IGameFramework

Interface which exposes the CryAction subsystems

C++
struct IGameFramework {
};
File

IGameFramework.h

IGameFramework::~IGameFramework Destructor
C++
virtual ~IGameFramework();
IGameFramework::AddBreakEventListener Method
C++
virtual void AddBreakEventListener(IBreakEventListener * pListener) = 0;
Description

Adds a listener for break events

IGameFramework::AddTimer Method
C++
virtual IGameFramework::TimerID AddTimer(CTimeValue interval, bool repeat, TimerCallback callback, void* userdata = 0) = 0;
Description

Adds a timer that will trigger a callback function passed by parameter. Allows to pass some user data pointer that will be one of the parameters for the callback function. The signature for the callback function is: void (void*, int). It allows member functions by using CE functors

It returns the handle to the timer created

IGameFramework::AllowLoad Method
C++
virtual void AllowLoad(bool bAllow = true) = 0;
IGameFramework::AllowSave Method
C++
virtual void AllowSave(bool bAllow = true) = 0;
IGameFramework::ApplySingleProceduralBreakFromEventIndex Method
C++
virtual void ApplySingleProceduralBreakFromEventIndex(uint16 uBreakEventIndex, const SRenderNodeCloneLookup& renderNodeLookup) = 0;
Description

For the kill cam: apply a single break event from an index

IGameFramework::BeginLanQuery Method
C++
virtual void BeginLanQuery() = 0;
Description

Begin a query on the LAN for games

IGameFramework::BlockingSpawnPlayer Method
C++
virtual bool BlockingSpawnPlayer() = 0;
Description

For the editor: spawn a player and wait for connection

IGameFramework::CanCheat Method
C++
virtual bool CanCheat() = 0;
Description

Check if the current game can activate cheats (flymode, godmode, nextspawn)

IGameFramework::CanLoad Method
C++
virtual bool CanLoad() = 0;
IGameFramework::CanSave Method
C++
virtual bool CanSave() = 0;
IGameFramework::ChangeGameContext Method
C++
virtual bool ChangeGameContext(const SGameContextParams * pGameContextParams) = 0;
Parameters
Parameters
Description
const SGameContextParams * pGameContextParams
parameters for configuring the context
Returns

true if successful

Description

Changes a game context (levels and rules, etc); only allowed on the server

IGameFramework::ClearNextFrameCommand Method
C++
VIRTUAL void ClearNextFrameCommand() = 0;
IGameFramework::CloneBrokenObjectsAndRevertToStateAtTime Method
C++
virtual void CloneBrokenObjectsAndRevertToStateAtTime(int32 iFirstBreakEventIndex, uint16 * pBreakEventIndices, int32& iNumBreakEvents, IRenderNode** outClonedNodes, int32& iNumClonedNodes, SRenderNodeCloneLookup& renderNodeLookup) = 0;
Description

For the kill cam : clone the list of objects specified in the break events indexed

IGameFramework::CompleteInit Method

Complete initialization of game framework with things that can only be done after all entities have been registered.

C++
virtual bool CompleteInit() = 0;
IGameFramework::CreateDebugHistoryManager Method
C++
virtual IDebugHistoryManager* CreateDebugHistoryManager() = 0;
IGameFramework::CreateITweakMenuController Method
C++
virtual ITweakMenuController* CreateITweakMenuController() = 0;
Description

Returns a pointer to the new ITweakMenuController interface

IGameFramework::DECLARE_GAMEOBJECT_FACTORY Method (ILoadGame)
C++
DECLARE_GAMEOBJECT_FACTORY(ILoadGame);
IGameFramework::DECLARE_GAMEOBJECT_FACTORY Method (ISaveGame)
C++
DECLARE_GAMEOBJECT_FACTORY(ISaveGame);
IGameFramework::DECLARE_GAMEOBJECTEXTENSION_FACTORY Method (Actor)
C++
DECLARE_GAMEOBJECTEXTENSION_FACTORY(Actor);
IGameFramework::DECLARE_GAMEOBJECTEXTENSION_FACTORY Method (GameObjectExtension)
C++
DECLARE_GAMEOBJECTEXTENSION_FACTORY(GameObjectExtension);
IGameFramework::DECLARE_GAMEOBJECTEXTENSION_FACTORY Method (Item)
C++
DECLARE_GAMEOBJECTEXTENSION_FACTORY(Item);
IGameFramework::DECLARE_GAMEOBJECTEXTENSION_FACTORY Method (Vehicle)
C++
DECLARE_GAMEOBJECTEXTENSION_FACTORY(Vehicle);
IGameFramework::DelegateAuthority Method
C++
virtual void DelegateAuthority(EntityId entityId, uint16 channelId) = 0;
Description
IGameFramework::DumpMemInfo Method
C++
virtual void DumpMemInfo(const char* format, ...);
IGameFramework::EnableVoiceRecording Method
C++
virtual void EnableVoiceRecording(const bool enable) = 0;
IGameFramework::EndCurrentQuery Method
C++
virtual void EndCurrentQuery() = 0;
Description

End the current game query

IGameFramework::EndGameContext Method
C++
virtual void EndGameContext() = 0;
Description

Finished a game context (no game running anymore)

IGameFramework::ExecuteCommandNextFrame Method
C++
virtual void ExecuteCommandNextFrame(const char*) = 0;
Description

Executes console command on next frame's beginning

IGameFramework::FlushBreakableObjects Method
C++
virtual void FlushBreakableObjects() = 0;
Description

Remove broken entity parts

IGameFramework::GetAbsLevelPath Method
C++
virtual const char * GetAbsLevelPath(char*const pPath, const uint32 cPathMaxLen) = 0;
Returns

0 if no level is loaded

Description

OUTDATED: Description: OUTDATED: absolute because downloaded content might anywhere OUTDATED: e.g. "c:/MasterCD/Game/Levels/Testy"

relative to the MasterCD folder e.g. "game/levels/!Code/AutoTest0"

IGameFramework::GetClientActor Method
C++
virtual IActor * GetClientActor() const = 0;
Description

Returns the Actor associated with the client (or NULL)

IGameFramework::GetClientActorId Method
C++
virtual EntityId GetClientActorId() const = 0;
Description

Returns the Actor Id associated with the client (or NULL)

IGameFramework::GetClientChannel Method
C++
virtual INetChannel * GetClientChannel() const = 0;
Description

Returns the INetChannel associated with the client (or NULL)

IGameFramework::GetClientEntity Method
C++
virtual IEntity* GetClientEntity() const = 0;
Description

Returns the Entity associated with the client (or NULL)

IGameFramework::GetClientEntityId Method
C++
virtual EntityId GetClientEntityId() const = 0;
Description

Returns the EntityId associated with the client (or NULL)

IGameFramework::GetClientNetNub Method
C++
virtual INetNub * GetClientNetNub() = 0;
IGameFramework::GetEditorLevel Method
C++
virtual void GetEditorLevel(char ** levelName, char ** levelFolder) = 0;
Description

Retrieves the current level loaded by the editor.

IGameFramework::GetGameChannelId Method
C++
virtual uint16 GetGameChannelId(INetChannel * pNetChannel) = 0;
Returns

The Game Server ChannelId associated with the specified INetChannel.

Description

Retrieve the Game Server Channel Id associated with the specified INetChannel.

IGameFramework::GetGameGUID Method
C++
virtual const char* GetGameGUID() = 0;
IGameFramework::GetGameObject Method
C++
virtual IGameObject * GetGameObject(EntityId id) = 0;
Returns

Pointer to IGameObject of the entity if it exists (or NULL otherwise)

Description

Retrieve an IGameObject from an entity id

IGameFramework::GetIActionMapManager Method
C++
virtual IActionMapManager * GetIActionMapManager() = 0;
Returns

Pointer to IActionMapManager interface.

