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Nebula
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#include <frameevent.h>
Public Member Functions | |
| FramePipeline ()=delete | |
| FramePipeline (World *world) | |
| ~FramePipeline () | |
| FrameEvent * | RegisterFrameEvent (int order, Util::StringAtom name) |
| FrameEvent * | GetFrameEvent (Util::StringAtom name) |
| void | Begin () |
| Start running the pipeline. | |
| void | End () |
| Stop running the pipeline. | |
| void | Reset () |
| Reset the pipeline to the start. | |
| void | RunThru (Util::StringAtom name) |
| Run and execute until a certain event is executed (inclusive). | |
| void | RunRemaining () |
| Run until the pipeline ends. | |
| bool | IsRunningAsync () |
| check if the pipeline is currently executing an async frame event batch | |
| void | Prefilter (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< FrameEvent const * > const | GetFrameEvents () const |
Private Attributes | |
| friend | FrameEvent |
| World * | world |
| bool | isRunning = false |
| volatile bool | inAsync = false |
| IndexT | currentIndex = 0 |
| Util::Array< FrameEvent * > | frameEvents |
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| Game::FramePipeline::FramePipeline | ( | World * | world | ) |
| Game::FramePipeline::~FramePipeline | ( | ) |
| void Game::FramePipeline::Begin | ( | ) |
Start running the pipeline.
| void Game::FramePipeline::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
| void Game::FramePipeline::End | ( | ) |
Stop running the pipeline.
| FrameEvent * Game::FramePipeline::GetFrameEvent | ( | Util::StringAtom | name | ) |
| Util::Array< FrameEvent const * > const Game::FramePipeline::GetFrameEvents | ( | ) | const |
| bool Game::FramePipeline::IsRunningAsync | ( | ) |
check if the pipeline is currently executing an async frame event batch
| void Game::FramePipeline::Prefilter | ( | bool | force = false | ) |
prefilter all processors. Should not be done per frame - instead use CacheTable if you need to do incremental caching
| FrameEvent * Game::FramePipeline::RegisterFrameEvent | ( | int | order, |
| Util::StringAtom | name ) |
| void Game::FramePipeline::Reset | ( | ) |
Reset the pipeline to the start.
| void Game::FramePipeline::RunRemaining | ( | ) |
Run until the pipeline ends.
| void Game::FramePipeline::RunThru | ( | Util::StringAtom | name | ) |
Run and execute until a certain event is executed (inclusive).
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