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

-- Global locals
local coroutine,ipairs,pairs,pcall,math,rawget,select,tostring,type,tremove,wipe,tonumber
	= coroutine,ipairs,pairs,pcall,math,rawget,select,tostring,type,tremove,wipe,tonumber
local CreateFrame,GetCursorPosition,IsModifierKeyDown
	= CreateFrame,GetCursorPosition,IsModifierKeyDown;
local C_AddOns_GetAddOnMetadata
	= C_AddOns.GetAddOnMetadata;

---@class ATTGameTooltip: GameTooltip
local GameTooltip = GameTooltip;
local RETRIEVING_DATA = RETRIEVING_DATA;
local IsRetrieving = app.Modules.RetrievingData.IsRetrieving;
local issecretvalue = app.WOWAPI.issecretvalue
local debugprofilestop = debugprofilestop;
local Callback = app.CallbackHandlers.Callback

-- Some common UI functions (TBD)
app.UI = {
	OnClick = {
		IgnoreClicks = function()
			return true
		end,
		IgnoreRightClick = function(row, button)
			return button == "RightButton"
		end,
		OnlySortingRightClick = function(row, button)
			if button == "LeftButton" then return end

			return button == "RightButton" and not IsShiftKeyDown()
		end,
	}
}

local GetProgressColorText = app.Modules.Color.GetProgressColorText;
local function GetUnobtainableTexture(group)
	if not group then return; end
	if type(group) ~= "table" then
		-- This function shouldn't be used with only u anymore!
		app.report("Invalid use of GetUnobtainableTexture", group);
		return;
	end

	-- Determine the texture color, default is green for events.
	local u = group.u;
	if u then
		local phase = L.PHASES[u];
		if phase then
			if not phase.buildVersion and group.itemID then
				local b = group.b or 0;
				if u ~= 1 and (b == 2 or b == 0) then	-- BoE or Unbound on non-NYI
					return L.UNOBTAINABLE_ITEM_TEXTURES[2];
				end
			end
			if not phase.buildVersion or app.GameBuildVersion < phase.buildVersion then
				return L.UNOBTAINABLE_ITEM_TEXTURES[phase.state];
			end
		end
	end
	if group.e then
		return L.UNOBTAINABLE_ITEM_TEXTURES[app.Modules.Events.FilterIsEventActive(group) and 5 or 4];
	end
	-- any item which is 'missing' will show as unobtainable to differentiate itself (maybe new icon sometime?)
	if group.itemID and group._missing then
		return L.UNOBTAINABLE_ITEM_TEXTURES[6]
	end
end
local function GetCatalystIcon(data, iconOnly)
	if data.filledCatalyst then
		return L[iconOnly and "CATALYST_ICON" or "CATALYST_TEXT"];
	end
end
local function GetCollectibleIcon(data, iconOnly)
	if data.collectible then
		local collected = data.collected
		if not collected and data.collectedwarband then
			return iconOnly and L.COLLECTED_WARBAND_ICON or L.COLLECTED_WARBAND;
		end
		return iconOnly and app.GetCollectionIcon(collected) or app.GetCollectionText(collected);
	end
end
local function GetCostIconForRow(data, iconOnly)
	-- cost only if itself is a cost
	if data.isCost or data.isOwnedCost or (data.progress == data.total and data.costTotal > 0) then
		return L[iconOnly and "COST_ICON" or "COST_TEXT"];
	end
end
local function GetCostIconForTooltip(data, iconOnly)
	-- cost only if itself is a cost
	if data.isCost or data.isOwnedCost then
		return L[iconOnly and "COST_ICON" or "COST_TEXT"];
	end
end
local function GetIndicatorIcon(group)
	-- Returns an applicable Indicator Icon Texture for the specific group if one can be determined
	-- Use the group's own indicator if defined
	local groupIndicator = group.indicatorIcon
	if groupIndicator then return groupIndicator end

	-- Otherwise use some common logic
	if group.saved then
		if group.parent and group.parent.locks or group.repeatable then
			return app.asset("known");
		else
			return app.asset("known_green");
		end
	end
	return GetUnobtainableTexture(group);
end
local function GetReagentIcon(data, iconOnly)
	if data.filledReagent then
		return L[iconOnly and "REAGENT_ICON" or "REAGENT_TEXT"];
	end
end
local function GetUpgradeIconForRow(data, iconOnly)
	-- upgrade only for filled groups, or if itself is an upgrade
	if data.isUpgrade or (data.progress == data.total and data.upgradeTotal > 0) then
		return L[iconOnly and "UPGRADE_ICON" or "UPGRADE_TEXT"];
	end
end
local function GetUpgradeIconForTooltip(data, iconOnly)
	-- upgrade only if itself has an upgrade
	if data.collectibleAsUpgrade then
		return L[iconOnly and "UPGRADE_ICON" or "UPGRADE_TEXT"];
	end
end
local function GetTrackableIcon(data, iconOnly, forSaved)
	if data.trackable then
		local saved = data.saved;
		-- only show if the data is saved, or is not repeatable
		if saved or not rawget(data, "repeatable") then
			if forSaved then
				-- if for saved, we ignore if it is un-saved for less clutter
				if saved then
					return iconOnly and app.GetCompletionIcon(saved) or app.GetSavedText(saved);
				end
			else
				return iconOnly and app.GetCompletionIcon(saved) or app.GetCompletionText(saved);
			end
		end
	end
end

local __Text = {}
local function GetProgressTextForRow(data, forceTracking)
	-- build the row text from left to right with possible info
	-- Reagent (show reagent icon)
	-- NOTE: creating a new table is *slightly* (0-0.5%) faster but generates way more garbage memory over time
	app.wipearray(__Text)
	local icon = GetReagentIcon(data, true);
	if icon then
		__Text[#__Text + 1] = icon
	end
	-- Cost (show cost icon)
	icon = GetCostIconForRow(data, true);
	if icon then
		__Text[#__Text + 1] = icon
	end
	-- Upgrade (show upgrade icon)
	icon = GetUpgradeIconForRow(data, true);
	if icon then
		__Text[#__Text + 1] = icon
	end
	-- Upgrade (show upgrade icon)
	icon = GetCatalystIcon(data, true);
	if icon then
		__Text[#__Text + 1] = icon
	end
	-- Progress Achievement
	local statistic = data.statistic
	if statistic then
		__Text[#__Text + 1] = "["..statistic.."]"
	end
	-- Collectible
	local stateIcon = GetCollectibleIcon(data, true)
	if stateIcon then
		__Text[#__Text + 1] = stateIcon
		-- don't need to force tracking icon since it's a collectible Thing directly
		forceTracking = nil
	end
	-- Container
	local isContainer = data.isContainer
	if isContainer then
		__Text[#__Text + 1] = GetProgressColorText(data.progress or 0, data.total)
	end
	-- Non-collectible/total Container (only contains visible, non-collectibles...)
	if not stateIcon and not isContainer then
		local g = data.g;
		if g and #g > 0 then
			local headerText;
			if data.expanded then
				headerText = "---";
			else
				headerText = "+++";
			end
			__Text[#__Text + 1] = headerText
		end
	end

	-- Trackable (Only if no other text available)
	if #__Text == 0 or forceTracking then
		stateIcon = GetTrackableIcon(data, true)
		if stateIcon then
			__Text[#__Text + 1] = stateIcon
		end
	end

	return app.TableConcat(__Text, nil, "", " ");
end
local function GetProgressTextForTooltip(data)
	-- build the row text from left to right with possible info
	-- NOTE: creating a new table is *slightly* (0-0.5%) faster but generates way more garbage memory over time
	app.wipearray(__Text)
	local iconOnly = app.Settings:GetTooltipSetting("ShowIconOnly");
	-- Reagent (show reagent icon)
	local icon = GetReagentIcon(data, iconOnly);
	if icon then
		__Text[#__Text + 1] = icon
	end
	-- Cost (show cost icon)
	icon = GetCostIconForTooltip(data, iconOnly);
	if icon then
		__Text[#__Text + 1] = icon
	end
	-- Upgrade (show upgrade icon)
	icon = GetUpgradeIconForTooltip(data, iconOnly);
	if icon then
		__Text[#__Text + 1] = icon
	end
	-- Catalyst (show catalyst icon)
	icon = GetCatalystIcon(data, iconOnly);
	if icon then
		__Text[#__Text + 1] = icon
	end
	-- Collectible
	local stateIcon = GetCollectibleIcon(data, iconOnly)
	if stateIcon then
		__Text[#__Text + 1] = stateIcon
	end
	-- Saved (only certain data types)
	if data.npcID then
		stateIcon = GetTrackableIcon(data, iconOnly, true)
		if stateIcon then
			__Text[#__Text + 1] = stateIcon
		end
	end
	-- Container
	local isContainer = data.isContainer
	if isContainer then
		__Text[#__Text + 1] = GetProgressColorText(data.progress or 0, data.total)
	end

	-- Trackable (Only if no other text available)
	if #__Text == 0 then
		stateIcon = GetTrackableIcon(data, iconOnly)
		if stateIcon then
			__Text[#__Text + 1] = stateIcon
		end
	end

	return app.TableConcat(__Text, nil, "", " ");
end
app.GetProgressTextForRow = GetProgressTextForRow;
app.GetProgressTextForTooltip = GetProgressTextForTooltip
app.GetIndicatorIcon = GetIndicatorIcon
app.GetUnobtainableTexture = GetUnobtainableTexture

--[[
-- This was Classic's original version.
local function GetProgressTextForRow(data)
	local total = data.total;
	if total and (total > 1 or (total > 0 and not data.collectible)) then
		return GetProgressColorText(data.progress or 0, total);
	elseif data.collectible then
		return app.GetCollectionIcon(data.collected);
	elseif data.trackable then
		return app.GetCompletionIcon(data.saved);
	end
end
local function GetProgressTextForTooltip(data)
	local iconOnly = app.Settings:GetTooltipSetting("ShowIconOnly");
	if iconOnly then return GetProgressTextForRow(data); end

	if data.total and (data.total > 1 or (data.total > 0 and not data.collectible)) then
		return GetProgressColorText(data.progress or 0, data.total);
	elseif data.collectible or (data.spellID and data.itemID and data.trackable) then
		return app.GetCollectionText(data.collected);
	elseif data.trackable then
		return app.GetCompletionText(data.saved);
	end
end
app.GetProgressTextForRow = GetProgressTextForRow;
app.GetProgressTextForTooltip = GetProgressTextForTooltip;
]]--

-- Generates a summary string containing race, class, and progress text
local __Summary = {}
local function BuildDataSummary(data)
	-- NOTE: creating a new table is *slightly* (0-0.5%) faster but generates way more garbage memory over time
	app.wipearray(__Summary)
	local requireSkill = data.requireSkill
	if requireSkill then
		local profIcon = app.WOWAPI.GetTradeSkillTexture(requireSkill) or app.WOWAPI.GetSpellIcon(requireSkill)
		if profIcon then
			__Summary[#__Summary + 1] = "|T"
			__Summary[#__Summary + 1] = profIcon
			__Summary[#__Summary + 1] = ":0|t "
		end
	end
	-- TODO: races
	local specs = data.specs;
	if specs and #specs > 0 then
		__Summary[#__Summary + 1] = app.GetSpecsString(specs, false, false)
	else
		local classes = data.c
		if classes and #classes > 0 then
			__Summary[#__Summary + 1] = app.GetClassesString(classes, false, false)
		end
	end
	__Summary[#__Summary + 1] = app.GetProgressTextForRow(data) or ((data.g and not data.expanded and #data.g > 0 and "+++") or "---");
	return app.TableConcat(__Summary, nil, "", "")
end
app.ExtendBaseClassHandler("summaryText", BuildDataSummary);

if not C_ContentTracking then
	app.AddContentTracking = function(group)
		app.print("Content Tracking is not supported in this game version!")
	end
else
	local IsTracking, StartTracking, StopTracking
		= C_ContentTracking.IsTracking, C_ContentTracking.StartTracking, C_ContentTracking.StopTracking
	app.AddContentTracking = function(group)
		-- if this group is currently tracked
		local sourceID, mountID, achievementID, questID = group.sourceID, group.mountJournalID, group.achievementID, group.questID
		local type = sourceID and 0
					or mountID and 1
					or achievementID and 2
					or nil
		if type then
			local id = type == 1 and mountID
					or type == 2 and achievementID
					or sourceID
			if IsTracking(type,id) then
				-- app.PrintDebug("StopTracking",type,id)
				StopTracking(type, id, Enum.ContentTrackingStopType.Manual)
			else
				-- app.PrintDebug("StartTracking",type,id)
				StartTracking(type, id)
			end
			return true
		end
		-- Quests can be tracked using another API
		if questID then
			-- Add tracking
			if C_QuestLog.AddQuestWatch(questID) or C_QuestLog.AddWorldQuestWatch(questID) then
				return true
			end
			-- Remove tracking
			if C_QuestLog.RemoveQuestWatch(questID) or C_QuestLog.RemoveWorldQuestWatch(questID) then
				return true
			end
		end
	end
end

-- Window Creation
app.WindowDefinitions = {};
app.Windows = {};

-- Window Color Management
local function ApplyAllWindowColors(...)
	-- Apply the user-set colours
	local rBg, gBg, bBg, aBg, rBd, gBd, bBd, aBd = app.Settings.GetWindowColors()

	for suffix, window in pairs(app.Windows) do
		window:SetBackdropColor(rBg, gBg, bBg, aBg)
		window:SetBackdropBorderColor(rBd, gBd, bBd, aBd)
	end
end
app.AddEventHandler("Settings.OnSet", function(context, setting, value)
	if (context == "General" and (setting == "Window:BackgroundColor" or setting == "Window:BorderColor"))
		or (context == "Tooltips" and setting == "Window:UseClassForBorder") then
		ApplyAllWindowColors();
	end
end)
app.AddEventHandler("OnStartup", function()
	ApplyAllWindowColors();
end)
app.AddEventHandler("OnRefreshComplete", function()
	app.HandleEvent("OnUpdateWindows", true)
end, true)

-- Expand / Collapse Functions
local HeaderSkipKeys = {
	[app.HeaderConstants.ZONE_DROPS] = true,
	[app.HeaderConstants.COMMON_BOSS_DROPS] = true,
	[app.HeaderConstants.HOLIDAYS] = true,
};
local ObjectSkipKeys = {
	[375368] = true,	-- Creation Catalyst Console
	[382621] = true,	-- Revival Catalyst Console
	[456208] = true,	-- The Catalyst
};
local DoExpansion
local function DefaultSkipExpand(group)
	-- never skip expansion from the root group
	if group.window then return end

	return not DoExpansion and true
end
local ShouldSkipAutoExpandForKey = setmetatable({
	def_headerID = function(group) return HeaderSkipKeys[group.headerID]; end,
	def_objectID = function(group) return ObjectSkipKeys[group.objectID]; end,
	-- Item/Difficulty as Headers should not expand
	itemID = app.ReturnTrue,
	def_difficultyID = function(group)
		-- If we were passed in a hash table for difficulties, then run against that
		local difficultyHash = group.difficultyHash;
		-- app.PrintDebug("check diff expand",group.difficultyID)
		-- app.PrintTable(app.GetCurrentDifficulties())
		-- app.PrintTable(difficultyHash)
		for id,_ in pairs(app.GetCurrentDifficulties()) do
			if difficultyHash[id] then
				return 1
			end
		end
		-- If no match, then skip and also minimize the group
		group.expanded = false;
		return true;
	end,
	KEYLESS = function(group)
		print("ShouldSkipAutoExpandForKey - Group Missing valid 'key':");
		for key,value in pairs(group) do
			print(" ", key, value);
		end
		if group.g then
			print("  ", "#g", #group.g);
			for key,value in pairs(group.g[1]) do
				print("  ", key, value);
			end
		end
		return false;
	end,
}, {
	__index = function(t, key)
		return DefaultSkipExpand
	end,
});
app.AddEventHandler("Settings.OnSet", function(container,key,val)
	if container ~= "Tooltips" then return end

	if key == "Expand:Difficulty" then
		ShouldSkipAutoExpandForKey.difficultyID = val and ShouldSkipAutoExpandForKey.def_difficultyID or nil
	elseif key == "Expand:MiniList" then
		ShouldSkipAutoExpandForKey.headerID = val and ShouldSkipAutoExpandForKey.def_headerID or nil
		ShouldSkipAutoExpandForKey.objectID = val and ShouldSkipAutoExpandForKey.def_objectID or nil
	end
end)
app.AddEventHandler("OnLoad", function()
	local doDiffExpand = app.Settings:GetTooltipSetting("Expand:Difficulty")
	ShouldSkipAutoExpandForKey.difficultyID = doDiffExpand and ShouldSkipAutoExpandForKey.def_difficultyID or nil

	DoExpansion = app.Settings:GetTooltipSetting("Expand:MiniList")
	ShouldSkipAutoExpandForKey.headerID = DoExpansion and ShouldSkipAutoExpandForKey.def_headerID or nil
	ShouldSkipAutoExpandForKey.objectID = DoExpansion and ShouldSkipAutoExpandForKey.def_objectID or nil
end)
-- Returns true if any subgroup of the provided group is currently expanded, otherwise nil
local function HasExpandedSubgroup(group)
	if not group then return end

	local g = group.g
	if not g then return end

	for i=1,#g do
		-- dont need recursion since a group has to be expanded for a subgroup to be visible within it
		if g[i].expanded then
			return true;
		end
	end
end
local function HandleExpandSelfAndMatchingSubGroups(group, expanded, remaining)
	local g = group.g
	local expanded = expanded or group.expanded
	if not g or not expanded or app.IsComplete(group) then return end

	remaining = remaining or (group.total - group.progress)
	local o
	for i=1,#g do
		o = g[i]
		if remaining == (o.total - o.progress) then
			o.expanded = expanded
			HandleExpandSelfAndMatchingSubGroups(o, expanded, remaining)
			break
		end
	end
end
local function ForceExpandGroupsRecursively(group, expanded)
	local g = group.g
	-- app.PrintDebug("EGR.F",app:SearchLink(group),expanded)
	if not g then return end
	group.expanded = expanded
	for i=1,#g do
		ForceExpandGroupsRecursively(g[i], expanded);
	end
end
-- Only considers the default rules for ignoring expansion and does not check any skip conditions
local function PassivelyExpandGroupsRecursively(group, expanded)
	local g = group.g
	-- app.PrintDebug("EGR.P",app:SearchLink(group),expanded,ShouldSkipAutoExpandForKey[group.key or "KEYLESS"](group))
	if g and
		-- incomplete things actually exist below itself
		((group.total or 0) > (group.progress or 0)) and
		-- account/debug mode is active or it is not a 'saved' thing for this character
		(app.MODE_DEBUG_OR_ACCOUNT or not group.saved)
	then
		group.expanded = expanded
		if not expanded then return end
		for i=1,#g do
			PassivelyExpandGroupsRecursively(g[i], expanded)
		end
	end
end
local function ConditionallyExpandGroupsRecursively(group, expanded)
	local g = group.g
	-- app.PrintDebug("EGR.C",app:SearchLink(group),expanded,ShouldSkipAutoExpandForKey[group.key or "KEYLESS"](group))
	if g and
		-- incomplete things actually exist below itself
		((group.total or 0) > (group.progress or 0)) and
		-- account/debug mode is active or it is not a 'saved' thing for this character
		(app.MODE_DEBUG_OR_ACCOUNT or not group.saved)
	then
		-- check the skip condition for this group
		local doSkipType = ShouldSkipAutoExpandForKey[group.key or "KEYLESS"](group)
		if not doSkipType or doSkipType == 1 then
			group.expanded = expanded
		else
			-- a skip condition which should not propogate to sub-groups
			group.expanded = nil
			return
		end
		if not expanded then return end
		local Expander = doSkipType == 1 and PassivelyExpandGroupsRecursively or ConditionallyExpandGroupsRecursively
		for i=1,#g do
			Expander(g[i], expanded)
		end
	end
end
local function ExpandGroupsRecursively(group, expanded, force)
	expanded = expanded and true or nil
	-- app.PrintDebug("EGR",app:SearchLink(group),expanded,force)
	if force then
		ForceExpandGroupsRecursively(group, expanded);
	else
		ConditionallyExpandGroupsRecursively(group, expanded);
	end
end
app.ExpandGroupsRecursively = ExpandGroupsRecursively;

-- Configuration Functions
local AdjustRowIndents = false;
local SetPortraitTexture = SetPortraitTexture;
local SetPortraitTextureFromDisplayID = SetPortraitTextureFromCreatureDisplayID;
local PortaitSettingsCache = setmetatable({}, {__index = app.ReturnTrue });
local function SetPortraitIcon(self, data)
	local icon = data.icon;
	if PortaitSettingsCache.ALL and PortaitSettingsCache[data.key] then
		local displayID = app.GetDisplayID(data);
		if displayID then
			if self.context ~= "displayID" or self.texture ~= displayID then
				SetPortraitTextureFromDisplayID(self, displayID);
				self:SetWidth(self:GetHeight());
				self:SetTexCoord(0, 1, 0, 1);
				self.context = "displayID";
				self.texture = displayID;
			end
			return true;
		else
			local unit = data.unit;
			if unit and not icon then
				if self.context ~= "unit" or self.texture ~= unit then
					SetPortraitTexture(self, unit);
					self:SetWidth(self:GetHeight());
					self:SetTexCoord(0, 1, 0, 1);
					self.context = "unit";
					self.texture = unit;
				end
				return true;
			end
		end
	end

	-- Fallback to a traditional icon.
	local atlas = data.atlas;
	if atlas then
		-- This isn't a part of the main conditional because
		-- an atlas can have multiple backgrounds and borders
		if self.context ~= "atlas" or self.texture ~= atlas then
			self:SetAtlas(data.atlas);
			self:SetWidth(self:GetHeight());
			self:SetTexCoord(0, 1, 0, 1);
			self.context = "atlas";
			self.texture = atlas;
		end
		atlas = data["atlas-background"];
		if atlas and self.Background.atlas ~= atlas then
			self.Background.atlas = atlas;
			self.Background:SetAtlas(atlas);
			self.Background:SetWidth(self:GetHeight());
			self.Background:Show();
		end
		atlas = data["atlas-border"];
		if atlas then
			-- could make this more complicated, but if we don't SetAtlas, then SetVertexColor won't have any effect it seems
			-- if self.Border.atlas ~= atlas then
				self.Border.atlas = atlas;
				self.Border:SetAtlas(atlas);
				self.Border:SetWidth(self:GetHeight());
				self.Border:Show();
			-- end
			atlas = data["atlas-color"];
			if self.Border.atlasColor ~= atlas then
				self.Border.atlasColor = atlas;
				if atlas then
					self.Border:SetVertexColor(atlas[1] or 1, atlas[2] or 1, atlas[3] or 1, atlas[4] or 1);
				else
					self.Border:SetVertexColor(1, 1, 1, 1);
				end
			end
		end
		return true;
	elseif icon then
		if self.context ~= "icon" or self.texture ~= icon then
			self:SetWidth(self:GetHeight());
			self:SetTexture(data.icon);
			self.context = "icon";
			self.texture = icon;
			local texcoord = data.texcoord;
			if texcoord then
				self:SetTexCoord(texcoord[1], texcoord[2], texcoord[3], texcoord[4]);
			else
				self:SetTexCoord(0, 1, 0, 1);
			end
		end
		return true;
	end
	-- anything without an icon ends up with weird spacing in lists
	if self.context ~= "icon" or self.texture ~= QUESTION_MARK_ICON then
		self:SetTexture(QUESTION_MARK_ICON);
		self.context = "icon";
		self.texture = QUESTION_MARK_ICON;
	end
	return true
end
app.AddEventHandler("OnSettingsRefreshed", function()
	AdjustRowIndents = app.Settings:GetTooltipSetting("Adjust:RowIndents");
	PortaitSettingsCache.ALL = app.Settings:GetTooltipSetting("IconPortraits");
	PortaitSettingsCache.questID = app.Settings:GetTooltipSetting("IconPortraitsForQuests");
end);

-- Row & Group Processing Functions
local function CalculateRowBack(data)
	if data.back then return data.back; end
	if data.parent then
		return CalculateRowBack(data.parent) * 0.5;
	else
		return 0;
	end
end
local function CalculateRowIndent(data)
	if data.indent then return data.indent; end
	if data.parent then
		return CalculateRowIndent(data.parent) + 1;
	else
		return 0;
	end
end
local function SetRowData(self, row, data)
	if row.ref ~= data then
		-- New data, update everything
		row.__ref = row.ref;
		row.ref = data;
		if not data then
			row.back = 0;
			row:SetHighlightLocked(false);
			row.Background:SetAlpha(0);
			row.Background:Hide();
			row.Texture:Hide();
			row.Texture.Background:Hide();
			row.Texture.Border:Hide();
			row.Indicator:Hide();
			row.Summary:Hide();
			row.Label:Hide();
			row:Hide();
			return;
		end

		if not (data.__type or data.__dlo) or getmetatable(data) == nil then
			print(data.text, " does not have a metatable! This is NOT allowed!", data.__type, getmetatable(data));
		end

		-- Calculate the indent
		row.indent = (CalculateRowIndent(data) or 0) + 1;

		local font = data.font or "GameFontNormal";
		if font ~= row.lastFont then
			row.Label:SetFontObject(font);
			row.Summary:SetFontObject(font);
			row:SetHeight(select(2, row.Label:GetFont()) + 4);
			row.lastFont = font;
		end

		-- Every valid row has a summary, label, and texture
		row.Texture.Background:Hide();
		row.Texture.Border:Hide();
		row.Texture:Show();
		row.Summary:Show();
		row.Label:Show();
		row:Show();
	elseif not data then
		return true;	-- Already cleared
	end

	-- If we are searching for a given value, lock its highlight
	if self.HightlightDatas[data] then
		row:SetHighlightLocked(true)
	else
		row:SetHighlightLocked(false)
	end

	-- Calculate the back color
	local back = CalculateRowBack(data);
	if back ~= row.back then
		row.back = back;
		if back > 0 then
			row.Background:SetAlpha(back);
			row.Background:Show();
		else
			row.Background:Hide();
		end
	end

	-- Update the Summary Text (this will be the thing that updates the most)
	local summaryText = data.summaryText or ""
	if summaryText ~= "" and IsRetrieving(summaryText) then
		-- This means the link is still rendering
		summaryText = RETRIEVING_DATA;

		local AsyncRefreshFunc = data.AsyncRefreshFunc
		if AsyncRefreshFunc then
			AsyncRefreshFunc(data)
		else
			-- app.PrintDebug("No Async Redraw Func for Type!",data.__type,data.hash)
			Callback(self.Redraw, self)
		end
	end
	if summaryText ~= (row.summaryText or "") then
		row.Summary:SetText(summaryText);
		row.summaryText = summaryText;
	end

	-- Check to see what the text is currently
	local text = data.text;
	if issecretvalue(text) then
		row.text = "<secret>"
		row.Label:SetText(text)
	else
		if IsRetrieving(text) then
			-- This means the link is still rendering
			text = RETRIEVING_DATA;

			local AsyncRefreshFunc = data.AsyncRefreshFunc
			if AsyncRefreshFunc then
				AsyncRefreshFunc(data)
			else
				-- app.PrintDebug("No Async Redraw Func for Type!",data.__type,data.hash)
				Callback(self.Redraw, self)
			end
		end
		if text ~= row.text then
			row.text = text;
			row.Label:SetText(text);
		end
	end

	-- If the data has a texture, assign it.
	SetPortraitIcon(row.Texture, data);

	-- If we have a texture, let's assign it.
	local indicatorTexture = app.GetIndicatorIcon(data);
	if indicatorTexture then
		row.Indicator:SetTexture(indicatorTexture);
		row.Indicator:Show();
	else
		row.Indicator:Hide();
	end
end
-- Allow re-attempting the RowOnEnter logic for a row
local function RedrawRowTooltip()
	-- app.PrintDebug("RedrawRowTooltip",GameTooltip and GameTooltip:IsVisible(),GameTooltip and GameTooltip:GetOwner())
	if GameTooltip and GameTooltip:IsVisible() then
		local row = GameTooltip:GetOwner()
		if row and row.ref then
			-- app.PrintDebug("owner.ref",app:SearchLink(row.ref))
			-- force tooltip to refresh since the scroll has changed but the tooltip is still visible
			local OnLeave = row:GetScript("OnLeave")
			local OnEnter = row:GetScript("OnEnter")
			OnLeave(row)
			OnEnter(row)
		end
	end
end
local function UpdateVisibleRowData(self)
	-- app.PrintDebug(app.Modules.Color.Colorize("Refresh:", app.Colors.TooltipDescription),self.Suffix)
	-- If there is no raw data, then return immediately.
	local rowData = self.rowData;
	if not rowData then return; end
	local height = self:GetHeight();
	if height > 80 then
		self.ScrollBar:Show();
		self.CloseButton:Show();
	elseif height > 40 then
		self.ScrollBar:Hide();
		self.CloseButton:Show();
	else
		self.ScrollBar:Hide();
		self.CloseButton: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 totalRowCount = #rowData;
	if totalRowCount > 0 then
		local container = self.Container;
		local rows = container.rows;
		local firstRowHeight = rows[1]:GetHeight()
		local rowHeight = rows[2]:GetHeight()
		local maxRows = math.floor((container:GetHeight() - firstRowHeight) / rowHeight) + 1
		local rowCount = math.min(maxRows, #rowData)
		self:SetMinMaxValues(rowCount, totalRowCount)
		self.rowCount = rowCount

		-- Should this window attempt to scroll to specific data?
		if self.ScrollInfo then
			local field, value = self.ScrollInfo[1], self.ScrollInfo[2]
			-- app.PrintDebug("ScrollInfo",field,value)
			wipe(self.HightlightDatas)
			local foundAt, ref
			for i=2,totalRowCount do
				ref = rowData[i]
				if ref and ref[field] == value then
					if not foundAt then foundAt = i end
					self.HightlightDatas[ref] = true
				end
			end
			self.ScrollInfo = nil

			if foundAt then
				-- app.PrintDebug("Index",foundAt)
				-- Actually do the scroll if it was determined above
				-- Estimate the expected scroll position based on row heights in the current window
				-- app.PrintDebug("Possible Rows:",maxRows)
				local scrollIndex = math.max(1, math.min(foundAt - (maxRows / 2), totalRowCount - maxRows))
				local currentScroll = self.ScrollBar.CurrentIndex
				-- app.PrintDebug("Scrolling to:",scrollIndex,"from",currentScroll)
				if currentScroll ~= scrollIndex then
					self.ScrollBar:SetValue(scrollIndex)
					return
				end
			end
		end

		-- Redraw the data into the rows
		self:Redraw()

		-- Apply the Indent adjustment if there are any rows to indent
		if rowCount > 1 then
			local minIndent = rows[2].indent
			for i=3,rowCount do
				local indent = rows[i].indent
				if indent and minIndent > indent then
					minIndent = indent
				end
			end

			local shift = math.floor(rowHeight / 2 + 0.1)
			local row
			local indentOffset = AdjustRowIndents and (minIndent - 2) or 0
			for i=2,rowCount do
				row = rows[i];
				if row.indent then
					row.Texture:SetPoint("LEFT", row, "LEFT", (row.indent - indentOffset) * shift, 0);
				end
			end
		end

		-- Hide the extra rows if any exist in the row container
		for i=math.max(2, rowCount + 1),#rows do
			-- Ignoring cleaning rows beyond already cleaned ones seems fine as long as people don't be weird
			if SetRowData(self, rows[i], nil) then break end
		end

		-- app.PrintDebugPrior("UpdateVisibleRowDataComplete:",self.Suffix,rowCount,"/",#rows)
		RedrawRowTooltip()
	end
end
local function StopMovingOrSizing(self)
	self:StopMovingOrSizing();
	self.isMoving = false;
end
local function SelfSizeRefresher(self)
	while self.isMoving do
		self:Refresh();
		coroutine.yield();
	end
	self:RecordSettings();
end
local function SelfMoveRefresher(self)
	while self.isMoving do
		coroutine.yield();
	end
	self:RecordSettings();
end
local function StartMovingOrSizing(self)
	if self.isMoving then
		StopMovingOrSizing(self);
	elseif not (self:IsMovable() or self:IsResizable()) or self.isLocked then
		return
	else
		self.isMoving = true;
		if ((select(2, GetCursorPosition()) / self:GetEffectiveScale()) < math.max(self:GetTop() - 40, self:GetBottom() + 10)) then
			self:StartSizing();
			self:StartATTCoroutine("StartMovingOrSizing (Sizing)", SelfSizeRefresher);
		elseif self:IsMovable() then
			self:StartMoving();
			self:StartATTCoroutine("StartMovingOrSizing (Moving)", SelfMoveRefresher);
		end
	end
end

-- Shared Panel Functions
local function GenerateSourcePathForTSM(group, l)
	local parent = group.sourceParent or group.parent;
	if parent then
		if l < 1 or not group.text then
			return GenerateSourcePathForTSM(parent, l + 1);
		else
			return GenerateSourcePathForTSM(parent, l + 1) .. "`" .. group.text;
		end
	end
	return L.TITLE
end

-- Row ClickHandlers
local ClickHandlers
do
local function HandleRightClickShift(self, reference, window)
	if app.Settings:GetTooltipSetting("Sort:Progress") then
		app.print("Sorting selection by total progress...");
		app:StartATTCoroutine("Sorting", function()
			app.SortGroup(reference, "progress");
			window:Update();
			app.print("Finished Sorting.");
		end);
	else
		app.print("Sorting selection alphabetically...");
		app:StartATTCoroutine("Sorting", function()
			app.SortGroup(reference, "name");
			window:Update();
			app.print("Finished Sorting.");
		end);
	end
	return true;
end

local function HandleRightClickDefault(self, reference, window)
	if self.index > 0 then
		if not reference.IgnorePopout then
			app:CreateMiniListForGroup(reference.__o or reference)
		end
	else
		app.Settings:Open()
	end
end

local function HandleLeftClickDefault(self, reference, window)
	if self.index > 0 then
		reference.expanded = not reference.expanded;
		HandleExpandSelfAndMatchingSubGroups(reference, reference.expanded)
		window:Update();
	else
		if not reference.expanded then
			reference.expanded = true;
			HandleExpandSelfAndMatchingSubGroups(reference, reference.expanded)
			window:Update();
		end
		if window:IsMovable() then
			self:SetScript("OnMouseUp", function(self)
				self:SetScript("OnMouseUp", nil);
				StopMovingOrSizing(window);
			end);
			StartMovingOrSizing(window);
		end
	end
end

local function HandleLeftClickShift(self, reference, window)
	-- If we're at the Auction House
	local isTSMOpen = TSM_API and TSM_API.IsUIVisible("AUCTION");
	if isTSMOpen or (AuctionFrame and AuctionFrame:IsShown()) or (AuctionHouseFrame and AuctionHouseFrame:IsShown()) then
		local missingItems = {};
		app.Modules.Search.SearchForMissingItemsRecursively(reference, missingItems);
		local count = #missingItems;
		if count > 0 then
			if isTSMOpen then
				-- This is the new, unusable POS API that I don't understand. lol
				local dict, path, itemString, group = {}, nil, nil, nil;
				for i=1,#missingItems do
					group = missingItems[i]
					path = GenerateSourcePathForTSM(group, 0);
					if path then
						itemString = dict[path];
						if itemString then
							dict[path] = itemString .. ",i:" .. group.itemID;
						else
							dict[path] = "i:" .. group.itemID;
						end
					end
				end
				local search,first = "",true;
				for path,itemString in pairs(dict) do
					if first then
						first = false;
					else
						search = search .. ",";
					end
					search = search .. "group:" .. path .. "," .. itemString;
				end
				app:ShowPopupDialogWithMultiLineEditBox(search, nil, "Copy this to your TSM Import Group Popup");
				return true;
			elseif Auctionator and Auctionator.API and (AuctionatorShoppingFrame and (AuctionatorShoppingFrame:IsVisible() or count > 1)) then
				-- Auctionator needs unique Item Names. Nothing else.
				local uniqueNames = {}
				for i=1,#missingItems do
					local name = missingItems[i].name;
					if name then uniqueNames[name] = 1; end
				end

				-- Build the array of names.
				local arr = {};
				for key,value in pairs(uniqueNames) do
					arr[#arr + 1] = key
				end
				Auctionator.API.v1.MultiSearch(L.TITLE, arr);
				return;
			elseif TSMAPI and TSMAPI.Auction then
				-- This was the old, better, TSM API that made sense.
				local itemList, search, group = {}, nil, nil
				for i=1,#missingItems do
					group = missingItems[i]
					search = group.tsm or TSMAPI.Item:ToItemString(group.link or group.itemID);
					if search then itemList[search] = GenerateSourcePathForTSM(group, 0); end
				end
				app:ShowPopupDialog(L.TSM_WARNING_1 .. L.TITLE .. L.TSM_WARNING_2,
				function()
					TSMAPI.Groups:CreatePreset(itemList);
					app.print(L.PRESET_UPDATE_SUCCESS);
					if not TSMAPI.Operations:GetFirstByItem(search, "Shopping") then
						print(L.SHOPPING_OP_MISSING_1);
						print(L.SHOPPING_OP_MISSING_2);
					end
				end);
				return true;
			elseif reference.g and #reference.g > 0 and not reference.link then
				app.print(L.AUCTIONATOR_GROUPS);
				return true;
			end
		end

		-- Attempt to search manually with the link.
		local name, link = reference.name, reference.link or reference.silentLink;
		if name and link and app.HandleModifiedItemClick(link) then
			if C_AuctionHouse and C_AuctionHouse.SendBrowseQuery then
				local query = app.AuctionHouseQuery;
				if not query then
					query = {
						sorts = {
							-- {sortOrder = Enum.AuctionHouseSortOrder.Name, reverseSort = false},
							{sortOrder = Enum.AuctionHouseSortOrder.Price, reverseSort = false},
							-- {sortOrder = Enum.AuctionHouseSortOrder.Buyout, reverseSort = false},
						},
						filters = {},
					};
					app.AuctionHouseQuery = query
				end
				query.searchString = name
				C_AuctionHouse.SendBrowseQuery(query)
			elseif AuctionHouseFrame and AuctionHouseFrame.SearchBar then
				AuctionHouseFrame.SearchBar:StartSearch();
			else
				AuctionFrameBrowse_Search();
			end
			return true;
		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 then
			if app.HandleModifiedItemClick(link) or ChatEdit_InsertLink(link) then return true; end
			local _, dialog = StaticPopup_Visible("ALL_THE_THINGS_EDITBOX");
			if dialog then
				local editBox = dialog.editBox or dialog.EditBox or (dialog.GetEditBox and dialog:GetEditBox())
				editBox:SetText(link);
				return true;
			end
		end
		app.RefreshCollections();
		return true;
	end
end

local function HandleLeftClickControl(self, reference, window)
	if reference.illusionID then
		-- Illusions are a nasty animal that need to be displayed a special way.
		DressUpVisual(reference.illusionLink);
		return true;
	else
		local link = reference.link or reference.silentLink;
		if link and app.HandleModifiedItemClick(link) then
			return true;
		end
	end

	-- If this reference is anything else, expand the groups.
	if reference.g then
		-- mark the window if it is being fully-collapsed
		if self.index < 1 then
			window.fullCollapsed = HasExpandedSubgroup(reference);
		end
		-- always expand if collapsed or if clicked the header and all immediate subgroups are collapsed, otherwise collapse
		ExpandGroupsRecursively(reference, not reference.expanded or (self.index < 1 and not window.fullCollapsed), true);
		window:Update();
		return true;
	end
end

local function HandleLeftClickAlt(self, reference, window)
	-- Alt Click on a data row attempts to (un)track the group/nested groups, not from window header unless a popout window
	if self.index > 0 or window.ExpireTime then
		if app.AddContentTracking(reference) then
			return true;
		end
	end
	-- Toggle lock/unlock by holding Alt when clicking the header of a Window if it is movable
	if self.index <= 0 and window:IsMovable() then
		window.isLocked = not window.isLocked;
		window:RecordSettings();

		-- force tooltip to refresh since locked state drives tooltip content
		RedrawRowTooltip()
		return true
	end
end
local function HandleRightClickAlt(self, reference, window)
	app.AddTomTomWaypoint(reference)
end

ClickHandlers = {
	RightButton = {
		{handler = HandleRightClickDefault},
		-- {ctrl = 1, handler = nil},
		-- {shift = 1, ctrl = 1, handler = nil},
		{shift = 1, handler = HandleRightClickShift},
		{alt = 1, handler = HandleRightClickAlt},
		-- {alt = 1, ctrl = 1, handler = nil},
		-- {alt = 1, shift = 1, handler = nil},
		-- {alt = 1, shift = 1, ctrl = 1, handler = nil},
	},
	LeftButton = {
		{handler = HandleLeftClickDefault},
		{ctrl = 1, handler = HandleLeftClickControl},
		-- {shift = 1, ctrl = 1, handler = nil},
		{shift = 1, handler = HandleLeftClickShift},
		{alt = 1, handler = HandleLeftClickAlt},
		-- {alt = 1, ctrl = 1, handler = nil},
		-- {alt = 1, shift = 1, handler = nil},
		-- {alt = 1, shift = 1, ctrl = 1, handler = nil},
	}
}
end

local function RowOnClick(self, button)
	local reference = self.ref;
	if not reference then return end

	-- If the row data itself has an OnClick handler... execute that first.
	if reference.OnClick and reference.OnClick(self, button) then
		return true
	end

	local window = self:GetParent():GetParent();
	local alt = IsAltKeyDown() and 1 or nil
	local shift = IsShiftKeyDown() and 1 or nil
	local ctrl = IsControlKeyDown() and 1 or nil

	local combos = ClickHandlers[button]
	local combo
	if combos then
		for i=1,#combos do
			combo = combos[i]
			if combo.alt == alt and combo.shift == shift and combo.ctrl == ctrl then
				if combo.handler then
					if combo.handler(self, reference, window) then return true end
				end
				return
			end
		end
	end
end
local function AddQuestInfoToTooltip(info, quests, reference)
	-- Adds ATT information about the list of Quests into the provided tooltip
	if not quests then return end

	local currentMapID = app.CurrentMapID;
	local text, mapID, q
	for i=1,#quests do
		q = quests[i]
		text = q.text;
		if IsRetrieving(text) then
			text = RETRIEVING_DATA;
			reference.working = true;
		end
		text = app.GetCompletionIcon(q.saved) .. " [" .. q.questID .. "] " .. text;
		mapID = app.GetBestMapForGroup(q, currentMapID);
		if mapID and mapID ~= currentMapID then text = text .. " (" .. app.GetMapName(mapID) .. ")"; end
		info[#info + 1] = { left = text }
	end
end
local function RowOnEnter(self)
	local reference = self.ref;
	-- app.PrintDebug("RowOnEnter",app:SearchLink(reference),reference and reference.working,GameTooltip.ATT_IsRefreshing,GameTooltip.ATT_AttachComplete,GameTooltip.ATT_IsModifierKeyDown)
	if not reference then return; end
	reference.working = nil;
	local tooltip = GameTooltip;
	if not tooltip then return end;
	local modifier = IsModifierKeyDown();
	local IsRefreshing = tooltip.ATT_IsRefreshing;
	if IsRefreshing then
		local modded = not not tooltip.ATT_IsModifierKeyDown;
		if modded ~= modifier then
			tooltip.ATT_IsModifierKeyDown = modifier;
		elseif tooltip.ATT_AttachComplete == true then
			return;
		end
	else
		tooltip.ATT_IsModifierKeyDown = modifier;
		tooltip.ATT_IsRefreshing = true;
		tooltip:ClearATTReferenceTexture();
	end

	-- Always display tooltip data when viewing information from our windows.
	local wereTooltipIntegrationsDisabled = not app.Settings:GetTooltipSetting("Enabled");
	if wereTooltipIntegrationsDisabled then app.Settings:SetTooltipSetting("Enabled", true); end

	-- Build tooltip information.
	local tooltipInfo, working = {}, nil;
	tooltip:ClearLines();
	tooltip.ATT_AttachComplete = nil
	app.ActiveRowReference = reference;
	local window = self:GetParent():GetParent();
	if window.HightlightDatas[reference] then
		window.HightlightDatas[reference] = nil
		self:SetHighlightLocked(false)
	end
	local anchor = window.TooltipAnchor;
	if not anchor then
		if self:GetCenter() > (UIParent:GetWidth() / 2) and (not AuctionFrame or not AuctionFrame:IsVisible()) then
			anchor = "ANCHOR_LEFT";
		else
			anchor = "ANCHOR_RIGHT";
		end
	end
	tooltip:SetOwner(self, anchor);

	-- Attempt to show the object as a hyperlink in the tooltip
	-- Items always use their links
	if reference.itemID
		-- Quest links are ignored if 'Objectives' is enabled
		or (reference.key ~= (app.Settings:GetTooltipSetting("Objectives") and "questID" or "_Z_"))
	then
		local linkSuccessful
		local link = reference.link or reference.tooltipLink or reference.silentLink
		if link and link:sub(1, 1) ~= "[" then
			local ok = pcall(tooltip.SetHyperlink, tooltip, link);
			if ok and tooltip:NumLines() > 2 then
				linkSuccessful = true;
			else
				-- if a link fails to render a tooltip, it clears the tooltip and the owner
				-- so we have to re-assign it here for it to use :Show()
				tooltip:SetOwner(self, anchor);
			end
		end

		-- Only if the link was unsuccessful.
		if (not linkSuccessful or tooltip.ATT_AttachComplete == nil) and reference.currencyID then
			---@diagnostic disable-next-line: redundant-parameter
			tooltip:SetCurrencyByID(reference.currencyID, 1);
		end
	end

	-- Default top row line if nothing is generated from a link.
	if tooltip:NumLines() < 1 then
		tooltipInfo[#tooltipInfo + 1] = { left = reference.text or RETRIEVING_DATA }
	end

	local title = reference.title;
	if title then
		local left, right = app.DESCRIPTION_SEPARATOR:split(title);
		if right then
			tooltipInfo[#tooltipInfo + 1] = {
				left = left,
				right = right,
				r = 1, g = 1, b = 1
			};
		else
			tooltipInfo[#tooltipInfo + 1] = {
				left = title,
				r = 1, g = 1, b = 1
			};
		end
	end

	-- Process all Information Types
	if tooltip.ATT_AttachComplete == nil then
		-- an item used for a faction which is repeatable
		if reference.itemID and reference.factionID and reference.repeatable then
			tooltipInfo[#tooltipInfo + 1] = {
				left = L.ITEM_GIVES_REP .. (app.WOWAPI.GetFactionName(reference.factionID) or ("Faction #" .. reference.factionID)) .. "'",
				color = app.Colors.TooltipDescription,
				wrap = true,
			};
		end
		app.ProcessInformationTypes(tooltipInfo, reference);
	end

	-- Further conditional texts that can be displayed
	if reference.timeRemaining then
		tooltipInfo[#tooltipInfo + 1] = {
			left = app.GetColoredTimeRemaining(reference.timeRemaining),
		}
	end

	-- Show info about if this Thing cannot be collected due to a custom collectibility
	-- restriction on the Thing which this character does not meet
	local customCollect = reference.customCollect
	if customCollect then
		local customCollectEx, c
		local requires = L.REQUIRES;
		for i=1,#customCollect do
			c = customCollect[i]
			customCollectEx = L.CUSTOM_COLLECTS_REASONS[c];
			local icon_color_str = customCollectEx.icon.." |c"..customCollectEx.color..(customCollectEx.text or "[MISSING_LOCALE_KEY]");
			if not app.CurrentCharacter.CustomCollects[c] then
				tooltipInfo[#tooltipInfo + 1] = {
					left = "|cffc20000" .. requires .. ":|r " .. icon_color_str,
					right = customCollectEx.desc or "",
				}
			else
				tooltipInfo[#tooltipInfo + 1] = {
					left = requires .. ": " .. icon_color_str,
					right = customCollectEx.desc or "",
				}
			end
		end
	end

	if app.Settings:GetTooltipSetting("Show:TooltipHelp") then
		if reference.g then
			-- If we're at the Auction House
			if (AuctionFrame and AuctionFrame:IsShown()) or (AuctionHouseFrame and AuctionHouseFrame:IsShown()) then
				tooltipInfo[#tooltipInfo + 1] = {
					left = L[(self.index > 0 and "OTHER_ROW_INSTRUCTIONS_AH") or "TOP_ROW_INSTRUCTIONS_AH"],
				}
			else
				tooltipInfo[#tooltipInfo + 1] = {
					left = L[(self.index > 0 and "OTHER_ROW_INSTRUCTIONS") or "TOP_ROW_INSTRUCTIONS"],
				}
			end
		end
		if reference.questID then
			tooltipInfo[#tooltipInfo + 1] = {
				left = L.QUEST_ROW_INSTRUCTIONS,
			}
		end
	end
	-- Add info in tooltip for the header of a Window for whether it is locked or not
	if self.index == 0 then
		if window.isLocked then
			tooltipInfo[#tooltipInfo + 1] = {
				left = L.TOP_ROW_TO_UNLOCK,
			}
		elseif app.Settings:GetTooltipSetting("Show:TooltipHelp") then
			tooltipInfo[#tooltipInfo + 1] = {
				left = L.TOP_ROW_TO_LOCK,
			}
		end
	end

	--[[ ROW DEBUGGING ]
	tooltipInfo[#tooltipInfo + 1] = {
		left = "Self",
		right = tostring(reference),
	}
	tooltipInfo[#tooltipInfo + 1] = {
		left = "Base",
		right = tostring(getmetatable(reference)),
	});
	tooltipInfo[#tooltipInfo + 1] = {
		left = "Parent",
		right = tostring(rawget(reference, "parent")),
	}
	tooltipInfo[#tooltipInfo + 1] = {
		left = "ParentText",
		right = tostring((rawget(reference, "parent") or app.EmptyTable).text),
	}
	tooltipInfo[#tooltipInfo + 1] = {
		left = "SourceParent",
		right = tostring(rawget(reference, "sourceParent")),
	}
	tooltipInfo[#tooltipInfo + 1] = {
		left = "SourceParentText",
		right = tostring((rawget(reference, "sourceParent") or app.EmptyTable).text),
	}
	tooltipInfo[#tooltipInfo + 1] = {
		left = "-- Ref Fields:",
	}
	for key,val in pairs(reference) do
		if key ~= "lore" and key ~= "description" then
			tooltipInfo[#tooltipInfo + 1] = {
				left = key,
				right = tostring(val),
			}
		end
	end
	local fields = {
		"__type",
		-- "key",
		-- "hash",
		-- "name",
		-- "link",
		-- "sourceIgnored",
		-- "collectible",
		-- "collected",
		-- "trackable",
		-- "saved",
		"collectibleAsCost",
		"costTotal",
		"isCost",
		"filledCost",
		"isUpgrade",
		"collectibleAsUpgrade",
		"upgradeTotal",
		"filledUpgrade",
		"skipFill",
		-- "itemID",
		-- "modItemID"
	};
	tooltipInfo[#tooltipInfo + 1] = {
		left = "-- Extra Fields:",
	}
	for _,key in ipairs(fields) do
		tooltipInfo[#tooltipInfo + 1] = {
			left = key,
			right = tostring(reference[key]),
		}
	end
	tooltipInfo[#tooltipInfo + 1] = {
		left = "Row Indent",
		right = tostring(CalculateRowIndent(reference)),
	}
	-- END DEBUGGING]]

	-- Attach all of the Information to the tooltip.
	app.Modules.Tooltip.AttachTooltipInformation(tooltip, tooltipInfo);
	if not IsRefreshing then tooltip:SetATTReferenceForTexture(reference); end
	-- Defer Show() to the next frame to break the addon taint chain.
	-- Without this, Backdrop.lua tries arithmetic on secret-tainted width/height values.
	-- This fix does not fully resolve the taint issue and also introduces horrible tooltip flickering on ATT lists in some cases. Removing for now
	-- Callback(function() tooltip:Show() end)
	tooltip:Show()

	-- Reactivate the original tooltip integrations setting.
	if wereTooltipIntegrationsDisabled then app.Settings:SetTooltipSetting("Enabled", false); end

	-- Tooltip for something which was not attached via search, so mark it as complete here
	working = working or reference.working
	-- don't capture working in the reference itself
	reference.working = nil
	tooltip.ATT_AttachComplete = not working and tooltip.ATT_AttachComplete ~= false
	-- app.PrintDebug("RowOnEnter.Complete",reference.hash,tooltip.ATT_AttachComplete,working)
	if not tooltip.ATT_AttachComplete then
		Callback(RedrawRowTooltip)
	end
end
local function RowOnLeave(self)
	local reference = self.ref;
	if reference then reference.working = nil; end
	app.ActiveRowReference = nil;
	GameTooltip.ATT_AttachComplete = nil;
	GameTooltip.ATT_IsRefreshing = nil;
	GameTooltip.ATT_IsModifierKeyDown = nil;
	GameTooltip:ClearATTReferenceTexture();
	GameTooltip:ClearLines();
	GameTooltip:Hide();
end
local function CreateRow(container, rows, i)
	-- apparently Blizzard's frame debugger doesn't index for numeric values on this table! Rude.
	i = tonumber(i)
	if not i then return end

	---@class ATTRowClass: ATTButtonClass
	local row = CreateFrame("Button", nil, container);
	row.index = i - 1;
	rows[i] = row;
	if i == 1 then
		-- This means relative to the parent.
		row:SetPoint("TOPLEFT");
		row:SetPoint("TOPRIGHT");
	else
		-- This means relative to the row above this one.
		local aboveRow = rows[row.index];
		row:SetPoint("TOPLEFT", aboveRow, "BOTTOMLEFT");
		row:SetPoint("TOPRIGHT", aboveRow, "BOTTOMRIGHT");
	end

	-- Setup highlighting and event handling
	row:SetHighlightAtlas("Options_List_Active");
	row:RegisterForClicks("LeftButtonDown","RightButtonDown");
	row:SetScript("OnClick", RowOnClick);
	row:SetScript("OnEnter", RowOnEnter);
	row:SetScript("OnLeave", RowOnLeave);
	row:EnableMouse(true);

	-- 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");
	row:SetHeight(select(2, row.Label:GetFont()) + 4);
	local rowHeight = row:GetHeight();
	local lineHeight = row.Label:GetLineHeight()
	local pad = (rowHeight - lineHeight) / 2

	-- 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");

	-- Background is used by the Map Highlight functionality.
	row.Background = row:CreateTexture(nil, "BACKGROUND");
	row.Background:SetAllPoints();
	row.Background:SetPoint("LEFT", 4, 0);
	row.Background:SetTexture(136810);

	-- Texture is the icon.
	---@class ATTRowTextureClass: Texture
	row.Texture = row:CreateTexture(nil, "ARTWORK");
	row.Texture:SetPoint("LEFT", row, "LEFT");
	row.Texture:SetPoint("BOTTOM", row, "BOTTOM", 0, pad);
	row.Texture:SetPoint("TOP", row, "TOP", 0, -pad);
	row.Texture:SetWidth(lineHeight);
	row.Texture.Background = row:CreateTexture(nil, "BACKGROUND");
	row.Texture.Background:SetPoint("LEFT", row.Texture);
	row.Texture.Background:SetPoint("BOTTOM");
	row.Texture.Background:SetPoint("TOP");
	row.Texture.Background:SetWidth(rowHeight);
	row.Texture.Border = row:CreateTexture(nil, "BORDER");
	row.Texture.Border:SetPoint("LEFT", row.Texture);
	row.Texture.Border:SetPoint("BOTTOM");
	row.Texture.Border:SetPoint("TOP");
	row.Texture.Border:SetWidth(rowHeight);

	-- Indicator is used by the Instance Saves functionality.
	row.Indicator = row:CreateTexture(nil, "ARTWORK");
	row.Indicator:SetPoint("RIGHT", row.Texture, "LEFT", -pad, 0);
	row.Indicator:SetPoint("BOTTOM", row, "BOTTOM", 0, pad);
	row.Indicator:SetPoint("TOP", row, "TOP", 0, -pad);
	row.Indicator:SetWidth(lineHeight);

	-- The Label should be sandwiched between the summary and the texture
	row.Label:SetPoint("RIGHT", row.Summary, "LEFT", 0, 0);
	row.Label:SetPoint("LEFT", row.Texture, "RIGHT", 2, 0);

	-- Clear the Row Data Initially
	row.ref = false
	SetRowData(container, row, nil);
	return row;
end

-- Window Creation
local AllWindowSettings, AllSettingsApplied;
local function ApplySettingsForWindow(self, windowSettings)
	local oldRecordSettings = self.RecordSettings;
	self.RecordSettings = app.EmptyFunction;
	self:SetMovable(windowSettings.movable);
	self:SetResizable(windowSettings.resizable);
	self.isLocked = windowSettings.isLocked;
	if windowSettings.scale then self:SetScale(windowSettings.scale); end
	if windowSettings.movable then
		self:ClearAllPoints();
		if windowSettings.x then
			local relativeTo = windowSettings.relativeTo;
			if relativeTo and not _G[relativeTo] then relativeTo = UIParent; end
			self:SetPoint(windowSettings.point or "CENTER", relativeTo or UIParent, windowSettings.relativePoint or "CENTER", windowSettings.x, windowSettings.y);
		else
			self:SetPoint("CENTER", UIParent, "CENTER");
		end
	end
	if windowSettings.width then
		self:SetSize(windowSettings.width, windowSettings.height);
	end
	if windowSettings.alpha then
		self:SetAlpha(windowSettings.alpha);
	end
	if windowSettings.backdrop then
		self:SetBackdrop(windowSettings.backdrop);
	end
	if windowSettings.backdropColor then
		local r, g, b, a = unpack(windowSettings.backdropColor);
		self:SetBackdropColor(r or 0, g or 0, b or 0, a or 0);
	end
	if windowSettings.borderColor then
		local r, g, b, a = unpack(windowSettings.borderColor);
		self:SetBackdropBorderColor(r or 0, g or 0, b or 0, a or 0);
	end
	if windowSettings.Progress and self.data then
		self.data.progress = windowSettings.Progress;
		self.data.total = windowSettings.Total;
	end
	self.RecordSettings = oldRecordSettings;
end
local function BuildDefaultsForWindow(self, fromSettings)
	local defaults = {
		backdrop = {
			bgFile = 137056,
			edgeFile = 137057,
			tile = true, tileSize = 16, edgeSize = 16,
			insets = { left = 4, right = 4, top = 4, bottom = 4 }
		},
		resizable = true,
		visible = false,
		movable = true,
		alpha = 1,
		x = 0,
		y = 0,
		width = 300,
		height = 300,
	};
	if app.Settings and app.Settings._Initialize then
		defaults.scale = app.Settings:GetTooltipSetting(self.Suffix == "Prime" and "MainListScale" or "MiniListScale") or 1;
		local rBg, gBg, bBg, aBg, rBd, gBd, bBd, aBd = app.Settings.GetWindowColors()
		defaults.backdropColor = { rBg, gBg, bBg, aBg };
		defaults.borderColor = { rBd, gBd, bBd, aBd };
	else
		-- TODO: this shouldn't be possible or allowed!
		app.PrintDebug(self.Suffix, "window is being created before Settings are initialized!! Using hardcoded defaults.");
		defaults.scale = 1;
		defaults.backdropColor = { 0, 0, 0, 1 };
		defaults.borderColor = { 1, 1, 1, 1 };
	end
	if fromSettings then
		for key,value in pairs(fromSettings) do
			defaults[key] = value;
		end
	end
	return defaults;
end
local function BuildSettingsForWindow(self, windowSettings)
	local point, relativeTo, relativePoint, xOfs, yOfs = self:GetPoint()
	if xOfs then
		windowSettings.width = self:GetWidth();
		windowSettings.height = self:GetHeight();
		windowSettings.x = xOfs;
		windowSettings.y = yOfs;
		windowSettings.point = point;
		windowSettings.relativePoint = relativePoint;
		windowSettings.relativeTo = relativeTo and relativeTo:GetName();
	end
	windowSettings.isLocked = self.isLocked;
	windowSettings.scale = self:GetScale();
	windowSettings.visible = not not self:IsVisible();
	windowSettings.movable = not not self:IsMovable();
	windowSettings.resizable = not not self:IsResizable();
	windowSettings.alpha = self:GetAlpha();
	windowSettings.backdrop = self:GetBackdrop();
	local r, g, b, a = self:GetBackdropColor();
	windowSettings.backdropColor = { r or 0, g or 0, b or 0, a or 1 };
	r, g, b, a = self:GetBackdropBorderColor();
	windowSettings.borderColor = { r or 0, g or 0, b or 0, a or 1 };
	if self.data then
		windowSettings.Progress = self.data.progress;
		windowSettings.Total = self.data.total;
	end
end
local function ClearSettingsForWindow(self)
	if not AllWindowSettings then return; end
	AllWindowSettings[self.Suffix] = nil;
end
local function ReclaimSettingsForWindow(self)
	local windowSettings = self.Settings;
	if windowSettings then
		AllWindowSettings[self.Suffix] = windowSettings;
	end
end
local function RecordSettingsForWindow(self)
	local windowSettings = self.Settings;
	if windowSettings then
		BuildSettingsForWindow(self, windowSettings);
		if self.OnRecordSettings then
			self:OnRecordSettings(windowSettings)
		end
		app.Settings.SetWindowSettingsToProfile(self.Suffix, windowSettings)
	end
	return windowSettings;
end
local function LoadSettingsForWindow(self)
	if not AllWindowSettings then return; end
	local name = self.Suffix;
	local settings = AllWindowSettings[name];
	if not settings then
		settings = {};
		AllWindowSettings[name] = settings;
	end
	-- try to load settings from the Profile since Retail allows per-Profile window management
	-- TODO: in later phase make Layouts and Profiles separate such that
	-- - Layouts only control Window positions/behaviors
	-- - Profiles control settings as they currently do
	app.Settings.GetWindowSettingsFromProfile(name, settings)
	self.Settings = settings;
	self:Load(settings);
end
app.AddEventHandler("OnSavedVariablesAvailable", function()
	if AllWindowSettings then
		return;
	end

	-- Setup the Saved Variables if they aren't already.
	local savedVariables = AllTheThingsSavedVariables;
	if not savedVariables then
		savedVariables = {};
		AllTheThingsSavedVariables = savedVariables;
	end

	-- Load the Window Settings
	local windowSettings = savedVariables.Windows;
	if not windowSettings then
		windowSettings = {};
		savedVariables.Windows = windowSettings;
	end
	AllWindowSettings = windowSettings;

	-- Rename the old mini list settings container.
	local oldMiniListData = windowSettings.CurrentInstance;
	if oldMiniListData then
		app.PrintDebug("Found old Mini List Data settings");
		windowSettings.CurrentInstance = nil;
		windowSettings.MiniList = oldMiniListData;
	end
end)
app.AddEventHandler("OnInit", function()
	-- Clean out non-visible dynamic windows and cache the rest
	local dynamicWindows = {};
	for name, settings in pairs(AllWindowSettings) do
		if settings.dynamic then
			if settings.visible then
				dynamicWindows[name] = settings;
			else
				AllWindowSettings[name] = nil;
			end
		end
	end

	-- Load settings for all of the windows other than Prime.
	local primeWindow = app.Windows.Prime;
	app.Windows.Prime = nil;
	for name, window in pairs(app.Windows) do
		LoadSettingsForWindow(window);
		dynamicWindows[name] = nil;
	end

	-- Okay, now load Prime settings last.
	app.Windows.Prime = primeWindow;
	LoadSettingsForWindow(primeWindow);
	AllSettingsApplied = true;

	-- Setup a method to load all window settings for when Profiles are changed after windows are loaded
	app.LoadSettingsForAllWindows = function()
		for name, window in pairs(app.Windows) do
			LoadSettingsForWindow(window)
		end
	end

	-- Okay, NOW apply visible to any Built windows
	for name, window in pairs(app.Windows) do
		local settings = window.Settings;
		if settings and (settings.visible or settings.ShouldAutomaticallyOpen) then
			window:Show()
		end
	end

	-- Now apply visible to any Defined windows
	for name, definition in pairs(app.WindowDefinitions) do
		local settings = AllWindowSettings[name];
		if settings and (settings.visible or settings.ShouldAutomaticallyOpen) then
			app:GetWindow(name):Show()
		end
	end

	-- Regenerate the Dynamic Windows
	for name,settings in pairs(dynamicWindows) do
		settings.visible = false;
		app:CreateMiniListFromSource(settings.key, settings.id, settings.sourcePath);
	end
end);

-- Automatic Opening Opt-In Methods
local GetShouldAutomaticallyOpen = function(self)
	return self.Settings and self.Settings.ShouldAutomaticallyOpen;
end
local SetShouldAutomaticallyOpen = function(self, shouldAutomaticallyOpen)
	if self.Settings then
		self.Settings.ShouldAutomaticallyOpen = shouldAutomaticallyOpen;
	end
end

-- Window UI Event Handlers
local tinsert = tinsert;
local InCombatLockdown = InCombatLockdown;
local function InternalBuildFlatSearchFilteredResponse(groups, filter, t)
	if groups then
		for i,group in ipairs(groups) do
			if not group.IgnoreBuildRequests then
				if filter(group) then
					tinsert(t, app.CloneClassInstance(group));
				elseif group.g then
					InternalBuildFlatSearchFilteredResponse(group.g, filter, t);
				end
			end
		end
	end
end
function app:BuildFlatSearchFilteredResponse(...)
	return InternalBuildFlatSearchFilteredResponse(...);
end
function app:BuildFlatSearchResponse(groups, field, value, t)
	if field == "requireSkill" then
		InternalBuildFlatSearchFilteredResponse(groups, function(group)
			local v = group[field];
			return v and (v == value or app.SkillDB.SpellToSkill[app.SkillDB.SpecializationSpells[v] or 0] == value);
		end, t);
	else
		InternalBuildFlatSearchFilteredResponse(groups, function(group)
			return group[field] == value;
		end, t);
	end
end
function app:BuildFlatSearchResponseForField(groups, field, t)
	InternalBuildFlatSearchFilteredResponse(groups, function(group)
		return group[field];
	end, t);
end

local function InternalBuildSearchFilteredResponse(groups, filter)
	if groups then
		local t;
		for i,group in ipairs(groups) do
			if not group.IgnoreBuildRequests then
				if filter(group) then
					if not t then t = {}; end
					tinsert(t, app.CloneClassInstance(group));
				else
					local response = InternalBuildSearchFilteredResponse(group.g, filter);
					if response then
						if not t then t = {}; end
						local clone = app.CloneClassInstance(group, true);
						clone.g = response;
						tinsert(t, clone);
					end
				end
			end
		end
		return t;
	end
end
function app:BuildSearchFilteredResponse(...)
	return InternalBuildSearchFilteredResponse(...);
end
function app:BuildSearchResponse(groups, field, value)
	if field == "requireSkill" then
		return InternalBuildSearchFilteredResponse(groups, function(group)
			local v = group[field];
			return v and (v == value or app.SkillDB.SpellToSkill[app.SkillDB.SpecializationSpells[v] or 0] == value);
		end);
	else
		return InternalBuildSearchFilteredResponse(groups, function(group)
			return group[field] == value;
		end);
	end
end
function app:BuildSearchResponseForField(groups, field)
	return InternalBuildSearchFilteredResponse(groups, function(group)
		return group[field];
	end);
end
local function RemoveIgnoredBuildRequests(data)
	if data.IgnoreBuildRequests then
		return true;
	end
	if data.g then
		for i=#data.g,1,-1 do
			if RemoveIgnoredBuildRequests(data.g[i]) then
				tremove(data.g, i);
			end
		end
	end
end
function app:RemoveIgnoredBuildRequests(data)
	RemoveIgnoredBuildRequests(data);
end
local function OnCloseButtonPressed(self)
	self:GetParent():Hide();
end
local function OnEventDebugging(self, ...)
	-- app.PrintDebug(self.Suffix, ...);
end
local function OnMouseWheelForWindow(self, delta)
	if IsShiftKeyDown() then
		delta = 5 * delta
	elseif IsControlKeyDown() then
		delta = delta * (self.ScrollBar.VisibleRows or 1)
	end
	-- app.PrintDebug("MouseScroll",delta,"from",self.ScrollBar.CurrentIndex)
	self.ScrollBar:SetValue(self.ScrollBar.CurrentIndex - delta);
end
local function OnScrollBarValueChanged(self, value)
	if self.CurrentIndex ~= value then
		self.CurrentIndex = value;
		-- app.PrintDebug("ScrollBarValueChanged:", value);
		local window = self:GetParent()
		Callback(window.Refresh, window)
	end
end
local VisibilityFilter, SortGroup
local function ProcessGroup(data, object)
	if not VisibilityFilter(object) then return end
	data[#data + 1] = object;
	local g = object.expanded and object.g
	if not g then return; end
	-- Delayed sort operation for this group prior to being shown
	local sortType = object.SortType;
	if sortType then SortGroup(object, sortType); end
	for i=1,#g do
		ProcessGroup(data, g[i]);
	end
end
local function UpdateWindow(self, force)
	local data = self.data;
	if not data then return; end
	local visible = self:IsShown();
	force = force or self.HasPendingUpdate;
	-- app.PrintDebug(app.Modules.Color.Colorize("Update:", app.DefaultColors.ATT),self.Suffix,
	-- 	force and "FORCE" or "SOFT",
	-- 	visible and "VISIBLE" or "HIDDEN",
	-- 	self.HasPendingUpdate and "PENDING" or "")
	if force or visible then
		local rowData = self.rowData
		if not rowData then
			rowData = {};
			self.rowData = rowData
		else
			wipe(rowData)
		end

		local didUpdate
		data.expanded = true;
		if not self.doesOwnUpdate and force then
			self:ToggleExtraFilters(true)
			-- app.PrintDebug(app.Modules.Color.Colorize("TLUG", app.Colors.Time),self.Suffix)
			app.TopLevelUpdateGroup(data);
			self.HasPendingUpdate = nil;
			-- app.PrintDebugPrior("Done")
			self:ToggleExtraFilters()
			didUpdate = true
		end

		-- Should the groups in this window be expanded prior to processing the rows for display
		if self.ExpandInfo then
			-- app.PrintDebug("ExpandInfo",self.Suffix,self.ExpandInfo.Expand,self.ExpandInfo.Force)
			ExpandGroupsRecursively(data, self.ExpandInfo.Expand, self.ExpandInfo.Force);
			self.ExpandInfo = nil;
		end

		-- cache a couple heavily referenced functions within ProcessGroup
		VisibilityFilter, SortGroup = self.VisibilityFilter or app.VisibilityFilter, app.SortGroup
		ProcessGroup(rowData, data);
		-- app.PrintDebug("Update:RowData",#rowData)

		-- Does this user have everything?
		if data.total then
			if data.total <= data.progress then
				if #rowData < 1 then
					data.back = 1;
					rowData[#rowData + 1] = data;
				end
				if self.missingData then
					-- an update on the same settings which moves the window to completion can play the sound
					if visible and self.AllowCompleteSound and self._SettingsRefresh == app._SettingsRefresh then
						app.Audio:PlayCompleteSound();
					end
					self.missingData = nil;
				end
				-- only add this info row if there is actually nothing visible in the list
				-- always a header row
				-- print("any data",#self.Container,#rowData,#data)
				if #rowData < 2 and not app.ThingKeys[data.key] then
					rowData[#rowData + 1] = app.CreateRawText(L.NO_ENTRIES, {
						OnClick = app.UI.OnClick.IgnoreRightClick,
						preview = app.asset("Discord_2_128"),
						description = L.NO_ENTRIES_DESC,
					});
				end
			else
				self._SettingsRefresh = app._SettingsRefresh
				self.missingData = true;
			end
		else
			self.missingData = nil;
		end

		-- app.PrintDebugPrior("Update:Done")
		app.HandleEvent("OnWindowUpdated", self, self.Suffix, didUpdate)
		return true;
	end
	-- app.PrintDebugPrior("Update:None")
end
local function ApplyAlphaForWindow(self)
	if self:IsMouseOver() then
		self:SetAlpha(1.0);
	else
		self:SetAlpha(self.__ALPHA);
	end
end
local function RefreshAndCallback(self, ...)
	UpdateVisibleRowData(self, ...);
	if self.RegisteredRefreshCallbacks then
		local TLUG = self.data.TLUG;
		if TLUG ~= self.__lastTLUG then
			self.__lastTLUG = TLUG;
			for i=1,#self.RegisteredRefreshCallbacks do
				self.RegisteredRefreshCallbacks[i](TLUG);
			end
		end
	end
end
local function RegisterRefreshCallback(self, callback)
	if not self.RegisteredRefreshCallbacks then
		self.RegisteredRefreshCallbacks = { callback };
	else
		self.RegisteredRefreshCallbacks[#self.RegisteredRefreshCallbacks + 1] = callback;
	end
end
local FieldDefaults = {
	AddEventHandler = function(self, event, handler, keepGlobal)
		-- allows a window to keep track of any specific custom handler functions it creates
		self.Handlers = self.Handlers or {}
		-- goal: self:handler(...)
		-- event call: handler(...)
		-- TODO: eventually reconcile window-based event handling to always have a self reference
		if not keepGlobal then
			-- maybe eventually a different way to trigger an event when within scope of a Window so that it is attached directly??
			local function __handler(...)
				-- app.PrintDebug("__handler",event,...)
				handler(self, ...)
			end
			-- app.PrintDebug("AddEventHandler.__handler",self.Suffix,event)
			app.AddEventHandler(event, __handler)
			self.Handlers[#self.Handlers + 1] = __handler
		else
			-- app.PrintDebug("AddEventHandler.handler",self.Suffix,event)
			app.AddEventHandler(event, handler)
			self.Handlers[#self.Handlers + 1] = handler
		end
	end,
	RemoveEventHandlers = function(self)
		-- allows a window to remove all event handlers it created
		local handlers = self.Handlers
		if handlers then
			self.Handlers = nil
			for i=1,#handlers do
				app.RemoveEventHandler(handlers[i])
			end
		end
	end,
	RecordSettings = RecordSettingsForWindow,
	SetVisible = function(self, show)
		if show then
			self:Show();
		else
			self:Hide();
		end
	end,
	Toggle = function(self)
		self:SetVisible(not self:IsVisible());
	end,
	SetData = function(self, data)
		-- Allows a Window to set the root data object to itself and link the Window to the root data, if data exists
		if data then
			-- app.PrintDebug("Window:SetData",self.Suffix,data.text)
			data.window = self;
			self.data = data;
			self.missingData = nil
		end
	end,
	ExpandData = function(self, expanded)
		ExpandGroupsRecursively(self.data, expanded, true);
	end,
	SetMinMaxValues = function(self, rowCount, totalRowCount)
		-- Every possible row is visible
		if totalRowCount - rowCount < 1 then
			-- app.PrintDebug("Hide scrollbar")
			self.ScrollBar:SetMinMaxValues(1, 1);
			self.ScrollBar:SetStepsPerPage(0);
			self.ScrollBar:Hide();
		else
			-- self.ScrollBar:Show();
			totalRowCount = totalRowCount + 1;
			self.ScrollBar:SetMinMaxValues(1, totalRowCount - rowCount);
			self.ScrollBar:SetStepsPerPage(rowCount - 1);
			self.ScrollBar.VisibleRows = rowCount - 1
		end
	end,
	ScrollTo = function(self, field, value)
		self.ScrollInfo = { field, value }
	end,
	ToggleExtraFilters = function(self, active)
		if self.Filters then
			local func
			for name,_ in pairs(self.Filters) do
				func = app.Modules.Filter.Set[name]
				if func then func(active) end
			end
		end
	end,
	GetRunner = function(self)
		-- returns a Runner specific to the 'self' window
		local Runner = self.__Runner
		if Runner then return Runner end
		Runner = app.CreateRunner(self.Suffix)
		self.__Runner = Runner
		return Runner
	end,
	OnEvent = function(self, e, ...)
		Callback(self.Update, self);
	end,

	-- Automatic Opening Opt-In Methods
	GetShouldAutomaticallyOpen = GetShouldAutomaticallyOpen,
	SetShouldAutomaticallyOpen = SetShouldAutomaticallyOpen,

	-- Rendering Functions
	HasPendingUpdate = true,
	AssignChildren = function(self)
		app.AssignChildren(self.data);
	end,
	DefaultUpdate = UpdateWindow,
	DefaultRedraw = function(self)
		-- app.PrintDebug(app.Modules.Color.Colorize("Redraw:", app.DefaultColors.TooltipLore),self.Suffix,
		-- 	self.rowData and #self.rowData,
		-- 	self:IsShown() and "VISIBLE" or "HIDDEN")
		-- If there is no raw data or we aren't visible, then ignore this action.
		local rowData = self.rowData;
		if not rowData then return; end
		if not self:IsShown() then return end

		local totalRowCount = #rowData
		local container = self.Container;
		local rows = container.rows;

