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

UI Script Inventory Storage UI Layout - Shows the storages slots on player ( backpack, ALICE, vest, etc ) More...

Inheritance diagram for SCR_InventoryStoragesListUI:
[legend]

Public Member Functions

SCR_InventorySlotUI GetUISlotBySlotID (ESlotID slotID)
 
SCR_InventorySlotUI FindItemSlot (InventoryItemComponent item)
 
override void InitPaging ()
 
void GetAllStorages ()
 
override int CreateSlots ()
 
override void SortSlots ()
 
override bool IsTraversalAllowed ()
 
override void HandlerAttached (Widget w)
 
void RefreshList ()
 
void SCR_InventoryStoragesListUI (BaseInventoryStorageComponent storage, LoadoutAreaType slotID=null, SCR_InventoryMenuUI menuManager=null, int iPage=0, array< BaseInventoryStorageComponent > aTraverseStorage=null)
 
void ~SCR_InventoryStoragesListUI ()
 
- 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 ()
 
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 ()
 

Protected Member Functions

SCR_InventorySlotUI CreateStorageSlotUI (InventoryItemComponent pItemComponent)
 
override void FillWithEmptySlots ()
 
- 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

ref array< SCR_UniversalInventoryStorageComponentm_UniStorages = new array<SCR_UniversalInventoryStorageComponent>()
 
ref array< IEntity > m_Items = new array<IEntity>()
 
ref SCR_InventoryConfig m_pInventoryUIConfig
 
- 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

const ResourceName INVENTORY_CONFIG = "{024B56A4DE577001}Configs/Inventory/InventoryUI.conf"
 
const int MAX_ENTRIES_EACH_COLUMN = 12
 
- Static Protected Attributes inherited from SCR_InventoryStorageBaseUI
const int SLOT_LAYOUT_WIDTH = 66
 
static 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 Storage UI Layout - Shows the storages slots on player ( backpack, ALICE, vest, etc )

Constructor & Destructor Documentation

◆ SCR_InventoryStoragesListUI()

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

◆ ~SCR_InventoryStoragesListUI()

void SCR_InventoryStoragesListUI.~SCR_InventoryStoragesListUI ( )

Member Function Documentation

◆ CreateSlots()

override int SCR_InventoryStoragesListUI.CreateSlots ( )

◆ CreateStorageSlotUI()

SCR_InventorySlotUI SCR_InventoryStoragesListUI.CreateStorageSlotUI ( InventoryItemComponent  pItemComponent)
protected

◆ FillWithEmptySlots()

override void SCR_InventoryStoragesListUI.FillWithEmptySlots ( )
protected

◆ FindItemSlot()

SCR_InventorySlotUI SCR_InventoryStoragesListUI.FindItemSlot ( InventoryItemComponent  item)

◆ GetAllStorages()

void SCR_InventoryStoragesListUI.GetAllStorages ( )

◆ GetUISlotBySlotID()

SCR_InventorySlotUI SCR_InventoryStoragesListUI.GetUISlotBySlotID ( ESlotID  slotID)

◆ HandlerAttached()

override void SCR_InventoryStoragesListUI.HandlerAttached ( Widget  w)

◆ InitPaging()

override void SCR_InventoryStoragesListUI.InitPaging ( )

◆ IsTraversalAllowed()

override bool SCR_InventoryStoragesListUI.IsTraversalAllowed ( )

◆ RefreshList()

void SCR_InventoryStoragesListUI.RefreshList ( )

◆ SortSlots()

override void SCR_InventoryStoragesListUI.SortSlots ( )

Member Data Documentation

◆ INVENTORY_CONFIG

const ResourceName SCR_InventoryStoragesListUI.INVENTORY_CONFIG = "{024B56A4DE577001}Configs/Inventory/InventoryUI.conf"
staticprotected

◆ m_Items

ref array<IEntity> SCR_InventoryStoragesListUI.m_Items = new array<IEntity>()
protected

◆ m_pInventoryUIConfig

ref SCR_InventoryConfig SCR_InventoryStoragesListUI.m_pInventoryUIConfig
protected

◆ m_UniStorages

ref array<SCR_UniversalInventoryStorageComponent> SCR_InventoryStoragesListUI.m_UniStorages = new array<SCR_UniversalInventoryStorageComponent>()
protected

◆ MAX_ENTRIES_EACH_COLUMN

const int SCR_InventoryStoragesListUI.MAX_ENTRIES_EACH_COLUMN = 12
staticprotected

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