Arma Reforger Script API
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Public Member Functions | Static Public Attributes | Protected Member Functions | Protected Attributes | Static Protected Attributes | List of all members
SCR_ArsenalInventorySlotUI Interface Reference
Inheritance diagram for SCR_ArsenalInventorySlotUI:
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Public Member Functions

SCR_ResourceComponent GetArsenalResourceComponent ()
 
void SetArsenalResourceComponent (SCR_ResourceComponent component)
 
void SetStorageUI (SCR_InventoryStorageBaseUI storageUI)
 
override void SetSlotVisible (bool bVisible)
 should be the slot visible?
 
override void Refresh ()
 
void UpdateTotalResources (float totalResources)
 
override bool IsDraggable ()
 
float GetTotalResources ()
 
void SetItemAvailability (bool isAvailable)
 
float GetItemSupplyCost ()
 
void SCR_ArsenalInventorySlotUI (InventoryItemComponent pComponent=null, SCR_InventoryStorageBaseUI pStorageUI=null, bool bVisible=true, int iSlotIndex=-1, SCR_ItemAttributeCollection pAttributes=null)
 
void ~SCR_ArsenalInventorySlotUI ()
 
- Public Member Functions inherited from SCR_InventorySlotUI
void UpdateReferencedComponent (InventoryItemComponent pComponent, SCR_ItemAttributeCollection attributes=null)
 
void UpdateInventorySlot (InventoryItemComponent comp, int stackNumber)
 
bool IsDraggable ()
 
BaseInventoryStorageComponent GetStorageComponent ()
 returns the storage component associated with this UI component
 
LoadoutAreaType GetLoadoutArea ()
 
void SetStackNumber (int i)
 
void IncreaseStackNumber ()
 
void IncreaseStackNumberWithRplId (RplId id)
 
void OnOwnedSlotsUpdated ()
 
Widget GetButtonWidget ()
 
bool IsSlotEnabled ()
 
bool IsSlotBlocked ()
 
bool IsSlotSelected ()
 
void SetSlotVisible (bool bVisible)
 should be the slot visible?
 
void SetSlotBlocked (bool bBlocked)
 should be the slot be blocked?
 
int GetSlotIndex ()
 
void SetQuickSlotIndexVisible (TextWidget textQuickSlot, bool bVisible)
 
void OnSlotFocused ()
 
override bool OnMouseEnter (Widget w, int x, int y)
 
override bool OnMouseLeave (Widget w, Widget enterW, int x, int y)
 
void OnSlotFocusLost ()
 
void ToggleSelected ()
 
void SetSelected (bool select)
 
void SetEnabled (bool enable)
 
bool OnDrop (SCR_InventorySlotUI slot)
 
void SetEnabledForMove (int iSelect)
 
InventoryItemComponent GetInventoryItemComponent ()
 
BaseInventoryStorageComponent GetAsStorage ()
 
SCR_InventoryStorageBaseUI GetStorageUI ()
 
bool IsSelected ()
 
string GetItemName ()
 
void ClearItemDetails ()
 
bool RemoveItem ()
 
void SetItemFunctionality ()
 stores the type of the functionality of the item in the slot
 
SCR_CharacterInventoryStorageComponent GetCharacterStorage (IEntity entity)
 
void UseItem (IEntity player, SCR_EUseContext context)
 
bool CanUseItem (IEntity player)
 
int GetAmmoCount ()
 
void Refresh ()
 
void Destroy ()
 Removes just the UI slot.
 
void OnChangeLockState ()
 
void SetSelectedQuickSlot (bool select)
 
ECommonItemType GetCommonItemType ()
 
override bool OnSelect (Widget w, int x, int y)
 
override bool OnFocus (Widget w, int x, int y)
 
override bool OnFocusLost (Widget w, int x, int y)
 
override bool OnChange (Widget w, int x, int y, bool finished)
 
Widget GetWidget ()
 
int GetColumnSize ()
 
int GetRowSize ()
 
void SetSlotSize (ESlotSize slotSize)
 
ESlotSize GetSlotSize ()
 
void SetPage (int iPage)
 
int GetPage ()
 
ESlotFunction GetSlotedItemFunction ()
 What functionality the item in the slot has? ( weapon, magazine, health, consumable... )
 
void SetIcon (ResourceName texture)
 
override void HandlerAttached (Widget w)
 
ResourceName GetItemResource ()
 
bool IsStacked ()
 
void CheckCompatibility (SCR_InventorySlotUI slot)
 
bool IsCompatible ()
 
void SCR_InventorySlotUI (InventoryItemComponent pComponent=null, SCR_InventoryStorageBaseUI pStorageUI=null, bool bVisible=true, int iSlotIndex=-1, SCR_ItemAttributeCollection pAttributes=null)
 
void ~SCR_InventorySlotUI ()
 
override void HandlerDeattached (Widget w)
 

Static Public Attributes

static const string SLOT_LAYOUT_SUPPLY = "{AF25F325D2730142}UI/layouts/Menus/Inventory/SupplyInventoryItemSlot.layout"
 

Protected Member Functions

override string SetSlotSize ()
 
- Protected Member Functions inherited from SCR_InventorySlotUI
string SetSlotSize ()
 
void Init ()
 
void SetAmmoCount ()
 
void SetAmmoType ()
 
void OnFuelAmountChanged (float newFuelValue)
 
void InitFuelAmount ()
 
UIInfo GetItemDetails ()
 
void SetItemDetails ()
 
void SetImage (string resource, string imageName)
 
SCR_InventoryStorageManagerComponent GetInventoryManager ()
 
bool ShouldVehicleSlotBeVisible (SCR_InventoryVehicleVisibilityAttribute attr)
 
void UpdateVolumeBarValue ()
 
void UpdateAmmoCount ()
 
void UpdateStackNumber ()
 
void UpdateWeaponAmmoCount ()
 

Protected Attributes

Widget m_CostResourceHolder
 
TextWidget m_CostResourceHolderText
 
bool m_bIsAvailable = true
 
TextWidget m_wResourceText
 
Widget m_wResourceDisplay
 
SCR_ResourceComponent m_ArsenalResourceComponent
 
SCR_ResourceContainer m_ResourceContainer
 
float m_fSupplyCost
 
- Protected Attributes inherited from SCR_InventorySlotUI
int m_iSizeX
 
int m_iSizeY
 
int m_iPage
 
SCR_InventoryStorageBaseUI m_pStorageUI
 
InventoryItemComponent m_pItem
 
ref SCR_ItemAttributeCollection m_Attributes
 
bool m_bEnabled = true
 
bool m_bSelected = false
 
bool m_bBlocked = false
 
Widget m_wSelectedEffect
 
Widget m_wSelectedIcon
 
Widget m_wMoveEffect
 
Widget m_wDimmerEffect
 
Widget m_wBlockedEffect
 
TextWidget m_wTextQuickSlot = null
 
TextWidget m_wTextQuickSlotLarge = null
 
int m_iQuickSlotIndex
 
ProgressBarWidget m_wVolumeBar
 
ProgressBarWidget m_wAmmoCount
 
int m_iStackNumber = 1
 
TextWidget m_wStackNumber
 
TextWidget m_wMagazineNumber
 
OverlayWidget m_wItemLockThrobber
 
string m_sItemName = ""
 
int m_aAmmoCountActual = -1
 
int m_aAmmoCountMax = -1
 
bool m_bVisible
 
ESlotFunction m_eSlotFunction = ESlotFunction.TYPE_GENERIC
 
SCR_InventoryProgressBar m_ProgressBar
 
Widget m_wCurrentMagazine
 
ImageWidget m_wCurrentMagazineAmmoCount
 
Widget m_wProgressBar
 
SCR_FuelManagerComponent m_FuelManager
 

Static Protected Attributes

const string RESOURCES_TEXT_WIDGET_NAME = "SuppliesText"
 
const string STORED_RESOURCES_WIDGET_NAME = "SuppliesStored"
 
const string AVAILABLE_RESOURCES_WIDGET_NAME = "SuppliesAvailable"
 
const string COST_RESOURCES_WIDGET_NAME = "SuppliesCost"
 

Additional Inherited Members

- Public Attributes inherited from SCR_InventorySlotUI
Widget m_widget = null
 

Constructor & Destructor Documentation

◆ SCR_ArsenalInventorySlotUI()

void SCR_ArsenalInventorySlotUI.SCR_ArsenalInventorySlotUI ( InventoryItemComponent  pComponent = null,
SCR_InventoryStorageBaseUI  pStorageUI = null,
bool  bVisible = true,
int  iSlotIndex = -1,
SCR_ItemAttributeCollection  pAttributes = null 
)

