Files
WickedEngine/WickedEngine/wiEvent.h
T
Turánszki János 5efe28fdf9 0.51.0 (#200)
* large renderer state refactor;
added subsurface scattering energy conservation;
added emitted particle subsurface scattering;
removed area lights;
optimizations;

* added layerMask support in shaders

* fixed incorrect shadow priority for directional light;
fix point light shadow disconnect;

* fix incorrect shadow assignment
2020-12-07 01:32:44 +01:00

24 lines
629 B
C++

#pragma once
#include "CommonInclude.h"
#include <memory>
#include <functional>
static const int SYSTEM_EVENT_RELOAD_SHADERS = -1;
static const int SYSTEM_EVENT_CHANGE_RESOLUTION = -2;
static const int SYSTEM_EVENT_CHANGE_DPI = -4;
static const int SYSTEM_EVENT_THREAD_SAFE_POINT = -5;
namespace wiEvent
{
struct Handle
{
std::shared_ptr<void> internal_state;
inline bool IsValid() const { return internal_state.get() != nullptr; }
};
Handle Subscribe(int id, std::function<void(uint64_t)> callback);
void Subscribe_Once(int id, std::function<void(uint64_t)> callback);
void FireEvent(int id, uint64_t userdata);
}