (bagID - (E.Retail and 0 or 1))
	local holderName = bagID == BACKPACK_CONTAINER and 'ElvUIMainBagBackpack' or bagID == KEYRING_CONTAINER and 'ElvUIKeyRing' or B:ConstructContainerName(isBank, bagNum)
	local inherit = (E.Retail and '' or isBank and 'BankItemButtonBagTemplate') or (E.TBC or bagID == BACKPACK_CONTAINER or bagID == KEYRING_CONTAINER) and (not E.Retail and 'ItemButtonTemplate,' or '')..'ItemAnimTemplate' or 'BagSlotButtonTemplate'

	local holder = CreateFrame((E.Retail and 'ItemButton' or 'CheckButton'), holderName, f.ContainerHolder, inherit)
	f.ContainerHolderByBagID[bagID] = holder
	f.ContainerHolder[index] = holder

	holder.name = holderName
	holder.isBank = isBank
	holder.bagFrame = f
	holder.UpdateTooltip = nil -- This is needed to stop constant updates. It will still get updated by OnEnter.

	holder:SetTemplate(B.db.transparent and 'Transparent', true)
	holder:StyleButton()

	holder:SetNormalTexture(E.ClearTexture)
	holder:SetPushedTexture(E.ClearTexture)

	holder:RegisterForClicks('LeftButtonUp', 'RightButtonUp')
	holder:SetScript('OnEnter', B.Holder_OnEnter)
	holder:SetScript('OnLeave', B.Holder_OnLeave)
	holder:SetScript('OnClick', B.Holder_OnClick)

	if holder.animIcon then
		holder.animIcon:SetTexCoords()
	end

	holder.icon:SetTexCoords()
	holder.icon:SetTexture(bagID == KEYRING_CONTAINER and 134237 or E.Media.Textures.Backpack) -- Interface\ICONS\INV_Misc_Key_03
	holder.icon:SetInside()

	holder.IconBorder:SetAlpha(0)

	holder.shownIcon = holder:CreateTexture(nil, 'OVERLAY', nil, 1)
	holder.shownIcon:Size(16)
	holder.shownIcon:Point('BOTTOMLEFT', 1, 1)

	B:SetBagShownTexture(holder.shownIcon, B:IsBagShown(bagID))
	B:CreateFilterIcon(holder)

	if bagID == BACKPACK_CONTAINER then
		holder:SetScript('OnReceiveDrag', PutItemInBackpack)
	elseif bagID == KEYRING_CONTAINER then
		holder:SetScript('OnReceiveDrag', PutKeyInKeyRing)
	else
		holder:RegisterForDrag('LeftButton')
		holder:SetScript('OnDragStart', B.Holder_OnDragStart)
		holder:SetScript('OnReceiveDrag', B.Holder_OnReceiveDrag)

		if isBank and not E.Retail then
			holder:SetID(index == 1 and BANK_CONTAINER or (bagID - bankOffset))
			holder:SetScript('OnEvent', BankFrameItemButton_UpdateLocked)
			holder:RegisterEvent('PLAYERBANKSLOTS_CHANGED')
		else
			holder:SetID(ContainerIDToInventoryID(bagID))

			B:UpdateContainerIcon(holder, bagID)
		end
	end

	if index == 1 then
		holder:Point('BOTTOMLEFT', f, 'TOPLEFT', 4, 5)
	else
		holder:Point('LEFT', f.ContainerHolder[index - 1], 'RIGHT', 4, 0)
	end

	if index == f.ContainerHolder.totalBags then
		f.ContainerHolder:Point('TOPRIGHT', holder, 4, 4)
	end

	local bagName = format('%sBag%d', name, bagNum)
	local bag = CreateFrame('Frame', bagName, f.holderFrame)

	bag.holder = holder
	bag.name = bagName
	bag:SetID(bagID)

	holder.BagID = bagID
	holder.bag = bag
	holder.frame = f
	holder.index = index

	f.Bags[bagID] = bag

	if bagID == BANK_CONTAINER then
		bag.staleSlots = {}
	end

	for slotID = 1, (E.Retail and isBank and B.CHARACTERBANK_SIZE) or B.MAX_CONTAINER_ITEMS do
		bag[slotID] = B:ConstructContainerButton(f, bagID, slotID)
	end

	return holder
end

function B:ConstructContainerTabHolder(f, name, key, totalBags)
	local frame = CreateFrame('Button', name..key, f)
	frame:Point('BOTTOMLEFT', f, 'TOPLEFT', 0, 1)
	frame:SetTemplate('Transparent')
	frame:Hide()

	f[key] = frame

	frame.totalBags = totalBags or 5
	frame.cover = B:ConstructContainerCover(f)

	return frame
end

function B:CoverButton_ClickBank()
	local _, full = GetNumBankSlots()
	if full then
		E:StaticPopup_Show('CANNOT_BUY_BANK_SLOT')
	else
		E:StaticPopup_Show('BUY_BANK_SLOT')
	end
end

function B:BagsButton_ClickBank()
	B:ClickSound()

	local f = self:GetParent()
	if E.Retail then
		if f.bankType == WARBANDBANK_TYPE then
			ToggleFrame(f.WarbandTabs)
		else
			ToggleFrame(f.BankTabs)
		end
	else
		ToggleFrame(f.ContainerHolder)
	end
end

function B:BagsButton_ClickBag()
	local frame = self:GetParent()
	ToggleFrame(frame.ContainerHolder)
end

function B:ConstructPurchaseButton(frame, text, template)
	local button = CreateFrame('Button', nil, frame, template)
	button:Size(20)
	button:SetTemplate()
	button:Point('RIGHT', frame.bagsButton, 'LEFT', -5, 0)

	B:SetButtonTexture(button, 133784) -- Interface\ICONS\INV_Misc_Coin_01
	button:StyleButton(nil, true)

	button.ttText = text

	button:SetScript('OnEnter', B.Tooltip_Show)
	button:SetScript('OnLeave', GameTooltip_Hide)

	return button
end

function B:Container_OnDragStart()
	if IsShiftKeyDown() then
		self:StartMoving()
	end
end

function B:Container_OnDragStop()
	self:StopMovingOrSizing()
end

function B:Container_OnClick()
	if IsControlKeyDown() then
		B.PostBagMove(self.mover)
	end
end

function B:BankToggle_OnClick()
	local parent = self:GetParent()
	B:SelectBankTab(parent, BANK_CONTAINER)
end

function B:WarbandToggle_OnClick()
	local parent = self:GetParent()
	local firstTab = B.WarbandIndexs[1]

	B:SelectBankTab(parent, firstTab)
end

function B:Container_WithdrawGold()
	if not StaticPopup_FindVisible('BANK_MONEY_DEPOSIT') then
		StaticPopup_Show('BANK_MONEY_WITHDRAW', nil, nil, { bankType = WARBANDBANK_TYPE })
	end
end

function B:Container_HelpTooltip()
	if GameTooltip:IsForbidden() then return end

	GameTooltip:SetOwner(self, 'ANCHOR_TOPLEFT', 0, 4)
	GameTooltip:ClearLines()
	GameTooltip:AddDoubleLine(L["Hold Shift + Drag:"], L["Temporary Move"], 1, 1, 1)
	GameTooltip:AddDoubleLine(L["Hold Control + Right Click:"], L["Reset Position"], 1, 1, 1)
	GameTooltip:Show()
end

function B:Container_DepositGold()
	if not StaticPopup_FindVisible('BANK_MONEY_WITHDRAW') then
		StaticPopup_Show('BANK_MONEY_DEPOSIT', nil, nil, { bankType = WARBANDBANK_TYPE })
	end
end

function B:Container_ClickStackBag()
	local parent = self:GetParent()
	B:UnregisterBagEvents(parent)

	if not parent.sortingSlots then
		parent.sortingSlots = true
	end

	local sorting = IsShiftKeyDown() and B:CommandDecorator(B.Stack, 'bags bank') or B:CommandDecorator(B.Compress, 'bags')
	if sorting then
		sorting()
	end
end

function B:Container_ClickStackBank()
	local sorting = IsShiftKeyDown() and B:CommandDecorator(B.Stack, 'bank bags') or B:CommandDecorator(B.Compress, 'bank')
	if sorting then
		sorting()
	end
end

function B:Container_ClickSortBag()
	if E.Retail and B.db.useBlizzardCleanup then
		SortBags()
	else
		local parent = self:GetParent()
		B:UnregisterBagEvents(parent)

		if not parent.sortingSlots then
			B:SortingFadeBags(parent, true)
		end

		local sorting = B:CommandDecorator(B.SortBags, 'bags')
		if sorting then
			sorting()
		end
	end
end

