Arma Reforger Script API
Loading...
Searching...
No Matches
Public Member Functions | Static Public Attributes | Protected Member Functions | Protected Attributes | Static Protected Attributes | List of all members
SCR_InventoryStorageBaseUI Interface Reference

UI Script Inventory of type: non-uniform grid storage. More...

Inheritance diagram for SCR_InventoryStorageBaseUI:
[legend]

Public Member Functions

void Init ()
 
void InitPaging ()
 
void SetPagingActive (bool active)
 
override bool OnFocus (Widget w, int x, int y)
 
override bool OnFocusLost (Widget w, int x, int y)
 
override bool OnMouseEnter (Widget w, int x, int y)
 
override bool OnMouseLeave (Widget w, Widget enterW, int x, int y)
 
bool OnDrop (SCR_InventorySlotUI slot)
 
void SetRowsAndColumns ()
 
BaseInventoryStorageComponent GetCurrentNavigationStorage ()
 
bool IsTraversalAllowed ()
 
void Traverse (BaseInventoryStorageComponent storage)
 
void Back (int traverseStorageIndex)
 
void Home ()
 
float GetTotalResources (notnull SCR_ResourceConsumer resourceContainer)
 
float GetMaxResources (notnull SCR_ResourceConsumer resourceContainer)
 
void GetTraverseStorage (out notnull array< BaseInventoryStorageComponent > aTraverseStorage)
 
void Action_ChangePage (SCR_SpinBoxPagingComponent pSpinBox, int page)
 
void Action_PrevPage ()
 
void Action_NextPage ()
 
bool IsStorageEnabled ()
 
bool IsStorageSelected ()
 
bool GetLastShownPage ()
 
int GetPageCount ()
 
BaseInventoryStorageComponent GetStorage ()
 
EquipedWeaponStorageComponent GetWeaponStorage ()
 
string GetStorageName ()
 
SCR_InventorySlotUI GetSelectedSlot ()
 
SCR_InventorySlotUI GetPrevSelectedSlot ()
 
void Show (bool bShow)
 
void ToggleShow ()
 
SCR_InventorySlotUI GetFocusedSlot ()
 
SCR_InventorySlotUI GetLastFocusedSlot ()
 
Widget GetStorageGrid ()
 
Widget GetRootWidget ()
 
SCR_InventoryMenuUI GetInventoryMenuHandler ()
 
SCR_InventoryStorageManagerComponent GetInventoryManager ()
 
LoadoutAreaType GetSlotAreaType ()
 
void GetUISlots (out array< SCR_InventorySlotUI > outArray)
 
array< SCR_InventorySlotUIGetUISlots ()
 
void RemoveSlotUI (SCR_InventorySlotUI pSlot)
 
void RefreshSlot (int index)
 
void RefreshResources ()
 
void Refresh ()
 
void UpdateSlotUI (ResourceName item)
 
void ReserveAndSetSlot (int iIndex,)
 
void UpdateTotalWeight (float totalWeight, Color fontColor=Color.Gray25)
 
float GetTotalRoundedUpWeight (BaseInventoryStorageComponent storage)
 
void UpdateVolumePercentage (float percentage, bool previewOnly=false)
 
float GetOccupiedVolumePercentage (BaseInventoryStorageComponent storage, float occupiedSpace=0)
 
float GetOccupiedVolume (BaseInventoryStorageComponent storage)
 
float GetMaxVolumeCapacity (BaseInventoryStorageComponent storage)
 
void SetStorageAsHighlighted (bool isVisible, EInvInsertFailReason reason=EInvInsertFailReason.OK)
 
bool IsStorageHighlighted ()
 
InventoryItemComponent GetItemComponentFromEntity (IEntity pEntity)
 
void GetSlots (out notnull array< SCR_InventorySlotUI > outSlots)
 
void ShowItemDetails (string sName, string sDescription, string sWeight)
 
void SetLastFocusedSlot (SCR_InventorySlotUI pSlot)
 memorize the last focused slot ( in case we leaving the actual UI storage and we want to select this slot again when we are back )
 
void SetSlotFocused (SCR_InventorySlotUI pSlotUI=null, bool bSelected=true)
 
void SetSlotSelected (SCR_InventorySlotUI pSlot=null, bool bSelected=true)
 
void ShowContainerBorder (bool bShow)
 
void ActivateStorageButton (bool active)
 
int GetFocusedSlotId ()
 
int GetSlotId (SCR_InventorySlotUI slot)
 
int GetSlotIdForItem (ResourceName itemName)
 
void DimSlots (bool bDim)
 
override void HandlerAttached (Widget w)
 
override void HandlerDeattached (Widget w)
 
Widget GetButtonWidget ()
 
ButtonWidget GetLastCloseTraverseButton ()
 
bool IsWarningOverlayVisible ()
 
void SCR_InventoryStorageBaseUI (BaseInventoryStorageComponent storage, LoadoutAreaType slotID=null, SCR_InventoryMenuUI menuManager=null, int iPage=0, array< BaseInventoryStorageComponent > aTraverseStorage=null)
 
void ~SCR_InventoryStorageBaseUI ()
 

Static Public Attributes

static ref map< SCR_ArsenalInventorySlotUI, IEntity > ARSENAL_SLOT_STORAGES = new map<SCR_ArsenalInventorySlotUI, IEntity>()
 
const float STORAGE_NON_HIGHLIGHTED_OPACITY = 0.35
 
const string ARSENAL_TITLE_LAYOUT = "{E668FD2152D06CF9}UI/layouts/Menus/Inventory/ArsenalInventoryTraverseTitlePanel.layout"
 
const string SUPPLY_TITLE_LAYOUT = "{4CAAD8087F93ABE6}UI/layouts/Menus/Inventory/SupplyInventoryTraverseTitlePanel.layout"
 
const string GENERIC_CONTAINER_PREFAB = "{9F0C54A3740F7FC9}Prefabs/Props/Military/SupplyBox/SupplyPortableContainers/SupplyPortableContainer_01/SupplyContainerGeneric.et"
 
const string STORAGE_TITLE_LAYOUT = "{1E788C30AF7F76E9}UI/layouts/Menus/Inventory/InventoryTraverseTitlePanel.layout"
 
const string SLOT_LAYOUT_1x1_EMPTY = "{B11F8BE49DFB62A2}UI/layouts/Menus/Inventory/Inventory20Slot_1x1_empty.layout"
 

Protected Member Functions

void SetSlotAreaType (LoadoutAreaType eSlotType)
 
Widget CreateEmptySlotUI (int iRow, int iCol)
 
SCR_InventorySlotUI CreateSlotUI (InventoryItemComponent pComponent, SCR_ItemAttributeCollection pAttributes=null)
 
void DeleteSlots ()
 
void RefreshConsumer ()
 
void UpdateStoredResources (float totalResources, float maxResources)
 
void UpdateAvailableResources (float totalResources, bool hasStored)
 
void UpdateContainerResources (notnull Widget targetTitle, notnull BaseInventoryStorageComponent targetStorage)
 
void UpdateOwnedSlots (notnull array< IEntity > pItemsInStorage)
 
void UpdateOwnedSlots (notnull array< BaseInventoryStorageComponent > pItemsInStorage)
 
int FindItem (notnull InventoryItemComponent pInvItem)
 
int FindItemByName (string sItemName, int iActualIndex)
 
string GetNameFromComponent (notnull InventoryItemComponent pComponent)
 
int CreateSlots ()
 
int GetIndexFromCoords (int x, int y)
 
void SortSlots ()
 
void FillWithEmptySlots ()
 
void ShowPage (int iPage, out int slotToFocus=-1)
 
void ClearTraverseTitles ()
 
void FillItemsFromStorage (BaseInventoryStorageComponent storage)
 
void FindAndSetTitleName (Widget targetTitle, BaseInventoryStorageComponent targetStorage)
 
void GetAllItems (out notnull array< IEntity > pItemsInStorage, BaseInventoryStorageComponent pStorage=null)
 
void GetAllItemsFromDepth (out notnull array< IEntity > pItemsInStorages, int iDepth=3, int iDepthDefault=0)
 
bool CheckIfAnyItemInStorageHasResources (array< IEntity > items)
 
void CreateEmptyLayout ()
 
void SetPreviewItem ()
 

Protected Attributes

ChimeraCharacter m_Player
 
SCR_InventoryStorageManagerComponent m_InventoryManager
 
SCR_CharacterInventoryStorageComponent m_InventoryStorage
 
InputManager m_pInputManager
 
BaseInventoryStorageComponent m_Storage
 
SCR_ResourceComponent m_ResourceComponent
 
SCR_ResourceConsumer m_ResourceConsumer
 
SCR_InventoryMenuUI m_MenuHandler
 
ref array< SCR_InventorySlotUIm_aSlots = {}
 
SCR_InventorySlotUI m_pSelectedSlot = null
 
SCR_InventorySlotUI m_pPrevSelectedSlot = null
 
SCR_InventorySlotUI m_pFocusedSlot = null
 
SCR_InventorySlotUI m_pLastFocusedSlot = null
 
WorkspaceWidget m_workspaceWidget = null
 
Widget m_widget = null
 
GridLayoutWidget m_wGrid
 
string m_sGridPath = "GridLayout0"
 
