ingame/inventory/gamepad/gamepadinventory.lua:73 -- GAMEPAD_INVENTORY_ITEM_FILTER_SCENE:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
self.actionMode = ITEM_LIST_ACTION_MODE
self:RefreshItemList()
self:SetSelectedItemUniqueId(self.itemList:GetTargetData())
if self.itemList:IsEmpty() then
return -- bail in case refreshing the list caused the scene to hide.
end
self:SetCurrentList(self.itemList)
if self.isCurrentSelectedListQuickslot then
KEYBIND_STRIP:AddKeybindButton(self.quickslotKeybindDescriptor)
TriggerTutorial(TUTORIAL_TRIGGER_INVENTORY_OPENED_AND_QUICKSLOTS_AVAILABLE)
end
self:UpdateRightTooltip()
KEYBIND_STRIP:AddKeybindButtonGroup(self.itemFilterKeybindStripDescriptor)
ZO_InventorySlot_SetUpdateCallback(function() self:RefreshItemActionList() end)
self:RefreshHeader()
self:RefreshItemActionList()
elseif newState == SCENE_HIDING then
ZO_InventorySlot_SetUpdateCallback(nil)
self:DisableCurrentList()
self.listWaitingOnDestroyRequest = nil
elseif newState == SCENE_HIDDEN then
self:SetSelectedInventoryData(nil)
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.itemFilterKeybindStripDescriptor)
KEYBIND_STRIP:RemoveKeybindButton(self.quickslotKeybindDescriptor)
if SCENE_MANAGER:IsShowingNext("gamepad_inventory_item_actions") then
--if taking action on an item, it is no longer new
self.clearNewStatusOnSelectionChanged = true
else
GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP)
GAMEPAD_TOOLTIPS:Reset(GAMEPAD_RIGHT_TOOLTIP)
end
self:TryClearNewStatusOnHidden()
end
end)