GameFrameworkNx class
Base classes
- class sead::GameFrameworkNx
- class HioNode
Public types
- enum ProcessPriority { cProcessPriority_Idle = 0, cProcessPriority_Normal = 1, cProcessPriority_High = 2, cProcessPriority_RealTime = 3 }
- using ResetEvent = DelegateEvent<void*>
- enum class NodeClassType { Reflexible = 0, Node = 1, Other = 2 }
- enum class AllocFlg { Name = 1u << 0u, Meta = 1u << 1u }
Constructors, destructors, conversion operators
- GameFrameworkNx()
- ~GameFrameworkNx() override
Public functions
-
void createControllerMgr(sead::
TaskBase* base) override -
void createHostIOMgr(sead::
TaskBase* base, sead:: HostIOMgr:: Parameter* hostioParam, sead:: Heap* heap) override -
void createInfLoopChecker(sead::
TaskBase* base, const sead:: TickSpan&, s32) override - void clearFrameBuffer()
-
void initAgl(sead::
Heap* heap, s32 virtWidth, s32 virtHeight, s32 dockedWidth, s32 dockedHeight, s32 handheldWidth, s32 handheldHeight) - void enableClearRenderBuffer()
- void disableClearRenderBuffer()
- auto getMethodFrameBuffer(int) const -> FrameBuffer* override
- auto getMethodFrameBuffer(s32) const -> FrameBuffer* pure virtual
- auto getMethodLogicalFrameBuffer(int) const -> LogicalFrameBuffer* override
- auto getMethodLogicalFrameBuffer(s32) const -> LogicalFrameBuffer* virtual
- void initRun_(Heap*) override
- void runImpl_() override
- auto createMethodTreeMgr_(Heap*) -> MethodTreeMgr* override
- auto calcFps() -> float override
- void setCaption(const SafeString&) virtual
- void mainLoop_() virtual
- void procCalc_() virtual
- void swapBuffer_() virtual
- void clearFrameBuffers_(int) virtual
- void waitForGpuDone_() virtual
- void setGpuTimeStamp_() virtual
- void initializeArg(const Framework::InitializeArg&)
- void initializeGraphicsSystem(Heap*, const Vector2f&)
-
void outOfMemoryCallback_(NVNcommandBuffer*,
NVNcommandBufferMemoryEvent,
size_
t, void*) - void presentAsync_(Thread*, long)
- void getAcquiredDisplayBufferTexture() const
- void setVBlankWaitInterval(u32)
- void requestChangeUseGPU(bool)
- void getGraphicsDevToolsAllocatorTotalFreeSize() const
- void waitVsyncEvent_()
- void createSystemTasks(TaskBase* base, const Framework::CreateSystemTaskArg& createSystemTaskArg) override
- void quitRun_(Heap* heap) override
- void createProcessMeter(TaskBase* base) virtual
- void createSeadMenuMgr(TaskBase* base) virtual
- void createInfLoopChecker(TaskBase* base, const TickSpan&, int) virtual
- void createCuckooClock(TaskBase* base) virtual
- void saveScreenShot(const SafeString&) virtual
- auto isScreenShotBusy() const -> bool virtual
- void waitStartDisplayLoop_() virtual
- void initHostIO_() virtual
- void startDisplay()
- void initialize(const Framework::InitializeArg&)
- void lockFrameDrawContext()
- void unlockFrameDrawContext()
- void run(Heap*, const TaskBase::CreateArg&, const RunArg&) virtual
- auto setProcessPriority(ProcessPriority) -> bool virtual
- void reserveReset(void*) virtual
- void procReset_() virtual
- auto getMethodTreeMgr() const -> MethodTreeMgr*
- auto getNodeClassType() const -> NodeClassType override
Public variables
- bool mReserveReset
- void* mResetParameter
- ResetEvent mResetEvent
- TaskMgr* mTaskMgr
- MethodTreeMgr* mMethodTreeMgr
- Heap* mMethodTreeMgrHeap
Private functions
- void procFrame_() override
- void procDraw_() override
- void present_() override
Enum documentation
enum al:: GameFrameworkNx:: ProcessPriority
#include <framework/seadFramework.h>
enum class al:: GameFrameworkNx:: NodeClassType
#include <hostio/seadHostIOReflexible.h>
| Enumerators | |
|---|---|
| Reflexible | |
| Node | |
| Other |
Other classes. |
enum class al:: GameFrameworkNx:: AllocFlg
#include <hostio/seadHostIOReflexible.h>
Typedef documentation
typedef DelegateEvent<void*> al:: GameFrameworkNx:: ResetEvent
#include <framework/seadFramework.h>
Function documentation
FrameBuffer* al:: GameFrameworkNx:: getMethodFrameBuffer(int) const override
#include <framework/nx/seadGameFrameworkNx.h>
FrameBuffer* al:: GameFrameworkNx:: getMethodFrameBuffer(s32) const pure virtual
#include <framework/seadFramework.h>
LogicalFrameBuffer* al:: GameFrameworkNx:: getMethodLogicalFrameBuffer(int) const override
#include <framework/nx/seadGameFrameworkNx.h>
LogicalFrameBuffer* al:: GameFrameworkNx:: getMethodLogicalFrameBuffer(s32) const virtual
#include <framework/seadFramework.h>
void al:: GameFrameworkNx:: initRun_(Heap*) override
