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Nebula
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#include <processor.h>
Public Member Functions | |
| ProcessorBuilder ()=delete | |
| ProcessorBuilder (Game::World *world, Util::StringAtom processorName) | |
| template<typename LAMBDA> | |
| ProcessorBuilder & | Func (LAMBDA) |
| which function to run with the processor | |
| template<typename ... COMPONENTS> | |
| ProcessorBuilder & | Func (std::function< void(World *, COMPONENTS...)> func) |
| which function to run with the processor | |
| template<typename ... COMPONENTS> | |
| ProcessorBuilder & | Including () |
| entities must have these components | |
| template<typename ... COMPONENTS> | |
| ProcessorBuilder & | Excluding () |
| entities must not have any of these components | |
| ProcessorBuilder & | Excluding (std::initializer_list< ComponentId >) |
| entities must not have any of these components | |
| ProcessorBuilder & | On (Util::StringAtom eventName) |
| select on which event the processor is executed | |
| ProcessorBuilder & | Async () |
| processor should run async | |
| ProcessorBuilder & | OnlyModified () |
| entities must be marked as modified for them to actually be processed | |
| ProcessorBuilder & | Order (int order) |
| Set the sorting order for the processor. | |
| ProcessorBuilder & | RunInEditor () |
| Processor should always run, even in editor; when the game is paused. | |
| Processor * | Build () |
| Build the processor and attach it to the world. | |
Private Attributes | |
| World * | world |
| Util::StringAtom | name |
| Util::StringAtom | onEvent |
| std::function< void(World *, Dataset::View const &)> | func = nullptr |
| std::function< void(World *, Dataset::View const &)> | funcModified = nullptr |
| FilterBuilder | filterBuilder |
| bool | async = false |
| bool | onlyModified = false |
| int | order = 100 |
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delete |
| Game::ProcessorBuilder::ProcessorBuilder | ( | Game::World * | world, |
| Util::StringAtom | processorName ) |
| ProcessorBuilder & Game::ProcessorBuilder::Async | ( | ) |
processor should run async
| Processor * Game::ProcessorBuilder::Build | ( | ) |
Build the processor and attach it to the world.
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inline |
entities must not have any of these components
| ProcessorBuilder & Game::ProcessorBuilder::Excluding | ( | std::initializer_list< ComponentId > | components | ) |
entities must not have any of these components
| ProcessorBuilder & Game::ProcessorBuilder::Func | ( | LAMBDA | lambda | ) |
which function to run with the processor
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inline |
which function to run with the processor
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inline |
entities must have these components
| ProcessorBuilder & Game::ProcessorBuilder::On | ( | Util::StringAtom | eventName | ) |
select on which event the processor is executed
| ProcessorBuilder & Game::ProcessorBuilder::OnlyModified | ( | ) |
entities must be marked as modified for them to actually be processed
| ProcessorBuilder & Game::ProcessorBuilder::Order | ( | int | order | ) |
Set the sorting order for the processor.
| ProcessorBuilder & Game::ProcessorBuilder::RunInEditor | ( | ) |
Processor should always run, even in editor; when the game is paused.
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