Arma Reforger Script API
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Public Member Functions | Static Public Attributes | Protected Member Functions | Protected Attributes | Static Protected Attributes | List of all members
SCR_SupplyInventorySlotUI Interface Reference
Inheritance diagram for SCR_SupplyInventorySlotUI:
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Public Member Functions

override void SetItemFunctionality ()
 stores the type of the functionality of the item in the slot
 
override void SetSlotVisible (bool bVisible)
 should be the slot visible?
 
override void Refresh ()
 
void UpdateConsumer ()
 
override void OnOwnedSlotsUpdated ()
 
void UpdateStoredResources (bool showUI, float totalResources, float maxResources)
 
void GetAdditionalResourceValuesFromStack (out float addTotalResources, out float addMaxResources)
 
override void IncreaseStackNumberWithRplId (RplId id)
 
void UpdateAvailableResources (bool showUI, float totalResources)
 
override void HandlerAttached (Widget w)
 
override void HandlerDeattached (Widget w)
 
void SCR_SupplyInventorySlotUI (InventoryItemComponent pComponent=null, SCR_InventoryStorageBaseUI pStorageUI=null, bool bVisible=true, int iSlotIndex=-1, SCR_ItemAttributeCollection pAttributes=null)
 
- 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)
 
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)
 

Static Public Attributes

const string SLOT_LAYOUT_SUPPLY = "{AF25F325D2730142}UI/layouts/Menus/Inventory/SupplyInventoryItemSlot.layout"
 
const float SLOT_UNAVAILABLE_OPACITY = 0.35
 

Protected Member Functions

override string SetSlotSize ()
 
- 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 ()
 

Protected Attributes

Widget m_StoredResourcesHolder
 
TextWidget m_StoredResourcesText
 
Widget m_AvailableResourcesHolder
 
TextWidget m_AvailableResourcesText
 
EResourceType m_eResourceType = EResourceType.SUPPLIES
 
LocalizedString m_sCurrentAndMaxResourceFormat = "#AR-Campaign_BaseSuppliesAmount"
 
SCR_ResourceComponent m_ResourceComponent
 
SCR_ResourceConsumer m_ResourceConsumer
 
ref SCR_ResourceSystemSubscriptionHandleBase m_ResourceSubscriptionHandle
 
ref array< RplId > m_aStackedItems = {}
 
- 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
 
SCR_FuelManagerComponent m_FuelManager
 

Static Protected Attributes

const string RESOURCES_TEXT_WIDGET_NAME = "SuppliesText"
 
const string STORED_RESOURCES_WIDGET_NAME = "SuppliesStored"
 
const string AVAILABLE_RESOURCES_WIDGET_NAME = "SuppliesAvailable"
 
const string COST_RESOURCES_WIDGET_NAME = "SuppliesCost"
 

Additional Inherited Members

- Public Attributes inherited from SCR_InventorySlotUI
Widget m_widget = null
 

Constructor & Destructor Documentation

◆ SCR_SupplyInventorySlotUI()

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

Member Function Documentation

◆ GetAdditionalResourceValuesFromStack()

void SCR_SupplyInventorySlotUI.GetAdditionalResourceValuesFromStack ( out float  addTotalResources,
out float  addMaxResources 
)

◆ HandlerAttached()

override void SCR_SupplyInventorySlotUI.HandlerAttached ( Widget  w)

Implements SCR_InventorySlotUI.

◆ HandlerDeattached()

override void SCR_SupplyInventorySlotUI.HandlerDeattached ( Widget  w)

Implements SCR_InventorySlotUI.

◆ IncreaseStackNumberWithRplId()

override void SCR_SupplyInventorySlotUI.IncreaseStackNumberWithRplId ( RplId  id)

Implements SCR_InventorySlotUI.

◆ OnOwnedSlotsUpdated()

override void SCR_SupplyInventorySlotUI.OnOwnedSlotsUpdated ( )

Implements SCR_InventorySlotUI.

