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--                        A L L   T H E   T H I N G S                         --
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--               Copyright 2017 Dylan Fortune (Crieve-Sargeras)               --
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AllTheThings = CreateFrame("FRAME", "AllTheThings", UIParent);
local function HandleEvents(self, e, ...) (self.events[e] or tostringall)(...); end
local app = AllTheThings;	-- Create a local (non global) reference
app.refreshDataForce = true;
app.events = {};
local backdrop = {
	bgFile = "Interface/Tooltips/UI-Tooltip-Background", 
	edgeFile = "Interface/Tooltips/UI-Tooltip-Border", 
	tile = true, tileSize = 16, edgeSize = 16, 
	insets = { left = 4, right = 4, top = 4, bottom = 4 }
};
app.DisplayName = "AllTheThings";
app:SetScript("OnEvent", HandleEvents);
app:SetPoint("BOTTOMLEFT", UIParent, "TOPLEFT", 0, 0);
app:SetSize(1, 1);
app:Show();

-- ReloadUI slash command (for ease of use)
SLASH_RELOADUI1 = "/reloadui";
SLASH_RELOADUI2 = "/rl";
SlashCmdList["RELOADUI"] = ReloadUI;

-- Performance Cache 
-- While this may seem silly, caching references to commonly used APIs is actually a performance gain...
local C_ArtifactUI_GetAppearanceInfoByID = C_ArtifactUI.GetAppearanceInfoByID; 
local C_MountJournal_GetMountInfoByID = C_MountJournal.GetMountInfoByID;
local C_MountJournal_GetMountInfoExtraByID = C_MountJournal.GetMountInfoExtraByID;
local C_TransmogCollection_GetAppearanceSourceInfo = C_TransmogCollection.GetAppearanceSourceInfo;
local C_TransmogCollection_GetAllAppearanceSources = C_TransmogCollection.GetAllAppearanceSources;
local C_TransmogCollection_GetIllusionSourceInfo = C_TransmogCollection.GetIllusionSourceInfo;
local C_TransmogCollection_GetIllusions = C_TransmogCollection.GetIllusions;
local C_TransmogCollection_GetSourceInfo = C_TransmogCollection.GetSourceInfo;
local C_TransmogSets_GetSetInfo = C_TransmogSets.GetSetInfo;
local C_ToyBox_GetToyInfo = C_ToyBox.GetToyInfo;
local C_ToyBox_GetToyLink = C_ToyBox.GetToyLink;
local EJ_GetCreatureInfo = _G["EJ_GetCreatureInfo"];
local EJ_GetEncounterInfo = _G["EJ_GetEncounterInfo"];
local GetAchievementCriteriaInfo = _G["GetAchievementCriteriaInfo"];
local GetAchievementInfo = _G["GetAchievementInfo"];
local GetAchievementLink = _G["GetAchievementLink"];
local GetClassInfo = _G["GetClassInfo"];
local GetDifficultyInfo = _G["GetDifficultyInfo"];
local GetFactionInfoByID = _G["GetFactionInfoByID"];
local GetItemInfo = _G["GetItemInfo"];
local GetItemInfoInstant = _G["GetItemInfoInstant"];
local GetItemSpecInfo = _G["GetItemSpecInfo"];
local GetTitleName = _G["GetTitleName"];
local IsDressableItem = _G["IsDressableItem"];
--local IsQuestFlaggedCompleted = _G["IsQuestFlaggedCompleted"];
local PlayerHasToy = _G["PlayerHasToy"];
local SetPortraitTexture = _G["SetPortraitTexture"];
local IsTitleKnown = _G["IsTitleKnown"];
local InCombatLockdown = _G["InCombatLockdown"];
local MAX_CREATURES_PER_ENCOUNTER = 9;

-- Coroutine Helper Functions
app.refreshing = {};
local function OnUpdate(self)
	for i=#self.__stack,1,-1 do
		if not self.__stack[i][1]() then
			table.remove(self.__stack, i);
			if #self.__stack < 1 then
				self:SetScript("OnUpdate", nil);
			end
		end
	end
end
local function Push(self, name, method)
	if not self.__stack then
		self.__stack = {};
		self:SetScript("OnUpdate", OnUpdate);
	elseif #self.__stack < 1 then 
		self:SetScript("OnUpdate", OnUpdate);
	end
	--print("Push->" .. name);
	table.insert(self.__stack, { method, name });
end
local function StartCoroutine(name, method)
	if method and not app.refreshing[name] then
		local instance = coroutine.create(method);
		app.refreshing[name] = true;
		Push(app, name, function()
			-- Lock out during PVP
			local inInstance, instanceType = IsInInstance();
			if inInstance and (instanceType == "pvp" or instanceType == "arena") then
				--print("PVPing, skipping " .. name);
				app:GetWindow("CurrentInstance"):Hide();
				return true;
			end
		
			-- Check the status of the coroutine
			if instance and coroutine.status(instance) ~= "dead" then
				local ok, err = coroutine.resume(instance);
				if ok then return true;	-- This means more work is required.
				else
					-- Show the error. Returning nothing is the same as canceling the work.
					print(err);
				end
			end
			app.refreshing[name] = nil;
		end);
	end
end

-- Data Lib
local AllTheThingsTempData = {}; 	-- For temporary data.
local AllTheThingsAD = {};			-- For account-wide data.
local AllTheThingsPCD = {};			-- For character specific data.
local function SetDataMember(member, data)
	AllTheThingsAD[member] = data;
end
local function GetDataMember(member, default)
	if AllTheThingsAD[member] == nil then AllTheThingsAD[member] = default; end
	return AllTheThingsAD[member];
end
local function SetTempDataMember(member, data)
	AllTheThingsTempData[member] = data;
end
local function GetTempDataMember(member, default)
	if AllTheThingsTempData[member] == nil then AllTheThingsTempData[member] = default; end
	return AllTheThingsTempData[member];
end
local function SetPersonalDataMember(member, data)
	AllTheThingsPCD[member] = data;
end
local function GetPersonalDataMember(member, default)
	if AllTheThingsPCD[member] == nil then AllTheThingsPCD[member] = default; end
	return AllTheThingsPCD[member];
end
local function SetDataSubMember(member, submember, data)
	if AllTheThingsAD[member] then AllTheThingsAD[member][submember] = data; end
end
local function GetDataSubMember(member, submember, default)
	if not AllTheThingsAD[member] then AllTheThingsAD[member] = { }; end
	if AllTheThingsAD[member][submember] == nil then AllTheThingsAD[member][submember] = default; end
	return AllTheThingsAD[member][submember];
end
local function SetTempDataSubMember(member, submember, data)
	if AllTheThingsTempData[member] then
		AllTheThingsTempData[member][submember] = data;
	end
end
local function GetTempDataSubMember(member, submember, default)
	if AllTheThingsTempData[member] == nil then
		AllTheThingsTempData[member] = { };
	end
	if AllTheThingsTempData[member][submember] == nil then
		AllTheThingsTempData[member][submember] = default;
	end
	return AllTheThingsTempData[member][submember];
end
local function SetPersonalDataSubMember(member, submember, data)
	if AllTheThingsPCD[member] then AllTheThingsPCD[member][submember] = data; end
end
local function GetPersonalDataSubMember(member, submember, default)
	if not AllTheThingsPCD[member] then AllTheThingsPCD[member] = { }; end
	if AllTheThingsPCD[member][submember] == nil then AllTheThingsPCD[member][submember] = default; end
	return AllTheThingsPCD[member][submember];
end
local function SetDataSubSubMember(member, submember, subsubmember, data)
	if AllTheThingsAD[member] and AllTheThingsAD[member][submember] then AllTheThingsAD[member][submember][subsubmember] = data; end
end
local function GetDataSubSubMember(member, submember, subsubmember, default)
	if not AllTheThingsAD[member] then
		AllTheThingsAD[member] = 
		{
			[submember] = 
			{
				[subsubmember] = default;
			};
		};
		return default;
	else
		if not AllTheThingsAD[member][submember] then
			AllTheThingsAD[member][submember] = 
			{
				[subsubmember] = default;
			};
			return default;
		else
			if AllTheThingsAD[member][submember][subsubmember] == nil then
				AllTheThingsAD[member][submember][subsubmember] = default;
				return default;
			end
		end
	end
	return AllTheThingsAD[member][submember][subsubmember];
end
local function SetPersonalDataSubSubMember(member, submember, subsubmember, data)
	if AllTheThingsPCD[member] and AllTheThingsPCD[member][submember] then AllTheThingsPCD[member][submember][subsubmember] = data; end
end
local function GetPersonalDataSubSubMember(member, submember, subsubmember, default)
	if not AllTheThingsPCD[member] then
		AllTheThingsPCD[member] = 
		{
			[submember] = 
			{
				[subsubmember] = default;
			};
		};
		return default;
	else
		if not AllTheThingsPCD[member][submember] then
			AllTheThingsPCD[member][submember] = 
			{
				[subsubmember] = default;
			};
			return default;
		else
			if AllTheThingsPCD[member][submember][subsubmember] == nil then
				AllTheThingsPCD[member][submember][subsubmember] = default;
				return default;
			end
		end
	end
	return AllTheThingsPCD[member][submember][subsubmember];
end
local function SetTempDataSubSubMember(member, submember, subsubmember, data)
	if AllTheThingsTempData[member] and AllTheThingsTempData[member][submember] then AllTheThingsTempData[member][submember][subsubmember] = data; end
end
local function GetTempDataSubSubMember(member, submember, subsubmember, default)
	if not AllTheThingsTempData[member] then
		AllTheThingsTempData[member] = 
		{
			[submember] = 
			{
				[subsubmember] = default;
			};
		};
		return default;
	else
		if not AllTheThingsTempData[member][submember] then
			AllTheThingsTempData[member][submember] = 
			{
				[subsubmember] = default;
			};
			return default;
		else
			if AllTheThingsTempData[member][submember][subsubmember] == nil then
				AllTheThingsTempData[member][submember][subsubmember] = default;
				return default;
			end
		end
	end
	return AllTheThingsTempData[member][submember][subsubmember];
end

-- Game Tooltip Icon
local GameTooltipIcon = CreateFrame("FRAME", nil, GameTooltip);
GameTooltipIcon:SetPoint("TOPRIGHT", GameTooltip, "TOPLEFT", 0, 0);
GameTooltipIcon:SetSize(96, 96);
GameTooltipIcon.icon = GameTooltipIcon:CreateTexture(nil, "ARTWORK");
GameTooltipIcon.icon:SetAllPoints(GameTooltipIcon);
GameTooltipIcon.icon:Show();
GameTooltipIcon.icon.Background = GameTooltipIcon:CreateTexture(nil, "BACKGROUND");
GameTooltipIcon.icon.Background:SetAllPoints(GameTooltipIcon);
GameTooltipIcon.icon.Background:Show();
GameTooltipIcon.icon.Border = GameTooltipIcon:CreateTexture(nil, "BORDER");
GameTooltipIcon.icon.Border:SetAllPoints(GameTooltipIcon);
GameTooltipIcon.icon.Border:Show();
GameTooltipIcon:Hide();

-- Model is used to display the model of an NPC/Encounter.
local GameTooltipModel, model, fi = CreateFrame("FRAME", "ATTGameTooltipModel", GameTooltip);
GameTooltipModel:SetPoint("TOPRIGHT", GameTooltip, "TOPLEFT", 0, 0);
GameTooltipModel:SetSize(128, 128);
GameTooltipModel:SetBackdrop(backdrop);
GameTooltipModel:SetBackdropBorderColor(1, 1, 1, 1);
GameTooltipModel:SetBackdropColor(0, 0, 0, 1);
GameTooltipModel.Models = {};
GameTooltipModel.Model = CreateFrame("DressUpModel", nil, GameTooltipModel);
GameTooltipModel.Model:SetPoint("TOPLEFT", GameTooltipModel ,"TOPLEFT", 4, -4)
GameTooltipModel.Model:SetPoint("BOTTOMRIGHT", GameTooltipModel ,"BOTTOMRIGHT", -4, 4)
GameTooltipModel.Model:SetRotation(MODELFRAME_DEFAULT_ROTATION);
GameTooltipModel.Model:Hide();
for i=1,MAX_CREATURES_PER_ENCOUNTER do
	model = CreateFrame("DressUpModel", "ATTGameTooltipModel" .. i, GameTooltipModel);
	model:SetPoint("TOPLEFT", GameTooltipModel ,"TOPLEFT", 4, -4);
	model:SetPoint("BOTTOMRIGHT", GameTooltipModel ,"BOTTOMRIGHT", -4, 4);
	model:SetCamDistanceScale(1.7);
	model:SetDisplayInfo(987);
	model:SetRotation(MODELFRAME_DEFAULT_ROTATION);
	fi = math.floor(i / 2);
	model:SetPosition(fi * -0.1, (fi * (i % 2 == 0 and -1 or 1)) * ((MAX_CREATURES_PER_ENCOUNTER - i) * 0.1), fi * 0.2 - 0.3);
	model:SetDepth(i);
	model:Hide();
	tinsert(GameTooltipModel.Models, model);
end
GameTooltipModel.HideAllModels = function(self)
	for i=1,MAX_CREATURES_PER_ENCOUNTER do
		GameTooltipModel.Models[i]:Hide();
	end
	GameTooltipModel.Model:Hide();
end
GameTooltipModel.SetCreatureID = function(self, creatureID)
	GameTooltipModel.HideAllModels(self);
	if creatureID < 0 then
		self.Model:SetDisplayInfo(math.abs(creatureID));
		self.Model:Show();
	else
		self.Model:SetUnit("none");
		self.Model:SetCreature(creatureID);
		if not self.Model:GetModelFileID() then
			Push(app, "SetCreatureID", function()
				if self.lastModel == creatureID then
					self:SetCreatureID(creatureID);
				end
			end);
		end
	end
	self:Show();
end
GameTooltipModel.TrySetModel = function(self, reference)
	GameTooltipModel.HideAllModels(self);
	if GetDataMember("ShowModels") then
		self.lastModel = reference;
		local displayInfos = reference.displayInfo;
		if displayInfos then
			local rotation = reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION;
			local scale = reference.modelScale or 1;
			local count = #displayInfos;
			if count > 1 then
				count = math.floor(count, MAX_CREATURES_PER_ENCOUNTER);
				local ratio = count / MAX_CREATURES_PER_ENCOUNTER;
				if count < 3 then
					for i=1,count do
						model = self.Models[i];
						model:SetDisplayInfo(displayInfos[i]);
						model:SetCamDistanceScale(scale);
						model:SetRotation(rotation);
						model:SetPosition(0, (i % 2 == 0 and 0.5 or -0.5), 0);
						model:Show();
					end
				else
					scale = (1 + (ratio * 0.5)) * scale;
					for i=1,count do
						model = self.Models[i];
						model:SetDisplayInfo(displayInfos[i]);
						model:SetCamDistanceScale(scale);
						model:SetRotation(rotation);
						fi = math.floor(i / 2);
						model:SetPosition(fi * -0.1, (fi * (i % 2 == 0 and -1 or 1)) * ((MAX_CREATURES_PER_ENCOUNTER - i) * 0.1), fi * 0.2 - (ratio * 0.15));
						model:Show();
					end
				end
			else
				self.Model:SetRotation(rotation);
				self.Model:SetCamDistanceScale(scale);
				self.Model:SetDisplayInfo(displayInfos[1]);
				self.Model:Show();
			end
			self:Show();
			return true;
		end
		
		if reference.displayID then
			self.Model:SetRotation(reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION);
			self.Model:SetCamDistanceScale(reference.modelScale or 1);
			self.Model:SetDisplayInfo(reference.displayID);
			self.Model:Show();
			self:Show();
			return true;
		elseif reference.creatureID then
			self.Model:SetRotation(reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION);
			self.Model:SetCamDistanceScale(reference.modelScale or 1);
			self:SetCreatureID(reference.creatureID);
			self.Model:Show();
			return true;
		elseif reference.model then
			self.Model:SetRotation(reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION);
			self.Model:SetCamDistanceScale(reference.modelScale or 1);
			self.Model:SetUnit("none");
			self.Model:SetModel(reference.model);
			self.Model:Show();
			self:Show();
			return true;
		elseif reference.atlas then
			GameTooltipIcon:SetSize(64,64);
			GameTooltipIcon.icon:SetAtlas(reference.atlas);
			GameTooltipIcon:Show();
			if reference["atlas-background"] then
				GameTooltipIcon.icon.Background:SetAtlas(reference["atlas-background"]);
				GameTooltipIcon.icon.Background:Show();
			end
			if reference["atlas-border"] then
				GameTooltipIcon.icon.Border:SetAtlas(reference["atlas-border"]);
				GameTooltipIcon.icon.Border:Show();
				if reference["atlas-color"] then
					local swatches = reference["atlas-color"];
					GameTooltipIcon.icon.Border:SetVertexColor(swatches[1], swatches[2], swatches[3], swatches[4] or 1.0);
				else
					GameTooltipIcon.icon.Border:SetVertexColor(1, 1, 1, 1.0);
				end
			end
			return true;
		end
	end
end
GameTooltipModel:Hide();

-- Localization Lib
app.Locales = {};
app.print = function(msg, ...)
	DEFAULT_CHAT_FRAME:AddMessage(app.DisplayName .. ": " .. (msg or "nil"), ...);
end
local function L(name, ...)
	return name and app.LL and app.LL[name];
end
local function SetLocale(loc)
	loc = loc or app.Locale or "enUS";
	if app.Locale ~= loc then
		-- Load in the table
		if app.Locales then
			app.Locale = loc;
			app.LL = app.Locales[loc] or app.Locales.enUS;
		end
	end
end
local function ShowInterfaceOptions()
	if InterfaceOptionsFrame:IsVisible() then
		InterfaceOptionsFrame_Show();
	else
		InterfaceOptionsFrame_OpenToCategory(L("TITLE_OPTIONS"));
		InterfaceOptionsFrame_OpenToCategory(L("TITLE_OPTIONS"));
	end
end

-- audio lib
local lastPlayedFanfare;
local function PlayFanfare()
	if GetDataMember("PlayFanfare", true) then
		-- Don't spam the users. It's nice sometimes, but let's put a delay of at least 1 second on there.
		local now = time();
		if lastPlayedFanfare and (now - lastPlayedFanfare) < 1 then return nil; end
		lastPlayedFanfare = now;
		
		-- Play a random fanfare from the locale table
		local t = L("AUDIO_FANFARE_TABLE");
		if t and type(t) == "table" then
			local id = math.random(1, #t);
			if t[id] then PlaySoundFile(t[id], "master"); end
		end
	end
end
local function PlayRemoveSound()
	if GetDataMember("PlayRemoveSound", true) then
		-- Play a random fanfare from the locale table
		local t = L("AUDIO_REMOVE_TABLE");
		if t and type(t) == "table" then
			local id = math.random(1, #t);
			if t[id] then PlaySoundFile(t[id], "master"); end
		end
	end
end

-- Color Lib
local CS = CreateFrame("ColorSelect", nil, app);
local function Colorize(str, color)
	return "|c" .. color .. str .. "|r";
end
local function RGBToHex(r, g, b)
	return string.format("ff%02x%02x%02x", 
		r <= 255 and r >= 0 and r or 0, 
		g <= 255 and g >= 0 and g or 0, 
		b <= 255 and b >= 0 and b or 0);
end
local function ConvertColorRgbToHsv(r, g, b)
  CS:SetColorRGB(r, g, b);
  local h,s,v = CS:GetColorHSV()
  return {h=h,s=s,v=v}
end
local red, green = ConvertColorRgbToHsv(1,0,0), ConvertColorRgbToHsv(0,1,0);
local progress_colors = setmetatable({[1] = "ff15abff"}, {
	__index = function(t, p)
		local h;
		p = tonumber(p);
		if abs(red.h - green.h) > 180 then
			local angle = (360 - abs(red.h - green.h)) * p;
			if red.h < green.h then
				h = floor(red.h - angle);
				if h < 0 then h = 360 + h end
			else
				h = floor(red.h + angle);
				if h > 360 then h = h - 360 end
			end
		else
			h = floor(red.h-(red.h-green.h)*p)
		end
		CS:SetColorHSV(h, red.s-(red.s-green.s)*p, red.v-(red.v-green.v)*p);
		local r,g,b = CS:GetColorRGB();
		local color = RGBToHex(r * 255, g * 255, b * 255);
		rawset(t, p, color);
		return color;
	end
});
local function GetProgressColor(p)
	return progress_colors[p];
end
local function GetProgressColorText(progress, total)
	local percent = progress / total;
	return "|c" .. GetProgressColor(percent) .. tostring(progress) .. " / " .. tostring(total) .. " (" .. tostring(floor(percent * 100)) .. "%)|r";
end
CS:Hide();

-- Source ID Harvesting Lib
local SourceIDs = {};
local DressUpModel = CreateFrame('DressUpModel');
local NPCModelHarvester = CreateFrame('DressUpModel', nil, OffScreenFrame);
local inventorySlotsMap = {	-- Taken directly from CanIMogIt (Thanks!)
    ["INVTYPE_HEAD"] = {1},
    ["INVTYPE_SHOULDER"] = {3},
    ["INVTYPE_BODY"] = {4},
    ["INVTYPE_CHEST"] = {5},
    ["INVTYPE_ROBE"] = {5},
    ["INVTYPE_WAIST"] = {6},
    ["INVTYPE_LEGS"] = {7},
    ["INVTYPE_FEET"] = {8},
    ["INVTYPE_WRIST"] = {9},
    ["INVTYPE_HAND"] = {10},
    ["INVTYPE_CLOAK"] = {15},
    ["INVTYPE_WEAPON"] = {16, 17},
    ["INVTYPE_SHIELD"] = {17},
    ["INVTYPE_2HWEAPON"] = {16, 17},
    ["INVTYPE_WEAPONMAINHAND"] = {16},
    ["INVTYPE_RANGED"] = {16},
    ["INVTYPE_RANGEDRIGHT"] = {16},
    ["INVTYPE_WEAPONOFFHAND"] = {17},
    ["INVTYPE_HOLDABLE"] = {17},
    ["INVTYPE_TABARD"] = {19},
};
local function BuildSourceText(group, l, flag)
	if group.parent then
		if l < 1 then
			if group.dr then
				return BuildSourceText(group.parent, l + 1, flag) .. "/ |c" .. GetProgressColor(group.dr * 0.01) .. tostring(group.dr) .. "%|r";
			else
				return BuildSourceText(group.parent, l + 1, flag);
			end
		else
			if flag and group.parent.mapID and group.parent.mapID == GetTempDataMember("MapID") then
				return group.text or "*";
			else
				return BuildSourceText(group.parent, l + 1, flag) .. " -> " .. (group.text or "*");
			end
		end
	end
	return group.text or "*";
end
local function BuildSourceTextForChat(group, l)
	if group.parent then
		if l < 1 then
			if group.dr then
				return BuildSourceTextForChat(group.parent, l + 1) .. "/ |c" .. GetProgressColor(group.dr * 0.01) .. tostring(group.dr) .. "%|r";
			else
				return BuildSourceTextForChat(group.parent, l + 1);
			end
		else
			return BuildSourceTextForChat(group.parent, l + 1) .. " -> " .. (group.text or "*");
		end
		return group.text or "*";
	end
	return "ATT";
end
local function GetSourceID(itemLink)
    if IsDressableItem(itemLink) then
		local itemID, _, _, slotName = GetItemInfoInstant(itemLink);
		if slotName then
			local slots = inventorySlotsMap[slotName];
			if slots then
				DressUpModel:SetUnit('player');
				DressUpModel:Undress();
				for i, slot in pairs(slots) do
					DressUpModel:TryOn(itemLink, slot);
					local sourceID = DressUpModel:GetSlotTransmogSources(slot);
					if sourceID and sourceID ~= 0 then return sourceID, true; end
				end
			end
		end
		return nil, true;
	end
	return nil, false;
end
AllTheThings.GetSourceID = GetSourceID;
local function SetPortraitIcon(self, data, x)
	self.lastData = data;
	if data.texCoords then
		self:SetWidth(self:GetHeight());
		self:SetTexture(data.icon);
		self:SetTexCoord(unpack(data.texCoords));
		return true;
	elseif GetDataMember("ShowModels") then
		if data.displayID then
			SetPortraitTexture(self, data.displayID);
			self:SetWidth(self:GetHeight());
			self:SetTexCoord(0, 1, 0, 1);
			return true;
		elseif data.creatureID then
			if data.creatureID < 0 then
				-- A negative creature ID is actually a displayInfo ID.
				SetPortraitTexture(self, math.abs(data.creatureID));
				self:SetWidth(self:GetHeight());
				self:SetTexCoord(0, 1, 0, 1);
				return true;
			end
		elseif data.atlas then
			self:SetAtlas(data.atlas);
			self:SetWidth(self:GetHeight());
			self:SetTexCoord(0, 1, 0, 1);
			if data["atlas-background"] then
				self.Background:SetAtlas(data["atlas-background"]);
				self.Background:SetWidth(self:GetHeight());
				self.Background:Show();
			end
			if data["atlas-border"] then
				self.Border:SetAtlas(data["atlas-border"]);
				self.Border:SetWidth(self:GetHeight());
				self.Border:Show();
				if data["atlas-color"] then
					local swatches = data["atlas-color"];
					self.Border:SetVertexColor(swatches[1], swatches[2], swatches[3], swatches[4] or 1.0);
				else
					self.Border:SetVertexColor(1, 1, 1, 1.0);
				end
			end
			return true;
		end
	end
	
	-- Fallback to a traditional icon.
	if data.icon then
		self:SetWidth(self:GetHeight());
		self:SetTexture(data.icon);
		self:SetTexCoord(0, 1, 0, 1);
		return true;
	end
end

-- Quest Completion Lib
local DirtyQuests = {};
local CompletedQuests = setmetatable({}, {__newindex = function (t, key, value)
  --print("Completed Quest ID #" .. key);
  DirtyQuests[key] = true;
  rawset(t, key, value);
end});
local IsQuestFlaggedCompleted = function(questID)
	return questID and CompletedQuests[questID];
end

-- Quest Name Harvesting Lib (http://www.wowinterface.com/forums/showthread.php?t=46934)
local QuestHarvester = CreateFrame("GameTooltip", "AllTheThingsQuestHarvester", UIParent, "GameTooltipTemplate");
local QuestTitleFromID = setmetatable({}, { __index = function(t, id)
	QuestHarvester:SetOwner(UIParent, "ANCHOR_NONE");
	QuestHarvester:SetHyperlink("quest:"..id);
	local title = AllTheThingsQuestHarvesterTextLeft1:GetText();
	QuestHarvester:Hide()
	if title and title ~= RETRIEVING_DATA then
		t[id] = title
		return title
	end
end })

-- NPC & Title Name Harvesting Lib (https://us.battle.net/forums/en/wow/topic/20758497390?page=1#post-4, Thanks Gello!)
local NPCTitlesFromID = {};
local NPCNameFromID = setmetatable({}, { __index = function(t, id)
	QuestHarvester:SetOwner(UIParent,"ANCHOR_NONE")
	QuestHarvester:SetHyperlink(format("unit:Creature-0-0-0-0-%d-0000000000",id))
	local title = AllTheThingsQuestHarvesterTextLeft1:GetText();
	if title and QuestHarvester:NumLines() > 2 then
		-- title = title .. " <" .. AllTheThingsQuestHarvesterTextLeft2:GetText() .. ">";
		NPCTitlesFromID[id] = AllTheThingsQuestHarvesterTextLeft2:GetText();
	end
	QuestHarvester:Hide();
	if title and title ~= RETRIEVING_DATA then
		t[id] = title
		return title;
	end
end })

-- Search Caching
local searchCache = {};

local constructor = function(id, t, typeID)
	if not t then
		return { [typeID] = id };
	end
	if not t.groups and t[1] then
		t = { ["groups"] = t, [typeID] = id };
	else
		t[typeID] = id;
	end
	return t;
end
local createInstance = function(template, prototype)
	return setmetatable(template, prototype);
end
local contains = function(arr, value)
	for i,value2 in ipairs(arr) do
		if value2 == value then return true; end
	end
end
local containsAny = function(arr, otherArr)
	for i, v in ipairs(arr) do
		for j, w in ipairs(otherArr) do
			if v == w then return true; end
		end
	end
end
local containsValue = function(dict, value)
	for key,value2 in pairs(dict) do
		if value2 == value then return true; end
	end
end
local function GetCachedSearchResults(search, method, ...)
	if search then
		local now = time();
		local cache = searchCache[search];
		if cache and (now - cache[3]) < cache[4] then return cache[1], cache[2]; end
		local listing, group, working, important = method(...);
		if listing then
			-- Cache the result for a while depending on the importance of the item
			cache = { };
			cache[1] = listing;
			if group then
				cache[2] = group;
				if GetDataMember("ShowSources") then
					local temp = {};
					local count = 0;
					local abbrevs = L("ABBREVIATIONS");
					for i,j in ipairs(group) do
						if not j.hideText and j.parent and j.parent.parent and (GetDataMember("ShowCompleteSourceLocations") or (not j.collected and not j.parent.saved)) then
							local text = BuildSourceText(j, 0, j.qg);
							--print(text .. tostring(j.parent.questID or 0) .. ", " .. tostring(j.parent.saved or 0));
							for source,replacement in pairs(abbrevs) do
								text = string.gsub(text, source,replacement);
							end
							tinsert(temp, text);
							if not GetDataMember("ShowAllSources") then break; end
							
							count = count + 1;
							if count > 9 then -- Shows 15 sources (Take # you want minus 1 and input)
								count = #group - count;
								if count > 1 then
									tinsert(temp, "And " .. count .. " other sources...");
									break;
								end
							end
						end
					end
					for i,j in ipairs(temp) do
						tinsert(listing, i, j);
					end
				end
				if #group > 0 and group[1].u then
					tinsert(listing, 1, L("UNOBTAINABLE_ITEM_REASONS")[group[1].u][2]);
				end
			else
				cache[2] = nil;
			end
			cache[3] = now;
			cache[4] = (working and 0.25) or (important and 60) or 100000000;
			searchCache[search] = cache;
			return listing, cache[2];
		else
			-- Cache the result for a while depending on the importance of the item
			cache = { };
			cache[1] = nil;
			cache[2] = nil;
			cache[3] = now;
			cache[4] = 100000000;
			searchCache[search] = cache;
			return nil;
		end
	end
end

-- Lua Constructor Lib
local fieldCache, fieldCache_f, firldCache_g = {};
fieldCache["creatureID"] = {};
fieldCache["encounterID"] = {};
fieldCache["objectID"] = {};
fieldCache["itemID"] = {};
fieldCache["mapID"] = {};
fieldCache["mountID"] = {};
fieldCache["questID"] = {};
fieldCache["s"] = {};
fieldCache["speciesID"] = {};
fieldCache["spellID"] = {};
fieldCache["toyID"] = {};
local function CacheFieldID(group, field)
	firldCache_g = group[field];
	if firldCache_g then
		fieldCache_f = fieldCache[field][firldCache_g];
		if not fieldCache_f then
			fieldCache_f = {};
			fieldCache[field][firldCache_g] = fieldCache_f;
		end
		tinsert(fieldCache_f, group);
	end
end
local function CacheSubFieldID(group, field, subfield)
	firldCache_g = group[subfield];
	if firldCache_g then
		fieldCache_f = fieldCache[field][firldCache_g];
		if not fieldCache_f then
			fieldCache_f = {};
			fieldCache[field][firldCache_g] = fieldCache_f;
		end
		--tinsert(fieldCache_f, group);
		tinsert(fieldCache_f, {["groups"] = { group }, ["parent"] = group, [subfield] = firldCache_g });
	end
end
local function CacheFields(group)
	CacheFieldID(group, "creatureID");
	CacheSubFieldID(group, "creatureID", "qg");
	CacheFieldID(group, "encounterID");
	CacheFieldID(group, "objectID");
	CacheFieldID(group, "itemID");
	CacheFieldID(group, "mapID");
	CacheFieldID(group, "mountID");
	CacheFieldID(group, "questID");
	CacheFieldID(group, "s");
	CacheFieldID(group, "speciesID");
	CacheFieldID(group, "spellID");
	CacheSubFieldID(group, "itemID", "toyID");
	CacheFieldID(group, "toyID");
	if group.classes and not containsValue(group.classes, app.ClassIndex) then
		group.nmc = true;	-- "Not My Class"
	end
	if group.races and not containsValue(group.races, app.RaceIndex) then
		group.nmr = true;	-- "Not My Race"
	end
	if group.groups then
		for i,subgroup in ipairs(group.groups) do
			CacheFields(subgroup);
		end
	end
end

-- Note Lib
local function SetNote(key, id, note)
	wipe(searchCache);
	SetDataSubSubMember("Notes", key, id, note);
end
local function GetNoteForGroup(group)
	if group then
		local key = group.key;
		if key then
			return GetDataSubSubMember("Notes", key, group[key]);
		else
			return GetDataSubMember("Notes", BuildSourceTextForChat(group, 0));
		end
	end
end
local function SetNoteForGroup(group, note)
	if group then
		wipe(searchCache);
		local key = group.key;
		if key then
			SetDataSubSubMember("Notes", key, group[key], note);
		else
			SetDataSubMember("Notes", BuildSourceTextForChat(group, 0), note);
		end
	end
end
AllTheThings.SetNote = SetNote;

-- Item Information Lib
local function SortGearSetInformation(a,b)
	local first = a.uiOrder - b.uiOrder;
	if first == 0 then return a.setID < b.setID; end
	return first < 0;
end
local function SortGearSetSources(a,b)
	local first = a.invType - b.invType;
	if first == 0 then return a.invType < b.invType; end
	return first < 0;
end
local function GetArtifactCache()
	local cache = GetTempDataMember("ARTIFACT_CACHE");
	if not cache then
		cache = {};
		SetTempDataMember("ARTIFACT_CACHE", cache);
		for i=1,10000,1 do
			if C_ArtifactUI_GetAppearanceInfoByID(i) then
				tinsert(cache, app.CreateArtifact(i));
			end
		end
	end
	return cache;
end
local function GetCollectionIcon(state)
	return L((state and (state == 2 and "COLLECTED_APPEARANCE_ICON" or "COLLECTED_ICON")) or "NOT_COLLECTED_ICON");
end
local function GetCollectionText(state)
	return L((state and (state == 2 and "COLLECTED_APPEARANCE" or "COLLECTED")) or "NOT_COLLECTED");
end
local function GetCompletionIcon(state)
	return L(state and "COMPLETE_ICON" or "NOT_COLLECTED_ICON");
end
local function GetCompletionText(state)
	return L(state and "COMPLETE" or "INCOMPLETE");
end
local function GetFactionCache()
	local cache = GetTempDataMember("FACTION_CACHE");
	if not cache then
		cache = {};
		SetTempDataMember("FACTION_CACHE", cache);
		for i=1,10000,1 do
			if GetFactionInfoByID(i) then
				tinsert(cache, app.CreateFaction(i));
			end
		end
	end
	return cache;
end
local function GetIllusionCache()
	local cache = GetTempDataMember("ILLUSION_CACHE");
	if not cache then
		cache = {};
		SetTempDataMember("ILLUSION_CACHE", cache);
		for i=1,10000,1 do
			local visualID = select(1, C_TransmogCollection.GetIllusionSourceInfo(i));
			if visualID and visualID > 0 then
				tinsert(cache, app.CreateIllusion(i));
			end
		end
	end
	return cache;
end
local function GetProfessionCache(invalidate)
	local cache = GetTempDataMember("PROFESSION_CACHE");
	if not cache or invalidate then
		cache = {};
		SetTempDataMember("PROFESSION_CACHE", cache);
		for i,j in ipairs({GetProfessions()}) do
			cache[select(7, GetProfessionInfo(j))] = true;
		end
	end
	return cache;
end
local function GetTitleCache()
	local cache = GetTempDataMember("TITLE_CACHE");
	if not cache then
		cache = {};
		SetTempDataMember("TITLE_CACHE", cache);
		for i=1,10000,1 do
			if GetTitleName(i) then
				tinsert(cache, app.CreateTitle(i));
			end
		end
	end
	return cache;
end
local function GetGearSetCache()
	--if true then return nil; end
	local db = GetTempDataMember("GEAR_SET_CACHE", nil);
	if not db then
		db = {};
		db.expanded = false;
		db.text = L("GEAR_SETS");
		SetTempDataMember("GEAR_SET_CACHE", db);
	end
	
	-- Rebuild the cache every time.
	cache = {};
	db.groups = cache;
	--SetDataMember("GEAR_SET_CACHE", cache);
	local sets = C_TransmogSets.GetAllSets();
	if sets then
		local gearSets = {};
		for index = 1,#sets do
			local s = sets[index];
			if s then
				local sources = {};
				tinsert(gearSets, setmetatable({ ["setID"] = s.setID, ["uiOrder"] = s.uiOrder, ["groups"] = sources }, app.BaseGearSet));
				for sourceID, value in pairs(C_TransmogSets.GetSetSources(s.setID)) do
					local _, appearanceID = C_TransmogCollection_GetAppearanceSourceInfo(sourceID);
					if appearanceID then
						for i, otherSourceID in ipairs(C_TransmogCollection_GetAllAppearanceSources(appearanceID)) do
							tinsert(sources, setmetatable({ s = otherSourceID }, app.BaseGearSource));
						end
					else
						tinsert(sources, setmetatable({ s = sourceID }, app.BaseGearSource));
					end
				end
				table.sort(sources, SortGearSetSources);
			end
		end
		table.sort(gearSets, SortGearSetInformation);
		
		-- Let's build some headers!
		local headers = {};
		local header, subheader, lastHeader, lastSubHeader, lastHeaderText, lastSubHeaderText;
		for i, gearSet in ipairs(gearSets) do
			header = gearSet.header;
			if header then
				if header ~= lastHeaderText then
					if headers[header] then
						lastHeader = headers[header];
					else
						lastHeader = setmetatable({ ["setHeaderID"] = gearSet.setID, ["subheaders"] = {}, ["groups"] = {} }, app.BaseGearSetHeader);
						tinsert(cache, lastHeader);
						lastHeader = lastHeader;
						headers[header] = lastHeader;
					end
					lastHeaderText = header;
					lastSubHeaderText = nil;
				end
			else
				lastHeader = cache;
				lastHeaderText = header;
			end
			subheader = gearSet.subheader;
			if subheader then
				if subheader ~= lastSubHeaderText then
					if lastHeader and lastHeader.subheaders then
						if lastHeader.subheaders[subheader] then
							lastSubHeader = lastHeader.subheaders[subheader];
						else
							lastSubHeader = setmetatable({ ["setSubHeaderID"] = gearSet.setID, ["groups"] = { } }, app.BaseGearSetSubHeader);
							tinsert(lastHeader and lastHeader.groups or lastHeader, lastSubHeader);
							lastSubHeader = lastSubHeader;
							lastHeader.subheaders[subheader] = lastSubHeader;
						end
					else
						lastSubHeader = setmetatable({ ["setSubHeaderID"] = gearSet.setID, ["groups"] = { } }, app.BaseGearSetSubHeader);
						tinsert(lastHeader and lastHeader.groups or lastHeader, lastSubHeader);
						lastSubHeader = lastSubHeader;
					end
					lastSubHeaderText = subheader;
				end
			else
				lastSubHeader = lastHeader;
				lastSubHeaderText = subheader;
			end
			gearSet.uiOrder = nil;
			tinsert(lastSubHeader and lastSubHeader.groups or lastSubHeader, gearSet);
		end
	end
	return db;
end
local function GetProgressText(data)
	if data.total and data.total > 0 then
		return GetProgressColorText(data.progress, data.total);
	elseif data.trackable then
		return GetCompletionIcon(data.saved);
	elseif data.collectible then
		return GetCollectionIcon(data.collected);
	elseif data.groups and not data.expanded then
		return "+++";
	end
	return "---";
end
local function GetRawSourceDataCache()
	local cache = GetTempDataMember("RAW_DATA_CACHE");
	if not cache then
		cache = {};
		SetTempDataMember("RAW_DATA_CACHE", cache);
		local sCache = fieldCache["s"];
		for s=1,100000 do
			if not sCache[s] then
				local t = app.CreateGearSource(s);
				if t.info then
					tinsert(cache, t);
				end
			end
		end
	end
	return cache;
end
local function GetRelativeDifficulty(group, difficultyID)
	if group then
		if group.difficultyID then
			if group.difficultyID == difficultyID then
				return true;
			end
			if group.difficulties then
				for i, difficulty in ipairs(group.difficulties) do
					if difficulty == difficultyID then
						return true;
					end
				end
			end
		end
		if group.parent then return GetRelativeDifficulty(group.parent, difficultyID); end
	end
end
local function GetRelativeInstanceID(group)
	if group then
		if group.instanceID then return group.instanceID, group; end
		if group.parent then return GetRelativeInstanceID(group.parent); end
	end
end
local function SearchForFieldRecursively(group, field, value)
	if group[field] == value then
		-- OH BOY, WE FOUND IT!
		return { group };
	end
	if group.groups then
		-- Go through the sub groups and determine if any of them have a response.
		local first = nil;
		for i, subgroup in ipairs(group.groups) do
			local g = SearchForFieldRecursively(subgroup, field, value);
			if g then
				if first then
					-- Merge!
					tinsert(first, g[1]);
				else
					-- Cool! (This should be the most common occurance)
					first = g;
				end
			end
		end
		return first;
	end
end
local function SearchForField(field, value)
	local group = app:GetDataCache();
	if group and field and value then
		if fieldCache[field] then return fieldCache[field][value]; end
		return SearchForFieldRecursively(group, field, value);
	end
end
local function SearchForFieldAndSummarize(field, value)
	local group = SearchForField(field, value);
	if group then return {}, group; end
end
local function SearchForFieldAndSummarizeForCurrentDifficulty(field, value)
	local group = SearchForField(field, value);
	if group then
		local _, _, difficultyID = GetInstanceInfo();
		for i,j in ipairs(group) do
			if GetRelativeDifficulty(j, difficultyID) then
				group = {j};
				break;
			end
		end
		return {}, group;
	end
end
local function SearchForItemIDRecursively(group, itemID)
	if group.itemID == itemID then
		-- OH BOY, WE FOUND IT!
		return { group };
	end
	if group.groups then
		-- Go through the sub groups and determine if any of them have a response.
		local first = nil;
		for i, subgroup in ipairs(group.groups) do
			local g = SearchForItemIDRecursively(subgroup, itemID);
			if g then
				if first then
					-- Merge!
					tinsert(first, g[1]);
				else
					-- Cool! (This should be the most common occurrence)
					first = g;
				end
			end
		end
		return first;
	end
end
local function SearchForItemID(itemID)
	if itemID and itemID > 0 and app:GetDataCache() then
		return fieldCache["itemID"][itemID];
	end
end
local function SearchForMapID(mapID)
	if mapID and app:GetDataCache() then
		return fieldCache["mapID"][mapID];
	end
end
local function SearchForQuestID(questID)
	if questID and app:GetDataCache() then
		return fieldCache["questID"][questID];
	end
end
local function SearchForSourceID(sourceID)
	if sourceID and sourceID > 0 and app:GetDataCache() then
		return fieldCache["s"][sourceID];
	end
end
local function SearchForSourceIDQuickly(sourceID)
	if sourceID and sourceID > 0 and app:GetDataCache() then
		local group = fieldCache["s"][sourceID];
		if group and #group > 0 then return group[1]; end
	end
end
local function SearchForItemLink(link)
	if string.match(link, "item") then
		-- Skip artifact weapons and common for now
		local quality = select(3, GetItemInfo(link));
		if quality and (quality < LE_ITEM_QUALITY_COMMON) then -- quality == LE_ITEM_QUALITY_ARTIFACT or 
			return nil; -- Do not search for Artifact, Poor, or Common Items.
		end
	
		-- Parse the link and get the itemID and bonus ids.
		local itemString = string.match(link, "item[%-?%d:]+") or link;
		if itemString then
			local _, itemID, enchantId, gemId1, gemId2, gemId3, gemId4, suffixId, uniqueId, linkLevel, 
				specializationID, upgradeId, difficultyID, numBonusIds = strsplit(":", link);
			itemID = tonumber(itemID or "0") or 0;
			if itemID then
				local listing = {};
				
				local group, working, important;
				-- Source ID searching is much faster and more reliable.
				local sourceID = GetSourceID(link);
				if sourceID then
					important = true;
					group = SearchForSourceID(sourceID) or SearchForItemID(itemID);
					if group and #group > 0 then
						if group[1].u and group[1].u == 7 and numBonusIds and numBonusIds ~= "" and tonumber(numBonusIds) > 0 then
							tinsert(listing, L("RECENTLY_MADE_OBTAINABLE"));
							tinsert(listing, L("RECENTLY_MADE_OBTAINABLE_PT2"));
						end
					end
					
					local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
					if sourceInfo then
						--[[
						for key, value in pairs(sourceInfo) do
							tinsert(listing, tostring(key) .. ": " .. tostring(value));
						end
						]]--
						
						if GetDataMember("ShowSharedAppearances") then
							for i, otherSourceID in ipairs(C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
								local otherATTSource = SearchForSourceID(otherSourceID);
								if otherATTSource then
									local text;
									otherATTSource = otherATTSource[1];
									local link = otherATTSource.link;
									if not link then 
										link = RETRIEVING_DATA;
										working = true;
									end
									if otherATTSource.u then
										local texture = L("UNOBTAINABLE_ITEM_TEXTURES")[L("UNOBTAINABLE_ITEM_REASONS")[otherATTSource.u or 1][1]];
										if texture then
											text = "|T" .. texture .. ":0|t";
										else
											text = "   ";
										end
									else
										text = "   ";
									end
									text = text .. link .. (GetDataMember("ShowItemID") and (" (" .. (otherSourceID == sourceID and "*" or otherATTSource.itemID) .. ")") or "") .. "/" .. GetCollectionIcon(otherATTSource.collected);
									tinsert(listing, text);
								else
									local otherSource = C_TransmogCollection_GetSourceInfo(otherSourceID);
									if otherSource then
										local text;
										local link = select(2, GetItemInfo(otherSource.itemID));
										if not link then 
											link = RETRIEVING_DATA;
											working = true;
										end
										text = "   " .. link .. (GetDataMember("ShowItemID") and (" (" .. (otherSourceID == sourceID and "*" or otherSource.itemID) .. ")") or "") .. "/" .. GetCollectionIcon(otherSource.isCollected);
										if otherSource.isCollected then
											SetDataSubMember("CollectedSources", otherSourceID, 1);
										end
										tinsert(listing, text);
									end
								end
							end
						end
						
						if GetDataMember("ShowVisualID") then tinsert(listing, L("VISUAL_ID") .. "/" .. tostring(sourceInfo.visualID)); end
						if GetDataMember("ShowSourceID") then tinsert(listing, L("SOURCE_ID") .. "/" .. sourceID .. " " .. GetCollectionIcon(sourceInfo.isCollected)); end
					end
				else
					group = SearchForItemID(itemID);
					if group and #group > 0 then
						if group[1].u and group[1].u == 7 and numBonusIds and numBonusIds ~= "" and tonumber(numBonusIds) > 0 then
							tinsert(listing, L("RECENTLY_MADE_OBTAINABLE"));
							tinsert(listing, L("RECENTLY_MADE_OBTAINABLE_PT2"));
						end
					end
				end
				
				if GetDataMember("ShowItemID") and itemID > 0 then tinsert(listing, L("ITEM_ID") .. "/" .. itemID); end
				if GetDataMember("ShowItemString") then tinsert(listing, itemString); end
				if group and #group > 0 then
					if GetDataMember("ShowLootSpecializations", true) then
						local specs = group[1].specs;
						if specs and group[1].s then
							if #specs > 0 then
								local spec_label = "";
								local atleastone = false;
								for key, specID in ipairs(specs) do
									local id, name, description, icon, role, class = GetSpecializationInfoByID(specID);
									if class == app.Class then
										spec_label = spec_label .. "  |T" .. icon .. ":0|t " .. name;
										atleastone = true;
									end
								end
								if atleastone then
									tinsert(listing, " /" .. spec_label);
								else
									tinsert(listing, " /Not available in Personal Loot.");
								end
							else
								tinsert(listing, " /Not available in Personal Loot.");
							end
						end
					end
					
					-- If there is a note for this item, show it.
					local note = GetNoteForGroup(group[1]);
					if note then
						tinsert(listing, "Custom Note:");
						tinsert(listing, "|cffffffff" .. note .. "|r");
					end
				end
				
				-- Cache the result for a while depending on the importance of the item
				return listing, group, working, important;
			end
		end
	else
		-- return { "Unsupported link: " .. link };
	end
end
local function SearchForCachedItemLink(itemLink)
	return GetCachedSearchResults(itemLink, SearchForItemLink, itemLink);
end
local function SearchForMissingItemsRecursively(group, listing)
	if group.visible then
		if not group.collected and group.collectible and (not group.b or group.b == 2) then
			local name = group.name;
			if name then listing[name] = 1; end
		end
		if group.groups and group.expanded then
			-- Go through the sub groups and determine if any of them have a response.
			for i, subgroup in ipairs(group.groups) do
				SearchForMissingItemsRecursively(subgroup, listing);
			end
		end
	end
end
local function SearchForMissingItems(group)
	local listing, arr = {}, {};
	SearchForMissingItemsRecursively(group, listing);
	for key,value in pairs(listing) do
		table.insert(arr, key);
	end
	return arr; 
end
AllTheThings.SearchForItemID = SearchForItemID;
AllTheThings.SearchForSourceID = SearchForSourceID;
AllTheThings.SearchForItemLink = SearchForItemLink;
AllTheThings.SearchForCachedItemLink = SearchForCachedItemLink;
AllTheThings.SearchForField = SearchForField;

-- Map Information Lib
local function ExpandGroupsRecursively(group, expanded)
	if group.groups and not group.itemID then
		group.expanded = expanded;
		for i, subgroup in ipairs(group.groups) do
			ExpandGroupsRecursively(subgroup, expanded);
		end
	end
end
local function ExportDataRecursively(group, indent)
	if group.itemID then return ""; end
	if group.groups then
		if group.instanceID then
			EJ_SelectInstance(group.instanceID);
			EJ_SetLootFilter(0, 0);
			EJ_SetSlotFilter(0);
			local str = indent .. "c(" .. group.instanceID .. "--[[" .. select(1, EJ_GetInstanceInfo()) .. "]], {\n";
			for i,subgroup in ipairs(group.groups) do
				str = str .. ExportDataRecursively(subgroup, indent .. "\t");
			end
			return str .. indent .. "}),\n"
		end
		if group.difficultyID then
			EJ_SetDifficulty(group.difficultyID);
			EJ_SetLootFilter(0, 0);
			EJ_SetSlotFilter(0);
			local str = indent .. "d(" .. group.difficultyID .. "--[[" .. select(1, GetDifficultyInfo(group.difficultyID)) .. "]], {\n";
			for i,subgroup in ipairs(group.groups) do
				str = str .. ExportDataRecursively(subgroup, indent .. "\t");
			end
			return str .. indent .. "}),\n"
		end
		if group.encounterID then
			EJ_SelectEncounter(group.encounterID);
			EJ_SetLootFilter(0, 0);
			EJ_SetSlotFilter(0);
			local str = indent .. "e(" .. group.encounterID .. "--[[" .. select(1, EJ_GetEncounterInfo(group.encounterID)) .. "]], {\n";
			local numLoot = EJ_GetNumLoot();
			for i = 1,numLoot do
				local itemID = EJ_GetLootInfoByIndex(i);
				str = str .. indent .. "\ti(" .. itemID .. "--[[" .. select(1, GetItemInfo(itemID)) .. "]]),\n";
			end
			return str .. indent .. "}),\n"
		end
	end
	return "";
end
local function ExportData(group)
	if group.instanceID then
		EJ_SetLootFilter(0, 0);
		EJ_SetSlotFilter(0);
		SetDataMember("EXPORT_DATA", ExportDataRecursively(group, ""));
	end
end
local function FindMapDataRecursively(listing, data, mapID)
	if data then
		for i, group in ipairs(data) do
			if group.mapID then
				-- Return the group if it has the map ID we're looking for.
				if group.mapID == mapID then
					-- Expand/Collapse the Difficulties (must be one level below)
					if group.groups then
						local found = false;
						local _, _, difficultyID = GetInstanceInfo();
						ExpandGroupsRecursively(group, true);
						if difficultyID then
							for j, subgroup in ipairs(group.groups) do
								if subgroup.difficultyID then
									subgroup.expanded = subgroup.difficultyID == difficultyID;
									if subgroup.expanded then found = true; end
								end
							end
							if not found then
								difficultyID = difficultyID + 1;
								for j, subgroup in ipairs(group.groups) do
									if subgroup.difficultyID then
										subgroup.expanded = subgroup.difficultyID == difficultyID;
										if subgroup.expanded then found = true; end
									end
								end
							end
						end
					end
					tinsert(listing, group);
				else
					-- A map may have a sub-map inside of it.
					FindMapDataRecursively(listing, group.groups, mapID);
				end
			elseif group.objectID or group.questID or group.difficultyID or group.itemID then
				-- Fall through to the next group. NPC ID is sorta deceptive, it's a special identifier I use for World Drops, sub groups, etc.)
			else
				-- This must be the parent group (ALL THE THINGS) or a Tier (Dungeons & Raids - Classic, Burning Crusade, etc)
				FindMapDataRecursively(listing, group.groups, mapID);
			end
		end
	end
end
local function FindMapData(mapID)
	local allData, listing = app:GetDataCache(), {};
	if allData then
		FindMapDataRecursively(listing, allData.groups, mapID);
		if #listing > 0 then return listing; end
	end
end
local function OpenMainList()
	app:OpenWindow("Prime");
end
local function OpenMiniList(mapID)
	--print("OpenMainList->" .. mapID);
	-- If there is at not at least one window visible after this, hide the app window.
	local popout = app:GetWindow("CurrentInstance");
	local mapData = SearchForField("mapID", mapID);
	if mapData then
		-- Simplify the returned groups
		if #mapData < 2 then
			-- Only one object matched.
			mapData = setmetatable({}, { __index = mapData[1] });
		else
			-- A couple of objects matched, let's make a header.
			local header = { groups = {}, baseIndent = -1, expanded = true, visible = true, text = app.DisplayName, description = "Auto Mini List for Map ID #" .. mapID, back = 1, total = 0, progress = 0 };
			--setmetatable(constructor(mapID, { groups = {}, indent = -1, visible = true }, "mapID"), app.BaseMap);
			for i, group in ipairs(mapData) do
				header.progress = header.progress + (group.progress or 0);
				header.total = header.total + (group.total or 0);
				header.parent = group.parent;
				tinsert(header.groups, group);
				--[[
				if group.text == header.text then
					-- Merge the subgroups with the header groups
					for j, subgroup in ipairs(group.groups) do
						tinsert(header.groups, subgroup);
					end
					for key,value in pairs(group) do
						if key ~= "groups" and key ~= "progress" and key ~= "total" then
							header[key] = value;
						end
					end
				else
					tinsert(header.groups, group);
					if group.indent and group.indent > header.indent then
						header.indent = group.indent;
					end
				end
				
				header.icon = group.icon;
				header.parent = group.parent;
				]]--
			end
			
			-- Swap out the map data for the header.
			mapData = header;
		end
		
		-- Check to see if it is empty.
		if popout.data then ExpandGroupsRecursively(popout.data, false); end
		
		-- Check to see completion...
		popout.data = mapData;
		ExpandGroupsRecursively(popout.data, true);
		
		-- Reset to the first object.
		popout.ScrollBar:SetValue(1);
		
		if mapData.progress == mapData.total then
			if mapData.groups and #mapData.groups > 0 then
				--app.print("You've collected " .. app.DisplayName .. " from " .. (GetRealZoneText() or "this zone") .. ".");
				popout:SetVisible(true);
				return false;
			else
				-- There are no items in this group. Just hide it. Probably not in yet.
				popout:SetVisible(false);
				return false;
			end
		else
			popout:SetVisible(true);
			return false;
		end
	end
	
	-- This can trigger when you login.
	-- app.print("There isn't anything listed for " .. (GetRealZoneText() or "") .. ": " ..(GetSubZoneText() or "").. ".");
end
local function OpenMiniListForCurrentZone()
	-- Cache the original map ID.
	local originalMapID = GetCurrentMapAreaID();
	SetMapToCurrentZone();
	local mapID = GetCurrentMapAreaID();
	SetMapByID(originalMapID);
	OpenMiniList(mapID);
end
local function ToggleMainList()
	app:ToggleWindow("Prime");
end
local function ToggleMiniListForCurrentZone()
	local popout = app:GetWindow("CurrentInstance");
	if popout:IsVisible() then
		popout:Toggle();
	else
		OpenMiniListForCurrentZone();
	end
end
local function RefreshLocationCoroutine()
	local waitTimer = 30;
	while waitTimer > 0 do
		coroutine.yield();
		waitTimer = waitTimer - 1;
	end
	
	-- While the player is in combat, wait for combat to end.
	while InCombatLockdown() do coroutine.yield(); end
	
	-- Lock out during PVP
	local inInstance, instanceType = IsInInstance();
	if inInstance and (instanceType == "pvp" or instanceType == "arena") then
		app:GetWindow("CurrentInstance"):Hide();
		while inInstance and (instanceType == "pvp" or instanceType == "arena") do
			coroutine.yield();
			inInstance, instanceType = IsInInstance();
		end
		--print("No longer PVPing. (RefreshLocation)");
		app:GetWindow("CurrentInstance"):Show();
	--else 
		--print("Definitely not PVPing. (RefreshLocation) " ..  (instanceType or "??"));
	end
	
	-- Cache the original map ID.
	local originalMapID = GetCurrentMapAreaID();
	SetMapToCurrentZone();
	local mapID = GetCurrentMapAreaID();
	
	-- Onyxia's Lair fix
	local text_to_mapID = L("ZONE_TEXT_TO_MAP_ID");
	local otherMapID = text_to_mapID[GetRealZoneText()] or text_to_mapID[GetSubZoneText()];
	if otherMapID then
		mapID = otherMapID;
	else
		-- This is necessary because the map area ID for instances
		-- is -1 when you initially enter them for a few moments. (not even a full second)
		while not mapID or mapID < 0 do
			coroutine.yield();
			mapID = GetCurrentMapAreaID();
		end
	end
	
	SetMapByID(originalMapID);
	
	-- Cache that we're in the current map ID.
	if GetTempDataMember("MapID") ~= mapID then
		SetTempDataMember("MapID", mapID);
		OpenMiniList(mapID);
		wipe(searchCache);
	end
end
local function RefreshLocation()
	if GetDataMember("AutoMiniList") or app:GetWindow("CurrentInstance"):IsVisible() then
		StartCoroutine("RefreshLocation", RefreshLocationCoroutine);
	end
end
local function RefreshSavesCoroutine()
	local waitTimer = 30;
	while waitTimer > 0 do
		coroutine.yield();
		waitTimer = waitTimer - 1;
	end
	
	-- While the player is in combat, wait for combat to end.
	while InCombatLockdown() do coroutine.yield(); end
	
	-- While the player is still logging in, wait.
	while not app.Me do coroutine.yield(); end
	
	-- Lock out during PVP
	local inInstance, instanceType = IsInInstance();
	if inInstance and (instanceType == "pvp" or instanceType == "arena") then
		while inInstance and (instanceType == "pvp" or instanceType == "arena") do
			coroutine.yield();
			inInstance, instanceType = IsInInstance();
		end
		--print("No longer PVPing.  (RefreshSaves) ");
	--else 
		--print("Definitely not PVPing. (RefreshSaves) " ..  (instanceType or "??"));
	end
	
	-- While the player is still waiting for information, wait.
	-- NOTE: Usually, this is only 1 wait.
	local counter = 0;
	while GetNumSavedInstances() < 1 do
		coroutine.yield();
		counter = counter + 1;
		if counter > 600 then
			app.refreshingSaves = false;
			coroutine.yield(false);
		end
	end
	
	-- Cache the lockouts across your account.
	local serverTime = GetServerTime();
	local lockouts = GetDataMember("lockouts", {});
	
	-- Cache your character's lockouts.
	local myLockouts = GetTempDataMember("lockouts", lockouts[app.Me]);
	if not myLockouts then
		myLockouts = {};
		lockouts[app.Me] = myLockouts;
		SetTempDataMember("lockouts", myLockouts);
	end
	
	-- Check to make sure that the old instance data has expired
	for character,locks in pairs(lockouts) do
		for name,instance in pairs(locks) do
			local count = 0;
			for difficulty,lock in pairs(instance) do
				if serverTime >= lock.reset then
					-- Clean this up.
					instance[difficulty] = nil;
				else
					count = count + 1;
				end
			end
			if count == 0 then
				-- Clean this up.
				locks[name] = nil;
			end
		end
	end
	
	-- Update Saved Instances
	local converter = L("SAVED_TO_DJ_INSTANCES");
	for instanceIter=1,GetNumSavedInstances() do
		local name, id, reset, difficulty, locked, _, _, isRaid, _, _, numEncounters = GetSavedInstanceInfo(instanceIter);
		if locked then
			-- Update the name of the instance and cache the locks for this instance
			name = converter[name] or name;
			reset = serverTime + reset;
			local locks = myLockouts[name];
			if not locks then
				locks = {};
				myLockouts[name] = locks;
			end
			
			-- Create the lock for this difficulty
			local lock = { ["id"] = id, ["reset"] = reset, ["encounters"] = {}};
			locks[difficulty] = lock;
			
			-- Create the pseudo "shared" lock
			local shared = locks["shared"];
			if not shared then
				shared = {};
				shared.id = id;
				shared.reset = reset;
				shared.encounters = {};
				locks["shared"] = shared;
				
				-- Check Encounter locks
				for encounterIter=1,numEncounters do
					local name, _, isKilled = GetSavedInstanceEncounterInfo(instanceIter, encounterIter);
					table.insert(lock.encounters, { ["name"] = name, ["isKilled"] = isKilled });
					
					-- Shared Encounter is always assigned if this is the first lock seen for this instance
					table.insert(shared.encounters, { ["name"] = name, ["isKilled"] = isKilled });
				end
			else
				-- Check Encounter locks
				for encounterIter=1,numEncounters do
					local name, _, isKilled = GetSavedInstanceEncounterInfo(instanceIter, encounterIter);
					table.insert(lock.encounters, { ["name"] = name, ["isKilled"] = isKilled });
					if not shared.encounters[encounterIter] then
						table.insert(shared.encounters, { ["name"] = name, ["isKilled"] = isKilled });
					elseif isKilled then
						shared.encounters[encounterIter].isKilled = true;
					end
				end
			end
		end
	end
	
	-- Mark that we're done now.
	app:UpdateWindows();
end
local function RefreshSaves()
	StartCoroutine("RefreshSaves", RefreshSavesCoroutine);
end
local function RefreshSources(groups)
	if groups then
		for key, group in ipairs(groups) do
			if group.itemID then
				if group.s and group.s > 0 and not GetDataSubMember("CollectedSources", group.s) then
					local sourceInfo = C_TransmogCollection_GetSourceInfo(group.s);
					if sourceInfo and app.ItemSourceFilter(sourceInfo) then SetDataSubMember("CollectedSources", group.s, sourceInfo.isCollected and 1 or 2); end
				end
			end
			if group.toyID and not GetDataSubMember("CollectedToys", group.toyID) and PlayerHasToy(group.toyID) then
				SetDataSubMember("CollectedToys", group.toyID, 1);
			end
			RefreshSources(group.groups);
		end
	end
end
local function RefreshCollections(groups)
	StartCoroutine("RefreshingCollections", function()
		while InCombatLockdown() do coroutine.yield(); end
		app.print("Refreshing " .. ((groups and groups.text) or app.DisplayName) .. " collection status...");
		
		-- Harvest Illusion Collections
		for i,illusion in ipairs(C_TransmogCollection_GetIllusions()) do
			if illusion.isCollected then SetDataSubMember("CollectedIllusions", illusion.sourceID, 1); end
		end
		
		-- Harvest Title Collections
		for i=1,GetNumTitles(),1 do
			if IsTitleKnown(i) then SetDataSubMember("CollectedTitles", i, 1); end
		end
		
		-- Refresh Mounts / Pets
		local collectedMounts = GetDataMember("CollectedMounts", {});
		for i,mountID in ipairs(C_MountJournal.GetMountIDs()) do
			local _, spellID, _, _, _, _, _, _, _, _, isCollected = C_MountJournal_GetMountInfoByID(mountID);
			if spellID and isCollected then collectedMounts[spellID] = 1; end
		end
		
		-- Wait a frame before harvesting item collection status.
		coroutine.yield();
		
		-- Harvest Item Collections that are used by the addon.
		app:GetDataCache();
		if groups then
			RefreshSources(groups.groups, 1);
		else
			-- Refresh both the primary and unsorted data caches.
			RefreshSources(app:GetWindow("Prime").data.groups, 1);
			RefreshSources(app:GetWindow("Unsorted").data.groups, 1);
		end
		
		-- Refresh the Collection Windows!
		app:RefreshData(false, true);
		
