#include <GraphI.hh>
Inherits CollectInterface.
Inherited by ASyncGltf, AcesFilmShaderML, AdjustShaderML, AltMLArray, AnimBind, AnimRender3, AnimTiles2d, AreaTypeParser, ArrayMainLoop, Bg, Bind, BindInst, BindInst2, BindInstFade, BindInstMatrix, BindInstVA, BindObjType, BirdGame, BlendFunc, BlendMainLoop, BlockDraw, BlurredRenderML, BumpPhongShaderML, Bytestore_render, CacheMLmat, CacheMLmatinst, CacheMLmatinstmatrix, ChooseColorShaderML, CollisionBind, CollisionBindInst, CollisionCollect, CollisionDetection, CollisionGenKey, CollisionSeqML, ColorML, ColourShaderML, CombKeyActivateML, ConcurrentDownload, CreateAllObject, CreateLandscape, CullFace, CullFace2, CursorKeysToWasd, DeltaGameState, DepthFunc, DepthMask, DepthTestDisable, DisableMatrices, DisablePolygons, DisableZBuffer, DiscardShaderML, DisplayBitmaps, DistFieldMeshShader, DynChar, DynLightsShaderML, DynPoints, DynPoly, DynamicMainLoop, EmptyMainLoop, EnableML, Enemy, EnemyPos, EnemyTile, EnsureFrameRateMainLoop, ExecuteDD, FBOML, FadeShaderML, FilterPrepares, FirstExecuteFilterMainLoop, FlagBMChooser, FlipIfMobile, FlipXIfMobile, FogShaderML, ForwardRenderToTextureId, FrameMainLoop, FullscreenButton, GIShaderML, GLTFJointMatrices, GLTFShaderML, Game, GameApi_Zip_loadassets, GenericShaderML, GenericShaderML_fragment_only, GlbToDownloadBar, GlobeShaderML, GlowEdgeShaderML, GltfAnimShaderML, GltfMesh, GltfMeshAll, GltfMeshAllEnv, GltfMeshAllInstMatrix, GltfNode, GltfScene, GltfSceneAnim, GrabToServer, GridML, HMDProjection, IsometricView, ItemsTile, JoyPrinter, JoystickToWasd, JumpML, KeyActivateML, KeyEventML, KeyML, KeyMoveML, KeyMoveML2, KeyPrepare, KeyPressMoveML, KeyPrinter, KeyboardToggle, LI_Render, LI_Render2, LI_Render_Inst, LI_Render_Inst2, LI_Render_Inst3, LI_Render_Inst3_matrix, LI_Update, LinesRender, LoadZip, LocalMove, LocalMoveMatrix, LodMatrixTF, LogoChange, LogoStatus, LookingGlassSharedLibraryUse, MLChooser, MLLoadUM, ML_script, ML_script2, MainLoopItemForward, MainLoopPosition, MemMapWindow, MemMapWindow2, MeshAnimCore, MeshAnimDisplayInst, MeshAnimFromUrl, MeshColorShader, MidiML, MousePosGameState, MouseRollZoom, MouseRollZoom2, MoveFromMV, MoveIN, MoveML, MoveMLAction [private], MoveMLProjection, NetworkTiles2d, NewShadowShaderML_1, NewShadowShaderML_2, NoConcurrentDownload, NoiseShaderML, ObjPosGameState, PerspectiveMainLoop, PhongShaderML, PieChart_full, PlayWavViaKeypress, PlaybackKeyPresses, Player, PlayerPos, PrintDeps, PrintStats, PublishHeightField, QuakeML, QuakeML2, QuakeML3, RandomGameSeq, RandomInstantiate, RangeCheckMatrix, ReadObjPos, RecordKeyPresses, ReloadMainLoop, ReloadMainLoop, RenderDynP, RenderInstanced, RenderInstanced2, RenderInstanced2Texture, RenderInstanced2_matrix, RenderInstancedCubemap, RenderInstancedCubemap_matrix, RenderInstancedTex, RenderInstancedTex2, RenderInstancedTex2_matrix, RenderInstancedTex_id, RenderInstancedTex_id_matrix, RenderInstancedTex_matrix, RenderInstanced_matrix, RenderMSFiles, RenderMSFiles2, RenderMSFiles2I, RenderMSFiles2SI, RenderMSFilesI, RenderMSFilesSI, RenderOVX, RenderP, RenderPTex, RenderPTex2, RenderPTexCubemap, RenderPTex_id, RenderVA, RenderVertexArray4, RepeatML, Restart, RightMousePan, SaveBitmapML, SaveDSMain, SaveDeploy, SaveFont, SaveGLTF, SaveModel, SavePngArray, SavePngML, SaveRawBitmap, SaveRawBitmapML, SaveScript, Scale2dScreen, ScaleToGltf, ScaleToGltf_g, SceneDesc, SceneTransparency, ScoreAdder, ScoreAdder2, ScoreHidder, ScreenSpace, SendKey, SendKeyAtTime, SeqML, SeqMLScore, ShaderCacheDisable, ShaderParamML, SkeletalAnim22, SkeletalShader, SkinDescription, SlowActivateArray, SmallWindow, SongML, SubmitML, TXIDArrayMainLoop, TempKeyActivateML, TextureArrShaderML, TextureCubemapShaderML, TextureManyShaderML, TextureShaderML, TileHud, TileRendererMainLoop, TileSplashScreen, TimeGameState, TimedTmpSeqML, Timing, TimingByteStoreArray, TimingByteStoreUser, ToonShaderML, TouchRotate, TransMainLoop, TransparentCombine, TransparentMainLoop, TreeMainLoop, TunnelMatrices, TurnTo2d, TurnToMeters, TurnToMetersDefault, UnpackPBO, UpdateVertexArray4, VertexAnimMainLoop, VertexPhongShaderML, VerticalBitmapDisplay, VoxML, VoxMainLoopItem, WaterShaderML, WebLink, WhackCollision, WorldFilterCursor, and WriteGifAnim.
◆ ~MainLoopItem()
| virtual MainLoopItem::~MainLoopItem |
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inlinevirtual |
◆ Collect()
Implements CollectInterface.
Implemented in AcesFilmShaderML, AdjustShaderML, AltMLArray, AnimBind, AnimRender3, AnimTiles2d, AreaTypeParser, ArrayMainLoop, ASyncGltf, Bg, Bind, BindInst2, BindInst, BindInstFade, BindInstMatrix, BindInstVA, BindObjType, BirdGame, BlendFunc, BlendMainLoop, BlockDraw, BlurredRenderML, BumpPhongShaderML, Bytestore_render, CacheMLmat, CacheMLmatinst, CacheMLmatinstmatrix, ChooseColorShaderML, CollisionBind, CollisionBindInst, CollisionCollect, CollisionDetection, CollisionGenKey, CollisionSeqML, ColorML, ColourShaderML, CombKeyActivateML, ConcurrentDownload, CreateAllObject, CreateLandscape, CullFace2, CullFace, CurrentTimeTiming, CursorKeysToWasd, DeltaGameState, DepthFunc, DepthMask, DepthTestDisable, DisableMatrices, DisablePolygons, DisableZBuffer, DiscardShaderML, DisplayBitmaps, DistFieldMeshShader, DynamicMainLoop, DynChar, DynLightsShaderML, DynPoints, DynPoly, EmptyMainLoop, EnableML, Enemy, EnemyPos, EnemyTile, EnsureFrameRateMainLoop, ExecuteDD, FadeShaderML, FBOML, FilterPrepares, FirstExecuteFilterMainLoop, FlagBMChooser, FlipIfMobile, FlipXIfMobile, FogShaderML, ForwardRenderToTextureId, FrameMainLoop, FullscreenButton, Game, GameApi_Zip_loadassets, GenericShaderML, GenericShaderML_fragment_only, GIShaderML, GlbToDownloadBar, GlobeShaderML, GlowEdgeShaderML, GltfAnimShaderML, GLTFJointMatrices, GltfMesh, GltfMeshAll, GltfMeshAllEnv, GltfMeshAllInstMatrix, GltfNode, GltfScene, GltfSceneAnim, GLTFShaderML, GrabToServer, GridML, HMDProjection, IsometricView, ItemsTile, JoyPrinter, JoystickToWasd, JumpML, KeyActivateML, KeyboardToggle, KeyEventML, KeyML, KeyMoveML2, KeyMoveML, KeyPrepare, KeyPressMoveML, KeyPrinter, LI_Render2, LI_Render, LI_Render_Inst2, LI_Render_Inst3, LI_Render_Inst3_matrix, LI_Render_Inst, LI_Update, LinesRender, LoadZip, LocalMove, LocalMoveMatrix, LodMatrixTF, LogoChange, LogoStatus, LookingGlassSharedLibraryUse, MainLoopItemForward, MainLoopPosition, MemMapWindow2, MemMapWindow, MeshAnimCore, MeshAnimDisplayInst, MeshAnimFromUrl, MeshColorShader, MidiML, ML_script2, ML_script, MLChooser, MLLoadUM, MousePosGameState, MouseRollZoom2, MouseRollZoom, MoveFromMV, MoveIN, MoveML, MoveMLAction, MoveMLProjection, NetworkTiles2d, NewShadowShaderML_1, NewShadowShaderML_2, NoConcurrentDownload, NoiseShaderML, ObjPosGameState, PerspectiveMainLoop, PhongShaderML, PieChart_full, PlaybackKeyPresses, Player, PlayerPos, PlayWavViaKeypress, PrintDeps, PrintStats, PublishHeightField, QuakeML2, QuakeML3, QuakeML, RandomGameSeq, RandomInstantiate, RangeCheckMatrix, ReadObjPos, RecordKeyPresses, ReloadMainLoop, ReloadMainLoop, RenderDynP, RenderInstanced2, RenderInstanced2_matrix, RenderInstanced2Texture, RenderInstanced, RenderInstanced_matrix, RenderInstancedCubemap, RenderInstancedCubemap_matrix, RenderInstancedTex2, RenderInstancedTex2_matrix, RenderInstancedTex, RenderInstancedTex_id, RenderInstancedTex_id_matrix, RenderInstancedTex_matrix, RenderMSFiles2, RenderMSFiles2I, RenderMSFiles2SI, RenderMSFiles, RenderMSFilesI, RenderMSFilesSI, RenderOVX, RenderP, RenderPTex2, RenderPTex, RenderPTex_id, RenderPTexCubemap, RenderVA, RenderVertexArray4, RepeatML, Restart, RightMousePan, SaveBitmapML, SaveDeploy, SaveDSMain, SaveFont, SaveGLTF, SaveModel, SavePngArray, SavePngML, SaveRawBitmap, SaveRawBitmapML, SaveScript, Scale2dScreen, ScaleToGltf, ScaleToGltf_g, SceneDesc, SceneTransparency, ScoreAdder2, ScoreAdder, ScoreHidder, ScreenSpace, SendKey, SendKeyAtTime, SeqML, SeqMLScore, ShaderCacheDisable, ShaderParamML, SkeletalAnim22, SkeletalShader, SkinDescription, SlowActivateArray, SmallWindow, SongML, SubmitML, TempKeyActivateML, TextureArrShaderML, TextureCubemapShaderML, TextureManyShaderML, TextureShaderML, TileHud, TileRendererMainLoop, TileSplashScreen, TimedTmpSeqML, TimeGameState, Timing2, TimingByteStoreArray, TimingByteStoreUser, TimingEvent, TimingForward, TimingRepeat, ToonShaderML, TouchRotate, TransMainLoop, TransparentCombine, TransparentMainLoop, TreeMainLoop, TunnelMatrices, TurnTo2d, TurnToMeters, TurnToMetersDefault, TXIDArrayMainLoop, UnpackPBO, UpdateVertexArray4, VertexAnimMainLoop, VertexPhongShaderML, VerticalBitmapDisplay, VoxMainLoopItem, VoxML, WaterShaderML, WebLink, WhackCollision, WorldFilterCursor, and WriteGifAnim.
◆ destroy()
| virtual void MainLoopItem::destroy |
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inlinevirtual |
◆ execute()
Implemented in AcesFilmShaderML, AdjustShaderML, AltMLArray, AnimBind, AnimRender3, AnimTiles2d, AreaTypeParser, ArrayMainLoop, ASyncGltf, Bg, Bind, BindInst2, BindInst, BindInstFade, BindInstMatrix, BindInstVA, BindObjType, BirdGame, BlendFunc, BlendMainLoop, BlockDraw, BlurredRenderML, BumpPhongShaderML, Bytestore_render, CacheMLmat, CacheMLmatinst, CacheMLmatinstmatrix, ChooseColorShaderML, CollisionBind, CollisionBindInst, CollisionCollect, CollisionDetection, CollisionGenKey, CollisionSeqML, ColorML, ColourShaderML, CombKeyActivateML, ConcurrentDownload, CreateAllObject, CreateLandscape, CullFace2, CullFace, CurrentTimeTiming, CursorKeysToWasd, DeltaGameState, DepthFunc, DepthMask, DepthTestDisable, DisableMatrices, DisablePolygons, DisableZBuffer, DiscardShaderML, DisplayBitmaps, DistFieldMeshShader, DynamicMainLoop, DynChar, DynLightsShaderML, DynPoints, DynPoly, EmptyMainLoop, EnableML, Enemy, EnemyPos, EnemyTile, EnsureFrameRateMainLoop, ExecuteDD, FadeShaderML, FBOML, FilterPrepares, FirstExecuteFilterMainLoop, FlagBMChooser, FlipIfMobile, FlipXIfMobile, FogShaderML, ForwardRenderToTextureId, FrameMainLoop, FullscreenButton, Game, GameApi_Zip_loadassets, GenericShaderML, GenericShaderML_fragment_only, GIShaderML, GlbToDownloadBar, GlobeShaderML, GlowEdgeShaderML, GltfAnimShaderML, GLTFJointMatrices, GltfMesh, GltfMeshAll, GltfMeshAllEnv, GltfMeshAllInstMatrix, GltfNode, GltfScene, GltfSceneAnim, GLTFShaderML, GrabToServer, GridML, HMDProjection, IsometricView, ItemsTile, JoyPrinter, JoystickToWasd, JumpML, KeyActivateML, KeyboardToggle, KeyEventML, KeyML, KeyMoveML2, KeyMoveML, KeyPrepare, KeyPressMoveML, KeyPressTimeSyncPrint, KeyPrinter, LI_Render2, LI_Render, LI_Render_Inst2, LI_Render_Inst3, LI_Render_Inst3_matrix, LI_Render_Inst, LI_Update, LinesRender, LoadZip, LocalMove, LocalMoveMatrix, LodMatrixTF, LogoChange, LogoStatus, LookingGlassSharedLibraryUse, MainLoopItemForward, MainLoopPosition, MemMapWindow2, MemMapWindow, MeshAnimCore, MeshAnimDisplayInst, MeshAnimFromUrl, MeshColorShader, MidiML, ML_script2, ML_script, MLChooser, MLLoadUM, MousePosGameState, MouseRollZoom2, MouseRollZoom, MoveFromMV, MoveIN, MoveML, MoveMLAction, MoveMLProjection, NetworkTiles2d, NewShadowShaderML_1, NewShadowShaderML_2, NoConcurrentDownload, NoiseShaderML, ObjPosGameState, PerspectiveMainLoop, PhongShaderML, PieChart_full, PlaybackKeyPresses, Player, PlayerPos, PlayWavViaKeypress, PrintDeps, PrintStats, PublishHeightField, QuakeML2, QuakeML3, QuakeML, RandomGameSeq, RandomInstantiate, RangeCheckMatrix, ReadObjPos, RecordKeyPresses, ReloadMainLoop, ReloadMainLoop, RenderDynP, RenderInstanced2, RenderInstanced2_matrix, RenderInstanced2Texture, RenderInstanced, RenderInstanced_matrix, RenderInstancedCubemap, RenderInstancedCubemap_matrix, RenderInstancedTex2, RenderInstancedTex2_matrix, RenderInstancedTex, RenderInstancedTex_id, RenderInstancedTex_id_matrix, RenderInstancedTex_matrix, RenderMSFiles2, RenderMSFiles2I, RenderMSFiles2SI, RenderMSFiles, RenderMSFilesI, RenderMSFilesSI, RenderOVX, RenderP, RenderPTex2, RenderPTex, RenderPTex_id, RenderPTexCubemap, RenderVA, RenderVertexArray4, RepeatML, Restart, RightMousePan, SaveBitmapML, SaveDeploy, SaveDSMain, SaveFont, SaveGLTF, SaveModel, SavePngArray, SavePngML, SaveRawBitmap, SaveRawBitmapML, SaveScript, Scale2dScreen, ScaleToGltf, ScaleToGltf_g, SceneDesc, SceneTransparency, ScoreAdder2, ScoreAdder, ScoreHidder, ScreenSpace, SendKey, SendKeyAtTime, SeqML, SeqMLScore, ShaderCacheDisable, ShaderParamML, SkeletalAnim22, SkeletalShader, SlowActivateArray, SmallWindow, SongML, SubmitML, TempKeyActivateML, TextureArrShaderML, TextureCubemapShaderML, TextureManyShaderML, TextureShaderML, TileHud, TileRendererMainLoop, TileSplashScreen, TimedTmpSeqML, TimeGameState, TimeSyncPrint, Timing2, TimingByteStoreArray, TimingByteStoreUser, TimingEvent, TimingForward, TimingRepeat, ToonShaderML, TouchRotate, TransMainLoop, TransparentCombine, TransparentMainLoop, TreeMainLoop, TunnelMatrices, TurnTo2d, TurnToMeters, TurnToMetersDefault, TXIDArrayMainLoop, UnpackPBO, UpdateVertexArray4, VertexAnimMainLoop, VertexPhongShaderML, VerticalBitmapDisplay, VoxMainLoopItem, VoxML, WaterShaderML, WebLink, WhackCollision, WorldFilterCursor, and WriteGifAnim.
◆ FirstFrame()
| virtual void MainLoopItem::FirstFrame |
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inlinevirtual |
Reimplemented from CollectInterface.
Reimplemented in AnimTiles2d, BlendMainLoop, Bytestore_render, CacheMLmat, CacheMLmatinst, CacheMLmatinstmatrix, CursorKeysToWasd, DepthTestDisable, DisableMatrices, EmptyMainLoop, EnemyTile, FrameMainLoop, FullscreenButton, Game, ItemsTile, LodMatrixTF, MainLoopItemForward, MoveFromMV, NetworkTiles2d, ReloadMainLoop, ReloadMainLoop, RenderInstanced2Texture, RenderInstancedTex, RenderMSFiles2, RenderMSFiles2I, RenderMSFiles2SI, RenderMSFiles, RenderMSFilesI, RenderMSFilesSI, SceneTransparency, SendKey, ShaderCacheDisable, TileHud, TileRendererMainLoop, TileSplashScreen, Timing2, TimingByteStoreArray, TimingByteStoreUser, TimingEvent, TimingForward, TransMainLoop, TransparentCombine, WorldFilterCursor, and WriteGifAnim.
◆ get_vars()
| virtual std::map< std::string, std::string > MainLoopItem::get_vars |
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const |
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inlinevirtual |
◆ handle_event()
Implemented in AcesFilmShaderML, AdjustShaderML, AltMLArray, AnimBind, AnimRender3, AnimTiles2d, AreaTypeParser, ArrayMainLoop, ASyncGltf, Bg, Bind, BindInst2, BindInst, BindInstFade, BindInstMatrix, BindInstVA, BindObjType, BirdGame, BlendFunc, BlendMainLoop, BlockDraw, BlurredRenderML, BumpPhongShaderML, Bytestore_render, CacheMLmat, CacheMLmatinst, CacheMLmatinstmatrix, ChooseColorShaderML, CollisionBind, CollisionBindInst, CollisionCollect, CollisionDetection, CollisionGenKey, CollisionSeqML, ColorML, ColourShaderML, CombKeyActivateML, ConcurrentDownload, CreateAllObject, CreateLandscape, CullFace2, CullFace, CurrentTimeTiming, CursorKeysToWasd, DeltaGameState, DepthFunc, DepthMask, DepthTestDisable, DisableMatrices, DisablePolygons, DisableZBuffer, DiscardShaderML, DisplayBitmaps, DistFieldMeshShader, DynamicMainLoop, DynChar, DynLightsShaderML, DynPoints, DynPoly, EmptyMainLoop, EnableML, Enemy, EnemyPos, EnemyTile, EnsureFrameRateMainLoop, ExecuteDD, FadeShaderML, FBOML, FilterPrepares, FirstExecuteFilterMainLoop, FlagBMChooser, FlipIfMobile, FlipXIfMobile, FogShaderML, ForwardRenderToTextureId, FrameMainLoop, FullscreenButton, Game, GameApi_Zip_loadassets, GenericShaderML, GenericShaderML_fragment_only, GIShaderML, GlbToDownloadBar, GlobeShaderML, GlowEdgeShaderML, GltfAnimShaderML, GLTFJointMatrices, GltfMesh, GltfMeshAll, GltfMeshAllEnv, GltfMeshAllInstMatrix, GltfNode, GltfScene, GltfSceneAnim, GLTFShaderML, GrabToServer, GridML, HMDProjection, IsometricView, ItemsTile, JoyPrinter, JoystickToWasd, JumpML, KeyActivateML, KeyboardToggle, KeyEventML, KeyML, KeyMoveML2, KeyMoveML, KeyPrepare, KeyPressMoveML, KeyPressTimeSyncPrint, KeyPrinter, LI_Render2, LI_Render, LI_Render_Inst2, LI_Render_Inst3, LI_Render_Inst3_matrix, LI_Render_Inst, LI_Update, LinesRender, LoadZip, LocalMove, LocalMoveMatrix, LodMatrixTF, LogoChange, LogoStatus, LookingGlassSharedLibraryUse, MainLoopItemForward, MainLoopPosition, MemMapWindow2, MemMapWindow, MeshAnimCore, MeshAnimDisplayInst, MeshAnimFromUrl, MeshColorShader, MidiML, ML_script2, ML_script, MLChooser, MLLoadUM, MousePosGameState, MouseRollZoom2, MouseRollZoom, MoveFromMV, MoveIN, MoveML, MoveMLAction, MoveMLProjection, NetworkTiles2d, NewShadowShaderML_1, NewShadowShaderML_2, NoConcurrentDownload, NoiseShaderML, ObjPosGameState, PerspectiveMainLoop, PhongShaderML, PieChart_full, PlaybackKeyPresses, Player, PlayerPos, PlayWavViaKeypress, PrintDeps, PrintStats, PublishHeightField, QuakeML2, QuakeML3, QuakeML, RandomGameSeq, RandomInstantiate, RangeCheckMatrix, ReadObjPos, RecordKeyPresses, ReloadMainLoop, ReloadMainLoop, RenderDynP, RenderInstanced2, RenderInstanced2_matrix, RenderInstanced2Texture, RenderInstanced, RenderInstanced_matrix, RenderInstancedCubemap, RenderInstancedCubemap_matrix, RenderInstancedTex2, RenderInstancedTex2_matrix, RenderInstancedTex, RenderInstancedTex_id, RenderInstancedTex_id_matrix, RenderInstancedTex_matrix, RenderMSFiles2, RenderMSFiles2I, RenderMSFiles2SI, RenderMSFiles, RenderMSFilesI, RenderMSFilesSI, RenderOVX, RenderP, RenderPTex2, RenderPTex, RenderPTex_id, RenderPTexCubemap, RenderVA, RenderVertexArray4, RepeatML, Restart, RightMousePan, SaveBitmapML, SaveDeploy, SaveDSMain, SaveFont, SaveGLTF, SaveModel, SavePngArray, SavePngML, SaveRawBitmap, SaveRawBitmapML, SaveScript, Scale2dScreen, ScaleToGltf, ScaleToGltf_g, SceneDesc, SceneTransparency, ScoreAdder2, ScoreAdder, ScoreHidder, ScreenSpace, SendKey, SendKeyAtTime, SeqML, SeqMLScore, ShaderCacheDisable, ShaderParamML, SkeletalAnim22, SkeletalShader, SlowActivateArray, SmallWindow, SongML, SubmitML, TempKeyActivateML, TextureArrShaderML, TextureCubemapShaderML, TextureManyShaderML, TextureShaderML, TileHud, TileRendererMainLoop, TileSplashScreen, TimedTmpSeqML, TimeGameState, Timing2, TimingByteStoreArray, TimingByteStoreUser, TimingEvent, TimingForward, TimingRepeat, ToonShaderML, TouchRotate, TransMainLoop, TransparentCombine, TransparentMainLoop, TreeMainLoop, TunnelMatrices, TurnTo2d, TurnToMeters, TurnToMetersDefault, TXIDArrayMainLoop, UnpackPBO, UpdateVertexArray4, VertexAnimMainLoop, VertexPhongShaderML, VerticalBitmapDisplay, VoxMainLoopItem, VoxML, WaterShaderML, WebLink, WhackCollision, WorldFilterCursor, and WriteGifAnim.
◆ HeavyPrepare()
| virtual void MainLoopItem::HeavyPrepare |
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pure virtual |
Implements CollectInterface.
Implemented in AcesFilmShaderML, AdjustShaderML, AltMLArray, AnimBind, AnimRender3, AnimTiles2d, AreaTypeParser, ArrayMainLoop, ASyncGltf, Bg, Bind, BindInst2, BindInst, BindInstFade, BindInstMatrix, BindInstVA, BindObjType, BirdGame, BlendFunc, BlendMainLoop, BlockDraw, BlurredRenderML, BumpPhongShaderML, Bytestore_render, CacheMLmat, CacheMLmatinst, CacheMLmatinstmatrix, ChooseColorShaderML, CollisionBind, CollisionBindInst, CollisionCollect, CollisionDetection, CollisionGenKey, CollisionSeqML, ColorML, ColourShaderML, CombKeyActivateML, ConcurrentDownload, CreateAllObject, CreateLandscape, CullFace2, CullFace, CurrentTimeTiming, CursorKeysToWasd, DeltaGameState, DepthFunc, DepthMask, DepthTestDisable, DisableMatrices, DisablePolygons, DisableZBuffer, DiscardShaderML, DisplayBitmaps, DistFieldMeshShader, DynamicMainLoop, DynChar, DynLightsShaderML, DynPoints, DynPoly, EmptyMainLoop, EnableML, Enemy, EnemyPos, EnemyTile, EnsureFrameRateMainLoop, ExecuteDD, FadeShaderML, FBOML, FilterPrepares, FirstExecuteFilterMainLoop, FlagBMChooser, FlipIfMobile, FlipXIfMobile, FogShaderML, ForwardRenderToTextureId, FrameMainLoop, FullscreenButton, Game, GameApi_Zip_loadassets, GenericShaderML, GenericShaderML_fragment_only, GIShaderML, GlbToDownloadBar, GlobeShaderML, GlowEdgeShaderML, GltfAnimShaderML, GLTFJointMatrices, GltfMesh, GltfMeshAll, GltfMeshAllEnv, GltfMeshAllInstMatrix, GltfNode, GltfScene, GltfSceneAnim, GLTFShaderML, GrabToServer, GridML, HMDProjection