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Nebula
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#include <processor.h>
Public Attributes | |
| Util::String | name |
| name of the processor | |
| int | order = 100 |
| sorting order within frame event (same as batch order). | |
| bool | async = false |
| set if this processor should run as a job. | |
| Filter | filter |
| filter used for creating the dataset | |
| std::function< void(World *, Dataset::View const &)> | callback |
| function that this processor runs | |
| Util::Array< MemDb::TableId > | cache |
| cached tables that fulfill the requirements of the filter | |
| bool | cacheValid = false |
| set to false if the cache is invalid | |
| bool | active = true |
| set to false if the processor shouldn't execute in the frame. | |
Static Private Member Functions | |
| 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... >) |
| template<typename... COMPONENTS> | |
| static std::function< void(World *, Dataset::View const &)> | ForEach (std::function< void(World *, COMPONENTS...)> func, uint8_t bufferStartOffset) |
| template<typename... COMPONENTS> | |
| static std::function< void(World *, Dataset::View const &)> | ForEachModified (std::function< void(World *, COMPONENTS...)> func, uint8_t bufferStartOffset) |
Private Attributes | |
| friend | ProcessorBuilder |
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| bool Game::Processor::active = true |
set to false if the processor shouldn't execute in the frame.
| bool Game::Processor::async = false |
set if this processor should run as a job.
| Util::Array<MemDb::TableId> Game::Processor::cache |
cached tables that fulfill the requirements of the filter
| bool Game::Processor::cacheValid = false |
set to false if the cache is invalid
| std::function<void(World*, Dataset::View const&)> Game::Processor::callback |
function that this processor runs
| Filter Game::Processor::filter |
filter used for creating the dataset
| Util::String Game::Processor::name |
name of the processor
| int Game::Processor::order = 100 |
sorting order within frame event (same as batch order).
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private |