Flecs v3.2
A fast entity component system (ECS) for C & C++
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Systems

Systems are a query + function that can be ran manually or by a pipeline. More...

Collaboration diagram for Systems:

Namespaces

namespace  flecs::_
 Int to enum.
 

Classes

struct  flecs::system_builder< Components >
 System builder. More...
 
struct  flecs::system_builder_i< Base, Components >
 System builder interface. More...
 

Typedefs

using flecs::TickSource = EcsTickSource
 

Functions

void flecs::_::system_init (flecs::world &world)
 
flecs::system flecs::world::system (flecs::entity e) const
 Upcast entity to a system.
 
template<typename... Components, typename... Args>
flecs::system_builder< Components... > system (Args &&... args) const
 Create a new system.
 

Detailed Description

Systems are a query + function that can be ran manually or by a pipeline.

Typedef Documentation

◆ TickSource

Definition at line 18 of file decl.hpp.

Function Documentation

◆ system() [1/2]

template<typename... Components, typename... Args>
flecs::system_builder< Components... > system ( Args &&... args) const
related

Create a new system.

Template Parameters
ComponentsThe components to match on.
ArgsArguments passed to the constructor of flecs::system_builder.
Returns
System builder.

◆ system() [2/2]

Upcast entity to a system.

The provided entity must be a system.

Parameters
eThe entity.
Returns
A system object.

◆ system_init()

void flecs::_::system_init ( flecs::world & world)
inline

Definition at line 137 of file impl.hpp.