◆ Refresh()

override void SCR_SupplyInventorySlotUI.Refresh ( )

Implements SCR_InventorySlotUI.

◆ SetItemFunctionality()

override void SCR_SupplyInventorySlotUI.SetItemFunctionality ( )

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

Implements SCR_InventorySlotUI.

◆ SetSlotSize()

override string SCR_SupplyInventorySlotUI.SetSlotSize ( )
protected

Implements SCR_InventorySlotUI.

◆ SetSlotVisible()

override void SCR_SupplyInventorySlotUI.SetSlotVisible ( bool  bVisible)

should be the slot visible?

Implements SCR_InventorySlotUI.

◆ UpdateAvailableResources()

void SCR_SupplyInventorySlotUI.UpdateAvailableResources ( bool  showUI,
float  totalResources 
)

◆ UpdateConsumer()

void SCR_SupplyInventorySlotUI.UpdateConsumer ( )

◆ UpdateStoredResources()

void SCR_SupplyInventorySlotUI.UpdateStoredResources ( bool  showUI,
float  totalResources,
float  maxResources 
)

Member Data Documentation

◆ AVAILABLE_RESOURCES_WIDGET_NAME

const string SCR_SupplyInventorySlotUI.AVAILABLE_RESOURCES_WIDGET_NAME = "SuppliesAvailable"
staticprotected

◆ COST_RESOURCES_WIDGET_NAME

const string SCR_SupplyInventorySlotUI.COST_RESOURCES_WIDGET_NAME = "SuppliesCost"
staticprotected

◆ m_aStackedItems

ref array<RplId> SCR_SupplyInventorySlotUI.m_aStackedItems = {}
protected

◆ m_AvailableResourcesHolder

Widget SCR_SupplyInventorySlotUI.m_AvailableResourcesHolder
protected

◆ m_AvailableResourcesText

TextWidget SCR_SupplyInventorySlotUI.m_AvailableResourcesText
protected

◆ m_eResourceType

EResourceType SCR_SupplyInventorySlotUI.m_eResourceType = EResourceType.SUPPLIES
protected

◆ m_ResourceComponent

SCR_ResourceComponent SCR_SupplyInventorySlotUI.m_ResourceComponent
protected

◆ m_ResourceConsumer

SCR_ResourceConsumer SCR_SupplyInventorySlotUI.m_ResourceConsumer
protected

◆ m_ResourceSubscriptionHandle

ref SCR_ResourceSystemSubscriptionHandleBase SCR_SupplyInventorySlotUI.m_ResourceSubscriptionHandle
protected

◆ m_sCurrentAndMaxResourceFormat

LocalizedString SCR_SupplyInventorySlotUI.m_sCurrentAndMaxResourceFormat = "#AR-Campaign_BaseSuppliesAmount"
protected

◆ m_StoredResourcesHolder

Widget SCR_SupplyInventorySlotUI.m_StoredResourcesHolder
protected

◆ m_StoredResourcesText

TextWidget SCR_SupplyInventorySlotUI.m_StoredResourcesText
protected

◆ RESOURCES_TEXT_WIDGET_NAME

const string SCR_SupplyInventorySlotUI.RESOURCES_TEXT_WIDGET_NAME = "SuppliesText"
staticprotected

◆ SLOT_LAYOUT_SUPPLY

const string SCR_SupplyInventorySlotUI.SLOT_LAYOUT_SUPPLY = "{AF25F325D2730142}UI/layouts/Menus/Inventory/SupplyInventoryItemSlot.layout"
static

◆ SLOT_UNAVAILABLE_OPACITY

const float SCR_SupplyInventorySlotUI.SLOT_UNAVAILABLE_OPACITY = 0.35
static

◆ STORED_RESOURCES_WIDGET_NAME

const string SCR_SupplyInventorySlotUI.STORED_RESOURCES_WIDGET_NAME = "SuppliesStored"
staticprotected

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