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

UI Script Inventory slots for the Quick Bar ( Item/Weapon switching ) More...

Inheritance diagram for SCR_InventoryStorageQuickSlotsUI:
[legend]

Public Member Functions

override void InitPaging ()
 
void HighlightSlot (int iSlotIndex, bool bHighlight)
 
void SelectSlot (float fWheelValue)
 
void SelectSlot (int iSlotIndex)
 
void FilterOutSlots ()
 
override void FillWithEmptySlots ()
 
void SetItem (InventoryItemComponent pInventoryComponent, int iSlotIndex)
 
override void SetRowsAndColumns ()
 
bool UseItemInSlot ()
 
void UseSelectedQuickslot ()
 
void SetInitialQuickSlot ()
 
void SetQuickBarClosed ()
 
override void Init ()
 
void RefreshList ()
 
void RefreshQuickSlots ()
 
override void RefreshSlot (int index)
 
int GetActualSlotsUsedCount ()
 
void InitMatrix ()
 
ResourceName GetGamepadIcons ()
 
InventoryItemComponent GetCurrentSlotItem ()
 
void HighlightLastSelectedSlot ()
 
int GetLastSelectedSlotIndex ()
 
override void HandlerAttached (Widget w)
 
void SCR_InventoryStorageQuickSlotsUI (BaseInventoryStorageComponent storage, LoadoutAreaType slotID=null, SCR_InventoryMenuUI menuManager=null, int iPage=0, array< BaseInventoryStorageComponent > aTraverseStorage=null)
 
- Public Member Functions inherited from SCR_InventoryStorageBaseUI
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 ()
 
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 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 ()
 

Protected Member Functions

override void UpdateOwnedSlots (notnull array< IEntity > pItemsInStorage)
 
override void GetAllItems (out notnull array< IEntity > pItemsInStorage, BaseInventoryStorageComponent pStorage=null)
 
override int CreateSlots ()
 
override void SortSlots ()
 
void CheckIfQuickSlotActionsAvailable (IEntity player)
 
SCR_InventorySlotQuickSlotUI CreateSlotUI (InventoryItemComponent pComponent, int iSlotIndex, SCR_ItemAttributeCollection pAttributes=null)
 
- Protected Member Functions inherited from SCR_InventoryStorageBaseUI
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

SCR_InventorySlotUI m_pLastSelectedSlot
 
ResourceName m_sGamepadIcons = "{F7FD1672FECA05E8}UI/Textures/Icons/icons_gamepad_64.imageset"
 
- Protected Attributes inherited from SCR_InventoryStorageBaseUI
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

static int s_iLastSelectedSlotIndex
 
static int s_iInitSelectedSlotIndex
 
static bool s_bQuickBarClosed
 
- Static Protected Attributes inherited from SCR_InventoryStorageBaseUI
const int SLOT_LAYOUT_WIDTH = 66
 
const ref Color m_WeightDefault = new Color(0.73, 0.73, 0.73, 1)
 

Additional Inherited Members

- Static Public Attributes inherited from SCR_InventoryStorageBaseUI
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"
 

Detailed Description

UI Script Inventory slots for the Quick Bar ( Item/Weapon switching )

Constructor & Destructor Documentation

◆ SCR_InventoryStorageQuickSlotsUI()

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

Member Function Documentation

◆ CheckIfQuickSlotActionsAvailable()

void SCR_InventoryStorageQuickSlotsUI.CheckIfQuickSlotActionsAvailable ( IEntity  player)
protected

◆ CreateSlots()

override int SCR_InventoryStorageQuickSlotsUI.CreateSlots ( )
protected

◆ CreateSlotUI()

SCR_InventorySlotQuickSlotUI SCR_InventoryStorageQuickSlotsUI.CreateSlotUI ( InventoryItemComponent  pComponent,
int  iSlotIndex,
SCR_ItemAttributeCollection  pAttributes = null 
)
protected

◆ FillWithEmptySlots()

override void SCR_InventoryStorageQuickSlotsUI.FillWithEmptySlots ( )