		-- Report success.
		app.print("Done refreshing collections.");
	end);
end
local function SetCompletionistMode(completionistMode, fromSettings)
	if not fromSettings then
		local setting = _G[app:GetName() .. "-CompletionistMode"];
		if setting then setting:SetChecked(completionistMode); end
	end
	app.print(completionistMode and "Entering Completionist Mode..." or GetDataMember("MainOnly") and "Entering Unique Appearances Mode (Main Only)..." or "Entering Unique Appearances Mode...");
	SetDataMember("CompletionistMode", completionistMode);
	SetDataMember("CollectedSources", {});	-- This option causes a caching issue, so we have to purge the Source ID data cache.
	if completionistMode then
		app.ItemSourceFilter = app.FilterItemSource;
		app.ActiveItemCollectionHelper = app.CompletionistItemCollectionHelper;
		app.ActiveItemRemovalHelper = app.CompletionistItemRemovalHelper;
	else
		if GetDataMember("MainOnly") then
			app.ItemSourceFilter = app.FilterItemSourceUniqueOnlyMain;
			app.ActiveItemCollectionHelper = app.UniqueModeItemCollectionHelperOnlyMain;
			app.ActiveItemRemovalHelper = app.UniqueModeItemRemovalHelperOnlyMain;
		else
			app.ItemSourceFilter = app.FilterItemSourceUnique;
			app.ActiveItemCollectionHelper = app.UniqueModeItemCollectionHelper;
			app.ActiveItemRemovalHelper = app.UniqueModeItemRemovalHelper;
		end
	end
	RefreshCollections();
end
local function ToggleCompletionistMode()
	SetCompletionistMode(not GetDataMember("CompletionistMode"));
end
local function SetDebugMode(debugMode)
	SetDataMember("IgnoreAllFilters", debugMode);
	if debugMode then
		app.GroupFilter = app.NoFilter;
	else
		app.GroupFilter = app.FilterItemClass;
	end
	app:RefreshData();
end
local function ToggleDebugMode()
	SetDebugMode(not GetDataMember("IgnoreAllFilters"));
end
AllTheThings.RefreshCollections = RefreshCollections;
AllTheThings.RefreshLocation = RefreshLocation;
AllTheThings.RefreshSaves = RefreshSaves;
AllTheThings.OpenMainList = OpenMainList;
AllTheThings.OpenMiniList = OpenMiniList;
AllTheThings.OpenMiniListForCurrentZone = OpenMiniListForCurrentZone;
AllTheThings.ToggleMiniListForCurrentZone = ToggleMiniListForCurrentZone;
AllTheThings.ToggleCompletionistMode = ToggleCompletionistMode;
AllTheThings.ToggleDebugMode = ToggleDebugMode;
AllTheThings.ToggleMainList = ToggleMainList;


-- Tooltip Hooks
local GameTooltip_SetLFGDungeonReward = GameTooltip.SetLFGDungeonReward;
local function AttachTooltipRawSearchResults(self, listing, group)
	if listing then
		-- Display the pre-calculated row data.
		if #listing > 0 then
			for i,text in ipairs(listing) do
				local left, right = strsplit("/", text);
				if right then
					self:AddDoubleLine(left, right);
				else
					self:AddLine(left);
				end
			end
		end
		
		-- If the user has Show Collection Progress turned on.
		local count = group and #group or 0;
		if count > 0 and self:NumLines() > 0 and GetDataMember("ShowProgress") then
			-- Determine if this group is composed of multiple sections
			if count > 1 then
				-- Build the group data (merge into one group)
				local merged = { groups = {}, total = 0, progress = 0 };
				for i,g in ipairs(group) do
					if g.collectible then
						merged.collectible = g.collectible;
						merged.collected = g.collected;
					end
					if g.trackable then
						merged.trackable = g.trackable;
						merged.saved = g.saved;
					end
					if g.groups then
						for j,s in ipairs(g.groups) do
							tinsert(merged.groups, s);
						end
					end
				end
				
				local mcount = #merged.groups;
				if mcount > 0 then
					-- Remove duplicate entries
					local o, key, value, found;
					for i=mcount,1,-1 do
						o = merged.groups[i];
						key = o.key;
						value = o[key];
						if o.collectible or o.total then
							found = false;
							for j=i-1,1,-1 do
								if merged.groups[j][key] == value then
									found = true;
									break;
								end
							end
							if found then table.remove(merged.groups, i); end
						else
							table.remove(merged.groups, i);
						end
					end
					
					-- Calculate totals
					merged.total = 0;
					merged.progress = 0;
					for j,s in ipairs(merged.groups) do
						if s.total then
							merged.total = merged.total + s.total;
							merged.progress = merged.progress + s.progress;
						elseif s.collectible and app.GroupFilter(s) then
							merged.total = merged.total + 1;
							if s.collected then
								merged.progress = merged.progress + 1;
							end
						end
					end
				else
					merged.groups = nil;
				end
				group = merged;
			else
				group = group[1];
			end
			
			local rightSide = _G[self:GetName() .. "TextRight1"];
			if rightSide then
				if group.groups then
					if group.total and group.total > 0 then
						rightSide:SetText(GetProgressColorText(group.progress, group.total));
						if GetDataMember("ShowContents") then
							local first = true;
							for i,j in ipairs(group.groups) do
								if app.GroupRequirementsFilter(j) and app.GroupFilter(j) then
									if j.groups then
										if not j.total or j.total < 1 then 
											if j.collected then
												if GetDataMember("ShowCollectedItems") then
													if first then first = nil; self:AddLine("Contains:"); end
													self:AddDoubleLine("  " .. (j.icon and ("|T" .. j.icon .. ":0|t") or "") .. (j.text or RETRIEVING_DATA), L("COLLECTED_ICON"));
												end
											elseif j.collectible or (j.trackable and app.ShowIncompleteQuests(j)) then
												if first then first = nil; self:AddLine("Contains:"); end
												if j.dr then
													self:AddDoubleLine("  " .. (j.icon and ("|T" .. j.icon .. ":0|t") or "") .. (j.text or RETRIEVING_DATA), "|c" .. GetProgressColor(j.dr * 0.01) .. tostring(j.dr) .. "%|r " .. L("NOT_COLLECTED_ICON"));
												else
													self:AddDoubleLine("  " .. (j.icon and ("|T" .. j.icon .. ":0|t") or "") .. (j.text or RETRIEVING_DATA), L("NOT_COLLECTED_ICON"));
												end
											end
										else
											local percent = j.progress / j.total;
											if percent < 1 or GetDataMember("ShowCompletedGroups")  then 
												if first then first = nil; self:AddLine("Contains:"); end
												self:AddDoubleLine("  " .. (j.icon and ("|T" .. j.icon .. ":0|t") or "") .. (j.text or RETRIEVING_DATA), GetProgressColorText(j.progress, j.total));
											end
										end
									else
										if j.collected then
											if GetDataMember("ShowCollectedItems") then
												if first then first = nil; self:AddLine("Contains:"); end
												self:AddDoubleLine("  " .. (j.icon and ("|T" .. j.icon .. ":0|t") or "") .. (j.text or RETRIEVING_DATA), L("COLLECTED_ICON"));
											end
										else
											if first then first = nil; self:AddLine("Contains:"); end
											if j.dr then
												self:AddDoubleLine("  " .. (j.icon and ("|T" .. j.icon .. ":0|t") or "") .. (j.text or RETRIEVING_DATA), "|c" .. GetProgressColor(j.dr * 0.01) .. tostring(j.dr) .. "%|r " .. L("NOT_COLLECTED_ICON"));
											else
												self:AddDoubleLine("  " .. (j.icon and ("|T" .. j.icon .. ":0|t") or "") .. (j.text or RETRIEVING_DATA), L("NOT_COLLECTED_ICON"));
											end
										end
									end
								end
							end
						end
					else
						rightSide:SetText("---");
					end
				else
					if group.collectible then
						rightSide:SetText(GetCollectionText(group.collected));
					elseif group.trackable then
						rightSide:SetText(GetCompletionText(group.saved));
					else
						rightSide:SetText("---");
					end
				end
				rightSide:Show();
			end
		end
	end
end
local function AttachTooltipSearchResults(self, search, method, ...)
	local listing, group = GetCachedSearchResults(search, method, ...);
	AttachTooltipRawSearchResults(self, listing, group);
end
local function AttachTooltipForEncounter(self, encounterID)
	if GetDataMember("ShowEncounterID") then self:AddDoubleLine(L("ENCOUNTER_ID"), tostring(encounterID)); end
	AttachTooltipSearchResults(self, "encounterID:" .. encounterID, SearchForFieldAndSummarizeForCurrentDifficulty, "encounterID", tonumber(encounterID));
end
local function AttachTooltip(self)
	if not self.AllTheThingsProcessing then
		self.AllTheThingsProcessing = true;
		if (not InCombatLockdown() or GetDataMember("DisplayTooltipsInCombat")) and GetDataMember("EnableTooltipInformation") then
			--for i,j in pairs(self) do
			--	self:AddDoubleLine(tostring(i), tostring(j));
			--end
		
			local owner = self:GetOwner();
			if owner then
				--for i,j in pairs(owner) do
				--	self:AddDoubleLine(tostring(i), tostring(j));
				--end
				
				if GetDataMember("ShowContents") then
					-- Is this for a Unit?
					local name, target = self:GetUnit();
					if target then
						-- Yes it is. Awesome.
						target = UnitGUID(target);
						if target then
							local type, zero, server_id, instance_id, zone_uid, npc_id, spawn_uid = strsplit("-",target);
							--print(name .. " is a " .. type .. " " .. target);
							if type == "Creature" or type == "Vehicle" then
								--print(name .. "'s NPC id is " .. npc_id)
								if GetDataMember("ShowCreatureID") then self:AddDoubleLine(L("CREATURE_ID"), tostring(npc_id)); end
								AttachTooltipSearchResults(self, "creatureID:" .. npc_id, SearchForFieldAndSummarizeForCurrentDifficulty, "creatureID", tonumber(npc_id));
							--elseif type == "Vignette" then
								--print(name .. " is a Vignette and should have its npc_id be zero (" .. npc_id .. ").")
							--elseif type == "Player" then
							--	if target == "Player-76-0895E23B" then
							--		self:AddDoubleLine(app.DisplayName, "Author");
							--	end
							end
							return;
						end
					end
					
					local encounterID = owner.encounterID;
					if encounterID and not owner.itemID then
						AttachTooltipForEncounter(self, encounterID);
						return;
					--[[
					else
						local questID = owner.questID;
						if questID then
							--if GetDataMember("ShowQuestID") then self:AddDoubleLine(L("QUEST_ID"), tostring(questID)); end
							AttachTooltipSearchResults(self, "questID:" .. questID, SearchForFieldAndSummarize, "questID", tonumber(questID));
						elseif owner.pluginName and owner.mapFile and owner.coord then
							-- HandyNotes Integration
							local plugin = _G[owner.pluginName];
							if plugin and plugin.nodes then
								local node = plugin.nodes[owner.mapFile];
								if node then
									local coord = node[owner.coord];
									if coord then
										questID = tonumber(coord.questID or coord.questId or coord[1] or "0");
										if questID > 0 and questID < 999999 then
											--if GetDataMember("ShowQuestID") then self:AddDoubleLine(L("QUEST_ID"), tostring(questID)); end
											AttachTooltipSearchResults(self, "questID:" .. questID, SearchForFieldAndSummarize, "questID", questID);
											--print(coord[1], coord[2], coord[3], coord[4], coord[5], coord[6], coord[7]);
										end
									end
								end
							end
						end
						]]--
					end
				end
				
				local link = select(2, self:GetItem());
				if link then AttachTooltipSearchResults(self, link, SearchForItemLink, link); end
				
				local spellID = select(3, self:GetSpell());
				if spellID and not IsSpellKnown(spellID) then
					AttachTooltipSearchResults(self, "spellID:" .. spellID, SearchForFieldAndSummarize, "spellID", spellID);
				end
			end
		end
	end
end
local function AttachBattlePetTooltip(self, data)
	-- This is not a GameTooltip so it has no Text columns. Cannot support certain functions such as embedding
	if data then
		local speciesID = data.speciesID;
		if speciesID then
			--for i, j in pairs(self) do
			--	print(tostring(i) .. ": " .. tostring(j));
			--end
			--GameTooltip:SetOwner(self, "ANCHOR_TOPRIGHT");
			GameTooltip:ClearLines();
			AttachTooltipSearchResults(GameTooltip, "speciesID:" .. speciesID, SearchForFieldAndSummarize, "speciesID", speciesID);
			GameTooltip:Show();
			
			local owned = C_PetJournal.GetOwnedBattlePetString(speciesID);
			self.Owned:SetText(owned);
			if(owned == nil) then
				self:SetSize(260,122);
			else
				self:SetSize(260,136);
			end

			self:Show();
		end
	end
end
local function AttachLFGDungeonReward(self, dungeonID, rewardID)
	local name, texturePath, quantity, isBonusReward, spec, itemID = GetLFGDungeonRewardInfo(dungeonID, rewardID);
	if spec == "item" and itemID then
		--AttachTooltipSearchResults(self, "itemID:" .. itemID, SearchForFieldAndSummarize, "itemID", itemID);
		local groups = SearchForItemID(itemID);
		if groups and #groups > 0 then
			local link = groups[1].link;
			if link then
				self:SetHyperlink(link);
				return;
			end
		end
	end
	
	-- Only call to the base functionality if it is unknown.
	GameTooltip_SetLFGDungeonReward(self, dungeonID, rewardID);
end
local function ClearTooltip(self)
	self.AllTheThingsProcessing = nil;
end
GameTooltip.SetLFGDungeonReward = AttachLFGDungeonReward;

-- Achievement Lib
app.BaseAchievement = {
	__index = function(t, key)
		if key == "text" then
			--local IDNumber, Name, Points, Completed, Month, Day, Year, Description, Flags, Image, RewardText, isGuildAch = GetAchievementInfo(t.achievementID);
			return GetAchievementLink(t.achievementID) or select(2, GetAchievementInfo(t.achievementID)) or ("Achievement #" .. t.achievementID);
		elseif key == "link" then
			return GetAchievementLink(t.achievementID);
		elseif key == "icon" then
			return select(10, GetAchievementInfo(t.achievementID));
		--elseif key == "trackable" then -- TODO?
		--	return true;
		--elseif key == "saved" then
		--	return select(4, GetAchievementInfo(t.achievementID));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateAchievement = function(id, t)
	return createInstance(constructor(id, t, "achievementID"), app.BaseAchievement);
end

-- Achievement Criteria Lib
app.BaseAchievementCriteria = { 
	__index = function(t, key)
		if key == "achievementID" then
			return t.parent.achievementID;
		elseif key == "text" then
			return GetAchievementCriteriaInfo(t.achievementID,t.criteriaID) or ("Achievement #" .. t.achievementID .. ", Criteria #" .. t.criteriaID);
		--elseif key == "link" then
		--	return GetAchievementLink(t.achievementID);
		elseif key == "icon" then
			return select(10, GetAchievementInfo(t.achievementID));
		elseif key == "trackable" then
			return true;
		elseif key == "saved" then
			return select(3, GetAchievementCriteriaInfo(t.achievementID, t.criteriaID));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateAchievementCriteria = function(id, t)
	return createInstance(constructor(id, t, "criteriaID"), app.BaseAchievementCriteria);
end

local transmogSlotIcons = { "axe_17", "axe_09", "weapon_bow_05", "weapon_rifle_01", "mace_02", "hammer_16", "spear_04", "sword_04", "sword_07", "weapon_glave_01", "staff_27", nil, nil, "misc_monsterclaw_02", nil, "weapon_shortblade_01", nil, nil, "weapon_crossbow_01","wand_02", "shield_06", "helmet_03", "shoulder_05", "misc_cape_11", "chest_chain", "shirt_grey_01", "misc_tournaments_tabard_gnome", "bracer_07", "gauntlets_24", "belt_24", "pants_09", "boots_09", "misc_orb_01" }
local transmogArmorSlots = { INVTYPE_HEAD, INVTYPE_SHOULDER, INVTYPE_CLOAK, INVTYPE_CHEST, INVTYPE_BODY, INVTYPE_TABARD, INVTYPE_WRIST, INVTYPE_HAND, INVTYPE_WAIST, INVTYPE_LEGS, INVTYPE_FEET, INVTYPE_HOLDABLE };
app.BaseTransmogCategory = {
  __index = function(t, key)
    if key == "text" then
      if t.itemSubClass < 20 then
        return GetItemSubClassInfo(2, t.itemSubClass);
      elseif t.itemSubClass == 21 then return GetItemSubClassInfo(4,6);
      elseif t.itemSubClass <21 then
        return transmogArmorSlots[t.itemSubClass - 20]
      end
    elseif key == "icon" then
        return "Interface\\Icons\\inv_"..transmogSlotIcons[t.itemSubClass]
    else
      return table[key];
    end
  end
};
app.CreateTransmogCategory = function(id, t)
  return createInstance(constructor(id, t, "category"), app.BaseTransmogCategory);
end
    
-- Artifact Lib
app.BaseArtifact = {
	__index = function(t, key)
		if key == "key" then
			return "artifactID";
		elseif key == "collectible" then
			return true;
		elseif key == "collected" then
			return select(5, C_ArtifactUI_GetAppearanceInfoByID(t.artifactID));
		elseif key == "text" then
			return Colorize("Variant " .. t.info[4], RGBToHex(t.info[9] * 255, t.info[10] * 255, t.info[11] * 255));
		elseif key == "title" then
			return "|cffe6cc80" .. (t.info[3] or "???") .. "|r";
		elseif key == "description" then
			return t.info[6] or "Awarded for completing the introductory quest for this Artifact.";
		elseif key == "atlas" then
			return "Forge-ColorSwatchBorder";
		elseif key == "atlas-background" then
			return "Forge-ColorSwatchBackground";
		elseif key == "atlas-border" then
			return "Forge-ColorSwatch";
		elseif key == "atlas-color" then
			return { t.info[9], t.info[10], t.info[11], 1.0 };
		elseif key == "model" or key == "modelScale" or key == "modelRotation" then
			return t.parent[key] or t.parent.parent[key];
		elseif key == "info" then
			--[[
			local setID, appearanceID, appearanceName, displayIndex, appearanceUnlocked, unlockConditionText, 
				uiCameraID, altHandUICameraID, swatchR, swatchG, swatchB, 
				modelAlpha, modelDesaturation, suppressGlobalAnim = C_ArtifactUI_GetAppearanceInfoByID(t.artifactID);
			]]--
			local info = { C_ArtifactUI_GetAppearanceInfoByID(t.artifactID) };
			rawset(t, "info", info);
			return info;
		elseif key == "silentLink" then
			-- If the engineer has supplied the itemID associated with this item, let's build it!
			return select(2, GetItemInfo(string.format("item:%d::::::::::256:::%d", t.itemID or t.parent.itemID or t.parent.parent.itemID, t.artifactID)));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateArtifact = function(id, t)
	return setmetatable(constructor(id, t, "artifactID"), app.BaseArtifact);
end

-- Character Class Lib
app.BaseCharacterClass = {
	__index = function(t, key)
		if key == "key" then
			return "classID";
		elseif key == "text" then
			return "|c" .. t.classColors.colorStr .. t.name .. "|r";
		elseif key == "icon" then
			return "Interface\\Glues\\CharacterCreate\\UI-CharacterCreate-Classes";
		elseif key == "name" then
			local name, classFileName = GetClassInfo(t.classID);
			rawset(t, "name", name);
			rawset(t, "classFileName", classFileName);
			return name;
		elseif key == "classFileName" then
			local name, classFileName = GetClassInfo(t.classID);
			rawset(t, "name", name);
			rawset(t, "classFileName", classFileName);
			return classFileName;
		elseif key == "classes" then
			local classes = { t.classID };
			rawset(t, "classes", classes);
			return classes;
		elseif key == "texCoords" then
			return CLASS_ICON_TCOORDS[t.classFileName];
		elseif key == "classColors" then
			return RAID_CLASS_COLORS[t.classFileName];
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateCharacterClass = function(id, t)
	return createInstance(constructor(id, t, "classID"), app.BaseCharacterClass);
end

-- Difficulty Lib
local DifficultyColors = {
	[1] = "ff1eff00",	--"Interface/Worldmap/Skull_64Green",
	[2] = "ff0070dd",	--"Interface/Worldmap/Skull_64Blue",
	[3] = "ff1eff00",	--"Interface/Worldmap/Skull_64Green",
	[4] = "ff1eff00",	--"Interface/Worldmap/Skull_64Green",
	[5] = "ff0070dd",	--"Interface/Worldmap/Skull_64Blue",
	[6] = "ff0070dd",	--"Interface/Worldmap/Skull_64Blue",
	[7] = "ff9d9d9d",		--"Interface/Worldmap/Skull_64Grey",
	[14] = "ff1eff00",	--"Interface/Worldmap/Skull_64Green",
	[15] = "ff0070dd",	--"Interface/Worldmap/Skull_64Blue",
	[16] = "ffa335ee",	--"Interface/Worldmap/Skull_64Purple",
	[17] = "ff9d9d9d",		--"Interface/Worldmap/Skull_64Grey",
	[23] = "ffa335ee",	--"Interface/Worldmap/Skull_64Purple",
	[24] = "ffe6cc80",	--"Interface/Worldmap/Skull_64Red",
	[33] = "ffe6cc80",	--"Interface/Worldmap/Skull_64Red",
};
local DifficultyIcons = {
	[1] = "Interface\\Addons\\AllTheThings\\assets\\Normal",	--"Interface/Worldmap/Skull_64Green",
	[2] = "Interface\\Addons\\AllTheThings\\assets\\Heroic",	--"Interface/Worldmap/Skull_64Blue",
	[3] = "Interface\\Addons\\AllTheThings\\assets\\Normal",	--"Interface/Worldmap/Skull_64Green",
	[4] = "Interface\\Addons\\AllTheThings\\assets\\Normal",	--"Interface/Worldmap/Skull_64Green",
	[5] = "Interface\\Addons\\AllTheThings\\assets\\Heroic",	--"Interface/Worldmap/Skull_64Blue",
	[6] = "Interface\\Addons\\AllTheThings\\assets\\Heroic",	--"Interface/Worldmap/Skull_64Blue",
	[7] = "Interface\\Addons\\AllTheThings\\assets\\LFR",		--"Interface/Worldmap/Skull_64Grey",
	[14] = "Interface\\Addons\\AllTheThings\\assets\\Normal",	--"Interface/Worldmap/Skull_64Green",
	[15] = "Interface\\Addons\\AllTheThings\\assets\\Heroic",	--"Interface/Worldmap/Skull_64Blue",
	[16] = "Interface\\Addons\\AllTheThings\\assets\\Mythic",	--"Interface/Worldmap/Skull_64Purple",
	[17] = "Interface\\Addons\\AllTheThings\\assets\\LFR",		--"Interface/Worldmap/Skull_64Grey",
	[23] = "Interface\\Addons\\AllTheThings\\assets\\Mythic",	--"Interface/Worldmap/Skull_64Purple",
	[24] = "Interface\\Addons\\AllTheThings\\assets\\Timewalking",	--"Interface/Worldmap/Skull_64Red",
	[33] = "Interface\\Addons\\AllTheThings\\assets\\Timewalking",	--"Interface/Worldmap/Skull_64Red",
};
app.BaseDifficulty = {
	__index = function(t, key)
		if key == "key" then
			return "difficultyID";
		elseif key == "text" then
			return GetDifficultyInfo(t.difficultyID);
		elseif key == "name" then
			return GetDifficultyInfo(t.difficultyID);
		elseif key == "icon" then
			return DifficultyIcons[t.difficultyID];
		elseif key == "saved" then
			return t.locks;
		elseif key == "locks" and t.parent then
			if t.difficultyID == 7 or t.difficultyID == 17 then
				-- LFR difficulties are giving me... difficulty.
				return nil;
			end
			local locks = t.parent.locks;
			if locks then
				if t.parent.sharedLockout then
					rawset(t, key, locks.shared);
					return locks.shared;
				else
					-- Look for this difficulty's lockout.
					for difficultyKey, lock in pairs(locks) do
						if difficultyKey == "shared" then
							-- ignore this one
						elseif difficultyKey == t.difficultyID then
							rawset(t, key, lock);
							return lock;
						end
					end
				end
			end
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateDifficulty = function(id, t)
	return createInstance(constructor(id, t, "difficultyID"), app.BaseDifficulty);
end

-- Encounter Lib
app.BaseEncounter = {
	__index = function(t, key)
		if key == "key" then
			return "encounterID";
		elseif key == "text" then
			if t["isRaid"] then return "|cffff8000" .. t.name .. "|r"; end
			return t.name;
		elseif key == "name" then
			return select(1, EJ_GetEncounterInfo(t.encounterID)) or "";
		elseif key == "description" then
			return select(2, EJ_GetEncounterInfo(t.encounterID)) or "";
		elseif key == "link" then
			return select(5, EJ_GetEncounterInfo(t.encounterID)) or "";
		elseif key == "displayID" then
			-- local id, name, description, displayInfo, iconImage = EJ_GetCreatureInfo(1, t.encounterID);
			return select(4, EJ_GetCreatureInfo(t.index, t.encounterID));
		elseif key == "displayInfo" then
			local displayInfos, displayInfo = {};
			for i=1,MAX_CREATURES_PER_ENCOUNTER do
				displayInfo = select(4, EJ_GetCreatureInfo(i, t.encounterID));
				if displayInfo then
					tinsert(displayInfos, displayInfo);
				else
					break;
				end
			end
			return displayInfos;
		elseif key == "icon" then
			return "Interface\\Icons\\INV_Misc_Head_Human_01";
		elseif key == "trackable" then
			return t.questID;
		elseif key == "saved" then
			if IsQuestFlaggedCompleted(t.questID) then
				return true;
			end
			--[[
			if t.parent then
				local locks = t.parent.locks;
				if locks then
					-- Look for this encounter's lockout.
					if #locks > 0 then
						-- We have an explicit difficulty already
					else
						
						rawset(t, key, locks);
						return locks;
					end
				end
			end
			]]--
		elseif key == "index" then
			return 1;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateEncounter = function(id, t)
	return createInstance(constructor(id, t, "encounterID"), app.BaseEncounter);
end

-- Faction Lib
app.BaseFaction = {
	__index = function(t, key)
		if key == "key" then
			return "factionID";
		elseif key == "collectible" then
			return true;
		elseif key == "collected" then
			return t.standing == 8;
		elseif key == "text" then
			local rgb = FACTION_BAR_COLORS[t.standing];
			return Colorize(select(1, GetFactionInfoByID(t.factionID)), RGBToHex(rgb.r * 255, rgb.g * 255, rgb.b * 255));
		elseif key == "title" then
			return _G["FACTION_STANDING_LABEL" .. t.standing];
		elseif key == "description" then
			return select(2, GetFactionInfoByID(t.factionID));
		elseif key == "link" then
			return t.achievementID and GetAchievementLink(t.achievementID);
		elseif key == "icon" then
			return t.achievementID and select(10, GetAchievementInfo(t.achievementID));
		elseif key == "standing" then
			return select(3, GetFactionInfoByID(t.factionID)) or 4;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateFaction = function(id, t)
	return createInstance(constructor(id, t, "factionID"), app.BaseFaction);
end

-- Filter Lib
app.BaseFilter = {
	__index = function(t, key)
		if key == "key" then
			return "filterID";
		elseif key == "text" then
			return L("FILTER_ID_TYPES")[t.filterID];
		elseif key == "icon" then
			return L("FILTER_ID_ICONS")[t.filterID];
		elseif key == "f" then
			return t.filterID;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateFilter = function(id, t)
	return createInstance(constructor(id, t, "filterID"), app.BaseFilter);
end

-- Follower Lib
app.BaseFollower = {
	__index = function(t, key)
		if key == "key" then
			return "followerID";
		elseif key == "collectible" then
			return true;
		elseif key == "collected" then
			return C_Garrison.IsFollowerCollected(t.followerID);
		elseif key == "text" then
			local info = t.info;
			return info and info.name;
		elseif key == "info" then
			-- https://wow.gamepedia.com/API_C_Garrison.GetFollowerInfo
			return C_Garrison.GetFollowerInfo(t.followerID);
		elseif key == "icon" then
			local info = t.info;
			return info and info.portraitIconID;
		elseif key == "displayID" then
			local info = t.info;
			return info and info.displayID;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateFollower = function(id, t)
	return createInstance(constructor(id, t, "followerID"), app.BaseFollower);
end

-- Heirloom Lib
app.BaseHeirloom = {
	__index = function(t, key)
		if key == "key" then
			return "heirloomID";
		elseif key == "collectible" then
			return true;
		elseif key == "collected" then
			return C_Heirloom.PlayerHasHeirloom(t.heirloomID);
		elseif key == "f" then
			return 109;
		elseif key == "text" then
			return select(2, GetItemInfo(t.heirloomID));
		elseif key == "link" then
			return select(2, GetItemInfo(t.heirloomID));
		elseif key == "icon" then
			return select(4, C_Heirloom.GetHeirloomInfo(t.heirloomID));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateHeirloom = function(id, t)
	return createInstance(constructor(id, t, "heirloomID"), app.BaseHeirloom);
end

-- Illusion Lib
app.BaseIllusion = {
	__index = function(t, key)
		if key == "key" then
			return "illusionID";
		elseif key == "collectible" then
			return true;
		elseif key == "collected" then
			return GetDataSubMember("CollectedIllusions", t.illusionID);
		elseif key == "f" then
			return 103;
		elseif key == "text" then
			return t.link;
		elseif key == "link" then
			return "|cffff80ff|Htransmogillusion:" .. t.illusionID .. "|h[" ..select(2, C_TransmogCollection_GetIllusionSourceInfo(t.illusionID)) .. "]|h|r";
		elseif key == "icon" then
			return "Interface/ICONS/INV_Enchant_Disenchant";
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateIllusion = function(id, t)
	return createInstance(constructor(id, t, "illusionID"), app.BaseIllusion);
end

-- Gear Set Lib
app.BaseGearSet = {
	__index = function(t, key)
		if key == "key" then
			return "setID";
		elseif key == "info" then
			return C_TransmogSets_GetSetInfo(t.setID);
		elseif key == "text" then
			local info = t.info;
			if info then return info.name; end
		elseif key == "description" then
			local info = t.info;
			if info then
				if info.description then
					if info.label then return info.label .. " (" .. info.description .. ")"; end
					return info.description;
				end
				return info.label;
			end
		elseif key == "title" then
			local info = t.info;
			if info then return info.requiredFaction; end
		elseif key == "icon" then
			local sources = C_TransmogSets.GetSetSources(t.setID);
			for sourceID, value in pairs(sources) do
				local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
				if sourceInfo and sourceInfo.invType == 2 then
					local icon = select(5, GetItemInfoInstant(sourceInfo.itemID));
					if icon then rawset(t, "icon", icon); end
					return icon;
				end
			end
			return QUESTION_MARK_ICON;
		elseif key == "header" then
			local info = t.info;
			if info then return info.label; end
		elseif key == "subheader" then
			local info = t.info;
			if info then return info.description; end
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateGearSet = function(id, t)
	return createInstance(constructor(id, t, "setID"), app.BaseGearSet);
end
app.BaseGearSource = {
	__index = function(t, key)
		if key == "collectible" then
			return true;
		elseif key == "info" then
			return C_TransmogCollection_GetSourceInfo(t.s);
		elseif key == "itemID" then
			local info = t.info;
			if info then
				rawset(t, "itemID", info.itemID);
				return info.itemID;
			end
		elseif key == "text" then
			return select(2, GetItemInfo(t.itemID));
		elseif key == "link" then
			return select(2, GetItemInfo(t.itemID));
		elseif key == "invType" then
			local info = t.info;
			if info then return info.invType; end
			return 99;
		elseif key == "icon" then
			return select(5, GetItemInfoInstant(t.itemID));
		elseif key == "specs" then
			return GetItemSpecInfo(t.itemID);
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateGearSource = function(id)
	return createInstance({ s = id}, app.BaseGearSource);
end
app.BaseGearSetHeader = {
	__index = function(t, key)
		if key == "key" then
			return "setHeaderID";
		elseif key == "text" then
			local info = C_TransmogSets_GetSetInfo(t.setHeaderID);
			if info then return info.label; end
		elseif key == "link" then
			return t.achievementID and GetAchievementLink(t.achievementID);
		elseif key == "icon" then
			return t.achievementID and select(10, GetAchievementInfo(t.achievementID));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateGearSetHeader = function(id, t)
	return createInstance(constructor(id, t, "setHeaderID"), app.BaseGearSetHeader);
end
app.BaseGearSetSubHeader = {
	__index = function(t, key)
		if key == "key" then
			return "setSubHeaderID";
		elseif key == "text" then
			local info = C_TransmogSets_GetSetInfo(t.setSubHeaderID);
			if info then return info.description; end
		elseif key == "link" then
			return t.achievementID and GetAchievementLink(t.achievementID);
		elseif key == "icon" then
			return t.achievementID and select(10, GetAchievementInfo(t.achievementID));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateGearSetSubHeader = function(id, t)
	return createInstance(constructor(id, t, "setSubHeaderID"), app.BaseGearSetSubHeader);
end

-- Instance Lib
app.BaseInstance = {
	__index = function(t, key)
		if key == "key" then
			return "instanceID";
		elseif key == "text" then
			if t["isRaid"] then return "|cffff8000" .. t.name .. "|r"; end
			return t.name;
		elseif key == "name" then
			return select(1, EJ_GetInstanceInfo(t.instanceID)) or "";
		elseif key == "description" then
			return select(2, EJ_GetInstanceInfo(t.instanceID)) or "";
		elseif key == "icon" then
			return select(6, EJ_GetInstanceInfo(t.instanceID)) or "";
		--elseif key == "link" then
		--	return select(8, EJ_GetInstanceInfo(t.instanceID)) or "";
		elseif key == "saved" then
			return t.locks;
		elseif key == "locks" then
			local locks = GetTempDataSubMember("lockouts", t.name);
			if locks then
				rawset(t, key, locks);
				return locks;
			end
		elseif key == "sharedLockout" then
			return false;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateInstance = function(id, t)
	return createInstance(constructor(id, t, "instanceID"), app.BaseInstance);
end

-- Item Lib
app.BaseItem = {
	__index = function(t, key)
		if key == "key" then
			return "itemID";
		elseif key == "collectible" then
			return t.s;-- or (t.questID and GetDataMember("ShowIncompleteQuests"));
		elseif key == "collected" then
			return t.s and t.s ~= 0 and GetDataSubMember("CollectedSources", t.s);-- or t.saved;
		elseif key == "text" then
			return t.link;
		elseif key == "link" then
			local itemLink = t.itemID;
			if itemLink then
				if t.bonus then
					if t.bonus > 0 then
						itemLink = string.format("item:%d::::::::::::1:%d", itemLink, t.bonus);
					else
						itemLink = string.format("item:%d:::::::::::::", itemLink);
					end
				elseif t.itemModID then
					itemLink = string.format("item:%d:::::::::::%d:1:3524", itemLink, t.itemModID);
				end
			end
			local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(itemLink);
			if link then
				t.link = link;
				t.icon = icon;
				return link;
			end
		elseif key == "trackable" then
			return t.questID;
		elseif key == "saved" then
			return IsQuestFlaggedCompleted(t.questID);
		elseif key == "itemModID" then
			return 1;
		elseif key == "name" then
			return t.link and GetItemInfo(t.link);
		elseif key == "item" then
			return nil;
		elseif key == "specs" then
			return GetItemSpecInfo(t.itemID);
		else
			-- Something that isn't dynamic.
			return t.item and t.item[key] or table[key];
		end
	end
};
app.CreateItem  = function(id, t)
	t = createInstance(constructor(id, t, "itemID"), app.BaseItem);
	--if not t.s then t.s = 0; end-- uncomment this line and copy your AllTheThings.lua file from Saved Variables into the contrib folder as a new filter to harvest source IDs
	return t;
end

-- Map Lib
app.BaseMap = {
	__index = function(t, key)
		if key == "key" then
			return "mapID";
		elseif key == "text" then
			local mapID = t.mapID;
			return (mapID and mapID > 0 and GetMapNameByID(mapID)) or ("Map ID #" .. (mapID or "???"));
		elseif key == "link" then
			return t.achievementID and GetAchievementLink(t.achievementID);
		elseif key == "icon" then
			return t.achievementID and select(10, GetAchievementInfo(t.achievementID));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateMap = function(id, t)
	return createInstance(constructor(id, t, "mapID"), app.BaseMap);
end

-- Mount Lib
app.BaseMount = {
	__index = function(t, key)
		if key == "key" then
			return "mountID";
		elseif key == "collectible" then
			return true;
		elseif key == "collected" then
			if GetDataSubMember("CollectedMounts", t.mountID) then return true; end
			if IsSpellKnown(t.mountID) then
				SetDataSubMember("CollectedMounts", t.mountID, 1);
				return true;
			end
		elseif key == "f" then
			return 100;
		elseif key == "text" then
			return select(1, GetSpellLink(t.mountID)) or select(1, GetSpellInfo(t.mountID)) or ("Spell #" .. t.mountID);
		elseif key == "description" then
			local mountID = GetTempDataMember("MOUNT_SPELLID_TO_MOUNTID")[t.mountID];
			if mountID then return select(2, C_MountJournal_GetMountInfoExtraByID(mountID)); end
		elseif key == "link" then
			return select(1, GetSpellLink(t.mountID));
		elseif key == "icon" then
			return select(3, GetSpellInfo(t.mountID));
		elseif key == "displayID" then
			local mountID = GetTempDataMember("MOUNT_SPELLID_TO_MOUNTID")[t.mountID];
			if mountID then return select(1, C_MountJournal_GetMountInfoExtraByID(mountID)); end
		elseif key == "spellID" then
			return t.mountID;
		elseif key == "name" then
			return C_MountJournal_GetMountInfoByID(GetTempDataMember("MOUNT_SPELLID_TO_MOUNTID")[t.mountID]);
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateMount = function(id, t)
	return createInstance(constructor(id, t, "mountID"), app.BaseMount);
end

-- Music Roll Lib
app.BaseMusicRoll = {
	__index = function(t, key)
		if key == "key" then
			return "musicRollID";
		elseif key == "collectible" then
			return true;
		elseif key == "collected" then
			return IsQuestFlaggedCompleted(t.musicRollID);
		elseif key == "f" then
			return 108;
		elseif key == "Lvl" then
			return 100;
		elseif key == "text" then
			return t.link;
		elseif key == "link" then
			local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
			if link then
				t.link = link;
				t.icon = icon;
				return link;
			end
		elseif key == "trackable" then
			return true;
		elseif key == "saved" then
			return IsQuestFlaggedCompleted(t.musicRollID);
		elseif key == "description" then
			return "These are unlocked per-character and are not currently shared across your account.";
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateMusicRoll = function(questID, itemID)
	local t = {};
	t.itemID = itemID;
	t.musicRollID = questID;
	return createInstance(t, app.BaseMusicRoll);
end

-- NPC Lib
app.BaseNPC = {
	__index = function(t, key)
		if key == "key" then
			return "npcID";
		elseif key == "text" then
			if t["isRaid"] and t.name then return "|cffff8000" .. t.name .. "|r"; end
			return t.name;
		elseif key == "name" then
			if t.npcID > 0 then
				return t.npcID > 0 and NPCNameFromID[t.npcID];
			else
				return L("NPC_ID_NAMES")[t.npcID];
			end
		elseif key == "description" then
			if t.npcID > 0 then return NPCTitlesFromID[t.npcID]; end
		elseif key == "link" then
			return (t.achievementID and GetAchievementLink(t.achievementID));
		elseif key == "icon" then
			return L("NPC_ID_ICONS")[t.npcID] 
				or (t.achievementID and select(10, GetAchievementInfo(t.achievementID))) 
				or (t.parent and t.parent.npcID == -2 and "Interface\\Icons\\Achievement_Character_Human_Male")
				or "Interface\\Icons\\INV_Misc_Head_Human_01";
		elseif key == "creatureID" then
			return t.npcID > 0 and t.npcID;
		elseif key == "trackable" then
			return t.questID;
		elseif key == "saved" then
			if IsQuestFlaggedCompleted(t.questID) then
				return true;
			end
			--[[
			return t.locks and t.creatureID;
		elseif key == "locks" and t.parent then
			return t.parent.locks;
			]]--
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateNPC = function(id, t)
	return createInstance(constructor(id, t, "npcID"), app.BaseNPC);
end

-- Object Lib (as in "World Object")
app.BaseObject = {
	__index = function(t, key)
		if key == "key" then
			return "objectID";
		elseif key == "text" then
			local name = L("OBJECT_ID_NAMES")[t.objectID] or ("Unknown Object ID #" .. t.objectID);
			if t["isRaid"] then name = "|cffff8000" .. name .. "|r"; end
			rawset(t, "text", name);
			return name;
		elseif key == "icon" then
			return L("OBJECT_ID_ICONS")[t.objectID] or "Interface\\Icons\\INV_Misc_Bag_10";
		elseif key == "trackable" then
			return t.questID;
		elseif key == "saved" then
			return IsQuestFlaggedCompleted(t.questID);
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateObject = function(id, t)
	return createInstance(constructor(id, t, "objectID"), app.BaseObject);
end

-- Pet Ability Lib
app.BasePetAbility = {
	__index = function(t, key)
		if key == "key" then
			return "petAbilityID";
		elseif key == "f" then
			return 101;
		elseif key == "text" then
			return select(2, C_PetBattles.GetAbilityInfoByID(t.petAbilityID));
		elseif key == "icon" then
			return select(3, C_PetBattles.GetAbilityInfoByID(t.petAbilityID));
		elseif key == "description" then
			return select(5, C_PetBattles.GetAbilityInfoByID(t.petAbilityID));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreatePetAbility = function(id, t)
	return createInstance(constructor(id, t, "petAbilityID"), app.BasePetAbility);
end

-- Pet Type Lib
app.BasePetType = {
	__index = function(t, key)
		if key == "key" then
			return "petTypeID";
		elseif key == "f" then
			return 101;
		elseif key == "text" then
			return _G["BATTLE_PET_NAME_" .. t.petTypeID];
		elseif key == "icon" then
			return "Interface\\Icons\\Icon_PetFamily_"..PET_TYPE_SUFFIX[t.petTypeID];
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreatePetType = function(id, t)
	return createInstance(constructor(id, t, "petTypeID"), app.BasePetType);
end

-- Profession Lib
local SkillIDToSpellID = setmetatable({
	[171] = 2259,	-- Alchemy
	[794] = 158762,	-- Arch
	[164] = 2018,	-- Blacksmithing
	[185] = 2550,	-- Cooking
	[333] = 7411,	-- Enchanting
	[202] = 4036,	-- Engineering
	[356] = 7620,	-- Fishing
	[182] = 2366,	-- Herb Gathering
	[773] = 45357,	-- Inscription
	[755] = 25229,	-- Jewelcrafting
	[165] = 2108,	-- Leatherworking
	[186] = 2575,	-- Mining
	[393] = 8613,	-- Skinning
	[197] = 3908,	-- Tailoring
}, {__index = function(t,k) return(106727) end})
app.BaseProfession = {
	__index = function(t, key)
		if key == "key" then
			return "professionID";
		elseif key == "text" then
			return select(1, GetSpellInfo(t.professionID));
		elseif key == "icon" then
			return select(3, GetSpellInfo(t.professionID));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateProfession = function(id, t)
	return createInstance(constructor(id, t, "professionID"), app.BaseProfession);
end

-- Quest Lib
app.BaseQuest = {
	__index = function(t, key)
		if key == "key" then
			return "questID";
		elseif key == "f" then
			return 104;
		elseif key == "text" then
			local questName = QuestTitleFromID[t.questID];
			if questName then
				if t.retries then
					t.retries = nil;
					t.title = nil;
				end
				return "|Hquest:" .. t.questID .. "|h[" .. questName .. "]|h";
			end
			if t.retries and t.retries > 120 then
				t.title = "Failed to acquire information. Scroll to try again.";
				return "|Hquest:" .. t.questID .. "|h[Quest #" .. t.questID .. "*]|h";
			else
				t.retries = (t.retries or 0) + 1;
				return "|Hquest:" .. t.questID .. "|h[]|h";
			end
		elseif key == "link" then
			return "quest:" .. t.questID;
		elseif key == "icon" then
			return "Interface\\Icons\\Achievement_Quests_Completed_08";
		elseif key == "trackable" then
			return true;
		elseif key == "collectible" then
			return not t.daily and GetDataMember("TreatIncompleteQuestsAsCollectible");
		elseif key == "collected" then
			return t.collectible and t.saved;
		elseif key == "saved" then
			return IsQuestFlaggedCompleted(t.questID);
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateQuest = function(id, t)
	return createInstance(constructor(id, t, "questID"), app.BaseQuest);
end

-- Spell Lib
app.BaseSpell = {
	__index = function(t, key)
		if key == "key" then
			return "spellID";
		elseif key == "text" then
			return select(1, GetSpellLink(t.spellID)) or select(1, GetSpellInfo(t.spellID)) or ("Spell #" .. t.spellID);
		elseif key == "link" then
			return select(1, GetSpellLink(t.spellID));
		elseif key == "icon" then
			return select(3, GetSpellInfo(t.spellID));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateSpell = function(id, t)
	return createInstance(constructor(id, t, "spellID"), app.BaseSpell);
end

-- Species Lib
app.BaseSpecies = {
	__index = function(t, key)
		if key == "key" then
			return "speciesID";
		elseif key == "collectible" then
			return true;
		elseif key == "collected" then
			if select(1, C_PetJournal.GetNumCollectedInfo(t.speciesID)) > 0 then
				return 1;
			end
		elseif key == "f" then
			return 101;
		elseif key == "text" then
			return select(1, C_PetJournal.GetPetInfoBySpeciesID(t.speciesID));
		elseif key == "icon" then
			return select(2, C_PetJournal.GetPetInfoBySpeciesID(t.speciesID));
		elseif key == "description" then
			return select(6, C_PetJournal.GetPetInfoBySpeciesID(t.speciesID));
		elseif key == "displayID" then
			return select(12, C_PetJournal.GetPetInfoBySpeciesID(t.speciesID));
		elseif key == "name" then
			return t.text;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateSpecies = function(id, t)
	return createInstance(constructor(id, t, "speciesID"), app.BaseSpecies);
end

-- Tier Lib
app.BaseTier = {
	__index = function(t, key)
		if key == "key" then
			return "tierID";
		elseif key == "text" then
			return EJ_GetTierInfo(t.tierID);
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateTier = function(id, t)
	return createInstance(constructor(id, t, "tierID"), app.BaseTier);
end

-- Title Lib
app.BaseTitle = {
	__index = function(t, key)
		if key == "key" then
			return "titleID";
		elseif key == "collectible" then
			return true;
		elseif key == "f" then
			return 110;
		elseif key == "collected" then
			if GetDataSubMember("CollectedTitles", t.titleID) == 1 then return 1; end
			if IsTitleKnown(t.titleID) then
				SetDataSubMember("CollectedTitles", t.titleID, 1);
				return 1;
			end
		elseif key == "description" then
			return "Titles are tracked across your account, however, your individual character must qualify for certain titles to be usable on that character.";
		elseif key == "text" then
			local name = t.playerTitle;
			if name then
				name = "|cff00ccff" .. name .. "|r";
				rawset(t, "name", name);
				return name;
			end
		elseif key == "playerTitle" then
			local name = GetTitleName(t.titleID);
			if name then
				if t.style == nil then
					if string.sub(name, 1, 1) == " " then
						-- Suffix
						local first = string.sub(name, 2, 2);
						if first == string.upper(first) then
							return UnitName("player") .. ", " .. name;
						else
							return UnitName("player") .. name;
						end
					else
						-- Prefix
						return name .. UnitName("player");
					end
				elseif t.style == 0 then
					-- Prefix
					return name .. UnitName("player");
				elseif t.style == 1 then
					-- Player Name First
					return UnitName("player") .. name;
				elseif t.style == 2 then
					-- Comma Separated
					return UnitName("player") .. ", " .. name;
				end
			end
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateTitle = function(id, t)
	return createInstance(constructor(id, t, "titleID"), app.BaseTitle);
end

-- Toy Lib
app.BaseToy = {
	__index = function(t, key)
		if key == "key" then
			return "toyID";
		elseif key == "collectible" then
			return true;
		elseif key == "collected" then
			return GetDataSubMember("CollectedToys", t.toyID);
		elseif key == "f" then
			return 102;
		elseif key == "text" then
			return C_ToyBox_GetToyLink(t.toyID);
		elseif key == "link" then
			return C_ToyBox_GetToyLink(t.toyID);
		elseif key == "icon" then
			return select(3, C_ToyBox_GetToyInfo(t.toyID));
		elseif key == "name" then
			return select(2, C_ToyBox_GetToyInfo(t.itemID));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateToy = function(id, t)
	return createInstance(constructor(id, t, "toyID"), app.BaseToy);
end

-- Vignette Lib
app.BaseVignette = {
	__index = function(t, key)
		if key == "key" then
			return "vignetteID";
		elseif key == "f" then
			return 107;
		elseif key == "text" then
			local questName = QuestTitleFromID[t.vignetteID];
			if questName then return "|Hquest:" .. t.vignetteID .. "|h" .. questName .. "|h"; end
			return "|Hquest:" .. t.vignetteID .. "|h[]|h";
		elseif key == "link" then
			return "quest:" .. t.vignetteID;
		elseif key == "icon" then
			return not t.displayID and "Interface\\Icons\\INV_Misc_Head_Dragon_Black";
		elseif key == "saved" then
			return IsQuestFlaggedCompleted(t.vignetteID);
		elseif key == "trackable" then
			return true;
		elseif key == "saved" then
			return IsQuestFlaggedCompleted(t.vignetteID);
		elseif key == "questID" then
			return t.vignetteID;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateVignette = function(id, t)
	return createInstance(constructor(id, t, "vignetteID"), app.BaseVignette);
end

-- Filtering
function app.Filter()
	-- Meaning "Don't display."
	return false;
end
function app.NoFilter()
	-- Meaning "Display as expected."
	return true;
end
function app.FilterGroupsByLevel(group)
	return app.Level >= (group.Lvl or 0);
end
function app.FilterGroupsByCompletion(group)
	return group.progress < group.total;
end
function app.FilterItemBind(item)
	return item.b == 2; -- BoE
end
function app.FilterItemClass(item)
	return app.ItemBindFilter(item)
		or (app.FilterItemClass_RequireItemFilter(item.f)
			and app.RequireBindingFilter(item.b)
			and app.ClassRequirementFilter(item)
			and app.RaceRequirementFilter(item)
			and app.UnobtainableItemFilter(item.u)
		        and app.SeasonalFilter(item.u)
			and app.PersonalLootFilter(item)
			and app.RequiredSkillFilter(item.requiredSkill));
end
function app.FilterItemClass_RequireClasses(item)
	if item.classes then
		return not item.nmc;--contains(item.classes, app.ClassIndex);
	else
		return true;
	end
end
function app.FilterItemClass_RequireItemFilter(f)
	if f and not GetPersonalDataSubMember("ItemFilters", f, true) then return false; end
	return true;
end
function app.FilterItemClass_RequirePersonalLoot(item)
	local specs = item.specs;
	if specs then return #specs > 0; end
	return true;
end
function app.FilterItemClass_RequirePersonalLootCurrentSpec(item)
    local specs = item.specs;
    if specs then
        for i, v in ipairs(specs) do
            if v == app.Spec then return true; end
        end
        return false;
    end
    return true;
end
function app.FilterItemClass_RequireRaces(item)
	if item.races then
		return not item.nmr;--contains(item.races, app.RaceIndex);
	else
		return true;
	end
end
function app.FilterItemClass_UnobtainableItem(u)
	if u and L("UNOBTAINABLE_ITEM_REASONS")[u][1] < 5 then
	   return GetDataSubMember("UnobtainableItemFilters", u);
	else
		return true;
	end
end
function app.FilterItemClass_SeasonalItem(u)
   if u and L("UNOBTAINABLE_ITEM_REASONS")[u][1] > 4 then
      return GetDataSubMember("SeasonalFilters", u);
   else
      return true
   end
end
function app.FilterItemClass_RequireBinding(b)
	if b and b == 2 then
		return false;
	else
		return true;
	end
end
function app.FilterItemClass_RequiredSkill(requiredSkill)
	if requiredSkill then
		return GetProfessionCache()[requiredSkill];
	else
		return true;
	end
end
function app.FilterItemSource(sourceInfo)
	return sourceInfo.isCollected;
end
function app.FilterItemSourceUnique(sourceInfo, allSources)
	if sourceInfo.isCollected then
		-- NOTE: This makes it so that the loop isn't necessary.
		return true;
	else
		-- If at least one of the sources of this visual ID was collected, that means that we've acquired the base appearance.
		local item = SearchForSourceIDQuickly(sourceInfo.sourceID);
		if item then
			-- If the first item is class locked...
			if item.classes then
				if item.races then
					-- If the first item is ALSO race locked...
					for i, sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
						if sourceID ~= sourceInfo.sourceID then
							local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
							if otherSource.isCollected and otherSource.categoryID == sourceInfo.categoryID and otherSource.invType == sourceInfo.invType then
								local otherItem = SearchForSourceIDQuickly(sourceID);
								if otherItem and item.f == otherItem.f then
									if otherItem.classes then
										-- If this item is class locked...
										if containsAny(otherItem.classes, item.classes) then
											if otherItem.races then
												-- If this item is ALSO race locked.
												if containsAny(otherItem.races, item.races) then
													-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
													return true;
												end
											else
												-- This item is not race locked.
												-- Since the source item is race locked, but this item matches the class requirements and is not race locked, you unlock the source ID. Congrats, mate!
												return true;
											end
										end
									else
										-- This item is not class locked.
										-- Since this item is also not class or race locked, you unlock the source ID. Congrats, mate!
										return true;
									end
								end
							end
						end
					end
				else
					-- Not additionally race locked.
					for i, sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
						if sourceID ~= sourceInfo.sourceID then
							local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
							if otherSource.isCollected and otherSource.categoryID == sourceInfo.categoryID and otherSource.invType == sourceInfo.invType then
								local otherItem = SearchForSourceIDQuickly(sourceID);
								if otherItem and item.f == otherItem.f then
									if otherItem.classes then
										-- If this item is class locked...
										if containsAny(otherItem.classes, item.classes) then
											if otherItem.races then
												-- Since the item is race locked, you don't unlock this source ID despite matching the class. Sorry mate.
											else
												-- This item is not race locked.
												-- Since this item is also not race locked, you unlock the source ID. Congrats, mate!
												return true;
											end
										end
									else
										-- This item is not class locked.
										if otherItem.races then
											-- Since the item is race locked, you don't unlock this source ID despite matching the class. Sorry mate.
										else
											-- This item is not race locked.
											-- Since this item is also not race locked, you unlock the source ID. Congrats, mate!
											return true;
										end
									end
								end
							end
						end
					end
				end
			else
				if item.races then
					-- If the first item is race locked...
					for i, sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
						if sourceID ~= sourceInfo.sourceID then
							local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
							if otherSource.isCollected and otherSource.categoryID == sourceInfo.categoryID and otherSource.invType == sourceInfo.invType then
								local otherItem = SearchForSourceIDQuickly(sourceID);
								if otherItem and item.f == otherItem.f then
									if otherItem.classes then
										-- If this item is class locked...
										-- Since the item is class locked, you don't unlock this source ID despite matching the class. Sorry mate.
									else
										-- This item is not class locked.
										if otherItem.races then
											-- If this item is race locked.
											if containsAny(otherItem.races, item.races) then
												-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
												return true;
											end
										else
											-- This item is not race locked.
											-- Since the source item is locked to the a race, but this item is not, you unlock the source ID. Congrats, mate!
											return true;
										end
									end
								end
							end
						end
					end
				else
					-- Not race nor class locked.
					for i, sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
						if sourceID ~= sourceInfo.sourceID then
							local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
							if otherSource.isCollected and otherSource.categoryID == sourceInfo.categoryID and otherSource.invType == sourceInfo.invType then
								local otherItem = SearchForSourceIDQuickly(sourceID);
								if otherItem and item.f == otherItem.f then
									if otherItem.classes then
										-- If this item is class locked...
										-- Since the item is class locked, you don't unlock this source ID despite matching the class. Sorry mate.
									else
										-- This item is not class locked.
										if otherItem.races then
											-- If this item is race locked.
											-- Since the item is race locked, you don't unlock this source ID despite matching the race. Sorry mate.
										else
											-- This item is not race locked.
											-- The source item is not class nor race locked, you unlock this source ID! Congrats, mate!
											return true;
										end
									end
								end
							end
						end
					end
				end
			end
		end
		return false;
	end
end
function app.FilterItemSourceUniqueOnlyMain(sourceInfo)
	if sourceInfo.isCollected then
		-- NOTE: This makes it so that the loop isn't necessary.
		return true;
	else
		-- If at least one of the sources of this visual ID was collected, that means that we've acquired the base appearance.
		local item = SearchForSourceIDQuickly(sourceInfo.sourceID);
		if item then
			-- If the first item is class locked...
			if item.classes then
				if item.races then
					-- If the first item is ALSO race locked...
					for i, sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
						if sourceID ~= sourceInfo.sourceID then
							local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
							if otherSource.isCollected and otherSource.categoryID == sourceInfo.categoryID and otherSource.invType == sourceInfo.invType then
								local otherItem = SearchForSourceIDQuickly(sourceID);
								if otherItem and item.f == otherItem.f then
									if otherItem.classes then
										-- If this item is class locked...
										if containsAny(otherItem.classes, item.classes) then
											if otherItem.races then
												-- If this item is ALSO race locked.
												if containsAny(otherItem.races, item.races) then
													-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
													return true;
												end
											else
												-- This item is not race locked.
												-- Since the source item is race locked, but this item matches the class requirements and is not race locked, you unlock the source ID. Congrats, mate!
												return true;
											end
										end
									else
										-- This item is not class locked.
										-- Since this item is also not class or race locked, you unlock the source ID. Congrats, mate!
										return true;
									end
								end
							end
						end
					end
				else
					-- Not additionally race locked.
					for i, sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
						if sourceID ~= sourceInfo.sourceID then
							local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
							if otherSource.isCollected and otherSource.categoryID == sourceInfo.categoryID and otherSource.invType == sourceInfo.invType then
								local otherItem = SearchForSourceIDQuickly(sourceID);
								if otherItem and item.f == otherItem.f then
									if otherItem.classes then
										-- If this item is class locked...
										if containsAny(otherItem.classes, item.classes) then
											if otherItem.races then
												-- Since the item is race locked, you don't unlock this source ID despite matching the class. Sorry mate.
											else
												-- This item is not race locked.
												-- Since this item is also not race locked, you unlock the source ID. Congrats, mate!
												return true;
											end
										end
									else
										-- This item is not class locked.
										if otherItem.races then
											-- Since the item is race locked, you don't unlock this source ID despite matching the class. Sorry mate.
										else
											-- This item is not race locked.
											-- Since this item is also not race locked, you unlock the source ID. Congrats, mate!
											return true;
										end
									end
								end
							end
						end
					end
				end
			else
				if item.races then
					-- If the first item is race locked...
					for i, sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
						if sourceID ~= sourceInfo.sourceID then
							local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
							if otherSource.isCollected and otherSource.categoryID == sourceInfo.categoryID and otherSource.invType == sourceInfo.invType then
								local otherItem = SearchForSourceIDQuickly(sourceID);
								if otherItem and item.f == otherItem.f then
									if otherItem.classes then
										-- If this item is class locked...
										-- Since the item is class locked, you don't unlock this source ID despite matching the class. Sorry mate.
									else
										-- This item is not class locked.
										if otherItem.races then
											-- If this item is race locked.
											if containsAny(otherItem.races, item.races) then
												-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
												return true;
											end
										else
											-- This item is not race locked.
											-- Since the source item is locked to the a race, but this item is not, you unlock the source ID. Congrats, mate!
											return true;
										end
									end
								end
							end
						end
					end
				else
					-- Not race nor class locked.
					for i, sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
						if sourceID ~= sourceInfo.sourceID then
							local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
							if otherSource.isCollected and otherSource.categoryID == sourceInfo.categoryID and otherSource.invType == sourceInfo.invType then
								local otherItem = SearchForSourceIDQuickly(sourceID);
								if otherItem and item.f == otherItem.f then
									-- Check for class and race locks...
									if app.FilterItemClass_RequireClasses(otherItem) and app.FilterItemClass_RequireRaces(otherItem) then
										return true; -- Okay, fine. You are this class. Enjoy your +1, cheater. D:
									end
								end
							end
						end
					end
				end
			end
		end
		return false;
	end
end
function app.FilterItemTrackable(group)
	return group.trackable;
end

-- Default Filter Settings (changed in VARIABLES_LOADED and in the Options Menu)
app.GroupFilter = app.FilterItemClass;
app.GroupRequirementsFilter = app.NoFilter;
app.GroupVisibilityFilter = app.NoFilter;
app.ItemBindFilter = app.FilterItemBind;
app.ItemSourceFilter = app.FilterItemSource;
app.CollectedItemVisibilityFilter = app.NoFilter;
app.MissingItemVisibilityFilter = app.NoFilter;
app.PersonalLootFilter = app.NoFilter;
app.ClassRequirementFilter = app.NoFilter;
app.RaceRequirementFilter = app.NoFilter;
app.RequireBindingFilter = app.NoFilter;
app.UnobtainableItemFilter = app.NoFilter;
app.SeasonalFilter = app.NoFilter;
app.RequiredSkillFilter = app.NoFilter;
app.ShowIncompleteQuests = app.Filter;

-- Processing Functions (Coroutines)
local UpdateGroup, UpdateGroups;
local function BuildGroups(parent, groups)
	if groups then
		-- Iterate through the groups
		for key, group in ipairs(groups) do
			-- Set the group's parent
			group.parent = parent;
			
			-- Build the groups
			BuildGroups(group, group.groups);
		end
	end
end
local function ProcessGroup(data, parent, indent, back)
	if parent.visible then
		if parent.mapID and parent.mapID == GetTempDataMember("MapID") then
			parent.back = 1;
		else 
			parent.back = back or parent.back;
		end
		parent.indent = indent;
		tinsert(data, parent);
		if parent.groups and parent.expanded then
			indent = indent + 1;
			back = parent.back * 0.5;
			for j, group in ipairs(parent.groups) do
				ProcessGroup(data, group, indent, back);
			end
		end
	end
end
UpdateGroup = function(parent, group)
	--[[
	-- Uncomment this section for Harvesting
	if group.s and group.s < 1 then
		-- The source ID will need to be harvested.
		table.insert(GetTempDataMember("Missing"), group);
	end
	]]--
	
	-- Determine if this user can enter the instance or acquire the item.
	if app.GroupRequirementsFilter(group) then
		-- Check if this is a group
		if group.groups then
			-- If this item is collectible, then mark it as such.
			if group.collectible then
				-- An item is a special case where it may have both an appearance and a set of items
				group.progress = group.collected and 1 or 0;
				group.total = 1;
			elseif group.s and group.s < 1 then
				-- This item is missing its source ID. :(
				group.progress = 0;
				group.total = 1;
			else
				-- Default to 0 for both
				group.progress = 0;
				group.total = 0;
			end
			
			-- Update the subgroups recursively...
			UpdateGroups(group, group.groups);
			
			-- If the 'can equip' filter says true
			if app.GroupFilter(group) then
				-- Increment the parent group's totals.
				parent.total = (parent.total or 0) + group.total;
				parent.progress = (parent.progress or 0) + group.progress;
				
				-- If this group is trackable, then we should show it.
				if app.ShowIncompleteQuests(group) then
					group.visible = not group.saved or app.GroupVisibilityFilter(group) or GetDataMember("ShowCompletedGroups");
				else
					group.visible = app.GroupVisibilityFilter(group); -- group.total > 0 and 
				end
			else
				-- Hide this group. We aren't filtering for it.
				group.visible = false;
			end
		else
			-- If the 'can equip' filter says true
			if app.GroupFilter(group) then
				if group.collectible then
					-- Increment the parent group's totals.
					parent.total = (parent.total or 0) + 1;
					
					-- If we've collected the item, use the "Show Collected Items" filter.
					if group.collected then
						group.visible = app.CollectedItemVisibilityFilter(group);
						parent.progress = (parent.progress or 0) + 1;
					else
						-- Otherwise, use the "Show Missing Items" filter.
						group.visible = app.MissingItemVisibilityFilter(group);
					end
				elseif group.trackable then
					-- If this group is trackable, then we should show it.
					if app.ShowIncompleteQuests(group) then
						group.visible = not group.saved or GetDataMember("ShowCompletedGroups");
					else
						-- Hide this group. We aren't filtering for it.
						group.visible = false;
					end
				else
					-- Show this group.
					group.visible = true;
				end
			else
				-- Hide this group. We aren't filtering for it.
				group.visible = false;
			end
		end
	else
		-- This group doesn't meet requirements.
		group.visible = false;
	end
end
UpdateGroups = function(parent, groups)
	if groups then
		for key, group in ipairs(groups) do
			UpdateGroup(parent, group);
		end
	end
end
local function UpdateParentProgress(group)
	group.progress = group.progress + 1;
	
	-- Continue on to this object's parent.
	if group.parent then
		if group.visible then
			-- If we were initially visible, then update the parent.
			UpdateParentProgress(group.parent);
			
			-- If this group is trackable, then we should show it.
			if app.ShowIncompleteQuests(group) then
				group.visible = not group.saved or app.GroupVisibilityFilter(group) or GetDataMember("ShowCompletedGroups");
			else
				group.visible = app.GroupVisibilityFilter(group);
			end
		end
	end
end

-- Helper Methods
-- The following Helper Methods are used when you obtain a new appearance.
function app.CompletionistItemCollectionHelper(sourceID, oldState)
	-- Search ATT for the related sources.
	local searchResults = SearchForSourceID(sourceID);
	if searchResults and #searchResults > 0 then
		-- Show the collection message.
		if GetDataMember("ShowNotifications", true) then
			local firstMatch = searchResults[1];
			print(format(L("ITEM_ID_ADDED"), firstMatch.text or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), firstMatch.itemID));
		end
		
		-- Attempt to cleanly refresh the data.
		local fresh = false;
		
		-- Mark all results as marked. This prevents a double +1 on parents.
		for i,result in ipairs(searchResults) do
			if result.visible and result.parent and result.parent.total then
				result.marked = true;
			end
		end
		
		-- Only unmark and +1 marked search results.
		for i,result in ipairs(searchResults) do
			if result.marked then
				result.marked = nil;
				if result.total then
					-- This is an item that has a relative set of groups
					UpdateParentProgress(result);
					
					-- If this is NOT a group...
					if not result.groups then
						-- If we've collected the item, use the "Show Collected Items" filter.
						result.visible = app.CollectedItemVisibilityFilter(result);
					end
				else	
					UpdateParentProgress(result.parent);
					
					-- If we've collected the item, use the "Show Collected Items" filter.
					result.visible = app.CollectedItemVisibilityFilter(result);
				end
				fresh = true;
			end
		end
		
		-- If the data is fresh, don't force a refresh.
		app:RefreshData(fresh, true);
	else
		-- Show the collection message.
		if GetDataMember("ShowNotifications", true) then
			-- Use the Blizzard API... We don't have this item in the addon.
			-- NOTE: The itemlink that gets passed is BASE ITEM LINK, not the full item link.
			-- So this may show green items where an epic was obtained. (particularly with Legion drops)
			-- This is okay since items of this type share their appearance regardless of the power of the item.
			local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
			if sourceInfo then
				local name, link = GetItemInfo(sourceInfo.itemID);
				print(format(L("ITEM_ID_ADDED_MISSING"), link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID));
			else
				print(format(L("ITEM_ID_ADDED_MISSING"), "|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r", "???"));
			end
		end
	end
end
function app.UniqueModeItemCollectionHelperBase(sourceID, oldState, filter)
	-- Get the source info for this source ID.
	local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
	if sourceInfo then
		-- Go through all of the shared appearances and see if we're "unlocked" any of them.
		local unlockedSourceIDs, allSources = {}, C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID);
		for i, otherSourceID in ipairs(allSources) do
			-- If this isn't the source we already did work on and we haven't already completed it
			if otherSourceID ~= sourceID and not GetDataSubMember("CollectedSources", otherSourceID) then
				local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID);
				if otherSourceInfo and filter(otherSourceInfo, allSources) then
					SetDataSubMember("CollectedSources", otherSourceID, otherSourceInfo.isCollected and 1 or 2);
					tinsert(unlockedSourceIDs, otherSourceID);
				end
			end
		end
		
		-- Attempt to cleanly refresh the data.
		local fresh, searchResults = false, nil;
		if #unlockedSourceIDs > 0 then
			for i, otherSourceID in ipairs(unlockedSourceIDs) do
				-- Search ATT for this source ID.
				searchResults = SearchForSourceID(otherSourceID);
				if searchResults and #searchResults > 0 then
					for j,result in ipairs(searchResults) do
						if result.visible and result.parent and result.parent.total then
							if result.total then
								-- This is an item that has a relative set of groups
								UpdateParentProgress(result);
								
								-- If this is NOT a group...
								if not result.groups then
									-- If we've collected the item, use the "Show Collected Items" filter.
									result.visible = app.CollectedItemVisibilityFilter(result);
								end
							else	
								UpdateParentProgress(result.parent);
								
								-- If we've collected the item, use the "Show Collected Items" filter.
								result.visible = app.CollectedItemVisibilityFilter(result);
							end
							fresh = true;
						end
					end
				end
			end
		end
		
		-- Search for the item that actually was unlocked.
		searchResults = SearchForSourceID(sourceID);
		if searchResults and #searchResults > 0 then
			if oldState == 0 then
				for i,result in ipairs(searchResults) do
					if result.visible and result.parent and result.parent.total then
						if result.total then
							-- This is an item that has a relative set of groups
							UpdateParentProgress(result);
							
							-- If this is NOT a group...
							if not result.groups then
								-- If we've collected the item, use the "Show Collected Items" filter.
								result.visible = app.CollectedItemVisibilityFilter(result);
							end
						else	
							UpdateParentProgress(result.parent);
							
							-- If we've collected the item, use the "Show Collected Items" filter.
							result.visible = app.CollectedItemVisibilityFilter(result);
						end
						fresh = true;
					end
				end
			end
			
			-- Show the collection message.
			if GetDataMember("ShowNotifications", true) then
				local firstMatch = searchResults[1];
				print(format(L(#unlockedSourceIDs > 0 and "ITEM_ID_ADDED_SHARED" or "ITEM_ID_ADDED"), 
					firstMatch.text or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), firstMatch.itemID, #unlockedSourceIDs));
			end
		else
			-- Show the collection message.
			if GetDataMember("ShowNotifications", true) then
				-- Use the Blizzard API... We don't have this item in the addon.
				-- NOTE: The itemlink that gets passed is BASE ITEM LINK, not the full item link.
				-- So this may show green items where an epic was obtained. (particularly with Legion drops)
				-- This is okay since items of this type share their appearance regardless of the power of the item.
				local name, link = GetItemInfo(sourceInfo.itemID);
				print(format(L(#unlockedSourceIDs > 0 and "ITEM_ID_ADDED_SHARED_MISSING" or "ITEM_ID_ADDED_MISSING"), 
					link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID, #unlockedSourceIDs));
			end
		end
		
		-- If the data is fresh, don't force a refresh.
		app:RefreshData(fresh, true);
	end
end
function app.UniqueModeItemCollectionHelper(sourceID, oldState)
	return app.UniqueModeItemCollectionHelperBase(sourceID, oldState, app.FilterItemSourceUnique);
end
function app.UniqueModeItemCollectionHelperOnlyMain(sourceID, oldState)
	return app.UniqueModeItemCollectionHelperBase(sourceID, oldState, app.FilterItemSourceUniqueOnlyMain);
end
app.ActiveItemCollectionHelper = app.CompletionistItemCollectionHelper;

function app.CompletionistItemRemovalHelper(sourceID, oldState)
	-- Search ATT for the related sources.
	local searchResults = SearchForSourceID(sourceID);
	if searchResults and #searchResults > 0 then
		-- Show the collection message.
		if GetDataMember("ShowNotifications", true) then
			local firstMatch = searchResults[1];
			print(format(L("ITEM_ID_ADDED"), firstMatch.text or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), firstMatch.itemID));
		end
		
		-- Attempt to cleanly refresh the data.
		local fresh = false;
		for i,result in ipairs(searchResults) do
			if result.visible and result.parent and result.parent.total then
				if result.total then
					-- This is an item that has a relative set of groups
					UpdateParentProgress(result);
					
					-- If this is NOT a group...
					if not result.groups then
						-- If we've collected the item, use the "Show Collected Items" filter.
						result.visible = app.CollectedItemVisibilityFilter(result);
					end
				else	
					UpdateParentProgress(result.parent);
					
					-- If we've collected the item, use the "Show Collected Items" filter.
					result.visible = app.CollectedItemVisibilityFilter(result);
				end
				fresh = true;
			end
		end
		
		-- If the data is fresh, don't force a refresh.
		app:RefreshData(fresh, true);
	else
		-- Show the collection message.
		if GetDataMember("ShowNotifications", true) then
			-- Use the Blizzard API... We don't have this item in the addon.
			-- NOTE: The itemlink that gets passed is BASE ITEM LINK, not the full item link.
			-- So this may show green items where an epic was obtained. (particularly with Legion drops)
			-- This is okay since items of this type share their appearance regardless of the power of the item.
			local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
			if sourceInfo then
				local name, link = GetItemInfo(sourceInfo.itemID);
				print(format(L("ITEM_ID_ADDED_MISSING"), link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID));
			else
				print(format(L("ITEM_ID_ADDED_MISSING"), "|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r", "???"));
			end
		end
		
		-- If the item isn't in the list, then don't bother refreshing the data.
		-- app:RefreshData(true, true);
	end
end
function app.UniqueModeItemRemovalHelperBase(sourceID, oldState, filter)
	-- Get the source info for this source ID.
	local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
	if sourceInfo then
		-- Go through all of the shared appearances and see if we're "unlocked" any of them.
		local unlockedSourceIDs, allSources = {}, C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID);
		for i, otherSourceID in ipairs(allSources) do
			-- If this isn't the source we already did work on and we haven't already completed it
			if otherSourceID ~= sourceID and not GetDataSubMember("CollectedSources", otherSourceID) then
				local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID);
				if otherSourceInfo and filter(otherSourceInfo, allSources) then
					SetDataSubMember("CollectedSources", otherSourceID, otherSourceInfo.isCollected and 1 or 2);
					tinsert(unlockedSourceIDs, otherSourceID);
				end
			end
		end
		
		-- Attempt to cleanly refresh the data.
		local fresh, searchResults = false, nil;
		if #unlockedSourceIDs > 0 then
			for i, otherSourceID in ipairs(unlockedSourceIDs) do
				-- Search ATT for this source ID.
				searchResults = SearchForSourceID(otherSourceID);
				if searchResults and #searchResults > 0 then
					for j,result in ipairs(searchResults) do
						if result.visible and result.parent and result.parent.total then
							if result.total then
								-- This is an item that has a relative set of groups
								UpdateParentProgress(result);
								
								-- If this is NOT a group...
								if not result.groups then
									-- If we've collected the item, use the "Show Collected Items" filter.
									result.visible = app.CollectedItemVisibilityFilter(result);
								end
							else	
								UpdateParentProgress(result.parent);
								
								-- If we've collected the item, use the "Show Collected Items" filter.
								result.visible = app.CollectedItemVisibilityFilter(result);
							end
							fresh = true;
						end
					end
				end
			end
		end
		
		-- Search for the item that actually was unlocked.
		searchResults = SearchForSourceID(sourceID);
		if searchResults and #searchResults > 0 then
			if oldState == 0 then
				for i,result in ipairs(searchResults) do
					if result.visible and result.parent and result.parent.total then
						if result.total then
							-- This is an item that has a relative set of groups
							UpdateParentProgress(result);
							
							-- If this is NOT a group...
							if not result.groups then
								-- If we've collected the item, use the "Show Collected Items" filter.
								result.visible = app.CollectedItemVisibilityFilter(result);
							end
						else	
							UpdateParentProgress(result.parent);
							
							-- If we've collected the item, use the "Show Collected Items" filter.
							result.visible = app.CollectedItemVisibilityFilter(result);
						end
						fresh = true;
					end
				end
			end
			
			-- Show the collection message.
			if GetDataMember("ShowNotifications", true) then
				local firstMatch = searchResults[1];
				print(format(L(#unlockedSourceIDs > 0 and "ITEM_ID_ADDED_SHARED" or "ITEM_ID_ADDED"), 
					firstMatch.text or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), firstMatch.itemID, #unlockedSourceIDs));
			end
		else
			-- Show the collection message.
			if GetDataMember("ShowNotifications", true) then
				-- Use the Blizzard API... We don't have this item in the addon.
				-- NOTE: The itemlink that gets passed is BASE ITEM LINK, not the full item link.
				-- So this may show green items where an epic was obtained. (particularly with Legion drops)
				-- This is okay since items of this type share their appearance regardless of the power of the item.
				local name, link = GetItemInfo(sourceInfo.itemID);
				print(format(L(#unlockedSourceIDs > 0 and "ITEM_ID_ADDED_SHARED_MISSING" or "ITEM_ID_ADDED_MISSING"), 
					link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID, #unlockedSourceIDs));
			end
		end
		
		-- If the data is fresh, don't force a refresh.
		app:RefreshData(fresh, true);
	end
end
function app.UniqueModeItemRemovalHelper(sourceID, oldState)
	return app.UniqueModeItemRemovalHelperBase(sourceID, oldState, app.FilterItemSourceUnique);
end
function app.UniqueModeItemRemovalHelperOnlyMain(sourceID, oldState)
	return app.UniqueModeItemRemovalHelperBase(sourceID, oldState, app.FilterItemSourceUniqueOnlyMain);
end
app.ActiveItemRemovalHelper = app.CompletionistItemRemovalHelper;

function app.QuestCompletionHelper(questID)
	-- Search ATT for the related quests.
	local searchResults = SearchForQuestID(questID);
	if searchResults and #searchResults > 0 then
		-- Attempt to cleanly refresh the data.
		for i,result in ipairs(searchResults) do
			if result.visible and result.parent and result.parent.total then
				result.marked = true;
			end
		end
		for i,result in ipairs(searchResults) do
			if result.marked then
				result.marked = nil;
				if result.total then
					-- This is an item that has a relative set of groups
					UpdateParentProgress(result);
					
					-- If this is NOT a group...
					if not result.groups and result.collectible then
						-- If we've collected the item, use the "Show Collected Items" filter.
						result.visible = app.CollectedItemVisibilityFilter(result);
					end
				else	
					UpdateParentProgress(result.parent);
					
					if result.collectible then
						-- If we've collected the item, use the "Show Collected Items" filter.
						result.visible = app.CollectedItemVisibilityFilter(result);
					end
				end
			end
		end
		
		-- Don't force a full refresh.
		app:RefreshData(true, true);
	end
end

local function MinimapButtonOnClick(self, button)
	if button == "RightButton" then
		-- Right Button opens the Options menu.
		ShowInterfaceOptions();
	else
		-- Left Button
		if IsShiftKeyDown() then
			RefreshCollections();
		elseif IsAltKeyDown() or IsControlKeyDown() then
			ToggleMiniListForCurrentZone();
		else
			ToggleMainList();
		end
	end
end
local function MinimapButtonOnEnter(self)
	local reference = app:GetDataCache();
	GameTooltip:SetOwner(self, "ANCHOR_LEFT");
	GameTooltip:ClearLines();
	GameTooltip:AddDoubleLine(app.DisplayName, GetProgressColorText(reference.progress, reference.total));
	GameTooltip:AddLine(GetDataMember("CompletionistMode") and "Completionist Mode" or "Unique Appearance Mode", 1, 1, 1);
	GameTooltip:AddLine(L("DESCRIPTION"), 0.4, 0.8, 1, 1);
	GameTooltip:AddLine(L("MINIMAP_MOUSEOVER_TEXT"), 1, 1, 1);
	GameTooltip:Show();
	
	GameTooltipIcon:SetSize(96,96);
	GameTooltipIcon.icon:SetTexture(L("LOGO_LARGE"));
	GameTooltipIcon:Show();
end
local function MinimapButtonOnLeave()
	GameTooltip:Hide();
	GameTooltipIcon.icon.Background:Hide();
	GameTooltipIcon.icon.Border:Hide();
	GameTooltipIcon:Hide();
	GameTooltipModel:Hide();
end
local function CreateMinimapButton()
	-- Create the Button for the Minimap frame. Create a local and non-local copy.
	local button = CreateFrame("BUTTON", app:GetName() .. "-Minimap", Minimap);
	button:SetHighlightTexture("Interface\\Minimap\\UI-Minimap-ZoomButton-Highlight", "ADD");
	button:SetFrameStrata("HIGH");
	button:SetMovable(true);
	button:EnableMouse(true);
	button:SetSize(33, 33);
	button:SetPoint("CENTER", 0, 0, "CENTER", 0, 0);
	button:RegisterForDrag("LeftButton", "RightButton");
	button:RegisterForClicks("LeftButtonUp", "RightButtonUp");
	
	-- Create the Button Texture
	local texture = button:CreateTexture(nil, "BACKGROUND");
	texture:SetTexture(L("LOGO_SMALL"));
	texture:SetSize(21, 21);
	texture:SetTexCoord(0,1,0,1);
	texture:SetPoint("TOPLEFT", 6, -6);
	
	-- Create the Button Tracking Border
	local border = button:CreateTexture(nil, "BORDER");
	border:SetTexture("Interface\\Minimap\\MiniMap-TrackingBorder");
	border:SetSize(56, 56);
	border:SetPoint("TOPLEFT");
	
	-- Button Configuration
	button.update = function(self)
		local position = GetDataMember("Position", -19.9380328877568);
		self:SetPoint("CENTER", "Minimap", "CENTER", -78 * cos(position), 78 * sin(position));
	end
	local update = function(self)
		local w, x = GetCursorPosition();
		local y, z = Minimap:GetLeft(), Minimap:GetBottom();
		local s = UIParent:GetScale();
		w = y - w / s + 70; x = x / s - z - 70;
		SetDataMember("Position", math.deg(math.atan2(x, w)));
		self:Raise();
		self:update();
	end

	-- Register for Frame Events
	button:SetScript("OnDragStart", function(self)
		self:SetScript("OnUpdate", update);
	end);
	button:SetScript("OnDragStop", function(self)
		self:SetScript("OnUpdate", nil);
	end);
	button:SetScript("OnEnter", MinimapButtonOnEnter);
	button:SetScript("OnLeave", MinimapButtonOnLeave);
	button:SetScript("OnClick", MinimapButtonOnClick);
	button:update();
	button:Show();
	return button;
end
local function CreateMiniListForGroup(group)
	-- Pop Out Functionality! :O
	local popout = app:GetWindow((group.parent and group.parent.text or "") .. group.text);
	if group.s then
		-- This is an item that has an appearance
		local mainItem = setmetatable({ ["groups"] = {}, ['hideText'] = true }, { __index = group });
		local sourceInfo = C_TransmogCollection_GetSourceInfo(group.s);
		if sourceInfo then
			-- Go through all of the shared appearances and see if we're "unlocked" any of them.
			for i, otherSourceID in ipairs(C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
				-- If this isn't the source we already did work on and we haven't already completed it
				if otherSourceID ~= group.s then
					local attSearch = SearchForSourceIDQuickly(otherSourceID);
					if attSearch then
						local newItem = setmetatable({ ['hideText'] = true }, { __index = attSearch });
						CacheFields(newItem);
						tinsert(mainItem.groups, newItem); 
					else
						local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID);
						if otherSourceInfo then
							local newItem = app.CreateItem(otherSourceInfo.itemID);
							if otherSourceInfo.isCollected then
								SetDataSubMember("CollectedSources", otherSourceID, 1);
								newItem.collected = true;
							end
							newItem.s = otherSource;
							newItem.description = "|CFFFF0000This sourceID was not found in the ATT database. It might be invalid.|r";
							tinsert(mainItem.groups, newItem);
						end
					end
				end
			end
		end
		CacheFields(mainItem);
		popout.data = {
			["text"] = "Shared Appearances",
			["description"] = "The items in this list are shared appearances for the following item. In Unique Appearance Mode, this list can help you understand why or why not a specific item would be marked Collected.",
			["icon"] = "Interface\\Icons\\Achievement_GarrisonFollower_ItemLevel650.blp",
			["visible"] = true,
			["expanded"] = true,
			["groups"] = { mainItem }
		};
		BuildGroups(popout.data, popout.data.groups);
		UpdateGroups(popout.data, popout.data.groups, 1);
	elseif group.questID then
		-- This is a quest object. Let's show prereqs and breadcrumbs.
		local mainQuest = setmetatable({ ["collectible"] = true, ['hideText'] = true }, { __index = group });
		local groups = { mainQuest };
		CacheFields(mainQuest);
		
		-- Show Quest Prereqs
		if mainQuest.sourceQuestID then
			local sourceQuests, sourceQuest, subSourceQuests, prereqs = mainQuest.sourceQuestID;
			while sourceQuests and #sourceQuests > 0 do
				subSourceQuests = {}; prereqs = {};
				for i,sourceQuestID in ipairs(sourceQuests) do
					sourceQuest = SearchForField("questID", sourceQuestID);
					if sourceQuest and #sourceQuest > 0 then
						-- Only care about the first search result.
						if app.GroupFilter(sourceQuest[1]) then
							sourceQuest = setmetatable({ ["collectible"] = true, ['hideText'] = true }, { __index = sourceQuest[1] });
							if sourceQuest.sourceQuestID and #sourceQuest.sourceQuestID > 0 then
								-- Mark the sub source quest IDs as marked (as the same sub quest might point to 1 source quest ID)
								for j, subSourceQuestID in ipairs(sourceQuest.sourceQuestID) do
									subSourceQuests[subSourceQuestID] = true;
								end
							end
							CacheFields(sourceQuest);
						else
							sourceQuest = nil;
						end
					else
						-- Create a Quest Object.
						sourceQuest = app.CreateQuest(sourceQuestID, { ["visible"] = true, ["collectible"] = true, ['hideText'] = true });
					end
					
					-- If the quest was valid, attach it.
					if sourceQuest then tinsert(prereqs, sourceQuest); end
				end
				
				-- Convert the subSourceQuests table into an array
				sourceQuests = {};
				if #prereqs > 0 then
					for sourceQuestID,i in pairs(subSourceQuests) do
						tinsert(sourceQuests, tonumber(sourceQuestID));
					end
					
					-- Insert the header for the source quest
					if #prereqs > 1 then
						tinsert(prereqs, {
							["text"] = "Upon Completion",
							["description"] = "The above quests need to be completed before being able to complete the quest(s) listed below.",
							["icon"] = "Interface\\Icons\\Spell_Holy_MagicalSentry.blp",
							["visible"] = true,
							["expanded"] = true,
							["groups"] = groups
						});
					else
						local prereq = prereqs[1];
						if prereq.groups then
							for i,group in ipairs(prereq.groups) do
								tinsert(groups, 1, group);
							end
						end
						prereq["groups"] = groups;
					end
					groups = prereqs;
				end
			end
		end
		popout.data = {
			["text"] = "Quest Chain Requirements",
			["description"] = "The following quests need to be completed before being able to complete the final quest.",
			["icon"] = "Interface\\Icons\\Spell_Holy_MagicalSentry.blp",
			["progress"] = 0,
			["total"] = 0,
			["visible"] = true,
			["expanded"] = true,
			["groups"] = groups
		};
		BuildGroups(popout.data, popout.data.groups);
		UpdateGroups(popout.data, popout.data.groups, 1);
	elseif group.groups then
		-- This is already a container with accurate numbers.
		popout.data = setmetatable({}, { __index = group });
	else
		-- This is a standalone item
		local newItem = setmetatable({ ['hideText'] = true }, { __index = group });
		CacheFields(newItem);
		popout.data = {
			["text"] = "Standalone Item",
			["icon"] = "Interface\\Icons\\Achievement_Garrison_blueprint_medium.blp",
			["groups"] = { newItem },
			["visible"] = true,
			["expanded"] = true,
			["progress"] = 0,
			["total"] = 0,
		};
		BuildGroups(popout.data, popout.data.groups);
		UpdateGroups(popout.data, popout.data.groups, 1);
	end
	ExpandGroupsRecursively(popout.data, true);
	--ExportData(popout.data);
	popout:Toggle(true);
end
local function CreateSettingsMenu()

	-- function that creates a new settingFrame --
	local function CreateSettingFrame(self, name)
		self.name = name;
		InterfaceOptions_AddCategory(self);
		self.Title = self:CreateFontString(nil, "ARTWORK", "GameFontNormalLarge");
		self.Title:SetPoint("TOPLEFT", 16, -16)
		self.Title:SetText(name);
		self.Version = self:CreateFontString(nil, "ARTWORK", "GameFontNormalSmall");
		self.Version:SetPoint("TOPRIGHT", -16, -16)
		self.Version:SetText(GetAddOnMetadata("AllTheThings", "Version"));
		self.Separator = self:CreateTexture(nil, "ARTWORK");
		self.Separator:SetPoint("LEFT", self.Title, "BOTTOMLEFT", 0, -2);
		self.Separator:SetColorTexture(0.2, 0.2, 0.2);
		self.Separator:SetSize(590, 1);
	end	
	
	-- function that creates a checkbox --
	-- Will add a new parameter when we have tooltip for some of the tooltips --
	local function CreateCheckBox(self, parrent, text, x, y, state)
		self:SetChecked(state);
		self:SetPoint("TOPLEFT", parrent, "TOPLEFT", x, y);
		self.Label = _G[self:GetName() .. "Text"];
		self.Label:SetText(text);
		self.Label:SetWidth(250);
	end
	local function CreateIDCheckBox(self, filter, name, x, y)
		self[filter] = CreateFrame("CheckButton", name .. "-" .. filter, self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self[filter], self, name, x, y, GetDataMember(filter));
		self[filter]:SetScript("OnClick", function(self)
			SetDataMember(filter, self:GetChecked());
			wipe(searchCache);
		end);
	end
	
	local name = app:GetName();  -- should probably be outside this function cant be the only place app:getName() gets used
	local lastFilter;
	
	-- This creates the main window in the options --
	local mainFrame = CreateFrame("FRAME", name .. "-Settings", UIParent);
	CreateSettingFrame(mainFrame, L("TITLE_OPTIONS"));
	local function createMainFrame(self)
		-- This creates the Debug Mode Checkbox --
		self.IgnoreAllFilters = CreateFrame("CheckButton", name .. "-IgnoreAllFilters", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.IgnoreAllFilters, self, "|Cff15abffDebug Mode|r (Ignore All Filters)", 15, -50, GetDataMember("IgnoreAllFilters"));
		self.IgnoreAllFilters:SetScript("OnClick", function(self)
			SetDebugMode(self:GetChecked());
		end);
		self.IgnoreAllFilters:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this setting if you want to see every item in the ATT database. This will disable all of the item filters for armor and weapons in addition to toys, mounts, pets, music rolls, and titles.\n\nThis is provided mostly for debugging purposes, but many users utilize this filter to measure overall account completion.\n\nDebug Mode is for users that want all of the appearances in the game.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		-- This creates the Completionist Mode Checkbox --
		self.CompletionistMode = CreateFrame("CheckButton", name .. "-CompletionistMode", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.CompletionistMode, self, "|CFFADD8E6Completionist Mode|r", 15, -70, GetDataMember("CompletionistMode")); 
		self.CompletionistMode:SetScript("OnClick", function(self)
			SetCompletionistMode(self:GetChecked(), true);
			if self:GetChecked() then
				mainFrame.MainOnly:Hide();
			else
				mainFrame.MainOnly:Show();
			end
		end);
		self.CompletionistMode:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Turn this setting off if you want ATT to *pretend* that you've earned shared appearances for items that qualify for the same unlock requirements.\n\nItems 'Collected' through this mode will be marked with an asterisk (*). This means that you haven't collected that specific source of the appearance yet.\n\nCompletionist Mode is Hardcore.\nDebug Completionist Mode is for the Truly Insane.", nil, nil, nil, nil, true);
			GameTooltip:Show();
			if self:GetChecked() then
				mainFrame.MainOnly:Hide();
			else
				mainFrame.MainOnly:Show();
			end
		end);

		-- This creates the "I only care about my main" Checkbox --
		self.MainOnly = CreateFrame("CheckButton", name .. "-MainOnly", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.MainOnly, self, L("I_ONLY_CARE_ABOUT_MY_MAIN"), 25, -90, GetDataMember("MainOnly")); 
		self.MainOnly:SetScript("OnClick", function(self)
			SetDataMember("MainOnly", self:GetChecked());
			SetCompletionistMode(GetDataMember("CompletionistMode"));
		end);
		self.MainOnly:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Turn this setting on if you additionally want ATT to *pretend* that you've earned all shared appearances not locked by a different race or class.\n\nAs an example, if you have collected a " .. GetClassInfo(app.ClassIndex) .. "-Only Tier Piece from ICC and there is a shared appearance from the raid without class/race restrictions, ATT will *pretend* that you've earned that appearance for your current class. (Shift + Click will refresh this data for your alts if you decide to earn appearances on them.)", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		if GetDataMember("CompletionistMode") then
			self.MainOnly:Hide();
		else
			self.MainOnly:Show();
		end
		
		-- This creates the "Show Completed Groups" Checkbox --
		self.ShowCompletedGroups = CreateFrame("CheckButton", name .. "-ShowCompletedGroups", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.ShowCompletedGroups, self, "Show Completed Groups", 15, -110, GetDataMember("ShowCompletedGroups"));
		self.ShowCompletedGroups:SetScript("OnClick", function(self)
			SetDataMember("ShowCompletedGroups", self:GetChecked());
			if self:GetChecked() then
				app.GroupVisibilityFilter = app.NoFilter;
			else
				app.GroupVisibilityFilter = app.FilterGroupsByCompletion;
			end
			app:RefreshData();
		end);
		self.ShowCompletedGroups:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to see completed groups as a header with a completion percentage. If a group has nothing relevant for your class, this setting will also make those groups appear in the listing.\n\nWe recommend you turn this setting off as it will conserve the space in the mini list and allow you to quickly see what you are missing from the zone.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);

		-- This creates the "Show Collected Things" Checkbox -- 
		self.ShowCollectedItems = CreateFrame("CheckButton", name .. "-ShowCollectedItems", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.ShowCollectedItems, self, "Show Collected Things", 15, -130, GetDataMember("ShowCollectedItems"));
		self.ShowCollectedItems:SetScript("OnClick", function(self)
			SetDataMember("ShowCollectedItems", self:GetChecked());
			if self:GetChecked() then
				app.CollectedItemVisibilityFilter = app.NoFilter;
			else
				app.CollectedItemVisibilityFilter = app.Filter;
			end
			app:RefreshData();
		end);
		self.ShowCollectedItems:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to see collected Items, Mounts, Toys, Pets, Illusions, etc. in the list.\n\nIf an item is relative to a completed group, it will not appear in the list unless you have 'Show Completed Groups' enabled.\n\nWe recommend you turn this setting off as it will conserve the space in the mini list and allow you to quickly see what you are missing from the zone.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		-- This creates the "Show Incomplete Quests" Checkbox --
		self.ShowIncompleteQuests = CreateFrame("CheckButton", name .. "-ShowIncompleteQuests", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.ShowIncompleteQuests, self, "Show Incomplete Quests", 15, -150, GetDataMember("ShowIncompleteQuests"));
		self.ShowIncompleteQuests:SetScript("OnClick", function(self)
			SetDataMember("ShowIncompleteQuests", self:GetChecked());
			if self:GetChecked() then
				app.ShowIncompleteQuests = app.FilterItemTrackable;
			else
				app.ShowIncompleteQuests = app.Filter;
			end
			app:RefreshData();
		end);
		self.ShowIncompleteQuests:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to see items, objects, NPCs, and headers associated with incomplete quests that don't necessarily have anything you can collect as a result of completing them.\n\nYou can use this to help you earn the Loremaster Achievement if you don't already have it.\n\nNOTE: Rare Spawns and Vignettes also appear in the listing with this setting turned on.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		-- This creates the "Treat Incomplete Quests as Collectible" Checkbox --
		self.TreatIncompleteQuestsAsCollectible = CreateFrame("CheckButton", name .. "-TreatIncompleteQuestsAsCollectible", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.TreatIncompleteQuestsAsCollectible, self, "Treat as Collectible", 25, -170, GetDataMember("TreatIncompleteQuestsAsCollectible"));
		self.TreatIncompleteQuestsAsCollectible:SetScript("OnClick", function(self)
			SetDataMember("TreatIncompleteQuestsAsCollectible", self:GetChecked());
			app:RefreshData();
		end);
		self.TreatIncompleteQuestsAsCollectible:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to track non-Daily Quests as Collectible Things.\n\nThis means that quests will naturally appear in the listing and will add to the total once you complete them on your character.\n\nNOTE: Quests are not usually Account-Wide, so if you are trying to collect ALL THE THINGS on ALL OF YOUR CHARACTERS, you might want to disable this option.\n\nIt can be very useful when questing through a zone, though.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		
		-- This creates the "Show Minimap Button" Checkbox --
		self.ShowMinimapButton = CreateFrame("CheckButton", name .. "-ShowMinimapButton", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.ShowMinimapButton, self, "Show the Minimap Button", 300, -50, GetDataMember("ShowMinimapButton"));
		self.ShowMinimapButton:SetScript("OnClick", function(self)
				local checked = self:GetChecked();
				SetDataMember("ShowMinimapButton", checked);
				if (checked == true) then
					if not app.Minimap then app.Minimap = CreateMinimapButton(); end
					app.Minimap:Show();
				elseif app.Minimap then
					app.Minimap:Hide();
				end
			end);
		self.ShowMinimapButton:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to see the minimap button. This button allows you to quickly access the Main List, show your Overall Collection Progress, and access the Settings Menu by right clicking it.\n\nSome people don't like clutter. Alternatively, you can access the Main List by typing '/att' in your chatbox. From there, you can right click the header to get to the Settings Menu.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		-- This creates the "Show the Mini List Automatically" Checkbox --
		self.AutoMiniList = CreateFrame("CheckButton", name .. "-AutoMiniList", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.AutoMiniList, self, "Show the Mini List Automatically", 300, -70, GetDataMember("AutoMiniList", true));
		self.AutoMiniList:SetScript("OnClick", function(self)
			SetDataMember("AutoMiniList", self:GetChecked());
			if self:GetChecked() then
				OpenMiniListForCurrentZone();
			end
		end);
		self.AutoMiniList:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to see everything you can collect in your current zone. The list will automatically switch when you change zones.\n\nDrag the window and rescale it where you want it to appear.\n\nSome people don't like this feature, but when you are solo farming, this feature is extremely useful.\n\nYou can also bind this setting to a Key.\n\nKey Bindings -> Addons -> ALL THE THINGS -> Toggle Mini List", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		
		-- This creates the "Notify me when I Collect Things" Checkbox --
		self.ShowNotifications = CreateFrame("CheckButton", name .. "-ShowNotifications", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.ShowNotifications, self, "Notify me when I Collect Things", 300, -110, GetDataMember("ShowNotifications", true));
		self.ShowNotifications:SetScript("OnClick", function(self)
			SetDataMember("ShowNotifications", self:GetChecked());
		end);
		self.ShowNotifications:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to see a message in chat detailing which items you have collected or removed from your collection.\n\nNOTE: This is present because Blizzard silently adds appearances and other collectible items and neglects to notify you of the additional items available to you.\n\nWe recommend you keep this setting on. You will still hear the fanfare with it off assuming you have that option turned on.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		-- This creates the "Play Fanfare when I Collect Things" Checkbox --
		self.PlayFanfare = CreateFrame("CheckButton", name .. "-PlayFanfare", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.PlayFanfare, self, "Play Fanfare when I Collect Things", 300, -130, GetDataMember("PlayFanfare", true));
		self.PlayFanfare:SetScript("OnClick", function(self)
			SetDataMember("PlayFanfare", self:GetChecked());
		end);
		self.PlayFanfare:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to hear a celebratory 'fanfare' sound effect when you obtain a new collectible item.\n\nThis feature can very addicting.\n\nThe default sound effects are from Final Fantasy Tactics. (One of the best games ever.)", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		-- This creates the "Play a Warning when I Remove Things" Checkbox --
		self.PlayRemoveSound = CreateFrame("CheckButton", name .. "-PlayRemoveSound", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.PlayRemoveSound, self, "Play a Warning when I Remove Things", 300, -150, GetDataMember("PlayRemoveSound", true));
		self.PlayRemoveSound:SetScript("OnClick", function(self)
			SetDataMember("PlayRemoveSound", self:GetChecked());
		end);
		self.PlayRemoveSound:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to hear a warning sound effect when you accidentally sell back or trade an item that granted you an appearance that would cause you to lose that appearance from your collection.\n\nThis can be extremely helpful if you vendor an item with a purchase timer. The addon will tell you that you've made a mistake.\n\nThe default sound effects are from Final Fantasy Tactics. (One of the best games ever.)", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		
		
		
		CreateIDCheckBox(self, "ShowLootSpecializations", "Show Loot Specializations", 300, -190);
		
		self.ShowLootSpecializationRequirements = CreateFrame("CheckButton", name .. "-ShowLootSpecializationRequirements", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.ShowLootSpecializationRequirements, self, "Show Loot Specialization Icons", 300, -210, GetDataMember("ShowLootSpecializationRequirements"));
		self.ShowLootSpecializationRequirements:SetScript("OnClick", function(self)
			SetDataMember("ShowLootSpecializationRequirements", self:GetChecked());
			app:UpdateWindows();
		end);
		self.ShowLootSpecializationRequirements:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to see loot specialization icons in the listing indicating which specializations for your class must be used in order to obtain an item when running a dungeon in Personal Loot mode.\n\nNOTE: Rare spawns are generally not Personal Loot required.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
			
		
		self.RequirePersonalLootFilter = CreateFrame("CheckButton", name .. "-RequirePersonalLootFilter", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.RequirePersonalLootFilter, self, "Only Show Personal Loot (VERY SLOW)", 300, -230, GetDataMember("RequirePersonalLootFilter"));
		self.RequirePersonalLootFilter:SetScript("OnClick", function(self)
			SetDataMember("RequirePersonalLootFilter", self:GetChecked());
			if self:GetChecked() then
				app.PersonalLootFilter = app.FilterItemClass_RequirePersonalLoot;
			else
				app.PersonalLootFilter = app.NoFilter;
			end
			app:RefreshData(false, true);
		end);
		self.RequirePersonalLootFilter:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you only want to see items that Blizzard has listed as usable for your current specialization.\n\nWARNING: This will mean that a lot of items you can transmog and/or collect on your current character will be hidden in the listings.\n\nWARNING #2: This feature is EXTREMELY SLOW as it currently uses the Blizzard API. User discretion is advised. We do NOT recommend turning this feature on.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		
		
		-- Middle Left
		-- This creates the "Enable Tooltip Information" Checkbox --
		self.EnableTooltipInformation = CreateFrame("CheckButton", name .. "-EnableTooltipInformation", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.EnableTooltipInformation, self, "|CFFADD8E6Enable Tooltip Information|r", 15, -210, GetDataMember("EnableTooltipInformation"));
		self.EnableTooltipInformation:SetScript("OnClick", function(self)
			SetDataMember("EnableTooltipInformation", self:GetChecked());
			wipe(searchCache);
		end);
		self.EnableTooltipInformation:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to see the information provided by ATT in external tooltips. This includes item links sent by other players, in the auction house, in the dungeon journal, in your bags, in the world, on NPCs, etc.\n\nIf you turn this feature off, you are seriously reducing your ability to quickly determine if you need to kill a mob or learn an appearance.\n\nWe recommend you keep this setting on.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);

		-- This creates the "Display In Combat" Checkbox --
		self.DisplayTooltipsInCombat = CreateFrame("CheckButton", name .. "-DisplayTooltipsInCombat", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.DisplayTooltipsInCombat, self, "Display In Combat", 25, -230, GetDataMember("DisplayTooltipsInCombat"));
		self.DisplayTooltipsInCombat:SetScript("OnClick", function(self)
			SetDataMember("DisplayTooltipsInCombat", self:GetChecked());
			wipe(searchCache);
		end);
		self.DisplayTooltipsInCombat:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to render tooltip information while you are in combat.\n\nIf you are raiding with your Mythic/Mythic+ Guild, you should probably turn this setting off to save as much performance as you can.\n\nIt can be useful while you are soloing old content to immediately know what you need from a boss.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		-- This creates the "Show Collection Progress" Checkbox --
		self.ShowProgress = CreateFrame("CheckButton", name .. "-ShowProgress", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.ShowProgress, self, "Show Collection Progress", 25, -250, GetDataMember("ShowProgress"));
		self.ShowProgress:SetScript("OnClick", function(self)
			SetDataMember("ShowProgress", self:GetChecked());
			wipe(searchCache);
		end);
		self.ShowProgress:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to see your progress towards completing or collecting an Item, Mount, Pet, Title, Music Roll, or Completing a Quest, Tier Token, etc at the Top Right of the tooltip.\n\nWe recommend that you keep this setting turned on.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		-- This creates the "Summarize Contents" Checkbox --
		self.ShowContents = CreateFrame("CheckButton", name .. "-ShowContents", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.ShowContents, self, "Summarize Contents", 35, -270, GetDataMember("ShowContents"));
		self.ShowContents:SetScript("OnClick", function(self)
			SetDataMember("ShowContents", self:GetChecked());
			wipe(searchCache);
		end);
		self.ShowContents:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to quickly determine if an item can be used to collect something else.\n\nFor example, you can use Tier Tokens to collect Tier Sets Pieces for your character. With this setting turned on, it will list all of those items in the tooltip of the Tier Token.\n\nWe recommend that you keep this setting turned on.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		-- This creates the "Show Shared Appearances" Checkbox --
		self.ShowSharedAppearances = CreateFrame("CheckButton", name .. "-ShowSharedAppearances", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.ShowSharedAppearances, self, "Show Shared Appearances", 25, -290, GetDataMember("ShowSharedAppearances"));
		self.ShowSharedAppearances:SetScript("OnClick", function(self)
			SetDataMember("ShowSharedAppearances", self:GetChecked());
			wipe(searchCache);
		end);
		self.ShowSharedAppearances:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option to see items that share a similar appearance in the tooltip.\n\nNOTE: Items that do not match the armor type are displayed in the list. This is to help you diagnose the Collection progress.\n\nIf you are ever confused by this, as of ATT v1.5.0, you can Right Click the item to open the item and its Shared Appearances into their own standalone Mini List.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		-- This creates the "Show Database Locations" Checkbox --
		self.ShowSources = CreateFrame("CheckButton", name .. "-ShowSources", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.ShowSources, self, "Show Database Locations", 25, -310, GetDataMember("ShowSources"));
		self.ShowSources:SetScript("OnClick", function(self)
			SetDataMember("ShowSources", self:GetChecked());
			wipe(searchCache);
		end);
		self.ShowSources:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option to see where you can obtain any item in the game through ATT.\n\nIf you encounter a collectible item other than a ring, trinket, or necklace that does not have at least 1 entry in ATT, you should immediately report it to our Discord.\n\nWe recommend that you keep this setting turned on.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		-- This creates the "Show Completed Locations" Checkbox --
		self.ShowCompleteSourceLocations = CreateFrame("CheckButton", name .. "-ShowCompleteSourceLocations", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.ShowCompleteSourceLocations, self, "Show Completed Locations", 35, -330, GetDataMember("ShowCompleteSourceLocations"));
		self.ShowCompleteSourceLocations:SetScript("OnClick", function(self)
			SetDataMember("ShowCompleteSourceLocations", self:GetChecked());
			wipe(searchCache);
		end);
		self.ShowCompleteSourceLocations:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to see completed source locations in the tooltip.\n\nAs an example, if you complete the quest \"Bathran's Hair\" in Ashenvale, the tooltip for Evenar Stillwhisper will no longer show that quest when hovering over him.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
		-- This creates the "Show More Locations" Checkbox --
		self.ShowAllSources = CreateFrame("CheckButton", name .. "-ShowAllSources", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.ShowAllSources, self, "Show More Locations", 35, -350, GetDataMember("ShowAllSources"));
		self.ShowAllSources:SetScript("OnClick", function(self)
			SetDataMember("ShowAllSources", self:GetChecked());
			wipe(searchCache);
		end);
		self.ShowAllSources:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to see more than one database location summary in the tooltip.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		



		-- Tooltip Information Details
		
		
		
		CreateIDCheckBox(self, "ShowDescriptions", "Show Descriptions", 15, -410);
		CreateIDCheckBox(self, "ShowModels", "Show Models", 15, -430);
		
		
	end
	createMainFrame(mainFrame);
	
	
	
	-- This creates the filter window in the options --
	local debugFrame = CreateFrame("FRAME", name .."-Debugging", mainFrame);
	debugFrame.parent = mainFrame.name;
	CreateSettingFrame(debugFrame, "Debugging");
	local function CreateDebugFrame(self)
		-- This creates the list of Object ID descriptors.
		CreateIDCheckBox(self, "ShowAchievementID", "Show Achievement ID", 15, -50);
		CreateIDCheckBox(self, "ShowArtifactID", "Show Artifact ID", 15, -70);
		CreateIDCheckBox(self, "ShowCreatureID", "Show Creature ID", 15, -90);
		CreateIDCheckBox(self, "ShowDifficultyID", "Show Difficulty ID", 15, -110);
		CreateIDCheckBox(self, "ShowEncounterID", "Show Encounter ID", 15, -130);
		CreateIDCheckBox(self, "ShowFactionID", "Show Faction ID", 15, -150);
		CreateIDCheckBox(self, "ShowFilterID", "Show Filter ID", 15, -170);
		CreateIDCheckBox(self, "ShowIllusionID", "Show Illusion ID", 15, -190);
		CreateIDCheckBox(self, "ShowInstanceID", "Show Instance ID", 15, -210);
		CreateIDCheckBox(self, "ShowItemID", "Show Item ID", 15, -230);
		CreateIDCheckBox(self, "ShowItemString", "Show Item String", 15, -250);
		CreateIDCheckBox(self, "ShowMapID", "Show Map ID", 15, -270);
		CreateIDCheckBox(self, "ShowMusicRollID", "Show Music Roll ID", 15, -290);
		CreateIDCheckBox(self, "ShowObjectID", "Show Object ID", 15, -310);
		CreateIDCheckBox(self, "ShowQuestID", "Show Quest ID", 15, -330);
		CreateIDCheckBox(self, "ShowSourceID", "Show Source ID", 15, -350);
		CreateIDCheckBox(self, "ShowSpeciesID", "Show Species ID", 15, -370);
		CreateIDCheckBox(self, "ShowSpellID", "Show Spell ID", 15, -390);
		CreateIDCheckBox(self, "ShowTierID", "Show Tier ID", 15, -410);
		CreateIDCheckBox(self, "ShowVisualID", "Show Visual ID", 15, -430);
		
		-- This creates the "Show Uncollected Things" checkBox --
		self.ShowUncollectedThings = CreateFrame("CheckButton", name .. "-ShowUncollectedThings", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.ShowUncollectedThings, self, "Show Uncollected Things", 300, -50, GetDataMember("ShowUncollectedThings"));
		self.ShowUncollectedThings:SetScript("OnClick", function(self)
			SetDataMember("ShowUncollectedThings", self:GetChecked());
			if self:GetChecked() then
				app.MissingItemVisibilityFilter = app.NoFilter;
			else
				app.MissingItemVisibilityFilter = app.Filter;
			end
			app:RefreshData();
		end);
		self.ShowUncollectedThings:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("Enable this option if you want to see missing Items, Mounts, Toys, Pets, Illusions, etc. in the list. (based on Filters)\n\nThis is provided for debugging purposes.\n\nWe do NOT recommend turning this off.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);
		
	end
	CreateDebugFrame(debugFrame);
	
	
	
	-- This creates the filter window in the options --
	local filtersFrame = CreateFrame("FRAME", name .."-Frame", mainFrame);
	filtersFrame.parent = mainFrame.name;
	CreateSettingFrame(filtersFrame, "Filters");
	local function CreateFilterFrame(self)
		self.RequiredSkillFilter = CreateFrame("CheckButton", name .. "-RequiredSkillFilter", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.RequiredSkillFilter, self, "Filter By Profession", 15, -50, GetDataMember("RequiredSkillFilter"));
			self.RequiredSkillFilter:SetScript("OnClick", function(self)
				SetDataMember("RequiredSkillFilter", self:GetChecked());
				if self:GetChecked() then
					app.RequiredSkillFilter = app.FilterItemClass_RequiredSkill;
				else
					app.RequiredSkillFilter = app.NoFilter;
				end
				app:RefreshData();
			end);
		
		
		self.dummy = CreateFrame("CheckButton", name .. "-temp", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.dummy, self, "dummy", 15, -140, true); 
		self.dummy:Hide();   -- THIS IS BAD
		
		
		
		
		self.FilterGroupsByLevel = CreateFrame("CheckButton", name .. "-FilterGroupsByLevel", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.FilterGroupsByLevel, self, "Filter Groups By Level", 15, -70, GetDataMember("FilterGroupsByLevel"));
		self.FilterGroupsByLevel:SetScript("OnClick", function(self)
			SetDataMember("FilterGroupsByLevel", self:GetChecked());
			if self:GetChecked() then
				app:RegisterEvent("PLAYER_LEVEL_UP");
				app.GroupRequirementsFilter = app.FilterGroupsByLevel;
			else
				app:UnregisterEvent("PLAYER_LEVEL_UP");
				app.GroupRequirementsFilter = app.NoFilter;
			end
			app:RefreshData();
		end);

		
		
		self.FilterUnobtainableItems = CreateFrame("CheckButton", name .. "-FilterUnobtainableItems", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.FilterUnobtainableItems, self, "Filter Unobtainable Items", 15, -90, GetDataMember("FilterUnobtainableItems"));
		if GetDataMember("FilterUnobtainableItems") then self.FilterUnobtainableItems.Label:Hide() end
		self.FilterUnobtainableItems:SetScript("OnClick", function(self)
			SetDataMember("FilterUnobtainableItems", self:GetChecked());
			if self:GetChecked() then
				app.UnobtainableItemFilter = app.FilterItemClass_UnobtainableItem;
				self.Label:Hide()
				self:GetParent().UnobtainableItemFilters:Show()
			else
				app.UnobtainableItemFilter = app.NoFilter;
				self.Label:Show()
				self:GetParent().UnobtainableItemFilters:Hide()
			end
			app:RefreshData();
		end);


		self.UnobtainableItemFilters = CreateFrame("Frame", name .. "-UnobtainableItemFilters", self, "Lib_UIDropDownMenuTemplate")
		self.UnobtainableItemFilters:SetPoint("TOPLEFT", self, "TOPLEFT", 25, -90)
		self.UnobtainableItemFilters:SetWidth(300)
		local function UnobtainableToggle(ref, val)
		   local t = GetDataMember("UnobtainableItemFilters", {})
		   t[val] = not t[val]
		   app:RefreshData()
		end
		Lib_UIDropDownMenu_Initialize(self.UnobtainableItemFilters,
					  function(self, level, menuList)
						 local info = Lib_UIDropDownMenu_CreateInfo()
						 if not level or level == 1 then
						for i=1,4 do
						   if i == 1 then info.text = "No Chance"
						   elseif i == 2 then info.text = "Possible Chance"
						   elseif i == 3 then info.text = "High Chance"
						   else info.text = "Legacy" end
						   info.notCheckable = true
						   info.hasArrow = true
						   info.keepShownOnClick = true
						   info.menuList = i
						   Lib_UIDropDownMenu_AddButton(info, level)
						end
						 else
						info.func = UnobtainableToggle
						for k,v in ipairs(L("UNOBTAINABLE_ITEM_REASONS")) do
						   if v[1] == menuList then
							  info.text = v[3]
							  info.isNotRadio = true
							  info.keepShownOnClick = true
							  info.arg1 = k
							  info.checked = not (GetDataMember("UnobtainableItemFilters") and GetDataMember("UnobtainableItemFilters")[k])
							  Lib_UIDropDownMenu_AddButton(info, level)
						   end
						end
						 end
					  end)
		Lib_UIDropDownMenu_SetText(self.UnobtainableItemFilters, "Unobtainable Items")
		if not GetDataMember("FilterUnobtainableItems") then self.UnobtainableItemFilters:Hide() end

		self.FilterSeasonal = CreateFrame("CheckButton", name .. "-FilterSeasonal", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.FilterSeasonal, self, "Filter Seasonal Items", 15, -110, GetDataMember("FilterSeasonal"));
		if GetDataMember("FilterSeasonal") then self.FilterSeasonal.Label:Hide() end
		self.FilterSeasonal:SetScript("OnClick", function(self)
			SetDataMember("FilterSeasonal", self:GetChecked());
			if self:GetChecked() then
				app.SeasonalFilter = app.FilterItemClass_SeasonalItem;
				self.Label:Hide()
				self:GetParent().SeasonalFilters:Show()
			else
				app.SeasonalFilter = app.NoFilter;
				self.Label:Show()
				self:GetParent().SeasonalFilters:Hide()
			end
			app:RefreshData();
		end);


		self.SeasonalFilters = CreateFrame("Frame", name .. "-SeasonalFilters", self, "Lib_UIDropDownMenuTemplate")
		self.SeasonalFilters:SetPoint("TOPLEFT", self, "TOPLEFT", 25, -110)
		self.SeasonalFilters:SetWidth(300)
		local function SeasonalToggle(ref, val)
		   local t = GetDataMember("SeasonalFilters", {})
		   t[val] = not t[val]
		   app:RefreshData()
		end
		Lib_UIDropDownMenu_Initialize(self.SeasonalFilters,
					  function(self, level, menuList)
						 local info = Lib_UIDropDownMenu_CreateInfo()
						 info.func = SeasonalToggle
						 for k,v in ipairs(L("UNOBTAINABLE_ITEM_REASONS")) do
						if v[1] > 4 then
						   info.text = v[3]
						   info.isNotRadio = true
						   info.keepShownOnClick = true
						   info.arg1 = k
						   info.checked = not (GetDataMember("SeasonalFilters") and GetDataMember("SeasonalFilters")[k])
						   Lib_UIDropDownMenu_AddButton(info, 1)
						end
						 end
					  end)
		Lib_UIDropDownMenu_SetText(self.SeasonalFilters, "Filter Seasonal")
		if not GetDataMember("FilterSeasonal") then self.SeasonalFilters:Hide() end

		self.FilterItemsByRace = CreateFrame("CheckButton", name .. "-FilterItemsByRace", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.FilterItemsByRace, self, "Filter Items By Race", 300, -50, GetDataMember("FilterItemsByRace"));
		self.FilterItemsByRace:SetScript("OnClick", function(self)
			SetDataMember("FilterItemsByRace", self:GetChecked());
			if self:GetChecked() then
				app.RaceRequirementFilter = app.FilterItemClass_RequireRaces;
			else
				app.RaceRequirementFilter = app.NoFilter;
			end
			app:RefreshData();
		end);

		
			
		self.FilterItemsByClass = CreateFrame("CheckButton", name .. "-FilterItemsByClass", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.FilterItemsByClass, self, "Filter Items By Class", 300, -70, self, GetDataMember("FilterItemsByClass"));
		self.FilterItemsByClass:SetScript("OnClick", function(self)
			SetDataMember("FilterItemsByClass", self:GetChecked());
			if self:GetChecked() then
				app.ClassRequirementFilter = app.FilterItemClass_RequireClasses;
			else
				app.ClassRequirementFilter = app.NoFilter;
			end
			app:RefreshData();
		end);

		
		
		
		self.RequireBindingFilter = CreateFrame("CheckButton", name .. "-RequireBindingFilter", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.RequireBindingFilter, self, "Hide BoE Items", 300, -90, self, GetDataMember("RequireBindingFilter"));
		self.RequireBindingFilter:SetScript("OnClick", function(self)
			SetDataMember("RequireBindingFilter", self:GetChecked());
			if self:GetChecked() then
				app.RequireBindingFilter = app.FilterItemClass_RequireBinding;
			else
				app.RequireBindingFilter = app.NoFilter;
			end
			app:RefreshData();
		end);
		
		self.IgnoreFiltersOnNonBindingItems = CreateFrame("CheckButton", name .. "-IgnoreFiltersOnNonBindingItems", self, "InterfaceOptionsCheckButtonTemplate");
		CreateCheckBox(self.IgnoreFiltersOnNonBindingItems, self, "Ignore All Filters for BoE / BoA Items", 300, -110, GetDataMember("IgnoreFiltersOnNonBindingItems"));
		self.IgnoreFiltersOnNonBindingItems:SetChecked(GetDataMember("IgnoreFiltersOnNonBindingItems"));
		self.IgnoreFiltersOnNonBindingItems:SetScript("OnClick", function(self)
			SetDataMember("IgnoreFiltersOnNonBindingItems", self:GetChecked());
			if self:GetChecked() then
				app.ItemBindFilter = app.FilterItemBind;
			else
				app.ItemBindFilter = app.Filter;
			end
			app:RefreshData(false, true);
		end);
		self.IgnoreFiltersOnNonBindingItems:SetScript("OnEnter", function(self)
			GameTooltip:SetOwner (self, "ANCHOR_RIGHT");
			GameTooltip:SetText ("This ignores all filters for any items that are Bind on Equip or Bind on Account. Turn off if you only want to see BOE or BOA items for your filter settings.", nil, nil, nil, nil, true);
			GameTooltip:Show();
		end);

		
		
		local itemFilters = GetPersonalDataMember("ItemFilters");
		-- "Armor Types" and "Non-Equipment Types"
		local itemFilterNames = L("FILTER_ID_TYPES");
		for itemClassID,filters in pairs({ [4] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 } }) do
			local itemClassFilter = CreateFrame("CheckButton", name .. "-" .. itemClassID, self, "InterfaceOptionsCheckButtonTemplate");
			itemClassFilter:SetPoint("TOPLEFT", self, "TOPLEFT", 10, -325);
			itemClassFilter.itemClassID = itemClassID;
			itemClassFilter.Label = _G[itemClassFilter:GetName() .. "Text"];
			itemClassFilter.Label:SetText(GetItemClassInfo(itemClassID) .. " (" .. itemClassID .. ")");
			itemClassFilter.Label:SetWidth(200);
			itemClassFilter.groups = {};
			itemClassFilter:SetScript("OnClick", function(self)
				for j, f in ipairs(self.groups) do
					local checked = not itemFilters[f.filter];
					itemFilters[f.filter] = checked;
					f:SetChecked(checked);
				end
				self:SetChecked(false);
				app:RefreshData();
			end);
			lastFilter = itemClassFilter;
			for j, filter in ipairs(filters) do
				local itemFilter = CreateFrame("CheckButton", itemClassFilter:GetName() .. "-" .. filter, self, "InterfaceOptionsCheckButtonTemplate");
				itemFilter:SetPoint("LEFT", self, "LEFT", 20, 0);
				itemFilter:SetPoint("TOP", lastFilter, "BOTTOM", 0, 6);
				itemFilter.filter = filter;
				itemFilter.Label = _G[itemFilter:GetName() .. "Text"];
				itemFilter.Label:SetText(itemFilterNames[filter] .. " (" .. filter .. ")");
				itemFilter.Label:SetWidth(200);
				lastFilter = itemFilter;
				tinsert(itemClassFilter.groups, itemFilter);
				itemFilter:SetChecked(itemFilters[filter]);
				itemFilter:SetScript("OnClick", function(self)
					itemFilters[self.filter] = self:GetChecked();
					app:RefreshData();
				end);
			end
		end
		
		
			
		-- "Weapons Types"
		local weaponItemClassID = 2;
		local weaponFilters = CreateFrame("CheckButton", name .. "-" .. weaponItemClassID, self, "InterfaceOptionsCheckButtonTemplate");
		weaponFilters:SetPoint("TOPLEFT", self, "TOPLEFT", 200, -325);
		weaponFilters.itemClassID = weaponItemClassID;
		weaponFilters.Label = _G[weaponFilters:GetName() .. "Text"];
		weaponFilters.Label:SetText(GetItemClassInfo(weaponItemClassID) .. " (" .. weaponItemClassID .. ")");
		weaponFilters.Label:SetWidth(200);
		weaponFilters.groups = {};
		weaponFilters:SetScript("OnClick", function(self)
			for i, f in ipairs(self.groups) do
				local checked = not itemFilters[f.filter];
				itemFilters[f.filter] = checked;
				f:SetChecked(checked);
			end
			self:SetChecked(false);
			app:RefreshData();
		end);
		
		lastFilter = weaponFilters;
		for i, filter in ipairs({ 20, 21, 22, 23, 24, 25, 26, 35 }) do
			local itemFilter = CreateFrame("CheckButton", weaponFilters:GetName() .. "-" .. filter, self, "InterfaceOptionsCheckButtonTemplate");
			itemFilter:SetPoint("LEFT", self, "LEFT", 210, 0);
			itemFilter:SetPoint("TOP", lastFilter, "BOTTOM", 0, 6);
			itemFilter.filter = filter;
			itemFilter.Label = _G[itemFilter:GetName() .. "Text"];
			itemFilter.Label:SetText(itemFilterNames[filter] .. " (" .. filter .. ")");
			itemFilter.Label:SetWidth(200);
			lastFilter = itemFilter;
			tinsert(weaponFilters.groups, itemFilter);
			itemFilter:SetChecked(itemFilters[filter]);
			itemFilter:SetScript("OnClick", function(self)
				itemFilters[self.filter] = self:GetChecked();
				app:RefreshData();
			end);
		end
	
	
		lastFilter = weaponFilters;
		for i, filter in ipairs({ 27, 28, 29, 30, 31, 32, 33, 34 }) do
			local itemFilter = CreateFrame("CheckButton", weaponFilters:GetName() .. filter, self, "InterfaceOptionsCheckButtonTemplate");
			itemFilter:SetPoint("LEFT", self, "LEFT", 420, 0);
			itemFilter:SetPoint("TOP", lastFilter, "BOTTOM", 0, 6);
			itemFilter.filter = filter;
			itemFilter.Label = _G[itemFilter:GetName() .. "Text"];
			itemFilter.Label:SetText(itemFilterNames[filter] .. " (" .. filter .. ")");
			itemFilter.Label:SetWidth(200);
			lastFilter = itemFilter;
			tinsert(weaponFilters.groups, itemFilter);
			itemFilter:SetChecked(itemFilters[filter]);
			itemFilter:SetScript("OnClick", function(self)
				itemFilters[self.filter] = self:GetChecked();
				app:RefreshData();
			end);
		end

		-- mounts etc --
		-- "Non-Equipment Types" ("Title" is actually blank - this is used for positioning")
		lastFilter = self.dummy;
		for i,filter in ipairs({ 100, 101, 102, 103 }) do
			local itemFilter = CreateFrame("CheckButton", name .. "-15-" .. filter, self, "InterfaceOptionsCheckButtonTemplate");
			itemFilter:SetPoint("LEFT", self.FilterGroupsByLevel, "LEFT", 0, 100);
			itemFilter:SetPoint("TOP", lastFilter, "BOTTOM", 0, 6);
			itemFilter.filter = filter;
			itemFilter.Label = _G[itemFilter:GetName() .. "Text"];
			itemFilter.Label:SetText(itemFilterNames[filter] .. " (" .. filter .. ")");
			itemFilter.Label:SetWidth(200);
			lastFilter = itemFilter;
			itemFilter:SetChecked(itemFilters[filter]);
			itemFilter:SetScript("OnClick", function(self)
				itemFilters[self.filter] = self:GetChecked();
				app:RefreshData();
			end);
		end
				
		-- "Non-Equipment Types" (Part 2)
		lastFilter = self.dummy;
		for i,filter in ipairs({ 104, 108, 109, 110, 200 }) do
			local itemFilter = CreateFrame("CheckButton", name .. "-15-" .. filter, self, "InterfaceOptionsCheckButtonTemplate");
			itemFilter:SetPoint("LEFT", self.FilterGroupsByLevel, "LEFT", 285, 0);
			itemFilter:SetPoint("TOP", lastFilter, "BOTTOM", 0, 6);
			itemFilter.filter = filter;
			itemFilter.Label = _G[itemFilter:GetName() .. "Text"];
			itemFilter.Label:SetText(itemFilterNames[filter] .. " (" .. filter .. ")");
			itemFilter.Label:SetWidth(200);
			lastFilter = itemFilter;
			itemFilter:SetChecked(itemFilters[filter]);
			itemFilter:SetScript("OnClick", function(self)
				itemFilters[self.filter] = self:GetChecked();
				app:RefreshData();
			end);
		end
	end
	CreateFilterFrame(filtersFrame);
	
	
	
	-- This Creates the FAQ window in the options --
	local faqFrame = CreateFrame("FRAME", name .."-Frame", mainFrame);
	faqFrame.parent = mainFrame.name;
	CreateSettingFrame(faqFrame, "Help");
	local function CreateFaqFrame(self)
		self.qOne = "|CFFADD8E6Q) What is completionist filter? \n|r";
		self.qOneA = "A) When turned on shows you ALL items you are missing the appearances from. Turn off if you only want to collect the appearance id. \n \n";
		self.qTwo = "|CFFADD8E6Q) What does ignore filters for BOE/BOA do?  \n|r";
		self.qTwoA = "A) This ignores all filters for any items that are Bind on Equip or Bind on Account. Turn off if you only want to see BOE or BOA items for your filter settings.\n \n";
		self.qThree = "|CFFADD8E6Q) Why do I see unobtainable items?  \n|r";
		self.qThreeA = "A) We here at ALL THE THINGS strive to add every item known to man to the database. There is a filter to not show these.\n \n";
		self.qFour = "|CFFADD8E6Q) How do I make the addon not pop-up when changing zones?  \n|r";
		self.qFourA = "A) You would uncheck the Auto Mini List filter in settings, or you can make a macro to pop minilist up in current zone.\n \n";
		self.qFive =  "|CFFADD8E6Q) Why is ALL THE THINGS showing me recipes my character already knows?  \n|r";
		self.qFiveA ="A) Because  is not tracking the recipe, but is tracking the item that the recipe makes.\n \n";
		self.qSix = "|CFFADD8E6Q) Why does ALL THE THINGS show me items I have collected from another source with Completionist mode off?  \n|r";
		self.qSixA = "A) One reason is if the appearance that you have collected is not transmoggable on the character you are on. If you have a hunter only piece, alternate appearances will still show up on your shaman as your shaman can not transmog the hunter piece.\n \n"
		self.qSeven = "|CFFADD8E6Q) Why do I not see any mounts?  \n|r";
		self.qSevenA = "A) There are some other mount addons that interfere with ALL THE THINGS ability to detect mount collection at startup. Please disable any you have, ReloadUI, and check to see if you now have mounts. ATT will cache the information so you are free to enable any addons you disabled.\n \n"
		self.qEight = "|CFFADD8E6Q)What do I do if I have a suggestion, complaint, etc?\n|r";
		self.qEightA = "A) Feel free to post at \nhttps://mods.curse.com/addons/wow/267285-all-the-things \nhttp://www.mmo-champion.com/threads/2227927-ALL-THE-THINGS-New-Transmog-Addon \nor join our discord -- https://discord.gg/VHe8JC2";
		
		self.text = self:CreateFontString(nil, "ARTWORK", "GameFontNormal");
		self.text:SetPoint("TOPLEFT", self.Separator, "TOPLEFT", 0, -5);
		self.text:SetJustifyH("LEFT");   -- aligns the text to the left
		self.text:SetText(self.qOne.. self.qOneA.. self.qTwo.. self.qTwoA.. self.qThree.. self.qThreeA.. self.qFour.. self.qFourA.. self.qFive.. self.qFiveA.. self.qSix.. self.qSixA.. self.qSeven.. self.qSevenA.. self.qEight.. self.qEightA);
		self.text:SetWidth(550);
	end
	CreateFaqFrame(faqFrame);
	
