#include <frameevent.h>
◆ FramePipeline() [1/2]
Game::FramePipeline::FramePipeline |
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◆ FramePipeline() [2/2]
Game::FramePipeline::FramePipeline |
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World * | world | ) |
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◆ ~FramePipeline()
Game::FramePipeline::~FramePipeline |
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◆ Begin()
void Game::FramePipeline::Begin |
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Start running the pipeline.
◆ CacheTable()
add a table to the caches of any processors that accepts it, that is attached to this frame event
◆ End()
void Game::FramePipeline::End |
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Stop running the pipeline.
◆ GetFrameEvent()
◆ GetFrameEvents()
◆ IsRunningAsync()
bool Game::FramePipeline::IsRunningAsync |
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check if the pipeline is currently executing an async frame event batch
◆ Prefilter()
void Game::FramePipeline::Prefilter |
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bool | force = false | ) |
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prefilter all processors. Should not be done per frame - instead use CacheTable if you need to do incremental caching
◆ RegisterFrameEvent()
◆ Reset()
void Game::FramePipeline::Reset |
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Reset the pipeline to the start.
◆ RunRemaining()
void Game::FramePipeline::RunRemaining |
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Run until the pipeline ends.
◆ RunThru()
Run and execute until a certain event is executed (inclusive)
◆ currentIndex
IndexT Game::FramePipeline::currentIndex = 0 |
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◆ FrameEvent
friend Game::FramePipeline::FrameEvent |
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◆ frameEvents
◆ inAsync
volatile bool Game::FramePipeline::inAsync = false |
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◆ isRunning
bool Game::FramePipeline::isRunning = false |
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◆ world
World* Game::FramePipeline::world |
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The documentation for this class was generated from the following files: