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FrameFunctions

The FrameFunctions package allows to call any number of functions called on every frame, or every specified time delay.

Dependencies

Initialization

Initialize with LeGo_FrameFunctions flag.

LeGo_Init(LeGo_FrameFunctions);

Implementation

FrameFunctions.d on GitHub

Functions

FF_Apply

Adds the Daedalus function function to the running FrameFunctions list. function is called each frame.

func void FF_Apply(var func function)
Parameters
  • var func function
    Name of the function

FF_ApplyGT

Adds the Daedalus function function to the running FrameFunctions list. function is called every frame except when the game is paused.

func void FF_ApplyGT(var func function)
Parameters
  • var func function
    Name of the function

FF_ApplyData

Adds the Daedalus function function to the running FrameFunctions list. The integer parameter data is passed to the function function.

func void FF_ApplyData(var func function, var int data)
Parameters
  • var func function
    Name of the function.
  • var int data
    Value passed to the function as a parameter

FF_ApplyExt

Adds the Daedalus function function to the running FrameFunctions list. The function function is called every delay milliseconds, and it runs only cycles number of times.

func void FF_ApplyExt(var func function, var int delay, var int cycles)
Parameters
  • var func function
    Name of the function
  • var int delay
    Delay between calls in milliseconds (0 = every frame)
  • var int cycles
    How many times should the function be called (-1 = endless)

FF_ApplyExtGT

Adds the Daedalus function function to the running FrameFunctions list. The function function is called every delay milliseconds, and it runs only cycles number of times. Gets called only when the game is not paused.

func void FF_ApplyExtGT(var func function, var int delay, var int cycles)
Parameters
  • var func function
    Name of the function
  • var int delay
    Delay between calls in milliseconds (0 = every frame)
  • var int cycles
    How many times should the function be called (-1 = endless)

FF_ApplyExtData

Adds the Daedalus function function to the running FrameFunctions list. The function function is called every delay milliseconds, and it runs only cycles number of times. The integer parameter data is passed to the function function.

func void FF_ApplyExtData(var func function, var int delay, var int cycles, var int data)
Parameters
  • var func function
    Name of the function.
  • var int delay
    Delay between calls in milliseconds (0 = every frame)
  • var int cycles
    How many times should the function be called (-1 = endless)
  • var int data
    Value passed to the function as a parameter

FF_ApplyExtDataGT

Adds the Daedalus function function to the running FrameFunctions list. The function function is called every delay milliseconds, and it runs only cycles number of times. The integer parameter data is passed to the function function. Gets called only when the game is not paused.

func void FF_ApplyExtData(var func function, var int delay, var int cycles, var int data)
Parameters
  • var func function
    Name of the function.
  • var int delay
    Delay between calls in milliseconds (0 = every frame)
  • var int cycles
    How many times should the function be called (-1 = endless)
  • var int data
    Value passed to the function as a parameter

FF_ApplyOnce

Alias to FF_Apply, which only adds the function once, even after multiple calls.

func void FF_ApplyOnce(var func function)
Parameters
  • var func function
    Name of the function

FF_ApplyOnceGT

Alias to FF_ApplyGT, which only adds the function once, even after multiple calls. Loop doesn't run if the game is paused.

func voidoften FF_ApplyOnceGT(var func function)
Parameters
  • var func function
    Name of the function.

FF_ApplyOnceData

Alias to FF_ApplyData, which only adds the function with the specified parameter once, even after multiple calls.

func void FF_ApplyOnceData(var func function, var int data)
Parameters
  • var func function
    Name of the function.
  • var int data
    Value passed to the function as a parameter

FF_ApplyOnceExt

Alias to FF_ApplyExt, which adds the function only once, after repeated calls.

func void FF_ApplyOnceExt(var func function, var int delay, var int cycles)
Parameters
  • var func function
    Name of the function
  • var int delay
    Delay between calls in milliseconds (0 = every frame)
  • var int cycles
    How many times should the function be called (-1 = endless)

FF_ApplyOnceExtGT

Alias to FF_ApplyExtGT, which adds the function only once after repeated calls. Loop doesn't run if the game is paused.

func void FF_ApplyOnceExtGT(var func function, var int delay, var int cycles)
Parameters
  • var func function
    Name of the function
  • var int delay
    Delay between calls in milliseconds (0 = every frame)
  • var int cycles
    How many times should the function be called (-1 = endless)

FF_ApplyOnceExtData

Alias to FF_ApplyExtData, which adds the function with the specified parameter only once, after repeated calls.

func void FF_ApplyOnceExtData(var func function, var int delay, var int cycles, var int data)
Parameters
  • var func function
    Name of the function
  • var int delay
    Delay between calls in milliseconds (0 = every frame)
  • var int cycles
    How many times should the function be called (-1 = endless)
  • var int data
    Value passed to the function as a parameter

FF_Active

Checks whether the function is active.

func int FF_Active(var func function)
Parameters
  • var func function
    Name of the function

Return value The function returns TRUE if the function is active, FALSE if it is not.

FF_ActiveData

Checks whether the function with the specified data is active.

func int FF_ActiveData(var func function, var int data)
Parameters
  • var func function
    Name of the function
  • var int data
    Value previously passed to the function

Return value The function returns TRUE if the function is active, FALSE if it is not.

FF_Remove

Stops a specific FrameFunction.

func void FF_Remove(var func function)
Parameters
  • var func function
    Name of the stopped function

FF_RemoveAll

Stops all intsnces of a specific FrameFunction.

func void FF_RemoveAll(var func function)
Parameters
  • var func function
    Name of the stopped function

FF_RemoveData

Stops a specific FrameFunction, with the specified value (see FF_ApplyExtData ).

func void FF_RemoveData(var func function, var int data)
Parameters
  • var func function
    Name of the stopped function
  • var int data
    Value previously passed to the function as a parameter

Examples

A function called every frame

In this example function MyFunc will be executed on every frame.

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func void Example1()
{
    FF_Apply(MyFunc);
};

func void MyFunc() {};
After the Example1 function is executed the function MyFunc is called on every frame.

The easiest and best way to run a function from the beginning is to call FF-Apply directly in the Init_Global (under LeGo_Init), there is a small problem: If the game is loaded, Init_Global is called a second time, the function is added to the list again and is therefore always called twice.

To avoid this effect, you should check whether the function is already active:

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func void Example1()
{
    if(!FF_Active(MyFunc))
    {
        FF_Apply(MyFunc);
    };
};

However, since LeGo version 2.2 there is an even more pleasant method to do this:

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func void Example1()
{
    FF_ApplyOnce(MyFunc);
};
FF_ApplyOnce function already implements the check for function activity.

Calling delayed function

Create a function, that is called once after 3 seconds.

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func void Example2()
{
    FF_ApplyExt(MyFunc2, 3000, 1); // 3000 ms = 3 s, this function is called only once
};

func void MyFunc2() {};

There is also a Once variant of this function, that prevents adding it twice into the frame function list.

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func void Example2()
{
    FF_ApplyOnceExt(MyFunc2, 3000, 1);
};

Note

FF_ApplyExt(MyFunc, 0, -1) is the same as FF_Apply(MyFunc).

FrameFunction with Timer

Since LeGo 2.2, FrameFunctions package uses the Timer package, so it is possible to pause FrameFunctions at will:

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func void Example3()
{
    FF_ApplyOnceExt(MyFunc3, 4000, 2);
};

func void MyFunc3()
{
    Timer_SetPaused(!Timer_GetPaused());
};
This would pause the timer after 4 seconds and let it continue after 8 seconds.

Warning

Because the timer doesn't run, the frame function execution is stopped as well. This script won't work. If the timer is to be paused, it must be paused outside FrameFunctions.

Note

This is translation of article originally written by Gottfried and Lehona and hosted on LeGo's official documentation website.