, IsometricView, ItemsTile, JoyPrinter, JoystickToWasd, JumpML, KeyActivateML, KeyboardToggle, KeyEventML, KeyML, KeyMoveML2, KeyMoveML, KeyPrepare, KeyPressMoveML, KeyPrinter, LI_Render2, LI_Render, LI_Render_Inst2, LI_Render_Inst3, LI_Render_Inst3_matrix, LI_Render_Inst, LI_Update, LinesRender, LoadZip, LocalMove, LocalMoveMatrix, LodMatrixTF, LogoChange, LogoStatus, LookingGlassSharedLibraryUse, MainLoopItemForward, MainLoopPosition, MemMapWindow2, MemMapWindow, MeshAnimCore, MeshAnimDisplayInst, MeshAnimFromUrl, MeshColorShader, MidiML, ML_script2, ML_script, MLChooser, MLLoadUM, MousePosGameState, MouseRollZoom2, MouseRollZoom, MoveFromMV, MoveIN, MoveML, MoveMLAction, MoveMLProjection, NetworkTiles2d, NewShadowShaderML_1, NewShadowShaderML_2, NoConcurrentDownload, NoiseShaderML, ObjPosGameState, PerspectiveMainLoop, PhongShaderML, PieChart_full, PlaybackKeyPresses, Player, PlayerPos, PlayWavViaKeypress, PrintDeps, PrintStats, PublishHeightField, QuakeML2, QuakeML3, QuakeML, RandomGameSeq, RandomInstantiate, RangeCheckMatrix, ReadObjPos, RecordKeyPresses, ReloadMainLoop, ReloadMainLoop, RenderDynP, RenderInstanced2, RenderInstanced2_matrix, RenderInstanced2Texture, RenderInstanced, RenderInstanced_matrix, RenderInstancedCubemap, RenderInstancedCubemap_matrix, RenderInstancedTex2, RenderInstancedTex2_matrix, RenderInstancedTex, RenderInstancedTex_id, RenderInstancedTex_id_matrix, RenderInstancedTex_matrix, RenderMSFiles2, RenderMSFiles2I, RenderMSFiles2SI, RenderMSFiles, RenderMSFilesI, RenderMSFilesSI, RenderOVX, RenderP, RenderPTex2, RenderPTex, RenderPTex_id, RenderPTexCubemap, RenderVA, RenderVertexArray4, RepeatML, Restart, RightMousePan, SaveBitmapML, SaveDeploy, SaveDSMain, SaveFont, SaveGLTF, SaveModel, SavePngArray, SavePngML, SaveRawBitmap, SaveRawBitmapML, SaveScript, Scale2dScreen, ScaleToGltf, ScaleToGltf_g, SceneDesc, SceneTransparency, ScoreAdder2, ScoreAdder, ScoreHidder, ScreenSpace, SendKey, SendKeyAtTime, SeqML, SeqMLScore, ShaderCacheDisable, ShaderParamML, SkeletalAnim22, SkeletalShader, SkinDescription, SlowActivateArray, SmallWindow, SongML, SubmitML, TempKeyActivateML, TextureArrShaderML, TextureCubemapShaderML, TextureManyShaderML, TextureShaderML, TileHud, TileRendererMainLoop, TileSplashScreen, TimedTmpSeqML, TimeGameState, Timing2, TimingByteStoreArray, TimingByteStoreUser, TimingEvent, TimingForward, TimingRepeat, ToonShaderML, TouchRotate, TransMainLoop, TransparentCombine, TransparentMainLoop, TreeMainLoop, TunnelMatrices, TurnTo2d, TurnToMeters, TurnToMetersDefault, TXIDArrayMainLoop, UnpackPBO, UpdateVertexArray4, VertexAnimMainLoop, VertexPhongShaderML, VerticalBitmapDisplay, VoxMainLoopItem, VoxML, WaterShaderML, WebLink, WhackCollision, WorldFilterCursor, and WriteGifAnim.
◆ logoexecute()
| virtual void MainLoopItem::logoexecute |
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inlinevirtual |
Reimplemented in AdjustShaderML, ArrayMainLoop, Bind, BirdGame, BlurredRenderML, EmptyMainLoop, EnsureFrameRateMainLoop, ExecuteDD, FirstExecuteFilterMainLoop, GlowEdgeShaderML, GltfAnimShaderML, KeyML, KeyPressMoveML, MemMapWindow2, MemMapWindow, MLLoadUM, MouseRollZoom2, MouseRollZoom, MoveML, MoveMLProjection, NewShadowShaderML_1, NewShadowShaderML_2, PerspectiveMainLoop, PhongShaderML, PrintDeps, QuakeML, ReloadMainLoop, RightMousePan, SaveDeploy, SaveGLTF, SaveScript, ScaleToGltf, ScaleToGltf_g, ScreenSpace, SendKeyAtTime, ShaderCacheDisable, SkeletalAnim22, VertexPhongShaderML, and WaterShaderML.
◆ Prepare()
| virtual void MainLoopItem::Prepare |
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pure virtual |
Implemented in AcesFilmShaderML, AdjustShaderML, AltMLArray, AnimBind, AnimRender3, AnimTiles2d, AreaTypeParser, ArrayMainLoop, ASyncGltf, Bg, Bind, BindInst2, BindInst, BindInstFade, BindInstMatrix, BindInstVA, BindObjType, BirdGame, BlendFunc, BlendMainLoop, BlockDraw, BlurredRenderML, BumpPhongShaderML, Bytestore_render, CacheMLmat, CacheMLmatinst, CacheMLmatinstmatrix, ChooseColorShaderML, CollisionBind, CollisionBindInst, CollisionCollect, CollisionDetection, CollisionGenKey, CollisionSeqML, ColorML, ColourShaderML, CombKeyActivateML, ConcurrentDownload, CreateAllObject, CreateLandscape, CullFace2, CullFace, CurrentTimeTiming, CursorKeysToWasd, DeltaGameState, DepthFunc, DepthMask, DepthTestDisable, DisableMatrices, DisablePolygons, DisableZBuffer, DiscardShaderML, DisplayBitmaps, DistFieldMeshShader, DynamicMainLoop, DynChar, DynLightsShaderML, DynPoints, DynPoly, EmptyMainLoop, EnableML, Enemy, EnemyPos, EnemyTile, EnsureFrameRateMainLoop, ExecuteDD, FadeShaderML, FBOML, FilterPrepares, FirstExecuteFilterMainLoop, FlagBMChooser, FlipIfMobile, FlipXIfMobile, FogShaderML, ForwardRenderToTextureId, FrameMainLoop, FullscreenButton, Game, GameApi_Zip_loadassets, GenericShaderML, GenericShaderML_fragment_only, GIShaderML, GlbToDownloadBar, GlobeShaderML, GlowEdgeShaderML, GltfAnimShaderML, GLTFJointMatrices, GltfMesh, GltfMeshAll, GltfMeshAllEnv, GltfMeshAllInstMatrix, GltfNode, GltfScene, GltfSceneAnim, GLTFShaderML, GrabToServer, GridML, HMDProjection, IsometricView, ItemsTile, JoyPrinter, JoystickToWasd, JumpML, KeyActivateML, KeyboardToggle, KeyEventML, KeyML, KeyMoveML2, KeyMoveML, KeyPrepare, KeyPressMoveML, KeyPrinter, LI_Render2, LI_Render, LI_Render_Inst2, LI_Render_Inst3, LI_Render_Inst3_matrix, LI_Render_Inst, LI_Update, LinesRender, LoadZip, LocalMove, LocalMoveMatrix, LodMatrixTF, LogoChange, LogoStatus, LookingGlassSharedLibraryUse, MainLoopItemForward, MainLoopPosition, MemMapWindow2, MemMapWindow, MeshAnimCore, MeshAnimDisplayInst, MeshAnimFromUrl, MeshColorShader, MidiML, ML_script2, ML_script, MLChooser, MLLoadUM, MousePosGameState, MouseRollZoom2, MouseRollZoom, MoveFromMV, MoveIN, MoveML, MoveMLAction, MoveMLProjection, NetworkTiles2d, NewShadowShaderML_1, NewShadowShaderML_2, NoConcurrentDownload, NoiseShaderML, ObjPosGameState, PerspectiveMainLoop, PhongShaderML, PieChart_full, PlaybackKeyPresses, Player, PlayerPos, PlayWavViaKeypress, PrintDeps, PrintStats, PublishHeightField, QuakeML2, QuakeML3, QuakeML, RandomGameSeq, RandomInstantiate, RangeCheckMatrix, ReadObjPos, RecordKeyPresses, ReloadMainLoop, ReloadMainLoop, RenderDynP, RenderInstanced2, RenderInstanced2_matrix, RenderInstanced2Texture, RenderInstanced, RenderInstanced_matrix, RenderInstancedCubemap, RenderInstancedCubemap_matrix, RenderInstancedTex2, RenderInstancedTex2_matrix, RenderInstancedTex, RenderInstancedTex_id, RenderInstancedTex_id_matrix, RenderInstancedTex_matrix, RenderMSFiles2, RenderMSFiles2I, RenderMSFiles2SI, RenderMSFiles, RenderMSFilesI, RenderMSFilesSI, RenderOVX, RenderP, RenderPTex2, RenderPTex, RenderPTex_id, RenderPTexCubemap, RenderVA, RenderVertexArray4, RepeatML, Restart, RightMousePan, SaveBitmapML, SaveDeploy, SaveDSMain, SaveFont, SaveGLTF, SaveModel, SavePngArray, SavePngML, SaveRawBitmap, SaveRawBitmapML, SaveScript, Scale2dScreen, ScaleToGltf, ScaleToGltf_g, SceneDesc, SceneTransparency, ScoreAdder2, ScoreAdder, ScoreHidder, ScreenSpace, SendKey, SendKeyAtTime, SeqML, SeqMLScore, ShaderCacheDisable, ShaderParamML, SkeletalAnim22, SkeletalShader, SkinDescription, SlowActivateArray, SmallWindow, SongML, SubmitML, TempKeyActivateML, TextureArrShaderML, TextureCubemapShaderML, TextureManyShaderML, TextureShaderML, TileHud, TileRendererMainLoop, TileSplashScreen, TimedTmpSeqML, TimeGameState, Timing2, TimingByteStoreArray, TimingByteStoreUser, TimingEvent, TimingForward, TimingRepeat, ToonShaderML, TouchRotate, TransMainLoop, TransparentCombine, TransparentMainLoop, TreeMainLoop, TunnelMatrices, TurnTo2d, TurnToMeters, TurnToMetersDefault, TXIDArrayMainLoop, UnpackPBO, UpdateVertexArray4, VertexAnimMainLoop, VertexPhongShaderML, VerticalBitmapDisplay, VoxMainLoopItem, VoxML, WaterShaderML, WebLink, WhackCollision, WorldFilterCursor, and WriteGifAnim.