		-- Ensure that the first row doesn't move out of position.
		SetRowData(self, rows[1], rowData[1]);

		-- Fill the remaining rows up to the (visible) row count.
		local current = math.max(1, math.min(self.ScrollBar.CurrentIndex, totalRowCount)) + 1
		local rowCount = self.rowCount
		if not rowCount then
			app.PrintDebug("Redraw without Refresh!", self.Suffix)
			rowCount = 1
		end

		for i=2,rowCount do
			SetRowData(self, rows[i], rowData[current]);
			current = current + 1;
		end
		-- app.PrintDebugPrior(app.Modules.Color.Colorize("Redraw:", app.DefaultColors.TooltipLore),self.Suffix)
	end,
	OnInactiveAlphaChanged = function(self, value)
		value = tonumber(value)
		if value >= 1 then
			self.__ALPHA = 1
			self:SetScript("OnUpdate", nil);
			self:SetAlpha(1.0);
		else
			self.__ALPHA = value
			self:SetScript("OnUpdate", ApplyAlphaForWindow);
		end
	end,

	-- Refresh Callbacks
	DefaultRefresh = UpdateVisibleRowData,
	RegisterRefreshCallback = function(self, ...)
		-- Once a window registers for refresh callbacks, then we inject the functionality to replace the Default Refresh.
		self.DefaultRefresh = RefreshAndCallback;
		self.RegisterRefreshCallback = RegisterRefreshCallback;
		self:RegisterRefreshCallback(...);
	end,
};
local DefaultEventHandlers = {
	["Settings.OnSet"] = function(self,container,setting,value)
		if container ~= "Tooltips" then return end

		if setting == "MiniListScale" then
			self:SetScale(value)
		elseif setting == "InactiveWindowAlpha" then
			self:OnInactiveAlphaChanged(value)
		end
	end,
}
local ReservedFields = {
	Defaults = true,
	OnInit = true,
	OnCommand = true,
	OnLoad = true,
	OnSave = true,
	OnRebuild = true,
	OnRefresh = true,
	OnUpdate = true,
	OnShow = true,
	OnHide = true,
	IgnoreQuestUpdates = true,
	IgnorePetBattleEvents = true,
	GetShouldAutomaticallyOpen = true,
	SetShouldAutomaticallyOpen = true,
};
local PreCallShowSuffixes = {}
local PrecallShow = true
local function ShowPrecallShowWindows()
	PrecallShow = nil
	for k in pairs(PreCallShowSuffixes) do
		-- app.PrintDebug("Precall Show",k)
		app.Windows[k]:Show()
	end
	app.FunctionRunner.Run(app.RemoveEventHandler, ShowPrecallShowWindows)
end
app.AddEventHandler("OnRefreshCollectionsDone", ShowPrecallShowWindows)
local function SetupCommandsForDefinition(definition)
	if not definition or definition.BuiltCommands then return end
	definition.BuiltCommands = true

	local suffix = definition.Suffix
	-- direct /[command] accessbility
	if definition.Commands then
		app.AddSlashCommands(definition.Commands, function(cmd, params)
			local window = app:GetWindow(suffix)
			if not cmd or cmd == "" then
				window:Toggle()
			else
				window:ProcessCommand(app.ParseCommandArgsAndParams(cmd))
			end
		end)
	end
	-- /att [cmd] accessibility
	if definition.RootCommands then
		local windowCmdHandler = function(args, params)
			app:GetWindow(suffix):ProcessCommand(args, params)
		end
		local commands = definition.RootCommands
		local help = {
			definition.UsageText or ("Usage: /att [ " .. app.TableConcat(commands, nil, nil, " | ").." ]"),
			definition.HelpText or ("Toggles the " .. (definition.SettingsName or suffix) .. " Window"),
		}
		for i=1,#commands do
			app.ChatCommands.Add(commands[i], windowCmdHandler, help)
		end
	end
end
local function BuildWindow(suffix)
	local definition = app.WindowDefinitions[suffix];
	if not definition then
		app.print("No Window Definition Found for",suffix);
		return
	else
		app.WindowDefinitions[suffix] = nil;
	end

	-- Create the window instance.
	---@class ATTWindow: BackdropTemplate, ATTFrameClass
	local window = CreateFrame("Frame", nil, UIParent, BackdropTemplateMixin and "BackdropTemplate");
	window:SetClampedToScreen(true);
	window:SetToplevel(true);
	window:EnableMouse(true);
	if window.SetResizeBounds then
		window:SetResizeBounds(96, 32);
	else
		---@diagnostic disable-next-line: undefined-field
		window:SetMinResize(96, 32);
	end
	app.Windows[suffix] = window;
	window.HightlightDatas = {};
	window.Suffix = suffix;
	window:Hide();

	-- Apply Field Defaults
	for field,value in pairs(FieldDefaults) do
		window[field] = value;
	end

	-- Copy all non-reserved fields on the definition to the window frame.
	for field,value in pairs(definition) do
		if not ReservedFields[field] then
			window[field] = value;
		end
	end

	-- Load / Save, which allows windows to keep track of key pieces of information.
	local defaults = BuildDefaultsForWindow(window, definition.Defaults);
	local onLoad, onSave = definition.OnLoad, definition.OnSave;
	ApplySettingsForWindow(window, defaults);
	function window:Load(windowSettings)
		setmetatable(windowSettings, { __index = defaults });
		if onLoad then onLoad(self, windowSettings); end
		ApplySettingsForWindow(self, windowSettings);
	end

	-- Setup the Event Handlers
	local handlers = {
		PLAYER_LOGOUT = function()
			-- Save Settings on Logout
			local windowSettings = window:RecordSettings();
			if windowSettings and onSave then
				onSave(window, windowSettings);
			end
		end,
	};
	window:RegisterEvent("PLAYER_LOGOUT");
	if definition.Debugging then window:SetScript("OnEvent", OnEventDebugging); end
	local onEvent = window.OnEvent;
	window:HookScript("OnEvent", function(o, e, ...)
		local handler = handlers[e];
		if handler then
			handler(o, ...);
		else
			onEvent(o, e, ...);
		end
	end);

	-- Some Window functions should be triggered from ATT events
	window:AddEventHandler("OnUpdateWindows", function(...)
		window:Update(...)
	end, true)
	window:AddEventHandler("OnRefreshWindows", function(...)
		window:Refresh(...)
	end, true)
	window:AddEventHandler("OnRedrawWindows", function()
		window:Redraw()
	end, true)
	window:AddEventHandler("OnWindowCreated", function()
		-- ugh the sequencing of things is still so wacky. windows being created before settings exist is still happening
		if app.Settings._Initialize then
			window:OnInactiveAlphaChanged(app.Settings:GetTooltipSetting("InactiveWindowAlpha"))
		end
	end, true)
	local eventHandlers = definition.EventHandlers or DefaultEventHandlers
	if eventHandlers then
		for e,f in pairs(eventHandlers) do
			window:AddEventHandler(e,f)
		end
	end

	-- Register events to allow settings to be recorded.
	local onHide, onShow = definition.OnHide, definition.OnShow;
	window:SetScript("OnMouseDown", StartMovingOrSizing);
	window:SetScript("OnMouseUp", StopMovingOrSizing);
	window:SetScript("OnHide", function(self)
		StopMovingOrSizing(self);
		if onHide then onHide(self); end
		self:RecordSettings();
	end);
	window:SetScript("OnShow", function(self)
		if PrecallShow then
			-- app.PrintDebug("Window:OnShow:Early",self.Suffix)
			PreCallShowSuffixes[self.Suffix] = true
			self:Hide()
			return
		end
		-- app.PrintDebug(self.Suffix,":OnShow",self.data)
		if not self.data then
			self:Rebuild();
		else
			self:Update();
		end
		if onShow then onShow(self); end
		self:RecordSettings();
	end);

	-- Replace some functions to allow settings to be recorded.
	local oldSetBackdropColor = window.SetBackdropColor;
	local oldSetBackdropBorderColor = window.SetBackdropBorderColor;
	local oldStopMovingOrSizing = window.StopMovingOrSizing;
	window.SetBackdropColor = function(self, ...)
		oldSetBackdropColor(self, ...);
		self:RecordSettings();
	end
	window.SetBackdropBorderColor = function(self, ...)
		oldSetBackdropBorderColor(self, ...);
		self:RecordSettings();
	end
	window.StopMovingOrSizing = function(self, ...)
		oldStopMovingOrSizing(self, ...);
		self:RecordSettings();
	end

	-- Rendering Pipeline
	-- Phase 1: Rebuild, which prepares the data for row data generation (first pass filters checking)
	-- Phase 2: Update, which takes the prepared data and revalidates it.
	-- Phase 3: Refresh, which simply refreshes the rows as they are with the row data.
	-- Phase 4: Redraw, which only updates the rows that already have row data visually.
	local onRebuild = definition.OnRebuild;
	if onRebuild then
		-- NOTE: You can return true from the rebuild function to call the default on your new group data.
		if definition.Debugging then
			function window:ForceRebuild()
				print("ForceRebuild: " .. suffix);
				local lastUpdate = debugprofilestop();
				local response = onRebuild(self);
				if self.data then
					if response then self:AssignChildren(); end
					print("ForceRebuild (DATA): " .. suffix, ("%d ms"):format(debugprofilestop() - lastUpdate));
					self.data.window = window;
					self:ForceUpdate(true);
				else
					print("ForceRebuild (NO DATA): " .. suffix, ("%d ms"):format(debugprofilestop() - lastUpdate));
				end
			end
			function window:Rebuild()
				print("Rebuild: " .. suffix);
				local lastUpdate = debugprofilestop();
				local response = onRebuild(self);
				if self.data then
					if response then self:AssignChildren(); end
					print("Rebuild (DATA): " .. suffix, ("%d ms"):format(debugprofilestop() - lastUpdate));
					self.data.window = self;
					self:Update(true);
				else
					print("Rebuild (NO DATA): " .. suffix, ("%d ms"):format(debugprofilestop() - lastUpdate));
				end
			end
		else
			function window:ForceRebuild()
				local response = onRebuild(self);
				if self.data then
					if response then self:AssignChildren(); end
					self.data.window = self;
					self:ForceUpdate(true);
				end
			end
			function window:Rebuild()
				local response = onRebuild(self);
				if self.data then
					if response then self:AssignChildren(); end
					self.data.window = self;
					self:Update(true);
				end
			end
		end
	else
		if definition.Debugging then
			function window:ForceRebuild()
				if self.data then
					print("ForceRebuild: " .. suffix);
					local lastUpdate = debugprofilestop();
					self.data.window = self;
					self:AssignChildren();
					print("ForceRebuild: " .. suffix, ("%d ms"):format(debugprofilestop() - lastUpdate));
					self.data.window = self;
					self:ForceUpdate(true);
				end
			end
			function window:Rebuild()
				if self.data then
					print("Rebuild: " .. suffix);
					local lastUpdate = debugprofilestop();
					self:AssignChildren();
					print("Rebuild: " .. suffix, ("%d ms"):format(debugprofilestop() - lastUpdate));
					self.data.window = self;
					self:Update(true);
				end
			end
		else
			function window:ForceRebuild()
				if self.data then
					self:AssignChildren();
					self.data.window = self;
					self:ForceUpdate(true);
				end
			end
			function window:Rebuild()
				-- app.PrintDebug(self.Suffix,":Rebuild",self.data)
				if self.data then
					self:AssignChildren();
					self.data.window = self;
					self:Update(true);
				end
			end
		end
	end

	local OnUpdate = definition.OnUpdate;
	if OnUpdate then
		if definition.Debugging then
			function window:ForceUpdate(force, trigger)
				print("ForceUpdate: " .. suffix, force, trigger);
				local lastUpdate = debugprofilestop();
				local result = OnUpdate(self, force, trigger) or self:DefaultUpdate(force, trigger);
				print("ForceUpdate: " .. suffix, ("%d ms"):format(debugprofilestop() - lastUpdate));
				self:Refresh();
				return result;
			end
			function window:Update(force, trigger)
				if self:IsShown() then
					print("UpdateWindow: " .. suffix, force, trigger);
					local lastUpdate = debugprofilestop();
					local result = OnUpdate(self, force, trigger) or self:DefaultUpdate(force, trigger);
					print("UpdateWindow: " .. suffix, ("%d ms"):format(debugprofilestop() - lastUpdate));
					self:Refresh();
					return result;
				else
					self.HasPendingUpdate = self.HasPendingUpdate or force or (trigger and not self.IsTopLevel)
				end
			end
		else
			function window:ForceUpdate(force, trigger)
				local result = OnUpdate(self, force, trigger) or self:DefaultUpdate(force, trigger);
				self:Refresh();
				return result;
			end
			function window:Update(force, trigger)
				-- app.PrintDebug(self.Suffix,":Update+OnUpdate",self:IsShown(),self.HasPendingUpdate,force,trigger)
				if self:IsShown() then
					local result = OnUpdate(self, force, trigger) or self:DefaultUpdate(force, trigger);
					self:Refresh();
					return result;
				else
					self.HasPendingUpdate = self.HasPendingUpdate or force or (trigger and not self.IsTopLevel)
				end
			end
		end
	else
		if definition.Debugging then
			function window:ForceUpdate(force, trigger)
				print("ForceUpdate: " .. suffix, force, trigger);
				local lastUpdate = debugprofilestop();
				local result = self:DefaultUpdate(force, trigger);
				print("ForceUpdate: " .. suffix, ("%d ms"):format(debugprofilestop() - lastUpdate));
				self:Refresh();
				return result;
			end
			function window:Update(force, trigger)
				if self:IsShown() then
					print("UpdateWindow: " .. suffix, force, trigger);
					local lastUpdate = debugprofilestop();
					local result = self:DefaultUpdate(force, trigger);
					print("UpdateWindow: " .. suffix, ("%d ms"):format(debugprofilestop() - lastUpdate));
					self:Refresh();
					return result;
				else
					self.HasPendingUpdate = self.HasPendingUpdate or force or (trigger and not self.IsTopLevel)
				end
			end
		else
			function window:ForceUpdate(force, trigger)
				local result = self:DefaultUpdate(force, trigger);
				self:Refresh();
				return result;
			end
			function window:Update(force, trigger)
				-- app.PrintDebug(self.Suffix,":Update",self:IsShown(),self.HasPendingUpdate,force,trigger)
				if self:IsShown() then
					local result = self:DefaultUpdate(force, trigger);
					self:Refresh();
					return result;
				else
					self.HasPendingUpdate = self.HasPendingUpdate or force or (trigger and not self.IsTopLevel)
				end
			end
		end
	end

	local onRefresh = definition.OnRefresh;
	if onRefresh then
		if definition.Debugging then
			function window:Refresh()
				if self:IsShown() then
					print("Refresh: " .. suffix);
					local lastUpdate = debugprofilestop();
					if onRefresh(self) then self:DefaultRefresh(); end
					print("Refresh: " .. suffix, ("%d ms"):format(debugprofilestop() - lastUpdate));
					app.HandleEvent("OnWindowRefreshed", self, self.Suffix)
				end
			end
		else
			function window:Refresh()
				if self:IsShown() and onRefresh(self) then
					self:DefaultRefresh();
					app.HandleEvent("OnWindowRefreshed", self, self.Suffix)
				end
			end
		end
	else
		if definition.Debugging then
			function window:Refresh()
				if self:IsShown() then
					print("Refresh: " .. suffix);
					local lastUpdate = debugprofilestop();
					self:DefaultRefresh();
					print("Refresh: " .. suffix, ("%d ms"):format(debugprofilestop() - lastUpdate));
					app.HandleEvent("OnWindowRefreshed", self, self.Suffix)
				end
			end
		else
			function window:Refresh()
				-- app.PrintDebug(self.Suffix,":Refresh",self:IsShown())
				if self:IsShown() then
					self:DefaultRefresh();
					app.HandleEvent("OnWindowRefreshed", self, self.Suffix)
				end
			end
		end
	end
	function window:Redraw()
		-- app.PrintDebug(self.Suffix,":Redraw")
		window:DefaultRedraw();
	end

	-- Delayed call starts two nested coroutines so that calls can chain, if necessary.
	-- The delay is refreshed to its full duration if multiple calls are made in the same frame.
	local delays = {};
	window.DelayedCall = function(self, method, delay, force)
		delays[method] = delay or 60;
		window:StartATTCoroutine("DelayedCall::" .. method, function()
			while delays[method] > 0 or InCombatLockdown() do
				delays[method] = delays[method] - 1;
				coroutine.yield();
			end
			window:StartATTCoroutine("DelayedCall::" .. method .. "PT2", function()
				coroutine.yield();
				window[method](window, force);
			end);
		end);
	end
	function window:DelayedRebuild()
		self:DelayedCall("Rebuild", 0);
	end
	function window:DelayedRefresh()
		self:DelayedCall("Refresh", 0);
	end
	function window:DelayedUpdate(force)
		self:DelayedCall("Update", 10, force);
	end

	-- The Close Button.
	local closeButton = CreateFrame("Button", nil, window, "UIPanelCloseButton");
	closeButton:SetScript("OnClick", OnCloseButtonPressed);
	closeButton:SetPoint("TOPRIGHT", window, "TOPRIGHT", -2, -2);
	closeButton:SetSize(20, 20);
	window.CloseButton = closeButton;

	-- The Scroll Bar.
	---@class ATTWindowScrollBar: Slider
	local scrollbar = CreateFrame("Slider", nil, window, "UIPanelScrollBarTemplate");
	scrollbar:SetPoint("TOP", closeButton, "BOTTOM", 0, -15);
	scrollbar:SetPoint("BOTTOMRIGHT", window, "BOTTOMRIGHT", -4, 36);
	scrollbar:SetScript("OnValueChanged", OnScrollBarValueChanged);
	scrollbar.back = scrollbar:CreateTexture(nil, "BACKGROUND");
	scrollbar.back:SetColorTexture(0.1,0.1,0.1,1);
	scrollbar.back:SetAllPoints(scrollbar);
	scrollbar:SetMinMaxValues(1, 1);
	scrollbar:SetValueStep(1);
	scrollbar:SetValue(1);
	scrollbar:SetObeyStepOnDrag(true);
	scrollbar:SetWidth(16);
	scrollbar.CurrentIndex = 1;
	scrollbar:EnableMouseWheel(true);
	window.ScrollBar = scrollbar;
	window:EnableMouseWheel(true);
	window:SetScript("OnMouseWheel", OnMouseWheelForWindow);

	-- 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(app.asset("grip"));
	grip:SetSize(16, 16);
	grip:SetTexCoord(0,1,0,1);
	grip:SetPoint("BOTTOMRIGHT", -5, 5);
	window.Grip = grip;

	-- The Row Container. This contains all of the row frames.
	---@class ATTRowContainer: Frame
	local container = CreateFrame("Frame", nil, window);
	container:SetPoint("TOPLEFT", window, "TOPLEFT", 5, -5);
	container:SetPoint("RIGHT", scrollbar, "LEFT", -1, 0);
	container:SetPoint("BOTTOM", window, "BOTTOM", 0, 5);
	window.Container = container;
	container.rows = setmetatable({}, {
		__index = function(rows, i)
			return CreateRow(container, rows, i);
		end,
	});
	container:Show();

	if not definition.IgnoreQuestUpdates and app.IsClassic then
		local delayedRefresh = function()
			window:DelayedRefresh();
		end;
		handlers.BAG_UPDATE_DELAYED = delayedRefresh;
		handlers.QUEST_WATCH_UPDATE = delayedRefresh;
		handlers.QUEST_ITEM_UPDATE = delayedRefresh;
		window:RegisterEvent("QUEST_WATCH_UPDATE");
		window:RegisterEvent("QUEST_ITEM_UPDATE");
		window:RegisterEvent("BAG_UPDATE_DELAYED");
		local delayedUpdateWithTrigger = function()
			window:Redraw();
			window:DelayedUpdate(true);
		end;
		handlers.QUEST_TURNED_IN = delayedUpdateWithTrigger;
		handlers.QUEST_ACCEPTED = delayedUpdateWithTrigger;
		handlers.QUEST_REMOVED = delayedUpdateWithTrigger;
		window:RegisterEvent("QUEST_ACCEPTED");
		window:RegisterEvent("QUEST_REMOVED");
		window:RegisterEvent("QUEST_TURNED_IN");
		local delayedUpdate = function()
			window:DelayedUpdate();
		end;
		handlers.QUEST_LOG_UPDATE = delayedUpdate;
		window:RegisterEvent("QUEST_LOG_UPDATE");
	end
	if not definition.IgnorePetBattleEvents and app.GameBuildVersion > 50000 then
		-- Pet Battles were added with MOP and we want all of our windows to hide when participating.
		local WasHiddenByPetBattle;
		handlers.PET_BATTLE_OPENING_START = function()
			if window:IsVisible() then
				WasHiddenByPetBattle = true;
				window:Hide();
			else
				WasHiddenByPetBattle = nil;
			end
		end
		handlers.PET_BATTLE_CLOSE = function()
			if WasHiddenByPetBattle then
				WasHiddenByPetBattle = nil;
				window:Show();
			end
		end
		window:RegisterEvent("PET_BATTLE_OPENING_START");
		window:RegisterEvent("PET_BATTLE_CLOSE");
	end

	-- Add command processing
	local onCommand = definition.OnCommand;
	if onCommand then
		function window:ProcessCommand(args, params)
			if not onCommand(self, args, params) then
				self:Toggle();
			end
		end
	else
		window.ProcessCommand = window.Toggle;
	end
	if definition.OnInit then
		definition.OnInit(window, handlers);
	end
	if not window.SettingsName then
		window.SettingsName = definition.SettingsName
	end
	SetupCommandsForDefinition(definition)

	-- If window settings were already loaded, then load this window's definition now
	-- Windows created after startup would otherwise fail to load their definition.
	if AllWindowSettings and AllSettingsApplied then
		LoadSettingsForWindow(window);
	end

	-- Inform event registers that a new window has been created.
	app.HandleEvent("OnWindowCreated", window, suffix);
	return window;
end
function app:CreateWindow(suffix, definition)
	app.WindowDefinitions[suffix] = definition;
	if not definition then
		app.report("Cannot create a Window without a definition",suffix)
		return
	end

	if definition.Suffix and definition.Suffix ~= suffix then
		app.report("WARN: Window re-using Definition from another Window:",suffix,"==>",definition.Suffix)
	end
	definition.Suffix = suffix
	-- Dynamic Categories are neat, but currently only a Classic Feature (for now?)
	if definition.IsDynamicCategory and app.IsClassic then
		if definition.DynamicCategoryHeader then
			app.AddEventHandler("OnDataCached", function(categories)
				local category = categories.Professions;
				if category then
					for i,group in ipairs(category.g) do
						if group.requireSkill == definition.DynamicProfessionID then
							local recipesList = app.CreateDynamicCategory(suffix);
							recipesList.requireSkill = group.requireSkill;
							recipesList.IgnoreBuildRequests = true;
							recipesList.name = L.ALL_RECIPES;
							recipesList.icon = 134939;
							recipesList.parent = group;
							local g = group.g;
							if not g then
								g = {};
								group.g = g;
							end
							tinsert(g, 1, recipesList);
						end
					end
				end
			end);
		else
			app.AddEventHandler("OnBuildDataCache", function(categories)
				categories["Dynamic" .. suffix] = app.CreateDynamicCategory(suffix, {
					SortPriority = 100,
					sourceIgnored = 1
				});
			end);
		end
	end

	definition.SettingsName = definition.SettingsName or suffix
	if definition.Preload then
		-- This window still needs to be loaded right away
		return app:GetWindow(suffix);
	end

	SetupCommandsForDefinition(definition)
end
function app:CreateWindowForAddon(addonName, definition)
	local title = C_AddOns_GetAddOnMetadata(addonName, "Title");
	if title then
		local titleSplit = { (":"):split(title) };
		definition.Title = titleSplit[#titleSplit]:trim();
	end
	definition.Notes = C_AddOns_GetAddOnMetadata(addonName, "Notes");
	definition.IconTexture = C_AddOns_GetAddOnMetadata(addonName, "IconTexture");
	local cmdStr = C_AddOns_GetAddOnMetadata(addonName, "X-Commands");
	if cmdStr then
		local commands = definition.Commands;
		if not commands then
			commands = {};
			definition.Commands = commands;
		end
		for i,cmd in ipairs({(","):split(cmdStr)}) do
			tinsert(commands, cmd:trim());
		end
	end
	return app:CreateWindow(C_AddOns_GetAddOnMetadata(addonName, "X-Suffix") or addonName, definition);
end
function app:GetWindow(suffix, passive)
	return app.Windows[suffix] or (not passive and BuildWindow(suffix))
end

-- Dynamic Popouts for Quest Chains and other Groups
local OnInitForPopout;
function app:CreateMiniListForGroup(group)

	-- This re-directs basic Criteria popouts to instead popout their Achievement
	local achievementID = not (group.providers or group.cost) and group.achievementID;
	if achievementID and group.criteriaID then
		group = app.SearchForObject("achievementID", achievementID, "key") or group
	end

	-- This re-directs Objective popouts to instead popout their Quest
	local questID, parent = group.questID, group.parent;
	if questID and parent and parent.questID == questID then
		group = parent;
	end

	-- Pop Out Functionality! :O
	local suffix = app.GenerateSourceHash(group)
	local popout = app:GetWindow(suffix, true)
	-- we've already got this specific window, so toggle it instead of trying to create again
	if popout then
		popout:Toggle()
		return
	end

	popout = app:CreateWindow(suffix, {
		AllowCompleteSound = true,
		--Debugging = true,
		Preload = true,
		Defaults = {
			["visible"] = true,
		},
		OnInit = function(self)
			OnInitForPopout(self, (group.OnPopout and group:OnPopout()) or group)
			self:AssignChildren();

			-- always expand all groups on initial creation if enabled
			if app.Settings:GetTooltipSetting("Expand:MiniList") then
				self:ExpandData(true);
			end
			self:Update(true);
		end,
		OnShow = ReclaimSettingsForWindow,
		OnHide = ClearSettingsForWindow,
		OnLoad = function(self, settings)
			self.dynamic = true;
			settings.dynamic = true;
			settings.sourcePath = self.Suffix;

			-- This might be something we can rebuild
			local key = group.key;
			if key then
				settings.key = key;
				settings.id = group[key];
			end
		end,
		OnSave = function(self, settings)
			if not settings.visible then
				ClearSettingsForWindow(self);
			end
		end,
	});
	popout:SetVisible(true);
end
function app:CreateMiniListFromSource(key, id, sourcePath)
	-- If we provided the original source path, then we can find the exact element to popout.
	if sourcePath then
		local hashes = { (">"):split(sourcePath) };
		local ref = app.SearchForSourcePath(app:GetDatabaseRoot().g, hashes, 2, #hashes);
		if ref then
			app:CreateMiniListForGroup(ref);
			return;
		end
	end

	-- Without this it can't be recovered. :(
	if key and id then
		if sourcePath then
			-- Try to find an exact match.
			local searchResults = app.SearchForField(key, id);
			if #searchResults > 0 then
				for i,ref in ipairs(searchResults) do
					if app.GenerateSourceHash(ref) == sourcePath then
						app:CreateMiniListForGroup(ref);
						return;
					end
				end
			end
		end

		-- Search for the Link in the database
		local cmd = key .. ":" .. id;
		local ref = app.GetCachedSearchResults(app.SearchForLink, cmd);
		if ref then
			app:CreateMiniListForGroup(ref);
			return;
		end

		-- Search for the field/value pair everywhere in the DB.
		local t = {};
		app:BuildFlatSearchResponse(app:GetDatabaseRoot().g, key, id, t);
		if t and #t > 0 then
			local ref = #t == 1 and t[1] or app.CloneClassInstance({ hash = key .. id, key = key, [key] = id, g = t });
			if ref then
				app:CreateMiniListForGroup(ref);
				return;
			end
		end
	end
end
app.CreatePopoutForSearch = function(search)
	if search:match("^expansion:?") and not app.Debugging then	-- Keep expansion search only when debugging
		app.print("Expansion command is deprecated. Please use the Added With Patch command instead. Example: \"/att awp tww\"")
		return
	end
	-- Performs a search for ATT content, then opens the single result in a new popout window
	app.SetSkipLevel(2)
	local group = app.GetCachedSearchResults(app.SearchForLink, search, nil, {SkipFill=true,IgnoreCache=true})
	app.SetSkipLevel(0)
	-- make sure it's 'something' returned from the search before throwing it into a window
	if group then
		if group.criteriaID and not group.achievementID then
			app.print("Unsourced Criteria",group.criteriaID,"Use /att criteriaID:achievementID to view unsourced Criteria info")
			return true
		end
		if group.link or group.name or group.text or group.key then
			-- if it's a specific item link, then make sure that link is forced in the resulting group
			app.ImportRawLink(group, search)
			app:CreateMiniListForGroup(group)
			return true
		end
	end
end

local DelayedCallback = app.CallbackHandlers.DelayedCallback
OnInitForPopout = function(self, group)
	-- being a search result means it has already received certain processing
	if not group.isBaseSearchResult then
		local skipFull = app.GetRelativeValue(group, "skipFull")
		-- clone/search initially so as to not let popout operations modify the source data
		group = app.CloneClassInstance(group);
		self:SetData(group);
		group.visible = true;
		group.skipFull = skipFull

		-- make a search for this group if it is an item/currency/achievement and not already a container for things
		local key = group.key;
		if not group.g and not group.criteriaID and app.ThingKeys[key] then
			local cmd = group.link or key .. ":" .. group[key];
			app.SetSkipLevel(2);
			local groupSearch = app.GetCachedSearchResults(app.SearchForLink, cmd, nil, {SkipFill=true,IgnoreCache=true});
			app.SetSkipLevel(0);
			app.MergeProperties(group, groupSearch, true)
			group.g = groupSearch.g
		end
	else
		self:SetData(group);
	end
	group.indent = 0;

	app.HandleEvent("OnNewPopoutGroup", self.data)
	-- Sort any content added to the Popout data by the Global sort (not for popped out difficulty groups)
	if not (self.data.difficultyID or self.data.instanceID) then
		app.Sort(self.data.g, app.SortDefaults.Global)
	end

