|
| | DefaultEngineContext () |
| | Create a new empty default engine context with the default systems. More...
|
| |
| virtual | ~DefaultEngineContext () |
| |
| graphics::GraphicsSystem & | getGraphics () |
| | Return a reference to the graphics system for this engine. More...
|
| |
| const graphics::GraphicsSystem & | getGraphics () const |
| | Return a reference to the graphics system for this engine. More...
|
| |
| physics::PhysicsSystem & | getPhysics () |
| | Return a reference to the physics system for this engine. More...
|
| |
| const physics::PhysicsSystem & | getPhysics () const |
| | Return a reference to the physics system for this engine. More...
|
| |
| sound::SoundSystem & | getSound () |
| | Return a reference to the sound system for this engine. More...
|
| |
| const sound::SoundSystem & | getSound () const |
| | Return a reference to the sound system for this engine. More...
|
| |
| acoustics::AcousticSystem & | getAcoustics () |
| | Return a reference to the acoustics system for this engine. More...
|
| |
| const acoustics::AcousticSystem & | getAcoustics () const |
| | Return a reference to the acoustics system for this engine. More...
|
| |
| | EngineContext () |
| | Create a new empty engine context with no systems, entities, or components. More...
|
| |
| virtual | ~EngineContext () |
| | Destroy an engine context, releasing all internally allocated data. More...
|
| |
| virtual void | update (const Time &dt) |
| | Update the state of all systems in this engine for the specified time interval. More...
|
| |
| template<typename T > |
| Bool | addComponent (T *component, ResourceID *componentID=((void *) 0)) |
| | Add a component of a concete template type to the engine. More...
|
| |
| Bool | addComponent (const ResourceType &type, void *componentData) |
| | Add an opaque component of the specified type to the engine. More...
|
| |
| Bool | addComponent (const OpaqueResource &component) |
| | Add an opaque component to the engine. More...
|
| |
| template<typename T > |
| Bool | removeComponent (T *component) |
| | Remove the specified component of the template type from the engine. More...
|
| |
| Bool | removeComponent (const OpaqueResource &component) |
| | Remove an opaque component from the engine. More...
|
| |
| Bool | removeComponent (const ResourceType &type, void *componentData) |
| | Remove an opaque component of the specified type from the engine. More...
|
| |
| void | clearComponents () |
| | Remove all components from the engine. More...
|
| |
| Size | getComponentTypeCount () const |
| | Return the number of different component types that this engine context is processing. More...
|
| |
| template<typename T > |
| ComponentSet< T > | newComponentType () |
| | Return a pointer to the component manager for components with the specified type in this engine. More...
|
| |
| template<typename T > |
| ComponentSet< T > | getComponentType () const |
| | Return a pointer to the component manager for components with the specified type in this engine. More...
|
| |
| Bool | addConnection (const Connection *connection) |
| | Add a data flow connection to this engine so that it is processed during simulation updates. More...
|
| |
| Bool | removeConnection (const Connection *connection) |
| | Remove a data flow connection from this engine so that it is no longer processed. More...
|
| |
| void | clearConnections () |
| | Clear all connections from this engine context. More...
|
| |
| Size | getSystemCount () const |
| | Return the number of systems there are in this engine context. More...
|
| |
| EngineSystem * | getSystem (Index systemIndex) const |
| | Return a pointer to the system in this engine context at the specified index. More...
|
| |
| Bool | addSystem (EngineSystem *system) |
| | Add a system to this engine context. More...
|
| |
| Bool | removeSystem (const EngineSystem *system) |
| | Remove the system in this engine with the given pointer. More...
|
| |
| void | clearSystems () |
| | Remove all systems from this engine. More...
|
| |
| Size | getEventTypeCount () const |
| | Return the number of different event types that this engine context is processing. More...
|
| |
| template<typename ValueType > |
| EventManager< ValueType > * | newEventType (const EventType &eventType) |
| | Return a pointer to the event manager for events with the specified type in this engine. More...
|
| |
| template<typename ValueType > |
| EventManager< ValueType > * | getEventType (const EventType &eventType) |
| | Return a pointer to the event manager for events with the specified type in this engine. More...
|
| |
| template<typename ValueType > |
| const EventManager< ValueType > * | getEventType (const EventType &eventType) const |
| | Return a const pointer to the event manager for events with the specified type in this engine. More...
|
| |
| template<typename ValueType > |
| Bool | addEvent (const EventType &eventType, const Event< ValueType > &newEvent) |
| | Post a new event to the engine context. More...
|
| |
| template<typename ValueType > |
| Bool | addEvent (const EventType &eventType, const ValueType &value, const OpaqueResource &target=OpaqueResource(), const OpaqueResource &sender=OpaqueResource(), const EngineSystem *systemSender=((void *) 0)) |
| | Post a new event to the engine context with the specified type, value, and other parameters. More...
|
| |
| template<typename ValueType > |
| Bool | addEvent (const EventType &eventType, const ValueType &value, const OpaqueResource &target, const OpaqueResource &sender, const EngineSystem *systemSender, const Time &eventTime) |
| | Post a new event to the engine context with the specified type, value, and other parameters. More...
|
| |
| void | clearEventTypes () |
| | Clear the managers for every type of event that this engine was previously handling. More...
|
| |
| const Time & | getTime () const |
| | Return the current reference wall-clock time of the engine context. More...
|
| |
| void | setTime (const Time &newTime) |
| | Set the current reference wall-clock time of the engine context. More...
|
| |
A default engine context with the standard collection of systems.