Widget m_wDropContainer
 
LoadoutAreaType m_eSlotAreaType = null
 
bool m_bEnabled = false
 
bool m_bSelected = false
 
bool m_bShown = true
 
ItemPreviewWidget m_wItemStorage
 
ItemPreviewWidget m_wTraverseItemStorage
 
RenderTargetWidget m_wPreviewImage
 
RenderTargetWidget m_wTraversePreviewImage
 
ref SCR_Matrix m_iMatrix
 
int m_iMaxRows
 
int m_iMaxColumns
 
int m_iPageSize
 
int m_iNrOfPages = 0
 
TextWidget m_wStorageName
 
TextWidget m_wCapacityPercentageText
 
TextWidget m_wWeightText
 
TextWidget m_wResourceAvailableText
 
TextWidget m_wResourceStoredText
 
Widget m_wCapacityDisplay
 
Widget m_wWeightDisplay
 
Widget m_wResourceAvailableDisplay
 
Widget m_wResourceStoredDisplay
 
SizeLayoutWidget m_wWidthOverride
 
int m_iLastShownPage = 0
 
SCR_SpinBoxPagingComponent m_wPagingSpinboxComponent
 
ref array< BaseInventoryStorageComponentm_aTraverseStorage = {}
 
ref array< Widget > m_aTraverseTitle = {}
 
ref array< SCR_ResourceComponentm_aResourceCompsInStorage = {}
 
ButtonWidget m_wButton
 
ButtonWidget m_wLastCloseTraverseButton
 
ButtonWidget m_wCloseStorageButton
 
ref SCR_ResourceSystemSubscriptionHandleBase m_ResourceSubscriptionHandleConsumer
 
LocalizedString m_sSuppliesStoredFormat = "#AR-Campaign_BaseSuppliesAmount"
 
LocalizedString m_sSuppliesAvailableFormat = "#AR-Supplies_Arsenal_Availability"
 
SCR_InventoryProgressBar m_ProgressBar
 
Widget m_wProgressBar
 
Widget m_wWarningOverlay
 

Static Protected Attributes

const int SLOT_LAYOUT_WIDTH = 66
 
static const ref Color m_WeightDefault = new Color(0.73, 0.73, 0.73, 1)
 

Detailed Description

UI Script Inventory of type: non-uniform grid storage.

Constructor & Destructor Documentation

◆ SCR_InventoryStorageBaseUI()

void SCR_InventoryStorageBaseUI.SCR_InventoryStorageBaseUI ( BaseInventoryStorageComponent  storage,
LoadoutAreaType  slotID = null,
SCR_InventoryMenuUI  menuManager = null,
int  iPage = 0,
array< BaseInventoryStorageComponent aTraverseStorage = null 
)

◆ ~SCR_InventoryStorageBaseUI()

void SCR_InventoryStorageBaseUI.~SCR_InventoryStorageBaseUI ( )

Member Function Documentation

◆ Action_ChangePage()

void SCR_InventoryStorageBaseUI.Action_ChangePage ( SCR_SpinBoxPagingComponent  pSpinBox,
int  page 
)

◆ Action_NextPage()

void SCR_InventoryStorageBaseUI.Action_NextPage ( )

◆ Action_PrevPage()

void SCR_InventoryStorageBaseUI.Action_PrevPage ( )

◆ ActivateStorageButton()

void SCR_InventoryStorageBaseUI.ActivateStorageButton ( bool  active)

◆ Back()

void SCR_InventoryStorageBaseUI.Back ( int  traverseStorageIndex)

◆ CheckIfAnyItemInStorageHasResources()

bool SCR_InventoryStorageBaseUI.CheckIfAnyItemInStorageHasResources ( array< IEntity >  items)
protected

◆ ClearTraverseTitles()

void SCR_InventoryStorageBaseUI.ClearTraverseTitles ( )
protected

◆ CreateEmptyLayout()

void SCR_InventoryStorageBaseUI.CreateEmptyLayout ( )
protected

◆ CreateEmptySlotUI()

