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# TribesGUI.TribesInventorySelectionMenu

Extends
  TribesGUIPage

    Core.Object
    |
    +-- GUI.GUI
       |
       +-- GUI.GUIComponent
          |
          +-- GUI.GUIMultiComponent
             |
             +-- GUI.GUIPage
                |
                +-- TribesGUI.TribesGUIPage
                   |
                   +-- TribesGUI.TribesInventorySelectionMenu

Constants Summary
CURRENT_LOADOUT_SLOT | = | -1

Variables Summary
PlayerProfile | activeProfile
Array<class<SkinInfo>> | availableSkins
bool | bIsFemale
bool | bNotInGame
bool | bOldBehindView
bool | bUseProfiles
PlayerCharacterController | characterController
TribesInventoryCharacterView | CharacterView
ClientSideCharacter | clientData
int | currentLoadoutArrayStart
TribesInventoryLoadoutButton | CurrentLoadoutTab
int | currentSkinIndex
TribesInventoryLoadoutButton | editedLoadoutButton
HUDEnergyBar | energyBar
Material | ExternalViewportSurround
HUDHealthBar | healthBar
HUDContainer | healthEnergyContainer
InventoryStationAccess | inventory
class<InventoryStationAccess> | lastAccessClass
int | lastAppliedWeaponSlotIndex
GUIEditBox | loadoutEditBox
InventoryStationAccess.InventoryStationWeapon | NoWeapon
Character | playerCharacter
TeamInfo | playerTeam
Rotator | PreviousCameraRotation
InventoryStationAccess.InventoryStationLoadout | selectedLoadout
TribesInventoryLoadoutButton | SelectedLoadoutButton
TribesInventoryWeaponButton | SelectedWeaponButton
TribesInventoryWeaponSlot | SelectedWeaponSlot
Array<TribesInventoryWeaponSlot> | WeaponSlots
TribesGUI
String | AcceptText
array<TribesInventoryArmorButton> | ArmorButtons
GUIPanel | ArmorButtonsContainer
ButtonParams | ArmorParams
String | ArmorText
bool | bAutoAdvanceSlotSelection
bool | bSwapDuplicateWeaponSlots
GUIPanel | CharacterContainer
String | currentLoadoutText
GUIButton | DoneButton
GUIPanel | ExternalViewportPanel
array<TribesInventoryLoadoutButton> | LoadoutButtons
GUIPanel | LoadoutButtonsContainer
GUIButton | LoadoutGroupDownButton
GUIButton | LoadoutGroupUpButton
ButtonParams | LoadoutParams
int | MaxLoadoutNameLength
int | MaxLoadoutSlots
GUIButton | NextSkinButton
int | NumVisibleLoadoutSlots
int | NumWeaponSlots
array<TribesInventoryPackButton> | PackButtons
GUIPanel | PackButtonsContainer
ButtonParams | PackParams
String | PackText
GUIButton | PreviousSkinButton
GUIButton | ResetLoadoutButton
GUILabel | TitleLabel
String | TitleText
GUIImage | WatchedItemIcon
GUILabel | WatchedItemInfoLabel
GUILabel | WatchedItemNameLabel
GUIImage | WatchedLoadoutArmorIcon
GUIImage | WatchedLoadoutPackIcon
GUIImage | WatchedLoadoutWeaponIcon1
GUIImage | WatchedLoadoutWeaponIcon2
GUIImage | WatchedLoadoutWeaponIcon3
array<TribesInventoryWeaponButton> | WeaponButtons
GUIPanel | WeaponButtonsContainer
ButtonParams | WeaponParams
ButtonParams | WeaponSlotParams
GUIPanel | WeaponSlotsContainer
String | WeaponText

Inherited Variables from TribesGUI.TribesGUIPage
bEscapeable, bSuppressLevelRender, GC, PageOpenedAfterEscape

Inherited Variables from GUI.GUIPage
bIsHUD, bIsOverlay, DialogClassName, HelpText, Timers

Structures Summary
ButtonParams gutter, rows, columns, styleName

Delegates Summary
| bool | OnCapturedMouseMove (float deltaX, float deltaY))

Inherited Delegates from GUI.GUIPage
OnDlgReturned, OnPopupReturned

Functions Summary
|  | ApplyButtonParams (Array<GUIComponent> buttons, ButtonParams params, optional int startIndex))
|  | AssignWeaponToSlot (int slotIndex, InventoryStationAccess.InventoryStationWeapon weapon))
|  | ConfigureInventoryStation ()))
|  | ConvertToCustomLoadout (InventoryStationAccess.InventoryStationLoadout InLoadout, out CustomPlayerLoadout OutLoadout))
|  | ConvertToInventoryLoadout (CustomPlayerLoadout InLoadout, out InventoryStationAccess.InventoryStationLoadout OutLoadout))
|  | EnableExit ()))
| TribesInventoryArmorButton | FindArmorButton (class<CombatRole> combatRoleClass, optional out int index))
| TribesInventoryPackButton | FindPackButton (class<Pack> packClass, optional out int index))
| TribesInventoryWeaponButton | FindWeaponButton (class<Weapon> weaponClass, optional out int index))
|  | FlashArmor (class<CombatRole> ItemClass, float Duration))
|  | FlashWeapon (class<Weapon> ItemClass, float Duration))
| int | GetSlotIndexHoldingWeapon (class<Weapon> weaponClass))
|  | InitComponent (GUIComponent MyOwner))
|  | InternalOnActivate ()))
|  | InternalOnClick (GUIComponent Sender))
| bool | InternalOnKeyEvent (out byte Key, out byte State, float delta))
|  | InternalOnMousePressed (GUIComponent Sender))
|  | OnArmorClick (GUIComponent Sender))
|  | OnArmorWatched (GUIComponent Sender))
|  | OnAssignWeapon (TribesInventoryWeaponSlot AssignedSlot))
|  | OnClientDraw (Canvas C))
|  | OnExitInventory (GUIComponent Sender))
|  | OnHide ()))
|  | OnLoadoutClick (GUIComponent Sender))
|  | OnLoadoutEditCompleted (GUIComponent Sender))
|  | OnLoadoutEditFocusGained (GUIComponent Sender))
|  | OnLoadoutEditFocusLost (GUIComponent Sender))
|  | OnLoadoutEditStart (GUIComponent Sender))
|  | OnLoadoutGroupDown (GUIComponent Sender))
|  | OnLoadoutGroupUp (GUIComponent Sender))
|  | OnLoadoutReset (GUIComponent Sender))
|  | OnLoadoutWatched (GUIComponent Sender))
|  | OnPackClick (GUIComponent Sender))
|  | OnPackWatched (GUIComponent Sender))
|  | OnPageWatched (GUIComponent Sender))
|  | OnSkinNext (GUIComponent Sender))
|  | OnSkinPrevious (GUIComponent Sender))
|  | OnWeaponClick (GUIComponent Sender))
|  | OnWeaponWatched (GUIComponent Sender))
|  | SaveCurrentLoadout ()))
|  | SelectArmor (InventoryStationAccess.InventoryStationCombatRole role))
|  | SelectPack (InventoryStationAccess.InventoryStationPack pack))
|  | SetActiveProfileLoadout (InventoryStationAccess.InventoryStationLoadout loadout))
|  | SetCurrentLoadout (InventoryStationAccess.InventoryStationLoadout loadout))
|  | SetWeaponSlotsEnabled ()))
|  | UpdateAvailableSkins ()))
|  | UpdateLoadoutTabs ()))
|  | UpdateSkin ()))
|  | UpdateWeaponSlots (int NewNumSlots))

Inherited Functions from TribesGUI.TribesGUIPage
DisplayMainMenu, GameAbort, GameRestart, GameResume, GameStart, InitComponent, InternalOnKeyEvent, OnPreLevelChange, Quit

Inherited Functions from GUI.GUIPage
Activate, ChangeHint, DeActivate, DlgReturned, Free, HandleParameters, Hide, InitComponent, NotifyLevelChange, onGameplayMessage, OnProgress, OpenDlg, Show

Constants Detail

#### CURRENT_LOADOUT_SLOT Source code

const CURRENT_LOADOUT_SLOT = -1;

Variables Detail

#### activeProfile Source code

var PlayerProfile activeProfile;

#### availableSkins Source code

var Array<class<SkinInfo>> availableSkins;

#### bIsFemale Source code

var bool bIsFemale;

#### bNotInGame Source code

var bool bNotInGame;

#### bOldBehindView Source code

var bool bOldBehindView;

#### bUseProfiles Source code

var bool bUseProfiles;

#### characterController Source code

var PlayerCharacterController characterController;

#### CharacterView Source code

var TribesInventoryCharacterView CharacterView;

#### clientData Source code

var ClientSideCharacter clientData;

#### currentLoadoutArrayStart Source code

var int currentLoadoutArrayStart;

#### CurrentLoadoutTab Source code

var TribesInventoryLoadoutButton CurrentLoadoutTab;

#### currentSkinIndex Source code

var int currentSkinIndex;

#### editedLoadoutButton Source code

var TribesInventoryLoadoutButton editedLoadoutButton;

#### energyBar Source code

var HUDEnergyBar energyBar;

#### ExternalViewportSurround Source code

var Material ExternalViewportSurround;

#### healthBar Source code

var HUDHealthBar healthBar;

#### healthEnergyContainer Source code

var HUDContainer healthEnergyContainer;

#### inventory Source code

var InventoryStationAccess inventory;

#### lastAccessClass Source code

var class<InventoryStationAccess> lastAccessClass;

#### lastAppliedWeaponSlotIndex Source code

var int lastAppliedWeaponSlotIndex;

#### loadoutEditBox Source code

var GUIEditBox loadoutEditBox;

#### NoWeapon Source code

var InventoryStationAccess.InventoryStationWeapon NoWeapon;

#### playerCharacter Source code

var Character playerCharacter;

#### playerTeam Source code

var TeamInfo playerTeam;

#### PreviousCameraRotation Source code

var Rotator PreviousCameraRotation;

#### selectedLoadout Source code

var InventoryStationAccess.InventoryStationLoadout selectedLoadout;

#### SelectedLoadoutButton Source code

var TribesInventoryLoadoutButton SelectedLoadoutButton;

#### SelectedWeaponButton Source code

var TribesInventoryWeaponButton SelectedWeaponButton;

#### SelectedWeaponSlot Source code

var TribesInventoryWeaponSlot SelectedWeaponSlot;

#### WeaponSlots Source code

var Array<TribesInventoryWeaponSlot> WeaponSlots;

### TribesGUI

#### AcceptText Source code

var(TribesGUI) localized String AcceptText;

> Info label string (defaults to '4 - Accept Changes & Exit')

#### ArmorButtons Source code

var(TribesGui) private array<TribesInventoryArmorButton> ArmorButtons;

> Array of Armor buttons available for selection

#### ArmorButtonsContainer Source code

var(TribesGui) private EditInline Config GUIPanel ArmorButtonsContainer;

> Container to place the armor buttons within

#### ArmorParams Source code

var(TribesGUI) private EditInline Config ButtonParams ArmorParams;

> Layout parameters for the armor button region

#### ArmorText Source code

var(TribesGUI) localized String ArmorText;

> Armor label string (defaults to '1 - Select Armor')

#### bAutoAdvanceSlotSelection Source code

var(TribesGUI) Config bool bAutoAdvanceSlotSelection;

> Whether to advance to the next weapon slot automatically after applyin a weapon

#### bSwapDuplicateWeaponSlots Source code

var(TribesGUI) Config bool bSwapDuplicateWeaponSlots;

> Whether to swap weapons in slots when a duplicate weapon is selected

#### CharacterContainer Source code

var(TribesGui) private EditInline Config GUIPanel CharacterContainer;

#### currentLoadoutText Source code

var(TribesGUI) localized String currentLoadoutText;

> Text of the current loadout tab (defaults to 'Current')

#### DoneButton Source code

var(TribesGui) private EditInline Config GUIButton DoneButton;

> Press to apply the selected loadout and exit the screen

#### ExternalViewportPanel Source code

var(TribesGui) private EditInline Config GUIPanel ExternalViewportPanel;

> Container where the external view will be drawn

#### LoadoutButtons Source code

var(TribesGui) private array<TribesInventoryLoadoutButton> LoadoutButtons;

