DayZ 1.27
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Класс array< ref CallQueueContext >

CallQueue Class provide "lazy" calls - when we don't want to execute function immediately but later during frame update (used mainly in UI)
usage: Подробнее...

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< Widgetm_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
 

Подробное описание

CallQueue Class provide "lazy" calls - when we don't want to execute function immediately but later during frame update (used mainly in UI)
usage:

GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(this, "Refresh"); // calls "Refresh" function on "this" with no arguments
GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(this, "Show", new Param1<bool>(true)); // calls "Show" function on "this" with one bool argument
GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(this, "SetPos", new Param2<float, float>(0.2, 0.5)); // calls "SetPos" function on "this" with two float arguments
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
Определения PPEConstants.c:68
proto void Call(func fn, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto native CGame GetGame()
const int CALL_CATEGORY_GUI
Определения tools.c:9

См. определение в файле tools.c строка 66