function B:Container_ClickSortBank()
	local parent = self:GetParent()
	if parent.holderFrame:IsShown() then
		if E.Retail and B.db.useBlizzardCleanupBank then
			SortBankBags()
		else
			B:UnregisterBagEvents(parent)

			if not parent.sortingSlots then
				B:SortingFadeBags(parent, true)
			end

			local sorting = B:CommandDecorator(B.SortBags, 'bank')
			if sorting then
				sorting()
			end
		end
	elseif E.Retail and B.WarbandBanks[B.BankTab] then
		SortAccountBankBags()
	end
end

function B:Container_ClickGold()
	StaticPopup_Show('PICKUP_MONEY')
end

function B:Container_ToggleKeyring()
	local parent = self:GetParent()
	local holder = parent.ContainerHolderByBagID
	local keyring = holder and holder[KEYRING_CONTAINER]
	if keyring then
		B:ToggleContainer(keyring)
	end
end

function B:ConstructContainerFrame(name, isBank)
	local strata = B.db.strata or 'HIGH'

	local f = CreateFrame('Button', name, E.UIParent)
	f:SetTemplate('Transparent')
	f:SetFrameStrata(strata)
	B:SetupItemGlow(f)

	f.events = (isBank and bankEvents) or bagEvents
	f.DelayedContainers = {}
	f.firstOpen = true
	f:Hide()

	f.isBank = isBank
	f.topOffset = TOP_OFFSET
	f.bottomOffset = BOTTOM_OFFSET
	f.BagIDs = (isBank and bankIDs) or bagIDs
	f.staleBags = {} -- used to keep track of bank items that need update on next open
	f.Bags = {}

	local mover = (isBank and _G.ElvUIBankMover) or _G.ElvUIBagMover
	if mover then
		f:Point(mover.POINT, mover)
		f.mover = mover
	end

	--Allow dragging the frame around
	f:SetMovable(true)
	f:RegisterForDrag('LeftButton', 'RightButton')
	f:RegisterForClicks('AnyUp')
	f:SetScript('OnEvent', B.Container_OnEvent)
	f:SetScript('OnShow', B.Container_OnShow)
	f:SetScript('OnHide', B.Container_OnHide)
	f:SetScript('OnDragStart', B.Container_OnDragStart)
	f:SetScript('OnDragStop', B.Container_OnDragStop)
	f:SetScript('OnClick', B.Container_OnClick)

	f.closeButton = CreateFrame('Button', name..'CloseButton', f, 'UIPanelCloseButton')
	f.closeButton:Point('TOPRIGHT', 5, 5)

	f.helpButton = CreateFrame('Button', name..'HelpButton', f)
	f.helpButton:Point('RIGHT', f.closeButton, 'LEFT', 0, 0)
	f.helpButton:Size(16)
	B:SetButtonTexture(f.helpButton, E.Media.Textures.Help)
	f.helpButton:SetScript('OnLeave', GameTooltip_Hide)
	f.helpButton:SetScript('OnEnter', B.Container_HelpTooltip)

	S:HandleCloseButton(f.closeButton)

	f.holderFrame = CreateFrame('Frame', nil, f)
	f.holderFrame:Point('TOP', f, 'TOP', 0, -f.topOffset)
	f.holderFrame:Point('BOTTOM', f, 'BOTTOM', 0, BOTTOM_OFFSET)

	f.ContainerHolder = CreateFrame('Button', name..'ContainerHolder', f)
	f.ContainerHolder:Point('BOTTOMLEFT', f, 'TOPLEFT', 0, 1)
	f.ContainerHolder:SetTemplate('Transparent')
	f.ContainerHolder:Hide()
	f.ContainerHolder.totalBags = #f.BagIDs
	f.ContainerHolderByBagID = {}

	for index, bagID in next, f.BagIDs do
		B:ConstructContainerHolder(f, bagID, isBank, name, index)
	end

	f.stackButton = CreateFrame('Button', name..'StackButton', f.holderFrame)
	f.stackButton:Size(20)
	f.stackButton:SetTemplate()
	B:SetButtonTexture(f.stackButton, E.Media.Textures.Planks)
	f.stackButton:StyleButton(nil, true)
	f.stackButton:SetScript('OnEnter', B.Tooltip_Show)
	f.stackButton:SetScript('OnLeave', GameTooltip_Hide)

	--Sort Button
	f.sortButton = CreateFrame('Button', name..'SortButton', f)
	f.sortButton:Size(20)
	f.sortButton:SetTemplate()
	B:SetButtonTexture(f.sortButton, E.Media.Textures.PetBroom)
	f.sortButton:StyleButton(nil, true)
	f.sortButton.ttText = L["Sort Bags"]
	f.sortButton:SetScript('OnEnter', B.Tooltip_Show)
	f.sortButton:SetScript('OnLeave', GameTooltip_Hide)

	if isBank and B.db.disableBankSort or (not isBank and B.db.disableBagSort) then
		f.sortButton:Disable()
	end

	--Toggle Bags Button
	f.bagsButton = CreateFrame('Button', name..'BagsButton', f)
	f.bagsButton:Size(20)
	f.bagsButton:Point('RIGHT', f.sortButton, 'LEFT', -5, 0)
	f.bagsButton:SetTemplate()
	B:SetButtonTexture(f.bagsButton, E.Media.Textures.Backpack)
	f.bagsButton:StyleButton(nil, true)
	f.bagsButton.ttText = L["Toggle Bags"]
	f.bagsButton:SetScript('OnEnter', B.Tooltip_Show)
	f.bagsButton:SetScript('OnLeave', GameTooltip_Hide)

	--Search
	f.editBox = CreateFrame('EditBox', name..'EditBox', f, 'SearchBoxTemplate')
	f.editBox:CreateBackdrop()
	f.editBox:FontTemplate()
	f.editBox:Height(19)
	f.editBox.Left:SetTexture()
	f.editBox.Middle:SetTexture()
	f.editBox.Right:SetTexture()
	f.editBox:SetAutoFocus(false)
	f.editBox:SetFrameLevel(10)
	f.editBox:SetScript('OnEditFocusGained', EditBox_HighlightText)
	f.editBox:HookScript('OnTextChanged', B.SearchUpdate)
	f.editBox:SetScript('OnEscapePressed', B.SearchClear)
	f.editBox.clearButton:HookScript('OnClick', B.SearchClear)

	--Spinner
	f.spinnerIcon = CreateFrame('Frame', name..'SpinnerIcon', f.holderFrame)
	f.spinnerIcon:SetFrameLevel(20)
	f.spinnerIcon:EnableMouse(false)
	f.spinnerIcon:Hide()

	--Gold Text
	f.goldText = f:CreateFontString(nil, 'OVERLAY')
	f.goldText:FontTemplate()
	f.goldText:Point('RIGHT', f.helpButton, 'LEFT', -10, -2)
	f.goldText:SetJustifyH('RIGHT')

	f.pickupGold = CreateFrame('Button', nil, f)
	f.pickupGold:SetAllPoints(f.goldText)

	if isBank then
		f.notPurchased = {}
		f.bagsButton:SetScript('OnClick', B.BagsButton_ClickBank)

		if not E.Retail then
			f.purchaseBagButton = B:ConstructPurchaseButton(f, L["Purchase Bags"])
			f.purchaseBagButton:SetScript('OnClick', B.CoverButton_ClickBank)

			f.stackButton:Point('BOTTOMRIGHT', f.holderFrame, 'TOPRIGHT', 0, 3)
		else
			do -- main bank button
				local tabHolder = B:ConstructContainerTabHolder(f, name, 'BankTabs', 6)

				for bankIndex, bankID in next, B.CharacterBankIndexs do
					B:ConstructContainerBank(f, bankID, 'BankTabs'..bankIndex, B.CHARACTERBANK_SIZE)
					B:ConstructContainerTabs(f, bankID, bankIndex, 'BankTabs', tabHolder, CHARACTERBANK_TYPE)
				end

				f.bankToggle = CreateFrame('Button', name..'BankButton', f, 'UIPanelButtonTemplate')
				f.bankToggle:Size(71, 23)
				f.bankToggle:SetText(L["Bank"])
				f.bankToggle.Text:SetTextColor(1, 1, 1)
				f.bankToggle:Point('TOPLEFT', f, 14, -52)
				f.bankToggle:SetScript('OnClick', B.BankToggle_OnClick)

				S:HandleButton(f.bankToggle)
			end

			do -- warband banks
				local tabHolder = B:ConstructContainerTabHolder(f, name, 'WarbandTabs', 5)

				for bankIndex, bankID in next, B.WarbandIndexs do
					B:ConstructContainerBank(f, bankID, 'WarbandTabs'..bankIndex, B.WARBANDBANK_SIZE)
					B:ConstructContainerTabs(f, bankID, bankIndex, 'WarbandTabs', tabHolder, WARBANDBANK_TYPE)
				end

				f.warbandToggle = CreateFrame('Button', name..'WarbandButton', f, 'UIPanelButtonTemplate')
				f.warbandToggle:Size(71, 23)
				f.warbandToggle:SetText(L["Warband"])
				f.warbandToggle:Point('LEFT', f.bankToggle, 'RIGHT', 5, 0)
				f.warbandToggle:SetScript('OnClick', B.WarbandToggle_OnClick)

				S:HandleButton(f.warbandToggle)
			end

			do -- account bank gold
				f.pickupGold:SetScript('OnClick', B.Container_WithdrawGold)

				f.goldWithdraw = CreateFrame('Button', name..'WithdrawButton', f, 'UIPanelButtonTemplate')
				f.goldWithdraw:Size(71, 23)
				f.goldWithdraw:SetText(L["Withdraw"])
				f.goldWithdraw:Point('LEFT', f.warbandToggle, 'RIGHT', 5, 0)
				f.goldWithdraw:SetScript('OnClick', B.Container_WithdrawGold)

				f.goldDeposit = CreateFrame('Button', name..'DepositButton', f, 'UIPanelButtonTemplate')
				f.goldDeposit:Size(71, 23)
				f.goldDeposit:SetText(L["Deposit"])
				f.goldDeposit:Point('LEFT', f.goldWithdraw, 'RIGHT', 5, 0)
				f.goldDeposit:SetScript('OnClick', B.Container_DepositGold)

				S:HandleButton(f.goldWithdraw)
				S:HandleButton(f.goldDeposit)
			end

			--Deposite Reagents Button
			f.depositButton = CreateFrame('Button', name..'DepositButton', f)
			f.depositButton:Size(20)
			f.depositButton:SetTemplate()
			f.depositButton:Point('BOTTOMRIGHT', f.holderFrame, 'TOPRIGHT', 0, 3)
			f.depositButton.ttText = L["Auto Deposit"]
			B:SetButtonTexture(f.depositButton, 450905) -- Interface\ICONS\misc_arrowdown
			f.depositButton:StyleButton(nil, true)
			f.depositButton:SetScript('OnEnter', B.Tooltip_Show)
			f.depositButton:SetScript('OnLeave', GameTooltip_Hide)

			f.purchaseTabButton = B:ConstructPurchaseButton(f, L["Purchase Bags"], 'InsecureActionButtonTemplate')
			B:SetupSecurePurchase(f.purchaseTabButton)

			f.stackButton:Point('RIGHT', f.depositButton, 'LEFT', -5, 0)
		end

		f.stackButton.ttText = L["Stack Items In Bank"]
		f.stackButton.ttText2 = L["Hold Shift:"]
		f.stackButton.ttText2desc = L["Stack Items To Bags"]
		f.stackButton:SetScript('OnEnter', B.Tooltip_Show)
		f.stackButton:SetScript('OnLeave', GameTooltip_Hide)
		f.stackButton:SetScript('OnClick', B.Container_ClickStackBank)

		--Sort Button
		f.sortButton:SetScript('OnClick', B.Container_ClickSortBank)

		--Search
		f.editBox:Point('BOTTOMLEFT', f.holderFrame, 'TOPLEFT', E.Border, 4)
	else
		f.bagsButton:SetScript('OnClick', B.BagsButton_ClickBag)
		f.pickupGold:SetScript('OnClick', B.Container_ClickGold)

		-- Stack/Transfer Button
		f.stackButton.ttText = L["Stack Items In Bags"]
		f.stackButton.ttText2 = L["Hold Shift:"]
		f.stackButton.ttText2desc = L["Stack Items To Bank"]
		f.stackButton:Point('BOTTOMRIGHT', f.holderFrame, 'TOPRIGHT', 0, 3)
		f.stackButton:SetScript('OnClick', B.Container_ClickStackBag)

		--Sort Button
		f.sortButton:Point('RIGHT', f.stackButton, 'LEFT', -5, 0)
		f.sortButton:SetScript('OnClick', B.Container_ClickSortBag)

		--Keyring Button
		if E.Classic or E.TBC or E.Wrath then
			f.keyButton = CreateFrame('Button', name..'KeyButton', f)
			f.keyButton:Size(20)
			f.keyButton:SetTemplate()
			B:SetButtonTexture(f.keyButton, 134237) -- Interface\ICONS\INV_Misc_Key_03
			f.keyButton:StyleButton(nil, true)
			f.keyButton.ttText = BINDING_NAME_TOGGLEKEYRING
			f.keyButton:SetScript('OnEnter', B.Tooltip_Show)
			f.keyButton:SetScript('OnLeave', GameTooltip_Hide)
			f.keyButton:SetScript('OnClick', B.Container_ToggleKeyring)
		end

		--Vendor Grays
		f.vendorGraysButton = CreateFrame('Button', nil, f.holderFrame)
		f.vendorGraysButton:Size(20)
		f.vendorGraysButton:SetTemplate()
		B:SetButtonTexture(f.vendorGraysButton, 133784) -- Interface\ICONS\INV_Misc_Coin_01
		f.vendorGraysButton:StyleButton(nil, true)
		f.vendorGraysButton.ttText = L["Vendor Grays"]
		f.vendorGraysButton.ttValue = B.GetGraysValue
		f.vendorGraysButton:SetScript('OnEnter', B.Tooltip_Show)
		f.vendorGraysButton:SetScript('OnLeave', GameTooltip_Hide)
		f.vendorGraysButton:SetScript('OnClick', B.VendorGrayCheck)

		--Search
		f.editBox:Point('BOTTOMLEFT', f.holderFrame, 'TOPLEFT', E.Border, 4)
		f.editBox:Point('RIGHT', f.vendorGraysButton, 'LEFT', -5, 0)

		if E.Retail or E.Wrath or E.Mists then
			--Currency
			f.currencyButton = CreateFrame('Frame', nil, f)
			f.currencyButton:Point('BOTTOM', 0, -6)
			f.currencyButton:Point('BOTTOMLEFT', f.holderFrame, 'BOTTOMLEFT', 0, -6)
			f.currencyButton:Point('BOTTOMRIGHT', f.holderFrame, 'BOTTOMRIGHT', 0, -6)
			f.currencyButton:Height(22)

			for i = 1, MAX_WATCHED_TOKENS do
				local currency = CreateFrame('Button', format('%sCurrencyButton%d', name, i), f.currencyButton, 'BackpackTokenTemplate')
				currency:Size(20)
				currency:SetTemplate()
				currency:SetID(i)

				local icon = (currency.icon or currency.Icon)
				icon:SetInside()
				icon:SetTexCoords()
				icon:SetDrawLayer('ARTWORK', 7)

				currency.text = currency:CreateFontString(nil, 'OVERLAY')
				currency.text:Point('LEFT', currency, 'RIGHT', 2, 0)
				currency.text:FontTemplate()
				currency:Hide()

				f.currencyButton[i] = currency
			end
		end

		-- position buttons
		B:PositionButtons(f)
	end

	tinsert(_G.UISpecialFrames, name)
	tinsert(B.BagFrames, f)

	return f
end

function B:GetBagSlotInfo(f, bagID, slotID)
	local name, parent, inherit

	local warbandIndex = B.WarbandBanks[bagID]
	local characterIndex = B.CharacterBanks[bagID]
	if warbandIndex then
		parent = f['WarbandTabs'..warbandIndex]
		name = 'ElvUIWarbandTabs'..warbandIndex..'Item'..slotID
		inherit = 'BankItemButtonTemplate'
	elseif characterIndex then
		parent = f['BankTabs'..characterIndex]
		name = 'ElvUIBankTabs'..characterIndex..'Item'..slotID
		inherit = 'BankItemButtonTemplate'
	else
		local bag = f.Bags[bagID]

		parent = bag
		name = bag.name..'Slot'..slotID
		inherit = (bagID == BANK_CONTAINER) and 'BankItemButtonGenericTemplate' or 'ContainerFrameItemButtonTemplate'
	end

	return name, parent, inherit
end

function B:ConstructContainerButton(f, bagID, slotID)
	local slotName, parent, inherit = B:GetBagSlotInfo(f, bagID, slotID)

	local slot = CreateFrame('ItemButton', slotName, parent, inherit)
	slot:StyleButton()
	slot:SetTemplate(B.db.transparent and 'Transparent', true)
	slot:SetScript('OnEvent', B.Slot_OnEvent)
	slot:HookScript('OnEnter', B.Slot_OnEnter)
	slot:HookScript('OnLeave', B.Slot_OnLeave)
	slot:SetID(slotID)

	slot:SetNormalTexture(E.ClearTexture)

	slot.bagFrame = f
	slot.BagID = bagID
	slot.SlotID = slotID -- dont use `slotID` it taints since DF prepatch in ContainerFrameItemButtonMixin:GetBagID()
	slot.name = slotName

	local newItemTexture = _G[slotName..'NewItemTexture']
	if newItemTexture then
		newItemTexture:Hide()
	end

	slot.Count:ClearAllPoints()
	slot.Count:Point(B.db.countPosition, B.db.countxOffset, B.db.countyOffset)
	slot.Count:FontTemplate(LSM:Fetch('font', B.db.countFont), B.db.countFontSize, B.db.countFontOutline)

	if not slot.questIcon then
		slot.questIcon = _G[slotName..'IconQuestTexture'] or _G[slotName].IconQuestTexture
		slot.questIcon:SetTexture(E.Media.Textures.BagQuestIcon)
		slot.questIcon:SetTexCoord(0, 1, 0, 1)
		slot.questIcon:SetInside()
		slot.questIcon:Hide()
	end

	if slot.Background then
		slot.Background:Hide()
	end

	if not slot.UpgradeIcon then
		slot.UpgradeIcon = slot:CreateTexture(nil, 'OVERLAY', nil, 2)
	end

	slot.UpgradeIcon:SetTexture(E.Media.Textures.BagUpgradeIcon)
	slot.UpgradeIcon:SetTexCoord(0, 1, 0, 1)
	slot.UpgradeIcon:SetInside()
	slot.UpgradeIcon:Hide()

	if not slot.JunkIcon then
		slot.JunkIcon = slot:CreateTexture(nil, 'OVERLAY', nil, 2)
		slot.JunkIcon:SetAtlas('bags-junkcoin', true)
		slot.JunkIcon:Point('TOPRIGHT', -1, -1)
		slot.JunkIcon:Hide()
	end

	if not slot.ScrapIcon then
		slot.ScrapIcon = slot:CreateTexture(nil, 'OVERLAY', nil, 2)
		slot.ScrapIcon:SetAtlas('bags-icon-scrappable')
		slot.ScrapIcon:Size(14, 12)
		slot.ScrapIcon:Point('TOPRIGHT', -1, -1)
		slot.ScrapIcon:Hide()
	end

	if bagID == KEYRING_CONTAINER then
		slot.keyringTexture = slot:CreateTexture(nil, 'BORDER')
		slot.keyringTexture:SetAlpha(0.5)
		slot.keyringTexture:SetInside(slot)
		slot.keyringTexture:SetTexture(130980) -- Interface\ContainerFrame\KeyRing-Bag-Icon
		slot.keyringTexture:SetTexCoords()
		slot.keyringTexture:SetDesaturated(true)
	end

	local warbandIndex = B.WarbandBanks[bagID]
	local characterIndex = B.CharacterBanks[bagID]
	if warbandIndex then
		slot.bankTabID = bagID
		slot.containerSlotID = slotID
		slot.isWarband = true
	elseif characterIndex then
		slot.bankTabID = bagID
		slot.containerSlotID = slotID
	end

	slot.searchOverlay:SetColorTexture(0, 0, 0, 0.6)

	slot.IconBorder:SetAlpha(0)
	slot.IconOverlay:SetInside()

	if slot.IconOverlay2 then
		slot.IconOverlay2:SetInside()
	end

	slot.Cooldown = _G[slotName..'Cooldown']
	if slot.Cooldown then
		E:RegisterCooldown(slot.Cooldown, 'bags')
	end

	slot.icon:SetInside()
	slot.icon:SetTexCoords()

	slot.itemLevel = slot:CreateFontString(nil, 'OVERLAY')
	slot.itemLevel:Point(B.db.itemLevelPosition, B.db.itemLevelxOffset, B.db.itemLevelyOffset)
	slot.itemLevel:FontTemplate(LSM:Fetch('font', B.db.itemLevelFont), B.db.itemLevelFontSize, B.db.itemLevelFontOutline)

	slot.bindType = slot:CreateFontString(nil, 'OVERLAY')
	slot.bindType:Point('TOP', 0, -2)
	slot.bindType:FontTemplate(LSM:Fetch('font', B.db.itemLevelFont), B.db.itemLevelFontSize, B.db.itemLevelFontOutline)

	slot.centerText = slot:CreateFontString(nil, 'OVERLAY')
	slot.centerText:Point('CENTER', 0, 0)
	slot.centerText:FontTemplate(LSM:Fetch('font', B.db.itemInfoFont), B.db.itemInfoFontSize, B.db.itemInfoFontOutline)
	slot.centerText:SetTextColor(B.db.itemInfoColor.r, B.db.itemInfoColor.g, B.db.itemInfoColor.b)

	if slot.BattlepayItemTexture then
		slot.BattlepayItemTexture:Hide()
	end

	if not slot.itemLocation then
		slot.itemLocation = _G.ItemLocation:CreateFromBagAndSlot(bagID, slotID)
	end

	if not slot.newItemGlow then
		slot.newItemGlow = slot:CreateTexture(nil, 'OVERLAY')
		slot.newItemGlow:SetInside()
		slot.newItemGlow:SetTexture(E.Media.Textures.BagNewItemGlow)
		slot.newItemGlow:Hide()
		f.NewItemGlow.Fade:AddChild(slot.newItemGlow)
	end

	return slot
end

function B:ToggleBag(bagID)
	if not bagID or B:GetContainerNumSlots(bagID) == 0 then return end
	local shown = B.BagFrame:IsShown()
	local closed = not shown

	if B.BagBar then
		local justBackpack = E.db.bags.bagBar.justBackpack
		if closed then -- reset shown
			local allShown = B:AllBagsShown()
			B:SetBagsShown(justBackpack)

			if justBackpack and not allShown then
				B:Layout() -- not all were shown
			end
		end

		local holder = B.BagFrame.ContainerHolderByBagID[bagID] or B.BankFrame.ContainerHolderByBagID[bagID]
		if (justBackpack or B:ToggleContainer(holder)) and (bagID ~= BACKPACK_CONTAINER or IsBagOpen(BACKPACK_CONTAINER)) then
			if closed then
				B:OpenBags()
			else
				B:BagBar_UpdateDesaturated()
			end
		else
			B:CloseAllBags()
		end
	elseif shown then
		B:CloseAllBags()
	elseif closed then
		B:OpenBags()
	end
end

function B:ToggleBackpack()
	B:ToggleAllBags()
end

function B:ToggleAllBags()
	local backpack = IsBagOpen(BACKPACK_CONTAINER)

	if B.BagBar then
		if B.BagFrame:IsShown() and not backpack then
			B:CloseAllBags()
		elseif backpack then
			B:SetBagsShown(true)
			B:Layout()
			B:OpenBags()
			B:BagBar_UpdateDesaturated(false) -- force this when showing all
		end
	elseif backpack then
		B:OpenBags()
	else
		B:CloseAllBags()
	end
end

function B:AllBagsShown()
	for bagID in next, B.BagFrame.ContainerHolderByBagID do
		if not B:IsBagShown(bagID) then
			return false
		end
	end

	return true
end

function B:AnyBagsShown()
	for bagID in next, B.BagFrame.ContainerHolderByBagID do
		if B:IsBagShown(bagID) then
			return true
		end
	end
end

function B:SetBagsShown(show)
	for bagID, holder in next, B.BagFrame.ContainerHolderByBagID do
		B:SetBagShown(bagID, show)
		B:SetBagShownTexture(holder.shownIcon, show)
	end
end

function B:OpenAllBags(frame)
	if not frame then return end

	local mail = frame == _G.MailFrame and frame:IsShown()
	local vendor = frame == _G.MerchantFrame and frame:IsShown()

	if (not mail and not vendor) or (mail and B.db.autoToggle.mail) or (vendor and B.db.autoToggle.vendor) then
		if B.BagBar then
			B:SetBagsShown(true)
			B:Layout()
			B:OpenBags()
			B:BagBar_UpdateDesaturated(false) -- force this when opening all
		else
			B:OpenBags()
		end
	else
		B:CloseAllBags()
	end
end

function B:ToggleSortButtonState(isBank)
	local button = (isBank and B.BankFrame.sortButton) or B.BagFrame.sortButton
	button:SetEnabled(not B.db[isBank and 'disableBankSort' or 'disableBagSort'])
end

function B:PositionButtons(f)
	if not f then return end

	local bagsShown = not B.BagBar or E.db.bags.bagBar.justBackpack
	local bagsAnchor = bagsShown and f.bagsButton or f.sortButton

	f.bagsButton:SetShown(bagsShown)

	if f.keyButton then
		f.keyButton:SetShown(bagsShown)
		f.keyButton:Point('RIGHT', bagsAnchor, 'LEFT', -5, 0)

		if bagsShown then
			bagsAnchor = f.keyButton
		end
	end

	f.vendorGraysButton:Point('RIGHT', bagsAnchor, 'LEFT', -5, 0)

	-- also hide the bags holder if it was open
	if f.ContainerHolder:IsShown() then
		ToggleFrame(f.ContainerHolder)
	end
end

function B:Container_OnShow()
	if not self.sortingSlots then
		B:SetListeners(self)
	end
end

function B:Container_OnHide()
	B:ClearListeners(self)
	B:BagFrameHidden(self)
	B:HideItemGlow(self)

	if self.isBank then
		CloseBankFrame()
	else
		CloseBackpack()

		for i = 1, NUM_BAG_FRAMES do
			CloseBag(i)
		end
	end

	if B.db.clearSearchOnClose and (B.BankFrame.editBox:GetText() ~= '' or B.BagFrame.editBox:GetText() ~= '') then
		B:SearchClear()
	end
end

function B:SetListeners(frame)
	for _, event in next, frame.events do
		frame:RegisterEvent(event)
	end
end

function B:ClearListeners(frame)
	for _, event in next, frame.events do
		if not presistentEvents[event] then
			frame:UnregisterEvent(event)
		end
	end
end

function B:OpenSound()
	PlaySound(IG_BACKPACK_OPEN)
end

function B:CloseSound()
	PlaySound(IG_BACKPACK_CLOSE)
end

function B:ClickSound()
	PlaySound(IG_MAINMENU_OPTION)
end

function B:SelectSound()
	PlaySound(IG_CHARACTER_INFO_TAB)
end

function B:OpenBags()
	if B.BagFrame:IsShown() then return end

	if B.BagFrame.firstOpen then
		B:UpdateAllSlots(B.BagFrame, true)
		B.BagFrame.firstOpen = nil
	end

	B.BagFrame:Show()

	if B.BagBar then
		B:BagBar_UpdateDesaturated()
	end

	if E.Retail then
		B:UpdateTokensIfVisible()
	end

	B:OpenSound()

	TT:GameTooltip_SetDefaultAnchor(GameTooltip)
end

function B:CloseAllBags()
	if not B.BagFrame:IsShown() then
		return true -- for when the bank closes
	end

	B.BagFrame:Hide()

	if B.BagBar then
		B:BagBar_UpdateDesaturated(false) -- force this when closing
	end

	B:CloseSound()

	TT:GameTooltip_SetDefaultAnchor(GameTooltip)
end

function B:PanelShow(panel)
	if panel and not panel:IsShown() then
		panel:Show()
	end
end

function B:PanelHide(panel)
	if panel and panel:IsShown() then
		panel:Hide()
	end
end

do
	local panelIndex = {}
	for bankID in next, B.WarbandBanks do
		panelIndex[bankID] = 2
	end

	function B:SetBankSelectedTab()
		local index = panelIndex[B.BankTab] or 1

		if E.Retail then
			local panel = _G.BankPanel
			if panel then
				local lastTab = panel.selectedTabID
				panel.selectedTabID = B.BankTab

				if lastTab ~= B.BankTab then
					panel.bankType = (B.WarbandBanks[B.BankTab] and WARBANDBANK_TYPE) or CHARACTERBANK_TYPE

					B:PanelShow(panel)
				end

				-- used to display the overlay to show what can go into warband bank
				for _, bag in next, B.BagFrame.Bags do
					for _, slot in ipairs(bag) do
						slot:UpdateItemContextMatching()
					end
				end
			end
		else
			_G.BankFrame.activeTabIndex = index
			_G.BankFrame.selectedTabID = B.BankTab
			_G.BankFrame.selectedTab = index
		end

		return index
	end
end

function B:SetBankTabs(f)
	local activeTab = B:SetBankSelectedTab()
	B:SetBankTabColor(f.bankToggle, activeTab, 1)
	B:SetBankTabColor(f.warbandToggle, activeTab, 2)
end

function B:SetBankTabColor(button, activeTab, currentTab)
	local canView = CanViewBank(currentTab == 2 and WARBANDBANK_TYPE or CHARACTERBANK_TYPE)
	button:SetEnabled(canView)

	if not canView then
		button.Text:SetTextColor(0.4, 0.4, 0.4)
	elseif activeTab == currentTab then
		button.Text:SetTextColor(1, 1, 1)
	else
		button.Text:SetTextColor(1, 0.81, 0)
	end
end

function B:SelectBankTab(f, bagID)
	if B.BankTab == bagID then return end

	B:SelectSound()
	B:ShowBankTab(f, bagID)
	B:SetBankTabs(f)
end

do
	local temp = {}
	function B:BankTab_PurchasedData(bankType, useIndex)
		wipe(temp)

		for index, data in ipairs(FetchPurchasedBankTabData(bankType)) do
			data.index = index
			temp[useIndex and index or data.ID] = data
		end

		return temp
	end
end

function B:BankTabs_UpdateIcon(f, bankID, data)
	if not data or not bankID then return end

	local holder = f.TabsByBagID[bankID]
	if not holder then return end

	local info = data[bankID]
	holder:SetEnabled(not not info)

	local combined = B.db[B.WarbandBanks[bankID] and 'warbandCombined' or 'bankCombined']
	holder.selectedTexture:SetShown(not combined and B.BankTab == bankID)

	if info then
		holder.icon:SetTexture(info.icon or DEFAULT_ICON)
		holder.icon:SetVertexColor(1, 1, 1)
	else
		holder.icon:SetVertexColor(1, .1, .1)
	end
end

function B:BankTabs_CheckCover(tabs, bankType)
	if not tabs then return end

	local numTabs = FetchNumPurchasedBankTabs(bankType)
	tabs.cover:SetShown(numTabs == 0)
end

function B:BankTabs_UpdateIcons(bankType)
	if not B.BankFrame then return end

	local isWarband = bankType == WARBANDBANK_TYPE
	local tabs = (isWarband and B.BankFrame.WarbandTabs) or (bankType == CHARACTERBANK_TYPE and B.BankFrame.BankTabs)
	if not tabs then return end

	B:BankTabs_CheckCover(tabs, bankType)

	local tabsData = B:BankTab_PurchasedData(bankType)
	for _, bankID in next, (isWarband and B.WarbandIndexs) or B.CharacterBankIndexs do
		B:BankTabs_UpdateIcon(B.BankFrame, bankID, tabsData)
	end
end

function B:BankTabs_SwapTabs(f, tab)
	local tabsShown = tab:IsShown()
	if tabsShown then
		ToggleFrame(f.BankTabs)
		ToggleFrame(f.WarbandTabs)
	end
end

function B:BankTabs_AutoDeposit(bankType)
	B:ClickSound()
	AutoDepositItemsIntoBank(bankType)
end

function B:BankTabs_DepositWarband()
	B:BankTabs_AutoDeposit(WARBANDBANK_TYPE)
end

function B:BankTabs_DepositCharacter()
	B:BankTabs_AutoDeposit(CHARACTERBANK_TYPE)
end

function B:BANK_TAB_SETTINGS_UPDATED(_, bankType)
	B:BankTabs_UpdateIcons(bankType)
end

function B:BANK_TABS_CHANGED(_, bankType)
	B:BankTabs_UpdateIcons(bankType)
end

function B:ShowBankTab(f, bankTab)
	local previousTab = B.BankTab

	B.BankTab = bankTab or (E.Retail and 6) or 1

	local warbandIndex = B.WarbandBanks[B.BankTab]
	f.bankType = warbandIndex and WARBANDBANK_TYPE or CHARACTERBANK_TYPE
	f.ContainerHolder:Hide()

	local purcahseTab = B:GetPurchaseTabButton()
	if warbandIndex then
		f.fullBank = not CanPurchaseBankTab(WARBANDBANK_TYPE)

		B:BankTabs_SwapTabs(f, f.BankTabs)

		for _, bankIndex in next, B.CharacterBanks do
			f['BankTabs'..bankIndex]:Hide()
		end

		f.depositButton:SetScript('OnClick', B.BankTabs_DepositWarband)
		f.purchaseTabButton:SetShown(purcahseTab and not f.fullBank)

		if purcahseTab then
			purcahseTab:SetAttribute('overrideBankType', WARBANDBANK_TYPE)
		end

		f.holderFrame:Hide()
		f.sortButton:Point('RIGHT', f.depositButton, 'LEFT', -5, 0)
	else
		if E.Retail then
			f.fullBank = not CanPurchaseBankTab(CHARACTERBANK_TYPE)

