ingame/tradinghouse/gamepad/tradinghouse_gamepad.lua:139 -- TRADING_HOUSE_GAMEPAD_SCENE:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
ZO_GamepadGenericHeader_Activate(self.m_header)
ZO_GamepadGenericHeader_SetActiveTabIndex(self.m_header, self:GetCurrentMode())
self:RefreshHeaderData()
self:RefreshGuildNameFooter()
self:RegisterForSceneEvents()
elseif newState == SCENE_SHOWN then
-- This is in SCENE_SHOWN because SCENE_GROUP_SHOWING fires after SCENE_SHOWING and OnInitialInteraction needs to be called before the curren object is shown
-- also with edge case protection: don't try to show the current category if we are currently in the process of changing it
if self.m_currentObject and not self.processCategoryChange then
self.m_currentObject:Show()
end
elseif newState == SCENE_HIDDEN then
self:UnregisterForSceneEvents()
GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP)
ZO_GamepadGenericHeader_Deactivate(self.m_header)
if self.m_currentObject then
self.m_currentObject:Hide()
end
end
end)