Add an entity to the engine.
Add a system to the engine, and set its priority for the order in which the systems are updated by the engine update loop.
Returns a vector containing all the entities in the engine.
Get an entity based n its name.
Get a collection of nodes from the engine, based on the type of the node required.
Get the system instance of a particular type from within the engine.
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.
Remove all entities from the engine.
Remove all systems from the engine.
Remove an entity from the engine.
Remove a system from the engine.
Update the engine. This causes the engine update loop to run, calling update on all the systems in the engine.
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.
Returns a vector containing all the systems in the engine.