CallQueue Class provide "lazy" calls - when we don't want to execute function immediately but later during frame update (used mainly in UI) 
 usage:  
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| Защищенные члены | |
| void | KeybindingsContainer (int index, Input input, Widget parent, KeybindingsMenu menu) | 
| string | GetLayoutName () | 
| void | OnSelectKBPreset (int index) | 
| void | ReloadElements () | 
| void | AddSubgroup (int sort_index, Widget parent, Input input) | 
| void | CreateSubgroups (Widget parent, Input input) | 
| void | AddElement (int index, Widget parent, Input input) | 
| bool | IsEnteringKeyBind () | 
| void | ClearKeybind (int key_index) | 
| void | ClearAlternativeKeybind (int key_index) | 
| void | StartEnteringKeybind (int key_index) | 
| void | CancelEnteringKeybind () | 
| void | StartEnteringAlternateKeybind (int key_index) | 
| void | CancelEnteringAlternateKeybind () | 
| bool | IsChanged () | 
| is anything changed? | |
| void | Apply () | 
| void | Reset (bool forced=false) | 
| void | Update (float timeslice) | 
| void | SwitchSubgroup (int index) | 
| Защищенные данные | |
| const int | NO_SORTING | 
| Widget | m_Root | 
| KeybindingsMenu | m_Menu | 
| ScrollWidget | m_Scroll | 
| ref map< int, ref ElementArray > | m_KeyWidgetElements | 
| int | m_CurrentSettingKeyIndex | 
| int | m_CurrentSettingAlternateKeyIndex | 
| ref array< Widget > | m_Subgroups | 
| Закрытые члены | |
| void | CallQueue () | 
| void | Tick () | 
| System function, don't call it. | |
| void | Call (Class obj, string fn_name, Param params=NULL) | 
| Creates new call request, add it on queue and execute during frame update (depends on call category) | |
| void | RemoveCalls (Class obj) | 
| Removes all queued calls for object (call this function when object is going to be deleted) | |
| void | ParticleProperties (vector localPos, int flags, Object parent=null, vector localOri=vector.Zero, Class owner=null) | 
| Constructor (ctor) | |
| void | ~ParticleProperties () | 
| dtor | |
| void | TFCaller (Class instance, string test, TFResult result) | 
| TFResult | Run (float dt) | 
| string | GetTest () | 
| string | GetTestEx () | 
| Data access | |
| Methods to retrieve the data in script | |
| proto Object | GetParent () | 
| proto Class | GetOwner () | 
| proto vector | GetLocalPos () | 
| proto vector | GetLocalOri () | 
| proto int | GetPPFlags () | 
| proto bool | IsPlayOnCreation () | 
| proto bool | IsForceWorldRotation () | 
| proto bool | IsKeepParentOnEnd () | 
| Закрытые данные | |
| bool | m_processing | 
| Object | obj | 
| Object inside of box. | |
| Object | parent | 
| Parent of proxy object. | |
| int | hierLevel | 
| How deep in the proxy hierarchy are we. | |
| int | geomLevel | 
| What geometry was the object found in (will either be primaryType or secondaryType) | |
| ref ComponentInfoArray | componentInfo | 
| Either the first component found or all of them depending on "fullComponentInfo". | |
| ref ProxyInfoArray | proxyInfo | 
| Either the first proxy found or all of them depending on "fullComponentInfo". | |
| Class | m_Instance | 
| string | m_Test | 
| ref TFResult | m_Result | 
CallQueue Class provide "lazy" calls - when we don't want to execute function immediately but later during frame update (used mainly in UI) 
 usage: 
См. определение в файле 3_Game/tools/tools.c строка 66