- common/gamepad/zo_gamepadparametricscrolllistscreen.lua:224 --
scene:RegisterCallback("StateChange", self.onStateChangedCallback)
- common/gamepad/screenadjust/screenadjust.lua:23 --
scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWN then
local SAVE_INITIAL_SCREEN_SIZE = true
self:InitializeSize(SAVE_INITIAL_SCREEN_SIZE)
if IsInGamepadPreferredMode() then
DIRECTIONAL_INPUT:Activate(self, self.control)
end
self.readyToSave = true
elseif newState == SCENE_HIDING then
if SCENE_MANAGER:IsCurrentSceneGamepad() then
DIRECTIONAL_INPUT:Deactivate(self)
end
end
end)
- ingame/crafting/gamepad/smithingcreation_gamepad.lua:60 --
scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
self:PerformDeferredInitialization()
KEYBIND_STRIP:RemoveDefaultExit()
KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
local tabBarEntries = self:GenerateTabBarEntries()
self.focus:Activate()
self.focus:SetFocusByIndex(self.focus:GetFocus()) -- somehow this fixes the "move focus by 2 the first time" issue when entering the screen...remove when lower-level system fixed
self.owner:SetEnableSkillBar(true)
local savedFilter = self.typeFilter
local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType(GetCraftingInteractionType())
local DONT_SHOW_CAPACITY = false
ZO_GamepadCraftingUtils_SetupGenericHeader(self.owner, titleString, tabBarEntries, DONT_SHOW_CAPACITY)
ZO_GamepadCraftingUtils_RefreshGenericHeader(self.owner)
self:SetupTabBar(tabBarEntries, savedFilter)
self:RefreshAllLists()
self.inOptionsMenu = false
self.isCrafting = false
GAMEPAD_CRAFTING_RESULTS:SetCraftingTooltip(self.resultTooltip)
GAMEPAD_CRAFTING_RESULTS:SetTooltipAnimationSounds(self:GetCreateTooltipSound())
self:RefreshScrollPanel()
self:TriggerUSITutorial()
elseif newState == SCENE_HIDDEN then
GAMEPAD_CRAFTING_RESULTS:SetCraftingTooltip(nil)
ZO_InventorySlot_RemoveMouseOverKeybinds()
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
KEYBIND_STRIP:RestoreDefaultExit()
self.focus:Deactivate()
self.resultTooltip:SetHidden(true)
self.interactingWithSameStation = true
self.owner:SetEnableSkillBar(false)
ZO_GamepadGenericHeader_Deactivate(self.owner.header)
end
end)
- ingame/crafting/gamepad/smithingextraction_gamepad.lua:36 --
scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
KEYBIND_STRIP:RemoveDefaultExit()
KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
self.inventory:Activate()
local tabBarEntries = {}
if not refinementOnly then
self:AddEntry(GetString("SI_EQUIPSLOTVISUALCATEGORY", EQUIP_SLOT_VISUAL_CATEGORY_WEAPONS), ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_WEAPONS, CanSmithingWeaponPatternsBeCraftedHere(), tabBarEntries)
self:AddEntry(GetString("SI_EQUIPSLOTVISUALCATEGORY", EQUIP_SLOT_VISUAL_CATEGORY_APPAREL), ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_ARMOR, CanSmithingApparelPatternsBeCraftedHere(), tabBarEntries)
local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType(GetCraftingInteractionType())
ZO_GamepadCraftingUtils_SetupGenericHeader(self.owner, titleString, tabBarEntries)
if #tabBarEntries > 1 then
ZO_GamepadGenericHeader_Activate(self.owner.header)
end
else
local titleString = GetString(SI_SMITHING_TAB_REFINMENT)
ZO_GamepadCraftingUtils_SetupGenericHeader(self.owner, titleString)
end
ZO_GamepadCraftingUtils_RefreshGenericHeader(self.owner)
-- tab bar / screen state fight with each other when switching between apparel only / other stations when sharing a tab bar...kick apparel station to the right mode
if #tabBarEntries == 1 then
self:ChangeMode(tabBarEntries[1].mode)
end
-- used to update extraction slot UI with text / etc., PC does this as well
self:RemoveItemFromWorkbench()
self.owner:SetEnableSkillBar(true)
GAMEPAD_CRAFTING_RESULTS:SetForceCenterResultsText(true)
GAMEPAD_CRAFTING_RESULTS:ModifyAnchor(ZO_Anchor:New(RIGHT, GuiRoot, RIGHT, -310, -175))
self.inventory:HandleDirtyEvent()
elseif newState == SCENE_HIDDEN then
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
KEYBIND_STRIP:RestoreDefaultExit()
self.inventory:Deactivate()
self.tooltip.tip:ClearLines()
self.tooltip:SetHidden(true)
GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP)
ZO_GamepadGenericHeader_Deactivate(self.owner.header)
self.owner:SetEnableSkillBar(false)
GAMEPAD_CRAFTING_RESULTS:SetForceCenterResultsText(false)
GAMEPAD_CRAFTING_RESULTS:RestoreAnchor()
end
end)
- ingame/crafting/gamepad/smithingimprovement_gamepad.lua:105 --
scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
KEYBIND_STRIP:RemoveDefaultExit()
KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
self:SetInventoryActive(true)
-- LB / RB handling for switching filters on improvement screen
local tabBarEntries = {}
self:AddEntry(GetString("SI_EQUIPSLOTVISUALCATEGORY", EQUIP_SLOT_VISUAL_CATEGORY_WEAPONS), ZO_SMITHING_IMPROVEMENT_SHARED_FILTER_TYPE_WEAPONS, CanSmithingWeaponPatternsBeCraftedHere(), tabBarEntries)
self:AddEntry(GetString("SI_EQUIPSLOTVISUALCATEGORY", EQUIP_SLOT_VISUAL_CATEGORY_APPAREL), ZO_SMITHING_IMPROVEMENT_SHARED_FILTER_TYPE_ARMOR, CanSmithingApparelPatternsBeCraftedHere(), tabBarEntries)
local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType(GetCraftingInteractionType())
ZO_GamepadCraftingUtils_SetupGenericHeader(self.owner, titleString, tabBarEntries)
if #tabBarEntries > 1 then
ZO_GamepadGenericHeader_Activate(self.owner.header)
self.shouldActivateTabBar = true
else
self.shouldActivateTabBar = false
end
ZO_GamepadCraftingUtils_RefreshGenericHeader(self.owner)
-- tab bar / screen state fight with each other when switching between apparel only / other stations when sharing a tab bar...kick apparel station to the right mode
if #tabBarEntries == 1 then
self:ChangeMode(tabBarEntries[1].mode)
end
-- used to update extraction slot UI with text / etc., PC does this as well
self:RemoveItemFromWorkbench()
if self.selectedItem then
self:ColorizeText(self:GetBoosterRowForQuality(self.selectedItem.quality))
end
self.owner:SetEnableSkillBar(true)
elseif newState == SCENE_HIDDEN then
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
KEYBIND_STRIP:RestoreDefaultExit()
self:SetInventoryActive(false)
self.tooltip.tip:ClearLines()
self.tooltip:SetHidden(true)
self.sourceTooltip.tip:ClearLines()
self.sourceTooltip:SetHidden(true)
self.resultTooltip.tip:ClearLines()
self.resultTooltip:SetHidden(true)
self.slotContainer:SetHidden(true)
self:EnableQualityBridge(false)
ZO_GamepadGenericHeader_Deactivate(self.owner.header)
self:ClearBoosterRowHighlight()
self.owner:SetEnableSkillBar(false)
self.spinner:Deactivate()
self.spinner:SetValue(1)
end
end)
- ingame/crafting/gamepad/smithingresearch_gamepad.lua:16 --
scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
self:PerformDeferredInitialization()
KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
local tabBarEntries = self:GenerateTabBarEntries()
self.focus:Activate()
self.owner:SetEnableSkillBar(true)
DIRECTIONAL_INPUT:Activate(self, self.panelContent)
local savedFilter = self.typeFilter
local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType(GetCraftingInteractionType())
ZO_GamepadCraftingUtils_SetupGenericHeader(self.owner, titleString, tabBarEntries)
ZO_GamepadCraftingUtils_RefreshGenericHeader(self.owner)
self:SetupTabBar(tabBarEntries, savedFilter)
self:Refresh()
elseif newState == SCENE_HIDDEN then
DIRECTIONAL_INPUT:Deactivate(self)
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
self.focus:Deactivate()
self.owner:SetEnableSkillBar(false)
ZO_GamepadGenericHeader_Deactivate(self.owner.header)
GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP)
end
end)
- ingame/crafting/gamepad/smithing_gamepad.lua:33 --
scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
TriggerTutorial(self.GetTutorialTrigger(self, GetCraftingInteractionType(), mode))
end
end)
- ingame/dyeing/dyestamp_confirmation_shared.lua:13 --
scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWN then
self:OnShown()
elseif newState == SCENE_HIDDEN then
self:OnHidden()
end
end)
- ingame/dyeing/gamepad/dyeing_gamepad.lua:253 --
scene:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
self.mode = self.owner:GetMode()
self:PerformDeferredInitialization()
self:ActivateDyeItemsHeader()
self.dyeableSlotsMenu:SetMode(self.mode)
self.dyeableSlotsMenu:Show()
self.visibleRadialMenu = self.dyeableSlotsMenu
self:SwitchToTab(DYE_TAB_INDEX)
self:SwitchToTool(self.dyeTool)
self:RefreshSavedSets()
KEYBIND_STRIP:RemoveDefaultExit()
KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
DIRECTIONAL_INPUT:Activate(self, self.control)
elseif newState == SCENE_HIDDEN then
local RETAIN_BACKGROUND_FOCUS = true
self:ResetScreen(nil, RETAIN_BACKGROUND_FOCUS)
self.dyeableSlotsMenu:ResetToDefaultPositon()
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
KEYBIND_STRIP:RestoreDefaultExit()
DIRECTIONAL_INPUT:Deactivate(self)
if self.isSpinning then
EndInteractCameraSpin()
self.isSpinning = false
end
ZO_SavePlayerConsoleProfile()
end
end)
- ingame/mainmenu/keyboard/zo_mainmenu_keyboard.lua:690 --
scene:RegisterCallback("StateChange", self.sceneShowCallback)