al::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

enum class al::GameFrameworkNx::NodeClassType

Enumerators
Reflexible

sead::hostio::Reflexible

Node

sead::hostio::Node

Other

Other classes.

enum class al::GameFrameworkNx::AllocFlg

Typedef documentation

typedef DelegateEvent<void*> al::GameFrameworkNx::ResetEvent

Function documentation

FrameBuffer* al::GameFrameworkNx::getMethodFrameBuffer(int) const override

FrameBuffer* al::GameFrameworkNx::getMethodFrameBuffer(s32) const pure virtual

LogicalFrameBuffer* al::GameFrameworkNx::getMethodLogicalFrameBuffer(int) const override

LogicalFrameBuffer* al::GameFrameworkNx::getMethodLogicalFrameBuffer(s32) const virtual

void al::GameFrameworkNx::initRun_(Heap*) override

void al::GameFrameworkNx::runImpl_() override

MethodTreeMgr* al::GameFrameworkNx::createMethodTreeMgr_(Heap*) override

float al::GameFrameworkNx::calcFps() override

void al::GameFrameworkNx::setCaption(const SafeString&) virtual

void al::GameFrameworkNx::mainLoop_() virtual

void al::GameFrameworkNx::procCalc_() virtual

void al::GameFrameworkNx::swapBuffer_() virtual

void al::GameFrameworkNx::clearFrameBuffers_(int) virtual

void al::GameFrameworkNx::waitForGpuDone_() virtual

void al::GameFrameworkNx::setGpuTimeStamp_() virtual

void al::GameFrameworkNx::initializeArg(const Framework::InitializeArg&)

void al::GameFrameworkNx::initializeGraphicsSystem(Heap*, const Vector2f&)

void al::GameFrameworkNx::presentAsync_(Thread*, long)

void al::GameFrameworkNx::getAcquiredDisplayBufferTexture() const

void al::GameFrameworkNx::setVBlankWaitInterval(u32)

void al::GameFrameworkNx::requestChangeUseGPU(bool)

void al::GameFrameworkNx::waitVsyncEvent_()

void al::GameFrameworkNx::createSystemTasks(TaskBase* base, const Framework::CreateSystemTaskArg& createSystemTaskArg) override

void al::GameFrameworkNx::quitRun_(Heap* heap) override

void al::GameFrameworkNx::createProcessMeter(TaskBase* base) virtual

void al::GameFrameworkNx::createSeadMenuMgr(TaskBase* base) virtual

void al::GameFrameworkNx::createInfLoopChecker(TaskBase* base, const TickSpan&, int) virtual

void al::GameFrameworkNx::createCuckooClock(TaskBase* base) virtual

void al::GameFrameworkNx::saveScreenShot(const SafeString&) virtual

bool al::GameFrameworkNx::isScreenShotBusy() const virtual

void al::GameFrameworkNx::waitStartDisplayLoop_() virtual

void al::GameFrameworkNx::initHostIO_() virtual

void al::GameFrameworkNx::startDisplay()

void al::GameFrameworkNx::initialize(const Framework::InitializeArg&)

void al::GameFrameworkNx::lockFrameDrawContext()

void al::GameFrameworkNx::unlockFrameDrawContext()

void al::GameFrameworkNx::run(Heap*, const TaskBase::CreateArg&, const RunArg&) virtual

bool al::GameFrameworkNx::setProcessPriority(ProcessPriority) virtual

void al::GameFrameworkNx::reserveReset(void*) virtual

void al::GameFrameworkNx::procReset_() virtual

MethodTreeMgr* al::GameFrameworkNx::getMethodTreeMgr() const

NodeClassType al::GameFrameworkNx::getNodeClassType() const override

Variable documentation

bool al::GameFrameworkNx::mReserveReset

void* al::GameFrameworkNx::mResetParameter

ResetEvent al::GameFrameworkNx::mResetEvent

TaskMgr* al::GameFrameworkNx::mTaskMgr

MethodTreeMgr* al::GameFrameworkNx::mMethodTreeMgr

Heap* al::GameFrameworkNx::mMethodTreeMgrHeap