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Game::FrameEvent Class Reference

#include <frameevent.h>

Classes

class  Batch
 A batch of frame callbacks. More...
 

Public Member Functions

 FrameEvent ()=default
 
 ~FrameEvent ()
 
void Run (World *world)
 
void AddProcessor (Processor *processor)
 
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
 
FramePipelinepipeline
 Which pipeline is this event attached to.
 
Util::Array< Batch * > batches
 Batches that this event will execute.
 

Constructor & Destructor Documentation

◆ FrameEvent()

Game::FrameEvent::FrameEvent ( )
default

◆ ~FrameEvent()

Game::FrameEvent::~FrameEvent ( )

Member Function Documentation

◆ AddProcessor()

void Game::FrameEvent::AddProcessor ( Processor * processor)

◆ CacheTable()

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

◆ GetBatches()

Util::Array< FrameEvent::Batch const * > const Game::FrameEvent::GetBatches ( ) const

◆ Prefilter()

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

◆ Run()

void Game::FrameEvent::Run ( World * world)

Member Data Documentation

◆ batches

Util::Array<Batch*> Game::FrameEvent::batches
private

Batches that this event will execute.

◆ FramePipeline

friend Game::FrameEvent::FramePipeline
private

◆ name

Util::StringAtom Game::FrameEvent::name

◆ order

int Game::FrameEvent::order = 100

◆ pipeline

FramePipeline* Game::FrameEvent::pipeline
private

Which pipeline is this event attached to.


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