neoGFX
Cross-platform C++ app/game engine
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neogfx::game::animator Member List

This is the complete list of members for neogfx::game::animator, including all inherited members.

apply() overrideneogfx::game::animatorvirtual
can_apply() const overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
component(component_id aComponentId) const overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
component(component_id aComponentId) overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
components() const overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
components() overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
debug() const overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
ecs() const overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
end_update(std::size_t aMetricsIndex=0)neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlineprotected
get_thread() constneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlineprotected
have_thread() constneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlineprotected
id() const overrideneogfx::game::animatorvirtual
name() const overrideneogfx::game::animatorvirtual
pause() overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
paused() const overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
resume() overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
set_debug(bool aDebug) overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
signal() overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
start_thread() overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
start_thread_if() overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
start_update(std::size_t aMetricsIndex=0)neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlineprotected
system(i_ecs &aEcs)neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inline
system(const system &aOther)neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inline
system(system &&aOther)neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inline
system(i_ecs &aEcs, ComponentIdIter aFirstComponent, ComponentIdIter aLastComponent)neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inline
terminate() overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
update_animations()neogfx::game::animator
update_time(std::size_t aMetricsIndex=0) const overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
wait() overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
wait_for(scalar aDuration) overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
waiting() const overrideneolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlinevirtual
waiting_mutex()neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlineprotected
yield(bool aSleep=false)neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inlineprotected
~animator()neogfx::game::animator
~i_system()=defaultneolib::ecs::i_systemvirtual
~system()neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache >inline