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SCR_InventoryOpenedStorageUI.c
Go to the documentation of this file.
1
class
SCR_InventoryOpenedStorageUI
:
SCR_InventoryStorageBaseUI
2
{
3
protected
bool
m_bFromVicinity
;
4
5
override
void
HandlerAttached
(
Widget
w)
6
{
7
super.HandlerAttached(w);
8
InitPaging
();
9
SetRowsAndColumns
();
10
CreateEmptyLayout
();
11
CreateSlots
();
12
SortSlots
();
13
ShowPage
(0);
14
15
if
(
m_Storage
.GetOwner().FindComponent(
BaseWeaponComponent
))
16
m_wProgressBar
.SetVisible(
false
);
17
}
18
19
protected
override
int
CreateSlots
()
20
{
21
array<IEntity> pItemsInStorage = {};
22
GetAllItems
(pItemsInStorage, GetCurrentNavigationStorage());
23
UpdateOwnedSlots
(pItemsInStorage);
24
return
0;
25
}
26
27
protected
override
void
GetAllItems
(out notnull array<IEntity> pItemsInStorage, BaseInventoryStorageComponent pStorage = null)
28
{
29
super.GetAllItems(pItemsInStorage, pStorage);
30
}
31
32
ButtonWidget
ActivateCloseStorageButton
()
33
{
34
m_wCloseStorageButton
=
ButtonWidget
.Cast(
m_widget
.FindAnyWidget(
"CloseStorageBtn"
));
35
if
(
m_wCloseStorageButton
)
36
{
37
m_wCloseStorageButton
.SetVisible(
true
);
38
SCR_InventoryNavigationButtonBack
nav =
SCR_InventoryNavigationButtonBack
.Cast(
m_wCloseStorageButton
.FindHandler(
SCR_InventoryNavigationButtonBack
));
39
if
(nav)
40
{
41
if
(
GetGame
().
GetInputManager
().GetLastUsedInputDevice() == EInputDeviceType.GAMEPAD)
42
nav.
EnableCloseWithGamepad
(
false
);
43
nav.m_OnActivated.Insert(
CloseStorage
);
44
}
45
}
46
47
return
m_wCloseStorageButton
;
48
}
49
50
void
CloseStorage
()
51
{
52
m_MenuHandler
.RemoveOpenStorage(
this
);
53
}
54
55
bool
IsFromVicinity
()
56
{
57
return
m_bFromVicinity
;
58
}
59
60
void
SCR_InventoryOpenedStorageUI
(
61
BaseInventoryStorageComponent storage,
62
LoadoutAreaType
slotID = null,
63
SCR_InventoryMenuUI
menuManager = null,
64
int
iPage = 0,
65
array<BaseInventoryStorageComponent> aTraverseStorage = null,
66
int
cols = 6,
67
int
rows = 3,
68
bool
fromVicinity =
false
)
69
{
70
m_Storage
= storage;
71
m_iMaxRows
= rows;
72
m_iMaxColumns
= cols;
73
m_bFromVicinity
= fromVicinity;
74
m_iMatrix
=
new
SCR_Matrix
(
m_iMaxColumns
,
m_iMaxRows
);
75
if
(aTraverseStorage)
76
m_aTraverseStorage
.Copy(aTraverseStorage);
77
SetSlotAreaType
(slotID);
78
}
79
};
GetGame
ArmaReforgerScripted GetGame()
Definition
game.c:1398
GetInputManager
InputManager GetInputManager()
Definition
SCR_BaseManualCameraComponent.c:205
BaseWeaponComponent
Definition
BaseWeaponComponent.c:13
ButtonWidget
Definition
ButtonWidget.c:16
LoadoutAreaType
Definition
LoadoutAreaType.c:13
SCR_InventoryMenuUI
Definition
SCR_InventoryMenuUI.c:286
SCR_InventoryNavigationButtonBack
Interactive non-focus button showing hint, and triggering actions.
Definition
SCR_InventoryNavigationButtonBack.c:5
SCR_InventoryNavigationButtonBack::EnableCloseWithGamepad
void EnableCloseWithGamepad(bool enable)
Definition
SCR_InventoryNavigationButtonBack.c:81
SCR_InventoryOpenedStorageUI::m_bFromVicinity
bool m_bFromVicinity
Definition
SCR_InventoryOpenedStorageUI.c:3
SCR_InventoryOpenedStorageUI::CreateSlots
override int CreateSlots()
Definition
SCR_InventoryOpenedStorageUI.c:19
SCR_InventoryOpenedStorageUI::SCR_InventoryOpenedStorageUI
void SCR_InventoryOpenedStorageUI(BaseInventoryStorageComponent storage, LoadoutAreaType slotID=null, SCR_InventoryMenuUI menuManager=null, int iPage=0, array< BaseInventoryStorageComponent > aTraverseStorage=null, int cols=6, int rows=3, bool fromVicinity=false)
Definition
SCR_InventoryOpenedStorageUI.c:60
SCR_InventoryOpenedStorageUI::HandlerAttached
override void HandlerAttached(Widget w)
Definition
SCR_InventoryOpenedStorageUI.c:5
SCR_InventoryOpenedStorageUI::IsFromVicinity
bool IsFromVicinity()
Definition
SCR_InventoryOpenedStorageUI.c:55
SCR_InventoryOpenedStorageUI::CloseStorage
void CloseStorage()
Definition
SCR_InventoryOpenedStorageUI.c:50
SCR_InventoryOpenedStorageUI::GetAllItems
override void GetAllItems(out notnull array< IEntity > pItemsInStorage, BaseInventoryStorageComponent pStorage=null)
Definition
SCR_InventoryOpenedStorageUI.c:27
SCR_InventoryOpenedStorageUI::ActivateCloseStorageButton
ButtonWidget ActivateCloseStorageButton()
Definition
SCR_InventoryOpenedStorageUI.c:32
SCR_InventoryStorageBaseUI::ShowPage
void ShowPage(int iPage, out int slotToFocus=-1)
Definition
SCR_InventoryStorageBaseUI.c:1239
SCR_InventoryStorageBaseUI::m_aTraverseStorage
ref array< BaseInventoryStorageComponent > m_aTraverseStorage
Definition
SCR_InventoryStorageBaseUI.c:54
SCR_InventoryStorageBaseUI::SetRowsAndColumns
void SetRowsAndColumns()
Definition
SCR_InventoryStorageBaseUI.c:291
SCR_InventoryStorageBaseUI::m_wCloseStorageButton
ButtonWidget m_wCloseStorageButton
Definition
SCR_InventoryStorageBaseUI.c:57
SCR_InventoryStorageBaseUI::m_iMatrix
ref SCR_Matrix m_iMatrix
Definition
SCR_InventoryStorageBaseUI.c:45
SCR_InventoryStorageBaseUI::CreateEmptyLayout
void CreateEmptyLayout(bool recreate=false)
Definition
SCR_InventoryStorageBaseUI.c:1782
SCR_InventoryStorageBaseUI::m_MenuHandler
SCR_InventoryMenuUI m_MenuHandler
Definition
SCR_InventoryStorageBaseUI.c:24
SCR_InventoryStorageBaseUI::SCR_InventoryStorageBaseUI
void SCR_InventoryStorageBaseUI(BaseInventoryStorageComponent storage, LoadoutAreaType slotID=null, SCR_InventoryMenuUI menuManager=null, int iPage=0, array< BaseInventoryStorageComponent > aTraverseStorage=null)
Definition
SCR_InventoryStorageBaseUI.c:2058
SCR_InventoryStorageBaseUI::m_iMaxRows
int m_iMaxRows
Definition
SCR_InventoryStorageBaseUI.c:46
SCR_InventoryStorageBaseUI::UpdateOwnedSlots
void UpdateOwnedSlots(notnull array< IEntity > pItemsInStorage)
Definition
SCR_InventoryStorageBaseUI.c:904
SCR_InventoryStorageBaseUI::m_Storage
BaseInventoryStorageComponent m_Storage
Definition
SCR_InventoryStorageBaseUI.c:21
SCR_InventoryStorageBaseUI::m_wProgressBar
Widget m_wProgressBar
Definition
SCR_InventoryStorageBaseUI.c:63
SCR_InventoryStorageBaseUI::InitPaging
void InitPaging()
Definition
SCR_InventoryStorageBaseUI.c:204
SCR_InventoryStorageBaseUI::m_iMaxColumns
int m_iMaxColumns
Definition
SCR_InventoryStorageBaseUI.c:46
SCR_InventoryStorageBaseUI::m_widget
Widget m_widget
Definition
SCR_InventoryStorageBaseUI.c:33
SCR_InventoryStorageBaseUI::SortSlots
void SortSlots()
Definition
SCR_InventoryStorageBaseUI.c:1160
SCR_InventoryStorageBaseUI::SetSlotAreaType
void SetSlotAreaType(LoadoutAreaType eSlotType)
Definition
SCR_InventoryStorageBaseUI.c:548
SCR_Matrix
Definition
SCR_Matrix.c:3
Widget
Definition
Widget.c:13
scripts
Game
UI
Inventory
SCR_InventoryOpenedStorageUI.c
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