ingame/inventory/inventory.lua:668 -- INVENTORY_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_FRAGMENT_SHOWING then
-- If no current context is set for inventory then assume the inventory is being opened
if not self.inventories[INVENTORY_BACKPACK].currentContext then
self:ActivateInventorySearch()
else
self.inventories[INVENTORY_BACKPACK].searchBox:SetText(TEXT_SEARCH_MANAGER:GetSearchText(self.inventories[INVENTORY_BACKPACK].currentContext))
end
-- Start tab and subtab flashing for new items
for _, data in ipairs(self.newItemList) do
self:PlayItemAddedAlert(data, data.inventory)
end
local UPDATE_EVEN_IF_HIDDEN = true
if self.isListDirty[INVENTORY_BACKPACK] then
if TEXT_SEARCH_MANAGER:IsFilterTargetInContext(self.inventories[INVENTORY_BACKPACK].currentContext, BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT) then
self:UpdateList(INVENTORY_BACKPACK, UPDATE_EVEN_IF_HIDDEN)
end
end
self:RefreshMoney()
self:UpdateFreeSlots(INVENTORY_BACKPACK)
self:UpdateApparelSection()
--Reseting the comparison stats here since its too later when the window is already hidden.
ZO_CharacterWindowStats_HideComparisonValues()
elseif newState == SCENE_FRAGMENT_HIDDEN then
if TEXT_SEARCH_MANAGER:IsActiveTextSearch("playerInventoryTextSearch") then
self:DeactivateInventorySearch()
end
ZO_InventorySlot_RemoveMouseOverKeybinds()
self:ClearNewStatusOnItemsThePlayerHasSeen(INVENTORY_BACKPACK)
self.newItemList = {}
end
end)