local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Common.ConfirmResBarDialogBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "ConfirmResBarDialog"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.ImportCsToLua
  L1_2 = L1_2.CS_RPG_Client_UILayer_Dialog
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.ConfirmResBarDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._pause_game = true
  A0_2._is_confirm = false
  L1_2 = {}
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  L1_2[1] = L2_2
  A0_2.listen_zooms = L1_2
end
L0_1.ctor = L1_1
function L1_1(A0_2, A1_2, A2_2)
  A0_2._content = A1_2
  A0_2._res_bar_key = A2_2
end
L0_1.init = L1_1
function L1_1(A0_2, A1_2, A2_2)
  A0_2._callback = A1_2
  A0_2._callback_self = A2_2
end
L0_1.register_exit_callback = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  A0_2._title = A1_2
  L3_2 = A0_2
  L2_2 = A0_2._is_loaded
  L2_2 = L2_2(L3_2)
  if L2_2 then
    L2_2 = A0_2._binder
    L2_2 = L2_2.text_title
    L3_2 = L2_2
    L2_2 = L2_2.SafeSetTextID
    L4_2 = A0_2._title
    L2_2(L3_2, L4_2)
  end
end
L0_1.set_title = L1_1
function L1_1(A0_2, A1_2, ...)
  local L2_2, L3_2, L4_2, L5_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.text_content
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetTextID
  L4_2 = A1_2
  L5_2 = ...
  L2_2(L3_2, L4_2, L5_2)
end
L0_1.set_content = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_cancel
  L4_2 = A0_2._on_btn_exit
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_close
  L4_2 = A0_2._on_btn_exit
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_confirm
  L4_2 = A0_2._on_btn_confirm
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._on_load = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh
  L1_2(L2_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.panel_top_bar
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = A0_2._res_bar_key
  L4_2 = true
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._setup_view = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._content
  if L1_2 ~= nil then
    L1_2 = A0_2._binder
    L1_2 = L1_2.text_content
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetTextID
    L3_2 = A0_2._content
    L1_2(L2_2, L3_2)
  end
  L1_2 = A0_2._title
  if L1_2 ~= nil then
    L1_2 = A0_2._binder
    L1_2 = L1_2.text_title
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetTextID
    L3_2 = A0_2._title
    L1_2(L2_2, L3_2)
  end
end
L0_1._refresh = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.exit
  L1_2(L2_2)
end
L0_1._on_btn_exit = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  A0_2._is_confirm = true
  L2_2 = A0_2
  L1_2 = A0_2.exit
  L1_2(L2_2)
end
L0_1._on_btn_confirm = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.invoke_callback
  L2_2 = A0_2._callback
  L3_2 = A0_2._callback_self
  L4_2 = A0_2._is_confirm
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._on_dispose = L1_1
return L0_1
