- ingame/achievements/keyboard/achievements.lua:1065 --
self.scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
self.refreshGroups:UpdateRefreshGroups()
self.queuedScrollToAchievement = nil
if self.queuedShowAchievement then
if not self:ShowAchievement(self.queuedShowAchievement) then
self.queuedScrollToAchievement = nil
end
end
ACHIEVEMENTS_MANAGER:SetSearchString(self.contentSearchEditBox:GetText())
elseif newState == SCENE_SHOWN then
if self.achievementsById and self.achievementsById[self.queuedScrollToAchievement] then
ZO_Scroll_ScrollControlIntoCentralView(self.contentList, self.achievementsById[self.queuedScrollToAchievement]:GetControl())
end
elseif newState == SCENE_HIDING then
ClearTooltip(InformationTooltip)
end
end)
- ingame/antiquities/keyboard/antiquityjournal_keyboard.lua:829 --
self.scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
ANTIQUITY_DATA_MANAGER:SetSearch(self.contentSearchEditBox:GetText())
KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
TriggerTutorial(TUTORIAL_TRIGGER_ANTIQUITY_JOURNAL_OPENED)
self.refreshGroups:RefreshAll("AntiquitiesUpdated")
elseif newState == SCENE_HIDING then
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
end
end)
- ingame/antiquities/keyboard/antiquitylore_keyboard.lua:152 --
self.scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
KEYBIND_STRIP:RemoveDefaultExit()
KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
elseif newState == SCENE_HIDING then
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
KEYBIND_STRIP:RestoreDefaultExit()
ANTIQUITY_LORE_READER_KEYBOARD:Reset()
end
end)
- ingame/collections/keyboard/collectionsbook.lua:36 --
self.scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
self.refreshGroups:UpdateRefreshGroups() --In case we need to rebuild the categories
self:UpdateCollectionVisualLayer()
if self.hotbarCategory then
self.wheelContainer:SetHidden(false)
self.wheel:Activate()
else
self.wheelContainer:SetHidden(true)
end
COLLECTIONS_BOOK_SINGLETON:SetSearchString(self.contentSearchEditBox:GetText())
COLLECTIONS_BOOK_SINGLETON:SetSearchCategorySpecializationFilters(COLLECTIBLE_CATEGORY_SPECIALIZATION_NONE)
COLLECTIONS_BOOK_SINGLETON:SetSearchChecksHidden(true)
elseif newState == SCENE_HIDDEN then
self.gridListPanelList:ResetToTop()
self.wheelContainer:SetHidden(true)
if self.hotbarCategory then
self.wheel:Deactivate()
end
end
end)
- ingame/companion/keyboard/companioncharacter_keyboard.lua:11 --
self.scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
self:BuildNavigationTree()
elseif newState == SCENE_HIDDEN then
self:SelectNavigationFragment(nil)
end
end)
- ingame/companion/keyboard/companioncollectionbook_keyboard.lua:21 --
self.scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
self.refreshGroups:UpdateRefreshGroups() --In case we need to rebuild the categories
self:UpdateCollectionVisualLayer()
COLLECTIONS_BOOK_SINGLETON:SetSearchString(self.contentSearchEditBox:GetText())
COLLECTIONS_BOOK_SINGLETON:SetSearchCategorySpecializationFilters(COLLECTIBLE_CATEGORY_SPECIALIZATION_NONE)
COLLECTIONS_BOOK_SINGLETON:SetSearchChecksHidden(true)
elseif newState == SCENE_HIDDEN then
self.gridListPanelList:ResetToTop()
end
end)
- ingame/companion/keyboard/companionskills_keyboard.lua:10 --
self.scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
self.skillLinesTreeRefreshGroup:TryClean()
self.skillListRefreshGroup:TryClean()
ACTION_BAR_ASSIGNMENT_MANAGER:SetHotbarCycleOverride(HOTBAR_CATEGORY_COMPANION)
self.assignableActionBar:RefreshAllButtons()
elseif newState == SCENE_HIDDEN then
SKILLS_AND_ACTION_BAR_MANAGER:ResetInterface()
ACTION_BAR_ASSIGNMENT_MANAGER:SetHotbarCycleOverride(nil)
end
end)
- ingame/crafting/keyboard/universaldeconstruction_keyboard.lua:54 --
self.scene:RegisterCallback("StateChange", OnSceneStateChanged)
- ingame/giftinventory/giftinventoryview_shared.lua:13 --
self.scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
self:OnShowing()
elseif newState == SCENE_HIDDEN then
self:OnHidden()
end
end)
- ingame/help/gamepad/help_legal_gamepad.lua:17 --
self.scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindDescriptors)
SCREEN_NARRATION_MANAGER:QueueCustomEntry("helpLegal")
elseif newState == SCENE_HIDDEN then
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindDescriptors)
end
end)
- ingame/storewindow/keyboard/storewindow_keyboard.lua:244 --
self.scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
self:InitializeStore()
PLAYER_INVENTORY:SelectAndChangeSort(INVENTORY_BACKPACK, ITEMFILTERTYPE_ALL, "sellInformationSortOrder", ZO_SORT_ORDER_UP)
elseif newState == SCENE_HIDDEN then
ZO_InventorySlot_RemoveMouseOverKeybinds()
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
self.modeBar:Clear()
PLAYER_INVENTORY:SelectAndChangeSort(INVENTORY_BACKPACK, ITEMFILTERTYPE_ALL, "statusSortOrder", ZO_SORT_ORDER_DOWN)
if GetCursorContentType() == MOUSE_CONTENT_STORE_ITEM then
ClearCursor()
end
end
end)
- internalingame/market/gamepad/market_gamepad.lua:2044 --
self.scene:RegisterCallback("StateChange", function(...) self:OnStateChanged(...) end)
- internalingame/marketannouncement/marketannouncement_manager.lua:11 --
self.scene:RegisterCallback("StateChange", function(...) self:OnStateChanged(...) end)