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Class: SpriteSizeSystem ​

Mirrors a Raw-mode sprite's natural size into its host UITransform — in PreRender, straight from the loaded asset, so the size is known BEFORE WidgetSystem / LayoutSystem / ScrollViewSystem consume it that same frame. SpriteRenderSystem does the same adoption, but only in the Render phase (after those systems) and only once the backend resource exists — a frame too late for layout, which is why a Raw sprite inside a Layout would pack at the default 100×100 until it caught up.

Behaviour matches SpriteRenderSystem's Raw adoption exactly, just earlier:

  • adopt once per (entity, asset); re-adopt when the asset changes;
  • skip the aspect-lock "missing dimension" case (exactly one of width/height left ≤ 0), which SpriteRenderSystem fills from the texture aspect and flips to Custom;
  • no-op for Custom sprites and until the asset has loaded.

Extends ​

Constructors ​

Constructor ​

ts
new SpriteSizeSystem(): SpriteSizeSystem;

Returns ​

SpriteSizeSystem

Inherited from ​

System.constructor

Properties ​

PropertyModifierTypeDefault valueInherited from
enabledpublicbooleantrueSystem.enabled
parallelpublicbooleanfalseSystem.parallel

Methods ​

GetName() ​

ts
GetName(): string;

Returns ​

string

Overrides ​

System.GetName


GetOrder() ​

ts
GetOrder(): SystemOrder;

Ordered: a Raw sprite's size is known the frame it loads.

Returns ​

SystemOrder


GetPhase() ​

ts
GetPhase(): SystemPhase;

Returns ​

SystemPhase

Overrides ​

System.GetPhase


OnClose() ​

ts
OnClose(): void;

Returns ​

void

Inherited from ​

System.OnClose


OnInit() ​

ts
OnInit(_engine): void;

Parameters ​

ParameterType
_engineIEngine

Returns ​

void

Inherited from ​

System.OnInit


OnRender() ​

ts
OnRender(scene, _renderer): void;

Parameters ​

ParameterType
sceneScene
_rendererIRenderer

Returns ​

void

Overrides ​

System.OnRender


OnRendererChanged() ​

ts
OnRendererChanged(_renderer): void;

Parameters ​

ParameterType
_rendererIRenderer

Returns ​

void

Inherited from ​

System.OnRendererChanged


OnStart() ​

ts
OnStart(scene, _renderer): void;

Parameters ​

ParameterType
sceneScene
_rendererIRenderer

Returns ​

void

Overrides ​

System.OnStart


OnStop() ​

ts
OnStop(_scene): void;

Parameters ​

ParameterType
_sceneScene

Returns ​

void

Overrides ​

System.OnStop


OnUpdate() ​

ts
OnUpdate(_scene, _dt): void | Promise<void>;

Parameters ​

ParameterType
_sceneScene
_dtnumber

Returns ​

void | Promise<void>

Inherited from ​

System.OnUpdate

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