Description

Returns a pointer to the IActionMapManager interface.

IGameFramework::GetIActorSystem Method
C++
virtual IActorSystem * GetIActorSystem() = 0;
Returns

Pointer to IActorSystem interface.

Description

Returns a pointer to the IActorSystem interface.

IGameFramework::GetIBreakReplicator Method
C++
virtual IBreakReplicator * GetIBreakReplicator() = 0;
Returns

Pointer to IBreakReplicator interface.

Description

Returns a pointer to the IBreakReplicator interface.

IGameFramework::GetICheckpointSystem Method
C++
virtual ICheckpointSystem* GetICheckpointSystem() = 0;
Description

Pointer to ICheckpointSystem interface.

IGameFramework::GetICommunicationVoiceLibrary Method
C++
virtual ICommunicationVoiceLibrary* GetICommunicationVoiceLibrary() const;
IGameFramework::GetICooperativeAnimationManager Method
C++
virtual ICooperativeAnimationManager* GetICooperativeAnimationManager() = 0;
Description

Pointer to ICooperativeAnimationManager interface.

IGameFramework::GetICustomActionManager Method
C++
virtual ICustomActionManager* GetICustomActionManager() const = 0;
Description

Pointer to ICustomActionManager interface.

IGameFramework::GetICustomEventManager Method
C++
virtual ICustomEventManager* GetICustomEventManager() const = 0;
Description

Pointer to ICustomEventManager interface.

IGameFramework::GetIDialogSystem Method
C++
virtual IDialogSystem * GetIDialogSystem() = 0;
Returns

Pointer to IDialogSystem interface.

Description

Returns a pointer to the IDialogSystem interface

IGameFramework::GetIEffectSystem Method
C++
virtual IEffectSystem * GetIEffectSystem() = 0;
Returns

Pointer to IEffectSystem interface.

Description

Returns a pointer to the IEffectSystem interface

IGameFramework::GetIFlowSystem Method
C++
virtual IFlowSystem * GetIFlowSystem() = 0;
Returns

Pointer to IFlowSystem interface.

Description

Returns a pointer to the IFlowSystem interface.

IGameFramework::GetIForceFeedbackSystem Method
C++
virtual IForceFeedbackSystem* GetIForceFeedbackSystem() const = 0;
Description

Pointer to IForceFeedbackSystem interface.

IGameFramework::GetIGameObjectSystem Method
C++
virtual IGameObjectSystem * GetIGameObjectSystem() = 0;
Returns

Pointer to IGameObjectSystem interface.

Description

Returns a pointer to the IGameObjectSystem interface.

IGameFramework::GetIGameplayRecorder Method
C++
virtual IGameplayRecorder * GetIGameplayRecorder() = 0;
Returns

Pointer to IGameplayRecorder interface.

Description

Returns a pointer to the IGameplayRecorder interface.

IGameFramework::GetIGameRulesSystem Method
C++
virtual IGameRulesSystem * GetIGameRulesSystem() = 0;
Returns

Pointer to IGameRulesSystem interface.

Description

Returns a pointer to the IGameRulesSystem interface.

IGameFramework::GetIGameSessionHandler Method
C++
virtual IGameSessionHandler* GetIGameSessionHandler() = 0;
IGameFramework::GetIGameStatistics Method
C++
virtual IGameStatistics* GetIGameStatistics() = 0;
Description

Returns a pointer to the IGameStatistics interface

IGameFramework::GetIGameTokenSystem Method
C++
virtual IGameTokenSystem * GetIGameTokenSystem() = 0;
Returns

Pointer to IGameTokenSystem interface.

Description

Returns a pointer to the IGameTokenSystem interface

IGameFramework::GetIGameVolumesManager Method
C++
virtual IGameVolumes* GetIGameVolumesManager() const = 0;
Description

Retrieves manager which handles game objects tied to editor shapes and volumes

IGameFramework::GetIItemSystem Method
C++
virtual IItemSystem * GetIItemSystem() = 0;
Returns

Pointer to IItemSystem interface.

