apply() override | neogfx::game::animator | virtual |
can_apply() const override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
component(component_id aComponentId) const override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
component(component_id aComponentId) override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
components() const override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
components() override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
debug() const override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
ecs() const override | neolib::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() const | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlineprotected |
have_thread() const | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlineprotected |
id() const override | neogfx::game::animator | virtual |
name() const override | neogfx::game::animator | virtual |
pause() override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
paused() const override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
resume() override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
set_debug(bool aDebug) override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
signal() override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
start_thread() override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
start_thread_if() override | neolib::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() override | neolib::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 override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
wait() override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
wait_for(scalar aDuration) override | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inlinevirtual |
waiting() const override | neolib::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()=default | neolib::ecs::i_system | virtual |
~system() | neolib::ecs::system< entity_info, animation_filter, mesh_renderer, mesh_render_cache > | inline |