-- App locals
local _, app = ...;
local L = app.L;
local DESCRIPTION_SEPARATOR = app.DESCRIPTION_SEPARATOR;

-- Global locals
local tinsert = tinsert;

-- Implementation
app:CreateWindow("Unsorted", {
	Commands = { "attunsorted" },
	HideFromSettings = true,
	Preload = true,
	OnInit = function(self)
		-- Add an achievement header
		local achievementHeader = app.CreateCustomHeader(app.HeaderConstants.ACHIEVEMENTS, { g = {} });
		self.achievementHeader = achievementHeader;

		-- Make a function to add a new unsorted achievement.
		self.AddUnsortedAchievement = function(self, achievement)
			achievement = app.CloneClassInstance(achievement);
			achievement.parent = achievementHeader;
			tinsert(achievementHeader.g, achievement);
			self:Update();
		end
		self:SetData(app.CreateRawText(app.Modules.Color.Colorize(L.UNSORTED, app.Colors.ChatLinkError), {
			icon = app.asset("WindowIcon_Unsorted"),
			description = L.UNSORTED_DESC_2,
			title = L.UNSORTED .. DESCRIPTION_SEPARATOR .. app.Version,
			font = "GameFontNormalLarge",
			expanded = true,
			visible = true,
			-- These 3 were from Retail: Check their uses
			_missing = true,
			_unsorted = true,
			_nosearch = true,
		}));
		self:AddEventHandler("OnDataCached", function(self, categories)
			self.data.g = categories.Unsorted;
			tinsert(self.data.g, self.achievementHeader);
			app.CacheFields(self.data, true);
			self:AssignChildren();
		end);
	end,
	OnUpdate = function(self, ...)
		-- Update the groups without forcing Debug Mode.
		local state = app.Modules.Filter.Get.Unobtainable();
		app.Modules.Filter.Set.Unobtainable();
		self:DefaultUpdate(...);
		app.Modules.Filter.Set.Unobtainable(state);
		return true
	end
});
