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: