Lumiera
0.pre.03
»edit your freedom«
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#include "steam/asset/procpatt.hpp"
"Processing Pattern" is a structural Asset representing information how to build some part of the render engine's processing nodes network.
Definition at line 52 of file procpatt.hpp.
Public Member Functions | |
ProcPatt & | attach (Symbol where, PProc &node) |
extend the processing instructions to add some Effect More... | |
lib::P< ProcPatt > | newCopy (string newID) const |
create a new ProcPatt asset as a literal copy of this one. More... | |
ProcPatt & | operator+= (PProcPatt &toReuse) |
extend the processing instructions by reference to another ProcPatt, which will be "executed" at this point while building. More... | |
Public Member Functions inherited from Struct | |
virtual const ID< Struct > & | getID () const |
< More... | |
Public Member Functions inherited from Asset | |
bool | enable (bool on=true) |
change the enabled status of this asset. More... | |
const vector< PAsset > & | getDependant () const |
All the other assets requiring this asset to be functional. More... | |
const vector< PAsset > & | getParents () const |
List of entities this asset depends on or requires to be functional. More... | |
bool | isActive () const |
weather this asset is switched on and consequently included in the fixture and participates in rendering More... | |
virtual | operator string () const |
bool | operator< (Asset const &oa) const |
bool | operator== (Asset const &oa) const |
Friends | |
class | StructFactoryImpl |
Protected Member Functions | |
ProcPatt (const Asset::Ident &idi) | |
new processing pattern with empty instruction list. More... | |
Protected Member Functions inherited from Struct | |
Struct (const Asset::Ident &idi) | |
Protected Member Functions inherited from Asset | |
Asset (const Ident &idi) | |
Asset is a Interface class; usually, objects of concrete subclasses are created via specialised Factories. More... | |
virtual | ~Asset ()=0 |
void | defineDependency (PAsset parent) |
establish a connection between this and the given parent asset, denoting we are in some way dependent on the parent. More... | |
void | defineDependency (Asset &parent) |
virtual void | unlink () |
release all links to other Asset objects held internally. More... | |
virtual void | unlink (IDA target) |
variant of unlink() dropping only the links to the given specific Asset, leaving all other links intact. More... | |
Private Member Functions | |
ProcPatt (const Asset::Ident &, const InstructionSequence &) | |
~ProcPatt () | |
emit VTable and member destructors here... | |
Private Attributes | |
InstructionSequence | instructions_ |
Additional Inherited Members | |
Static Public Attributes inherited from Struct | |
static StructFactory | retrieve |
storage for the static StructFactory instance | |
Public Attributes inherited from Asset | |
const Ident | ident |
Asset identification tuple. | |
Protected Attributes inherited from Asset | |
vector< PAsset > | dependants |
bool | enabled |
set< string > | groups |
additional classification, selections or departments this asset belongs to. More... | |
const ID< Asset > | id |
Asset primary key. | |
const string | longDesc |
user visible qualification of the thing, unit or concept represented by this asset. More... | |
vector< PAsset > | parents |
const string | shortDesc |
user visible Name-ID. More... | |
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private |
used for creating a clone copy
Definition at line 49 of file procpatt.cpp.
Referenced by ProcPatt::newCopy().
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explicitprotected |
new processing pattern with empty instruction list.
Definition at line 42 of file procpatt.cpp.
create a new ProcPatt asset as a literal copy of this one.
The new ProcPatt can then be customised independently of the original one. This allows using some ProcPatt as a template for creating more specialised patterns.
Definition at line 65 of file procpatt.cpp.
References Asset::ident, AssetManager::instance, Asset::Ident::name, and ProcPatt::ProcPatt().
extend the processing instructions to add some Effect
where | denotes the insertion point where to attach the Effect |
node | prototype of the Effect to be inserted when building. |
Definition at line 82 of file procpatt.cpp.
extend the processing instructions by reference to another ProcPatt, which will be "executed" at this point while building.
This allowes for using simple PorcPatt instances as building blocks to define more complicated patterns.
Definition at line 109 of file procpatt.cpp.
References steam::mobject::session::query::anonymous_namespace{fake-configrules.cpp}::entry().