			B:BankTabs_SwapTabs(f, f.WarbandTabs)

			for _, bankIndex in next, B.WarbandBanks do
				f['WarbandTabs'..bankIndex]:Hide()
			end

			f.depositButton:SetScript('OnClick', B.BankTabs_DepositCharacter)
			f.purchaseTabButton:SetShown(purcahseTab and not f.fullBank)

			if purcahseTab then
				purcahseTab:SetAttribute('overrideBankType', CHARACTERBANK_TYPE)
			end
		else
			f.fullBank = select(2, GetNumBankSlots())
			f.purchaseBagButton:SetShown(not f.fullBank)
		end

		f.holderFrame:Show()
		f.sortButton:Point('RIGHT', f.stackButton, 'LEFT', -5, 0)
	end

	f.editBox:Point('RIGHT', (not f.fullBank and f.purchaseTabButton or f.purchaseBagButton) or f.bagsButton, 'LEFT', -5, BANK_SPACE_OFFSET)

	if previousTab ~= B.BankTab then
		B:Layout(true)
	else
		B:UpdateLayout(f)
	end
end

function B:ItemGlowOnFinished()
	if self:GetChange() == 1 then
		self:SetChange(0)
	else
		self:SetChange(1)
	end
end

function B:ShowItemGlow(bag, newItemGlow)
	if newItemGlow then
		newItemGlow:SetAlpha(1)
	end

	if not bag.NewItemGlow:IsPlaying() then
		bag.NewItemGlow:Play()
	end
end

function B:HideItemGlow(bag)
	if bag.NewItemGlow:IsPlaying() then
		bag.NewItemGlow:Stop()

		for _, itemGlow in next, bag.NewItemGlow.Fade.children do
			itemGlow:SetAlpha(0)
		end
	end
end

function B:SetupItemGlow(frame)
	frame.NewItemGlow = _G.CreateAnimationGroup(frame)
	frame.NewItemGlow:SetLooping(true)

	frame.NewItemGlow.Fade = frame.NewItemGlow:CreateAnimation('fade')
	frame.NewItemGlow.Fade:SetDuration(0.7)
	frame.NewItemGlow.Fade:SetChange(0)
	frame.NewItemGlow.Fade:SetEasing('in')
	frame.NewItemGlow.Fade:SetScript('OnFinished', B.ItemGlowOnFinished)
end

function B:OpenBank()
	B.BankFrame:Show()
	B:PanelShow(_G.BankFrame)

	-- open to Warband when using Warband Bank Distance Inhibitor
	-- otherwise, allow opening Reagents directly by holding Shift
	-- keep this over update slots for bank slot assignments
	local viewCharacter = E.Retail and CanViewBank(CHARACTERBANK_TYPE)
	local openToWarband = E.Retail and not viewCharacter and CanViewBank(WARBANDBANK_TYPE) and B.WarbandIndexs[1]

	B:ShowBankTab(B.BankFrame, openToWarband)

	if E.Retail then
		B:SetBankTabs(B.BankFrame)
	end

	if B.BankFrame.firstOpen then
		B:UpdateAllSlots(B.BankFrame, true)

		if E.Retail then
			for bankID in next, B.WarbandBanks do
				B:UpdateBagSlots(B.BankFrame, bankID)
			end
		end

		B.BankFrame.firstOpen = nil
	elseif next(B.BankFrame.staleBags) then
		for bagID, bag in next, B.BankFrame.staleBags do
			if bagID == BANK_CONTAINER then
				for slotID in next, bag.staleSlots do
					B:UpdateSlot(B.BankFrame, bagID, slotID)
					bag.staleSlots[slotID] = nil
				end
			else
				B:UpdateBagSlots(B.BankFrame, bagID)
			end

			B.BankFrame.staleBags[bagID] = nil
		end
	end

	if B.db.autoToggle.bank and not B.BagFrame:IsShown() then
		_G.ToggleAllBags()
	end
end

function B:CloseBank()
	B:PanelHide(_G.BankFrame)
	B:PanelHide(_G.BankPanel)

	local purcahseTab = B:GetPurchaseTabButton()
	if purcahseTab then
		purcahseTab:SetAttribute('overrideBankType', nil)
	end

	if B.BankFrame:IsShown() then
		B.BankFrame:Hide()
	end

	if B:CloseAllBags() then
		B:CloseSound() -- the bags werent open but we should play the sound
	end
end

function B:GetInitialContainerFrameOffsetX()
	if _G.EditModeUtil then
		return _G.EditModeUtil:GetRightActionBarWidth() + 10
	else
		return CONTAINER_OFFSET_X
	end
end

function B:GetContainerFrameBags()
	if _G.ContainerFrameSettingsManager then
		return _G.ContainerFrameSettingsManager:GetBagsShown()
	else
		return _G.ContainerFrame1.bags
	end
end

function B:GetContainerFrameScale()
	local containerFrameOffsetX = B:GetInitialContainerFrameOffsetX()
	local xOffset, yOffset, screenHeight, freeScreenHeight, leftMostPoint, column
	local screenWidth = E.screenWidth
	local containerScale = 1
	local leftLimit = 0
	if _G.BankFrame:IsShown() then
		leftLimit = _G.BankFrame:GetRight() - 25
	end

	while containerScale > CONTAINER_SCALE do
		screenHeight = E.screenHeight / containerScale
		-- Adjust the start anchor for bags depending on the multibars
		xOffset = containerFrameOffsetX / containerScale
		yOffset = CONTAINER_OFFSET_Y / containerScale
		-- freeScreenHeight determines when to start a new column of bags
		freeScreenHeight = screenHeight - yOffset
		leftMostPoint = screenWidth - xOffset
		column = 1

		local frameHeight
		local framesInColumn = 0
		local forceScaleDecrease = false
		for _, frame in ipairs(B:GetContainerFrameBags()) do
			if type(frame) == 'string' then
				frame = _G[frame]
			end

			framesInColumn = framesInColumn + 1
			frameHeight = frame:GetHeight(true)
			if freeScreenHeight < frameHeight then
				if framesInColumn == 1 then -- If this is the only frame in the column and it doesn't fit, then scale must be reduced and the iteration restarted
					forceScaleDecrease = true
					break
				else -- Start a new column
					column = column + 1
					framesInColumn = 0 -- kind of a lie, at this point there's actually a single frame in the new column, but this simplifies where to increment.
					leftMostPoint = screenWidth - ( column * frame:GetWidth(true) * containerScale ) - xOffset
					freeScreenHeight = screenHeight - yOffset
				end
			end

			freeScreenHeight = freeScreenHeight - frameHeight
		end

		if forceScaleDecrease or (leftMostPoint < leftLimit) then
			containerScale = containerScale - 0.01
		else
			break
		end
	end

	return max(containerScale, CONTAINER_SCALE)
end

function B:UpdateContainerFrameAnchors()
	local containerScale = B:GetContainerFrameScale()
	local screenHeight = E.screenHeight / containerScale

	-- Adjust the start anchor for bags depending on the multibars
	--local xOffset = GetInitialContainerFrameOffsetX() / containerScale
	local yOffset = CONTAINER_OFFSET_Y / containerScale
	-- freeScreenHeight determines when to start a new column of bags
	local freeScreenHeight = screenHeight - yOffset
	local previousBag, recentBagColumn

	for index, frame in ipairs(B:GetContainerFrameBags()) do
		if type(frame) == 'string' then
			frame = _G[frame]
		end

		frame:SetScale(containerScale)

		if index == 1 then -- First bag
			frame:SetPoint('BOTTOMRIGHT', _G.ElvUIBagMover, 'BOTTOMRIGHT', E.Spacing, -E.Border)
			recentBagColumn = frame
		elseif (freeScreenHeight < frame:GetHeight()) or (E.Retail and previousBag:IsCombinedBagContainer()) then -- Start a new column
			freeScreenHeight = screenHeight - yOffset
			frame:SetPoint('BOTTOMRIGHT', recentBagColumn, 'BOTTOMLEFT', -11, 0)
			recentBagColumn = frame
		else -- Anchor to the previous bag
			frame:SetPoint('BOTTOMRIGHT', previousBag, 'TOPRIGHT', 0, CONTAINER_SPACING)
		end

		previousBag = frame
		freeScreenHeight = freeScreenHeight - frame:GetHeight()
	end
end

function B:PostBagMove()
	if not E.private.bags.enable then return end

	local x, y = self:GetCenter() -- self refers to the mover (bag or bank)
	if not x or not y then return end

	if y > (E.screenHeight * 0.5) then
		self:SetText(self.textGrowDown)
		self.POINT = x > (E.screenWidth * 0.5) and 'TOPRIGHT' or 'TOPLEFT'
	else
		self:SetText(self.textGrowUp)
		self.POINT = x > (E.screenWidth * 0.5) and 'BOTTOMRIGHT' or 'BOTTOMLEFT'
	end

	local bagFrame = (self.name == 'ElvUIBankMover' and B.BankFrame) or B.BagFrame
	bagFrame:ClearAllPoints()
	bagFrame:Point(self.POINT, self)
end

function B:MERCHANT_CLOSED()
	B.SellFrame:Hide()

	wipe(B.SellFrame.Info.itemList)

	B.SellFrame.Info.ProgressTimer = 0
	B.SellFrame.Info.SellInterval = B.db.vendorGrays.interval
	B.SellFrame.Info.ProgressMax = 0
	B.SellFrame.Info.goldGained = 0
	B.SellFrame.Info.itemsSold = 0
end

function B:ProgressQuickVendor()
	local item = B.SellFrame.Info.itemList[1]
	if not item then return nil, true end -- No more to sell

	local bagID, slotID, itemLink, stackCount, stackPrice = unpack(item)
	if B.db.vendorGrays.details and itemLink then
		E:Print(format('%s|cFF00DDDDx%d|r %s', itemLink, stackCount, E:FormatMoney(stackPrice, B.db.moneyFormat, not B.db.moneyCoins)))
	end

	UseContainerItem(bagID, slotID)
	tremove(B.SellFrame.Info.itemList, 1)

	return stackPrice
end

function B:VendorGrays_OnUpdate(elapsed)
	B.SellFrame.Info.ProgressTimer = B.SellFrame.Info.ProgressTimer - elapsed
	if B.SellFrame.Info.ProgressTimer > 0 then return end
	B.SellFrame.Info.ProgressTimer = B.SellFrame.Info.SellInterval

	local goldGained, lastItem = B:ProgressQuickVendor()
	if goldGained then
		B.SellFrame.Info.goldGained = B.SellFrame.Info.goldGained + goldGained
		B.SellFrame.Info.itemsSold = B.SellFrame.Info.itemsSold + 1
		B.SellFrame.statusbar:SetValue(B.SellFrame.Info.itemsSold)
		B.SellFrame.statusbar.ValueText:SetText(B.SellFrame.Info.itemsSold..' / '..B.SellFrame.Info.ProgressMax)
	elseif lastItem then
		B.SellFrame:Hide()

		if not E.Retail and B.SellFrame.Info.goldGained > 0 then
			E:Print(format(L["Vendored gray items for: %s"], E:FormatMoney(B.SellFrame.Info.goldGained, B.db.moneyFormat, not B.db.moneyCoins)))
		end
	end
end

function B:CreateSellFrame()
	B.SellFrame = CreateFrame('Frame', 'ElvUIVendorGraysFrame', E.UIParent)
	B.SellFrame:Size(200, 40)
	B.SellFrame:Point('CENTER', E.UIParent)
	B.SellFrame:CreateBackdrop('Transparent')
	B.SellFrame:SetAlpha(B.db.vendorGrays.progressBar and 1 or 0)

	B.SellFrame.title = B.SellFrame:CreateFontString(nil, 'OVERLAY')
	B.SellFrame.title:FontTemplate(nil, 12, 'OUTLINE')
	B.SellFrame.title:Point('TOP', B.SellFrame, 'TOP', 0, -2)
	B.SellFrame.title:SetText(L["Vendoring Grays"])

	B.SellFrame.statusbar = CreateFrame('StatusBar', 'ElvUIVendorGraysFrameStatusbar', B.SellFrame)
	B.SellFrame.statusbar:Size(180, 16)
	B.SellFrame.statusbar:Point('BOTTOM', B.SellFrame, 'BOTTOM', 0, 4)
	B.SellFrame.statusbar:SetStatusBarTexture(E.media.normTex)
	B.SellFrame.statusbar:SetStatusBarColor(1, 0, 0)
	B.SellFrame.statusbar:CreateBackdrop('Transparent')

	B.SellFrame.statusbar.anim = _G.CreateAnimationGroup(B.SellFrame.statusbar)
	B.SellFrame.statusbar.anim.progress = B.SellFrame.statusbar.anim:CreateAnimation('Progress')
	B.SellFrame.statusbar.anim.progress:SetEasing('Out')
	B.SellFrame.statusbar.anim.progress:SetDuration(.3)

	B.SellFrame.statusbar.ValueText = B.SellFrame.statusbar:CreateFontString(nil, 'OVERLAY')
	B.SellFrame.statusbar.ValueText:FontTemplate(nil, 12, 'OUTLINE')
	B.SellFrame.statusbar.ValueText:Point('CENTER', B.SellFrame.statusbar)
	B.SellFrame.statusbar.ValueText:SetText('0 / 0 ( 0s )')

	B.SellFrame.Info = {
		ProgressTimer = 0,
		SellInterval = B.db.vendorGrays.interval,
		ProgressMax = 0,
		goldGained = 0,
		itemsSold = 0,
		itemList = {},
	}

	B.SellFrame:SetScript('OnUpdate', B.VendorGrays_OnUpdate)
	B.SellFrame:Hide()
end

function B:UpdateSellFrameSettings()
	if not B.SellFrame or not B.SellFrame.Info then return end

	B.SellFrame.Info.SellInterval = B.db.vendorGrays.interval
	B.SellFrame:SetAlpha(B.db.vendorGrays.progressBar and 1 or 0)
end

B.BagIndice = {
	quiver = 0x1,
	ammoPouch = 0x2,
	soulBag = 0x4,
	leatherworking = 0x8,
	inscription = 0x10,
	herbs = 0x20,
	enchanting = 0x40,
	engineering = 0x80,
	keyring = 0x100,
	gems = 0x200,
	mining = 0x400,
	fishing = 0x8000,
	cooking = 0x10000,
	equipment = FILTER_FLAG_EQUIPMENT,
	consumables = FILTER_FLAG_CONSUMABLES,
	tradegoods = FILTER_FLAG_TRADE_GOODS,
	quest = FILTER_FLAG_QUEST,
	junk = FILTER_FLAG_JUNK,
	reagent = 5, -- should be safe, keep this static
}

B.QuestKeys = {
	questStarter = 'questStarter',
	questItem = 'questItem',
}

B.AutoToggleEvents = {
	AUCTION_HOUSE_SHOW = 'auctionHouse',
	AUCTION_HOUSE_CLOSED = 'auctionHouse',
	TRADE_SKILL_SHOW = 'professions',
	TRADE_SKILL_CLOSE = 'professions',
	TRADE_SHOW = 'trade',
	TRADE_CLOSED = 'trade'
}

B.AutoToggleClose = {
	AUCTION_HOUSE_CLOSED = true,
	TRADE_SKILL_CLOSE = true,
	TRADE_CLOSED = true,
}

if E.Retail then
	B.AutoToggleEvents.SOULBIND_FORGE_INTERACTION_STARTED = 'soulBind'
	B.AutoToggleEvents.SOULBIND_FORGE_INTERACTION_ENDED = 'soulBind'
	B.AutoToggleClose.SOULBIND_FORGE_INTERACTION_ENDED = true
end

function B:AutoToggleFunction()
	local option = B.AutoToggleEvents[self]
	if not option then return end

	if B.db.autoToggle[option] and not B.AutoToggleClose[self] then
		B:OpenBags()
	else
		B:CloseAllBags()
	end
end

function B:SetupAutoToggle()
	for event in next, B.AutoToggleEvents do
		if B.db.autoToggle.enable then
			B:RegisterEvent(event, B.AutoToggleFunction)
		else
			B:UnregisterEvent(event)
		end
	end
end

function B:UpdateBagColors(table, indice, r, g, b)
	local colorTable
	if table == 'items' then
		colorTable = B.QuestColors[B.QuestKeys[indice]]
	else
		if table == 'profession' then table = 'ProfessionColors' end
		if table == 'assignment' then table = 'AssignmentColors' end
		colorTable = B[table][B.BagIndice[indice]]
	end

	colorTable.r, colorTable.g, colorTable.b = r, g, b
end

function B:GetBindLines()
	local c = GetCVarBool('colorblindmode')
	return c and 3 or 2, c and 5 or 4
end

function B:UpdateBindLines(_, cvar)
	if cvar == 'USE_COLORBLIND_MODE' then
		BIND_START, BIND_END = B:GetBindLines()
	end
end

function B:GuildBankShow()
	local frame = _G.GuildBankFrame
	if frame and frame:IsShown() and B.db.autoToggle.guildBank then
		B:OpenBags()
	end
end

function B:ADDON_LOADED(_, addon)
	if addon == 'Blizzard_GuildBankUI' then
		_G.GuildBankFrame:HookScript('OnShow', B.GuildBankShow)
	end
end

function B:PlayerInteraction_ShowFrame(_, interactionType)
	if interactionType == MAIL_INTERACTION then
		B:OpenAllBags(_G.MailFrame)
	end
end

function B:Initialize()
	BIND_START, BIND_END = B:GetBindLines()

	B.AssignmentColors = {
		[0] = E:NewColorTable(0.99, 0.23, 0.21, 1), -- fallback
		[FILTER_FLAG_EQUIPMENT] = E:UpdateColorTable({}, B.db.colors.assignment.equipment),
		[FILTER_FLAG_CONSUMABLES] = E:UpdateColorTable({}, B.db.colors.assignment.consumables),
		[FILTER_FLAG_TRADE_GOODS] = E:UpdateColorTable({}, B.db.colors.assignment.tradegoods),
		[FILTER_FLAG_QUEST] = E:UpdateColorTable({}, B.db.colors.items.questItem),
		[FILTER_FLAG_JUNK] = E:UpdateColorTable({}, B.db.colors.assignment.junk),
		[FILTER_FLAG_REAGENTS] = E:UpdateColorTable({}, B.db.colors.profession.reagent)
	}

	B.ProfessionColors = {
		[0x1]		= E:UpdateColorTable({}, B.db.colors.profession.quiver),
		[0x2]		= E:UpdateColorTable({}, B.db.colors.profession.ammoPouch),
		[0x4]		= E:UpdateColorTable({}, B.db.colors.profession.soulBag),
		[0x8]		= E:UpdateColorTable({}, B.db.colors.profession.leatherworking),
		[0x10]		= E:UpdateColorTable({}, B.db.colors.profession.inscription),
		[0x20]		= E:UpdateColorTable({}, B.db.colors.profession.herbs),
		[0x40]		= E:UpdateColorTable({}, B.db.colors.profession.enchanting),
		[0x80]		= E:UpdateColorTable({}, B.db.colors.profession.engineering),
		[0x100]		= E:UpdateColorTable({}, B.db.colors.profession.keyring),
		[0x200]		= E:UpdateColorTable({}, B.db.colors.profession.gems),
		[0x400]		= E:UpdateColorTable({}, B.db.colors.profession.mining),
		[0x8000]	= E:UpdateColorTable({}, B.db.colors.profession.fishing),
		[0x10000]	= E:UpdateColorTable({}, B.db.colors.profession.cooking),
	}

	if E.Retail then
		B.ProfessionColors[B.BagIndice.reagent] = E:UpdateColorTable({}, B.db.colors.profession.reagent)
	end

	B.QuestColors = {
		questStarter = E:UpdateColorTable({}, B.db.colors.items.questStarter),
		questItem = E:UpdateColorTable({}, B.db.colors.items.questItem),
	}

	B:LoadBagBar()
	B:CreateSellFrame() -- Creating vendor grays frame
	B:RegisterEvent('MERCHANT_CLOSED')

	--Bag Mover (We want it created even if Bags module is disabled, so we can use it for default bags too)
	local BagFrameHolder = CreateFrame('Frame', nil, E.UIParent)
	BagFrameHolder:Width(200)
	BagFrameHolder:Height(22)
	BagFrameHolder:SetFrameLevel(355)

	if not E.private.bags.enable then
		-- Set a different default anchor
		BagFrameHolder:Point('BOTTOMRIGHT', _G.RightChatPanel, 'BOTTOMRIGHT', -(E.Border*2), 22 + E.Border*4 - E.Spacing*2)
		E:CreateMover(BagFrameHolder, 'ElvUIBagMover', L["Bags"], nil, nil, B.PostBagMove, nil, nil, 'bags,general')
		CONTAINER_SPACING = E.private.skins.blizzard.enable and E.private.skins.blizzard.bags and (E.Border*2) or 0
		B:SecureHook('UpdateContainerFrameAnchors')
		return
	end

	B.Initialized = true
	B.BagFrames = {}

	B.MAX_CONTAINER_ITEMS = 42
	B.CHARACTERBANK_SIZE = 98
	B.WARBANDBANK_SIZE = 98
	B.GUILDBANK_SIZE = 98

	--Bag Mover: Set default anchor point and create mover
	BagFrameHolder:Point('BOTTOMRIGHT', _G.RightChatPanel, 'BOTTOMRIGHT', 0, 22 + E.Border*4 - E.Spacing*2)
	E:CreateMover(BagFrameHolder, 'ElvUIBagMover', L["Bags (Grow Up)"], nil, nil, B.PostBagMove, nil, nil, 'bags,general')

	--Bank Mover
	local BankFrameHolder = CreateFrame('Frame', nil, E.UIParent)
	BankFrameHolder:Width(200)
	BankFrameHolder:Height(22)
	BankFrameHolder:Point('BOTTOMLEFT', _G.LeftChatPanel, 'BOTTOMLEFT', 0, 22 + E.Border*4 - E.Spacing*2)
	BankFrameHolder:SetFrameLevel(350)
	E:CreateMover(BankFrameHolder, 'ElvUIBankMover', L["Bank (Grow Up)"], nil, nil, B.PostBagMove, nil, nil, 'bags,general')

	--Set some variables on movers
	_G.ElvUIBagMover.textGrowUp = L["Bags (Grow Up)"]
	_G.ElvUIBagMover.textGrowDown = L["Bags (Grow Down)"]
	_G.ElvUIBagMover.POINT = 'BOTTOM'
	_G.ElvUIBankMover.textGrowUp = L["Bank (Grow Up)"]
	_G.ElvUIBankMover.textGrowDown = L["Bank (Grow Down)"]
	_G.ElvUIBankMover.POINT = 'BOTTOM'

	--Create Containers
	B.BagFrame = B:ConstructContainerFrame('ElvUI_ContainerFrame')
	B.BankFrame = B:ConstructContainerFrame('ElvUI_BankContainerFrame', true)

	if E.Classic or E.TBC or E.Wrath then
		B:SecureHook(_G.PlayerInteractionFrameManager, 'ShowFrame', 'PlayerInteraction_ShowFrame')
	elseif E.Retail then
		B:SecureHook(_G.TokenFrame, 'SetTokenWatched', 'UpdateTokensIfVisible')

		local BackpackTokenFrame = _G.BackpackTokenFrame
		if BackpackTokenFrame then -- GetMaxTokensWatched: counter to adjust max currencies we can track
			BackpackTokenFrame:SetWidth(MAX_WATCHED_TOKENS * (BackpackTokenFrame.tokenWidth or 50))
		end
	else
		B:SecureHook('BackpackTokenFrame_Update', 'UpdateTokens')
	end

	if E.Retail then
		B:RegisterEvent('BANK_TABS_CHANGED')
		B:RegisterEvent('BANK_TAB_SETTINGS_UPDATED')
		B:RegisterEvent('ACCOUNT_MONEY', 'UpdateGoldText')
		B:RegisterEvent('PLAYER_AVG_ITEM_LEVEL_UPDATE')

		_G.BankPanel:SetScript('OnShow', nil)
	end

	B:SecureHook('ToggleBag')
	B:SecureHook('ToggleBackpack')
	B:SecureHook('ToggleAllBags')
	B:SecureHook('CloseAllBags')
	B:SecureHook('OpenAllBags')

	B:SetupAutoToggle()
	B:DisableBlizzard()
	B:UpdateGoldText()

	B:RegisterEvent('ADDON_LOADED')
	B:RegisterEvent('PLAYER_MONEY', 'UpdateGoldText')
	B:RegisterEvent('PLAYER_TRADE_MONEY', 'UpdateGoldText')
	B:RegisterEvent('TRADE_MONEY_CHANGED', 'UpdateGoldText')
	B:RegisterEvent('PLAYER_REGEN_ENABLED', 'UpdateBagButtons')
	B:RegisterEvent('PLAYER_REGEN_DISABLED', 'UpdateBagButtons')
	B:RegisterEvent('BANKFRAME_OPENED', 'OpenBank')
	B:RegisterEvent('BANKFRAME_CLOSED', 'CloseBank')
	B:RegisterEvent('CVAR_UPDATE', 'UpdateBindLines')

	--Enable/Disable 'Loot to Leftmost Bag'
	SetInsertItemsLeftToRight(B.db.reverseLoot)
end

E:RegisterModule(B:GetName())