◆ ~SCR_ArsenalInventorySlotUI()

void SCR_ArsenalInventorySlotUI.~SCR_ArsenalInventorySlotUI ( )

Member Function Documentation

◆ GetArsenalResourceComponent()

SCR_ResourceComponent SCR_ArsenalInventorySlotUI.GetArsenalResourceComponent ( )

◆ GetItemSupplyCost()

float SCR_ArsenalInventorySlotUI.GetItemSupplyCost ( )

◆ GetTotalResources()

float SCR_ArsenalInventorySlotUI.GetTotalResources ( )

◆ IsDraggable()

override bool SCR_ArsenalInventorySlotUI.IsDraggable ( )

Implements SCR_InventorySlotUI.

◆ Refresh()

override void SCR_ArsenalInventorySlotUI.Refresh ( )

Implements SCR_InventorySlotUI.

◆ SetArsenalResourceComponent()

void SCR_ArsenalInventorySlotUI.SetArsenalResourceComponent ( SCR_ResourceComponent  component)

◆ SetItemAvailability()

void SCR_ArsenalInventorySlotUI.SetItemAvailability ( bool  isAvailable)

◆ SetSlotSize()

override string SCR_ArsenalInventorySlotUI.SetSlotSize ( )
protected

Implements SCR_InventorySlotUI.

◆ SetSlotVisible()

override void SCR_ArsenalInventorySlotUI.SetSlotVisible ( bool  bVisible)

should be the slot visible?

Implements SCR_InventorySlotUI.

◆ SetStorageUI()

void SCR_ArsenalInventorySlotUI.SetStorageUI ( SCR_InventoryStorageBaseUI  storageUI)

◆ UpdateTotalResources()

void SCR_ArsenalInventorySlotUI.UpdateTotalResources ( float  totalResources)

Member Data Documentation

◆ AVAILABLE_RESOURCES_WIDGET_NAME

const string SCR_ArsenalInventorySlotUI.AVAILABLE_RESOURCES_WIDGET_NAME = "SuppliesAvailable"
staticprotected

◆ COST_RESOURCES_WIDGET_NAME

const string SCR_ArsenalInventorySlotUI.COST_RESOURCES_WIDGET_NAME = "SuppliesCost"
staticprotected

◆ m_ArsenalResourceComponent

SCR_ResourceComponent SCR_ArsenalInventorySlotUI.m_ArsenalResourceComponent
protected

◆ m_bIsAvailable

bool SCR_ArsenalInventorySlotUI.m_bIsAvailable = true
protected

◆ m_CostResourceHolder

Widget SCR_ArsenalInventorySlotUI.m_CostResourceHolder
protected

◆ m_CostResourceHolderText

TextWidget SCR_ArsenalInventorySlotUI.m_CostResourceHolderText
protected

◆ m_fSupplyCost

float SCR_ArsenalInventorySlotUI.m_fSupplyCost
protected

◆ m_ResourceContainer

SCR_ResourceContainer SCR_ArsenalInventorySlotUI.m_ResourceContainer
protected

◆ m_wResourceDisplay

Widget SCR_ArsenalInventorySlotUI.m_wResourceDisplay
protected

◆ m_wResourceText

TextWidget SCR_ArsenalInventorySlotUI.m_wResourceText
protected

◆ RESOURCES_TEXT_WIDGET_NAME

const string SCR_ArsenalInventorySlotUI.RESOURCES_TEXT_WIDGET_NAME = "SuppliesText"
staticprotected

◆ SLOT_LAYOUT_SUPPLY

const string SCR_ArsenalInventorySlotUI.SLOT_LAYOUT_SUPPLY = "{AF25F325D2730142}UI/layouts/Menus/Inventory/SupplyInventoryItemSlot.layout"
static

◆ STORED_RESOURCES_WIDGET_NAME

const string SCR_ArsenalInventorySlotUI.STORED_RESOURCES_WIDGET_NAME = "SuppliesStored"
staticprotected

The documentation for this interface was generated from the following file: