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Paradox Game Engine
v1.0.0 beta06
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The effect system. More...
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, Effect > | LoadEffects (string effectName, CompilerParameters compilerParameters) |
Loads the effect and its children. More... | |
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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... | |
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void | Dispose () |
override string | ToString () |
Static Public Attributes | |
static readonly string | DefaultSourceShaderFolder = "shaders" |
Properties | |
IEffectCompiler | Compiler [get] |
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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] |
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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... | |
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long | Id [get] |
Gets the id of this component. More... | |
string | Name [get] |
Gets the name of this component. More... | |
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int | ReferenceCount [get] |
Gets the reference count of this instance. More... | |
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ObjectCollector | Collector [get] |
Gets the collector. More... | |
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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... | |
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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 | |
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PropertyContainer | Tags |
Gets the attached properties to this component. More... | |
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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... | |
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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... | |
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EventHandler< EventArgs > | DrawOrderChanged |
EventHandler< EventArgs > | VisibleChanged |
EventHandler< EventArgs > | EnabledChanged |
EventHandler< EventArgs > | UpdateOrderChanged |
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EventHandler< EventArgs > | EnabledChanged |
Occurs when the Enabled property changes. More... | |
EventHandler< EventArgs > | UpdateOrderChanged |
Occurs when the UpdateOrder property changes. More... | |
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EventHandler< EventArgs > | DrawOrderChanged |
Occurs when the DrawOrder property changes. More... | |
EventHandler< EventArgs > | VisibleChanged |
Occurs when the Visible property changes. More... | |
The effect system.
Definition at line 21 of file EffectSystem.cs.
SiliconStudio.Paradox.Effects.EffectSystem.EffectSystem | ( | IServiceRegistry | services | ) |
Initializes a new instance of the EffectSystem class.
services | The services. |
Definition at line 59 of file EffectSystem.cs.
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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.
effectName | Name of the effect. |
compilerParameters | The compiler parameters. |
System.InvalidOperationException | Could 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.
effectName | Name of the effect. |
compilerParameters | The compiler parameters. |
System.InvalidOperationException | Could not compile shader. Need fallback. |
Definition at line 159 of file EffectSystem.cs.
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virtual |
This method is called when this game component is updated.
gameTime | The current timing. |
Reimplemented from SiliconStudio.Paradox.Games.GameSystemBase.
Definition at line 92 of file EffectSystem.cs.
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static |
Definition at line 25 of file EffectSystem.cs.
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get |
Definition at line 49 of file EffectSystem.cs.