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Add documentation for preWrap and postWrap.
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tiny.lua
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tiny.lua
@ -223,6 +223,19 @@ end
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-- to the World, before any entities are added to the system.
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-- to the World, before any entities are added to the system.
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-- * `function system:onRemoveFromWorld(world)` - Called when the System is
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-- * `function system:onRemoveFromWorld(world)` - Called when the System is
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-- removed from the world, after all Entities are removed from the System.
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-- removed from the world, after all Entities are removed from the System.
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-- * `function system:preWrap(dt)` - Called on each system before update is
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-- called on any system.
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-- * `function system:postWrap(dt) - Called on each system in reverse order
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-- after update is called on each system. The idea behind `preWrap` and
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-- `postWrap` is to allow for systems that modify the behavior of other systems.
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-- Say there is a DrawingSystem, which draws sprites to the screen, and a
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-- PostProcessingSystem, that adds some blur and bloom effects. In the preWrap
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-- method of the PostProcessingSystem, the System could set the drawing target
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-- for the DrawingSystem to a special buffer instead the screen. In the postWrap
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-- method, the PostProcessingSystem could then modify the buffer and render it
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-- to the screen. In this setup, the PostProcessingSystem would be added to the
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-- World after the drawingSystem (A similar but less flexible behavior could
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-- be accomplished with a single custom update function in the DrawingSystem).
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--
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--
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-- For Filters, it is convenient to use `tiny.requireAll` or `tiny.requireAny`,
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-- For Filters, it is convenient to use `tiny.requireAll` or `tiny.requireAny`,
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-- but one can write their own filters as well. Set the Filter of a System like
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-- but one can write their own filters as well. Set the Filter of a System like
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