Data Structures | |
class | Param |
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Param4 templates. More... | |
class | Param7< Class T1, Class T2, Class T3, Class T4, Class T5, Class T6, Class T7 > |
Param Class Template with seven parameters. More... | |
class | Param8< Class T1, Class T2, Class T3, Class T4, Class T5, Class T6, Class T7, Class T8 > |
Param Class Template with eight parameters. More... | |
class | Param9< Class T1, Class T2, Class T3, Class T4, Class T5, Class T6, Class T7, Class T8, Class T9 > |
Param Class Template with nine parameters. More... | |
class | Param10< Class T1, Class T2, Class T3, Class T4, Class T5, Class T6, Class T7, Class T8, Class T9, Class T10 > |
Param Class Template with ten parameters. More... | |
class | CallQueueContext |
class | 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: More... | |
class | CallQueue |
DragQueue Class provide callbacks while mouse is dragging. Callback function must have exact arguments: More... | |
class | array< TimerBase > |
TimerQueue Class using for system purpose only. More... | |
class | TimerBase |
Simple class for fading Widgets. More... | |
class | AnimationTimer |
AnimationTimer class. This timer is for animating float value. usage: More... | |
class | AnimatorTimer |
class | multiMap< Class K, Class V > |
Associative array template, with multiple values per key usage: More... | |
Typedefs | |
typedef map< string, string > | TStringMap |
Functions | |
void | ~TimerBase () |
void | Pause () |
Pause Timer, internal counter is not restarted, so timer can continue later. Can be unpaused via Continue. | |
void | Continue () |
Timer continue when it was paused. | |
void | Stop () |
Stop Timer and restart internal counter. Cannot be unpaused, must be started again. | |
bool | IsRunning () |
void | Tick (float timeslice) |
System function, don't call. | |
void | OnTimerQueueDestoryed () |
System function, don't call. | |
float | GetTime () |
float | GetDuration () |
float | GetRemaining () |
float | GetRunTime () |
protected void | OnInit (int category) |
protected void | OnStart (float duration, bool loop) |
protected void | OnUpdate () |
protected void | OnTimer () |
DEPRECATED. | |
protected void | SetRunning (bool running) |
int | GetTemperatureColor (int temperature) |
bool | GetProfileValueBool (string name, bool def=false) |
Return value from profile variable, if variable with given name is not present, default value is returned. | |
void | SetProfileValueBool (string name, bool value) |
Writes bool variable to profile, after write don't forget to call CGame::SaveProfile() to save profile to storage! | |
int | GetNumberOfSetBits (int i) |
Variables | |
const int | CALL_CATEGORY_SYSTEM = 0 |
const int | CALL_CATEGORY_GUI = 1 |
const int | CALL_CATEGORY_GAMEPLAY = 2 |
const int | CALL_CATEGORY_COUNT = 3 |
class DragQueue extends CallQueue | m_running |
TimerBase Class provide just interface for all Timer classes. Don't instance this class, use Timer class instead. | |
protected bool | m_loop |
protected float | m_duration |
protected float | m_time |
protected array< TimerBase > | m_timerQueue |
protected float | m_RunTime |
\desc Helpful functions & classes
typedef map<string, string> TStringMap |
void Continue | ( | ) |
Timer continue when it was paused.
References SetRunning().
Referenced by UIScriptedMenu::OnClick(), and UIScriptedMenu::OnClick_Continue().
float GetDuration | ( | ) |
References m_duration.
References Math::GetNumberOfSetBits().
Return value from profile variable, if variable with given name is not present, default value is returned.
References GetGame(), and name.
Referenced by DayZProfilesOptions::RegisterProfileOption(), and DayZProfilesOptions::ResetOptionsBool().
float GetRemaining | ( | ) |
References m_duration, and m_time.
bool IsRunning | ( | ) |
References m_running.