	-- Adjust some update/refresh logic if this is a Quest Chain window
	if self.isQuestChain then
		local oldUpdate = self.Update;
		self.Update = function(self, ...)
			-- app.PrintDebug("Update.isQuestChain", self.Suffix, ...)
			local oldQuestAccountWide = app.Settings.AccountWide.Quests;
			local oldQuestCollection = app.Settings.Collectibles.Quests;
			app.Settings.Collectibles.Quests = true;
			app.Settings.AccountWide.Quests = false;
			local result = oldUpdate(self, ...);
			app.Settings.Collectibles.Quests = oldQuestCollection;
			app.Settings.AccountWide.Quests = oldQuestAccountWide;
			return result;
		end;
		local oldRefresh = self.Refresh;
		self.Refresh = function(self, ...)
			-- app.PrintDebug("Refresh.isQuestChain", self.Suffix, ...)
			local oldQuestAccountWide = app.Settings.AccountWide.Quests;
			local oldQuestCollection = app.Settings.Collectibles.Quests;
			app.Settings.Collectibles.Quests = true;
			app.Settings.AccountWide.Quests = false;
			local result = oldRefresh(self, ...);
			app.Settings.Collectibles.Quests = oldQuestCollection;
			app.Settings.AccountWide.Quests = oldQuestAccountWide;
			return result;
		end;
		-- Populate the Quest Rewards
		-- think this causes quest popouts to somehow break...
		-- app.TryPopulateQuestRewards(group)
	else
		-- Non-Quest Chains should filter for Timerunning
		local oldDefaultUpdate = self.DefaultUpdate;
		self.DefaultUpdate = function(self, ...)
			-- Add Timerunning filter to the popout
			self.Filters = app.Settings:GetTooltipSetting("Filter:MiniList:Timerunning") and { Timerunning = true } or nil
			oldDefaultUpdate(self, ...);
		end
	end
end

-- Dynamic Search Function Templates
-- TODO: Move this to a Search Module
local table_concat
	= table.concat
local api = {};
FieldDefaults.SearchAPI = api;

-- Search Filter Function Templates
-- This table stores uniquely keyed filter functions and allows users
-- to reuse filter functions without needing to create additional ones
-- for the same combination of class types. This will ensure the speed
-- of code generation and prevent explosive memory use by similar logic.
local SearchFiltersByClassTypes = {};
local BaseSearchFilterMetatable = {
	__index = function(t, __type)
		if __type then t[__type] = false; end
		return false;
	end,
};
local function BuildSearchFilterForClassTypes(classTypesKey, classTypes)
	local searchFilter = SearchFiltersByClassTypes[classTypesKey];
	if not searchFilter then
		local filter = {};
		for i,__type in pairs(classTypes) do filter[__type] = true; end
		local FilterByClassType = setmetatable(filter, BaseSearchFilterMetatable);
		searchFilter = function(t) return FilterByClassType[t.__type]; end
		SearchFiltersByClassTypes[classTypesKey] = searchFilter;
	end
	return searchFilter;
end
api.BuildSearchFilterForClassTypes = BuildSearchFilterForClassTypes;

-- Categorized Search Function Templates
-- This table stores uniquely keyed search functions that looks first for
-- specified class types (__type keyed) and additionally filters results
-- by a unique key on the instances of those results to build an OnUpdate function.
-- This specific function builds a categorized hierarchy lookup for a dynamic category.
local CategorizedSearchFunctionsByClassTypes = {};
local CategorizedRelativeFields = { "u", "e", "awp", "rwp", "r", "c", "coords", "maps" };
local CategoryByRelativeFields = {
	-- Look for specific tags first, a PvP item will display as "vendor" or "achievement" instead, which isn't correct.
	{ "pvp", function(o) return app.HeaderConstants.PVP; end },

	-- Root Categories
	{ "RootCategory",
		function(o, value, categories)
			local rootCategory = app.GetRelativeGroup(o, "RootCategory", true);
			local hash = rootCategory.headerID or rootCategory.hash;
			local category = categories[hash];
			if not category then
				category = app.CloneClassInstance(rootCategory, true);
				category.g = {};
				categories[hash] = category;
			end
			return hash;
		end
	},

	-- Keys
	{ "achievementID", function(o) return app.HeaderConstants.ACHIEVEMENTS; end },
	{ "instanceID", function(o) return "raid"; end },	-- Determine if we want to split by raid and/or dungeon
	{ "headerID",
		function(o, value, categories)
			if value == app.HeaderConstants.VENDORS or value == app.HeaderConstants.QUESTS or value == app.HeaderConstants.FACTIONS then
				return value;
			end
			if value == app.HeaderConstants.COMMON_BOSS_DROPS or value == app.HeaderConstants.RARES then
				return app.HeaderConstants.DROPS;
			end
			local group = app.GetRelativeGroup(o, "headerID", true);
			if group and group.type then
				local parentGroup = group.parent;
				if parentGroup and parentGroup.headerID and not parentGroup.type then
					return parentGroup.headerID;
				end
				if group.type == "fa" then
					return app.HeaderConstants.FACTIONS;
				elseif group.type == "a" then
					return app.HeaderConstants.ACHIEVEMENTS;
				elseif app.GetRelativeField(o, "headerID", app.HeaderConstants.QUESTS) then
					return app.HeaderConstants.QUESTS;
				--else
				--	print(group.type);
				end
				local hash = group.hash;
				local category = categories[hash];
				if not category then
					local clone = {};
					for key,value in pairs(group) do
						clone[key] = value;
					end
					category = app.CreateHeader(group[group.key], clone);
					category.g = {};
					categories[hash] = category;
				end
				return hash;
			end
			return value;
		end
	},
	{ "questID", function(o) return app.HeaderConstants.QUESTS; end },
};
local function AssignCategoryForResult(self, categories, result)
	-- Cache the original object for the result in the hierarchy.
	local o = result.__o;
	--[[
	for _,field in ipairs(CategorizedRelativeFields) do
		if not rawget(result, field) then
			result[field] = app.GetRelativeValue(o, field);
		end
	end
	if not o.sourceQuests then
		local questID = app.GetRelativeValue(o, "questID");
		if questID then
			if not result.sourceQuests then
				result.sourceQuests = {};
			end
			if not app.contains(result.sourceQuests, questID) then
				tinsert(result.sourceQuests, questID);
			end
		else
			local sourceQuests = app.GetRelativeValue(o, "sourceQuests");
			if sourceQuests then
				if not result.sourceQuests then
					result.sourceQuests = {};
					for k,questID in ipairs(sourceQuests) do
						tinsert(result.sourceQuests, questID);
					end
				else
					for k,questID in ipairs(sourceQuests) do
						if not app.contains(result.sourceQuests, questID) then
							tinsert(result.sourceQuests, questID);
						end
					end
				end
			end
		end
	end
	]]--


	-- Find the first category type that fits our search result
	local categoryType;
	for i,dataSet in ipairs(CategoryByRelativeFields) do
		local value = app.GetRelativeValue(o, dataSet[1]);
		if value then
			value = dataSet[2](o, value, categories, self);
			if value then
				categoryType = value;
				break;
			end
		end
	end
	if not categoryType then
		print("FAILED TO FIND CATEGORY TYPE", o.text);
		categoryType = app.HeaderConstants.DROPS;
	end

	-- Determine the type of category to put the thing into.
	local category = categories[categoryType];
	if not category then
		if categoryType == "raid" then
            category = app.CreateRawText(GROUP_FINDER, {
                icon = app.asset("Category_D&R"),
            });
		elseif type(categoryType) == "number" then
			category = app.CreateCustomHeader(categoryType);
		else
			print("Unhandled Category Type", categoryType);
		end
		if not categories[categoryType] then
			categories[categoryType] = category;
			category.g = {};
		end
	end
	tinsert((category or self).g, result);
	return result;
end
local function BuildCategorizedSearchFunctionForClassTypes(key, fallbackText, ...)
	local classTypes = {...};
	local classTypesKey = table_concat(classTypes, "");
	local uniqueKey = key .. classTypesKey;
	local OnUpdate = CategorizedSearchFunctionsByClassTypes[uniqueKey];
	if not OnUpdate then
		local SearchForClassTypes = BuildSearchFilterForClassTypes(classTypesKey, classTypes);
		OnUpdate = function(data)
			local g = data.g;
			if #g < 1 then
				local results = {};
				app:BuildFlatSearchFilteredResponse(app:GetDatabaseRoot().g, SearchForClassTypes, results);
				local headers, resultsByKey = {}, {};
				for i,result in pairs(results) do
					local id = result[key];
					if id then
						if not resultsByKey[id] then
							resultsByKey[id] = { result };
						else tinsert(resultsByKey[id], result); end
					end
				end

				-- If this object previously had categories, clear them out for reuse.
				local categories = data.categories;
				if categories then
					for key,category in pairs(categories) do
						wipe(category.g);
					end
				else
					categories = {};
					data.categories = categories;
				end

				-- For each of the results, find the most accessible one and then assign it to a category.
				for i,searchResults in pairs(resultsByKey) do
					app.Sort(searchResults, app.SortDefaults.Accessibility);
					local __o = searchResults[1];	-- This will be marked as the original source object for future popouts
					local o = app.CloneClassInstance(__o);
					o.sourceParent = __o.parent;
					o.__o = __o;
					AssignCategoryForResult(data, categories, o);
				end
				for key,category in pairs(categories) do
					tinsert(data.g, category);
					category.SortType = "name";
					category.parent = data;
				end
				data.SortType = "name";
				if #g < 1 then
					tinsert(g, app.CreateRawText(fallbackText or UNKNOWN, {
						OnUpdate = app.AlwaysShowUpdate,
						IgnorePopouts = true
					}));
				end
				app.AssignChildren(data);
			end
		end
		CategorizedSearchFunctionsByClassTypes[uniqueKey] = OnUpdate;
	end
	return OnUpdate;
end
api.BuildCategorizedSearchFunctionForClassTypes = BuildCategorizedSearchFunctionForClassTypes;

-- Flat Search Function Templates
-- This specific function builds a flat hierarchy lookup for a dynamic category.
local FlatSearchFunctionsByClassTypes = {};
local function BuildFlatSearchFunctionForClassTypes(key, fallbackText, ...)
	local classTypes = {...};
	local classTypesKey = table_concat(classTypes, "");
	local uniqueKey = key .. classTypesKey;
	local OnUpdate = FlatSearchFunctionsByClassTypes[uniqueKey];
	if not OnUpdate then
		local SearchForClassTypes = BuildSearchFilterForClassTypes(classTypesKey, classTypes);
		OnUpdate = function(data)
			local g = data.g;
			if #g < 1 then
				local results = {};
				app:BuildFlatSearchFilteredResponse(app:GetDatabaseRoot().g, SearchForClassTypes, results);
				local headers, resultsByKey = {}, {};
				for i,result in pairs(results) do
					local id = result[key];
					if id then
						if not resultsByKey[id] then
							resultsByKey[id] = { result };
						else tinsert(resultsByKey[id], result); end
					end
				end
				for i,searchResults in pairs(resultsByKey) do
					app.Sort(searchResults, app.SortDefaults.Accessibility);
					local __o = searchResults[1];	-- This will be marked as the original source object for future popouts
					local o = app.CloneClassInstance(__o);
					o.sourceParent = __o.parent;
					o.__o = __o;
					tinsert(g, o);
				end
				if #g < 1 then
					tinsert(g, app.CreateRawText(fallbackText or UNKNOWN, {
						OnUpdate = app.AlwaysShowUpdate,
						IgnorePopouts = true
					}));
				end
				app.AssignChildren(data);
				data.SortType = "name";
			end
		end
		FlatSearchFunctionsByClassTypes[uniqueKey] = OnUpdate;
	end
	return OnUpdate;
end
api.BuildFlatSearchFunctionForClassTypes = BuildFlatSearchFunctionForClassTypes;

-- Helper Function for Generating Both Search Function Templates
api.BuildCategorizedAndFlatSearchFunctionsForClassTypes = function(self, key, fallbackText, ...)
	self.OnUpdateCategorized = BuildCategorizedSearchFunctionForClassTypes(key, fallbackText, ...);
	self.OnUpdateFlat = BuildFlatSearchFunctionForClassTypes(key, fallbackText, ...);
end


-- Dynamic Categories (Delayed)
local DynamicCategoryHeaders = {
	{ id = "achievementID", name = ACHIEVEMENTS, icon = app.asset("Category_Achievements") },
	{ id = "sourceID", name = "Appearances", icon = 135276 },
	{ id = "speciesID", name = AUCTION_CATEGORY_BATTLE_PETS, icon = app.asset("Category_PetJournal") },
	{ id = "characterUnlock", name = CHARACTER .. " " .. UNLOCK .. "s", icon = app.asset("Category_ItemSets") },
	{ id = "currencyID", name = CURRENCY, icon = app.asset("Interface_Vendor") },
	{ id = "explorationID", name = "Exploration", icon = app.asset("Category_Exploration") },
	{ id = "factionID", name = L.FACTIONS, icon = app.asset("Category_Factions") },
	{ id = "flightpathID", name = L.FLIGHT_PATHS, icon = app.asset("Category_FlightPaths") },
	{ id = "mountID", name = MOUNTS, icon = app.asset("Category_Mounts") },
	{ id = "questID", name = TRACKER_HEADER_QUESTS, icon = app.asset("Interface_Quest_header") },
	{ id = "recipeID", name = AUCTION_CATEGORY_RECIPES, icon = app.asset("Category_Professions") },
	{ id = "titleID", name = PAPERDOLL_SIDEBAR_TITLES, icon = app.asset("Category_Titles") },
	{ id = "toyID", name = TOY_BOX, icon = app.asset("Category_ToyBox") },
};
app.AddDynamicCategoryHeader = function(header)
	tinsert(DynamicCategoryHeaders, header);
end
local TypeGroupOverridesForDynamicCategoryHeader = {
	visible = true
};
local function OnUpdateForDynamicCategoryHeader(t)
	-- nothing to show so don't be visible
	if not t.g or #t.g == 0 then
		return
	end
	local o
	for i=#t.g,1,-1 do
		o = t.g[i]
		if o.__empty then
			tremove(t.g, i)
		end
	end
	if #t.g == 0 then
		return
	end
	t.progress = 0;
	t.total = 0;
	t.visible = true
	return true
end
local function CreateTypeGroupsForHeader(header, searchResults)
	-- TODO: professions would be more complex since it's so many sub-groups to organize
	-- maybe just simpler to look for the 'requireSkill' field and put all those results into one 'Professions' group?
	-- app.PrintDebug("Creating type group header",header.name, header.id, searchResults and #searchResults)
	local results = {};
	app:BuildFlatSearchResponseForField(searchResults, header.id, results);
	--app:BuildTargettedSearchResponse(searchResults, header.id, nil, {g=true})
	-- app.PrintDebug("Found",#data,"search groups for",header.id)
	if #results == 0 then
		header.__empty = true
	else
		local g = {};
		app.MergeObjects(g, results);
		header.g = g;
		app.AssignChildren(header)
	end
	app.DirectGroupUpdate(header)
	return header
end
api.BuildDynamicCategorySummaryForSearchResults = function(searchResults)
	local g = {};
	local dcsRoot = app.CreateRawText(L.CLICK_TO_CREATE_FORMAT:format(L.DYNAMIC_CATEGORY_LABEL), {
		icon = app.asset("Interface_CreateDynamic"),
		OnUpdate = OnUpdateForDynamicCategoryHeader,
		sourceIgnored = true,
		SortType = "text",
		SortPriority = 99,	-- always appear at the end of a group if sorted
		g = g
	});

	-- Loop through the dynamic headers and insert them into the "g" field of dynamic category
	for _, template in ipairs(DynamicCategoryHeaders) do
		local header = app.CloneClassInstance(app.CreateRawText(template.name, template));
		header.SortType = "name";
		header.parent = dcsRoot
		g[#g + 1] = app.DelayLoadedObject(CreateTypeGroupsForHeader, "text",
			TypeGroupOverridesForDynamicCategoryHeader, header, searchResults)
	end
	return dcsRoot;
end
