Midnight Blue Game and Engine
Public Member Functions | Protected Member Functions | List of all members
MB2D.EntityComponent.RenderSystem Class Reference

Renders culled entities with a SpriteTransform to the window More...

Inheritance diagram for MB2D.EntityComponent.RenderSystem:
Inheritance graph
Collaboration diagram for MB2D.EntityComponent.RenderSystem:
Collaboration graph

Public Member Functions

 RenderSystem (SpriteBatch spriteBatch)
 Initializes a new instance of the T:MB2D.EntityComponent.RenderSystem class. More...
 
- Public Member Functions inherited from MB2D.EntityComponent.EntitySystem
 EntitySystem (params Type[] components)
 Initializes a new instance of the T:MB2D.EntityComponent.EntitySystem class. Checks if the passed in types are valid components and if not, all components are deregistered leaving a system that knows about nothing and can't operate on any entities. More...
 
void Run ()
 Runs this systems Process() method on all entities More...
 
void AssociateEntity (Entity entity)
 Associates a new entity with this system. More...
 
void RemoveAssociation (Entity entity)
 Decouples an association with this system More...
 

Protected Member Functions

override void PreProcess ()
 Re-orders the list of AssociatedEntities based on their current z-index More...
 
override void Process (Entity entity)
 Culls and then draws an entity to the window More...
 
- Protected Member Functions inherited from MB2D.EntityComponent.EntitySystem
virtual void ProcessingLoop ()
 Executes Process() on all AssociatedEntities. More...
 
void Destroy (Entity entity)
 Adds the specific entity to the destroy list to be cleaned up the next time a system is run More...
 
virtual void PostProcess ()
 Used to cleanup or execute any teardown logic needed More...
 
virtual void PostAssociate (Entity entity)
 Used to define any logic or extra data needed after an entity is associated with the system. More...
 

Additional Inherited Members

- Protected Attributes inherited from MB2D.EntityComponent.EntitySystem
Dictionary< ulong, Entity_idEntityMap
 All GUID's of entities this system knows about More...
 
EntityAssociation _associationType
 Defines if this system should be Loose or Strict More...
 
- Properties inherited from MB2D.EntityComponent.EntitySystem
List< EntityAssociatedEntities [get, set]
 Gets or sets the associated entities list. More...
 
List< Type > ValidComponents [get]
 Gets the list of components this system is interested in More...
 
ulong ID [get, set]
 Gets or sets this systems ID mask More...
 
List< EntityDestroyList [get]
 Gets the destroy list. More...
 
EntityAssociation Association [get]
 Gets the systems association level. More...
 

Detailed Description

Renders culled entities with a SpriteTransform to the window

Constructor & Destructor Documentation

§ RenderSystem()

MB2D.EntityComponent.RenderSystem.RenderSystem ( SpriteBatch  spriteBatch)
inline

Initializes a new instance of the T:MB2D.EntityComponent.RenderSystem class.

Parameters
spriteBatchSprite batch to draw to.

Member Function Documentation

§ PreProcess()

override void MB2D.EntityComponent.RenderSystem.PreProcess ( )
inlineprotectedvirtual

Re-orders the list of AssociatedEntities based on their current z-index

Reimplemented from MB2D.EntityComponent.EntitySystem.

§ Process()

override void MB2D.EntityComponent.RenderSystem.Process ( Entity  entity)
inlineprotectedvirtual

Culls and then draws an entity to the window

Parameters
entityEntity.

Implements MB2D.EntityComponent.EntitySystem.


The documentation for this class was generated from the following file: