Inventory G U I Page Builder
class InventoryGUIPageBuilder<T : ForInventory>(type: InventoryType<T>, page: Int)
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Functions
button
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fun button(slots: InventorySlotCompound<T>, itemStack: ItemStack, onClick: (InventoryGUIClickEvent<T>) -> Unit)
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changeGUI
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fun changeGUI(slots: InventorySlotCompound<T>, icon: ItemStack, newGUI: () -> InventoryGUI<*>, newPage: Int? = null, onChange: (InventoryGUIClickEvent<T>) -> Unit? = null)
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compoundScroll
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fun compoundScroll(slots: InventorySlotCompound<T>, icon: ItemStack, compound: InventoryGUIRectSpaceCompound<T, *>, scrollTimes: Int = 1, reverse: Boolean = false)
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fun compoundScroll(slots: InventorySlotCompound<T>, icon: ItemStack, compound: InventoryGUISpaceCompound<T, *>, scrollDistance: Int = 1, scrollTimes: Int = 1, reverse: Boolean = false)
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compoundSpace
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fun <E> compoundSpace(slots: InventorySlotCompound<T>, compound: AbstractInventoryGUISpaceCompound<T, E>)
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createCompound
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fun <E> createCompound(iconGenerator: (E) -> ItemStack, onClick: (clickEvent: InventoryGUIClickEvent<T>, E) -> Unit): InventoryGUISpaceCompound<T, E>
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fun <E> createCompound(fromSlot: SingleInventorySlot<out T>, toSlot: SingleInventorySlot<out T>, iconGenerator: (E) -> ItemStack, onClick: (clickEvent: InventoryGUIClickEvent<T>, E) -> Unit): InventoryGUIRectSpaceCompound<T, E>
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freeSlot
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nextPage
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fun nextPage(slots: InventorySlotCompound<T>, icon: ItemStack, onChange: (InventoryGUIClickEvent<T>) -> Unit? = null)
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pageChanger
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fun pageChanger(slots: InventorySlotCompound<T>, icon: ItemStack, toPage: Int, onChange: (InventoryGUIClickEvent<T>) -> Unit? = null)
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placeholder
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previousPage
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fun previousPage(slots: InventorySlotCompound<T>, icon: ItemStack, onChange: (InventoryGUIClickEvent<T>) -> Unit? = null)
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