Engine

Undocumented in source.

Constructors

this
this()
Undocumented in source.

Members

Functions

addEntity
void addEntity(Entity entity_a)

Add an entity to the engine.

addSystem
void addSystem(T system_a, int priority_a)

Add a system to the engine, and set its priority for the order in which the systems are updated by the engine update loop.

addSystem
void addSystem(System system_a, ClassInfo class_a, int priority_a)
Undocumented in source. Be warned that the author may not have intended to support it.
entities
Entity[] entities()

Returns a vector containing all the entities in the engine.

getEntityByName
Entity getEntityByName(string name_a)

Get an entity based n its name.

getNodeList
NodeList getNodeList(ClassInfo nodeType_a, IFamily delegate() createInstance_a)

Get a collection of nodes from the engine, based on the type of the node required.

getNodeList
NodeList getNodeList(IFamily delegate() createInstance_a)
getSystem
System getSystem()

Get the system instance of a particular type from within the engine.

registerFamily
void registerFamily(IFamily family_a)
Undocumented in source. Be warned that the author may not have intended to support it.
releaseNodeList
void releaseNodeList()

If a NodeList is no longer required, this method will stop the engine updating the list and will release all references to the list within the framework classes, enabling it to be garbage collected.

removeAllEntities
void removeAllEntities()

Remove all entities from the engine.

removeAllSystems
void removeAllSystems()

Remove all systems from the engine.

removeEntity
void removeEntity(Entity entity_a)

Remove an entity from the engine.

removeSystem
void removeSystem(System system_a)

Remove a system from the engine.

update
void update(Duration time_a)

Update the engine. This causes the engine update loop to run, calling update on all the systems in the engine.

Mixins

updateComplete
mixin Signal!() updateComplete

Dispatched when the update loop ends. If you want to add and remove systems from the engine it is usually best not to do so during the update loop. To avoid this you can listen for this signal and make the change when the signal is dispatched.

Properties

systems
System[] systems [@property getter]

Returns a vector containing all the systems in the engine.

updating
bool updating [@property getter]
Undocumented in source. Be warned that the author may not have intended to support it.

Inherited Members

From IEngine

getNodeList
NodeList getNodeList(IFamily delegate() createInstance_a)
Undocumented in source.
getNodeList
NodeList getNodeList(ClassInfo nodeType_a, IFamily delegate() createInstance_a)
Undocumented in source.

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