ezEngine  Milestone 9
ezEngineProcessGameApplication Class Reference
Inheritance diagram for ezEngineProcessGameApplication:

Public Types

typedef ezGameApplication SUPER
 
- Public Types inherited from ezGameApplication
typedef ezGameApplicationBase SUPER
 
- Public Types inherited from ezGameApplicationBase
typedef ezApplication SUPER
 
- Public Types inherited from ezApplication
enum  ApplicationExecution { Continue, Quit }
 Defines the possible return values for the ezApplication::Run() function. More...
 

Public Member Functions

virtual void BeforeCoreSystemsStartup () override
 This function is called before any kind of engine initialization is done. More...
 
virtual void AfterCoreSystemsStartup () override
 This function is called after basic engine initialization has been done. More...
 
virtual void BeforeCoreSystemsShutdown () override
 This function is called after the application main loop has run for the last time, before engine deinitialization. More...
 
virtual ezApplication::ApplicationExecution Run () override
 Main run function which is called periodically. This function must be overridden. More...
 
void LogWriter (const ezLoggingEventData &e)
 
- Public Member Functions inherited from ezGameApplication
 ezGameApplication (const char *szAppName, const char *szProjectPath)
 szProjectPath may be nullptr, if FindProjectDirectory() is overridden.
 
void ReinitializeInputConfig ()
 Used at runtime (by the editor) to reload input maps. Forwards to Init_ConfigureInput()
 
- Public Member Functions inherited from ezGameApplicationBase
 ezGameApplicationBase (const char *szAppName)
 
virtual void RequestQuit ()
 Calling this function requests that the application quits after the current invocation of Run() finishes. More...
 
EZ_ALWAYS_INLINE bool WasQuitRequested () const
 Returns whether RequestQuit() was called.
 
ezWindowOutputTargetBaseAddWindow (ezWindowBase *pWindow)
 Adds a top level window to the application. More...
 
void AddWindow (ezWindowBase *pWindow, ezUniquePtr< ezWindowOutputTargetBase > pOutputTarget)
 Adds a top level window to the application with a custom output target.
 
void RemoveWindow (ezWindowBase *pWindow)
 Removes a previously added window. Destroys its output target. Should be called at application shutdown.
 
virtual void AdjustWindowCreation (ezWindowCreationDesc &desc)
 Can be called by code that creates windows (e.g. an ezGameStateBase) to adjust or override settings, such as the window title or resolution.
 
bool ProcessWindowMessages ()
 Calls ezWindowBase::ProcessWindowMessages() on all known windows. Returns true, if any windows are available, at all. More...
 
ezWindowOutputTargetBaseGetWindowOutputTarget (const ezWindowBase *pWindow) const
 Returns the ezWindowOutputTargetBase object that is associated with the given window. The window must have been added via AddWindow()
 
void SetWindowOutputTarget (const ezWindowBase *pWindow, ezUniquePtr< ezWindowOutputTargetBase > pOutputTarget)
 Sets the ezWindowOutputTargetBase for a given window. The window must have been added via AddWindow() More...
 
void TakeProfilingCapture ()
 Does a profiling capture and writes it to disk at ':appdata'.
 
void TakeScreenshot ()
 Schedules a screenshot to be taken at the end of the frame. More...
 
void CaptureFrame ()
 Schedules a frame capture if the corresponding plugin is loaded. More...
 
void SetContinuousFrameCapture (bool enable)
 Controls if frame captures are taken continuously (without being persisted) or only on-demand. More...
 
bool GetContinousFrameCapture () const
 
virtual ezResult GetAbsFrameCaptureOutputPath (ezStringBuilder &sOutputPath)
 Get the absolute base output path for frame captures.
 
ezResult ActivateGameState (ezWorld *pWorld=nullptr, const ezTransform *pStartPosition=nullptr)
 Creates and activates the game state for this application. More...
 
void DeactivateGameState ()
 Deactivates and destroys the active game state.
 
ezGameStateBaseGetActiveGameState () const
 Returns the currently active game state. Could be nullptr.
 
ezGameStateBaseGetActiveGameStateLinkedToWorld (ezWorld *pWorld) const
 Returns the currently active game state IF it was created for the given world. More...
 
const ezPlatformProfileGetPlatformProfile () const
 Returns the ezPlatformProfile that has been loaded for this application.
 
