Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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SCR_InventoryStorageWeaponsUI.c
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1//------------------------------------------------------------------------------------------------
5{
6 protected ref array<InventoryItemComponent> m_pInventoryItemsComponent = new array<InventoryItemComponent>();
7 private array<IEntity> m_pItems;
8// protected string sGridPath = "centerFrame.gridFrame.size.grid";
9
10
11
12 //------------------------------------------------------------------------ USER METHODS ------------------------------------------------------------------------
13
14 //------------------------------------------------------------------------------------------------
15 override void Init()
16 {
17 super.Init();
18 if ( m_InventoryStorage )
19 m_Storage = m_InventoryStorage.GetWeaponStorage();
20
21 m_wStorageName.SetText( "#AR-Editor_TooltipDetail_Weapons_Name" );
22 m_wProgressBar.SetVisible(false);
23 }
24
25 //------------------------------------------------------------------------------------------------
26 // ! creates the slot
28 {
29 return new SCR_InventorySlotWeaponUI( pStorageComponent, this );
30 }
31
32 //------------------------------------------------------------------------------------------------
33 // !
34 override int CreateSlots( )
35 {
36 if ( !m_aSlots.IsEmpty() )
38 array<IEntity> pItemsInStorage = new array<IEntity>();
39 m_Storage.GetAll(pItemsInStorage);
40
41 if( !pItemsInStorage )
42 return -1;
43
44 foreach ( IEntity pItem: pItemsInStorage )
45 {
47 if( pComponent )
48 m_aSlots.Insert( CreateWeaponSlotUI( pComponent ) );
49 }
50 return m_aSlots.Count()-1;
51 }
52 //------------------------------------------------------------------------ COMMON METHODS ----------------------------------------------------------------------
53
54 //------------------------------------------------------------------------------------------------
55 override void HandlerAttached( Widget w )
56 {
57 super.HandlerAttached( w );
58
61 SortSlots();
62 }
63
64
65 //------------------------------------------------------------------------------------------------
66 void SCR_InventoryStorageWeaponsUI( BaseInventoryStorageComponent storage, LoadoutAreaType slotID = null, SCR_InventoryMenuUI menuManager = null, int iPage = 0,array<BaseInventoryStorageComponent> aTraverseStorage = null )
67 {
68 //TODO: make consistent the visibility of variable ( SetSlotID vs m_iMaxRows )
69 SetSlotAreaType( slotID );
70 m_iMaxRows = 3;
71 m_iMaxColumns = 4;
73 m_sGridPath = "GridLayout0";
74 m_Storage = storage;
75 }
76
77 //------------------------------------------------------------------------------------------------
81};
SCR_CharacterInventoryStorageComponent m_InventoryStorage
ref array< SCR_InventorySlotUI > m_aSlots
void CreateEmptyLayout(bool recreate=false)
void SCR_InventoryStorageBaseUI(BaseInventoryStorageComponent storage, LoadoutAreaType slotID=null, SCR_InventoryMenuUI menuManager=null, int iPage=0, array< BaseInventoryStorageComponent > aTraverseStorage=null)
InventoryItemComponent GetItemComponentFromEntity(IEntity pEntity)
BaseInventoryStorageComponent m_Storage
void SetSlotAreaType(LoadoutAreaType eSlotType)
void SCR_InventoryStorageWeaponsUI(BaseInventoryStorageComponent storage, LoadoutAreaType slotID=null, SCR_InventoryMenuUI menuManager=null, int iPage=0, array< BaseInventoryStorageComponent > aTraverseStorage=null)
SCR_InventorySlotUI CreateWeaponSlotUI(InventoryItemComponent pStorageComponent)
ref array< InventoryItemComponent > m_pInventoryItemsComponent