My Project
|
a manger of sequences More...
#include <ParaVertexBufferPool.h>
Public Member Functions | |
ParaVertexBufferPool * | CreateGetPool (const std::string &name) |
void | TickCache () |
size_t | GetVertexBufferPoolTotalBytes () |
get total number of bytes in vertex buffer pool for quick stats. More... | |
![]() | |
ATTRIBUTE_DEFINE_CLASS (AssetManager) | |
virtual IAttributeFields * | GetChildAttributeObject (const std::string &sName) |
get attribute by child object. More... | |
virtual IAttributeFields * | GetChildAttributeObject (int nRowIndex, int nColumnIndex=0) |
virtual int | GetChildAttributeObjectCount (int nColumnIndex=0) |
get the number of child objects (row count) in the given column. More... | |
virtual int | GetChildAttributeColumnCount () |
we support multi-dimensional child object. More... | |
virtual const std::string & | GetIdentifier () |
virtual void | SetIdentifier (const std::string &sName) |
virtual void | Cleanup () |
delete all asset item from memory. More... | |
void | GetLowerCaseString (std::string &outNameLowered, const AssetKey &key) |
get the lower cased key string. | |
virtual bool | DeleteEntity (ParaVertexBufferPool *entity) |
decrease the reference count on the entity, and if it is negative, the asset will be unloaded. More... | |
void | DeleteByName (const std::string &name) |
delete the object by user specified name. More... | |
ParaVertexBufferPool * | GetByName (const std::string &name) |
check if there is a object with a specified name, and return the pointer to it. More... | |
ParaVertexBufferPool * | get (const AssetKey &key) |
check if there is a object with a specified asset key, and return the pointer to it. More... | |
ParaVertexBufferPool * | NewEntity (const AssetKey &key) |
just create the entity instance without adding to the manager. More... | |
bool | AddEntity (const std::string &name, ParaVertexBufferPool *pEntity) |
insert entity to the manager. More... | |
pair< ParaVertexBufferPool *, bool > | CreateEntity (const string &name, const AssetKey &key) |
Create a new entity object and add it to the manager. More... | |
ParaVertexBufferPool * | GetEntity (const string &name) |
get the entity by its entity key name | |
void | LoadAsset () |
initialize all assets created so far to accelerate loading during game play. More... | |
void | UnloadAsset () |
uninitialize all assets created so far to save some memory | |
void | GarbageCollectAll () |
Garbage Collect(free resources of) all unused entity. More... | |
bool | CheckRefresh (const std::string &sEntityName) |
check if the entity exist, if so call Refresh(). More... | |
virtual int | PrintToFile (CParaFile *pOutputFile) |
print all asset file to a given file. More... | |
virtual void | InitDeviceObjects () |
virtual void | RestoreDeviceObjects () |
virtual void | InvalidateDeviceObjects () |
virtual void | DeleteDeviceObjects () |
virtual void | RendererRecreated () |
callback of listening the event that renderer was recreated on Android/WP8 all opengl related id has already become invalid at this time, no need to release them, just recreate them all in this function. | |
![]() | |
virtual int | GetAttributeClassID () |
attribute class ID should be identical, unless one knows how overriding rules work. More... | |
virtual const char * | GetAttributeClassName () |
a static string, describing the attribute class object's name | |
virtual const char * | GetAttributeClassDescription () |
a static string, describing the attribute class object | |
virtual int | InstallFields (CAttributeClass *pClass, bool bOverride) |
this class should be implemented if one wants to add new attribute. More... | |
ATTRIBUTE_METHOD1 (IAttributeFields, GetName_s, const char **) | |
ATTRIBUTE_METHOD1 (IAttributeFields, SetName_s, const char *) | |
ATTRIBUTE_METHOD (IAttributeFields, PrintObject_s) | |
ATTRIBUTE_METHOD (IAttributeFields, AddRef_s) | |
ATTRIBUTE_METHOD1 (IAttributeFields, GetRefCount_s, int *) | |
ATTRIBUTE_METHOD1 (IAttributeFields, SetTime_s, int) | |
ATTRIBUTE_METHOD1 (IAttributeFields, GetTime_s, int *) | |
ATTRIBUTE_METHOD (IAttributeFields, Release_s) | |
virtual bool | IsModified () |
whether some of the fields are modified.It is up to the implementation class to provide this functionality if necessary. More... | |
virtual void | SetModified (bool bModified) |
set whether any field has been modified. More... | |
virtual bool | ValidateFields () |
validate all fields and return true if validation passed. More... | |
virtual string | GetValidationMessage () |
get the recent validation message due to the most recent call to ValidateFields() | |
virtual bool | ResetField (int nFieldID) |
Reset the field to its initial or default value. More... | |
virtual bool | InvokeEditor (int nFieldID, const std::string &sParameters) |
Invoke an (external) editor for a given field. More... | |
virtual bool | AddChildAttributeObject (IAttributeFields *pChild, int nRowIndex=-1, int nColumnIndex=0) |
add child object. More... | |
virtual void * | QueryObjectByName (const std::string &sObjectType) |
convert to object of a given type. More... | |
virtual void * | QueryObject (int nObjectType) |
convert to object of a given type. More... | |
virtual int | GetTime () |
get the current local time in case it is animated in milli seconds frames. More... | |
virtual void | SetTime (int nTime) |
virtual CDynamicAttributeField * | GetDynamicField (const std::string &sName) |
Get a dynamic field with a given name. More... | |
virtual CDynamicAttributeField * | GetDynamicField (int nIndex) |
Get a dynamic field with a given index. More... | |
virtual const char * | GetDynamicFieldNameByIndex (int nIndex) |
get field name by index | |
virtual int | GetDynamicFieldCount () |
how many dynamic field this object currently have. More... | |
virtual int | SetDynamicField (const std::string &sName, const CVariable &value) |
set a dynamic field with a given name. More... | |
virtual int | AddDynamicField (const std::string &sName, ATTRIBUTE_FIELDTYPE dwType) |
add dynamic field and return field index | |
virtual void | RemoveAllDynamicFields () |
remove all dynamic fields | |
virtual int | SaveDynamicFieldsToString (std::string &output) |
save only text dynamic fields to fieldname = value text strings. More... | |
virtual int | LoadDynamicFieldsFromString (const std::string &input) |
load only text dynamic fields from string More... | |
CAttributeClass * | GetAttributeClass () |
get the main attribute class object. More... | |
void | PrintObject () |
print the content of this object to a text file at temp/doc/[ClassName].txt. More... | |
![]() | |
virtual void | Clone (IObject *obj) const |
Clone the object's contains to a pointer. More... | |
virtual IObject * | Clone () const |
Clone the object's contains and return a pointer to the newly created object. More... | |
virtual bool | Equals (const IObject *obj) const |
Compare the object with another object. More... | |
virtual const IType * | GetType () const |
virtual std::string | ToString () const |
WeakPtr_type & | GetWeakReference () |
get weak reference object. More... | |
virtual int | ProcessObjectEvent (const ObjectEvent &event) |
this function is only used to backward compatibility of ParaObject:AddEvent() function. More... | |
![]() | |
void | addref () const |
add reference count of the object. More... | |
bool | delref () const |
decrease reference count of the object. More... | |
int | GetRefCount () const |
get the reference count | |
virtual int | Release () |
CRefCounted * | AddToAutoReleasePool () |
addref and releases the ownership sometime soon automatically (usually at the end of the current frame). More... | |
Static Public Member Functions | |
static CVertexBufferPoolManager & | GetInstance () |
![]() | |
static MyType_t & | GetInstance () |
![]() | |
static HRESULT | GetAttributeClassID_s (IAttributeFields *cls, int *p1) |
static HRESULT | GetAttributeClassName_s (IAttributeFields *cls, const char **p1) |
static bool | OpenWithDefaultEditor (const char *sFilename, bool bWaitOnReturn=false) |
Open a given file with the default registered editor in the game engine. More... | |
Additional Inherited Members | |
![]() | |
typedef AssetManager< ParaVertexBufferPool, ParaVertexBufferPool, ParaVertexBufferPool > | MyType_t |
typedef std::map< std::string, ParaVertexBufferPool *> | AssetItemsNameMap_t |
typedef std::map< AssetKey, ParaVertexBufferPool *> | AssetItemsSet_t |
![]() | |
typedef ParaEngine::weak_ptr< IObject, IAttributeFields > | WeakPtr_type |
![]() | |
typedef ParaEngine::weak_ptr< IObject > | WeakPtr_type |
![]() | |
std::string | m_sName |
identifier | |
AssetItemsNameMap_t | m_names |
human readable name of asset object, which can be used as key to retrieve entity from its manager Internally we use the key object to uniquely identify an assset.SIdentifer can be nil. | |
AssetItemsSet_t | m_items |
A set of all asset entities. | |
AssetItemsNameMap_t | m_lowercase_item_maps |
mapping from lower cased AssetKey to asset entity. | |
![]() | |
virtual CAttributeClass * | CreateAttributeClass () |
initialize fields | |
virtual CDynamicAttributesSet * | GetDynamicAttributes (bool bCreateIfNotExist=false) |
![]() | |
WeakPtr_type | m_weak_reference |
![]() | |
int | m_refcount |
a manger of sequences
size_t ParaEngine::CVertexBufferPoolManager::GetVertexBufferPoolTotalBytes | ( | ) |
get total number of bytes in vertex buffer pool for quick stats.