i6engine
1.0
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this class is used as an abstraction layer More...
#include <D:/Projekte/i6engine/libs/i6engine-core/include/i6engine/core/EngineCoreController.h>
Public Member Functions | |
EngineCoreController (SubSystemController *ssc) | |
creates new EngineCoreController with given SubSystemController More... | |
~EngineCoreController () | |
void | SetOnAfterInitializedCallback (const boost::function< void(void)> &ptrOnAfterInitialize) |
This method will set the callback which will be called after initialization. More... | |
void | RunEngine () |
This method will initialize and start the game engine. More... | |
void | ShutDown () |
This method will stop the main loop and will start the shut down sequence. More... | |
void | SetInitialized () |
This method will tell the EngineController that the subsystems have been initialized. More... | |
void | WaitForShutDown () const |
This method will wait until all subsystems have been shut down. More... | |
void | SetShutdownComplete () |
This method initializes the final shutdown of the main loop. More... | |
uint64_t | registerTimer (uint64_t time, const boost::function< bool(void)> &func, bool looping, JobPriorities priority) |
registers a timer More... | |
void | removeTimer (JobPriorities priority) |
deletes all timer with given priority More... | |
bool | removeTimerID (uint64_t id) |
deletes all timer with given name More... | |
uint64_t | getTimeLeft (uint64_t id) const |
returns remaining time More... | |
uint64_t | getCurrentTime () const |
returns current application time in microseconds More... | |
void | setCurrentTime (uint64_t time) |
sets the current time (only at clients, time will be synchronized by server) More... | |
this class is used as an abstraction layer
The EngineCoreController initializes all registered subsystems and starts the main loop. The main loop gets the clock update and notifies the SubSystemController.
Definition at line 61 of file EngineCoreController.h.
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explicit |
creates new EngineCoreController with given SubSystemController
i6e::core::EngineCoreController::~EngineCoreController | ( | ) |
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inline |
returns current application time in microseconds
Definition at line 136 of file EngineCoreController.h.
uint64_t i6e::core::EngineCoreController::getTimeLeft | ( | uint64_t | id | ) | const |
returns remaining time
uint64_t i6e::core::EngineCoreController::registerTimer | ( | uint64_t | time, |
const boost::function< bool(void)> & | func, | ||
bool | looping, | ||
JobPriorities | priority | ||
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registers a timer
[in] | name | name of the timer to identify |
[in] | time | time in microseconds until func is called |
[in] | func | function to be called after given time |
void i6e::core::EngineCoreController::removeTimer | ( | JobPriorities | priority | ) |
deletes all timer with given priority
bool i6e::core::EngineCoreController::removeTimerID | ( | uint64_t | id | ) |
deletes all timer with given name
void i6e::core::EngineCoreController::RunEngine | ( | ) |
This method will initialize and start the game engine.
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inline |
sets the current time (only at clients, time will be synchronized by server)
Definition at line 143 of file EngineCoreController.h.
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inline |
This method will tell the EngineController that the subsystems have been initialized.
Definition at line 94 of file EngineCoreController.h.
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inline |
This method will set the callback which will be called after initialization.
Definition at line 73 of file EngineCoreController.h.
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inline |
This method initializes the final shutdown of the main loop.
Definition at line 106 of file EngineCoreController.h.
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inline |
This method will stop the main loop and will start the shut down sequence.
Definition at line 85 of file EngineCoreController.h.
void i6e::core::EngineCoreController::WaitForShutDown | ( | ) | const |
This method will wait until all subsystems have been shut down.