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Olympe Engine 2.0
2D Game Engine with ECS Architecture
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#include <ECS_Systems.h>
Inheritance diagram for UIEventConsumeSystem:
Collaboration diagram for UIEventConsumeSystem:Public Member Functions | |
| UIEventConsumeSystem () | |
| virtual void | Process () override |
Public Member Functions inherited from ECS_System | |
| ECS_System () | |
| virtual void | Render () |
| virtual void | RenderDebug () |
| void | AddEntity (EntityID entity) |
| void | RemoveEntity (EntityID entity) |
Additional Inherited Members | |
Public Attributes inherited from ECS_System | |
| ComponentSignature | requiredSignature |
| std::set< EntityID > | m_entities |
Definition at line 87 of file ECS_Systems.h.
| UIEventConsumeSystem::UIEventConsumeSystem | ( | ) |
Definition at line 300 of file ECS_Systems.cpp.
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overridevirtual |
Reimplemented from ECS_System.
Definition at line 305 of file ECS_Systems.cpp.
References EventQueue::Get(), GameMenu::Get(), GetComponentTypeID_Static(), Input, Olympe_EventType_Keyboard_KeyDown, GameMenu::SelectNext(), GameMenu::SelectPrevious(), SYSTEM_LOG, and GameMenu::ValidateSelection().
Here is the call graph for this function: