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| CommandSystem (MessageBus &) |
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void | sendCommand (const Command &) |
| Places a command on the command queue. Each frame the entire queue is processed and cleared, executing each command on each entity with a matching CommandTarget flag. More...
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void | process (float) override |
| Process override.
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| System (MessageBus &mb, UniqueType t) |
| Constructor. Pass in a reference to the concrete implementation to generate a unique type ID for this system.
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UniqueType | getType () const |
| Returns the unique type ID of the system.
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const std::vector< Entity > & | getEntities () const |
| Returns a list of entities that this system is currently interested in.
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void | addEntity (Entity) |
| Adds an entity to the list to process.
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void | removeEntity (Entity) |
| Removes an entity from the list to process.
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const ComponentMask & | getComponentMask () const |
| Returns the component mask used to mask entities with corresponding components for this system to process.
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virtual void | handleMessage (const Message &) |
| Used to process any incoming system messages.
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bool | isActive () const |
| Returns true if the system is currently active. Systems can be activeated and deactivated with Scene::setSystemActive()
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template<typename T > |
void | requireComponent () |
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template<typename T > |
T * | postMessage (Message::ID id) |
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