ProtoZed
awesome branch
A simple but powerful game framework
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A system. More...
Public Member Functions | |
System (const SystemType &type, Application &application) | |
virtual | ~System () |
virtual bool | Start () |
Starts the system. | |
virtual bool | Stop () |
Stops the system. | |
virtual void | Update (float deltaTime)=0 |
Runs an update. | |
const SystemType & | GetType () const |
Gets the type. | |
bool | IsStarted () const |
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EventHandler () | |
virtual | ~EventHandler () |
bool | SubscribeTo (EventHandler &handler) |
bool | UnsubscribeTo (EventHandler &handler) |
template<class T , class EventT > | |
bool | RegisterEvent (T *obj, void(T::*memFn)(EventT &)) |
template<class T , class EventT > | |
bool | UnregisterEvent (T *obj, void(T::*memFn)(EventT &)) |
void | HandleEvent (const Event &e) |
void | EmitEvent (const Event &e) const |
Protected Member Functions | |
Application & | GetApplication () const |
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NonCopyable () | |
A system.
This is something that will run every frame and do some work.
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inline |
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inlinevirtual |
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inlineprotected |
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inline |
Gets the type.
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inline |
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inlinevirtual |
Starts the system.
Reimplemented in PZ::Renderer, and PZ::Sound.
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inlinevirtual |
Stops the system.
Reimplemented in PZ::Renderer, and PZ::Sound.
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pure virtual |
Runs an update.
deltaTime | Time since the last frame. |
Implemented in PZ::Input, PZ::Input2, PZ::Renderer, and PZ::Sound.