#include <processor.h>
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| Util::String | name |
| | name of the processor
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| int | order = 100 |
| | sorting order within frame event (same as batch order).
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| bool | async = false |
| | set if this processor should run as a job.
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| Filter | filter |
| | filter used for creating the dataset
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| std::function< void(World *, Dataset::View const &)> | callback |
| | function that this processor runs
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| Util::Array< MemDb::TableId > | cache |
| | cached tables that fulfill the requirements of the filter
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| bool | cacheValid = false |
| | set to false if the cache is invalid
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| bool | active = true |
| | set to false if the processor shouldn't execute in the frame.
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| |
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| template<typename... TYPES, std::size_t... Is> |
| static void | UpdateExpander (World *world, std::function< void(World *, TYPES...)> const &func, Game::Dataset::View const &view, const IndexT instance, uint8_t const bufferStartOffset, std::index_sequence< Is... >) |
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| template<typename... COMPONENTS> |
| static std::function< void(World *, Dataset::View const &)> | ForEach (std::function< void(World *, COMPONENTS...)> func, uint8_t bufferStartOffset) |
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| template<typename... COMPONENTS> |
| static std::function< void(World *, Dataset::View const &)> | ForEachModified (std::function< void(World *, COMPONENTS...)> func, uint8_t bufferStartOffset) |
| |
◆ ForEach()
template<typename... COMPONENTS>
| static std::function< void(World *, Dataset::View const &)> Game::Processor::ForEach |
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std::function< void(World *, COMPONENTS...)> | func, |
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uint8_t | bufferStartOffset ) |
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inlinestaticprivate |
◆ ForEachModified()
template<typename... COMPONENTS>
| static std::function< void(World *, Dataset::View const &)> Game::Processor::ForEachModified |
( |
std::function< void(World *, COMPONENTS...)> | func, |
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uint8_t | bufferStartOffset ) |
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inlinestaticprivate |
◆ UpdateExpander()
template<typename... TYPES, std::size_t... Is>
| static void Game::Processor::UpdateExpander |
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World * | world, |
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std::function< void(World *, TYPES...)> const & | func, |
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Game::Dataset::View const & | view, |
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const IndexT | instance, |
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uint8_t const | bufferStartOffset, |
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std::index_sequence< Is... > | ) |
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inlinestaticprivate |
◆ active
| bool Game::Processor::active = true |
set to false if the processor shouldn't execute in the frame.
◆ async
| bool Game::Processor::async = false |
set if this processor should run as a job.
◆ cache
cached tables that fulfill the requirements of the filter
◆ cacheValid
| bool Game::Processor::cacheValid = false |
set to false if the cache is invalid
◆ callback
function that this processor runs
◆ filter
| Filter Game::Processor::filter |
filter used for creating the dataset
◆ name
◆ order
| int Game::Processor::order = 100 |
sorting order within frame event (same as batch order).
◆ ProcessorBuilder
| friend Game::Processor::ProcessorBuilder |
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private |
The documentation for this class was generated from the following file: