sead::Framework class

Base classes

class Node

Derived classes

class GameFramework

Public types

struct CreateSystemTaskArg
struct InitializeArg
struct RunArg
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

Framework()
~Framework() virtual

Public functions

void run(Heap*, const TaskBase::CreateArg&, const RunArg&) virtual
void createSystemTasks(TaskBase*, const CreateSystemTaskArg&) virtual
auto getMethodFrameBuffer(s32) const -> FrameBuffer* pure virtual
auto getMethodLogicalFrameBuffer(s32) const -> LogicalFrameBuffer* virtual
auto setProcessPriority(ProcessPriority) -> bool virtual
void reserveReset(void*) virtual
void initRun_(Heap*) virtual
void quitRun_(Heap*) virtual
void runImpl_() virtual
auto createMethodTreeMgr_(Heap*) -> MethodTreeMgr* pure virtual
void procReset_() virtual
void initialize(const InitializeArg&)
auto getMethodTreeMgr() const -> MethodTreeMgr*
auto getNodeClassType() const -> NodeClassType override

Public variables

bool mReserveReset
void* mResetParameter
ResetEvent mResetEvent
TaskMgr* mTaskMgr
MethodTreeMgr* mMethodTreeMgr
Heap* mMethodTreeMgrHeap

Enum documentation

enum class sead::Framework::NodeClassType

Enumerators
Reflexible

sead::hostio::Reflexible

Node

sead::hostio::Node

Other

Other classes.

enum class sead::Framework::AllocFlg

Function documentation

NodeClassType sead::Framework::getNodeClassType() const override