PC Stable Documentation
 
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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, stringTStringMap
 

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< TimerBasem_timerQueue
 
protected float m_RunTime
 

Detailed Description

\desc Helpful functions & classes

Typedef Documentation

◆ TStringMap

Function Documentation

◆ Continue()

void Continue ( )

Timer continue when it was paused.

References SetRunning().

Referenced by UIScriptedMenu::OnClick(), and UIScriptedMenu::OnClick_Continue().

◆ GetDuration()

float GetDuration ( )

References m_duration.

◆ GetNumberOfSetBits()

int GetNumberOfSetBits ( int  i)

◆ GetProfileValueBool()

bool GetProfileValueBool ( string  name,
bool  def = false 
)

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().

◆ GetRemaining()

float GetRemaining ( )

References m_duration, and m_time.

◆ GetRunTime()

float GetRunTime ( )

References m_RunTime.

◆ GetTemperatureColor()

◆ GetTime()

float GetTime ( )

References m_time.

◆ IsRunning()

◆ OnInit()

protected void OnInit ( int  category)

◆ OnStart()

protected void OnStart ( float  duration,
bool  loop 
)

◆ OnTimer()

protected void OnTimer ( )

DEPRECATED.

◆ OnTimerQueueDestoryed()

void OnTimerQueueDestoryed ( )

System function, don't call.

References m_timerQueue.

◆ OnUpdate()

protected void OnUpdate ( )

◆ Pause()

void Pause ( )

Pause Timer, internal counter is not restarted, so timer can continue later. Can be unpaused via Continue.

References SetRunning().

◆ SetProfileValueBool()

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!

References GetGame(), name, and CGame::SetProfileString().

◆ SetRunning()

◆ Stop()

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().

◆ Tick()

void Tick ( float  timeslice)

◆ ~TimerBase()

void ~TimerBase ( )

References m_timerQueue, and SetRunning().

Variable Documentation

◆ CALL_CATEGORY_COUNT

const int CALL_CATEGORY_COUNT = 3

Referenced by CGame::DayZGame().

◆ CALL_CATEGORY_GAMEPLAY

◆ CALL_CATEGORY_GUI

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().

◆ CALL_CATEGORY_SYSTEM

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().

◆ m_duration

protected float m_duration

◆ m_loop

protected bool m_loop

◆ m_running

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().

◆ m_RunTime

◆ m_time

◆ m_timerQueue