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: runImpl_() override
#include <framework/nx/seadGameFrameworkNx.h>
MethodTreeMgr* al:: GameFrameworkNx:: createMethodTreeMgr_(Heap*) override
#include <framework/nx/seadGameFrameworkNx.h>
float al:: GameFrameworkNx:: calcFps() override
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: setCaption(const SafeString&) virtual
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: mainLoop_() virtual
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: procCalc_() virtual
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: swapBuffer_() virtual
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: clearFrameBuffers_(int) virtual
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: waitForGpuDone_() virtual
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: setGpuTimeStamp_() virtual
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: initializeArg(const Framework::InitializeArg&)
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: initializeGraphicsSystem(Heap*,
const Vector2f&)
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: outOfMemoryCallback_(NVNcommandBuffer*,
NVNcommandBufferMemoryEvent,
size_ t,
void*)
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: presentAsync_(Thread*,
long)
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: getAcquiredDisplayBufferTexture() const
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: setVBlankWaitInterval(u32)
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: requestChangeUseGPU(bool)
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: getGraphicsDevToolsAllocatorTotalFreeSize() const
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: waitVsyncEvent_()
#include <framework/nx/seadGameFrameworkNx.h>
void al:: GameFrameworkNx:: createSystemTasks(TaskBase* base,
const Framework::CreateSystemTaskArg& createSystemTaskArg) override
#include <framework/seadGameFramework.h>
void al:: GameFrameworkNx:: quitRun_(Heap* heap) override
#include <framework/seadGameFramework.h>
void al:: GameFrameworkNx:: createProcessMeter(TaskBase* base) virtual
#include <framework/seadGameFramework.h>
void al:: GameFrameworkNx:: createSeadMenuMgr(TaskBase* base) virtual
#include <framework/seadGameFramework.h>
void al:: GameFrameworkNx:: createInfLoopChecker(TaskBase* base,
const TickSpan&,
int) virtual
#include <framework/seadGameFramework.h>
void al:: GameFrameworkNx:: createCuckooClock(TaskBase* base) virtual
#include <framework/seadGameFramework.h>
void al:: GameFrameworkNx:: saveScreenShot(const SafeString&) virtual
#include <framework/seadGameFramework.h>
bool al:: GameFrameworkNx:: isScreenShotBusy() const virtual
#include <framework/seadGameFramework.h>
void al:: GameFrameworkNx:: waitStartDisplayLoop_() virtual
#include <framework/seadGameFramework.h>
void al:: GameFrameworkNx:: initHostIO_() virtual
#include <framework/seadGameFramework.h>
void al:: GameFrameworkNx:: startDisplay()
#include <framework/seadGameFramework.h>
void al:: GameFrameworkNx:: initialize(const Framework::InitializeArg&)
#include <framework/seadGameFramework.h>
void al:: GameFrameworkNx:: lockFrameDrawContext()
#include <framework/seadGameFramework.h>
void al:: GameFrameworkNx:: unlockFrameDrawContext()
#include <framework/seadGameFramework.h>
void al:: GameFrameworkNx:: run(Heap*,
const TaskBase::CreateArg&,
const RunArg&) virtual
#include <framework/seadFramework.h>
bool al:: GameFrameworkNx:: setProcessPriority(ProcessPriority) virtual
#include <framework/seadFramework.h>
void al:: GameFrameworkNx:: reserveReset(void*) virtual
#include <framework/seadFramework.h>
void al:: GameFrameworkNx:: procReset_() virtual
#include <framework/seadFramework.h>
MethodTreeMgr* al:: GameFrameworkNx:: getMethodTreeMgr() const
#include <framework/seadFramework.h>
NodeClassType al:: GameFrameworkNx:: getNodeClassType() const override
#include <hostio/seadHostIONode.h>
Variable documentation
bool al:: GameFrameworkNx:: mReserveReset
#include <framework/seadFramework.h>
void* al:: GameFrameworkNx:: mResetParameter
#include <framework/seadFramework.h>
ResetEvent al:: GameFrameworkNx:: mResetEvent
#include <framework/seadFramework.h>
TaskMgr* al:: GameFrameworkNx:: mTaskMgr
#include <framework/seadFramework.h>
MethodTreeMgr* al:: GameFrameworkNx:: mMethodTreeMgr
#include <framework/seadFramework.h>
Heap* al:: GameFrameworkNx:: mMethodTreeMgrHeap
#include <framework/seadFramework.h>