	
	-- about frame --
	local aboutFrame = CreateFrame("FRAME", name .. "-About", mainFrame);
	aboutFrame.parent = mainFrame.name;	
	CreateSettingFrame(aboutFrame, "About");
	local function createAboutFrame(self)
		self.introString = "|CFFADD8E6\nDo you find yourself completing old content just so that you can get literally everything for your Collections? Say no more! ALL THE THINGS will help you with your endeavor by giving you the ability to track your completion for everything.|r";
		self.featureString = "|CFFADD8E6Features: \n • Supports tracking of Appearances, Illusions, Mounts, Pets, Toys, Music Rolls and Titles \n • Primary Collections Window is moveable and resizeable \n • Auto Minilist \n • Datatext Support \n • Multiple Database modules to keep the addon from having to access Blizzard API \n • Filters to allow you to customize the addon to your preferences \n • Extra tooltip information (Models, Icons, Descriptions, etc) \n • Fanfare music when you learn anything new.|r";
		self.endString = "|CFFADD8E6Author -- Imoldgregg \nContributers -- Daktar, Lucetia, Avella, Oiche, Gold, Infamous, Aiue \nDiscord -- https://discord.gg/VHe8JC2 |r";
		self.test = self:CreateFontString(nil, "ARTWORK", "GameFontNormal");
		self.test:SetPoint("TOPLEFT", self.Separator, "TOPLEFT", 0, -5);
		self.test:SetJustifyH("LEFT");   -- aligns the text to the left
		self.test:SetText(self.introString.. "\n \n \n".. self.featureString .. "\n \n \n".. self.endString);
		self.test:SetWidth(550);
	end
	createAboutFrame(aboutFrame);
end

-- Row Helper Functions
local CreateRow;
local function ClearRowData(self)
	self.ref = nil;
	self.Background:Hide();
	self.Texture:Hide();
	self.Texture.Background:Hide();
	self.Texture.Border:Hide();
	self.Indicator:Hide();
	self.Summary:Hide();
	self.Label:Hide();
end
local function SetRowData(self, data)
	ClearRowData(self);
	if data then
		local text = data.text;
		if not text or text == RETRIEVING_DATA then
			self:GetParent().processingLinks = true;
			text = RETRIEVING_DATA;
		elseif string.find(text, "%[%]") then
			-- This means the link is still rendering
			if not data.itemID then
				self:GetParent().processingLinks = true;
				text = RETRIEVING_DATA;
			end
		--[[
		elseif data.s and data.s < 1 then
			-- If it doesn't, the source ID will need to be harvested.
			local s, dressable = GetSourceID(text);
			if s and s > 0 then
				data.s = s;
				local item = SourceIDs[data.itemID];
				if not item then
					item = {};
					SourceIDs[data.itemID] = item;
				end
				if data.bonus then
					local v = item.v;
					if not v then
						v = {};
						item.v = v;
					end
					v[data.bonus] = s;
				else
					local m = item.m;
					if not m then
						m = {};
						item.m = m;
					end
					m[data.itemModID or 1] = s;
				end
				SetDataMember("Items", SourceIDs);
			else
				data.s = nil;
			end
			]]--
		end
		local leftmost = self;
		local relative = "LEFT";
		local x = (((data.indent or 0) + 1) * GetDataMember("Indent", 8)) or 0;
		self.ref = data;
		if data.back then
			self.Background:SetAlpha(data.back or 0.2);
			self.Background:Show();
		end
		if data.u then
			local reason = L("UNOBTAINABLE_ITEM_REASONS")[data.u or 1];
			if reason then
				local texture = L("UNOBTAINABLE_ITEM_TEXTURES")[reason[1]];
				if texture then
					self.Indicator:SetTexture(texture);
					self.Indicator:SetPoint("RIGHT", leftmost, relative, x, 0);
					self.Indicator:Show();
				end
			end
		end
		if data.saved then
			if data.parent and data.parent.locks or data.daily then
				self.Indicator:SetTexture("Interface\\Addons\\AllTheThings\\assets\\known");
			else
				self.Indicator:SetTexture("Interface\\Addons\\AllTheThings\\assets\\known_green");
			end
			self.Indicator:SetPoint("RIGHT", leftmost, relative, x, 0);
			self.Indicator:Show();
		end
		if SetPortraitIcon(self.Texture, data) then
			self.Texture.Background:SetPoint("LEFT", leftmost, relative, x, 0);
			self.Texture.Border:SetPoint("LEFT", leftmost, relative, x, 0);
			self.Texture:SetPoint("LEFT", leftmost, relative, x, 0);
			self.Texture:Show();
			leftmost = self.Texture;
			relative = "RIGHT";
			x = 4;
		end
		local summary = GetProgressText(data);
		local specs = GetDataMember("ShowLootSpecializationRequirements") and data.specs;
		if specs and #specs > 0 then
			for i,spec in ipairs(specs) do
				local id, name, description, icon, role, class = GetSpecializationInfoByID(spec);
				if class == app.Class then summary = "|T" .. icon .. ":0|t " .. summary; end
			end
		end
		self.Summary:SetText(summary);
		self.Summary:Show();
		self.Label:SetPoint("LEFT", leftmost, relative, x, 0);
		if self.Summary and self.Summary:IsShown() then
			self.Label:SetPoint("RIGHT", self.Summary, "LEFT", 0, 0);
		else
			self.Label:SetPoint("RIGHT");
		end
		self.Label:SetText(text);
		self.Label:Show();
		self:Show();
	else
		self:Hide();
	end
end
local function UpdateRowProgress(group)
	if group.collectible then
		group.progress = group.collected and 1 or 0;
		group.total = 1;
	else
		group.progress = 0;
		group.total = 0;
	end
	if group.groups then
		for i,subgroup in ipairs(group.groups) do
			UpdateRowProgress(subgroup);
			if subgroup.total then
				group.progress = group.progress + subgroup.progress;
				group.total = group.total + subgroup.total;
			end
		end
	end
end
local function UpdateVisibleRowData(self)
	-- If there is no raw data, then return immediately.
	if not self.rowData then return; end
	if self:GetHeight() > 64 then self.ScrollBar:Show(); else self.ScrollBar:Hide(); end
	
	-- Make it so that if you scroll all the way down, you have the ability to see all of the text every time.
	local container = self.Container;
	local totalRowCount = #self.rowData + 2;
	local rowCount = math.floor(container:GetHeight() / container.rowHeight);
	local current = math.max(1, math.min(self.ScrollBar.CurrentValue, totalRowCount - rowCount));
	self.ScrollBar:SetMinMaxValues(1, math.max(1, totalRowCount - rowCount));
	
	-- Create up to the maximum number of rows required to fill the container.
	for i=#container.rows,rowCount do CreateRow(container); end
	
	-- Set the data for the first row to ALWAYS display the topmost data (essentially becoming a Title Bar)
	local firstRow = self.rowData[1];
	if firstRow then
		SetRowData(container.rows[1], firstRow);
		current = current + 1;
		
		-- Fill the remaining rows up to the (visible) row count.
		for i=2,rowCount do
			SetRowData(container.rows[i], self.rowData[current]);
			current = current + 1;
		end
		
		-- Hide the extra rows if any exist (these are created when you make the window larger and then shrink, the leftover frames are still alive)
		for i=rowCount + 1,#container.rows do
			ClearRowData(container.rows[i]);
			container.rows[i]:Hide();
		end
		
		-- If the rows need to be processed again, do so next update.
		if container.processingLinks then
            container.processingLinks = nil;
            StartCoroutine(self:GetName(), function()
				coroutine.yield();
				StartCoroutine(self:GetName()..":Update", function()
					coroutine.yield();
					self:Update();
				end);
            end);
        end
	else
		self:Hide();
	end
end
local function HideParent(self)
	self:GetParent():Toggle();
end
local function IsSelfOrChild(self, focus)
	-- This function helps validate that the focus is within the local hierarchy.
	return focus and (self == focus or IsSelfOrChild(self, focus:GetParent()));
end
local function StopMovingOrSizing(self)
	if self.isMoving then
		self:StopMovingOrSizing();
		self.isMoving = false;
	end
end
local function StartMovingOrSizing(self, fromChild)
	if self.isMoving then
		StopMovingOrSizing(self);
	else
		self.isMoving = true;
		if ((select(2, GetCursorPosition()) / self:GetEffectiveScale()) < math.max(self:GetTop() - 40, self:GetBottom() + 10)) then
			self:StartSizing();
			Push(self, "StartMovingOrSizing (Sizing)", function()
				if self.isMoving then
					self:Update();
					return true;
				end
			end);
		else
			self:StartMoving();
			Push(app, "StartMovingOrSizing (Moving)", function()
				-- This fixes a bug where the window will get stuck on the mouse until you reload.
				if IsSelfOrChild(self, GetMouseFocus()) then
					return true;
				else
					StopMovingOrSizing(self);
				end
			end);
		end
	end
end
local function RowOnClick(self, button)
	local reference = self.ref;
	if reference then
		if IsShiftKeyDown() then
			-- If we're at the Auction House
			if AuctionFrame and AuctionFrame:IsShown() then
				-- Auctionator Support
				if Atr_SearchAH then
					if reference.groups and #reference.groups > 0 then
						local missingItems = SearchForMissingItems(reference);					
						if #missingItems > 0 then
							Atr_SelectPane(3);
							Atr_SearchAH(app.DisplayName, missingItems);
							return true;
						end
						app.print("No cached items found in search. Expand the group and view the items to cache the names and try again. Only Bind on Equip items will be found using this search.");
					else
						local name = reference.name;
						if name then
							Atr_SelectPane(3);
							--Atr_SearchAH(name, { name });
							Atr_SetSearchText (name);
							Atr_Search_Onclick ();
							return true;
						end
						app.print("Only Bind on Equip items can be found using this search.");
					end
					return true;
				else
					if reference.groups and #reference.groups > 0 and not reference.link then
						app.print("Group-based searches are only supported using Auctionator.");
						return true;
					else
						-- Attempt to search manually with the link.
						local link = reference.link or reference.silentLink;
						if link and HandleModifiedItemClick(link) then
							AuctionFrameBrowse_Search();
							return true;
						end
					end
				end
			else
				-- Not at the Auction House
				-- If this reference has a link, then attempt to preview the appearance or write to the chat window.
				local link = reference.link or reference.silentLink;
				if (link and HandleModifiedItemClick(link)) or ChatEdit_InsertLink(link or BuildSourceTextForChat(reference, 0)) then return true; end
				
				-- Default behaviour is to Refresh Collections.
				RefreshCollections(reference);
				return true;
			end
		end
		
		-- Control Click Expands the Groups
		if IsControlKeyDown() then
			-- If this reference has a link, then attempt to preview the appearance.
			local link = reference.link or reference.silentLink;
			if link and HandleModifiedItemClick(link) then return true; end
			
			-- If this reference is anything else, expand the groups.
			if reference.groups then
				if self.index < 1 and #reference.groups > 0 then
					ExpandGroupsRecursively(reference, not reference.groups[1].expanded);
				else
					ExpandGroupsRecursively(reference, not reference.expanded);
				end
				app:UpdateWindows();
				return true;
			end
		end
		
		-- All non-Shift Right Clicks open a mini list or the settings.
		if button == "RightButton" then
			if self.index > 0 then
				CreateMiniListForGroup(self.ref);
			else
				-- Open the Settings Menu
				ShowInterfaceOptions();
			end
		elseif self.index > 0 then
			reference.expanded = not reference.expanded;
			app:UpdateWindows();
		else
			-- Allow the First Frame to move the parent.
			local owner = self:GetParent():GetParent();
			self:SetScript("OnMouseUp", function(self)
				self:SetScript("OnMouseUp", nil);
				StopMovingOrSizing(owner);
			end);
			StartMovingOrSizing(owner, true);
		end
	end
end
local function RowOnEnter(self)
	local reference = self.ref; -- NOTE: This is the good ref value, not the parasitic one.
	if reference and GameTooltip then
		GameTooltipIcon.icon.Background:Hide();
		GameTooltipIcon.icon.Border:Hide();
		GameTooltipIcon:Hide();
		GameTooltipModel:Hide();
		GameTooltip:ClearLines();
		GameTooltipIcon:ClearAllPoints();
		GameTooltipModel:ClearAllPoints();
		if self:GetCenter() > (UIParent:GetWidth() / 2) then
			GameTooltip:SetOwner(self, "ANCHOR_LEFT");
			GameTooltipIcon:SetPoint("TOPRIGHT", GameTooltip, "TOPLEFT", 0, 0);
			GameTooltipModel:SetPoint("TOPRIGHT", GameTooltip, "TOPLEFT", 0, 0);
		else
			GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
			GameTooltipIcon:SetPoint("TOPLEFT", GameTooltip, "TOPRIGHT", 0, 0);
			GameTooltipModel:SetPoint("TOPLEFT", GameTooltip, "TOPRIGHT", 0, 0);
		end
		
		-- NOTE: Order matters, we "fall-through" certain values in order to pass this information to the item ID section.
		if reference.itemID then
			-- This is an item reference. :)
			local link = reference.link;
			if link then
				GameTooltip:SetHyperlink(link);
			elseif not reference.artifactID then
				GameTooltip:AddDoubleLine(self.Label:GetText(), "---");
				if reference and reference.u then GameTooltip:AddLine(L("UNOBTAINABLE_ITEM_REASONS")[reference.u][2], 1, 1, 1, true); end
				for key, value in pairs(reference) do
					GameTooltip:AddDoubleLine(key, tostring(value));
				end	
			end
		else
			-- Standalone Fields
			if reference.toyID then GameTooltip:SetToyByItemID(reference.toyID);
			elseif not reference.encounterID then -- Dungeon Journal links do NOT work. :/
				local link = reference.link;
				if link then pcall(GameTooltip.SetHyperlink, GameTooltip, link); end
			end
		end
		
		-- Miscellaneous fields
		if GetDataMember("ShowProgress") then
			local style = GameTooltip:NumLines() < 1;
			if style then
				if not reference.total or reference.total < 1 then
					if reference.collectible then
						GameTooltip:AddDoubleLine(self.Label:GetText(), GetCollectionText(reference.collected));
					elseif reference.trackable then
						GameTooltip:AddDoubleLine(self.Label:GetText(), "---");
					else
						GameTooltip:AddLine(self.Label:GetText());
					end
				else
					GameTooltip:AddDoubleLine(self.Label:GetText(), GetProgressColorText(reference.progress, reference.total));
				end
				if reference.trackable then
					GameTooltip:AddDoubleLine("Quest Progress", GetCompletionText(reference.saved));
				end
			else
				if not reference.total or reference.total < 1 then
					if reference.collectible then
						GameTooltipTextRight1:SetText(GetCollectionText(reference.collected));
					elseif reference.trackable then
						GameTooltipTextRight1:SetText(GetCompletionText(reference.saved));
					end
				else
					GameTooltipTextRight1:SetText(GetProgressColorText(reference.progress, reference.total));
				end
				GameTooltipTextRight1:Show();
			end
		else
			if GameTooltip:NumLines() < 1 then GameTooltip:AddLine(self.Label:GetText()); end
		end
		
		-- Relative ATT location
		if reference.parent and not reference.itemID then
			if reference.parent.parent then
				GameTooltip:AddDoubleLine(reference.parent.parent.text or RETRIEVING_DATA, reference.parent.text or RETRIEVING_DATA);
			else
				--GameTooltip:AddLine(reference.parent.text or RETRIEVING_DATA, 1, 1, 1);
			end
		end
		
		local title = reference.title;
		if title then
			local left, right = strsplit("/", title);
			if right then
				GameTooltip:AddDoubleLine(left, right);
			else
				GameTooltip:AddLine(title, 1, 1, 1);
			end
		end
		if reference.Lvl then GameTooltip:AddDoubleLine(L("REQUIRES_LEVEL"), tostring(reference.Lvl)); end
		if reference.requiredSkill then
			GameTooltip:AddDoubleLine(L("REQUIRES"), tostring(GetSpellInfo(SkillIDToSpellID[reference.requiredSkill] or 0)));
			-- GameTooltip:AddDoubleLine(L("REQUIRE_SKILL_ID"), tostring(reference.requiredSkill));
		end
		if reference.f and reference.f > 0 and GetDataMember("ShowFilterID") then GameTooltip:AddDoubleLine(L("FILTER_ID"), tostring(L("FILTER_ID_TYPES")[reference.f])); end
		if reference.achievementID and GetDataMember("ShowAchievementID") then GameTooltip:AddDoubleLine(L("ACHIEVEMENT_ID"), tostring(reference.achievementID)); end
		if reference.artifactID and GetDataMember("ShowArtifactID") then GameTooltip:AddDoubleLine(L("ARTIFACT_ID"), tostring(reference.artifactID)); end
		if reference.difficultyID and GetDataMember("ShowDifficultyID") then GameTooltip:AddDoubleLine(L("DIFFICULTY_ID"), tostring(reference.difficultyID)); end
		if GetDataMember("ShowCreatureID") then 
			if reference.creatureID then
				GameTooltip:AddDoubleLine(L("CREATURE_ID"), tostring(reference.creatureID));
			elseif reference.npcID and reference.npcID > 0 then
				GameTooltip:AddDoubleLine(L("NPC_ID"), tostring(reference.npcID));
			end
		end
		if reference.encounterID then
			if GetDataMember("ShowEncounterID") then GameTooltip:AddDoubleLine(L("ENCOUNTER_ID"), tostring(reference.encounterID)); end
		--	if reference.parent and reference.parent.locks then GameTooltip:AddDoubleLine("Instance Progress", GetCompletionText(reference.saved)); end
		--elseif reference.creatureID or (reference.npcID and reference.npcID > 0) then
		--	if reference.parent and reference.parent.locks then GameTooltip:AddDoubleLine("Instance Progress", GetCompletionText(reference.saved)); end
		end
		if reference.factionID and GetDataMember("ShowFactionID") then GameTooltip:AddDoubleLine(L("FACTION_ID"), tostring(reference.factionID)); end
		if reference.illusionID and GetDataMember("ShowIllusionID") then GameTooltip:AddDoubleLine(L("ILLUSION_ID"), tostring(reference.illusionID)); end
		if reference.instanceID then
			if GetDataMember("ShowInstanceID") then GameTooltip:AddDoubleLine(L("INSTANCE_ID"), tostring(reference.instanceID)); end
			GameTooltip:AddDoubleLine(L("LOCKOUT"), L(reference.sharedLockout and "SHARED" or "SPLIT"));
		end
		if reference.musicRollID and GetDataMember("ShowMusicRollID") then GameTooltip:AddDoubleLine(L("MUSIC_ROLL_ID"), tostring(reference.musicRollID)); end
		if reference.objectID and GetDataMember("ShowObjectID") then GameTooltip:AddDoubleLine(L("OBJECT_ID"), tostring(reference.objectID)); end
		if reference.speciesID and GetDataMember("ShowSpeciesID") then GameTooltip:AddDoubleLine(L("SPECIES_ID"), tostring(reference.speciesID)); end
		if reference.spellID and GetDataMember("ShowSpellID") then GameTooltip:AddDoubleLine(L("SPELL_ID"), tostring(reference.spellID)); end
		if reference.tierID and GetDataMember("ShowTierID") then GameTooltip:AddDoubleLine(L("EXPANSION_ID"), tostring(reference.tierID)); end
		if reference.setID then GameTooltip:AddDoubleLine(L("SET_ID"), tostring(reference.setID)); end
		if reference.setHeaderID then GameTooltip:AddDoubleLine(L("SET_ID"), tostring(reference.setHeaderID)); end
		if reference.setSubHeaderID then GameTooltip:AddDoubleLine(L("SET_ID"), tostring(reference.setSubHeaderID)); end
		if reference.description and GetDataMember("ShowDescriptions") then GameTooltip:AddLine(reference.description, 0.4, 0.8, 1, 1); end
		if reference.mapID and GetDataMember("ShowMapID") then GameTooltip:AddDoubleLine(L("MAP_ID"), tostring(reference.mapID)); end
		if reference.dr then GameTooltip:AddDoubleLine(L("DROP_RATE"), "|c" .. GetProgressColor(reference.dr * 0.01) .. tostring(reference.dr) .. "%|r"); end
		if not reference.itemID and not reference.speciesID and reference.u then GameTooltip:AddLine(L("UNOBTAINABLE_ITEM_REASONS")[reference.u][2], 1, 1, 1, 1, true); end
		if reference.speciesID then
			AttachTooltipSearchResults(GameTooltip, "speciesID:" .. reference.speciesID, SearchForFieldAndSummarize, "speciesID", reference.speciesID);
			local progress, total = C_PetJournal.GetNumCollectedInfo(reference.speciesID);
			if total then GameTooltip:AddLine(tostring(progress) .. " / " .. tostring(total) .. " Collected"); end
		end
		if reference.toyID then AttachTooltipSearchResults(GameTooltip, "toyID:" .. reference.toyID, SearchForFieldAndSummarize, "toyID", reference.toyID); end
		if reference.titleID then
			if GetDataMember("ShowTitleID") then GameTooltip:AddDoubleLine(L("TITLE_ID"), tostring(reference.titleID)); end
			GameTooltip:AddDoubleLine(" ", L(IsTitleKnown(reference.titleID) and "KNOWN_ON_CHARACTER" or "UNKNOWN_ON_CHARACTER"));
		end
		if reference.questID then
			if GetDataMember("ShowQuestID") then GameTooltip:AddDoubleLine(L("QUEST_ID"), tostring(reference.questID)); end
		end
		if reference.qg then
			GameTooltip:AddDoubleLine(L("QUEST_GIVER"), tostring(reference.qg > 0 and NPCNameFromID[reference.qg] or ("NPC #" .. reference.qg)));
			if GetDataMember("ShowCreatureID") then GameTooltip:AddDoubleLine(L("CREATURE_ID"), tostring(reference.qg)); end
		end
		if reference.daily then GameTooltip:AddLine("This can be completed daily."); end
		if not GameTooltipModel:TrySetModel(reference) and reference.icon then
			if reference.groups then
				GameTooltipIcon:SetSize(96,96);
			else
				GameTooltipIcon:SetSize(64,64);
			end
			GameTooltipIcon.icon:SetTexture(reference.preview or reference.icon);
			if reference.texCoords then
				GameTooltipIcon.icon:SetTexCoord(unpack(reference.texCoords));
			else
				GameTooltipIcon.icon:SetTexCoord(0, 1, 0, 1);
			end
			GameTooltipIcon:Show();
		end
		
		-- Show Quest Prereqs
		if reference.sourceQuestID then
			for i,sourceQuestID in ipairs(reference.sourceQuestID) do
				if not IsQuestFlaggedCompleted(sourceQuestID) then
					GameTooltip:AddLine("This quest has an incomplete prerequisite quest that you need to complete first.");
					break;
				end
			end
		end
		
		-- Show lockout information
		if reference.instanceID then
			-- Contains information about an Instance (Raid or Dungeon)
			local locks = reference.locks;
			if locks then
				if reference.sharedLockout and locks.shared then
					GameTooltip:AddDoubleLine("Shared", date("%c", locks.shared.reset));
					for encounterIter,encounter in pairs(locks.shared.encounters) do
						GameTooltip:AddDoubleLine(" " .. encounter.name, GetCompletionIcon(encounter.isKilled));
					end
				else
					for key,value in pairs(locks) do
						if key == "shared" then
							-- Skip
						else
							GameTooltip:AddDoubleLine(Colorize(GetDifficultyInfo(key), DifficultyColors[key]), date("%c", value.reset));
							for encounterIter,encounter in pairs(value.encounters) do
								GameTooltip:AddDoubleLine(" " .. encounter.name, GetCompletionIcon(encounter.isKilled));
							end
						end
					end
				end
			end
		elseif reference.difficultyID then
			-- Contains information about a Difficulty
			local locks = reference.locks;
			if locks then
				GameTooltip:AddDoubleLine("Resets", date("%c", locks.reset));
				for encounterIter,encounter in pairs(locks.encounters) do
					GameTooltip:AddDoubleLine(" " .. encounter.name, GetCompletionIcon(encounter.isKilled));
				end
			end
		end
		
		if reference.groups then
			-- If we're at the Auction House
			if AuctionFrame and AuctionFrame:IsShown() then
				GameTooltip:AddLine(L((self.index > 0 and "OTHER_ROW_INSTRUCTIONS_AH") or "TOP_ROW_INSTRUCTIONS_AH"), 1, 1, 1);
			else
				GameTooltip:AddLine(L((self.index > 0 and "OTHER_ROW_INSTRUCTIONS") or "TOP_ROW_INSTRUCTIONS"), 1, 1, 1);
			end
		end
		if not reference.itemID then
			-- If there is a note for this item, show it.
			local note = GetNoteForGroup(reference);
			if note then
				GameTooltip:AddLine("Custom Note:");
				GameTooltip:AddLine(note, 1, 1, 1);
			end
		end
		GameTooltip:Show();
	end
end
local function RowOnLeave(self)
	if GameTooltip then
		GameTooltip:ClearLines();
		GameTooltip:Hide();
		GameTooltipIcon.icon.Background:Hide();
		GameTooltipIcon.icon.Border:Hide();
		GameTooltipIcon:Hide();
		GameTooltipModel:Hide();
	end
end
CreateRow = function(self)
	local row = CreateFrame("Button", nil, self);
	row:SetHeight(self.rowHeight);
	row.index = #self.rows;
	row.todo = self.todo;
	if row.index == 0 then
		-- This means relative to the parent.
		row:SetPoint("TOPLEFT");
		row:SetPoint("TOPRIGHT");
	else
		-- This means relative to the row above this one.
		row:SetPoint("TOPLEFT", self.rows[row.index], "BOTTOMLEFT");
		row:SetPoint("TOPRIGHT", self.rows[row.index], "BOTTOMRIGHT");
	end
	table.insert(self.rows, row);
	
	-- Setup highlighting and event handling
	row:SetHighlightTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight", "ADD");
	row:RegisterForClicks("LeftButtonDown","RightButtonDown");
	row:SetScript("OnClick", RowOnClick);
	row:SetScript("OnEnter", RowOnEnter);
	row:SetScript("OnLeave", RowOnLeave);
	row:EnableMouse(true);
	
	-- Background is used by the Map Highlight functionality.
	row.Background = row:CreateTexture(nil, "BACKGROUND");
	row.Background:SetPoint("LEFT", 4, 0);
	row.Background:SetPoint("BOTTOM");
	row.Background:SetPoint("RIGHT");
	row.Background:SetPoint("TOP");
	row.Background:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight");
	
	-- Indicator is used by the Instance Saves functionality.
	row.Indicator = row:CreateTexture(nil, "ARTWORK");
	row.Indicator:SetPoint("BOTTOM");
	row.Indicator:SetPoint("TOP");
	row.Indicator:SetWidth(row:GetHeight());
	
	-- Texture is the icon.
	row.Texture = row:CreateTexture(nil, "ARTWORK");
	row.Texture:SetPoint("BOTTOM");
	row.Texture:SetPoint("TOP");
	row.Texture:SetWidth(row:GetHeight());
	row.Texture.Background = row:CreateTexture(nil, "BACKGROUND");
	row.Texture.Background:SetPoint("BOTTOM");
	row.Texture.Background:SetPoint("TOP");
	row.Texture.Background:SetWidth(row:GetHeight());
	row.Texture.Border = row:CreateTexture(nil, "BORDER");
	row.Texture.Border:SetPoint("BOTTOM");
	row.Texture.Border:SetPoint("TOP");
	row.Texture.Border:SetWidth(row:GetHeight());
	
	-- Label is the text information you read.
	row.Label = row:CreateFontString(nil, "ARTWORK", "GameFontNormal");
	row.Label:SetJustifyH("LEFT");
	row.Label:SetPoint("BOTTOM");
	row.Label:SetPoint("TOP");
	
	-- Summary is the completion summary information. (percentage text)
	row.Summary = row:CreateFontString(nil, "ARTWORK", "GameFontNormal");
	row.Summary:SetJustifyH("CENTER");
	row.Summary:SetPoint("BOTTOM");
	row.Summary:SetPoint("RIGHT");
	row.Summary:SetPoint("TOP");
	
	-- Clear the Row Data Initially
	ClearRowData(row);
end

-- Collection Window Creation
app.Windows = {};
local function OnScrollBarMouseWheel(self, delta)
	self.ScrollBar:SetValue(self.ScrollBar.CurrentValue - delta);
end
local function OnScrollBarValueChanged(self, value)
	local un = math.floor(value);
	local up = un + 1;
	self.CurrentValue = (up - value) > (-(un - value)) and un or up;
	self:GetParent():Update();
end
local function SetWindowVisibility(self, show)
	if show then
		self:Show();
		self:Update();
	else
		self:Hide();
		for i, self in pairs(app.Windows) do
			if self:IsVisible() then
				return;
			end
		end
	end
	
	-- Return that at least one window is visible...
	return true;
end
local function ToggleWindow(self)
	return SetWindowVisibility(self, not self:IsVisible());
end
function app:OpenWindow(suffix)
	local window = app.Windows[suffix];
	if window then SetWindowVisibility(window, true); end
end
function app:ToggleWindow(suffix)
	local window = app.Windows[suffix];
	if window then ToggleWindow(window); end
end
local function UpdateWindow(self, force)
	-- If this window doesn't have data, do nothing.
	if not self.data then return; end
	if not self.rowData then
		self.rowData = {};
	else
		wipe(self.rowData);
	end
	if self.data and (force or self:IsVisible()) then
		self.data.expanded = true;
		if self.data.baseIndent and self.data.groups then
			-- This is Mini Listed Data
			local count = 0;
			for i, data in ipairs(self.data.groups) do
				if data.visible then
					count = count + 1;
				end
			end
			if count > 1 then
				tinsert(self.rowData, 1, self.data);
				for i, data in ipairs(self.data.groups) do
					ProcessGroup(self.rowData, data, 0, 0);
				end
			else
				for i, data in ipairs(self.data.groups) do
					if data.visible then
						local oldExpanded = data.expanded;
						data.expanded = true;
						ProcessGroup(self.rowData, data, 0, 0);
						data.expanded = oldExpanded;
					end
				end
			end
		else
			ProcessGroup(self.rowData, self.data, 0, 0);
		end
		
		-- Does this user have everything?
		if self.data.total and self.data.total == self.data.progress then
			if #self.rowData < 1 then
				self.data.back = 1;
				tinsert(self.rowData, self.data);
			end
			tinsert(self.rowData, {
				["text"] = "No entries matching your filters were found.",
				["description"] = GetDataMember("ShowCompletedGroups") and 
					"If you believe this was in error, try activating 'Debug Mode'. One of your filters may be restricting the visibility of the group."
					or "Toggle 'Show Completed Groups' in the options menu to review your accomplishments.\n\nIf you believe this was in error, try activating 'Debug Mode'. One of your filters may be restricting the visibility of the group.",
				["indent"] = 1,
				["collectible"] = 1,
				["collected"] = 1,
				["back"] = 0.7
			});
		end
		
		UpdateVisibleRowData(self);
		return true;
	else
		UpdateVisibleRowData(self);
	end
end
local function UpdateWindowColor(self, suffix)
	self:SetBackdropBorderColor(1, 1, 1, 1);
	self:SetBackdropColor(0, 0, 0, 1);
end
function app:UpdateWindows(force)
	local anyUpdated = false;
	for name, window in pairs(app.Windows) do
		if window:Update(force) then
			--print(name .. ": Updated");
			anyUpdated = true;
		end
	end
	return anyUpdated;
end
function app:UpdateWindowColors()
	for suffix, window in pairs(app.Windows) do
		UpdateWindowColor(window, suffix);
	end
end
function app:GetDataCache()
	-- Update the Row Data by filtering raw data
	local allData = app:GetWindow("Prime").data;
	if not allData or not allData.total then
		allData = setmetatable({}, {
			__index = function(t, key)
				if key == "title" then
					return GetDataMember("CompletionistMode") and "Completionist Mode" or GetDataMember("MainOnly") and "Unique Appearance Mode (Main Only)" or "Unique Appearance Mode";
				else
					-- Something that isn't dynamic.
					return table[key];
				end
			end
		});
		allData.expanded = true;
		allData.icon = L("LOGO_TINY");
		allData.preview = L("LOGO_LARGE");
		allData.text = app.DisplayName;
		allData.description = L("DESCRIPTION");
		allData.visible = true;
		allData.progress = 0;
		allData.total = 0;
		local groups, db = {};
		allData.groups = groups;
		
		-- Dungeons & Raids
		db = {};
		db.expanded = false;
		db.text = GROUP_FINDER; -- L("DUNGEONS&RAIDS");
		db.icon = "Interface\\LFGFRAME\\LFGIcon-ReturntoKarazhan"; -- LFGICON-DUNGEON";
		db.groups = app.Instances;
		table.insert(groups, db);
		app.Instances = nil;
		
		-- Zones
		if app.Zones then
			db = app.CreateAchievement(46, app.Zones);
			db.f = 0;
			db.expanded = false;
			db.text = BUG_CATEGORY2; -- L("ZONES");
			db.icon = "Interface\\ICONS\\Achievement_Zone_Outland_01"
			table.insert(groups, db);
			app.Zones = Zones;
		end
		
		-- World Drops
		if app.WorldDrops then
			db = {};
			db.expanded = false;
			db.text = L("WORLD_DROPS");
			db.icon = "Interface\\ICONS\\INV_Misc_Map02";
			db.groups = app.WorldDrops;
			table.insert(groups, db);
			app.WorldDrops = nil;
		end
		
		-- World Events
		if app.WorldEvents then
			db = app.CreateAchievement(2144, app.WorldEvents);
			db.f = 0;
			db.expanded = false;
			db.text = EVENTS_LABEL; -- L("EVENTS");
			table.insert(groups, db);
			app.WorldEvents = nil;
		end
		
		-- Professions
		if app.Professions then
			db = app.CreateAchievement(10583, {});
			db.expanded = false;
			db.text = TRADE_SKILLS; -- L("PROFESSIONS");
			db.icon = "Interface\\ICONS\\INV_Scroll_04";
			db.groups = app.Professions;
			table.insert(groups, db);
			app.Professions = nil;
		end
		
		-- Gear Sets
		if app.GearSets then
			db = app.CreateAchievement(11761, app.GearSets);
			db.f = 0;
			db.expanded = false;
			db.text = LOOT_JOURNAL_ITEM_SETS; -- L("GEAR_SETS");
			db.icon = "Interface\\ICONS\\Achievement_Transmog_Collections";
			table.insert(groups, db);
			app.GearSets = nil;
		end
		
		-- Illusions
		if app.Illusions then
			db = {};
			db.expanded = false;
			db.text = "Illusions";
			table.insert(groups, db);
			db.group = app.Illusions;
			app.Illusions = nil;
		end
		
		-- Factions
		if app.Factions then
			db = app.CreateAchievement(11177, app.Factions);
			db.expanded = false;
			db.text = "Factions";
			table.insert(groups, db);
			app.Factions = nil;
		end
		
		-- Mounts
		if app.Mounts then
			db = app.CreateAchievement(app.Faction == "Horde" and 10355 or 10356, app.Mounts);
			db.f = 100;
			db.expanded = false;
			db.text = MOUNTS; -- L("MOUNTS");
			table.insert(groups, db);
			app.Mounts = nil;
		end
		
		-- Pet Journal
		if app.PetJournal then
			db = app.CreateAchievement(9643, app.PetJournal);
			db.f = 100;
			db.expanded = false;
			db.text = PET_JOURNAL;
			db.icon = "Interface\\ICONS\\INV_Pet_BattlePetTraining";
			table.insert(groups, db);
			app.PetJournal = nil;
		end
		
		-- Titles
		if app.Titles then
			db = app.CreateAchievement(2188, app.Titles);
			db.expanded = false;
			db.text = "Titles";
			table.insert(groups, db);
			app.Titles = nil;
		end
		
		-- Toys
		if app.Toys then
			db = app.CreateAchievement(11176, app.Toys);
			db.icon = "Interface\\ICONS\\INV_Misc_Toy_10";
			db.expanded = false;
			db.text = TOY_BOX; -- Toy Box
			table.insert(groups, db);
			app.Toys = nil;
		end
		
		-- The Main Window's Data
		local missingData = {};
		app.missingData = missingData;
		missingData.visible = true;
		missingData.expanded = false;
		missingData.text = "Missing Sources (Total # Ignores Filters)";
		missingData.description = L("SOURCE_ID_MISSING");
		missingData.rows = GetTempDataMember("Missing");
		table.insert(groups, missingData);
		app.refreshDataForce = true;
		BuildGroups(allData, allData.groups);
		app:GetWindow("Prime").data = allData;
		CacheFields(allData);
		
		-- Now build the hidden "Unsorted" Window's Data
		allData = {};
		allData.expanded = true;
		allData.icon = L("LOGO_TINY");
		allData.preview = L("LOGO_LARGE");
		allData.text = app.DisplayName .. ": Unsorted";
		allData.description = "This data hasn't been implemented yet.";
		allData.visible = true;
		allData.progress = 0;
		allData.total = 0;
		local groups, db = {};
		allData.groups = groups;
		
		-- Never Implemented
		if app.NeverImplemented then
			db = {};
			db.expanded = false;
			db.groups = app.NeverImplemented;
			db.text = "Never Implemented";
			table.insert(groups, db);
			app.NeverImplemented = nil;
		end
		
		-- Illusions (Dynamic)
		--[[
		db = {};
		db.groups = GetIllusionCache();
		db.expanded = false;
		db.text = "Illusions (Dynamic)";
		table.insert(groups, db);
		]]--
		
		-- Mounts (Dynamic)
		--[[
		db = app.CreateAchievement(app.Faction == "Horde" and 10355 or 10356, GetTempDataMember("MOUNT_CACHE"));
		db.f = 100;
		db.expanded = false;
		db.text = "Mounts (Dynamic)";
		table.insert(groups, db);
		]]--
		
		--[[
		-- SUPER SECRETTTT!
		-- Artifacts (Dynamic)
		db = app.CreateAchievement(11171, GetArtifactCache());
		db.expanded = false;
		db.text = "Artifacts (Dynamic)";
		table.insert(groups, db);
		
		-- Titles (Dynamic)
		db = app.CreateAchievement(2188, GetTitleCache());
		db.expanded = false;
		db.text = "Titles (Dynamic)";
		table.insert(groups, db);
		
		-- Factions (Dynamic)
		db = app.CreateAchievement(11177, GetFactionCache());
		db.expanded = false;
		db.text = "Factions (Dynamic)";
		table.insert(groups, db);
		
		-- Gear Sets
		table.insert(groups, GetGearSetCache());
		]]--
		
		-- Raw Source Data (Oh god)
		--[[
		db = {};
		db.expanded = false;
		db.groups = GetRawSourceDataCache();
		db.text = "Raw Source Data (Dynamic)";
		table.insert(groups, db);
		]]--
		
		-- Unsorted
		if app.Unsorted then
			db = {};
			db.groups = app.Unsorted;
			db.expanded = false;
			db.text = "Unsorted";
			table.insert(groups, db);
			app.Unsorted = nil;
		end
		BuildGroups(allData, allData.groups);
		UpdateGroups(allData, allData.groups, 1);
		app:GetWindow("Unsorted").data = allData;
		CacheFields(allData);
	end
	return allData;
end
function app:RefreshData(lazy, safely)
	--print("RefreshData(" .. tostring(lazy or false) .. ", " .. tostring(safely or false) .. ")");
	app.refreshDataForce = app.refreshDataForce or not lazy;
	StartCoroutine("RefreshData", function()
		-- This method can be triggered by an event, if so, we want to safely wait for combat to end.
		if safely then
			-- While the player is in combat, wait for combat to end.
			while InCombatLockdown() do coroutine.yield(); end
		end
		
		-- Send an Update to the Windows to Rebuild their Row Data
		if app.refreshDataForce then
			app.refreshDataForce = nil;
			local allData = app:GetDataCache();
			allData.progress = 0;
			allData.total = 0;
			wipe(GetTempDataMember("Missing"));
			app.missingData.groups = nil;
			UpdateGroups(allData, allData.groups, 1);
			app.missingData.groups = app.missingData.rows;
			app.missingData.total = #app.missingData.rows;
			app.missingData.progress = 0;
			app.missingData.visible = app.missingData.total > 0;
			--print(tostring(allData.progress or 0) .. " / " .. tostring(allData.total or 0));
			
			-- Forcibly update the windows.
			app:UpdateWindows(true);
		else
			app:UpdateWindows();
		end
	end);
end
function app:GetWindow(suffix, todo)
	local window = app.Windows[suffix];
	if not window then
		-- Create the window instance.
		window = CreateFrame("FRAME", app:GetName() .. "-Window-" .. suffix, UIParent);
		app.Windows[suffix] = window;
		window.Toggle = ToggleWindow;
		window.Update = UpdateWindow;
		window.SetVisible = SetWindowVisibility;
		window:SetScript("OnMouseWheel", OnScrollBarMouseWheel);
		window:SetScript("OnMouseDown", StartMovingOrSizing);
		window:SetScript("OnMouseUp", StopMovingOrSizing);
		window:SetScript("OnHide", StopMovingOrSizing);
		window:SetBackdrop(backdrop);
		UpdateWindowColor(window, suffix);
		window:SetClampedToScreen(true);
		window:SetToplevel(true);
		window:EnableMouse(true);
		window:SetMovable(true);
		window:SetResizable(true);
		window:SetPoint("CENTER");
		window:SetMinResize(32, 32);
		window:SetSize(300, 300);
		window:SetUserPlaced(true);
		window.data = {
			['text'] = suffix,
			['icon'] = "Interface\\Icons\\Ability_Spy.blp", 
			['visible'] = true, 
			['expanded'] = true,
			['groups'] = {
				{
					['text'] = "No data linked to listing.", 
					['visible'] = true
				}
			}
		};
		window:Hide();
		
		-- The Close Button. It's assigned as a local variable so you can change how it behaves.
		window.CloseButton = CreateFrame("Button", nil, window, "UIPanelCloseButton");
		window.CloseButton:SetPoint("TOPRIGHT", window, "TOPRIGHT", 4, 3);
		window.CloseButton:SetScript("OnClick", HideParent);
		
		-- The Scroll Bar.
		local scrollbar = CreateFrame("Slider", nil, window, "UIPanelScrollBarTemplate");
		scrollbar:SetPoint("TOP", window.CloseButton, "BOTTOM", 0, -10);
		scrollbar:SetPoint("BOTTOMRIGHT", window, "BOTTOMRIGHT", -4, 36);
		scrollbar:SetScript("OnValueChanged", OnScrollBarValueChanged);
		scrollbar.back = scrollbar:CreateTexture(nil, "BACKGROUND");
		scrollbar.back:SetColorTexture(0,0,0,0.4)
		scrollbar.back:SetAllPoints(scrollbar);
		scrollbar:SetMinMaxValues(1, 1);
		scrollbar:SetValueStep(1);
		scrollbar.CurrentValue = 1;
		scrollbar:SetWidth(16);
		scrollbar:EnableMouseWheel(true);
		window:EnableMouseWheel(true);
		window.ScrollBar = scrollbar;
		
		-- The Corner Grip. (this isn't actually used, but it helps indicate to players that they can do something)
		local grip = window:CreateTexture(nil, "ARTWORK");
		grip:SetTexture("Interface\\AddOns\\AllTheThings\\assets\\grip");
		grip:SetSize(16, 16);
		grip:SetTexCoord(0,1,0,1);
		grip:SetPoint("BOTTOMRIGHT", -5, 5);
		
		-- The Row Container. This contains all of the row frames.
		local container = CreateFrame("FRAME", nil, window);
		container:SetPoint("TOPLEFT", window, "TOPLEFT", 0, -6);
		container:SetPoint("RIGHT", scrollbar, "LEFT", 0, 0);
		container:SetPoint("BOTTOM", window, "BOTTOM", 0, 6);
		container.rowHeight = select(2, GameFontNormal:GetFont()) + 4;
		window.Container = container;
		container.rows = {};
		container.todo = todo;
		scrollbar:SetValue(1);
		container:Show();
		UpdateWindow(window, true);
	end
	return window;
end

-- Create the Primary Collection Window (this allows you to save the size and location)
app:GetWindow("Prime");
app:GetWindow("Unsorted");
app:GetWindow("CurrentInstance");

GameTooltip:HookScript("OnShow", AttachTooltip);
GameTooltip:HookScript("OnTooltipSetItem", AttachTooltip);
GameTooltip:HookScript("OnTooltipSetUnit", AttachTooltip);
GameTooltip:HookScript("OnTooltipCleared", ClearTooltip);
ItemRefTooltip:HookScript("OnShow", AttachTooltip);
ItemRefTooltip:HookScript("OnTooltipSetItem", AttachTooltip);
ItemRefTooltip:HookScript("OnTooltipCleared", ClearTooltip);
ItemRefShoppingTooltip1:HookScript("OnShow", AttachTooltip);
ItemRefShoppingTooltip1:HookScript("OnTooltipSetItem", AttachTooltip);
ItemRefShoppingTooltip1:HookScript("OnTooltipCleared", ClearTooltip);
ItemRefShoppingTooltip2:HookScript("OnShow", AttachTooltip);
ItemRefShoppingTooltip2:HookScript("OnTooltipSetItem", AttachTooltip);
ItemRefShoppingTooltip2:HookScript("OnTooltipCleared", ClearTooltip);
--ShoppingTooltip1:HookScript("OnShow", AttachTooltip);
--ShoppingTooltip1:HookScript("OnTooltipSetItem", AttachTooltip);
--ShoppingTooltip1:HookScript("OnTooltipCleared", ClearTooltip);
--ShoppingTooltip2:HookScript("OnShow", AttachTooltip);
--ShoppingTooltip2:HookScript("OnTooltipSetItem", AttachTooltip);
--ShoppingTooltip2:HookScript("OnTooltipCleared", ClearTooltip);
WorldMapTooltip.ItemTooltip.Tooltip:HookScript("OnTooltipSetItem", AttachTooltip);
WorldMapTooltip.ItemTooltip.Tooltip:HookScript("OnTooltipSetUnit", AttachTooltip);
WorldMapTooltip.ItemTooltip.Tooltip:HookScript("OnTooltipCleared", ClearTooltip);
WorldMapTooltip:HookScript("OnTooltipCleared", ClearTooltip);
WorldMapTooltip:HookScript("OnShow", AttachTooltip);
-- hooksecurefunc("BattlePetTooltipTemplate_SetBattlePet", AttachBattlePetTooltip); -- Not ready yet.

-- Slash Command List
SLASH_AllTheThings1 = "/allthethings";
SLASH_AllTheThings2 = "/things";
SLASH_AllTheThings3 = "/att";
SlashCmdList["AllTheThings"] = function(cmd)
	if not cmd or cmd == "" or cmd == "main" or cmd == "mainlist" then
		ToggleMainList();
	elseif cmd == "mini" or cmd == "minilist" then
		ToggleMiniListForCurrentZone();
	else
		-- Search for the Item Link in the database
		local listing, group = SearchForCachedItemLink(cmd);
		if group and #group > 0 then CreateMiniListForGroup(group[1]); end
	end
end

SLASH_AllTheThingsNote1 = "/attnote";
SlashCmdList["AllTheThingsNote"] = function(cmd)
	cmd = cmd or "";
	if cmd == "clear" then
		local originalMapID = GetCurrentMapAreaID();
		SetMapToCurrentZone();
		SetNote("mapID", GetCurrentMapAreaID(), nil);
		SetMapByID(originalMapID);
		return nil;
	elseif cmd ~= "" then
		local originalMapID = GetCurrentMapAreaID();
		SetMapToCurrentZone();
		SetNote("mapID", GetCurrentMapAreaID(), cmd);
		SetMapByID(originalMapID);
		return nil;
	end
	
	-- Print out help
	print("|cff15abff/attnote|r - Usage:");
	print("|cff15abff/attnote|r |cffff9333clear|r - Clear the note for the current map.");
	print("|cff15abff/attnote|r |cffff9333<note>|r - Write a note for the current map.");
end


-- Register Events required at the start
app:RegisterEvent("BOSS_KILL");
app:RegisterEvent("PLAYER_LOGIN");
app:RegisterEvent("VARIABLES_LOADED");
app:RegisterEvent("ZONE_CHANGED_NEW_AREA");
app:RegisterEvent("TOYS_UPDATED");
--app:RegisterEvent("ACHIEVEMENT_EARNED");
app:RegisterEvent("SCENARIO_UPDATE");
app:RegisterEvent("COMPANION_LEARNED");
app:RegisterEvent("COMPANION_UNLEARNED");
app:RegisterEvent("PLAYER_LOOT_SPEC_UPDATED");
app:RegisterEvent("TRANSMOG_COLLECTION_SOURCE_ADDED");
app:RegisterEvent("TRANSMOG_COLLECTION_SOURCE_REMOVED");

-- Define Event Behaviours
app.events.VARIABLES_LOADED = function()
	AllTheThingsAD = _G["AllTheThingsAD"];	-- For account-wide data.
	if not AllTheThingsAD then
		AllTheThingsAD = { };
		_G["AllTheThingsAD"] = AllTheThingsAD;
	end
	AllTheThingsPCD = _G["AllTheThingsPCD"]; -- For character specific data.
	if not AllTheThingsPCD then
		AllTheThingsPCD = { };
		_G["AllTheThingsPCD"] = AllTheThingsPCD;
	end
	
	-- Setup the localization and interpret the Display Information.
	SetLocale(GetLocale());
	app:UpdateWindowColors();
	app.DisplayName = Colorize(L("TITLE"), RGBToHex(180, 180, 255));
	
	-- Bindings
	BINDING_HEADER_ALLTHETHINGS = app.DisplayName;
	BINDING_NAME_ALLTHETHINGS_OPENMAINLIST = L("OPEN_MAINLIST");
	BINDING_NAME_ALLTHETHINGS_OPENMINILIST = L("OPEN_MINILIST");
	BINDING_NAME_ALLTHETHINGS_TOGGLEMAINLIST = L("TOGGLE_MAINLIST");
	BINDING_NAME_ALLTHETHINGS_TOGGLEMINILIST = L("TOGGLE_MINILIST");
	BINDING_NAME_ALLTHETHINGS_TOGGLECOMPLETIONISTMODE = L("TOGGLE_COMPLETIONIST_MODE");
	BINDING_NAME_ALLTHETHINGS_TOGGLEDEBUGMODE = L("TOGGLE_DEBUG_MODE");
	
	-- Cache information about the player.
	local _, class, classIndex = UnitClass("player");
	local raceName, race = UnitRace("player");
	app.Class = class;
	app.ClassIndex = classIndex;
	app.Level = UnitLevel("player");
	local raceIndex = app.RaceDB[race];
	if type(raceIndex) == "table" then
		local factionGroup = UnitFactionGroup("player");
		raceIndex = raceIndex[factionGroup];
	end
	app.Race = race;
	app.RaceIndex = raceIndex;
	local name, realm = UnitName("player");
	local _, id = GetClassInfo(classIndex);
	app.Me = "|c" .. RAID_CLASS_COLORS[id].colorStr .. name .. "-" .. (realm or GetRealmName()) .. "|r";
	app.Faction = UnitFactionGroup("player");
	
	-- Load in the Presets if they exist for this character.
	-- Default values should fallback to their presets.
	local filters = GetPersonalDataMember("ItemFilters");
	if not filters then
		-- If a preset exist, we need to cleanly duplicate the preset data.
		-- If we don't do that, changing settings will change the preset itself. (until a restart)
		local presets, data = app.Presets[app.Class], {};
		if presets then
			for filter, state in pairs(presets) do
				data[filter] = state;
			end
		end
		SetPersonalDataMember("ItemFilters", data);
	end
	
	-- Check to see if we have a leftover ItemDB cache
	if GetDataMember("Items") then SetDataMember("Items", nil); end
	if GetDataMember("ItemDB") then SetDataMember("ItemDB", nil); end
	SetTempDataMember("Missing", {});
	
	-- Register for Dynamic Events and Assign Filters
	if GetDataMember("IgnoreAllFilters", false) then
		app.GroupFilter = app.NoFilter;
	else
		app.GroupFilter = app.FilterItemClass;
	end
	if GetDataMember("IgnoreFiltersOnNonBindingItems", false) then
		app.ItemBindFilter = app.FilterItemBind;
	else
		app.ItemBindFilter = app.Filter;
	end
	if GetDataMember("FilterGroupsByLevel", false) then
		app:RegisterEvent("PLAYER_LEVEL_UP");
		app.GroupRequirementsFilter = app.FilterGroupsByLevel;
	else
		app.GroupRequirementsFilter = app.NoFilter;
	end
	if GetDataMember("ShowCompletedGroups", false) then
		app.GroupVisibilityFilter = app.NoFilter;
	else
		app.GroupVisibilityFilter = app.FilterGroupsByCompletion;
	end
	if GetDataMember("ShowCollectedItems", false) then
		app.CollectedItemVisibilityFilter = app.NoFilter;
	else
		app.CollectedItemVisibilityFilter = app.Filter;
	end
	if GetDataMember("ShowUncollectedThings", true) then
		app.MissingItemVisibilityFilter = app.NoFilter;
	else
		app.MissingItemVisibilityFilter = app.Filter;
	end
	if GetDataMember("ShowMinimapButton", true) then
		app.Minimap = CreateMinimapButton(); -- NOTE: Create this if they turn it on.
		app.Minimap:Show();
	end
	if GetDataMember("CompletionistMode", true) then
		app.ItemSourceFilter = app.FilterItemSource;
		app.ActiveItemCollectionHelper = app.CompletionistItemCollectionHelper;
		app.ActiveItemRemovalHelper = app.CompletionistItemRemovalHelper;
	else
		if GetDataMember("MainOnly") then
			app.ItemSourceFilter = app.FilterItemSourceUniqueOnlyMain;
			app.ActiveItemCollectionHelper = app.UniqueModeItemCollectionHelperOnlyMain;
			app.ActiveItemRemovalHelper = app.UniqueModeItemRemovalHelperOnlyMain;
		else
			app.ItemSourceFilter = app.FilterItemSourceUnique;
			app.ActiveItemCollectionHelper = app.UniqueModeItemCollectionHelper;
			app.ActiveItemRemovalHelper = app.UniqueModeItemRemovalHelperOnlyMain;
		end
	end
	if GetDataMember("FilterItemsByClass", true) then
		app.ClassRequirementFilter = app.FilterItemClass_RequireClasses;
	else
		app.ClassRequirementFilter = app.NoFilter;
	end
	if GetDataMember("FilterItemsByRace", true) then
		app.RaceRequirementFilter = app.FilterItemClass_RequireRaces;
	else
		app.RaceRequirementFilter = app.NoFilter;
	end
	if GetDataMember("FilterUnobtainableItems", false) then
		app.UnobtainableItemFilter = app.FilterItemClass_UnobtainableItem;
	else
		app.UnobtainableItemFilter = app.NoFilter;
	end
	if GetDataMember("FilterSeasonal", false) then
	   app.SeasonalFilter = app.FilterItemClass_SeasonalItem
	else
	   app.SeasonalFilter = app.NoFilter
	end
	if GetDataMember("RequireBindingFilter", false) then
		app.RequireBindingFilter = app.FilterItemClass_RequireBinding;
	else
		app.RequireBindingFilter = app.NoFilter;
	end
	if GetDataMember("RequirePersonalLootFilter", false) then
		app.PersonalLootFilter = app.FilterItemClass_RequirePersonalLoot;
	else
		app.PersonalLootFilter = app.NoFilter;
	end
	if GetDataMember("RequiredSkillFilter", false) then
		app.RequiredSkillFilter = app.FilterItemClass_RequiredSkill;
	else
		app.RequiredSkillFilter = app.NoFilter;
	end
	if GetDataMember("ShowIncompleteQuests", false) then
		app.ShowIncompleteQuests = app.FilterItemTrackable;
	else
		app.ShowIncompleteQuests = app.Filter;
	end
	
	-- Tooltip Settings
	GetDataMember("ShowLootSpecializationRequirements", true);
	GetDataMember("TreatIncompleteQuestsAsCollectible", false);
	GetDataMember("ShowCompleteSourceLocations", true);
	GetDataMember("EnableTooltipInformation", true);
	GetDataMember("DisplayTooltipsInCombat", true);
	GetDataMember("ShowSharedAppearances", true);
	GetDataMember("ShowSources", true);
	GetDataMember("ShowContents", true);
	GetDataMember("ShowProgress", true);
	GetDataMember("ShowDescriptions", true);
	GetDataMember("ShowModels", true);
	GetDataMember("AutoMiniList", true);
	
	GetDataMember("ShowAchievementID", false);
	GetDataMember("ShowArtifactID", false);
	GetDataMember("ShowCreatureID", false);
	GetDataMember("ShowDifficultyID", false);
	GetDataMember("ShowEncounterID", false);
	GetDataMember("ShowFactionID", false);
	GetDataMember("ShowFilterID", false);
	GetDataMember("ShowIllusionID", false);
	GetDataMember("ShowInstanceID", false);
	GetDataMember("ShowItemID", false);
	GetDataMember("ShowItemString", false);
	GetDataMember("ShowMapID", false);
	GetDataMember("ShowMusicRollID", false);
	GetDataMember("ShowObjectID", false);
	GetDataMember("ShowQuestID", false);
	GetDataMember("ShowSourceID", false);
	GetDataMember("ShowSpeciesID", false);
	GetDataMember("ShowSpellID", false);
	GetDataMember("ShowTierID", false);
	GetDataMember("ShowVisualID", false);
	CreateSettingsMenu();
end
app.events.PLAYER_LOGIN = function()
	app:UnregisterEvent("PLAYER_LOGIN");
	app.Spec = GetLootSpecialization();
	if not app.Spec or app.Spec == 0 then app.Spec = select(1, GetSpecializationInfo(GetSpecialization())); end
	app:GetDataCache();
	Push(app, "WaitOnMountData", function()
		-- Detect how many pets there are. If 0, Blizzard isn't ready yet.
		if C_PetJournal.GetNumPets() < 1 then return true; end
		
		-- Detect how many mounts there are. If 0, Blizzard isn't ready yet.
		local mountIDs = C_MountJournal.GetMountIDs();
		if #mountIDs < 1 then return true; end
		
		--[[
		-- Let's build the dynamic mount cache.
		local cache = GetTempDataMember("MOUNT_CACHE", {});
		local listedMounts = GetTempDataMember("MOUNT_CACHE_LISTED", {});
		local temp = GetTempDataMember("COMPANION_PET_SOURCE_TYPES", {});
		if #temp < 1 then
			for i=1,C_PetJournal.GetNumPetSources() do
				local t = { ["text"] = _G["BATTLE_PET_SOURCE_"..i], ["groups"] = {} };
				temp[i] = t;
				tinsert(cache, t);
			end
		end
		for i,mountID in ipairs(mountIDs) do
			-- The 2nd value in the list is the spellID for the mount.
			local creatureName, spellID, icon, active, isUsable, sourceType, isFavorite, isFactionSpecific, faction, hideOnChar, isCollected = C_MountJournal_GetMountInfoByID(mountID);
			if spellID and not (hideOnChar or listedMounts[spellID]) then
				listedMounts[spellID] = true;
				if temp[sourceType or 1] then tinsert(temp[sourceType or 1].groups, setmetatable({ ["mountID"] = spellID }, app.BaseMount));
				else tinsert(cache, setmetatable({ ["mountID"] = spellID }, app.BaseMount)); end
			end
		end
		SetDataMember("MOUNT_CACHE", cache);
		]]--
		
		-- Harvest the Spell IDs for Conversion.
		local spellID_MountID = GetTempDataMember("MOUNT_SPELLID_TO_MOUNTID", {});
		local collectedMounts = GetDataMember("CollectedMounts", {});
		for i,mountID in ipairs(mountIDs) do
			-- The 2nd value in the list is the spellID for the mount.
			local creatureName, spellID, icon, active, isUsable, sourceType, isFavorite, isFactionSpecific, faction, hideOnChar, isCollected = C_MountJournal_GetMountInfoByID(mountID);
			if spellID then
				spellID_MountID[spellID] = mountID;
				if isCollected then collectedMounts[spellID] = 1; end
			end
		end
		
		-- Assign to the temporary data container.
		SetTempDataMember("MOUNT_SPELLID_TO_MOUNTID", spellID_MountID);
		app:UnregisterEvent("PET_JOURNAL_LIST_UPDATE");
		
		-- Mark all previously completed quests.
		local version = GetAddOnMetadata("AllTheThings", "Version");
		app.print(format(L("LOADING"), version));
		GetQuestsCompleted(CompletedQuests);
		wipe(DirtyQuests);
		app:RegisterEvent("QUEST_LOG_UPDATE");
		RefreshLocation();
		RefreshSaves();
		
		-- NOTE: The auto refresh only happens once.
		if not app.autoRefreshedCollections then
			app.autoRefreshedCollections = true;
			local lastTime = GetDataMember("RefreshedCollectionsAlready");
			if not lastTime or (lastTime ~= version) then
				SetDataMember("RefreshedCollectionsAlready", version);
				SetDataMember("CollectedSources", {});	-- This option causes a caching issue, so we have to purge the Source ID data cache.
				RefreshCollections();
				return nil;
			end
		end
		app:RefreshData(false, true);
	end);
	LibStub:GetLibrary("LibDataBroker-1.1"):NewDataObject(app.DisplayName, {
		type = "launcher",
		icon = L("LOGO_SMALL"),
		OnClick = MinimapButtonOnClick,
		OnEnter = MinimapButtonOnEnter,
		OnLeave = MinimapButtonOnLeave,
	})
end
app.events.SCENARIO_UPDATE = RefreshLocation;
app.events.ZONE_CHANGED_NEW_AREA = RefreshLocation;
app.events.PLAYER_LOOT_SPEC_UPDATED = function()
	app.Spec = GetLootSpecialization();
	if not app.Spec or app.Spec == 0 then app.Spec = select(1, GetSpecializationInfo(GetSpecialization())); end
	if GetDataMember("RequirePersonalLootFilter") then
		app:RefreshData(false, true);
	end
end
app.events.PLAYER_LEVEL_UP = function(newLevel)
	app.Level = newLevel;
	app:UpdateWindows();
end
app.events.BOSS_KILL = function(id, name, ...)
	-- This is so that when you kill a boss, you can trigger 
	-- an automatic update of your saved instance cache. 
	-- (It does lag a little, but you can disable this if you want.)
	-- Waiting until the LOOT_CLOSED occurs will prevent the failed Auto Loot bug.
	-- print("BOSS_KILL", id, name, ...);
	app:UnregisterEvent("LOOT_CLOSED");
	app:RegisterEvent("LOOT_CLOSED");
end
app.events.LOOT_CLOSED = function()
	-- Once the loot window closes after killing a boss, THEN trigger the update.
	app:UnregisterEvent("LOOT_CLOSED");
	app:UnregisterEvent("UPDATE_INSTANCE_INFO");
	app:RegisterEvent("UPDATE_INSTANCE_INFO");
	RequestRaidInfo();
end
app.events.UPDATE_INSTANCE_INFO = function()
	-- We got new information, not refresh the saves. :D
	app:UnregisterEvent("UPDATE_INSTANCE_INFO");
	RefreshSaves();
end
app.events.COMPANION_LEARNED = function(...)
	app:RefreshData(false, true);
	PlayFanfare();
	wipe(searchCache);
end
app.events.COMPANION_UNLEARNED = function(...)
	app:RefreshData(false, true);
end
app.events.QUEST_LOG_UPDATE = function()
	GetQuestsCompleted(CompletedQuests);
	for questID,completed in pairs(DirtyQuests) do
		app.QuestCompletionHelper(tonumber(questID));
	end
	wipe(DirtyQuests);
end
app.events.TOYS_UPDATED = function(itemID, new)
	if itemID and not GetDataSubMember("CollectedToys", itemID) then
		SetDataSubMember("CollectedToys", itemID, true);
		app:RefreshData(false, true);
		PlayFanfare();
		wipe(searchCache);
		
		if GetDataMember("ShowNotifications", true) then
			local name, link = GetItemInfo(itemID);
			if link then print(format(L("ITEM_ID_ADDED"), link, itemID)); end
		end
	end
end
app.events.TRANSMOG_COLLECTION_SOURCE_ADDED = function(sourceID)
	if sourceID then
		-- Cache the previous state. This will help keep lag under control.
		local oldState = GetDataSubMember("CollectedSources", sourceID) or 0;
		
		-- Only do work if we weren't already learned.
		-- We check here because Blizzard likes to double notify for items with timers.
		if oldState ~= 1 then
			SetDataSubMember("CollectedSources", sourceID, 1);
			app.ActiveItemCollectionHelper(sourceID, oldState);
			PlayFanfare();
			wipe(searchCache);
		end
	end
end
app.events.TRANSMOG_COLLECTION_SOURCE_REMOVED = function(sourceID)
	if sourceID and GetDataSubMember("CollectedSources", sourceID) then
		local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
		SetDataSubMember("CollectedSources", sourceID, nil);
		
		-- If the user is a Completionist
		if GetDataMember("CompletionistMode") then
			if GetDataMember("ShowNotifications", true) then
				-- Oh shucks, that was nice of you to give this item to your friend.
				-- WAIT, WHAT? A VENDOR?! OH GOD NO! TODO: Warn a user when they vendor an appearance?
				local name, link = GetItemInfo(sourceInfo.itemID);
				print(format(L("ITEM_ID_REMOVED"), link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID));
			end
		else
			local shared = 0;
			local categoryID, appearanceID, canEnchant, texture, isCollected, itemLink = C_TransmogCollection_GetAppearanceSourceInfo(sourceID);
			if categoryID then
				for i, otherSourceID in ipairs(C_TransmogCollection_GetAllAppearanceSources(appearanceID)) do
					if GetDataSubMember("CollectedSources", otherSourceID) then
						local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID);
						if not otherSourceInfo.isCollected and otherSourceInfo.categoryID == categoryID then
							SetDataSubMember("CollectedSources", otherSourceID, nil);
							shared = shared + 1;
						end
					end
				end
			end
			
			if GetDataMember("ShowNotifications", true) then
				-- Oh shucks, that was nice of you to give this item to your friend.
				-- WAIT, WHAT? A VENDOR?! OH GOD NO! TODO: Warn a user when they vendor an appearance?
				local name, link = GetItemInfo(sourceInfo.itemID);
				print(format(L(shared > 0 and "ITEM_ID_REMOVED_SHARED" or "ITEM_ID_REMOVED"), link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID, shared));
			end
		end
		
		-- Refresh the Data and Cry!
		app:RefreshData(false, true);
		PlayRemoveSound();
		wipe(searchCache);
	end
end