xyginext  0.2.0
Second generation of xygine game creation framework
Classes | Public Member Functions | List of all members
xy::ParticleSystem Class Referencefinal

ParticleSystem. Responsible for updating all ParticelEmitter components in the scene, and rendering the output. More...

#include <ParticleSystem.hpp>

Inheritance diagram for xy::ParticleSystem:
xy::System

Public Member Functions

 ParticleSystem (xy::MessageBus &)
 
 ParticleSystem (const ParticleSystem &)=delete
 
 ParticleSystem (ParticleSystem &&)=delete
 
ParticleSystemoperator= (const ParticleSystem &)=delete
 
ParticleSystemoperator= (ParticleSystem &&)=delete
 
void process (float) override
 Implement this for system specific processing to entities.
 
sf::Shader & getShader ()
 Returns a reference to the shader used by the particle system.
 
- Public Member Functions inherited from xy::System
 System (MessageBus &mb, UniqueType t)
 Constructor. Pass in a reference to the concrete implementation to generate a unique type ID for this system.
 
UniqueType getType () const
 Returns the unique type ID of the system.
 
const std::vector< Entity > & getEntities () const
 Returns a list of entities that this system is currently interested in.
 
void addEntity (Entity)
 Adds an entity to the list to process.
 
void removeEntity (Entity)
 Removes an entity from the list to process.
 
const ComponentMask & getComponentMask () const
 Returns the component mask used to mask entities with corresponding components for this system to process.
 
virtual void handleMessage (const Message &)
 Used to process any incoming system messages.
 
bool isActive () const
 Returns true if the system is currently active. Systems can be activeated and deactivated with Scene::setSystemActive()
 
template<typename T >
void requireComponent ()
 
template<typename T >
T * postMessage (Message::ID id)
 

Additional Inherited Members

- Public Types inherited from xy::System
using Ptr = std::unique_ptr< System >
 
- Protected Member Functions inherited from xy::System
template<typename T >
void requireComponent ()
 Adds a component type to the list of components required by the system for it to be interested in a particular entity. This should only be used in the constructor of the System else types will not be registered.
 
std::vector< Entity > & getEntities ()
 
template<typename T >
T * postMessage (Message::ID id)
 Posts a message on the system wide message bus.
 
MessageBusgetMessageBus ()
 Returns a reference to the MessageBus.
 
void setScene (Scene &)
 
ScenegetScene ()
 Returns a pointer to the scene to which this system belongs.
 

Detailed Description

ParticleSystem. Responsible for updating all ParticelEmitter components in the scene, and rendering the output.