The Inventory view is a concrete subclass of GridView wired up against the Inventory package — drag-and-drop slots, equipment loadouts, stat-modifier tooltips, and category filters. Reach for it when you want a working inventory UI without rebuilding the whole grid layer.

Where to look: the Inventory package is the canonical reference for the view classes. For a complete working example, the GameFull sample wires an
InventoryViewPaginationgrid + anEquipmentRackControllerrack against its save (EquipmentViewPagination— drag-drop equip, live Attack/Health/Defense comparison, feature tooltips,LunaInventoryDragDefaults/LunaInventoryTooltipHelpersglue), reachable from the HUD, plus a drop-table loot loop that flies currency into the HUD chips.
GridViewBase<TItem> ← grid + filter + selection plumbing (see GridView page)
├─ GridViewPagination<TItem> ← page-button strip
│ └─ InventoryViewPagination ← from com.cupkekgames.inventory
└─ GridViewList<TItem> ← virtualized ListView scrolling
└─ InventoryViewList ← from com.cupkekgames.inventoryBoth concrete views implement IInventoryItemSlotGridView and bind item icon, name, and stats against InventoryItem.
Subclassing pattern is identical to GridView's example — override BindItem, UnbindItem, OnItemCreate, plus Select / Deselect for click-to-select.
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