class PPEManagerSource
PPEManager › Managed
All members, including inherited
Constructors 1
void PPEManager()Constants 1
const int CAMERA_ID = 0Members 6
protected bool m_ManagerInitializedprotected ref map<int, ref PPEClassBase> m_PPEClassMapcontains sorted postprocess classes, IDs in 'PostProcessEffectType' // <MaterialID,<material_class>>
multiple levels of update queues, to allow for multiple dependent updates during same frame (greedy?)
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, ProcessMaterialUpdates(), RemoveMaterialUpdating(), and SetMaterialParamUpdating()protected ref array<ref PPERequesterBase> m_ExistingPostprocessRequestswhich requests are active overall. Does not have to be updating ATM!
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, SetRequestActive(), and StopAllEffects()protected ref array<ref PPERequesterBase> m_UpdatingRequestswhich requests are currently updating and processing
Methods 24
void Cleanup()void Init()Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
protected void InitPPEManagerClassMap()Ordered by 'PostProcessEffectType' for easy access through the same enum; ID saved all the same
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, new PPEDepthOfField(), new PPEDistort(), new PPEDOF(), new PPEDynamicBlur(), new PPEExposureNative(), new PPEEyeAccomodationNative(), new PPEFilmGrain(), new PPEFXAA(), new PPEGaussFilter(), new PPEGhost(), new PPEGlow(), new PPEGodRays(), new PPEHBAO(), new PPELightIntensityParamsNative(), new PPEMedian(), new PPENone(), new PPERadialBlur(), new PPERain(), new PPERotBlur(), new PPESMAA(), new PPESSAO(), new PPESunMask(), new PPEUnderWater(), new PPEWetDistort(), RegisterPPEClass(), and m_PPEClassMapprotected void RegisterPPEClass(PPEClassBase material_class)Registeres material class and creates data structure within
void SendMaterialValueData(PPERequestParamDataBase data)Queues material/parameter to update (once)
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, map.Get(), Insert(), map.Set(), PPEClassBase.SetParameterUpdating(), PPEConstants.DEPENDENCY_ORDER_HIGHEST, m_PPEClassMap, and m_PPEMaterialUpdateQueueMapCurrently unused, requests remain in the hierarchy and are used when needed (slightly faster than constantly re-shuffilng the arrays)
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, map.Remove(), RemoveItem(), and m_PPEMaterialUpdateQueueMapprotected void ClearMaterialUpdating()void SetRequestActive(PPERequesterBase request, bool active)Marks requester as 'active'. Currently indistinguiishable from 'updating' requester, can potentially be used for intermittently updated requesters
void SetRequestUpdating(PPERequesterBase request, bool active)Marks requester as 'updating' and to be processed on manager update
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, array.Remove(), and m_UpdatingRequestsbool GetExistingRequester(typename req, out PPERequesterBase ret)Show 1 more
, m_ExistingPostprocessRequestsprotected void RemoveActiveRequestFromMaterials(PPERequesterBase req)/brief Originally designed to rip the requester data from all relevant mat/params, but that proved too costly and volatile. /note Still, it is here, use at your own peril.
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, map.GetKey(), PPERequesterBase.GetRequesterIDX(), PPEClassBase.RemoveRequest(), and m_PPEClassMapprotected void RequestsCleanup()Unused cleanup method, should it be ever needed
void InsertUpdatedMaterial(int mat_id)Marks material class as updated and values to be set in the course of update - 'ProcessApplyValueChanges'
protected void ProcessMaterialUpdates(float timeslice)Show 5 more
, Get(), map.GetElement(), PPEClassBase.OnUpdate(), m_PPEClassMap, and m_PPEMaterialUpdateQueueMapprotected void ProcessApplyValueChanges()Show 5 more
, array.Count(), map.Get(), array.Get(), m_PPEClassMap, and m_UpdatedMaterialsvoid Update(float timeslice)Show 2 more
, RequestsCleanup(), and m_ManagerInitializedReturns default values as Param. See 'PPEConstants' file for various typedefs used
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, m_PPEClassMapReturns current values as Param. See 'PPEConstants' file for various typedefs used
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, m_PPEClassMapvoid ChangePPEMaterial(PostProcessPrioritiesCamera priority, PostProcessEffectType type, string path, bool scriptside_only)Changes material file associated with the script material class. Will be used very rarely, mostly set in C++ anyway.
void StopAllEffects(int mask = 0)stops all effects of a certain kind
void DbgPrnt(string text)