> Array of Loadout buttons available for selection

#### LoadoutButtonsContainer Source code

var(TribesGui) private EditInline Config GUIPanel LoadoutButtonsContainer;

> Container to place the loadout buttons within

#### LoadoutGroupDownButton Source code

var(TribesGui) private EditInline Config GUIButton LoadoutGroupDownButton;

> Press to go down one loadout group

#### LoadoutGroupUpButton Source code

var(TribesGui) private EditInline Config GUIButton LoadoutGroupUpButton;

> Press to go up one loadout group

#### LoadoutParams Source code

var(TribesGUI) private EditInline Config ButtonParams LoadoutParams;

> Layout parameters for the loadout button region

#### MaxLoadoutNameLength Source code

var(TribesGUI) Config int MaxLoadoutNameLength;

> Max number of characters in a loadout name

#### MaxLoadoutSlots Source code

var(TribesGUI) Config int MaxLoadoutSlots;

> Max number of loadout available in total

#### NextSkinButton Source code

var(TribesGui) private EditInline Config GUIButton NextSkinButton;

> Press to show the next available skin for th character

#### NumVisibleLoadoutSlots Source code

var(TribesGUI) Config int NumVisibleLoadoutSlots;

> Max number of loadout slots to display in one row

#### NumWeaponSlots Source code

var(TribesGUI) Config int NumWeaponSlots;

> Max number of weapon slots available

#### PackButtons Source code

var(TribesGui) private array<TribesInventoryPackButton> PackButtons;

> Array of Pack buttons available for selection

#### PackButtonsContainer Source code

var(TribesGui) private EditInline Config GUIPanel PackButtonsContainer;

> Container to place the pack buttons within

#### PackParams Source code

var(TribesGUI) private EditInline Config ButtonParams PackParams;

> Layout parameters for the packs button region

#### PackText Source code

var(TribesGUI) localized String PackText;

> Pack label string (defaults to '2 - Select Pack')

#### PreviousSkinButton Source code

var(TribesGui) private EditInline Config GUIButton PreviousSkinButton;

> Press to show the previous available skin for th character

#### ResetLoadoutButton Source code

var(TribesGui) private EditInline Config GUIButton ResetLoadoutButton;

> Press to reset the current loadout

#### TitleLabel Source code

var(TribesGUI) private EditInline Config GUILabel TitleLabel;

> Title at the top of the window

#### TitleText Source code

var(TribesGUI) localized String TitleText;

> Text of the title

#### WatchedItemIcon Source code

var(TribesGUI) private EditInline Config GUIImage WatchedItemIcon;

> Displays an icon for the currently watched item

#### WatchedItemInfoLabel Source code

var(TribesGUI) private EditInline Config GUILabel WatchedItemInfoLabel;

> Displays info about the currently watched item

#### WatchedItemNameLabel Source code

var(TribesGUI) private EditInline Config GUILabel WatchedItemNameLabel;

> Displayed the name of the currently watched item

#### WatchedLoadoutArmorIcon Source code

var(TribesGUI) private EditInline Config GUIImage WatchedLoadoutArmorIcon;

> Displays an icon for the currently watched loadout armor

#### WatchedLoadoutPackIcon Source code

var(TribesGUI) private EditInline Config GUIImage WatchedLoadoutPackIcon;

> Displays an icon for the currently watched loadout pack

#### WatchedLoadoutWeaponIcon1 Source code

var(TribesGUI) private EditInline Config GUIImage WatchedLoadoutWeaponIcon1;

> Displays an icon for the currently watched loadout weapon slot 1

#### WatchedLoadoutWeaponIcon2 Source code

var(TribesGUI) private EditInline Config GUIImage WatchedLoadoutWeaponIcon2;

> Displays an icon for the currently watched loadout weapon slot 2

#### WatchedLoadoutWeaponIcon3 Source code

var(TribesGUI) private EditInline Config GUIImage WatchedLoadoutWeaponIcon3;

> Displays an icon for the currently watched loadout weapon slot 3

#### WeaponButtons Source code

var(TribesGui) private array<TribesInventoryWeaponButton> WeaponButtons;

> Array of Weapon buttons available for selection

#### WeaponButtonsContainer Source code

var(TribesGui) private EditInline Config GUIPanel WeaponButtonsContainer;

> Container to place the weapon buttons within

#### WeaponParams Source code

var(TribesGUI) private EditInline Config ButtonParams WeaponParams;

> Layout parameters for the weapons button region

#### WeaponSlotParams Source code

var(TribesGUI) private EditInline Config ButtonParams WeaponSlotParams;

> Layout parameters for the weapon slot button region

#### WeaponSlotsContainer Source code

var(TribesGui) private EditInline Config GUIPanel WeaponSlotsContainer;

> Container to place the weapon slot buttons within

#### WeaponText Source code

var(TribesGUI) localized String WeaponText;

> Pack label string (defaults to '3 - Select Weapon')

Structures Detail

#### ButtonParams Source code

struct ButtonParams
{

> var(TribesInventorySelectionMenu) config int columns;
> var(TribesInventorySelectionMenu) config float gutter;
> var(TribesInventorySelectionMenu) config int rows;
> var(TribesInventorySelectionMenu) config string styleName;

};

> columns:

> > Number of Columns for the buttons

> gutter:

> > Gutter space between buttons

> rows:

> > Number of rows for the buttons

> styleName:

> > Button style

Delegates Detail

#### OnCapturedMouseMove Source code

delegate bool OnCapturedMouseMove ( float deltaX, float deltaY) )

Functions Detail

#### ApplyButtonParams Source code

function ApplyButtonParams ( Array<GUIComponent> buttons, ButtonParams params, optional int startIndex) )

#### AssignWeaponToSlot Source code

function AssignWeaponToSlot ( int slotIndex, InventoryStationAccess.InventoryStationWeapon weapon) )

#### ConfigureInventoryStation Source code

function ConfigureInventoryStation ( ) )

#### ConvertToCustomLoadout Source code

function ConvertToCustomLoadout ( InventoryStationAccess.InventoryStationLoadout InLoadout, out CustomPlayerLoadout OutLoadout) )

#### ConvertToInventoryLoadout Source code

function ConvertToInventoryLoadout ( CustomPlayerLoadout InLoadout, out InventoryStationAccess.InventoryStationLoadout OutLoadout) )

#### EnableExit Source code

function EnableExit ( ) )

#### FindArmorButton Source code

function TribesInventoryArmorButton FindArmorButton ( class<CombatRole> combatRoleClass, optional out int index) )

#### FindPackButton Source code

function TribesInventoryPackButton FindPackButton ( class<Pack> packClass, optional out int index) )

#### FindWeaponButton Source code

function TribesInventoryWeaponButton FindWeaponButton ( class<Weapon> weaponClass, optional out int index) )

#### FlashArmor Source code

function FlashArmor ( class<CombatRole> ItemClass, float Duration) )

#### FlashWeapon Source code

function FlashWeapon ( class<Weapon> ItemClass, float Duration) )

#### GetSlotIndexHoldingWeapon Source code

function int GetSlotIndexHoldingWeapon ( class<Weapon> weaponClass) )

#### InitComponent Source code

function InitComponent ( GUIComponent MyOwner) )

#### InternalOnActivate Source code

function InternalOnActivate ( ) )

#### InternalOnClick Source code

function InternalOnClick ( GUIComponent Sender) )

#### InternalOnKeyEvent Source code

function bool InternalOnKeyEvent ( out byte Key, out byte State, float delta) )

> // current loadout tab is first

#### InternalOnMousePressed Source code

function InternalOnMousePressed ( GUIComponent Sender) )

#### OnArmorClick Source code

function OnArmorClick ( GUIComponent Sender) )

#### OnArmorWatched Source code

function OnArmorWatched ( GUIComponent Sender) )

#### OnAssignWeapon Source code

function OnAssignWeapon ( TribesInventoryWeaponSlot AssignedSlot) )

#### OnClientDraw Source code

function OnClientDraw ( Canvas C) )

#### OnExitInventory Source code

function OnExitInventory ( GUIComponent Sender) )

#### OnHide Source code

function OnHide ( ) )

#### OnLoadoutClick Source code

function OnLoadoutClick ( GUIComponent Sender) )

#### OnLoadoutEditCompleted Source code

function OnLoadoutEditCompleted ( GUIComponent Sender) )

#### OnLoadoutEditFocusGained Source code

function OnLoadoutEditFocusGained ( GUIComponent Sender) )

#### OnLoadoutEditFocusLost Source code

function OnLoadoutEditFocusLost ( GUIComponent Sender) )

#### OnLoadoutEditStart Source code

function OnLoadoutEditStart ( GUIComponent Sender) )

#### OnLoadoutGroupDown Source code

function OnLoadoutGroupDown ( GUIComponent Sender) )

#### OnLoadoutGroupUp Source code

function OnLoadoutGroupUp ( GUIComponent Sender) )

#### OnLoadoutReset Source code

function OnLoadoutReset ( GUIComponent Sender) )

#### OnLoadoutWatched Source code

function OnLoadoutWatched ( GUIComponent Sender) )

#### OnPackClick Source code

function OnPackClick ( GUIComponent Sender) )

#### OnPackWatched Source code

function OnPackWatched ( GUIComponent Sender) )

#### OnPageWatched Source code

function OnPageWatched ( GUIComponent Sender) )

#### OnSkinNext Source code

function OnSkinNext ( GUIComponent Sender) )

#### OnSkinPrevious Source code

function OnSkinPrevious ( GUIComponent Sender) )

#### OnWeaponClick Source code

function OnWeaponClick ( GUIComponent Sender) )

#### OnWeaponWatched Source code

function OnWeaponWatched ( GUIComponent Sender) )

#### SaveCurrentLoadout Source code

function SaveCurrentLoadout ( ) )

#### SelectArmor Source code

function SelectArmor ( InventoryStationAccess.InventoryStationCombatRole role) )

#### SelectPack Source code

function SelectPack ( InventoryStationAccess.InventoryStationPack pack) )

#### SetActiveProfileLoadout Source code

function SetActiveProfileLoadout ( InventoryStationAccess.InventoryStationLoadout loadout) )

#### SetCurrentLoadout Source code

function SetCurrentLoadout ( InventoryStationAccess.InventoryStationLoadout loadout) )

#### SetWeaponSlotsEnabled Source code

function SetWeaponSlotsEnabled ( ) )

#### UpdateAvailableSkins Source code

function UpdateAvailableSkins ( ) )

#### UpdateLoadoutTabs Source code

function UpdateLoadoutTabs ( ) )

#### UpdateSkin Source code

function UpdateSkin ( ) )

#### UpdateWeaponSlots Source code

function UpdateWeaponSlots ( int NewNumSlots) )

Defaultproperties

    defaultproperties
    {

    	bPersistent					= true
    	bAutoAdvanceSlotSelection	= false
    	bSwapDuplicateWeaponSlots	= false
    	MenuState					= MSAT_Blurry
    	NumVisibleLoadoutSlots		= 8
    	MaxLoadoutSlots				= 23
    	NumWeaponSlots				= 3
    	MaxLoadoutNameLength		= 24

    	ArmorText			= "1 - SELECT ARMOR"
    	PackText			= "2 - SELECT PACK"
    	WeaponText			= "3 - SELECT WEAPON"
    	AcceptText			= "4 - ACCEPT CHANGES & EXIT"
    	currentLoadoutText	= "CURRENT LOADOUT"
    	TitleText			= "INVENTORY STATION"

    	ExternalViewportSurround = Texture'GUITribes.InvScreenBorder'

    	ArmorParams			= (gutter=5,columns=3,rows=1,styleName="STY_InvButton")
    	PackParams			= (gutter=5,columns=4,rows=1,styleName="STY_InvButton")
    	WeaponParams		= (gutter=5,columns=5,rows=2,styleName="STY_InvWeaponButton")
    	LoadoutParams		= (gutter=0,columns=8,rows=1,styleName="STY_InvTab")
    	WeaponSlotParams	= (gutter=0,columns=3,rows=1,styleName="STY_InvButton")

    	bSuppressLevelRender=true
    }

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Creation time: st 23.5.2018 00:10:36.366 - Created with UnCodeX