Arma Reforger Script API
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Public Member Functions | Public Attributes | Protected Attributes | List of all members
SCR_InventorySlotQuickSlotUI Interface Reference

UI Script Inventory Slot UI Layout. More...

Inheritance diagram for SCR_InventorySlotQuickSlotUI:
[legend]

Public Member Functions

override void Init ()
 
override void SetSlotVisible (bool bVisible)
 should be the slot visible?
 
override string SetSlotSize ()
 
void UpdateHints ()
 
void SetQuickSlotHintVisible (RichTextWidget hintWidget)
 
void SCR_InventorySlotQuickSlotUI (InventoryItemComponent pComponent=null, SCR_InventoryStorageBaseUI pStorageUI=null, bool bVisible=true, int iSlotIndex=-1, SCR_ItemAttributeCollection pAttributes=null)
 
void ~SCR_InventorySlotQuickSlotUI ()
 
- 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)
 
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)
 

Public Attributes

ResourceName m_sPrimarySecondaryWeapon = "{F565C4A388964DBE}UI/Textures/InventoryIcons/InventorySlot_gadget.edds"
 
- Public Attributes inherited from SCR_InventorySlotUI
Widget m_widget = null
 

Protected Attributes

ImageWidget m_wGamepadHintSmall
 
ImageWidget m_wGamepadHintLarge
 
RichTextWidget m_wKeybindText
 
- 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
 
ImageWidget m_wFuelCount
 
SCR_FuelManagerComponent m_FuelManager
 

Additional Inherited Members

- 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 ()
 
- Static Protected Attributes inherited from SCR_InventorySlotUI
const string FUEL_WIDGET_HOLDER_NAME = "FuelCountHolder"
 
const string FUEL_WIDGET_FILL_NAME = "FuelFill"
 

Detailed Description

UI Script Inventory Slot UI Layout.

Constructor & Destructor Documentation

◆ SCR_InventorySlotQuickSlotUI()

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

◆ ~SCR_InventorySlotQuickSlotUI()

void SCR_InventorySlotQuickSlotUI.~SCR_InventorySlotQuickSlotUI ( )

Member Function Documentation

◆ Init()

override void SCR_InventorySlotQuickSlotUI.Init ( )

Implements SCR_InventorySlotUI.

◆ SetQuickSlotHintVisible()

void SCR_InventorySlotQuickSlotUI.SetQuickSlotHintVisible ( RichTextWidget  hintWidget)

◆ SetSlotSize()

override string SCR_InventorySlotQuickSlotUI.SetSlotSize ( )

Implements SCR_InventorySlotUI.

◆ SetSlotVisible()

override void SCR_InventorySlotQuickSlotUI.SetSlotVisible ( bool  bVisible)

should be the slot visible?

Implements SCR_InventorySlotUI.

◆ UpdateHints()

void SCR_InventorySlotQuickSlotUI.UpdateHints ( )

Member Data Documentation

◆ m_sPrimarySecondaryWeapon

ResourceName SCR_InventorySlotQuickSlotUI.m_sPrimarySecondaryWeapon = "{F565C4A388964DBE}UI/Textures/InventoryIcons/InventorySlot_gadget.edds"

◆ m_wGamepadHintLarge

ImageWidget SCR_InventorySlotQuickSlotUI.m_wGamepadHintLarge
protected

◆ m_wGamepadHintSmall

ImageWidget SCR_InventorySlotQuickSlotUI.m_wGamepadHintSmall
protected

◆ m_wKeybindText

RichTextWidget SCR_InventorySlotQuickSlotUI.m_wKeybindText
protected

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