- Public Member Functions inherited from ezApplication
 ezApplication (const char *szAppName)
 Constructor.
 
virtual ~ezApplication ()
 Virtual destructor.
 
void SetApplicationName (const char *szAppName)
 Changes the application name.
 
const ezStringGetApplicationName () const
 Returns the application name.
 
virtual void AfterHighLevelSystemsShutdown ()
 Called after ezStartup::ShutdownHighLevelSystems() has been executed.
 
virtual void AfterCoreSystemsShutdown ()
 This function is called after ezStartup::ShutdownCoreSystems() has been called. More...
 
virtual void BeforeEnterBackground ()
 This function is called when an application is moved to the background. More...
 
virtual void BeforeEnterForeground ()
 This function is called whenever an application is resumed from background mode. More...
 
void SetReturnCode (ezInt32 iReturnCode)
 Sets the value that the application will return to the OS. You can call this function at any point during execution to update the return value of the application. Default is zero.
 
ezInt32 GetReturnCode () const
 Returns the currently set value that the application will return to the OS.
 
virtual const char * TranslateReturnCode () const
 If the return code is not zero, this function might be called to get a string to print the error code in human readable form.
 
void SetCommandLineArguments (ezUInt32 uiArgumentCount, const char **ppArguments)
 Will set the command line arguments that were passed to the app by the OS. This is automatically called by EZ_APPLICATION_ENTRY_POINT() and EZ_CONSOLEAPP_ENTRY_POINT().
 
ezUInt32 GetArgumentCount () const
 Returns the number of command lien arguments that were passed to the application. More...
 
const char * GetArgument (ezUInt32 uiArgument) const
 Returns one of the command line arguments that was passed to the application.
 
const char ** GetArgumentsArray () const
 Returns the complete array of command line arguments that were passed to the application.
 
void EnableMemoryLeakReporting (bool bEnable)
 
bool IsMemoryLeakReportingEnabled () const
 

Protected Member Functions

virtual void Init_ConfigureLogging () override
 
virtual void Deinit_ShutdownLogging () override
 
virtual void Init_FileSystem_ConfigureDataDirs () override
 
virtual bool Run_ProcessApplicationInput () override
 
virtual ezUniquePtr< ezEditorEngineProcessAppCreateEngineProcessApp ()
 
virtual void ActivateGameStateAtStartup () override
 Allows to override whether a game state is created and activated at application startup. More...
 
- Protected Member Functions inherited from ezGameApplication
virtual ezUniquePtr< ezWindowOutputTargetBaseCreateWindowOutputTarget (ezWindowBase *pWindow) override
 
virtual void DestroyWindowOutputTarget (ezUniquePtr< ezWindowOutputTargetBase > pOutputTarget) override
 
virtual void Init_ConfigureInput () override
 
virtual void Init_ConfigureAssetManagement () override
 
virtual void Init_LoadRequiredPlugins () override
 
virtual void Init_SetupDefaultResources () override
 
virtual void Init_SetupGraphicsDevice () override
 
virtual void Deinit_ShutdownGraphicsDevice () override
 
virtual bool IsGameUpdateEnabled () const
 
virtual void Run_WorldUpdateAndRender () override
 
void RenderFps ()
 
void RenderConsole ()
 
void UpdateWorldsAndExtractViews ()
 
- Protected Member Functions inherited from ezGameApplicationBase
virtual ezString GetBaseDataDirectoryPath () const
 
virtual void ExecuteInitFunctions ()
 
virtual void Init_PlatformProfile_SetPreferred ()
 
virtual void Init_ConfigureTelemetry ()
 
virtual void Init_FileSystem_SetSpecialDirs ()
 
virtual void Init_FileSystem_SetDataDirFactories ()
 
virtual void Init_PlatformProfile_LoadForRuntime ()
 
virtual void Init_ConfigureTags ()
 
virtual void Init_ConfigureCVars ()
 
virtual void BeforeHighLevelSystemsShutdown () override
 This function is called after the application main loop has run for the last time, before engine deinitialization. More...
 
virtual void Deinit_UnloadPlugins ()
 
virtual void StoreScreenshot (ezImage &&image, const char *szContext=nullptr)
 Called with the result from taking a screenshot. The default implementation writes the image to disk at ':appdata/Screenshots'.
 
void ExecuteTakeScreenshot (ezWindowOutputTargetBase *pOutputTarget, const char *szContext=nullptr)
 
void ExecuteFrameCapture (ezWindowHandle targetWindowHandle, const char *szContext=nullptr)
 
virtual ezUniquePtr< ezGameStateBaseCreateGameState (ezWorld *pWorld)
 Creates a game state for the application to use. More...
 
virtual void Run_InputUpdate ()
 
virtual void Run_BeforeWorldUpdate ()
 
virtual void Run_AfterWorldUpdate ()
 
virtual void Run_UpdatePlugins ()
 
virtual void Run_FinishFrame ()
 

Additional Inherited Members

- Static Public Member Functions inherited from ezGameApplication
static ezGameApplicationGetGameApplicationInstance ()
 Returns the ezGameApplication singleton.
 
static void SetOverrideDefaultDeviceCreator (ezDelegate< ezGALDevice *(const ezGALDeviceCreationDescription &)> creator)
 When the graphics device is created, by default the game application will pick a platform specific implementation. This function allows to override that by setting a custom function that creates a graphics device.
 
- Static Public Member Functions inherited from ezGameApplicationBase
static ezGameApplicationBaseGetGameApplicationBaseInstance ()
 Returns the ezGameApplicationBase singleton.
 
- Static Public Member Functions inherited from ezApplication
static ezApplicationGetApplicationInstance ()
 Returns the one instance of ezApplication that is available.
 
- Public Attributes inherited from ezGameApplicationBase
ezEvent< const ezGameApplicationExecutionEvent & > m_ExecutionEvents
 
- Protected Attributes inherited from ezGameApplication
ezString m_sAppProjectPath
 Stores what is given to the constructor.
 
ezDelegateTask< void > m_UpdateTask
 
bool m_bShowConsole = false
 
ezUniquePtr< ezConsolem_pConsole
 
- Protected Attributes inherited from ezGameApplicationBase
bool m_bWasQuitRequested = false
 
ezDynamicArray< WindowContextm_Windows
 
bool m_bTakeScreenshot = false
 
ezConsoleFunction< void()> m_ConFunc_TakeScreenshot
 expose TakeScreenshot() as a console function
 
bool m_bContinuousFrameCapture = false
 
bool m_bCaptureFrame = false
 
ezConsoleFunction< void()> m_ConFunc_CaptureFrame
 expose CaptureFrame() as a console function
 
ezUniquePtr< ezGameStateBasem_pGameState
 
ezWorldm_pWorldLinkedWithGameState = nullptr
 
ezPlatformProfile m_PlatformProfile
 
- Static Protected Attributes inherited from ezGameApplication
static ezGameApplications_pGameApplicationInstance = nullptr
 
static ezDelegate< ezGALDevice *(const ezGALDeviceCreationDescription &)> s_DefaultDeviceCreator
 
- Static Protected Attributes inherited from ezGameApplicationBase
static ezGameApplicationBases_pGameApplicationBaseInstance = nullptr
 

Member Function Documentation

◆ ActivateGameStateAtStartup()

virtual void ezEngineProcessGameApplication::ActivateGameStateAtStartup ( )
inlineoverrideprotectedvirtual

Allows to override whether a game state is created and activated at application startup.

The default implementation just calls ActivateGameState(), but applications that run inside the editor override this to do nothing, as they only want the game state to become active during simulation, not during editing.

Reimplemented from ezGameApplicationBase.

◆ AfterCoreSystemsStartup()

void ezEngineProcessGameApplication::AfterCoreSystemsStartup ( )
overridevirtual

This function is called after basic engine initialization has been done.

ezApplication will automatically call ezStartup::StartupCoreSystems() to initialize the application. This function can be overridden to do additional application specific initialization. To startup entire subsystems, you should however use the features provided by ezStartup and ezSubSystem.

Reimplemented from ezGameApplicationBase.

◆ BeforeCoreSystemsShutdown()

void ezEngineProcessGameApplication::BeforeCoreSystemsShutdown ( )
overridevirtual

This function is called after the application main loop has run for the last time, before engine deinitialization.

Override this function to do application specific deinitialization that still requires a running engine. After this function returns ezStartup::ShutdownCoreSystems() is called and thus everything, including allocators, is shut down. To shut down entire subsystems, you should, however, use the features provided by ezStartup and ezSubSystem.

Reimplemented from ezGameApplicationBase.

◆ BeforeCoreSystemsStartup()

void ezEngineProcessGameApplication::BeforeCoreSystemsStartup ( )
overridevirtual

This function is called before any kind of engine initialization is done.

Override this function to be able to configure subsystems, before they are initialized. After this function returns, ezStartup::StartupCoreSystems() is automatically called. If you need to set up custom allocators, this is the place to do this.

Reimplemented from ezGameApplication.

◆ Run()

ezApplication::ApplicationExecution ezEngineProcessGameApplication::Run ( )
overridevirtual

Main run function which is called periodically. This function must be overridden.

Return ApplicationExecution::Quit when the application should quit. You may set a return code via SetReturnCode() beforehand.

Reimplemented from ezGameApplicationBase.


The documentation for this class was generated from the following files: