sead::GameFramework class

Base classes

class Framework

Derived classes

class GameFrameworkNx

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

GameFramework()
~GameFramework() override

Public functions

void createSystemTasks(TaskBase* base, const Framework::CreateSystemTaskArg& createSystemTaskArg) override
void quitRun_(Heap* heap) override
void createControllerMgr(TaskBase* base) virtual
void createHostIOMgr(TaskBase* base, HostIOMgr::Parameter* hostioParam, Heap* heap) virtual
void createProcessMeter(TaskBase* base) virtual
void createSeadMenuMgr(TaskBase* base) virtual
void createInfLoopChecker(TaskBase* base, const TickSpan&, int) virtual
void createCuckooClock(TaskBase* base) virtual
auto calcFps() -> float pure 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 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 runImpl_() virtual
auto createMethodTreeMgr_(Heap*) -> MethodTreeMgr* pure 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

Enum documentation

enum sead::GameFramework::ProcessPriority

enum class sead::GameFramework::NodeClassType

Enumerators
Reflexible

sead::hostio::Reflexible

Node

sead::hostio::Node

Other

Other classes.

enum class sead::GameFramework::AllocFlg

Typedef documentation

typedef DelegateEvent<void*> sead::GameFramework::ResetEvent

Function documentation

void sead::GameFramework::run(Heap*, const TaskBase::CreateArg&, const RunArg&) virtual

FrameBuffer* sead::GameFramework::getMethodFrameBuffer(s32) const pure virtual

LogicalFrameBuffer* sead::GameFramework::getMethodLogicalFrameBuffer(s32) const virtual

bool sead::GameFramework::setProcessPriority(ProcessPriority) virtual

void sead::GameFramework::reserveReset(void*) virtual

void sead::GameFramework::initRun_(Heap*) virtual

void sead::GameFramework::runImpl_() virtual

MethodTreeMgr* sead::GameFramework::createMethodTreeMgr_(Heap*) pure virtual

void sead::GameFramework::procReset_() virtual

MethodTreeMgr* sead::GameFramework::getMethodTreeMgr() const

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

Variable documentation

bool sead::GameFramework::mReserveReset

void* sead::GameFramework::mResetParameter

ResetEvent sead::GameFramework::mResetEvent

TaskMgr* sead::GameFramework::mTaskMgr

Heap* sead::GameFramework::mMethodTreeMgrHeap