local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Inventory.ItemDestroyConfirmDialogBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Inventory.InventoryItemIconPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Inventory.InventoryItemIconPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Logic.LogicUtils.InventoryUtils"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "ItemDestroyConfirmDialog"
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.ItemDestroyConfirmDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
end
L0_1.ctor = L1_1
function L1_1(A0_2, A1_2, A2_2)
  local L3_2
  A0_2._material_selected = A1_2
  L3_2 = A1_2.Count
  A0_2._origin_material_selected_count = L3_2
  A0_2._destroy_amount = A2_2
end
L0_1.init = L1_1
function L1_1(A0_2, A1_2)
  A0_2._hint = A1_2
end
L0_1.set_hint = 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.set_destroy_succ_callback = 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)
  L2_2 = A0_2
  L1_2 = A0_2._add_notify_handler
  L3_2 = G
  L3_2 = L3_2.CS
  L3_2 = L3_2.NotifyType
  L3_2 = L3_2.ItemChanged
  L4_2 = A0_2._item_changed
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._add_notify_handler
  L3_2 = G
  L3_2 = L3_2.CS
  L3_2 = L3_2.NotifyType
  L3_2 = L3_2.OnDestroyItemRsp
  L4_2 = A0_2._on_item_destroy_success
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_short_cut_hint_panel
  L3_2 = {}
  L4_2 = "ItemDetail"
  L3_2[1] = L4_2
  L1_2(L2_2, L3_2)
end
L0_1._on_load = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh_display_item
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._refresh_hint
  L1_2(L2_2)
end
L0_1._setup_view = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._hint
  if L1_2 == nil then
    return
  end
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_hint
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._hint
  L1_2(L2_2, L3_2)
end
L0_1._refresh_hint = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.single_item_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view_by_item
  L3_2 = A0_2._material_selected
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.single_item_panel
  L2_2 = L1_2
  L1_2 = L1_2.set_text_all_display
  L3_2 = true
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.single_item_panel
  L2_2 = L1_2
  L1_2 = L1_2.set_count
  L3_2 = A0_2._destroy_amount
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.single_item_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind_click
  L3_2 = A0_2
  L4_2 = A0_2._on_item_click
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._refresh_display_item = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2
  L2_2 = G
  L2_2 = L2_2.UIManager
  L2_2 = L2_2.load_and_show
  L3_2 = "Ui.Common.ItemDetailDialog"
  L2_2 = L2_2(L3_2)
  L4_2 = L2_2
  L3_2 = L2_2.setup_view_by_item
  L5_2 = A1_2
  L6_2 = true
  L3_2(L4_2, L5_2, L6_2)
end
L0_1._on_item_click = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L2_2 = G
  L2_2 = L2_2.Utils
  L2_2 = L2_2.invoke_callback
  L3_2 = A0_2._callback
  L4_2 = A0_2._callback_self
  L5_2 = A1_2
  L2_2(L3_2, L4_2, L5_2)
  L3_2 = A0_2
  L2_2 = A0_2.exit
  L2_2(L3_2)
end
L0_1._on_item_destroy_success = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._material_selected
  if L1_2 ~= nil then
    L1_2 = A0_2._origin_material_selected_count
    L2_2 = A0_2._material_selected
    L2_2 = L2_2.Count
    if L1_2 == L2_2 then
      goto lbl_11
    end
  end
  L2_2 = A0_2
  L1_2 = A0_2.exit
  L1_2(L2_2)
  ::lbl_11::
end
L0_1._item_changed = 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, L3_2, L4_2, L5_2
  L2_2 = A0_2
  L1_2 = A0_2._do_destroy
  L3_2 = A0_2._material_selected
  L3_2 = L3_2.Row
  L3_2 = L3_2.ID
  L4_2 = A0_2._origin_material_selected_count
  L5_2 = A0_2._destroy_amount
  L1_2(L2_2, L3_2, L4_2, L5_2)
  L2_2 = A0_2
  L1_2 = A0_2.show_full_screen_block_for_packet
  L3_2 = CS
  L3_2 = L3_2.MOEGCPOIKAD
  L3_2 = L3_2.OMIPKJNCFBE
  L1_2(L2_2, L3_2)
end
L0_1._on_btn_confirm = L1_1
function L1_1(A0_2, A1_2, A2_2, A3_2)
  local L4_2, L5_2, L6_2, L7_2, L8_2
  L4_2 = CS
  L4_2 = L4_2.RPG
  L4_2 = L4_2.Client
  L4_2 = L4_2.NetworkManager
  L4_2 = L4_2.FFOMLPONIFB
  L5_2 = L4_2
  L4_2 = L4_2.DHALNNODCEA
  L6_2 = A1_2
  L7_2 = A2_2
  L8_2 = A3_2
  L4_2(L5_2, L6_2, L7_2, L8_2)
end
L0_1._do_destroy = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2
  if A1_2 == "Menu_UnchangeLeftStickButton" then
    L3_2 = A0_2
    L2_2 = A0_2._on_left_stick_button_click
    L2_2(L3_2)
  end
end
L0_1._on_in_control_action_click = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._material_selected
  if L1_2 ~= nil then
    L1_2 = {}
    L2_2 = {}
    L3_2 = A0_2._material_selected
    L2_2[1] = L3_2
    L1_2.items = L2_2
    L1_2.sync_load = false
    L1_2.is_item = true
    L1_2.init_index = nil
    L1_2.hide_lock = true
    L2_2 = G
    L2_2 = L2_2.InventoryUtils
    L2_2 = L2_2.show_item_detail_display_dialog_for_gamepad
    L3_2 = L1_2
    L2_2(L3_2)
  end
end
L0_1._on_left_stick_button_click = L1_1
return L0_1
