#include <frameevent.h>
◆ FrameEvent()
  
  
      
        
          | Game::FrameEvent::FrameEvent  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
default   | 
  
 
 
◆ ~FrameEvent()
      
        
          | Game::FrameEvent::~FrameEvent  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ AddProcessor()
      
        
          | void Game::FrameEvent::AddProcessor  | 
          ( | 
          Processor * |           processor | ) | 
           | 
        
      
 
Adds a processor to the frame event. 
 
 
◆ CacheTable()
add a table to the caches of any processors that accepts it, that is attached to this frame event 
 
 
◆ GetBatches()
◆ 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 
 
 
◆ RemoveProcessor()
      
        
          | void Game::FrameEvent::RemoveProcessor  | 
          ( | 
          Processor * |           processor | ) | 
           | 
        
      
 
Removes a processor for the frame event. Does not free the memory, you need to handle this yourself. 
 
 
◆ Run()
      
        
          | void Game::FrameEvent::Run  | 
          ( | 
          World * |           world | ) | 
           | 
        
      
 
 
◆ batches
Batches that this event will execute. 
 
 
◆ FramePipeline
  
  
      
        
          | friend Game::FrameEvent::FramePipeline | 
         
       
   | 
  
private   | 
  
 
 
◆ name
◆ order
      
        
          | int Game::FrameEvent::order = 100 | 
        
      
 
 
◆ pipeline
Which pipeline is this event attached to. 
 
 
The documentation for this class was generated from the following files: