Uncategorized

Symbols that have no @defgroup or @addtogroup scope assigned.

Classes

Structs

Enums

Free functions

B3DIsCompleteImplementation

std::true_type B3DIsCompleteImplementation(T *)

B3DIsCompleteImplementation

std::false_type B3DIsCompleteImplementation(...)

B3DMakeShared

SPtr<Type> B3DMakeShared(Args &&...args)

Create a new shared pointer using a custom allocator category.

If class provides a static SharedDeleter(Type*) method it will be used as a shared pointer deleter, instead of the default.

B3DMakeSharedFromExisting

SPtr<Type> B3DMakeSharedFromExisting(Type *data, Delete del = Delete())

Create a new shared pointer from a previously constructed object.

Pointer specific data will be allocated using the provided allocator category. If class provides a static SharedDeleter(Type*) method it will be used as a shared pointer deleter, instead of the default.

B3DMakeUniqueFromExisting

UPtr<Type, AllocatorTag, Delete> B3DMakeUniqueFromExisting(Type *data, Delete del = Delete())

Create a new unique pointer from a previously constructed object.

Pointer specific data will be allocated using the provided allocator category.

B3DMakeUnique

UPtr<Type, AllocatorTag, Delete> B3DMakeUnique(Args &&...args)

Create a new unique pointer using a custom allocator category.

B3DIsWeakUnassigned

bool B3DIsWeakUnassigned(const WeakSPtr<Type> &pointer)

Returns true if the weak pointer is not assigned.

Will return false if the pointer was assigned but has since expired.

RunBlockingCallAsYieldable

auto RunBlockingCallAsYieldable(F &&f, Args &&...args) -> decltype(f(args...))

Runs the provided function on its own thread and allows the calling fiber to yield and let other work happen.

Useful if you expect the provided function to block for a longer period of time, but still want to let the current thread continue doing work.

DeferredCall

void DeferredCall(std::function<void ()> callback)

Defers function execution until the next frame.

If this function is called within another deferred call, then it will be executed the same frame, but only after all existing deferred calls are done.

callback
The callback.

IsValid

bool IsValid(const SPtr<T> &object)

Checks if the object is not null.

IsValid

bool IsValid(const TResourceHandle<T> &object)

Checks if the object is not null.

IsValid

bool IsValid(const TGameObjectHandle<T> &object)

Checks if the object is not null.

B3DGetRenderProxy

SPtr<CoreVariantType<Type, true>> B3DGetRenderProxy(Type *const object)

Returns associated render proxy object, or null if the object is null or has no render proxy.

B3DGetRenderProxy

SPtr<CoreVariantType<Type, true>> B3DGetRenderProxy(const SPtr<Type> &object)

Returns associated render proxy object, or null if the object is null or has no render proxy.

B3DGetRenderProxy

SPtr<CoreVariantType<Type, true>> B3DGetRenderProxy(const SPtr<const Type> &object)

Returns associated render proxy object, or null if the object is null or has no render proxy.

B3DGetRenderProxy

WeakSPtr<CoreVariantType<Type, true>> B3DGetRenderProxy(const WeakSPtr<Type> &object)

Returns associated render proxy object, or null if the object is null or has no render proxy.

B3DGetRenderProxy

WeakSPtr<CoreVariantType<Type, true>> B3DGetRenderProxy(const WeakSPtr<const Type> &object)

Returns associated render proxy object, or null if the object is null or has no render proxy.

B3DGetRenderProxy

SPtr<CoreVariantType<Type, true>> B3DGetRenderProxy(const TResourceHandle<Type> &object)

Returns associated render proxy object, or null if the object is null or has no render proxy.

B3DGetRenderProxy

SPtr<CoreVariantType<Type, true>> B3DGetRenderProxy(const TGameObjectHandle<Type> &object)

Returns associated render proxy object, or null if the object is null or has no render proxy.

GetGpuResourcePool

GpuResourcePool &GetGpuResourcePool()

Provides easy access to the GpuResourcePool.

Internal

Symbols intended for engine-internal use. Not part of the public API.

Structs