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Nebula
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#include <graphicscontext.h>
A graphics context is a resource which holds a contextual representation for a graphics entity.
Use the __DeclareContext macro in the header and __ImplementContext in the implementation.
Public Member Functions | |
| void | CleanupDelayedRemoveQueue () |
Public Attributes | |
| Util::StackArray< GraphicsEntityId, 8 > | delayedRemoveQueue |
| Util::Array< GraphicsEntityId > | entities |
| Util::HashTable< GraphicsEntityId, ContextEntityId, 128, 64 > | entitySliceMap |
| ContextEntityId(* | Alloc )() |
| void(* | Dealloc )(ContextEntityId id) |
| void(* | Defragment )() |
| void(* | OnInstanceMoved )(uint32_t toIndex, uint32_t fromIndex) |
| called after a context entity has moved index | |
| void(* | OnDefragment )(uint32_t toIndex, uint32_t fromIndex) |
| called to manually handle fragmentation | |
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inline |
| ContextEntityId(* Graphics::GraphicsContextState::Alloc) () |
| void(* Graphics::GraphicsContextState::Dealloc) (ContextEntityId id) |
| void(* Graphics::GraphicsContextState::Defragment) () |
| Util::StackArray<GraphicsEntityId, 8> Graphics::GraphicsContextState::delayedRemoveQueue |
| Util::Array<GraphicsEntityId> Graphics::GraphicsContextState::entities |
| Util::HashTable<GraphicsEntityId, ContextEntityId, 128, 64> Graphics::GraphicsContextState::entitySliceMap |
| void(* Graphics::GraphicsContextState::OnDefragment) (uint32_t toIndex, uint32_t fromIndex) |
called to manually handle fragmentation
| void(* Graphics::GraphicsContextState::OnInstanceMoved) (uint32_t toIndex, uint32_t fromIndex) |
called after a context entity has moved index