◆ ReadyToPrepare()
| virtual bool MainLoopItem::ReadyToPrepare |
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| ) |
const |
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inlinevirtual |
◆ set_vars()
| virtual void MainLoopItem::set_vars |
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std::map< std::string, std::string > | vars | ) |
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inlinevirtual |
◆ shader_id()
| virtual std::vector< int > MainLoopItem::shader_id |
( |
| ) |
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inlinevirtual |
Reimplemented in AcesFilmShaderML, AdjustShaderML, AnimBind, AnimRender3, AnimTiles2d, AreaTypeParser, ArrayMainLoop, ASyncGltf, Bg, Bind, BindInst2, BindInst, BindInstFade, BindInstMatrix, BindInstVA, BindObjType, BlendFunc, BlendMainLoop, BlockDraw, BlurredRenderML, BumpPhongShaderML, Bytestore_render, CacheMLmat, CacheMLmatinst, CacheMLmatinstmatrix, ChooseColorShaderML, CollisionBind, CollisionCollect, CollisionDetection, ColorML, ColourShaderML, CombKeyActivateML, ConcurrentDownload, CreateAllObject, CreateLandscape, CullFace2, CullFace, CurrentTimeTiming, CursorKeysToWasd, DeltaGameState, DepthFunc, DepthMask, DepthTestDisable, DisableMatrices, DisablePolygons, DisableZBuffer, DiscardShaderML, DisplayBitmaps, DistFieldMeshShader, DynamicMainLoop, DynChar, DynLightsShaderML, DynPoints, DynPoly, EmptyMainLoop, EnableML, Enemy, EnemyPos, EnemyTile, EnsureFrameRateMainLoop, ExecuteDD, FadeShaderML, FBOML, FilterPrepares, FirstExecuteFilterMainLoop, FlagBMChooser, FlipIfMobile, FlipXIfMobile, FogShaderML, ForwardRenderToTextureId, FrameMainLoop, FullscreenButton, Game, GenericShaderML, GenericShaderML_fragment_only, GIShaderML, GlbToDownloadBar, GlobeShaderML, GlowEdgeShaderML, GltfAnimShaderML, GLTFJointMatrices, GltfMesh, GltfMeshAll, GltfMeshAllEnv, GltfMeshAllInstMatrix, GltfNode, GltfScene, GltfSceneAnim, GLTFShaderML, GrabToServer, GridML, HMDProjection, IsometricView, ItemsTile, JoyPrinter, JoystickToWasd, JumpML, KeyActivateML, KeyboardToggle, KeyEventML, KeyML, KeyMoveML2, KeyMoveML, KeyPressMoveML, KeyPrinter, LI_Render2, LI_Render, LI_Render_Inst2, LI_Render_Inst3, LI_Render_Inst3_matrix, LI_Render_Inst, LI_Update, LinesRender, LoadZip, LocalMove, LocalMoveMatrix, LodMatrixTF, LogoChange, LogoStatus, LookingGlassSharedLibraryUse, MainLoopItemForward, MainLoopPosition, MemMapWindow2, MemMapWindow, MeshAnimCore, MeshAnimDisplayInst, MeshAnimFromUrl, MeshColorShader, MidiML, ML_script2, ML_script, MLChooser, MLLoadUM, MousePosGameState, MouseRollZoom2, MouseRollZoom, MoveFromMV, MoveIN, MoveML, MoveMLAction, MoveMLProjection, NetworkTiles2d, NewShadowShaderML_1, NewShadowShaderML_2, NoConcurrentDownload, NoiseShaderML, ObjPosGameState, PerspectiveMainLoop, PhongShaderML, PieChart_full, PlaybackKeyPresses, Player, PlayerPos, PlayWavViaKeypress, PrintStats, PublishHeightField, QuakeML2, QuakeML3, QuakeML, RandomGameSeq, RandomInstantiate, RangeCheckMatrix, ReadObjPos, RecordKeyPresses, ReloadMainLoop, ReloadMainLoop, RenderDynP, RenderInstanced2, RenderInstanced2_matrix, RenderInstanced2Texture, RenderInstanced, RenderInstanced_matrix, RenderInstancedCubemap, RenderInstancedCubemap_matrix, RenderInstancedTex2, RenderInstancedTex2_matrix, RenderInstancedTex, RenderInstancedTex_id, RenderInstancedTex_id_matrix, RenderInstancedTex_matrix, RenderMSFiles2, RenderMSFiles2I, RenderMSFiles2SI, RenderMSFiles, RenderMSFilesI, RenderMSFilesSI, RenderOVX, RenderP, RenderPTex2, RenderPTex, RenderPTex_id, RenderPTexCubemap, RenderVA, RenderVertexArray4, RepeatML, Restart, RightMousePan, SaveBitmapML, SaveDeploy, SaveDSMain, SaveFont, SaveGLTF, SaveModel, SavePngArray, SavePngML, SaveScript, Scale2dScreen, ScaleToGltf, ScaleToGltf_g, SceneDesc, SceneTransparency, ScoreAdder2, ScoreAdder, ScoreHidder, ScreenSpace, SendKey, SendKeyAtTime, SeqML, SeqMLScore, ShaderCacheDisable, ShaderParamML, SkeletalAnim22, SkeletalShader, SlowActivateArray, SmallWindow, SongML, SubmitML, TempKeyActivateML, TextureArrShaderML, TextureCubemapShaderML, TextureManyShaderML, TextureShaderML, TileHud, TileRendererMainLoop, TimedTmpSeqML, TimeGameState, Timing2, TimingByteStoreUser, TimingEvent, TimingRepeat, ToonShaderML, TouchRotate, TransMainLoop, TransparentCombine, TransparentMainLoop, TreeMainLoop, TunnelMatrices, TurnTo2d, TurnToMeters, TurnToMetersDefault, TXIDArrayMainLoop, UnpackPBO, UpdateVertexArray4, VertexAnimMainLoop, VertexPhongShaderML, VerticalBitmapDisplay, VoxMainLoopItem, VoxML, WaterShaderML, WebLink, WhackCollision, WorldFilterCursor, and WriteGifAnim.
The documentation for this class was generated from the following file: