Paradox Game Engine  v1.0.0 beta06
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SiliconStudio.Paradox.Effects.EffectSystem Class Reference

The effect system. More...

Inheritance diagram for SiliconStudio.Paradox.Effects.EffectSystem:
SiliconStudio.Paradox.Games.GameSystemBase SiliconStudio.Core.ComponentBase SiliconStudio.Paradox.Games.IGameSystemBase SiliconStudio.Paradox.Games.IUpdateable SiliconStudio.Paradox.Games.IDrawable SiliconStudio.Paradox.Games.IContentable SiliconStudio.Core.IComponent SiliconStudio.Core.ICollectorHolder SiliconStudio.Core.IReferencable SiliconStudio.Core.IComponent SiliconStudio.Core.IReferencable SiliconStudio.Core.IReferencable

Public Member Functions

 EffectSystem (IServiceRegistry services)
 Initializes a new instance of the EffectSystem class. More...
 
override void Initialize ()
 This method is called when the component is added to the game. More...
 
override void Update (GameTime gameTime)
 This method is called when this game component is updated. More...
 
Effect LoadEffect (string effectName, CompilerParameters compilerParameters)
 Loads the effect. More...
 
Dictionary< string, EffectLoadEffects (string effectName, CompilerParameters compilerParameters)
 Loads the effect and its children. More...
 
- Public Member Functions inherited from SiliconStudio.Paradox.Games.GameSystemBase
virtual bool BeginDraw ()
 Starts the drawing of a frame. This method is followed by calls to Draw and EndDraw. More...
 
virtual void Draw (GameTime gameTime)
 Draws this instance. More...
 
virtual void EndDraw ()
 Ends the drawing of a frame. This method is preceeded by calls to Draw and BeginDraw. More...
 
- Public Member Functions inherited from SiliconStudio.Core.ComponentBase
void Dispose ()
 
override string ToString ()
 

Static Public Attributes

static readonly string DefaultSourceShaderFolder = "shaders"
 

Properties

IEffectCompiler Compiler [get]
 
- Properties inherited from SiliconStudio.Paradox.Games.GameSystemBase
GameBase Game [get]
 Gets the Game associated with this GameSystemBase. This value can be null in a mock environment. More...
 
IServiceRegistry Services [get]
 Gets the services registry. More...
 
IAssetManager Asset [get]
 Gets the content manager. More...
 
GraphicsDevice GraphicsDevice [get]
 Gets the graphics device. More...
 
bool Visible [get, set]
 
int DrawOrder [get, set]
 
bool Enabled [get, set]
 
int UpdateOrder [get, set]
 
- Properties inherited from SiliconStudio.Core.ComponentBase
long Id [get, set]
 
string Name [get, set]
 Gets or sets the name of this component. More...
 
bool IsDisposed [get, set]
 Has the component been disposed or not yet. More...
 
- Properties inherited from SiliconStudio.Core.IComponent
long Id [get]
 Gets the id of this component. More...
 
string Name [get]
 Gets the name of this component. More...
 
- Properties inherited from SiliconStudio.Core.IReferencable
int ReferenceCount [get]
 Gets the reference count of this instance. More...
 
- Properties inherited from SiliconStudio.Core.ICollectorHolder
ObjectCollector Collector [get]
 Gets the collector. More...
 
- Properties inherited from SiliconStudio.Paradox.Games.IUpdateable
bool Enabled [get]
 Gets a value indicating whether the game component's Update method should be called by GameBase.Update. More...
 
int UpdateOrder [get]
 Gets the update order relative to other game components. Lower values are updated first. More...
 
- Properties inherited from SiliconStudio.Paradox.Games.IDrawable
bool Visible [get]
 Gets a value indicating whether the Draw method should be called by GameBase.Draw. More...
 
int DrawOrder [get]
 Gets the draw order relative to other objects. IDrawable objects with a lower value are drawn first. More...
 

Additional Inherited Members

- Public Attributes inherited from SiliconStudio.Core.ComponentBase
PropertyContainer Tags
 Gets the attached properties to this component. More...
 
- Protected Member Functions inherited from SiliconStudio.Paradox.Games.GameSystemBase
 GameSystemBase (IServiceRegistry registry)
 Initializes a new instance of the GameSystemBase class. More...
 
virtual void OnDrawOrderChanged (object source, EventArgs e)
 
virtual void OnUpdateOrderChanged (object source, EventArgs e)
 
virtual void LoadContent ()
 Loads the assets. More...
 
virtual void UnloadContent ()
 Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources. More...
 
- Protected Member Functions inherited from SiliconStudio.Core.ComponentBase
 ComponentBase ()
 Initializes a new instance of the ComponentBase class. More...
 
 ComponentBase (string name)
 Initializes a new instance of the ComponentBase class. More...
 
virtual void OnNameChanged ()
 Called when Name property was changed. More...
 
virtual void Destroy ()
 Disposes of object resources. More...
 
- Events inherited from SiliconStudio.Paradox.Games.GameSystemBase
EventHandler< EventArgsDrawOrderChanged
 
EventHandler< EventArgsVisibleChanged
 
EventHandler< EventArgsEnabledChanged
 
EventHandler< EventArgsUpdateOrderChanged
 
- Events inherited from SiliconStudio.Paradox.Games.IUpdateable
EventHandler< EventArgsEnabledChanged
 Occurs when the Enabled property changes. More...
 
EventHandler< EventArgsUpdateOrderChanged
 Occurs when the UpdateOrder property changes. More...
 
- Events inherited from SiliconStudio.Paradox.Games.IDrawable
EventHandler< EventArgsDrawOrderChanged
 Occurs when the DrawOrder property changes. More...
 
EventHandler< EventArgsVisibleChanged
 Occurs when the Visible property changes. More...
 

Detailed Description

The effect system.

Definition at line 21 of file EffectSystem.cs.

Constructor & Destructor Documentation

SiliconStudio.Paradox.Effects.EffectSystem.EffectSystem ( IServiceRegistry  services)

Initializes a new instance of the EffectSystem class.

Parameters
servicesThe services.

Definition at line 59 of file EffectSystem.cs.

Member Function Documentation

override void SiliconStudio.Paradox.Effects.EffectSystem.Initialize ( )
virtual

This method is called when the component is added to the game.

This method can be used for tasks like querying for services the component needs and setting up non-graphics resources.

Reimplemented from SiliconStudio.Paradox.Games.GameSystemBase.

Definition at line 72 of file EffectSystem.cs.

Effect SiliconStudio.Paradox.Effects.EffectSystem.LoadEffect ( string  effectName,
CompilerParameters  compilerParameters 
)

Loads the effect.

Parameters
effectNameName of the effect.
compilerParametersThe compiler parameters.
Returns
A new instance of an effect.
Exceptions
System.InvalidOperationExceptionCould not compile shader. Need fallback.

Definition at line 127 of file EffectSystem.cs.

Dictionary<string, Effect> SiliconStudio.Paradox.Effects.EffectSystem.LoadEffects ( string  effectName,
CompilerParameters  compilerParameters 
)

Loads the effect and its children.

Parameters
effectNameName of the effect.
compilerParametersThe compiler parameters.
Returns
A new instance of an effect.
Exceptions
System.InvalidOperationExceptionCould not compile shader. Need fallback.

Definition at line 159 of file EffectSystem.cs.

override void SiliconStudio.Paradox.Effects.EffectSystem.Update ( GameTime  gameTime)
virtual

This method is called when this game component is updated.

Parameters
gameTimeThe current timing.

Reimplemented from SiliconStudio.Paradox.Games.GameSystemBase.

Definition at line 92 of file EffectSystem.cs.

Member Data Documentation

readonly string SiliconStudio.Paradox.Effects.EffectSystem.DefaultSourceShaderFolder = "shaders"
static

Definition at line 25 of file EffectSystem.cs.

Property Documentation

IEffectCompiler SiliconStudio.Paradox.Effects.EffectSystem.Compiler
get

Definition at line 49 of file EffectSystem.cs.


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