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ESO Function Data v100018
AddRefreshGroup()
Function Aliases
- No known aliases for this function.
Global Function Definitions
Local Function Definitions
- No known local definitions for this function.
Function Calls
- ingame/achievements/keyboard/achievements.lua:989 -- self.refreshGroups:AddRefreshGroup("FullUpdate",
{
RefreshAll = function()
self:OnAchievementsUpdated()
end,
})
- ingame/achievements/keyboard/achievements.lua:996 -- self.refreshGroups:AddRefreshGroup("AchievementUpdated",
{
RefreshSingle = function(achievementId)
self:OnAchievementUpdated(achievementId)
end,
})
- ingame/achievements/keyboard/achievements.lua:1003 -- self.refreshGroups:AddRefreshGroup("AchievementAwarded",
{
RefreshSingle = function(achievementId)
self:OnAchievementAwarded(achievementId)
end,
})
- ingame/collections/keyboard/collectionsbook.lua:523 -- self.refreshGroups:AddRefreshGroup("FullUpdate",
{
RefreshAll = function()
self:UpdateCollection()
end,
})
- ingame/collections/keyboard/collectionsbook.lua:530 -- self.refreshGroups:AddRefreshGroup("CollectibleUpdated",
{
RefreshSingle = function(collectibleId)
self:UpdateCollectible(collectibleId)
end,
})
- ingame/crowncrates/crowngemification_shared.lua:19 -- self.refreshGroup:AddRefreshGroup("Gemifiable",
{
RefreshAll = function()
self:RefreshList()
end,
RefreshSingle = function(gemifiable)
self:RefreshGemifiable(gemifiable)
end,
})
- ingame/housingeditor/furnituremanager_shared.lua:69 -- self.refreshGroups:AddRefreshGroup("UpdatePlacementFurniture",
{
RefreshAll = function()
self.placeableFurnitureCategoryTreeData:Clear()
local itemFurnitureCache = self:GetPlaceableFurnitureCache(ZO_PLACEABLE_TYPE_ITEM)
local foundBankInventory = false
for bagId, bagEntries in pairs(itemFurnitureCache) do
self:BuildCategoryTreeData(self.placeableFurnitureCategoryTreeData, bagEntries)
if bagId == BAG_BANK then
foundBankInventory = true
end
end
-- it's very possible that we do not have the banks contents created at this point in the inventory cache
-- so in the case that we did not have it yet, we need to create the data and put it in the category tree
if not foundBankInventory then
local filteredDataTable = SHARED_INVENTORY:GenerateFullSlotData(PlaceableFurnitureFilter, BAG_BANK)
for _, itemData in pairs(filteredDataTable) do
self:CreateOrUpdateItemDataEntry(itemData.bagId, itemData.slotIndex)
end
-- maybe we don't actually have anything in our bank though, so only try to add bank items if there are bank items to add
if itemFurnitureCache[BAG_BANK] then
--this filter operation will be late since we are already building the list and the text filter is async, but it will
--trigger a rebuild of the categories once it completes
--but only do this if we have a search string, otherwise this could cause the callback to make the placement list build twice
if self.placeableTextFilter ~= "" then
self:RequestApplyPlaceableTextFilterToData()
end
self:BuildCategoryTreeData(self.placeableFurnitureCategoryTreeData, itemFurnitureCache[BAG_BANK])
end
end
self:BuildCategoryTreeData(self.placeableFurnitureCategoryTreeData, self:GetPlaceableFurnitureCache(ZO_PLACEABLE_TYPE_COLLECTIBLE))
self.placeableFurnitureCategoryTreeData:SortCategoriesRecursive()
end,
RefreshSingle = function(furnitureCommand)
ApplyFurnitureCommand(self.placeableFurnitureCategoryTreeData, furnitureCommand)
end,
})
- ingame/housingeditor/furnituremanager_shared.lua:108 -- self.refreshGroups:AddRefreshGroup("UpdateRetrievableFurniture",
{
RefreshAll = function()
self.retrievableFurnitureCategoryTreeData:Clear()
self:BuildCategoryTreeData(self.retrievableFurnitureCategoryTreeData, self:GetRetrievableFurnitureCache())
self.retrievableFurnitureCategoryTreeData:SortCategoriesRecursive()
end,
RefreshSingle = function(furnitureCommand)
ApplyFurnitureCommand(self.retrievableFurnitureCategoryTreeData, furnitureCommand)
end,
})
- ingame/housingeditor/furnituremanager_shared.lua:120 -- self.refreshGroups:AddRefreshGroup("UpdateMarketProducts",
{
RefreshAll = function()
self.marketProductCategoryTreeData:Clear()
self:BuildCategoryTreeData(self.marketProductCategoryTreeData, self:GetMarketProductCache())
self.marketProductCategoryTreeData:SortCategoriesRecursive()
end,
})
- ingame/inventory/sharedinventory.lua:33 -- self.refresh:AddRefreshGroup("inventory",
{
RefreshAll = function()
self:RefreshInventory(BAG_BACKPACK)
self:RefreshInventory(BAG_WORN)
self:RefreshInventory(BAG_VIRTUAL)
-- with the addition of Craft Bags the bank bag could be modified by the automatic transfer
-- of bank contents to the Craft Bag on joining a region
self:RefreshInventory(BAG_BANK)
end,
RefreshSingle = function(...)
self:RefreshSingleSlot(...)
end,
})
- ingame/inventory/sharedinventory.lua:48 -- self.refresh:AddRefreshGroup("guild_bank",
{
RefreshAll = function()
self:RefreshInventory(BAG_GUILDBANK)
end,
})
- ingame/inventory/sharedinventory.lua:55 -- self.refresh:AddRefreshGroup("quest_inventory",
{
RefreshAll = function()
self:RefreshAllQuests()
end,
RefreshSingle = function(questIndex)
self:RefreshSingleQuest(questIndex)
end,
})
- ingame/map/cmaphandlers.lua:17 -- self.refresh:AddRefreshGroup("keep",
{
RefreshAll = function()
self:RefreshKeeps()
end,
RefreshSingle = function(...)
self:RefreshKeep(...)
end,
})
- ingame/map/cmaphandlers.lua:27 -- self.refresh:AddRefreshGroup("avaObjectives",
{
RefreshAll = function()
self:RefreshAvAObjectives()
end,
})
- ingame/map/worldmap.lua:6507 -- g_mapRefresh:AddRefreshGroup("keep",
{
RefreshAll = RefreshKeeps,
RefreshSingle = RefreshKeep,
IsShown = IsPresentlyShowingKeeps,
})
- ingame/map/worldmap.lua:6514 -- g_mapRefresh:AddRefreshGroup("keepNetwork",
{
RefreshAll = function()
if(g_keepNetworkManager) then
g_keepNetworkManager:RefreshLinks()
end
end,
IsShown = IsPresentlyShowingKeeps,
})
- ingame/map/worldmap.lua:6524 -- g_mapRefresh:AddRefreshGroup("avaObjectives",
{
RefreshAll = RefreshAvAObjectives,
IsShown = IsPresentlyShowingKeeps,
})
- ingame/map/worldmap.lua:6530 -- g_mapRefresh:AddRefreshGroup("group",
{
RefreshAll = ZO_WorldMap_RefreshGroupPins,
})