- 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/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/companionskills_keyboard.lua:14 --
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:57 --
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:236 --
self.scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
-- set search context before calling InitializeStore, since that can add the
-- inventory fragment which will set a search context on showing (which is immediate)
PLAYER_INVENTORY:SetContextForInventories("storeTextSearch", INVENTORY_TYPE_LIST)
TEXT_SEARCH_MANAGER:ActivateTextSearch("storeTextSearch")
self:InitializeStore()
PLAYER_INVENTORY:SelectAndChangeSort(INVENTORY_BACKPACK, ITEMFILTERTYPE_ALL, "sellInformationSortOrder", ZO_SORT_ORDER_UP)
elseif newState == SCENE_HIDDEN then
if TEXT_SEARCH_MANAGER:IsActiveTextSearch("storeTextSearch") then
TEXT_SEARCH_MANAGER:DeactivateTextSearch("storeTextSearch")
local REMOVE_CONTEXT = nil
PLAYER_INVENTORY:SetContextForInventories(REMOVE_CONTEXT, INVENTORY_TYPE_LIST)
end
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:2043 --
self.scene:RegisterCallback("StateChange", function(...) self:OnStateChanged(...) end)
- internalingame/marketannouncement/marketannouncement_manager.lua:11 --
self.scene:RegisterCallback("StateChange", function(...) self:OnStateChanged(...) end)