Description

Returns a pointer to the IItemSystem interface.

IGameFramework::GetILanQueryListener Method
C++
virtual ILanQueryListener * GetILanQueryListener() = 0;
Returns

Pointer to ILanQueryListener interface.

Description

Retrieve a pointer to the ILanQueryListener interface

IGameFramework::GetILevelSystem Method
C++
virtual ILevelSystem * GetILevelSystem() = 0;
Returns

Pointer to ILevelSystem interface.

Description

Returns a pointer to the ILevelSystem interface.

IGameFramework::GetIMaterialEffects Method
C++
virtual IMaterialEffects * GetIMaterialEffects() = 0;
Returns

Pointer to IMaterialEffects interface.

Description

Returns a pointer to the IMaterialEffects interface.

IGameFramework::GetIPersistantDebug Method
C++
virtual IPersistantDebug * GetIPersistantDebug() = 0;
IGameFramework::GetIPlayerProfileManager Method
C++
virtual IPlayerProfileManager * GetIPlayerProfileManager() = 0;
Returns

Pointer to IPlayerProfileManager interface.

Description

Returns a pointer to the IPlayerProfileManager interface.

IGameFramework::GetIRealTimeRemoteUpdate Method
C++
virtual IRealtimeRemoteUpdate * GetIRealTimeRemoteUpdate() = 0;
Description

returns a pointer to the IRealtimeUpdate Interface

IGameFramework::GetISharedParamsManager Method
C++
virtual ISharedParamsManager * GetISharedParamsManager() = 0;
Description

Get pointer to Shared Parameters manager interface class.

IGameFramework::GetISubtitleManager Method
C++
virtual ISubtitleManager * GetISubtitleManager() = 0;
Returns

Pointer to ISubtitleManager interface.

Description

Returns a pointer to the ISubtitleManager interface.

IGameFramework::GetISystem Method
C++
virtual ISystem * GetISystem() = 0;
Returns

Pointer to ISystem interface.

Description

Returns a pointer to the ISystem interface.

IGameFramework::GetIUIDraw Method
C++
virtual IUIDraw * GetIUIDraw() = 0;
Returns

Pointer to IUIDraw interface.

Description

Returns a pointer to the IUIDraw interface.

IGameFramework::GetIVehicleSystem Method
C++
virtual IVehicleSystem * GetIVehicleSystem() = 0;
Returns

Pointer to IVehicleSystem interface.

Description

Returns a pointer to the IVehicleSystem interface.

IGameFramework::GetIViewSystem Method
C++
virtual IViewSystem * GetIViewSystem() = 0;
Returns

Pointer to IViewSystem interface.

Description

Returns a pointer to the IViewSystem interface.

IGameFramework::GetIVisualLog Method
C++
virtual IVisualLog * GetIVisualLog() = 0;
Returns

Pointer to IIVisualLog interface.

Description

Returns a pointer to the IVisualLog interface.

IGameFramework::GetLevelName Method
C++
virtual const char * GetLevelName() = 0;
Returns

path relative to the levels folder e.g. "MultiplayerPSShore"

IGameFramework::GetLoadSaveDelay Method
C++
VIRTUAL float GetLoadSaveDelay() const = 0;
Description

Get the time left when we are allowed to load a new game When this returns 0, we are allowed to load a new game

IGameFramework::GetMannequinInterface Method
C++
virtual IMannequin & GetMannequinInterface() = 0;
IGameFramework::GetMemoryUsage Method
C++
virtual void GetMemoryUsage(ICrySizer * pSizer) const = 0;
IGameFramework::GetNetChannel Method
C++
virtual INetChannel * GetNetChannel(uint16 channelId) = 0;
Returns

Pointer to INetChannel associated with the specified Game Server Channel Id.

Description

Retrieve a pointer to the INetChannel associated with the specified Game Server Channel Id.

IGameFramework::GetNetContext Method
C++
virtual INetContext * GetNetContext() = 0;
IGameFramework::GetNetworkSafeClassId Method
C++
virtual bool GetNetworkSafeClassId(uint16 & id, const char * className) = 0;
Returns

true if an entity class with this name has been registered

Description

Retrieve a network safe entity class id, that will be the same in client and server

IGameFramework::GetNetworkSafeClassName Method
C++
virtual bool GetNetworkSafeClassName(char * className, size_t maxn, uint16 id) = 0;
Returns

true if an entity class with this id has been registered

Description

Retrieve a network safe entity class name, that will be the same in client and server

IGameFramework::GetNextFrameCommand Method
C++
VIRTUAL const char* GetNextFrameCommand() const = 0;
IGameFramework::GetPreUpdateTicks Method
C++
virtual uint32 GetPreUpdateTicks() = 0;
Description

Return ticks last preupdate took

IGameFramework::GetSerializeHelper Method
C++
virtual ISerializeHelper* GetSerializeHelper() const = 0;
Description

Gets a serialization helper for read/write usage based on settings

IGameFramework::GetServerNetNub Method
C++
virtual INetNub * GetServerNetNub() = 0;
IGameFramework::GetServerTime Method
C++
virtual CTimeValue GetServerTime() = 0;
Description

Returns the (synched) time of the server (so use this for timed events, such as MP round times)

IGameFramework::Init Method

Initialize CryENGINE with every system needed for a general action game. Independently of the success of this method, Shutdown must be called.

C++
virtual bool Init(SSystemInitParams & startupParams) = 0;
Parameters
Parameters
Description
SSystemInitParams & startupParams
Pointer to SSystemInitParams structure containing system initialization setup!
Returns

0 if something went wrong with initialization, non-zero otherwise.

IGameFramework::InitEditor Method
C++
virtual void InitEditor(IGameToEditorInterface* pGameToEditor) = 0;
Description

Let the GameFramework initialize with the editor

IGameFramework::InitGameType Method
C++
virtual void InitGameType(bool multiplayer, bool fromInit) = 0;
Description

Used to notify the framework that we're switching between single and multi player

IGameFramework::IsChannelOnHold Method
C++
virtual bool IsChannelOnHold(uint16 channelId) = 0;
Returns

Returns true if the specified game server channel has lost connection but it's stil able to recover...

Description

Check if the game server channel has lost connection but still on hold and able to recover...

IGameFramework::IsEditing Method
C++
virtual bool IsEditing() = 0;
IGameFramework::IsGamePaused Method
C++
virtual bool IsGamePaused() = 0;
Returns

true - if the game is pause, false - otherwise

Description

Returns the pause status

IGameFramework::IsGameSession Method
C++
virtual bool IsGameSession(CrySessionHandle sessionHandle) = 0;
Description

Returns true if the supplied game session is a game session

IGameFramework::IsGameStarted Method
C++
virtual bool IsGameStarted() = 0;
Description

Are we completely into game mode?

IGameFramework::IsImmersiveMPEnabled Method
C++
virtual bool IsImmersiveMPEnabled() = 0;
IGameFramework::IsInLevelLoad Method
C++
virtual bool IsInLevelLoad() = 0;
IGameFramework::IsInTimeDemo Method
C++
virtual bool IsInTimeDemo() = 0;
IGameFramework::IsLevelPrecachingDone Method
C++
virtual bool IsLevelPrecachingDone() const = 0;
Description

Check if the game is allowed to start the actual gameplay

IGameFramework::IsLoadingSaveGame Method
C++
virtual bool IsLoadingSaveGame() = 0;
IGameFramework::IsTimeDemoRecording Method
C++
virtual bool IsTimeDemoRecording() = 0;
IGameFramework::IsVoiceRecordingEnabled Method
C++
virtual bool IsVoiceRecordingEnabled() = 0;
Description

Check whether the client actor is using voice communication.

IGameFramework::LoadGame Method
C++
virtual ELoadGameResult LoadGame(const char * path, bool quick = false, bool ignoreDelay = false) = 0;
Description

Load a game from disk (calls StartGameContext...)

IGameFramework::MutePlayerById Method
C++
virtual void MutePlayerById(EntityId mutePlayer) = 0;
IGameFramework::OnBreakageSpawnedEntity Method
C++
virtual void OnBreakageSpawnedEntity(IEntity* pEntity, IPhysicalEntity* pPhysEntity, IPhysicalEntity* pSrcPhysEntity) = 0;
Description

Inform that an IEntity was spawned from breakage

IGameFramework::OnEditorSetGameMode Method
C++
virtual void OnEditorSetGameMode(int iMode) = 0;
Description

Notification that game mode is being entered/exited iMode values: 0-leave game mode, 1-enter game mode, 3-leave AI/Physics mode, 4-enter AI/Physics mode

IGameFramework::PauseGame Method
C++
virtual void PauseGame(bool pause, bool force, unsigned int nFadeOutInMS = 0) = 0;
Parameters
Parameters
Description
bool pause
Boolean describing if it's pausing or not.
unsigned int nFadeOutInMS = 0
Time SFX and Voice will be faded out over in MilliSec.
Description

Pauses the game

IGameFramework::PostUpdate Method
C++
virtual void PostUpdate(bool haveFocus, unsigned int updateFlags) = 0;
Parameters
Parameters
Description
bool haveFocus
Boolean describing if the game has the input focus or not.
unsigned int updateFlags
Flags specifying how to update.
Description

Updates CryENGINE after a game frame.

IGameFramework::PrefetchLevelAssets Method
C++
virtual void PrefetchLevelAssets(const bool bEnforceAll) = 0;
Parameters
Parameters
Description
const bool bEnforceAll
true to ensure all possible assets become registered (list should not be too conservative - to support level stripification)
Description

to avoid stalls during gameplay and to get a list of all assets needed for the level (bEnforceAll=true)

IGameFramework::PreloadAnimatedCharacter Method
C++
virtual void PreloadAnimatedCharacter(IScriptTable* pEntityScript) = 0;
IGameFramework::PrePhysicsTimeStep Method
C++
virtual void PrePhysicsTimeStep(float deltaTime) = 0;
Parameters
Parameters
Description
float deltaTime
the time interval that will be simulated
Description

Gets called from the physics thread just before doing a time step.

IGameFramework::PreUpdate Method
C++
virtual bool PreUpdate(bool haveFocus, unsigned int updateFlags) = 0;
Parameters
Parameters
Description
bool haveFocus
Boolean describing if the game has the input focus or not.
unsigned int updateFlags
Flags specifying how to update.
Returns

0 if something went wrong with initialization, non-zero otherwise.

Description

Updates CryENGINE before starting a game frame.

IGameFramework::QueryGameObjectExtension Method
C++
virtual IGameObjectExtension * QueryGameObjectExtension(EntityId id, const char * name) = 0;
Returns

Pointer to IGameObjectExtension of the entity if it exists (or NULL otherwise)

Description

Retrieve an IGameObjectExtension by name from an entity

IGameFramework::RegisterListener Method
C++
virtual void RegisterListener(IGameFrameworkListener * pGameFrameworkListener, const char * name, EFRAMEWORKLISTENERPRIORITY eFrameworkListenerPriority) = 0;
IGameFramework::ReleaseGameStats Method
C++
virtual void ReleaseGameStats() = 0;
IGameFramework::RemoveBreakEventListener Method
C++
virtual void RemoveBreakEventListener(IBreakEventListener * pListener) = 0;
Description

Removes a listener for break events

IGameFramework::RemoveTimer Method
C++
virtual void* RemoveTimer(TimerID timerID) = 0;
Description

Remove an existing timer by using its handle, returns user data

IGameFramework::Reset Method
C++
virtual void Reset(bool clients) = 0;
Description

Resets the current game

IGameFramework::ResetBrokenGameObjects Method
C++
virtual void ResetBrokenGameObjects() = 0;
Description

For the game : fix the broken game objects (to restart the map)

IGameFramework::SaveGame Method
C++
virtual bool SaveGame(const char * path, bool quick = false, bool bForceImmediate = true, ESaveGameReason reason = eSGR_QuickSave, bool ignoreDelay = false, const char* checkPoint = NULL) = 0;
Description

Save the current game to disk

IGameFramework::SaveServerConfig Method
C++
virtual bool SaveServerConfig(const char* path) = 0;
Description

Saves dedicated server console variables in server config file

IGameFramework::ScheduleEndLevelNow Method
C++
virtual void ScheduleEndLevelNow(const char* nextLevel) = 0;
Description

Schedules the level load for the next level

IGameFramework::SetEditorLevel Method
C++
virtual void SetEditorLevel(const char * levelName, const char * levelFolder) = 0;
Description

Inform the GameFramework of the current level loaded in the editor.

IGameFramework::SetGameGUID Method
C++
virtual void SetGameGUID(const char * gameGUID) = 0;
IGameFramework::SetGameSessionHandler Method
C++
virtual void SetGameSessionHandler(IGameSessionHandler* pSessionHandler) = 0;
Description

Sets the current game session handler to another implementation.

IGameFramework::SetLevelPrecachingDone Method
C++
virtual void SetLevelPrecachingDone(bool bValue) = 0;
Description

Inform game that it is allowed to start the gameplay

IGameFramework::ShouldMigrateNub Method
C++
virtual bool ShouldMigrateNub(CrySessionHandle sessionHandle) = 0;
Description

Returns true if the nub should be migrated for a given session

IGameFramework::ShowPageInBrowser Method
C++
virtual void ShowPageInBrowser(const char* URL) = 0;
Description

Opens a page in default browser

IGameFramework::Shutdown Method
C++
virtual void Shutdown() = 0;
Description

Shuts down CryENGINE and any other subsystem created during initialization.

IGameFramework::StartedGameContext Method
C++
virtual bool StartedGameContext() const = 0;
Returns

true if a game context is running

Description

Detect if a context is currently running

IGameFramework::StartGameContext Method
C++
virtual bool StartGameContext(const SGameStartParams * pGameStartParams) = 0;
Parameters
Parameters
Description
const SGameStartParams * pGameStartParams
parameters for configuring the game
Returns

true if successful

Description

Initialises a game context

IGameFramework::StartingGameContext Method
C++
virtual bool StartingGameContext() const = 0;
Returns

true if a game context is starting

Description

Detect if a context is currently starting

IGameFramework::StartNetworkStallTicker Method
C++
virtual void StartNetworkStallTicker(bool includeMinimalUpdate) = 0;
Description

Allows the network code to keep ticking in the event of a stall on the main thread.

IGameFramework::StartProcess Method
C++
virtual bool StartProcess(const char* cmd_line) = 0;
Description

Opens a page in default browser

IGameFramework::StopNetworkStallTicker Method
C++
virtual void StopNetworkStallTicker() = 0;
IGameFramework::UnhideBrokenObjectsByIndex Method
C++
virtual void UnhideBrokenObjectsByIndex(uint16 * ObjectIndicies, int32 iNumObjectIndices) = 0;
Description

For the game : unhide the broken game objects (at the end of the kill cam)

IGameFramework::UnregisterListener Method
C++
virtual void UnregisterListener(IGameFrameworkListener * pGameFrameworkListener) = 0;
IGameFramework::TEntryFunction Nested Type

Entry function to the game framework

C++
typedef IGameFramework * (* TEntryFunction)();
Returns

a new instance of the game framework

Description

Entry function used to create a new instance of the game framework from outside its own DLL.

IGameFramework::TimerCallback Nested Type
C++
typedef Functor2<void*, TimerID> TimerCallback;
IGameFramework::TimerID Nested Type
C++
typedef uint32 TimerID;