Nebula
Loading...
Searching...
No Matches
Game::Processor Class Reference

#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::TableIdcache
 cached tables that fulfill the requirements of the filter
 
bool cacheValid = false
 set to false if the cache is invalid
 

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
 

Member Function Documentation

◆ ForEach()

template<typename... COMPONENTS>
static std::function< void(World *, Dataset::View const &)> Game::Processor::ForEach ( std::function< void(World *, COMPONENTS...)> func,
uint8_t bufferStartOffset )
inlinestaticprivate

◆ ForEachModified()

template<typename... COMPONENTS>
static std::function< void(World *, Dataset::View const &)> Game::Processor::ForEachModified ( std::function< void(World *, COMPONENTS...)> func,
uint8_t bufferStartOffset )
inlinestaticprivate

◆ UpdateExpander()

template<typename... TYPES, std::size_t... Is>
static void Game::Processor::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... >  )
inlinestaticprivate

Member Data Documentation

◆ async

bool Game::Processor::async = false

set if this processor should run as a job.

◆ cache

Util::Array<MemDb::TableId> Game::Processor::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

std::function<void(World*, Dataset::View const&)> Game::Processor::callback

function that this processor runs

◆ filter

Filter Game::Processor::filter

filter used for creating the dataset

◆ name

Util::String Game::Processor::name

name of the processor

◆ order

int Game::Processor::order = 100

sorting order within frame event (same as batch order).

◆ ProcessorBuilder

friend Game::Processor::ProcessorBuilder
private

The documentation for this class was generated from the following file: