void onCapturedMouseMove(uiNode_t *node, int x, int y) override
void initNode(uiNode_t *node) override
void onDndLeave(uiNode_t *node) override
Call when a DND enter into the node.
static const vec3_t scale
void UI_GetItemTooltip(const Item &item, char *tooltipText, size_t stringMaxLength)
Generate tooltip text for an item.
int LUA_EVENT
holds a reference to a lua event handler
void drawTooltip(const uiNode_t *node, int x, int y) const override
Custom tooltip for container node.
void UI_ContainerNodeAutoPlaceItem(uiNode_t *node, Item *ic)
Try to autoplace an item from a container.
bool onDndEnter(uiNode_t *node) override
Call when a DND enter into the node.
void onMouseDown(uiNode_t *node, int x, int y, int button) override
A base with all it's data.
item instance data, with linked list capability
inventory definition with all its containers
void UI_RegisterContainerNode(uiBehaviour_t *behaviour)
uiNode_t * UI_GetContainerNodeByContainerIDX(const uiNode_t *const parent, const int index)
Search a child container node by the given container id.
Atomic structure used to define most of the UI.
void UI_DrawItem(uiNode_t *node, const vec3_t org, const Item *item, int x, int y, const vec3_t scale, const vec4_t color)
Draws an item to the screen.
void onLoaded(uiNode_t *node) override
Calculates the size of a container node and links the container into the node (uses the invDef_t shap...
struct containerExtraData_s containerExtraData_t
extradata for container widget
node behaviour, how a node work
bool onDndMove(uiNode_t *node, int x, int y) override
Call into the target when the DND hover it.
void onMouseUp(uiNode_t *node, int x, int y, int button) override
inventory definition for our menus
void onLoading(uiNode_t *node) override
Atomic element to store UI scripts The parser use this atom to translate script action into many tree...
void draw(uiNode_t *node) override
Main function to draw a container node.
void UI_ContainerNodeUpdateEquipment(Inventory *inv, const equipDef_t *ed)
Fills the ground container of the ui_inventory with unused items from a given equipment definition...
bool onDndFinished(uiNode_t *node, bool isDroped) override
Call into the source when the DND end.