◆ FilterOutSlots()

void SCR_InventoryStorageQuickSlotsUI.FilterOutSlots ( )

◆ GetActualSlotsUsedCount()

int SCR_InventoryStorageQuickSlotsUI.GetActualSlotsUsedCount ( )

◆ GetAllItems()

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

◆ GetCurrentSlotItem()

InventoryItemComponent SCR_InventoryStorageQuickSlotsUI.GetCurrentSlotItem ( )

◆ GetGamepadIcons()

ResourceName SCR_InventoryStorageQuickSlotsUI.GetGamepadIcons ( )

◆ GetLastSelectedSlotIndex()

int SCR_InventoryStorageQuickSlotsUI.GetLastSelectedSlotIndex ( )

◆ HandlerAttached()

override void SCR_InventoryStorageQuickSlotsUI.HandlerAttached ( Widget  w)

◆ HighlightLastSelectedSlot()

void SCR_InventoryStorageQuickSlotsUI.HighlightLastSelectedSlot ( )

◆ HighlightSlot()

void SCR_InventoryStorageQuickSlotsUI.HighlightSlot ( int  iSlotIndex,
bool  bHighlight 
)

◆ Init()

override void SCR_InventoryStorageQuickSlotsUI.Init ( )

◆ InitMatrix()

void SCR_InventoryStorageQuickSlotsUI.InitMatrix ( )

◆ InitPaging()

override void SCR_InventoryStorageQuickSlotsUI.InitPaging ( )

◆ RefreshList()

void SCR_InventoryStorageQuickSlotsUI.RefreshList ( )

◆ RefreshQuickSlots()

void SCR_InventoryStorageQuickSlotsUI.RefreshQuickSlots ( )

◆ RefreshSlot()

override void SCR_InventoryStorageQuickSlotsUI.RefreshSlot ( int  index)

◆ SelectSlot() [1/2]

void SCR_InventoryStorageQuickSlotsUI.SelectSlot ( float  fWheelValue)

◆ SelectSlot() [2/2]

void SCR_InventoryStorageQuickSlotsUI.SelectSlot ( int  iSlotIndex)

◆ SetInitialQuickSlot()

void SCR_InventoryStorageQuickSlotsUI.SetInitialQuickSlot ( )

◆ SetItem()

void SCR_InventoryStorageQuickSlotsUI.SetItem ( InventoryItemComponent  pInventoryComponent,
int  iSlotIndex 
)

◆ SetQuickBarClosed()

void SCR_InventoryStorageQuickSlotsUI.SetQuickBarClosed ( )

◆ SetRowsAndColumns()

override void SCR_InventoryStorageQuickSlotsUI.SetRowsAndColumns ( )

◆ SortSlots()

override void SCR_InventoryStorageQuickSlotsUI.SortSlots ( )
protected

◆ UpdateOwnedSlots()

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

◆ UseItemInSlot()

bool SCR_InventoryStorageQuickSlotsUI.UseItemInSlot ( )

◆ UseSelectedQuickslot()

void SCR_InventoryStorageQuickSlotsUI.UseSelectedQuickslot ( )

Member Data Documentation

◆ m_pLastSelectedSlot

SCR_InventorySlotUI SCR_InventoryStorageQuickSlotsUI.m_pLastSelectedSlot
protected

◆ m_sGamepadIcons

ResourceName SCR_InventoryStorageQuickSlotsUI.m_sGamepadIcons = "{F7FD1672FECA05E8}UI/Textures/Icons/icons_gamepad_64.imageset"
protected

◆ s_bQuickBarClosed

bool SCR_InventoryStorageQuickSlotsUI.s_bQuickBarClosed
staticprotected

◆ s_iInitSelectedSlotIndex

int SCR_InventoryStorageQuickSlotsUI.s_iInitSelectedSlotIndex
staticprotected

◆ s_iLastSelectedSlotIndex

int SCR_InventoryStorageQuickSlotsUI.s_iLastSelectedSlotIndex
staticprotected

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