#include <iEntitySystemModule.h>
Inherits igor::iModule< iEntitySystemModule >.
◆ activateScene()
activates given scene
- Parameters
-
scene | the given scene to activate |
◆ clear()
void igor::iEntitySystemModule::clear |
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◆ createScene()
creates a scene and returns it
ownership of scenes always stay with module
- Parameters
-
name | the name of the scene |
id | optional id to override the generated one |
addIgorSystems | if true adds all default igor systems to it. if false there will be no systems added to this scene |
- Returns
- new created scene
◆ createSystem()
- Returns
- newly created system instance
- Parameters
-
systemTypeName | type of system to create |
caller takes ownership
◆ deactivateScene()
deactivates given scene
- Parameters
-
scene | the given scene to deactivate |
◆ destroyScene()
void igor::iEntitySystemModule::destroyScene |
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const iEntitySceneID & |
sceneID | ) |
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destroys scene with given id
- Parameters
-
sceneID | the given scene id |
◆ getActiveScenes()
std::vector< iEntityScenePtr > igor::iEntitySystemModule::getActiveScenes |
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◆ getComponentMask()
- Returns
- mask for given component type
- Parameters
-
typeID | the given component type |
◆ getCreatedEntityEvent()
iCreatedEntityEvent & igor::iEntitySystemModule::getCreatedEntityEvent |
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- Returns
- entity got created event
◆ getDestroyEntityEvent()
iDestroyEntityEvent & igor::iEntitySystemModule::getDestroyEntityEvent |
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- Returns
- entity will be destroyed event
◆ getEntityChangedEvent()
iEntityChangedEvent & igor::iEntitySystemModule::getEntityChangedEvent |
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- Returns
- entity changed event
◆ getEntityNameChangedEvent()
iEntityNameChangedEvent & igor::iEntitySystemModule::getEntityNameChangedEvent |
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- Returns
- entity name changed event
◆ getHierarchyChangedEvent()
iHierarchyChangedEvent & igor::iEntitySystemModule::getHierarchyChangedEvent |
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- Returns
- hierarchy changed event
◆ getInactiveScenes()
std::vector< iEntityScenePtr > igor::iEntitySystemModule::getInactiveScenes |
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- Returns
- all inactive scenes
◆ getRegisteredComponentTypes()
const std::unordered_map< std::type_index, iEntityComponentTypeInfo > & igor::iEntitySystemModule::getRegisteredComponentTypes |
( |
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const |
- Returns
- registered component types
◆ getRegisteredSystemTypes()
- Returns
- registered system types
◆ getScene()
- Returns
- scene for given scene id
- Parameters
-
◆ getSimulationRate()
float64 igor::iEntitySystemModule::getSimulationRate |
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◆ insert() [1/2]
insert copy of entity at given entity
This copies entities recursively
- Parameters
-
srcEntity | the entity to copy |
dstEntity | the entity to copy to |
◆ insert() [2/2]
insert copy of prefab at given entity
This copies entities recursively
- Parameters
-
prefab | the source scene or prefab to insert |
entity | the entity inside the destination scene |
◆ onPreRender()
triggers pre render update stage with given scene
- Parameters
-
scene | the given scene to update/render |
◆ onRender()
triggers render update stage with given scene
- Parameters
-
scene | the given scene to update/render |
◆ onUpdate()
void igor::iEntitySystemModule::onUpdate |
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updates all scenes and cleans up scene lists
◆ registerComponentType() [1/2]
registers a component type
- Parameters
-
factoryFunction | factory function returning instance of given component |
componentTypeName | component type name (must be unique) |
◆ registerComponentType() [2/2]
template<typename T >
void igor::iEntitySystemModule::registerComponentType |
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iEntityComponentFactory |
factoryFunction, |
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const iaString & |
componentTypeName |
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) |
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◆ registerSystemType()
registers a system type
- Parameters
-
factoryFunction | factory function returning instance of given system |
systemTypeName | system type name (must be unique) |
◆ setSimulationRate()
void igor::iEntitySystemModule::setSimulationRate |
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float64 |
simulationRate | ) |
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set's the simulation rate in Hz
default is 60Hz
- Parameters
-
simulationRate | simulation rate in Hz |
◆ iEntity
◆ iModule< iEntitySystemModule >
The documentation for this class was generated from the following files: