|
Nebula
|
#include <frameevent.h>
Classes | |
| class | Batch |
| A batch of frame callbacks. More... | |
Public Member Functions | |
| FrameEvent ()=default | |
| ~FrameEvent () | |
| void | Run (World *world) |
| Runs the frame event. | |
| void | AddProcessor (Processor *processor) |
| Adds a processor to the frame event. | |
| void | RemoveProcessor (Processor *processor) |
| Removes a processor for the frame event. Does not free the memory, you need to handle this yourself. | |
| void | Prefilter (World *world, bool force=false) |
| prefilter all processors. Should not be done per frame - instead use CacheTable if you need to do incremental caching | |
| void | CacheTable (MemDb::TableId, MemDb::TableSignature const &) |
| add a table to the caches of any processors that accepts it, that is attached to this frame event | |
| Util::Array< Batch const * > const | GetBatches () const |
Public Attributes | |
| Util::StringAtom | name |
| int | order = 100 |
Private Attributes | |
| friend | FramePipeline |
| FramePipeline * | pipeline |
| Which pipeline is this event attached to. | |
| Util::Array< Batch * > | batches |
| Batches that this event will execute. | |
|
default |
| Game::FrameEvent::~FrameEvent | ( | ) |
| void Game::FrameEvent::AddProcessor | ( | Processor * | processor | ) |
Adds a processor to the frame event.
| void Game::FrameEvent::CacheTable | ( | MemDb::TableId | tid, |
| MemDb::TableSignature const & | signature ) |
add a table to the caches of any processors that accepts it, that is attached to this frame event
| Util::Array< FrameEvent::Batch const * > const Game::FrameEvent::GetBatches | ( | ) | const |
| void Game::FrameEvent::Prefilter | ( | World * | world, |
| bool | force = false ) |
prefilter all processors. Should not be done per frame - instead use CacheTable if you need to do incremental caching
| void Game::FrameEvent::RemoveProcessor | ( | Processor * | processor | ) |
Removes a processor for the frame event. Does not free the memory, you need to handle this yourself.
| void Game::FrameEvent::Run | ( | World * | world | ) |
Runs the frame event.
|
private |
Batches that this event will execute.
|
private |
| Util::StringAtom Game::FrameEvent::name |
| int Game::FrameEvent::order = 100 |
|
private |
Which pipeline is this event attached to.