class
cSimulatorSystem
Base classes
- class App::IMessageListener
- An interface that can receive messages sent through the app.
- class IVirtual
- A default interface that provides a virtual destructor, it should only be used internally.
Public static functions
- static auto Get() -> cSimulatorSystem*
- static auto Create() -> cSimulatorSystem*
- Creates the Simulator System class.
Public functions
- auto Initialize() -> bool virtual
- auto Dispose() -> bool virtual
- auto InitializeSubSystems() -> bool virtual
- auto DisposeSubSystems() -> bool virtual
-
auto func20h(uint32_
t) -> int virtual - auto InitializeGameModes() -> void virtual
- auto func28h(int) -> void virtual
- auto Update(int milliseconds) -> void virtual
- auto PostUpdate(int milliseconds) -> void virtual
- Calls UpdateUIGraphics(), updates all the UI updatable elements.
- auto UpdateUIGraphics(int milliseconds) -> void virtual
- Calls update on all the updatable UI elements registered in the system.
- auto AddUpdatableUIGraphic(ISimulatorUIGraphic*, bool = true) -> void virtual
- auto ContainsUpdatableUIGraphic(ISimulatorUIGraphic*) -> bool virtual
- auto RemoveUpdatableUIGraphic(ISimulatorUIGraphic*) -> bool virtual
- auto ClearUpdatableUIGraphics() -> void virtual
- auto Write(ISerializerStream*) -> bool virtual
- auto Read(ISerializerStream*) -> bool virtual
- auto func50h() -> bool virtual
- auto func54h() -> bool virtual
- auto func58h() -> bool virtual
-
auto AddStrategy(ISimulatorStrategy* strategy,
uint32_
t id) -> bool - Adds the given strategy to the SimulatorySystem and sends it to the ModAPI DLLs.
Public variables
- int mnRefCount
- bool field_0C
- bool field_0D
- bool field_0E
- float field_10
- float field_14
- int field_18
- int field_1C
- eastl::list<eastl::intrusive_ptr<ISimulatorUIGraphic>> field_20
- bool field_2C
- int field_30
- int field_34
- int field_38
- int field_3C
- int field_40
- int field_44
-
App::
MessageListenerData mMessageData - eastl::vector<ISimulatorStrategyPtr> mSubSystems
Function documentation
static cSimulatorSystem* Simulator:: cSimulatorSystem:: Create()
Creates the Simulator System class.
This shouldn't be called directly, but it can be detoured to override the simulator system.
void Simulator:: cSimulatorSystem:: PostUpdate(int milliseconds) virtual
Calls UpdateUIGraphics(), updates all the UI updatable elements.
Also calls Update() on all the system strategies.
void Simulator:: cSimulatorSystem:: UpdateUIGraphics(int milliseconds) virtual
Calls update on all the updatable UI elements registered in the system.
Also updates the game terrain cursor.
bool Simulator:: cSimulatorSystem:: AddStrategy(ISimulatorStrategy* strategy,
uint32_ t id)
Adds the given strategy to the SimulatorySystem and sends it to the ModAPI DLLs.
This means that the Update()
and PostUpdate()
methods will be called for the strategy when the game is in a Simulator game mode, and it also means that its data will be saved/loaded in player games.
The given ID will be used to identify this strategy in saved games.
The Initialize()
method of the strategy will be called. Dispose()
will be called when the game exits.
If the method returns false, the strategy was not added because the ID was already in use by an existing strategy.