API reference
API reference
Select your platform
No SDKs available
No versions available

IsdkPanelPaddingRenderSystem Class

Modifiers: final
State-driven visual system for panel grab handles.
This system tracks the interaction state (unhovered/hovered/grabbed) for each panel's grab handles using a queue-based update mechanism. State updates are queued from input events and processed each frame in execute().

Signature

class IsdkPanelPaddingRenderSystem : SystemBaseWithLateExecute

Constructors

IsdkPanelPaddingRenderSystem ()
Signature
constructor()

Properties

dropAudio : SceneAudioAsset
[Get][Set]
Signature
lateinit var dropAudio: SceneAudioAsset
executeCount : Long
[Get]
The number of times this system's SystemBase.execute method has been called by the system manager. Incremented automatically before each execution cycle. Useful for performance monitoring.
Signature
var executeCount: Long
grabAudio : SceneAudioAsset
[Get][Set]
Signature
lateinit var grabAudio: SceneAudioAsset
grabbableCornerMesh : SceneMesh
[Get][Set]
Signature
lateinit var grabbableCornerMesh: SceneMesh
grabbableEdgeMesh : SceneMesh
[Get][Set]
Signature
lateinit var grabbableEdgeMesh: SceneMesh
resizeCornerMesh : SceneMesh
[Get][Set]
Signature
lateinit var resizeCornerMesh: SceneMesh
systemManager : SystemManager
[Get][Set]
The SystemManager that this system is registered with. Provides access to other systems and the scene. Initialized during system registration.
Signature
lateinit var systemManager: SystemManager

Methods

associateSystemManager ( systemManager )
Associates this system with a SystemManager. Called during registration. Throws RuntimeException if the system is already associated — each system instance can only belong to one manager.
Signature
fun associateSystemManager(systemManager: SystemManager)
Parameters
systemManager: SystemManager  The system manager that will own and execute this system.
delete ( entity )
Called when an IsdkPanelPaddingRenderSystem.delete is removed from the scene. Override to clean up any per-entity state this system maintains, such as cached components, tracking maps, or native resource handles.
Signature
open override fun delete(entity: Entity)
Parameters
entity: Entity
destroy ()
Called during system shutdown to release all resources held by this system. Override to dispose of native handles, close streams, and clear any global state accumulated during the session.
Signature
open fun destroy()
equals ( other )
Checks if this system is equal to another object. Two systems are considered equal if they are the same instance or share the same Kotlin class, regardless of configuration state.
Signature
open operator override fun equals(other: Any?): Boolean
Parameters
other: Any?  The object to compare with.
Returns
Boolean  True if the other object is the same system instance or the same system class.
execute ()
Called each frame by the SystemManager to perform this system's per-tick logic. Override to query entities with relevant components and apply updates.
Signature
open override fun execute()
getDependencies ()
Returns the execution ordering dependencies for this system. Override to declare which other systems must run before or after this one using SystemDependencies.
Signature
open fun getDependencies(): SystemDependencies?
Returns
SystemDependencies?  The dependency configuration, or null if this system has no ordering constraints.
getScene ()
Returns the Scene that this system operates within. Delegates to the associated SystemManager to retrieve the active scene instance.
Signature
fun getScene(): Scene
Returns
Scene  The scene containing the entities and rendering state for this system.
hashCode ()
Returns the hash code of this system, based on its Kotlin class identity. Consistent with the SystemBase.equals implementation — systems of the same class produce the same hash code.
Signature
open override fun hashCode(): Int
Returns
Int  The hash code derived from this system's Kotlin class.
lateExecute ()
Deferred transform update and animation ticking.
Runs after all DAG-sorted systems (EARLY, NORMAL, LATE) have executed, ensuring that any system which modifies a panel's Transform (e.g. anchor snapping, followable, custom app systems) has finalized its changes before we position the grab handle SceneObjects.
Signature
open override fun lateExecute()