18 m_MainWidget.Show(
true);
22 m_ScrollWidget = ScrollWidget.Cast(m_MainWidget.FindAnyWidget(
"Scroller"));
23 m_MainWidget = m_MainWidget.FindAnyWidget(
"Content");
36 RecomputeOpenedContainers();
121 super.SetSameLevelNextActive();
127 super.SetSameLevelPreviousActive();
145 #ifdef PLATFORM_CONSOLE
177 super.UpdateInterval();
180 CheckScrollbarVisibility();
197 #ifndef PLATFORM_CONSOLE
202 float diff = bottom_y - ( top_y +
y );
206 bottom_y -= diff / 2;
229 #ifdef PLATFORM_CONSOLE
230 ScrollToActiveContainer();
238 GetMainWidget().Update();
239 GetMainWidget().GetScreenPos(
x,
y );
242 return cont_screen_pos -
y;
248 GetMainWidget().Update();
249 GetMainWidget().GetScreenPos(
x,
y );
253 return cont_screen_pos -
y + cont_screen_height;
ref Widget m_RootWidget[MAX_SIMULTANIOUS_PLAYERS]
override float GetFocusedContainerHeight(bool contents=false)
override float GetFocusedContainerYScreenPos(bool contents=false)
override void SetSameLevelNextActive()
override bool TransferItem()
override void DraggingOverHeader(Widget w, int x, int y, Widget receiver)
override bool InspectItem()
bool m_ProcessGridMovement
void SwapItemsInOrder(int slot1, int slot2)
override void UpdateInterval()
void RightArea(LayoutHolder parent)
bool IsPlayerEquipmentActive()
override bool CanTakeToInventory()
override bool TransferItemToVicinity()
override bool CanTakeToInventoryEx(EntityAI focusedEntity)
override void ExpandCollapseContainer()
float GetCurrentContainerBottomY()
override void SetSameLevelPreviousActive()
float GetCurrentContainerTopY()
override void SetLayoutName()
PlayerContainer GetPlayerContainer()
bool HasEntityContainerVisible(EntityAI entity)
ScrollWidget m_ScrollWidget
override bool SplitItem()
ref PlayerContainer m_PlayerContainer
override bool SelectItem()
override bool EquipItem()
override void SetParentWidget()
override void UpdateSelectionIcons()
override ScrollWidget GetScrollWidget()
ref SizeToChild m_ContentResize
override void UnfocusGrid()
proto native CGame GetGame()
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.