struct SSystemInitParams { void * hInstance; void * hWnd; ILog * pLog; ILogCallback * pLogCallback; ISystemUserCallback * pUserCallback; const char* sLogFileName; IValidator * pValidator; IOutputPrintSink * pPrintSync; char szSystemCmdLine[2048]; char szUserPath[256]; char szBinariesDir[256]; bool bEditor; bool bPreview; bool bTestMode; bool bDedicatedServer; bool bExecuteCommandLine; bool bUIFramework; bool bSkipFont; bool bSkipRenderer; bool bSkipConsole; bool bSkipNetwork; bool bSkipLiveCreate; bool bMinimal; bool bSkipInput; bool bTesting; bool bNoRandom; bool bShaderCacheGen; bool bUnattendedMode; ISystem * pSystem; IGameStartup * pGameStartup; void * pCheckFunc; ProtectedFunction pProtectedFunctions[eProtectedFuncsLast]; SCvarsDefault * pCvarsDefault; };
ISystem.h
Structure passed to Init method of ISystem interface.
bool bDedicatedServer;
When running a dedicated server.
bool bEditor;
When running in Editor mode.
bool bExecuteCommandLine;
can be switched of to suppress the feature or do it later during the initialization.
bool bMinimal;
Don't load banks
bool bNoRandom;
use fixed generator init/seed
bool bPreview;
When running in Preview mode (Minimal initialization).
bool bShaderCacheGen;
When running in shadercache gen mode
bool bSkipConsole;
Don't create console
bool bSkipFont;
Don't load CryFont.dll
bool bSkipInput;
do not load CryInput
bool bSkipLiveCreate;
Don't create LiveCreate
bool bSkipNetwork;
Don't create Network
bool bSkipRenderer;
Don't load Renderer
bool bTesting;
CryUnit
bool bTestMode;
When running in Automated testing mode.
bool bUIFramework;
bool bUnattendedMode;
When running as part of a build on build-machines: Prevent popping up of any dialog
void * hInstance;
void * hWnd;
void * pCheckFunc;
Authentication function (must be set).
SCvarsDefault * pCvarsDefault;
to override the default value of some cvar
IGameStartup * pGameStartup;
Pointer to the calling GameStartup instance, to allow use of some game specific data during engine init. char szLocalIP[256]; // local IP address (needed if we have several servers on one machine)
ILog * pLog;
You can specify your own ILog to be used by System.
ILogCallback * pLogCallback;
You can specify your own ILogCallback to be added on log creation (used by Editor).
IOutputPrintSink * pPrintSync;
Print Sync which can be used to catch all output from engine
ProtectedFunction pProtectedFunctions[eProtectedFuncsLast];
Protected functions.
ISystem * pSystem;
Pointer to existing ISystem interface, it will be reused if not NULL.
ISystemUserCallback * pUserCallback;
IValidator * pValidator;
You can specify different validator object to use by System.
const char* sLogFileName;
File name to use for log.
char szBinariesDir[256];
char szSystemCmdLine[2048];
Command line.
char szUserPath[256];
User alias path relative to My Documents folder.
Initialization defaults.
SSystemInitParams();
typedef void* (* ProtectedFunction)(void *param1,void *param2);