struct ISystemUserCallback { };
ISystem.h
User defined callback, which can be passed to ISystem.
virtual ~ISystemUserCallback();
virtual void GetMemoryUsage(ICrySizer* pSizer) = 0;
Collects the memory information in the user program/application.
Signals to User that engine error occurred.
virtual bool OnError(const char * szErrorString) = 0;
True to Halt execution or false to ignore this error
virtual void OnInit(ISystem *);
Initialization callback. This is called early in CSystem::Init(), before any of the other callback methods is called.
CSystem::Init()
virtual void OnInitProgress(const char * sProgressMsg) = 0;
Notifies user, usually editor, about initialization progress in system.
virtual void OnProcessSwitch() = 0;
Notifies user that system wants to switch out of current process.
Called when pressing ESC in game mode to go to Menu.
Quit callback.
virtual void OnQuit();
CSystem::Quit()
Shutdown callback.
virtual void OnShutdown();
virtual void OnSystemConnect(ISystem * pSystem);
This method is called at the earliest point the ISystem pointer can be used the log might not be yet there.
virtual void OnUpdate();
Notify user of an update iteration. Called in the update loop.
virtual int ShowMessage(const char* text, const char* caption, unsigned int uType);
Show message by provider.