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

Renders its RenderSystem.Pipeline, which will usually result in drawing all meshes, UI, etc... More...

Inheritance diagram for SiliconStudio.Paradox.Effects.RenderSystem:
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

 RenderSystem (IServiceRegistry registry)
 
override void Draw (GameTime gameTime)
 Draws this instance.
Parameters
gameTimeThe current timing.
More...
 
void Draw (RenderPass pass, RenderContext context)
 
- 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 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...
 
- Public Member Functions inherited from SiliconStudio.Core.ComponentBase
void Dispose ()
 
override string ToString ()
 

Protected Member Functions

override void LoadContent ()
 Loads the assets. 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 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...
 

Properties

RenderPipeline Pipeline [get, set]
 Gets the root pipeline, used as entry point for rendering. More...
 
ISet< RenderPipelinePipelines [get]
 Gets all the existing registered pipelines. More...
 
- 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...
 
- 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

Renders its RenderSystem.Pipeline, which will usually result in drawing all meshes, UI, etc...

Definition at line 18 of file RenderSystem.cs.

Constructor & Destructor Documentation

SiliconStudio.Paradox.Effects.RenderSystem.RenderSystem ( IServiceRegistry  registry)

Definition at line 27 of file RenderSystem.cs.

Member Function Documentation

override void SiliconStudio.Paradox.Effects.RenderSystem.Draw ( GameTime  gameTime)
virtual

Draws this instance.

Parameters
gameTimeThe 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.

override void SiliconStudio.Paradox.Effects.RenderSystem.LoadContent ( )
protectedvirtual

Loads the assets.

Reimplemented from SiliconStudio.Paradox.Games.GameSystemBase.

Definition at line 45 of file RenderSystem.cs.

Property Documentation

RenderPipeline SiliconStudio.Paradox.Effects.RenderSystem.Pipeline
getset

Gets the root pipeline, used as entry point for rendering.

The pipeline.

Definition at line 59 of file RenderSystem.cs.

ISet<RenderPipeline> SiliconStudio.Paradox.Effects.RenderSystem.Pipelines
get

Gets all the existing registered pipelines.

The registered pipelines.

Definition at line 68 of file RenderSystem.cs.


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