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

UI Script Inventory Slot UI Layout. More...

Inheritance diagram for SCR_InventorySlotUI:
[legend]

Public Member Functions

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)
 

Public Attributes

Widget m_widget = null
 

Protected Member Functions

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

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
 

Detailed Description

UI Script Inventory Slot UI Layout.

Constructor & Destructor Documentation

◆ SCR_InventorySlotUI()

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

◆ ~SCR_InventorySlotUI()

void SCR_InventorySlotUI.~SCR_InventorySlotUI ( )

Member Function Documentation

◆ CanUseItem()

bool SCR_InventorySlotUI.CanUseItem ( IEntity  player)

◆ CheckCompatibility()

void SCR_InventorySlotUI.CheckCompatibility ( SCR_InventorySlotUI  slot)

◆ ClearItemDetails()

void SCR_InventorySlotUI.ClearItemDetails ( )

◆ Destroy()

void SCR_InventorySlotUI.Destroy ( )

Removes just the UI slot.

◆ GetAmmoCount()

int SCR_InventorySlotUI.GetAmmoCount ( )

◆ GetAsStorage()

BaseInventoryStorageComponent SCR_InventorySlotUI.GetAsStorage ( )

◆ GetButtonWidget()

Widget SCR_InventorySlotUI.GetButtonWidget ( )

◆ GetCharacterStorage()

SCR_CharacterInventoryStorageComponent SCR_InventorySlotUI.GetCharacterStorage ( IEntity  entity)

◆ GetColumnSize()

int SCR_InventorySlotUI.GetColumnSize ( )

◆ GetCommonItemType()

ECommonItemType SCR_InventorySlotUI.GetCommonItemType ( )

◆ GetInventoryItemComponent()

InventoryItemComponent SCR_InventorySlotUI.GetInventoryItemComponent ( )

◆ GetInventoryManager()

SCR_InventoryStorageManagerComponent SCR_InventorySlotUI.GetInventoryManager ( )
protected

◆ GetItemDetails()

UIInfo SCR_InventorySlotUI.GetItemDetails ( )
protected

◆ GetItemName()

string SCR_InventorySlotUI.GetItemName ( )

◆ GetItemResource()

ResourceName SCR_InventorySlotUI.GetItemResource ( )

◆ GetLoadoutArea()

LoadoutAreaType SCR_InventorySlotUI.GetLoadoutArea ( )

◆ GetPage()

int SCR_InventorySlotUI.GetPage ( )

◆ GetRowSize()

int SCR_InventorySlotUI.GetRowSize ( )

◆ GetSlotedItemFunction()

ESlotFunction SCR_InventorySlotUI.GetSlotedItemFunction ( )

What functionality the item in the slot has? ( weapon, magazine, health, consumable... )

◆ GetSlotIndex()

int SCR_InventorySlotUI.GetSlotIndex ( )

◆ GetSlotSize()

ESlotSize SCR_InventorySlotUI.GetSlotSize ( )

◆ GetStorageComponent()

BaseInventoryStorageComponent SCR_InventorySlotUI.GetStorageComponent ( )

returns the storage component associated with this UI component

Implemented in SCR_InventorySlotWeaponUI.

◆ GetStorageUI()

SCR_InventoryStorageBaseUI SCR_InventorySlotUI.GetStorageUI ( )

◆ GetWidget()

Widget SCR_InventorySlotUI.GetWidget ( )

◆ HandlerAttached()

override void SCR_InventorySlotUI.HandlerAttached ( Widget  w)

Implemented in SCR_SupplyInventorySlotUI.

◆ HandlerDeattached()

override void SCR_InventorySlotUI.HandlerDeattached ( Widget  w)

Implemented in SCR_SupplyInventorySlotUI.

◆ IncreaseStackNumber()

void SCR_InventorySlotUI.IncreaseStackNumber ( )

◆ IncreaseStackNumberWithRplId()

void SCR_InventorySlotUI.IncreaseStackNumberWithRplId ( RplId  id)

Implemented in SCR_SupplyInventorySlotUI.

◆ Init()

void SCR_InventorySlotUI.Init ( )
protected

◆ InitFuelAmount()

void SCR_InventorySlotUI.InitFuelAmount ( )
protected

◆ IsCompatible()

bool SCR_InventorySlotUI.IsCompatible ( )

◆ IsDraggable()

bool SCR_InventorySlotUI.IsDraggable ( )

Implemented in SCR_ArsenalInventorySlotUI.

◆ IsSelected()

bool SCR_InventorySlotUI.IsSelected ( )

◆ IsSlotBlocked()

bool SCR_InventorySlotUI.IsSlotBlocked ( )

◆ IsSlotEnabled()

bool SCR_InventorySlotUI.IsSlotEnabled ( )

◆ IsSlotSelected()

bool SCR_InventorySlotUI.IsSlotSelected ( )

◆ IsStacked()

bool SCR_InventorySlotUI.IsStacked ( )

◆ OnChange()

override bool SCR_InventorySlotUI.OnChange ( Widget  w,
int  x,
int  y,
bool  finished 
)

◆ OnChangeLockState()

void SCR_InventorySlotUI.OnChangeLockState ( )

◆ OnDrop()

bool SCR_InventorySlotUI.OnDrop ( SCR_InventorySlotUI  slot)

◆ OnFocus()

override bool SCR_InventorySlotUI.OnFocus ( Widget  w,
int  x,
int  y 
)

◆ OnFocusLost()

override bool SCR_InventorySlotUI.OnFocusLost ( Widget  w,
int  x,
int  y 
)

◆ OnFuelAmountChanged()

void SCR_InventorySlotUI.OnFuelAmountChanged ( float  newFuelValue)
protected

◆ OnMouseEnter()

override bool SCR_InventorySlotUI.OnMouseEnter ( Widget  w,
int  x,
int  y 
)

◆ OnMouseLeave()

override bool SCR_InventorySlotUI.OnMouseLeave ( Widget  w,
Widget  enterW,
int  x,
int  y 
)

◆ OnOwnedSlotsUpdated()

void SCR_InventorySlotUI.OnOwnedSlotsUpdated ( )

Implemented in SCR_SupplyInventorySlotUI.

◆ OnSelect()

override bool SCR_InventorySlotUI.OnSelect ( Widget  w,
int  x,
int  y 
)

◆ OnSlotFocused()

void SCR_InventorySlotUI.OnSlotFocused ( )

◆ OnSlotFocusLost()

void SCR_InventorySlotUI.OnSlotFocusLost ( )

◆ Refresh()

void SCR_InventorySlotUI.Refresh ( )

◆ RemoveItem()

bool SCR_InventorySlotUI.RemoveItem ( )

◆ SetAmmoCount()

void SCR_InventorySlotUI.SetAmmoCount ( )
protected

◆ SetAmmoType()

void SCR_InventorySlotUI.SetAmmoType ( )
protected

◆ SetEnabled()

void SCR_InventorySlotUI.SetEnabled ( bool  enable)

◆ SetEnabledForMove()

void SCR_InventorySlotUI.SetEnabledForMove ( int  iSelect)

◆ SetIcon()

void SCR_InventorySlotUI.SetIcon ( ResourceName  texture)

◆ SetImage()

void SCR_InventorySlotUI.SetImage ( string  resource,
string  imageName 
)
protected

◆ SetItemDetails()

void SCR_InventorySlotUI.SetItemDetails ( )
protected

◆ SetItemFunctionality()

void SCR_InventorySlotUI.SetItemFunctionality ( )

stores the type of the functionality of the item in the slot

Implemented in SCR_InventorySlotStorageUI, and SCR_SupplyInventorySlotUI.

◆ SetPage()

void SCR_InventorySlotUI.SetPage ( int  iPage)

◆ SetQuickSlotIndexVisible()

void SCR_InventorySlotUI.SetQuickSlotIndexVisible ( TextWidget  textQuickSlot,
bool  bVisible 
)

◆ SetSelected()

void SCR_InventorySlotUI.SetSelected ( bool  select)

◆ SetSelectedQuickSlot()

void SCR_InventorySlotUI.SetSelectedQuickSlot ( bool  select)

◆ SetSlotBlocked()

void SCR_InventorySlotUI.SetSlotBlocked ( bool  bBlocked)

should be the slot be blocked?

◆ SetSlotSize() [1/2]

string SCR_InventorySlotUI.SetSlotSize ( )
protected

◆ SetSlotSize() [2/2]

void SCR_InventorySlotUI.SetSlotSize ( ESlotSize  slotSize)

◆ SetSlotVisible()

void SCR_InventorySlotUI.SetSlotVisible ( bool  bVisible)

◆ SetStackNumber()

void SCR_InventorySlotUI.SetStackNumber ( int  i)

◆ ShouldVehicleSlotBeVisible()

bool SCR_InventorySlotUI.ShouldVehicleSlotBeVisible ( SCR_InventoryVehicleVisibilityAttribute  attr)
protected

◆ ToggleSelected()

void SCR_InventorySlotUI.ToggleSelected ( )

◆ UpdateAmmoCount()

void SCR_InventorySlotUI.UpdateAmmoCount ( )
protected

◆ UpdateInventorySlot()

void SCR_InventorySlotUI.UpdateInventorySlot ( InventoryItemComponent  comp,
int  stackNumber 
)

◆ UpdateReferencedComponent()

void SCR_InventorySlotUI.UpdateReferencedComponent ( InventoryItemComponent  pComponent,
SCR_ItemAttributeCollection  attributes = null 
)

◆ UpdateStackNumber()

void SCR_InventorySlotUI.UpdateStackNumber ( )
protected

◆ UpdateVolumeBarValue()

void SCR_InventorySlotUI.UpdateVolumeBarValue ( )
protected

◆ UpdateWeaponAmmoCount()

void SCR_InventorySlotUI.UpdateWeaponAmmoCount ( )
protected

◆ UseItem()

void SCR_InventorySlotUI.UseItem ( IEntity  player,
SCR_EUseContext  context 
)

Member Data Documentation

◆ m_aAmmoCountActual

int SCR_InventorySlotUI.m_aAmmoCountActual = -1
protected

◆ m_aAmmoCountMax

int SCR_InventorySlotUI.m_aAmmoCountMax = -1
protected

◆ m_Attributes

ref SCR_ItemAttributeCollection SCR_InventorySlotUI.m_Attributes
protected

◆ m_bBlocked

bool SCR_InventorySlotUI.m_bBlocked = false
protected

◆ m_bEnabled

bool SCR_InventorySlotUI.m_bEnabled = true
protected

◆ m_bSelected

bool SCR_InventorySlotUI.m_bSelected = false
protected

◆ m_bVisible

bool SCR_InventorySlotUI.m_bVisible
protected

◆ m_eSlotFunction

ESlotFunction SCR_InventorySlotUI.m_eSlotFunction = ESlotFunction.TYPE_GENERIC
protected

◆ m_FuelManager

SCR_FuelManagerComponent SCR_InventorySlotUI.m_FuelManager
protected

◆ m_iPage

int SCR_InventorySlotUI.m_iPage
protected

◆ m_iQuickSlotIndex

int SCR_InventorySlotUI.m_iQuickSlotIndex
protected

◆ m_iSizeX

int SCR_InventorySlotUI.m_iSizeX
protected

◆ m_iSizeY

int SCR_InventorySlotUI.m_iSizeY
protected

◆ m_iStackNumber

int SCR_InventorySlotUI.m_iStackNumber = 1
protected

◆ m_pItem

InventoryItemComponent SCR_InventorySlotUI.m_pItem
protected

◆ m_ProgressBar

SCR_InventoryProgressBar SCR_InventorySlotUI.m_ProgressBar
protected

◆ m_pStorageUI

SCR_InventoryStorageBaseUI SCR_InventorySlotUI.m_pStorageUI
protected

◆ m_sItemName

string SCR_InventorySlotUI.m_sItemName = ""
protected

◆ m_wAmmoCount

ProgressBarWidget SCR_InventorySlotUI.m_wAmmoCount
protected

◆ m_wBlockedEffect

Widget SCR_InventorySlotUI.m_wBlockedEffect
protected

◆ m_wCurrentMagazine

Widget SCR_InventorySlotUI.m_wCurrentMagazine
protected

◆ m_wCurrentMagazineAmmoCount

ImageWidget SCR_InventorySlotUI.m_wCurrentMagazineAmmoCount
protected

◆ m_wDimmerEffect

Widget SCR_InventorySlotUI.m_wDimmerEffect
protected

◆ m_widget

Widget SCR_InventorySlotUI.m_widget = null

◆ m_wItemLockThrobber

OverlayWidget SCR_InventorySlotUI.m_wItemLockThrobber
protected

◆ m_wMagazineNumber

TextWidget SCR_InventorySlotUI.m_wMagazineNumber
protected

◆ m_wMoveEffect

Widget SCR_InventorySlotUI.m_wMoveEffect
protected

◆ m_wProgressBar

Widget SCR_InventorySlotUI.m_wProgressBar
protected

◆ m_wSelectedEffect

Widget SCR_InventorySlotUI.m_wSelectedEffect
protected

◆ m_wSelectedIcon

Widget SCR_InventorySlotUI.m_wSelectedIcon
protected

◆ m_wStackNumber

TextWidget SCR_InventorySlotUI.m_wStackNumber
protected

◆ m_wTextQuickSlot

TextWidget SCR_InventorySlotUI.m_wTextQuickSlot = null
protected

◆ m_wTextQuickSlotLarge

TextWidget SCR_InventorySlotUI.m_wTextQuickSlotLarge = null
protected

◆ m_wVolumeBar

ProgressBarWidget SCR_InventorySlotUI.m_wVolumeBar
protected

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