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

void Init (IEntity owner)
 
void EquipHealingItem ()
 
void UpdateWeaponsList ()
 
bool DidWeaponsChange ()
 
bool SelectHighlightedWeapon ()
 
void CreateWeaponWidgets ()
 
array< WeaponSlotComponentGetSortedWeaponSlots (array< WeaponSlotComponent > weapons)
 
Widget LoadWeaponPrefab (Widget parent, BaseWeaponComponent weapon, int category)
 
void HighlightWeapon (int i)
 
void HighlightNextWeapon ()
 
void HighlightPreviousWeapon ()
 
void HighlightCurrentWeapon ()
 
int GetHighlightedWeaponIndex ()
 
void HandleKeyboardWeaponSwitch ()
 
void SetDefaultColor (Widget w, bool animate=true)
 
void SetHighlightColor (Widget w, bool animate=true)
 
void HighlightWidget (Widget w, Color backgroundColor, Color colorChild, bool animate=true)
 
override void Show (bool show, float speed=UIConstants.FADE_RATE_DEFAULT, EAnimationCurve curve=EAnimationCurve.LINEAR)
 Show/hide InfoDisplay properly, not breaking other systems like AdaptiveOpacity or ConditionalVisibility.
 
void ~SCR_WeaponSelectionMenu ()
 
- Public Member Functions inherited from SCR_InfoDisplay
SCR_InfoDisplayHandler GetHandler (TypeName handlerType)
 
SCR_InfoDisplayInvoker GetOnStart ()
 
SCR_InfoDisplayInvoker GetOnStop ()
 
IEntity GetOwnerEntity ()
 
Widget GetContentWidget ()
 
string GetContentWidgetName ()
 
void SetRootWidget (notnull Widget root)
 
void SetContentWidget (notnull Widget content)
 
void Show (bool show, float speed=UIConstants.FADE_RATE_INSTANT, EAnimationCurve curve=EAnimationCurve.LINEAR)
 Show/hide InfoDisplay properly, not breaking other systems like AdaptiveOpacity or ConditionalVisibility.
 
bool IsShown ()
 
Widget GetRootWidget ()
 
bool GetDimensions (out float width, out float height, bool addSafezones=true)
 Get width and height of the InfoDisplay element, optionally with safezones adjustments.
 
bool GetAnchorPosition (out float x, out float y, EWidgetAnchor anchor=EWidgetAnchor.TOPLEFT, bool addSafezones=true)
 Get width and height of the InfoDisplay element, optionally with safezones adjustments.
 
void RegisterToHudManager ()
 
- Public Member Functions inherited from GroupInfoDisplay
proto external int GetInfoDisplays (out notnull array< BaseInfoDisplay > outInfoDisplays)
 
- Public Member Functions inherited from BaseInfoDisplay
proto external GenericComponent FindComponentInParentContainer (TypeName typeName)
 

Static Public Member Functions

static ScriptInvoker GetOnSelectWeaponInvoker ()
 OnSelectWeapon invoker.
 

Public Attributes

ResourceName m_sNumberWidgetLayout
 
ResourceName m_sWeaponWidgetLayout
 
- Public Attributes inherited from SCR_InfoDisplay
ResourceName m_LayoutPath
 
EHudLayers m_eLayer
 
int m_iOverrideZOrder
 

Protected Attributes

ref Color m_ColorSelected
 
ref Color m_ColorChildSelected
 
ref Color m_ColorDefault
 
ref Color m_ColorChildDefault
 
float m_fHighlightAnimationSpeed
 
ResourceName m_sSoundSwitch
 
ResourceName m_sWeaponNumberImageset
 
- Protected Attributes inherited from SCR_InfoDisplay
string m_sParentSlot
 
string m_sContentWidget
 
int m_iContentWidthAdjustment
 
int m_iContentHeightAdjustment
 
string m_sAdaptiveOpacityWidgetName
 
ref array< ref SCR_InfoDisplayHandlerm_aHandlers
 
bool m_bShown
 
Widget m_wRoot
 
Widget m_wContent
 
Widget m_wSlot
 
SCR_HUDManagerComponent m_HUDManager
 
int m_iChildDisplays = 0
 
ref array< BaseInfoDisplaym_aChildDisplays = new array<BaseInfoDisplay>
 
SCR_InfoDisplay m_pParentDisplay
 
bool m_bRegistered = false
 
IEntity m_OwnerEntity
 
ref array< ref SCR_InfoDisplayHandlerm_aUpdatableHandlers = {}
 
ref SCR_InfoDisplayInvoker m_OnStart = new SCR_InfoDisplayInvoker()
 
ref SCR_InfoDisplayInvoker m_OnStop = new SCR_InfoDisplayInvoker()
 

Static Protected Attributes

static ref ScriptInvoker Event_OnSelectWeapon = new ScriptInvoker
 

Additional Inherited Members

- Protected Member Functions inherited from SCR_InfoDisplay
void OnShownFinished (Widget w, float targetOpacity, WidgetAnimationOpacity anim=null)
 
override void OnStartDraw (IEntity owner)
 
void AdaptiveOpacity_Update (float opacity, float sceneBrightness, bool init=false)
 
override void OnStopDraw (IEntity owner)
 
override void UpdateValues (IEntity owner, float timeSlice)
 
override void OnInit (IEntity owner)
 
void OnInit (IEntity owner)
 
void UpdateValues (IEntity owner, float timeSlice)
 
void OnStartDraw (IEntity owner)
 
void OnStopDraw (IEntity owner)
 

Constructor & Destructor Documentation

◆ ~SCR_WeaponSelectionMenu()

void SCR_WeaponSelectionMenu.~SCR_WeaponSelectionMenu ( )

Member Function Documentation

◆ CreateWeaponWidgets()

void SCR_WeaponSelectionMenu.CreateWeaponWidgets ( )

◆ DidWeaponsChange()

bool SCR_WeaponSelectionMenu.DidWeaponsChange ( )

◆ EquipHealingItem()

void SCR_WeaponSelectionMenu.EquipHealingItem ( )

◆ GetHighlightedWeaponIndex()

int SCR_WeaponSelectionMenu.GetHighlightedWeaponIndex ( )

◆ GetOnSelectWeaponInvoker()

static ScriptInvoker SCR_WeaponSelectionMenu.GetOnSelectWeaponInvoker ( )
static

OnSelectWeapon invoker.

◆ GetSortedWeaponSlots()

array< WeaponSlotComponent > SCR_WeaponSelectionMenu.GetSortedWeaponSlots ( array< WeaponSlotComponent weapons)

◆ HandleKeyboardWeaponSwitch()

void SCR_WeaponSelectionMenu.HandleKeyboardWeaponSwitch ( )

◆ HighlightCurrentWeapon()

void SCR_WeaponSelectionMenu.HighlightCurrentWeapon ( )

◆ HighlightNextWeapon()

void SCR_WeaponSelectionMenu.HighlightNextWeapon ( )

◆ HighlightPreviousWeapon()

void SCR_WeaponSelectionMenu.HighlightPreviousWeapon ( )

◆ HighlightWeapon()

void SCR_WeaponSelectionMenu.HighlightWeapon ( int  i)

◆ HighlightWidget()

void SCR_WeaponSelectionMenu.HighlightWidget ( Widget  w,
Color  backgroundColor,
Color  colorChild,
bool  animate = true 
)

◆ Init()

void SCR_WeaponSelectionMenu.Init ( IEntity  owner)

◆ LoadWeaponPrefab()

Widget SCR_WeaponSelectionMenu.LoadWeaponPrefab ( Widget  parent,
BaseWeaponComponent  weapon,
int  category 
)

◆ SelectHighlightedWeapon()

bool SCR_WeaponSelectionMenu.SelectHighlightedWeapon ( )

◆ SetDefaultColor()

void SCR_WeaponSelectionMenu.SetDefaultColor ( Widget  w,
bool  animate = true 
)

◆ SetHighlightColor()

void SCR_WeaponSelectionMenu.SetHighlightColor ( Widget  w,
bool  animate = true 
)

◆ Show()

override void SCR_WeaponSelectionMenu.Show ( bool  show,
float  speed = UIConstants::FADE_RATE_DEFAULT,
EAnimationCurve  curve = EAnimationCurve::LINEAR 
)

Show/hide InfoDisplay properly, not breaking other systems like AdaptiveOpacity or ConditionalVisibility.

Use this method instead of SetVisible/SetOpacity.

Parameters
showtrue to show, false to hide
speedfade rate, default 0
curvehiding interpolation, default linear

Implements SCR_InfoDisplay.

◆ UpdateWeaponsList()

void SCR_WeaponSelectionMenu.UpdateWeaponsList ( )

Member Data Documentation

◆ Event_OnSelectWeapon

ref ScriptInvoker SCR_WeaponSelectionMenu.Event_OnSelectWeapon = new ScriptInvoker
staticprotected

◆ m_ColorChildDefault

ref Color SCR_WeaponSelectionMenu.m_ColorChildDefault
protected

◆ m_ColorChildSelected

ref Color SCR_WeaponSelectionMenu.m_ColorChildSelected
protected

◆ m_ColorDefault

ref Color SCR_WeaponSelectionMenu.m_ColorDefault
protected

◆ m_ColorSelected

ref Color SCR_WeaponSelectionMenu.m_ColorSelected
protected

◆ m_fHighlightAnimationSpeed

float SCR_WeaponSelectionMenu.m_fHighlightAnimationSpeed
protected

◆ m_sNumberWidgetLayout

ResourceName SCR_WeaponSelectionMenu.m_sNumberWidgetLayout

◆ m_sSoundSwitch

ResourceName SCR_WeaponSelectionMenu.m_sSoundSwitch
protected

◆ m_sWeaponNumberImageset

ResourceName SCR_WeaponSelectionMenu.m_sWeaponNumberImageset
protected

◆ m_sWeaponWidgetLayout

ResourceName SCR_WeaponSelectionMenu.m_sWeaponWidgetLayout

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