sead::GameFrameworkNx class

Base classes

class GameFramework

Derived classes

class al::GameFrameworkNx

Public types

struct CreateArg
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(const CreateArg&)
~GameFrameworkNx() override

Public functions

auto getMethodFrameBuffer(int) const -> FrameBuffer* override
auto getMethodLogicalFrameBuffer(int) const -> LogicalFrameBuffer* override
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 procFrame_() virtual
void procDraw_() virtual
void procCalc_() virtual
void present_() 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 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
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 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::GameFrameworkNx::ProcessPriority

enum class sead::GameFrameworkNx::NodeClassType

Enumerators
Reflexible

sead::hostio::Reflexible

Node

sead::hostio::Node

Other

Other classes.

enum class sead::GameFrameworkNx::AllocFlg

Typedef documentation

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

Function documentation

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

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

void sead::GameFrameworkNx::createControllerMgr(TaskBase* base) virtual

void sead::GameFrameworkNx::createHostIOMgr(TaskBase* base, HostIOMgr::Parameter* hostioParam, Heap* heap) virtual

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

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

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

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

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

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

void sead::GameFrameworkNx::waitStartDisplayLoop_() virtual

void sead::GameFrameworkNx::initHostIO_() virtual

void sead::GameFrameworkNx::startDisplay()

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

void sead::GameFrameworkNx::lockFrameDrawContext()

void sead::GameFrameworkNx::unlockFrameDrawContext()

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

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

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

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

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

void sead::GameFrameworkNx::procReset_() virtual

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

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

Variable documentation

bool sead::GameFrameworkNx::mReserveReset

void* sead::GameFrameworkNx::mResetParameter

ResetEvent sead::GameFrameworkNx::mResetEvent

TaskMgr* sead::GameFrameworkNx::mTaskMgr

MethodTreeMgr* sead::GameFrameworkNx::mMethodTreeMgr

Heap* sead::GameFrameworkNx::mMethodTreeMgrHeap