Widget SCR_InventoryStorageBaseUI.CreateEmptySlotUI ( int  iRow,
int  iCol 
)
protected

◆ CreateSlots()

int SCR_InventoryStorageBaseUI.CreateSlots ( )
protected

◆ CreateSlotUI()

SCR_InventorySlotUI SCR_InventoryStorageBaseUI.CreateSlotUI ( InventoryItemComponent  pComponent,
SCR_ItemAttributeCollection  pAttributes = null 
)
protected

◆ DeleteSlots()

void SCR_InventoryStorageBaseUI.DeleteSlots ( )
protected

◆ DimSlots()

void SCR_InventoryStorageBaseUI.DimSlots ( bool  bDim)

◆ FillItemsFromStorage()

void SCR_InventoryStorageBaseUI.FillItemsFromStorage ( BaseInventoryStorageComponent  storage)
protected

◆ FillWithEmptySlots()

void SCR_InventoryStorageBaseUI.FillWithEmptySlots ( )
protected

◆ FindAndSetTitleName()

void SCR_InventoryStorageBaseUI.FindAndSetTitleName ( Widget  targetTitle,
BaseInventoryStorageComponent  targetStorage 
)
protected

◆ FindItem()

int SCR_InventoryStorageBaseUI.FindItem ( notnull InventoryItemComponent  pInvItem)
protected

◆ FindItemByName()

int SCR_InventoryStorageBaseUI.FindItemByName ( string  sItemName,
int  iActualIndex 
)
protected

◆ GetAllItems()

void SCR_InventoryStorageBaseUI.GetAllItems ( out notnull array< IEntity >  pItemsInStorage,
BaseInventoryStorageComponent  pStorage = null 
)
protected

◆ GetAllItemsFromDepth()

void SCR_InventoryStorageBaseUI.GetAllItemsFromDepth ( out notnull array< IEntity >  pItemsInStorages,
int  iDepth = 3,
int  iDepthDefault = 0 
)
protected

◆ GetButtonWidget()

Widget SCR_InventoryStorageBaseUI.GetButtonWidget ( )

◆ GetCurrentNavigationStorage()

BaseInventoryStorageComponent SCR_InventoryStorageBaseUI.GetCurrentNavigationStorage ( )

◆ GetFocusedSlot()

SCR_InventorySlotUI SCR_InventoryStorageBaseUI.GetFocusedSlot ( )

◆ GetFocusedSlotId()

int SCR_InventoryStorageBaseUI.GetFocusedSlotId ( )

◆ GetIndexFromCoords()

int SCR_InventoryStorageBaseUI.GetIndexFromCoords ( int  x,
int  y 
)
protected

◆ GetInventoryManager()

SCR_InventoryStorageManagerComponent SCR_InventoryStorageBaseUI.GetInventoryManager ( )

◆ GetInventoryMenuHandler()

SCR_InventoryMenuUI SCR_InventoryStorageBaseUI.GetInventoryMenuHandler ( )

◆ GetItemComponentFromEntity()

InventoryItemComponent SCR_InventoryStorageBaseUI.GetItemComponentFromEntity ( IEntity  pEntity)

◆ GetLastCloseTraverseButton()

ButtonWidget SCR_InventoryStorageBaseUI.GetLastCloseTraverseButton ( )

◆ GetLastFocusedSlot()

SCR_InventorySlotUI SCR_InventoryStorageBaseUI.GetLastFocusedSlot ( )

◆ GetLastShownPage()

bool SCR_InventoryStorageBaseUI.GetLastShownPage ( )

◆ GetMaxResources()

float SCR_InventoryStorageBaseUI.GetMaxResources ( notnull SCR_ResourceConsumer  resourceContainer)

◆ GetMaxVolumeCapacity()

float SCR_InventoryStorageBaseUI.GetMaxVolumeCapacity ( BaseInventoryStorageComponent  storage)

◆ GetNameFromComponent()

string SCR_InventoryStorageBaseUI.GetNameFromComponent ( notnull InventoryItemComponent  pComponent)
protected

◆ GetOccupiedVolume()

float SCR_InventoryStorageBaseUI.GetOccupiedVolume ( BaseInventoryStorageComponent  storage)

◆ GetOccupiedVolumePercentage()

float SCR_InventoryStorageBaseUI.GetOccupiedVolumePercentage ( BaseInventoryStorageComponent  storage,
float  occupiedSpace = 0 
)

◆ GetPageCount()

int SCR_InventoryStorageBaseUI.GetPageCount ( )

◆ GetPrevSelectedSlot()

SCR_InventorySlotUI SCR_InventoryStorageBaseUI.GetPrevSelectedSlot ( )

◆ GetRootWidget()

Widget SCR_InventoryStorageBaseUI.GetRootWidget ( )

◆ GetSelectedSlot()

SCR_InventorySlotUI SCR_InventoryStorageBaseUI.GetSelectedSlot ( )

◆ GetSlotAreaType()

LoadoutAreaType SCR_InventoryStorageBaseUI.GetSlotAreaType ( )

◆ GetSlotId()

int SCR_InventoryStorageBaseUI.GetSlotId ( SCR_InventorySlotUI  slot)

◆ GetSlotIdForItem()

int SCR_InventoryStorageBaseUI.GetSlotIdForItem ( ResourceName  itemName)

◆ GetSlots()

void SCR_InventoryStorageBaseUI.GetSlots ( out notnull array< SCR_InventorySlotUI outSlots)

◆ GetStorage()

BaseInventoryStorageComponent SCR_InventoryStorageBaseUI.GetStorage ( )

◆ GetStorageGrid()

Widget SCR_InventoryStorageBaseUI.GetStorageGrid ( )

◆ GetStorageName()

string SCR_InventoryStorageBaseUI.GetStorageName ( )

◆ GetTotalResources()

float SCR_InventoryStorageBaseUI.GetTotalResources ( notnull SCR_ResourceConsumer  resourceContainer)

◆ GetTotalRoundedUpWeight()

float SCR_InventoryStorageBaseUI.GetTotalRoundedUpWeight ( BaseInventoryStorageComponent  storage)

◆ GetTraverseStorage()

void SCR_InventoryStorageBaseUI.GetTraverseStorage ( out notnull array< BaseInventoryStorageComponent aTraverseStorage)

◆ GetUISlots() [1/2]

array< SCR_InventorySlotUI > SCR_InventoryStorageBaseUI.GetUISlots ( )

◆ GetUISlots() [2/2]

void SCR_InventoryStorageBaseUI.GetUISlots ( out array< SCR_InventorySlotUI outArray)

◆ GetWeaponStorage()

EquipedWeaponStorageComponent SCR_InventoryStorageBaseUI.GetWeaponStorage ( )

◆ HandlerAttached()

override void SCR_InventoryStorageBaseUI.HandlerAttached ( Widget  w)

◆ HandlerDeattached()

override void SCR_InventoryStorageBaseUI.HandlerDeattached ( Widget  w)

◆ Home()

void SCR_InventoryStorageBaseUI.Home ( )

◆ Init()

void SCR_InventoryStorageBaseUI.Init ( )

◆ InitPaging()

void SCR_InventoryStorageBaseUI.InitPaging ( )

◆ IsStorageEnabled()

bool SCR_InventoryStorageBaseUI.IsStorageEnabled ( )

◆ IsStorageHighlighted()

bool SCR_InventoryStorageBaseUI.IsStorageHighlighted ( )

◆ IsStorageSelected()

bool SCR_InventoryStorageBaseUI.IsStorageSelected ( )

◆ IsTraversalAllowed()

bool SCR_InventoryStorageBaseUI.IsTraversalAllowed ( )

◆ IsWarningOverlayVisible()

bool SCR_InventoryStorageBaseUI.IsWarningOverlayVisible ( )

◆ OnDrop()

bool SCR_InventoryStorageBaseUI.OnDrop ( SCR_InventorySlotUI  slot)

◆ OnFocus()

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

◆ OnFocusLost()

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

◆ OnMouseEnter()

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

◆ OnMouseLeave()

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

◆ Refresh()

void SCR_InventoryStorageBaseUI.Refresh ( )

◆ RefreshConsumer()

void SCR_InventoryStorageBaseUI.RefreshConsumer ( )
protected

◆ RefreshResources()

void SCR_InventoryStorageBaseUI.RefreshResources ( )

◆ RefreshSlot()

void SCR_InventoryStorageBaseUI.RefreshSlot ( int  index)

◆ RemoveSlotUI()

void SCR_InventoryStorageBaseUI.RemoveSlotUI ( SCR_InventorySlotUI  pSlot)

◆ ReserveAndSetSlot()

void SCR_InventoryStorageBaseUI.ReserveAndSetSlot ( int  iIndex)

◆ SetLastFocusedSlot()

void SCR_InventoryStorageBaseUI.SetLastFocusedSlot ( SCR_InventorySlotUI  pSlot)

memorize the last focused slot ( in case we leaving the actual UI storage and we want to select this slot again when we are back )

◆ SetPagingActive()

void SCR_InventoryStorageBaseUI.SetPagingActive ( bool  active)

◆ SetPreviewItem()

void SCR_InventoryStorageBaseUI.SetPreviewItem ( )
protected

◆ SetRowsAndColumns()

void SCR_InventoryStorageBaseUI.SetRowsAndColumns ( )

◆ SetSlotAreaType()

void SCR_InventoryStorageBaseUI.SetSlotAreaType ( LoadoutAreaType  eSlotType)
protected

◆ SetSlotFocused()

void SCR_InventoryStorageBaseUI.SetSlotFocused ( SCR_InventorySlotUI  pSlotUI = null,
bool  bSelected = true 
)

◆ SetSlotSelected()

void SCR_InventoryStorageBaseUI.SetSlotSelected ( SCR_InventorySlotUI  pSlot = null,
bool  bSelected = true 
)

◆ SetStorageAsHighlighted()

void SCR_InventoryStorageBaseUI.SetStorageAsHighlighted ( bool  isVisible,
EInvInsertFailReason  reason = EInvInsertFailReason::OK 
)

◆ Show()

void SCR_InventoryStorageBaseUI.Show ( bool  bShow)

◆ ShowContainerBorder()

void SCR_InventoryStorageBaseUI.ShowContainerBorder ( bool  bShow)

◆ ShowItemDetails()

void SCR_InventoryStorageBaseUI.ShowItemDetails ( string  sName,
string  sDescription,
string  sWeight 
)

◆ ShowPage()

void SCR_InventoryStorageBaseUI.ShowPage ( int  iPage,
out int  slotToFocus = -1 
)
protected

◆ SortSlots()

void SCR_InventoryStorageBaseUI.SortSlots ( )
protected

◆ ToggleShow()

void SCR_InventoryStorageBaseUI.ToggleShow ( )

◆ Traverse()

void SCR_InventoryStorageBaseUI.Traverse ( BaseInventoryStorageComponent  storage)

◆ UpdateAvailableResources()

void SCR_InventoryStorageBaseUI.UpdateAvailableResources ( float  totalResources,
bool  hasStored 
)
protected

◆ UpdateContainerResources()

void SCR_InventoryStorageBaseUI.UpdateContainerResources ( notnull Widget  targetTitle,
notnull BaseInventoryStorageComponent  targetStorage 
)
protected

◆ UpdateOwnedSlots() [1/2]

void SCR_InventoryStorageBaseUI.UpdateOwnedSlots ( notnull array< BaseInventoryStorageComponent pItemsInStorage)
protected

◆ UpdateOwnedSlots() [2/2]

void SCR_InventoryStorageBaseUI.UpdateOwnedSlots ( notnull array< IEntity >  pItemsInStorage)
protected

◆ UpdateSlotUI()

void SCR_InventoryStorageBaseUI.UpdateSlotUI ( ResourceName  item)

◆ UpdateStoredResources()

void SCR_InventoryStorageBaseUI.UpdateStoredResources ( float  totalResources,
float  maxResources 
)
protected

◆ UpdateTotalWeight()

void SCR_InventoryStorageBaseUI.UpdateTotalWeight ( float  totalWeight,
Color  fontColor = Color::Gray25 
)

◆ UpdateVolumePercentage()

void SCR_InventoryStorageBaseUI.UpdateVolumePercentage ( float  percentage,
bool  previewOnly = false 
)

Member Data Documentation

◆ ARSENAL_SLOT_STORAGES

ref map<SCR_ArsenalInventorySlotUI, IEntity> SCR_InventoryStorageBaseUI.ARSENAL_SLOT_STORAGES = new map<SCR_ArsenalInventorySlotUI, IEntity>()
static

◆ ARSENAL_TITLE_LAYOUT

const string SCR_InventoryStorageBaseUI.ARSENAL_TITLE_LAYOUT = "{E668FD2152D06CF9}UI/layouts/Menus/Inventory/ArsenalInventoryTraverseTitlePanel.layout"
static

◆ GENERIC_CONTAINER_PREFAB

const string SCR_InventoryStorageBaseUI.GENERIC_CONTAINER_PREFAB = "{9F0C54A3740F7FC9}Prefabs/Props/Military/SupplyBox/SupplyPortableContainers/SupplyPortableContainer_01/SupplyContainerGeneric.et"
static

