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Paradox Game Engine
v1.0.0 beta06
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Renders its RenderSystem.Pipeline, which will usually result in drawing all meshes, UI, etc... More...
Public Member Functions | |||
RenderSystem (IServiceRegistry registry) | |||
override void | Draw (GameTime gameTime) | ||
Draws this instance.
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void | Draw (RenderPass pass, RenderContext context) | ||
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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 | EndDraw () | ||
Ends the drawing of a frame. This method is preceeded by calls to Draw and BeginDraw. More... | |||
virtual void | Initialize () | ||
This method is called when the component is added to the game. More... | |||
virtual void | Update (GameTime gameTime) | ||
This method is called when this game component is updated. More... | |||
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void | Dispose () | ||
override string | ToString () | ||
Protected Member Functions | |
override void | LoadContent () |
Loads the assets. 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 | 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... | |
Properties | |
RenderPipeline | Pipeline [get, set] |
Gets the root pipeline, used as entry point for rendering. More... | |
ISet< RenderPipeline > | Pipelines [get] |
Gets all the existing registered pipelines. More... | |
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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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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... | |
Renders its RenderSystem.Pipeline, which will usually result in drawing all meshes, UI, etc...
Definition at line 18 of file RenderSystem.cs.
SiliconStudio.Paradox.Effects.RenderSystem.RenderSystem | ( | IServiceRegistry | registry | ) |
Definition at line 27 of file RenderSystem.cs.
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virtual |
Draws this instance.
gameTime | The current timing. |
Reimplemented from SiliconStudio.Paradox.Games.GameSystemBase.
Definition at line 73 of file RenderSystem.cs.
void SiliconStudio.Paradox.Effects.RenderSystem.Draw | ( | RenderPass | pass, |
RenderContext | context | ||
) |
Definition at line 104 of file RenderSystem.cs.
References SiliconStudio.Core.ComponentBase.Name.
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protectedvirtual |
Loads the assets.
Reimplemented from SiliconStudio.Paradox.Games.GameSystemBase.
Definition at line 45 of file RenderSystem.cs.
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getset |
Gets the root pipeline, used as entry point for rendering.
The pipeline.
Definition at line 59 of file RenderSystem.cs.
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get |
Gets all the existing registered pipelines.
The registered pipelines.
Definition at line 68 of file RenderSystem.cs.