Table of Contents

Class ItemSlotDisplay

Namespace
Squiggles.Core.Scenes.UI
Assembly
SquigglesCommon4X.dll

A template for displaying a single inventory slot. Misguided and badly implemented. Skipping documentation for this since it's intended to be scrapped/drastically changed

[MarkForRefactor("Remove/Improve", "Inventories are something highly specific to individual games. Maybe refactor into a number of templates?")]
[ScriptPath("res://Core/Scenes/UI/HUD/Inventory/ItemSlotDisplay.cs")]
public class ItemSlotDisplay : PanelContainer, IDisposable
Inheritance
GodotObject
Node
CanvasItem
Control
Container
PanelContainer
ItemSlotDisplay
Implements
Inherited Members
Container.NotificationPreSortChildren
Container.NotificationSortChildren
Container._GetAllowedSizeFlagsHorizontal()
Container._GetAllowedSizeFlagsVertical()
Container.QueueSort()
Container.FitChildInRect(Control, Rect2)
Container.PreSortChildren
Container.SortChildren
Control.NotificationResized
Control.NotificationMouseEnter
Control.NotificationMouseExit
Control.NotificationFocusEnter
Control.NotificationFocusExit
Control.NotificationThemeChanged
Control.NotificationScrollBegin
Control.NotificationScrollEnd
Control.NotificationLayoutDirectionChanged
Control._CanDropData(Vector2, Variant)
Control._DropData(Vector2, Variant)
Control._GetDragData(Vector2)
Control._GetMinimumSize()
Control._GetTooltip(Vector2)
Control._GuiInput(InputEvent)
Control._HasPoint(Vector2)
Control.AcceptEvent()
Control.GetMinimumSize()
Control.GetCombinedMinimumSize()
Control.SetBegin(Vector2)
Control.SetEnd(Vector2)
Control.ResetSize()
Control.GetBegin()
Control.GetEnd()
Control.GetParentAreaSize()
Control.GetScreenPosition()
Control.GetRect()
Control.GetGlobalRect()
Control.HasFocus()
Control.GrabFocus()
Control.ReleaseFocus()
Control.FindPrevValidFocus()
Control.FindNextValidFocus()
Control.BeginBulkThemeOverride()
Control.EndBulkThemeOverride()
Control.AddThemeIconOverride(StringName, Texture2D)
Control.AddThemeStyleboxOverride(StringName, StyleBox)
Control.AddThemeFontOverride(StringName, Font)
Control.AddThemeColorOverride(StringName, Color)
Control.RemoveThemeIconOverride(StringName)
Control.RemoveThemeStyleboxOverride(StringName)
Control.RemoveThemeFontOverride(StringName)
Control.RemoveThemeFontSizeOverride(StringName)
Control.RemoveThemeColorOverride(StringName)
Control.RemoveThemeConstantOverride(StringName)
Control.GetThemeIcon(StringName, StringName)
Control.GetThemeStylebox(StringName, StringName)
Control.GetThemeFont(StringName, StringName)
Control.GetThemeFontSize(StringName, StringName)
Control.GetThemeColor(StringName, StringName)
Control.GetThemeConstant(StringName, StringName)
Control.HasThemeIconOverride(StringName)
Control.HasThemeStyleboxOverride(StringName)
Control.HasThemeFontOverride(StringName)
Control.HasThemeFontSizeOverride(StringName)
Control.HasThemeColorOverride(StringName)
Control.HasThemeConstantOverride(StringName)
Control.HasThemeIcon(StringName, StringName)
Control.HasThemeStylebox(StringName, StringName)
Control.HasThemeFont(StringName, StringName)
Control.HasThemeFontSize(StringName, StringName)
Control.HasThemeColor(StringName, StringName)
Control.HasThemeConstant(StringName, StringName)
Control.GetThemeDefaultBaseScale()
Control.GetThemeDefaultFont()
Control.GetThemeDefaultFontSize()
Control.GetParentControl()
Control.GetTooltip(Vector2?)
Control.GetCursorShape(Vector2?)
Control.ForceDrag(Variant, Control)
Control.GrabClickFocus()
Control.SetDragForwarding(Callable, Callable, Callable)
Control.SetDragPreview(Control)
Control.IsDragSuccessful()
Control.WarpMouse(Vector2)
Control.UpdateMinimumSize()
Control.IsLayoutRtl()
Control.ClipContents
Control.CustomMinimumSize
Control.LayoutDirection
Control.LayoutMode
Control.AnchorsPreset
Control.AnchorLeft
Control.AnchorTop
Control.AnchorRight
Control.AnchorBottom
Control.OffsetLeft
Control.OffsetTop
Control.OffsetRight
Control.OffsetBottom
Control.GrowHorizontal
Control.GrowVertical
Control.Size
Control.Position
Control.GlobalPosition
Control.Rotation
Control.RotationDegrees
Control.Scale
Control.PivotOffset
Control.SizeFlagsHorizontal
Control.SizeFlagsVertical
Control.SizeFlagsStretchRatio
Control.AutoTranslate
Control.LocalizeNumeralSystem
Control.TooltipText
Control.FocusNeighborLeft
Control.FocusNeighborTop
Control.FocusNeighborRight
Control.FocusNeighborBottom
Control.FocusNext
Control.FocusPrevious
Control.FocusMode
Control.MouseFilter
Control.MouseForcePassScrollEvents
Control.MouseDefaultCursorShape
Control.ShortcutContext
Control.Theme
Control.ThemeTypeVariation
Control.Resized
Control.GuiInput
Control.MouseEntered
Control.MouseExited
Control.FocusEntered
Control.FocusExited
Control.SizeFlagsChanged
Control.MinimumSizeChanged
Control.ThemeChanged
CanvasItem.NotificationTransformChanged
CanvasItem.NotificationLocalTransformChanged
CanvasItem.NotificationDraw
CanvasItem.NotificationVisibilityChanged
CanvasItem.NotificationEnterCanvas
CanvasItem.NotificationExitCanvas
CanvasItem.NotificationWorld2DChanged
CanvasItem._Draw()
CanvasItem.GetCanvasItem()
CanvasItem.IsVisibleInTree()
CanvasItem.Show()
CanvasItem.Hide()
CanvasItem.QueueRedraw()
CanvasItem.MoveToFront()
CanvasItem.DrawTexture(Texture2D, Vector2, Color?)
CanvasItem.DrawLcdTextureRectRegion(Texture2D, Rect2, Rect2, Color?)
CanvasItem.DrawStyleBox(StyleBox, Rect2)
CanvasItem.DrawPrimitive(Vector2[], Color[], Vector2[], Texture2D)
CanvasItem.DrawPolygon(Vector2[], Color[], Vector2[], Texture2D)
CanvasItem.DrawColoredPolygon(Vector2[], Color, Vector2[], Texture2D)
CanvasItem.DrawMesh(Mesh, Texture2D, Transform2D?, Color?)
CanvasItem.DrawMultimesh(MultiMesh, Texture2D)
CanvasItem.DrawSetTransformMatrix(Transform2D)
CanvasItem.DrawEndAnimation()
CanvasItem.GetTransform()
CanvasItem.GetGlobalTransform()
CanvasItem.GetGlobalTransformWithCanvas()
CanvasItem.GetViewportTransform()
CanvasItem.GetViewportRect()
CanvasItem.GetCanvasTransform()
CanvasItem.GetScreenTransform()
CanvasItem.GetLocalMousePosition()
CanvasItem.GetGlobalMousePosition()
CanvasItem.GetCanvas()
CanvasItem.GetWorld2D()
CanvasItem.IsLocalTransformNotificationEnabled()
CanvasItem.IsTransformNotificationEnabled()
CanvasItem.ForceUpdateTransform()
CanvasItem.MakeCanvasPositionLocal(Vector2)
CanvasItem.MakeInputLocal(InputEvent)
CanvasItem.Visible
CanvasItem.Modulate
CanvasItem.SelfModulate
CanvasItem.ShowBehindParent
CanvasItem.TopLevel
CanvasItem.ClipChildren
CanvasItem.LightMask
CanvasItem.VisibilityLayer
CanvasItem.ZIndex
CanvasItem.ZAsRelative
CanvasItem.YSortEnabled
CanvasItem.TextureFilter
CanvasItem.TextureRepeat
CanvasItem.Material
CanvasItem.UseParentMaterial
CanvasItem.Draw
CanvasItem.VisibilityChanged
CanvasItem.Hidden
CanvasItem.ItemRectChanged
Node.NotificationEnterTree
Node.NotificationExitTree
Node.NotificationMovedInParent
Node.NotificationReady
Node.NotificationPaused
Node.NotificationUnpaused
Node.NotificationPhysicsProcess
Node.NotificationProcess
Node.NotificationParented
Node.NotificationUnparented
Node.NotificationSceneInstantiated
Node.NotificationDragBegin
Node.NotificationDragEnd
Node.NotificationPathRenamed
Node.NotificationChildOrderChanged
Node.NotificationInternalProcess
Node.NotificationInternalPhysicsProcess
Node.NotificationPostEnterTree
Node.NotificationDisabled
Node.NotificationEnabled
Node.NotificationNodeRecacheRequested
Node.NotificationEditorPreSave
Node.NotificationEditorPostSave
Node.NotificationWMMouseEnter
Node.NotificationWMMouseExit
Node.NotificationWMWindowFocusIn
Node.NotificationWMWindowFocusOut
Node.NotificationWMCloseRequest
Node.NotificationWMGoBackRequest
Node.NotificationWMSizeChanged
Node.NotificationWMDpiChange
Node.NotificationVpMouseEnter
Node.NotificationVpMouseExit
Node.NotificationOsMemoryWarning
Node.NotificationTranslationChanged
Node.NotificationWMAbout
Node.NotificationCrash
Node.NotificationOsImeUpdate
Node.NotificationApplicationResumed
Node.NotificationApplicationPaused
Node.NotificationApplicationFocusIn
Node.NotificationApplicationFocusOut
Node.NotificationTextServerChanged
Node.GetNode<T>(NodePath)
Node.GetNodeOrNull<T>(NodePath)
Node.GetOwner<T>()
Node.GetOwnerOrNull<T>()
Node.GetParent<T>()
Node.GetParentOrNull<T>()
Node._EnterTree()
Node._ExitTree()
Node._GetConfigurationWarnings()
Node._Input(InputEvent)
Node._ShortcutInput(InputEvent)
Node._UnhandledInput(InputEvent)
Node._UnhandledKeyInput(InputEvent)
Node.PrintOrphanNodes()
Node.RemoveChild(Node)
Node.HasNode(NodePath)
Node.GetNode(NodePath)
Node.GetNodeOrNull(NodePath)
Node.GetParent()
Node.HasNodeAndResource(NodePath)
Node.GetNodeAndResource(NodePath)
Node.IsInsideTree()
Node.IsAncestorOf(Node)
Node.IsGreaterThan(Node)
Node.GetPath()
Node.RemoveFromGroup(StringName)
Node.IsInGroup(StringName)
Node.GetGroups()
Node.PrintTree()
Node.PrintTreePretty()
Node.GetPhysicsProcessDeltaTime()
Node.IsPhysicsProcessing()
Node.GetProcessDeltaTime()
Node.IsProcessing()
Node.IsProcessingInput()
Node.IsProcessingShortcutInput()
Node.IsProcessingUnhandledInput()
Node.IsProcessingUnhandledKeyInput()
Node.CanProcess()
Node.IsDisplayedFolded()
Node.IsProcessingInternal()
Node.IsPhysicsProcessingInternal()
Node.GetWindow()
Node.GetLastExclusiveWindow()
Node.GetTree()
Node.CreateTween()
Node.GetSceneInstanceLoadPlaceholder()
Node.IsEditableInstance(Node)
Node.GetViewport()
Node.QueueFree()
Node.RequestReady()
Node.IsNodeReady()
Node.GetMultiplayerAuthority()
Node.IsMultiplayerAuthority()
Node.RpcConfig(StringName, Variant)
Node.Rpc(StringName, params Variant[])
Node.UpdateConfigurationWarnings()
Node.CallDeferredThreadGroup(StringName, params Variant[])
Node.SetDeferredThreadGroup(StringName, Variant)
Node.CallThreadSafe(StringName, params Variant[])
Node.SetThreadSafe(StringName, Variant)
Node._ImportPath
Node.Name
Node.UniqueNameInOwner
Node.SceneFilePath
Node.Owner
Node.Multiplayer
Node.ProcessMode
Node.ProcessPriority
Node.ProcessPhysicsPriority
Node.ProcessThreadGroup
Node.ProcessThreadGroupOrder
Node.ProcessThreadMessages
Node.EditorDescription
Node.Ready
Node.Renamed
Node.TreeEntered
Node.TreeExiting
Node.TreeExited
Node.ChildEnteredTree
Node.ChildExitingTree
Node.ChildOrderChanged
Node.ReplacingBy
GodotObject.NotificationPostinitialize
GodotObject.NotificationPredelete
GodotObject.NativeInstance
GodotObject.ScriptChanged
GodotObject.PropertyListChanged
Extension Methods

Fields

_activeTween

private Tween _activeTween

Field Value

Tween

_icon

[Export(PropertyHint.None, "")]
private TextureRect _icon

Field Value

TextureRect

_item

private string _item

Field Value

string

_label

[ExportGroup("Node Paths", "")]
[Export(PropertyHint.None, "")]
private Label _label

Field Value

Label

_qty

private int _qty

Field Value

int

_returnScale

private float _returnScale

Field Value

float

_selectOffset

[ExportGroup("Selected Settings", "_Select")]
[Export(PropertyHint.None, "")]
private float _selectOffset

Field Value

float

_selectScale

[Export(PropertyHint.None, "")]
private float _selectScale

Field Value

float

_selectY

private float _selectY

Field Value

float

_unselectY

private float _unselectY

Field Value

float

_unselectedOffset

[Export(PropertyHint.None, "")]
private float _unselectedOffset

Field Value

float

Methods

GetDefaultTween()

private Tween GetDefaultTween()

Returns

Tween

OnDeselect()

public void OnDeselect()

OnSelect()

public void OnSelect()

UpdateItem(string, int)

public void UpdateItem(string item, int qty)

Parameters

item string
qty int

_Ready()

Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their Godot.Node._Ready() callbacks get triggered first, and the parent node will receive the ready notification afterwards.

Corresponds to the Godot.Node.NotificationReady notification in _Notification(int). See also the @onready annotation for variables.

Usually used for initialization. For even earlier initialization, Godot.GodotObject.GodotObject() may be used. See also Godot.Node._EnterTree().

Note: Godot.Node._Ready() may be called only once for each node. After removing a node from the scene tree and adding it again, _ready will not be called a second time. This can be bypassed by requesting another call with Godot.Node.RequestReady(), which may be called anywhere before adding the node again.

public override void _Ready()