◆ m_aResourceCompsInStorage

ref array<SCR_ResourceComponent> SCR_InventoryStorageBaseUI.m_aResourceCompsInStorage = {}
protected

◆ m_aSlots

ref array<SCR_InventorySlotUI> SCR_InventoryStorageBaseUI.m_aSlots = {}
protected

◆ m_aTraverseStorage

ref array<BaseInventoryStorageComponent> SCR_InventoryStorageBaseUI.m_aTraverseStorage = {}
protected

◆ m_aTraverseTitle

ref array<Widget> SCR_InventoryStorageBaseUI.m_aTraverseTitle = {}
protected

◆ m_bEnabled

bool SCR_InventoryStorageBaseUI.m_bEnabled = false
protected

◆ m_bSelected

bool SCR_InventoryStorageBaseUI.m_bSelected = false
protected

◆ m_bShown

bool SCR_InventoryStorageBaseUI.m_bShown = true
protected

◆ m_eSlotAreaType

LoadoutAreaType SCR_InventoryStorageBaseUI.m_eSlotAreaType = null
protected

◆ m_iLastShownPage

int SCR_InventoryStorageBaseUI.m_iLastShownPage = 0
protected

◆ m_iMatrix

ref SCR_Matrix SCR_InventoryStorageBaseUI.m_iMatrix
protected

◆ m_iMaxColumns

int SCR_InventoryStorageBaseUI.m_iMaxColumns
protected

◆ m_iMaxRows

int SCR_InventoryStorageBaseUI.m_iMaxRows
protected

◆ m_iNrOfPages

int SCR_InventoryStorageBaseUI.m_iNrOfPages = 0
protected

◆ m_InventoryManager

SCR_InventoryStorageManagerComponent SCR_InventoryStorageBaseUI.m_InventoryManager
protected

◆ m_InventoryStorage

SCR_CharacterInventoryStorageComponent SCR_InventoryStorageBaseUI.m_InventoryStorage
protected

◆ m_iPageSize

int SCR_InventoryStorageBaseUI.m_iPageSize
protected

◆ m_MenuHandler

SCR_InventoryMenuUI SCR_InventoryStorageBaseUI.m_MenuHandler
protected

◆ m_pFocusedSlot

SCR_InventorySlotUI SCR_InventoryStorageBaseUI.m_pFocusedSlot = null
protected

◆ m_pInputManager

InputManager SCR_InventoryStorageBaseUI.m_pInputManager
protected

◆ m_pLastFocusedSlot

SCR_InventorySlotUI SCR_InventoryStorageBaseUI.m_pLastFocusedSlot = null
protected

◆ m_Player

ChimeraCharacter SCR_InventoryStorageBaseUI.m_Player
protected

◆ m_pPrevSelectedSlot

SCR_InventorySlotUI SCR_InventoryStorageBaseUI.m_pPrevSelectedSlot = null
protected

◆ m_ProgressBar

SCR_InventoryProgressBar SCR_InventoryStorageBaseUI.m_ProgressBar
protected

◆ m_pSelectedSlot

SCR_InventorySlotUI SCR_InventoryStorageBaseUI.m_pSelectedSlot = null
protected

◆ m_ResourceComponent

SCR_ResourceComponent SCR_InventoryStorageBaseUI.m_ResourceComponent
protected

◆ m_ResourceConsumer

SCR_ResourceConsumer SCR_InventoryStorageBaseUI.m_ResourceConsumer
protected

◆ m_ResourceSubscriptionHandleConsumer

ref SCR_ResourceSystemSubscriptionHandleBase SCR_InventoryStorageBaseUI.m_ResourceSubscriptionHandleConsumer
protected

◆ m_sGridPath

string SCR_InventoryStorageBaseUI.m_sGridPath = "GridLayout0"
protected

◆ m_sSuppliesAvailableFormat

LocalizedString SCR_InventoryStorageBaseUI.m_sSuppliesAvailableFormat = "#AR-Supplies_Arsenal_Availability"
protected

◆ m_sSuppliesStoredFormat

LocalizedString SCR_InventoryStorageBaseUI.m_sSuppliesStoredFormat = "#AR-Campaign_BaseSuppliesAmount"
protected

◆ m_Storage

BaseInventoryStorageComponent SCR_InventoryStorageBaseUI.m_Storage
protected

◆ m_wButton

ButtonWidget SCR_InventoryStorageBaseUI.m_wButton
protected

◆ m_wCapacityDisplay

Widget SCR_InventoryStorageBaseUI.m_wCapacityDisplay
protected

◆ m_wCapacityPercentageText

TextWidget SCR_InventoryStorageBaseUI.m_wCapacityPercentageText
protected

◆ m_wCloseStorageButton

ButtonWidget SCR_InventoryStorageBaseUI.m_wCloseStorageButton
protected

◆ m_wDropContainer

Widget SCR_InventoryStorageBaseUI.m_wDropContainer
protected

◆ m_WeightDefault

const ref Color SCR_InventoryStorageBaseUI.m_WeightDefault = new Color(0.73, 0.73, 0.73, 1)
staticprotected

◆ m_wGrid

GridLayoutWidget SCR_InventoryStorageBaseUI.m_wGrid
protected

◆ m_widget

Widget SCR_InventoryStorageBaseUI.m_widget = null
protected

◆ m_wItemStorage

ItemPreviewWidget SCR_InventoryStorageBaseUI.m_wItemStorage
protected

◆ m_wLastCloseTraverseButton

ButtonWidget SCR_InventoryStorageBaseUI.m_wLastCloseTraverseButton
protected

◆ m_workspaceWidget

WorkspaceWidget SCR_InventoryStorageBaseUI.m_workspaceWidget = null
protected

◆ m_wPagingSpinboxComponent

SCR_SpinBoxPagingComponent SCR_InventoryStorageBaseUI.m_wPagingSpinboxComponent
protected

◆ m_wPreviewImage

RenderTargetWidget SCR_InventoryStorageBaseUI.m_wPreviewImage
protected

◆ m_wProgressBar

Widget SCR_InventoryStorageBaseUI.m_wProgressBar
protected

◆ m_wResourceAvailableDisplay

Widget SCR_InventoryStorageBaseUI.m_wResourceAvailableDisplay
protected

◆ m_wResourceAvailableText

TextWidget SCR_InventoryStorageBaseUI.m_wResourceAvailableText
protected

◆ m_wResourceStoredDisplay

Widget SCR_InventoryStorageBaseUI.m_wResourceStoredDisplay
protected

◆ m_wResourceStoredText

TextWidget SCR_InventoryStorageBaseUI.m_wResourceStoredText
protected

◆ m_wStorageName

TextWidget SCR_InventoryStorageBaseUI.m_wStorageName
protected

◆ m_wTraverseItemStorage

ItemPreviewWidget SCR_InventoryStorageBaseUI.m_wTraverseItemStorage
protected

◆ m_wTraversePreviewImage

RenderTargetWidget SCR_InventoryStorageBaseUI.m_wTraversePreviewImage
protected

◆ m_wWarningOverlay

Widget SCR_InventoryStorageBaseUI.m_wWarningOverlay
protected

◆ m_wWeightDisplay

Widget SCR_InventoryStorageBaseUI.m_wWeightDisplay
protected

◆ m_wWeightText

TextWidget SCR_InventoryStorageBaseUI.m_wWeightText
protected

◆ m_wWidthOverride

SizeLayoutWidget SCR_InventoryStorageBaseUI.m_wWidthOverride
protected

◆ SLOT_LAYOUT_1x1_EMPTY

const string SCR_InventoryStorageBaseUI.SLOT_LAYOUT_1x1_EMPTY = "{B11F8BE49DFB62A2}UI/layouts/Menus/Inventory/Inventory20Slot_1x1_empty.layout"
static

◆ SLOT_LAYOUT_WIDTH

const int SCR_InventoryStorageBaseUI.SLOT_LAYOUT_WIDTH = 66
staticprotected

◆ STORAGE_NON_HIGHLIGHTED_OPACITY

const float SCR_InventoryStorageBaseUI.STORAGE_NON_HIGHLIGHTED_OPACITY = 0.35
static

◆ STORAGE_TITLE_LAYOUT

const string SCR_InventoryStorageBaseUI.STORAGE_TITLE_LAYOUT = "{1E788C30AF7F76E9}UI/layouts/Menus/Inventory/InventoryTraverseTitlePanel.layout"
static

◆ SUPPLY_TITLE_LAYOUT

const string SCR_InventoryStorageBaseUI.SUPPLY_TITLE_LAYOUT = "{4CAAD8087F93ABE6}UI/layouts/Menus/Inventory/SupplyInventoryTraverseTitlePanel.layout"
static

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