| 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 |