Referenced by HFSMBase< Class FSMStateBase, Class FSMEventBase, Class FSMActionBase, Class FSMGuardBase >::Abort(), ManBase::CanBeRestrained(), HFSMBase< Class FSMStateBase, Class FSMEventBase, Class FSMActionBase, Class FSMGuardBase >::FindFirstCompletionTransition(), ManBase::OnQuickBarSingleUse(), OFSMBase< Class FSMStateBase, Class FSMEventBase, Class FSMActionBase, Class FSMGuardBase >::Terminate(), FSMBase< Class FSMStateBase, Class FSMEventBase, Class FSMActionBase, Class FSMGuardBase >::Terminate(), HFSMBase< Class FSMStateBase, Class FSMEventBase, Class FSMActionBase, Class FSMGuardBase >::Terminate(), Tick(), FSMBase< Class FSMStateBase, Class FSMEventBase, Class FSMActionBase, Class FSMGuardBase >::Update(), HFSMBase< Class FSMStateBase, Class FSMEventBase, Class FSMActionBase, Class FSMGuardBase >::Update(), OFSMBase< Class FSMStateBase, Class FSMEventBase, Class FSMActionBase, Class FSMGuardBase >::Update(), and Managed::Update().
protected void OnInit | ( | int | category | ) |
References ErrorEx, GetGame(), CGame::GetTimerQueue(), m_duration, m_loop, m_running, m_time, and m_timerQueue.
References m_duration, m_loop, m_RunTime, m_time, and SetRunning().
Referenced by TimerBase::FadeIn(), and TimerBase::FadeOut().
protected void OnTimer | ( | ) |
DEPRECATED.
void OnTimerQueueDestoryed | ( | ) |
System function, don't call.
References m_timerQueue.
protected void OnUpdate | ( | ) |
void Pause | ( | ) |
Pause Timer, internal counter is not restarted, so timer can continue later. Can be unpaused via Continue.
References SetRunning().
Writes bool variable to profile, after write don't forget to call CGame::SaveProfile() to save profile to storage!
References GetGame(), name, and CGame::SetProfileString().
protected void SetRunning | ( | bool | running | ) |
References m_running, and m_timerQueue.
Referenced by Continue(), OnStart(), Pause(), AnimationTimer::Run(), UniversalTemperatureSource::Stop(), Stop(), Tick(), AnimationTimer::~AnimationTimer(), and ~TimerBase().
void Stop | ( | ) |
Stop Timer and restart internal counter. Cannot be unpaused, must be started again.
Stops all elements this effect consists of.
References m_time, and SetRunning().
void Tick | ( | float | timeslice | ) |
System function, don't call.
References IsRunning(), m_duration, m_loop, m_RunTime, m_time, TimerBase::OnTimer(), TimerBase::OnUpdate(), and SetRunning().
void ~TimerBase | ( | ) |
References m_timerQueue, and SetRunning().
const int CALL_CATEGORY_COUNT = 3 |
Referenced by CGame::DayZGame().
const int CALL_CATEGORY_GAMEPLAY = 2 |
Referenced by Grenade_Base::ActivateRandomTime(), BaseBuildingBase::CheckFenceClosed(), BaseBuildingBase::CheckFenceOpened(), BaseBuildingBase::CloseFence(), CommitSuicide(), DayZIntroSceneXbox::CreateRandomCharacter(), CGame::DayZGame(), Destroy(), EEHitBy(), Weapon::EEInit(), ItemBase::EEInit(), EEInit(), ItemBase::EEOnAfterLoad(), ContaminatedArea_Dynamic::EEOnCECreate(), TerritoryFlag::FullyBuild(), HandleEngineSound(), PluginManager::Init(), Hud::Init(), MissionBase::InputBufferCheck(), MissionBase::MissionServer(), MissionBase::OnClientDisconnectedEvent(), OnEndServer(), ActionDestroyCombinationLock::OnFinishProgressServer(), FireplaceBase::OnIgnitedThis(), PluginBase::OnInit(), MissionBase::OnInputBufferEvent(), OnItemLocationChanged(), InventoryItem::OnOverheatingDecay(), ItemBase::OnPartBuiltServer(), ItemBase::OnPartDestroyedServer(), ItemBase::OnPartDismantledServer(), OnPlacementComplete(), CGame::OnPostUpdate(), ManBase::OnRPC(), CGame::OnRPC(), OnStartServer(), CGame::OnUpdate(), ItemBase::OnVariablesSynchronized(), ItemBase::OnWorkStart(), BaseBuildingBase::OpenFence(), Play(), ItemBase::Refresh(), RefreshFireplaceVisuals(), UniversalTemperatureSourceDebug::SetDefferedActive(), Particle::SetWiggle(), CrashBase::SpawnRandomDeerLater(), StartCooling(), StartHeating(), PoweredOptic_Base::StartPeriodicMeasurement(), Stop(), Synchronize(), UpdateVisuals(), MissionBase::~MissionServer(), and PluginManager::~PluginManager().
const int CALL_CATEGORY_GUI = 1 |
Referenced by MissionBase::AbortMission(), ActionMenu::ActionMenu(), ChatLine::ChatLine(), ScriptedWidgetEventHandler::ContinuousActionProgress(), CrossHairSelector(), CGame::DayZGame(), DayZIntroScene::DayZIntroScene(), DayZIntroSceneXbox::DayZIntroSceneXbox(), Component::DebugBBoxDelete(), Component::DebugBBoxDraw(), Component::DebugDirectionDelete(), Component::DebugDirectionDraw(), VicinitySlotsContainer::DoubleClick(), Clothing_Base::EEHealthLevelChanged(), ManBase::EEHealthLevelChanged(), ManBase::EEItemAttached(), ManBase::EEItemDetached(), UIScriptedMenu::GameRespawn(), UIScriptedMenu::GameRetry(), Init(), ScriptedWidgetEventHandler::ItemActionsWidget(), MainMenuButtonEffect::MainMenuButtonEffect(), MissionBase::MissionGameplay(), OnActivate(), UIScriptedMenu::OnClick(), UIScriptedMenu::OnClick_Continue(), UIScriptedMenu::OnClick_Exit(), UIScriptedMenu::OnClick_Respawn(), UIScriptedMenu::OnClick_Restart(), CGame::OnEvent(), UIScriptedMenu::OnModalResult(), ScriptedWidgetEventHandler::OnMouseButtonDown(), ManBase::OnPlayerLoaded(), MissionBase::OnPlayerRespawned(), CGame::OnPostUpdate(), ManBase::OnSelectPlayer(), CGame::OnUpdate(), ScriptedWidgetEventHandler::OptionsMenuControls(), UIScriptedMenu::PerformSetToDefaultsExt(), UIScriptedMenu::Play(), ScriptedWidgetEventHandler::PrepareTooltip(), ScriptedWidgetEventHandler::ProjectedCrosshair(), RadialProgressBar::RadialProgressBar(), ManBase::RefreshHandAnimationState(), DayZPlayer::ShowDeadScreen(), ScriptedWidgetEventHandler::StartSlideshow(), ScriptedWidgetEventHandler::StopSlideShow(), ToggleDebugWindowEvent(), VicinitySlotsContainer::TransferItem(), CGame::UpdateInputDeviceDisconnectWarning(), TimerBase::WidgetFadeTimer(), ScriptedWidgetEventHandler::~ContinuousActionProgress(), ~CrossHairSelector(), ScriptedWidgetEventHandler::~ItemActionsWidget(), MainMenuButtonEffect::~MainMenuButtonEffect(), ScriptedWidgetEventHandler::~ProjectedCrosshair(), and RadialProgressBar::~RadialProgressBar().
const int CALL_CATEGORY_SYSTEM = 0 |
Referenced by Ammo_40mm_Smoke_ColorBase::Activate(), AreaDamageBase::AreaDamageBase(), ItemBase::BarbedWire(), ItemBase::BatteryCharger(), BoatScript::BoatScript(), UIScriptedMenu::Cancel(), CGame::CancelLoginTimeCountdown(), Entity::CheckForDestroy(), ItemBase::CheckRainStart(), BoatScript::ClearWaterEffects(), UIScriptedMenu::CloseDialog(), UIManager::CloseWindow(), ScriptConsoleEnfScriptTab::ColorRunButton(), CreateTrigger(), IEntity::DecreaseHealth(), IEntity::Delete(), EntityLightSource::DeleteLightWithDelay(), Entity::DeleteOnClient(), DeleteThis(), DynamicMusicPlayer::DetermineTrackByCategory(), DynamicArea_Flare::DynamicArea_Flare(), DynamicMusicPlayer::DynamicMusicPlayer(), FlammableBase::EEItemDetached(), ManBase::EEItemOutOfHands(), Entity::EEKilled(), Ammo_40mm_Explosive::EEKilled(), EndLoading(), Entity::EntityAI(), EOnFrame(), ComponentEnergyManager::Event_OnAwake(), UIScriptedMenu::Exit(), InventoryItem::ExplodeAmmo(), HandleSoundEffectsPipeCreaking(), Clothing::Headtorch_ColorBase(), InventoryItem::IncreaseOverheating(), Init(), ManBase::Init(), UIScriptedMenu::Init(), InitZoneServer(), Interact(), Land_Underground_EntranceBase::Land_Underground_EntranceBase(), UIScriptedMenu::Leave(), ScriptedWidgetEventHandler::LoadVideo(), DrowningMdfr::OnActivate(), ImprovisedExplosive::OnActivatedByItem(), ClaymoreMine::OnArmed(), ScriptConsoleGeneralTab::OnClick(), UIPopupScript::OnClose(), ZombieMaleBase::OnDamageDestroyed(), Grenade_ChemGas::OnDamageDestroyed(), PluginBase::OnDestroy(), ManBase::OnDrowningEnd(), BoatScript::OnEngineStop(), CGame::OnEvent(), FireworksLauncherClientEvent::OnExplode(), OnExplode(), OnFinishProgressServer(), FireworksLauncher::OnFuseIgnitedServer(), BiosSessionService::OnGetSessionError(), DestructionEffectBase::OnHealthLevelChanged(), PluginBase::OnInit(), ComponentEnergyManager::OnIsPlugged(), CGame::OnLoginTimeEvent(), ConnectErrorScriptModuleUI::OnModalResult(), DynamicMusicPlayer::OnNextTrackSelected(), UIPopupScript::OnOpen(), Land_Underground_Panel_Lever::OnPanelUsedSynchronized(), ItemBase::OnPlacementComplete(), ScriptedWidgetEventHandler::OnPlaybackStart(), ScriptedWidgetEventHandler::OnPlaybackStop(), CGame::OnPostUpdate(), CGame::OnRespawnEvent(), PluginBase::OnRPCSyncSceneObject(), OnShow(), PluginBase::OnUIEditorOpened(), CGame::OnUpdate(), ItemBase::OnWorkStart(), Torch_Video::OnWorkStart(), Roadflare::OnWorkStop(), Torch_Video::OnWorkStop(), OutdoorThermometer(), PlantBase(), ItemBase::PlantSeed(), MissionBase::PlayerDisconnected(), PresenceNotifierNoiseEvents::PresenceNotifierNoiseEvents(), ComponentEnergyManager::RefreshDebug(), ItemBase::RegenerateNavmesh(), RegisterCooldowns(), UndergroundTriggerCarrierBase::RequestDelayedTriggerSpawn(), Land_Underground_EntranceBase::RequestLatentTransition(), FireworksLauncherClientEvent::RequestSecondaryExplosion(), DynamicMusicPlayer::ResetWaitingQueue(), ItemBase::RunTrappingTimer(), SoftSkillManagerDebug(), ManBase::SpawnDrowningBubbles(), PluginBase::SpawnEntityInPlayerInventory(), StartActivate(), StartFire(), InventoryItem::StartItemSoundServer(), MissionBase::StartLogoutMenu(), ComponentEnergyManager::StartUpdates(), StopFire(), InventoryItem::StopItemSoundServer(), Synchronize(), Entity::TryDelete(), UIScriptedMenu::Update(), ItemBase::UpdateNavmesh(), ItemBase::UpdatePhysics(), ScriptedWidgetEventHandler::UpdateTotalTime(), ~SoftSkillManagerDebug(), UIPopupScript::~UIPopupScriptSceneManager(), and UIPopupScript::~UIPopupScriptSceneSettings().
protected float m_duration |
Referenced by GetDuration(), GetRemaining(), OnInit(), OnStart(), TimerBase::OnUpdate(), and Tick().
protected bool m_loop |
Referenced by OnInit(), OnStart(), AnimationTimer::Run(), Tick(), and AnimationTimer::Tick().
class DragQueue extends CallQueue m_running |
TimerBase Class provide just interface for all Timer classes. Don't instance this class, use Timer class instead.
Referenced by IsRunning(), OnInit(), and SetRunning().
protected float m_RunTime |
Referenced by HumanCommandActionCallback::CancelCondition(), GetRunTime(), HumanCommandActionCallback::Init(), OnStart(), and Tick().
protected float m_time |
Referenced by CGame::DayZGame(), CGame::GetTimerQueue(), OnInit(), OnTimerQueueDestoryed(), SetRunning(), and ~TimerBase().