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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Lays out the UI hierarchy, builds the frame's 2D draw list, and routes pointer interaction. More...
#include <ui_system.h>
Public Member Functions | |
| void | update (FrameContext &ctx) override |
| Execute this system for the current frame. | |
| Public Member Functions inherited from Vkm::Engine::System | |
| virtual bool | isReplayed () const |
| Whether this system may be re-run over a tick that already happened. | |
| virtual void | init (FrameContext &ctx) |
| Called once after all systems are registered, before the first update. | |
| virtual void | shutdown () |
| Called once on engine shutdown. | |
| virtual void | fixedUpdate (FrameContext &ctx) |
| Execute this system at the fixed simulation rate. | |
Lays out the UI hierarchy, builds the frame's 2D draw list, and routes pointer interaction.
Runs in the Transform stage, after BehaviorSystem writes UI components and before RenderSystem draws the ctx.ui it publishes. Reads no WorldTransform. Canvases walk in ascending sortOrder; a clip rect descends with the walk and bounds both drawing and the pointer.
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overridevirtual |
Execute this system for the current frame.
| ctx | This frame's services and the products published so far. |
Reimplemented from Vkm::Engine::System.