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