#include <iEntitySystem.h>
Inherited by igor::iAnimationSystem, igor::iBehaviourSystem, igor::iCameraSystem, igor::iLightSystem, igor::iMeshRenderSystem, igor::iSpriteRenderSystem, igor::iTransformSystem, and igor::iVelocitySystem.
◆ iEntitySystem()
igor::iEntitySystem::iEntitySystem |
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default |
◆ ~iEntitySystem()
virtual igor::iEntitySystem::~iEntitySystem |
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virtualdefault |
◆ createView()
template<typename... Args>
create an entity view for given component types
- Returns
- entity view
◆ getScene()
- Returns
- scene this system operates in
◆ getStage()
◆ onComponentAdded()
void igor::iEntitySystem::onComponentAdded |
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iEntityPtr |
entity, |
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const std::type_index & |
typeID |
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protectedvirtual |
callback to handle added component on entity
- Parameters
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entity | pointer of entity |
typeID | type of component that has been added |
◆ onComponentRemoved()
void igor::iEntitySystem::onComponentRemoved |
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iEntityPtr |
entity, |
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const std::type_index & |
typeID |
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) |
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protectedvirtual |
callback to handle removed component on entity
- Parameters
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entity | pointer of entity |
typeID | type of component that has been removed |
◆ onComponentToRemove()
void igor::iEntitySystem::onComponentToRemove |
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iEntityPtr |
entity, |
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const std::type_index & |
typeID |
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) |
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protectedvirtual |
callback to handle component to be removed
- Parameters
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entity | pointer of entity |
typeID | type of component to be removed |
◆ onEntityStructureChanged()
void igor::iEntitySystem::onEntityStructureChanged |
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iEntityPtr |
entity | ) |
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protected |
update when entity changed in a way that is relevant to views
- Parameters
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entity | the entity to update with this system |
◆ onUpdate()
◆ iEntity
◆ iEntityScene
The documentation for this class was generated from the following files: