本文整理汇总了C++中IEntitySystem::GetAll方法的典型用法代码示例。如果您正苦于以下问题:C++ IEntitySystem::GetAll方法的具体用法?C++ IEntitySystem::GetAll怎么用?C++ IEntitySystem::GetAll使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IEntitySystem
的用法示例。
在下文中一共展示了IEntitySystem::GetAll方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: MainLoop
void Game::MainLoop()
{
ITimeSystem *pTimeSystem = m_pEnv->sys->pTimeSystem;
// Time in userspace, ignoring frametime and whether we are paused, compiling, etc.
// That seems most appropriate to the filechangenotifier
double fSessionTimeNow = pTimeSystem->GetSessionTimeNow();
float fSessionTimeDelta = (float)(fSessionTimeNow - m_fLastUpdateSessionTime);
float fClampedDelta = (std::min)( fSessionTimeDelta*m_GameSpeed, 0.1f ); // used for IObject updates
m_fLastUpdateSessionTime = fSessionTimeNow;
float fFrameTimeDelta = (float)pTimeSystem->GetSmoothFrameDuration();
m_pEnv->sys->pFileChangeNotifier->Update(fSessionTimeDelta);
//check status of any compile
bool bLoadModule = false;
if( m_pEnv->sys->pRuntimeObjectSystem->GetIsCompiledComplete() )
{
bLoadModule = true; //we load module after update/display, to get notification on screen correct
}
pTimeSystem->StartFrame();
if( !m_bHaveProgramError )
{
AUDynArray<AUEntityId> entities;
IEntitySystem* pEntitySystem = m_pEnv->sys->pEntitySystem;
pEntitySystem->GetAll(entities);
if (!ProtectedUpdate(entities, fClampedDelta))
{
m_bHaveProgramError = true;
m_pEnv->sys->pLogSystem->Log(eLV_ERRORS, "Have caught an exception in main entity Update loop, code will not be run until new compile - please fix.\n");
}
}
if (!m_pCameraControl || !m_pLightingControl)
{
if (!m_bRenderError)
{
m_bRenderError = true;
m_pEnv->sys->pLogSystem->Log(eLV_ERRORS, "Missing Camera and/or Lighting control. Can't render world.\n");
}
}
else
{
m_bRenderError = false;
RenderWorld();
}
RocketLibUpdate();
if( bLoadModule )
{
// load module when compile complete, and notify console - TODO replace with event system
bool bSuccess = m_pEnv->sys->pRuntimeObjectSystem->LoadCompiledModule();
m_pConsole->OnCompileDone(bSuccess);
if( bSuccess )
{
// reset program error status
m_bHaveProgramError = false;
}
}
// Limit frame rate
double dTimeTaken = pTimeSystem->GetFrameTimeNow();
const double dIdealTime = 1.0 / 60.0;
if ( dTimeTaken < dIdealTime)
{
Sleep( (DWORD) ((dIdealTime - dTimeTaken) * 1000.0) );
}
pTimeSystem->EndFrame();
}