DayZ 1.24
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ScriptCallQueue Class Reference

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

Private Member Functions

proto native void Tick (float timeslice)
 executes calls on queue if their time is already elapsed, if 'repeat = false' call is removed from queue
 
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 call is executed/removed or ScriptCallQueue is destroyed)
 
proto void CallByName (Class obj, string fnName, Param params=NULL)
 adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)
 
proto void CallLater (func fn, int delay=0, bool repeat=false, 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 call is executed/removed or ScriptCallQueue is destroyed)
 
proto void CallLaterByName (Class obj, string fnName, int delay=0, bool repeat=false, Param params=NULL)
 adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)
 
proto void Remove (func fn)
 remove specific call from queue
 
proto int GetRemainingTime (func fn)
 return Remaining time to the call execution (in miliseconds)
 
proto void RemoveByName (Class obj, string fnName)
 remove specific call from queue
 
proto int GetRemainingTimeByName (Class obj, string fnName)
 return Remaining time to the call execution (in miliseconds)
 
proto native void Clear ()
 remove all calls from queue
 

Detailed Description

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

class Arkanoid extends Game
{
ScriptCallQueue GetCallQueue() {
return m_CallQueue;
}
override void OnUpdate(float timeslice)
{
...
}
...
}
class MyObject
{
int m_cnt = 0;
void Hello(int p1, string p2)
{
Print("Hello( " + p1 + " , " + p2 + ")");
}
void Test()
{
m_cnt++;
if (m_cnt > 10)
{
ScriptCallQueue queue = GetGame().GetCallQueue();
queue.Remove(Test);
}
}
}
void Test(MyObject obj)
{
ScriptCallQueue queue = GetGame().GetCallQueue();
queue.CallLater(obj.Hello, 5000, false, 65, "world"); // adds call 'obj.Hello(65, "world")' into queue, and it will be executed once after 5s
queue.CallLater(obj.Test, 3000, true); // adds call 'obj.Test()' into queue, and it will be executed each 3s
queue.Call(obj.Hello, 72, "world 2"); // adds call 'obj.Hello(72, "world 2")' into queue, and it will be executed next frame (on next call of ScriptCallQueue.Tick)
}
ScriptCallQueue Class provide "lazy" calls - when we don't want to execute function immediately but l...
Definition tools.c:53
proto native CGame GetGame()
proto void Print(void var)
Prints content of variable to console/log.
proto native void OnUpdate()
Definition tools.c:333

Definition at line 52 of file tools.c.

Member Function Documentation

◆ Call()

proto void ScriptCallQueue::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 )
private

adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)

◆ CallByName()

proto void ScriptCallQueue::CallByName ( Class obj,
string fnName,
Param params = NULL )
private

adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)

◆ CallLater()

proto void ScriptCallQueue::CallLater ( func fn,
int delay = 0,
bool repeat = false,
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 )
private

adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)

◆ CallLaterByName()

proto void ScriptCallQueue::CallLaterByName ( Class obj,
string fnName,
int delay = 0,
bool repeat = false,
Param params = NULL )
private

adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)

◆ Clear()

proto native void ScriptCallQueue::Clear ( )
private

remove all calls from queue

◆ GetRemainingTime()

proto int ScriptCallQueue::GetRemainingTime ( func fn)
private

return Remaining time to the call execution (in miliseconds)

◆ GetRemainingTimeByName()

proto int ScriptCallQueue::GetRemainingTimeByName ( Class obj,
string fnName )
private

return Remaining time to the call execution (in miliseconds)

◆ Remove()

proto void ScriptCallQueue::Remove ( func fn)
private

remove specific call from queue

◆ RemoveByName()

proto void ScriptCallQueue::RemoveByName ( Class obj,
string fnName )
private

remove specific call from queue

◆ Tick()

proto native void ScriptCallQueue::Tick ( float timeslice)
private

executes calls on queue if their time is already elapsed, if 'repeat = false' call is removed from queue


The documentation for this class was generated from the following file: