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
Enum documentation
enum sead:: GameFrameworkNx:: ProcessPriority
#include <framework/seadFramework.h>
enum class sead:: GameFrameworkNx:: NodeClassType
#include <hostio/seadHostIOReflexible.h>
| Enumerators | |
|---|---|
| Reflexible | |
| Node | |
| Other |
Other classes. |
enum class sead:: GameFrameworkNx:: AllocFlg
#include <hostio/seadHostIOReflexible.h>
Typedef documentation
typedef DelegateEvent<void*> sead:: GameFrameworkNx:: ResetEvent
#include <framework/seadFramework.h>
Function documentation
void sead:: GameFrameworkNx:: createSystemTasks(TaskBase* base,
const Framework:: CreateSystemTaskArg& createSystemTaskArg) override
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: quitRun_(Heap* heap) override
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: createControllerMgr(TaskBase* base) virtual
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: createHostIOMgr(TaskBase* base,
HostIOMgr:: Parameter* hostioParam,
Heap* heap) virtual
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: createProcessMeter(TaskBase* base) virtual
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: createSeadMenuMgr(TaskBase* base) virtual
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: createInfLoopChecker(TaskBase* base,
const TickSpan&,
int) virtual
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: createCuckooClock(TaskBase* base) virtual
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: saveScreenShot(const SafeString&) virtual
#include <framework/seadGameFramework.h>
bool sead:: GameFrameworkNx:: isScreenShotBusy() const virtual
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: waitStartDisplayLoop_() virtual
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: initHostIO_() virtual
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: startDisplay()
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: initialize(const Framework:: InitializeArg&)
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: lockFrameDrawContext()
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: unlockFrameDrawContext()
#include <framework/seadGameFramework.h>
void sead:: GameFrameworkNx:: run(Heap*,
const TaskBase:: CreateArg&,
const RunArg&) virtual
#include <framework/seadFramework.h>
FrameBuffer* sead:: GameFrameworkNx:: getMethodFrameBuffer(s32) const pure virtual
#include <framework/seadFramework.h>
LogicalFrameBuffer* sead:: GameFrameworkNx:: getMethodLogicalFrameBuffer(s32) const virtual
#include <framework/seadFramework.h>
bool sead:: GameFrameworkNx:: setProcessPriority(ProcessPriority) virtual
#include <framework/seadFramework.h>
void sead:: GameFrameworkNx:: reserveReset(void*) virtual
#include <framework/seadFramework.h>
void sead:: GameFrameworkNx:: procReset_() virtual
#include <framework/seadFramework.h>
MethodTreeMgr* sead:: GameFrameworkNx:: getMethodTreeMgr() const
#include <framework/seadFramework.h>
NodeClassType sead:: GameFrameworkNx:: getNodeClassType() const override
#include <hostio/seadHostIONode.h>
Variable documentation
bool sead:: GameFrameworkNx:: mReserveReset
#include <framework/seadFramework.h>
void* sead:: GameFrameworkNx:: mResetParameter
#include <framework/seadFramework.h>
ResetEvent sead:: GameFrameworkNx:: mResetEvent
#include <framework/seadFramework.h>
TaskMgr* sead:: GameFrameworkNx:: mTaskMgr
#include <framework/seadFramework.h>
MethodTreeMgr* sead:: GameFrameworkNx:: mMethodTreeMgr
#include <framework/seadFramework.h>
Heap* sead:: GameFrameworkNx:: mMethodTreeMgrHeap
#include <framework/seadFramework.h>