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

UI Script Inventory Slot UI Layout. More...

Inheritance diagram for SCR_InventorySlotWeaponSlotsUI:
[legend]

Public Member Functions

override void Init ()
 
override string SetSlotSize ()
 
int GetWeaponSlotIndex ()
 
override void CheckCompatibility (SCR_InventorySlotUI slot)
 
void SCR_InventorySlotWeaponSlotsUI (InventoryItemComponent pComponent=null, SCR_InventoryStorageBaseUI pStorageUI=null, bool bVisible=true, int iSlotIndex=-1, SCR_ItemAttributeCollection pAttributes=null, int iWeaponSlotIndex=0, string sWeaponSlotType="")
 
void ~SCR_InventorySlotWeaponSlotsUI ()
 
- 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)
 

Protected Attributes

string m_sWeaponSlotType
 
ImageWidget m_wGamepadHintSmall
 
ImageWidget m_wGamepadHintLarge
 
int m_iWeaponSlotIndex
 
- 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

- Public Attributes inherited from SCR_InventorySlotUI
Widget m_widget = null
 
- 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_InventorySlotWeaponSlotsUI()

void SCR_InventorySlotWeaponSlotsUI.SCR_InventorySlotWeaponSlotsUI ( InventoryItemComponent  pComponent = null,
SCR_InventoryStorageBaseUI  pStorageUI = null,
bool  bVisible = true,
int  iSlotIndex = -1,
SCR_ItemAttributeCollection  pAttributes = null,
int  iWeaponSlotIndex = 0,
string  sWeaponSlotType = "" 
)

◆ ~SCR_InventorySlotWeaponSlotsUI()

void SCR_InventorySlotWeaponSlotsUI.~SCR_InventorySlotWeaponSlotsUI ( )

Member Function Documentation

◆ CheckCompatibility()

override void SCR_InventorySlotWeaponSlotsUI.CheckCompatibility ( SCR_InventorySlotUI  slot)

Implements SCR_InventorySlotUI.

◆ GetWeaponSlotIndex()

int SCR_InventorySlotWeaponSlotsUI.GetWeaponSlotIndex ( )

◆ Init()

override void SCR_InventorySlotWeaponSlotsUI.Init ( )

Implements SCR_InventorySlotUI.

◆ SetSlotSize()

override string SCR_InventorySlotWeaponSlotsUI.SetSlotSize ( )

Implements SCR_InventorySlotUI.

Member Data Documentation

◆ m_iWeaponSlotIndex

int SCR_InventorySlotWeaponSlotsUI.m_iWeaponSlotIndex
protected

◆ m_sWeaponSlotType

string SCR_InventorySlotWeaponSlotsUI.m_sWeaponSlotType
protected

◆ m_wGamepadHintLarge

ImageWidget SCR_InventorySlotWeaponSlotsUI.m_wGamepadHintLarge
protected

◆ m_wGamepadHintSmall

ImageWidget SCR_InventorySlotWeaponSlotsUI.m_wGamepadHintSmall
protected

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