Open 3D Engine AzToolsFramework API Reference  24.09
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
LegacyFramework::Application Class Reference

Inherits AZ::ComponentApplication, FrameworkApplicationMessages::Handler, and CoreMessageBus::Handler.

Public Member Functions

virtual int Run (const ApplicationDesc &desc)
 
 Application (int argc, char **argv)
 
 Application (AZ::ComponentApplicationSettings componentAppSettings)
 
 Application (int argc, char **argv, AZ::ComponentApplicationSettings componentAppSettings)
 
void CreateReflectionManager () override
 

Protected Member Functions

bool IsRunningInGUIMode () override
 
bool RequiresGameProject () override
 
bool ShouldRunAssetProcessor () override
 
void * GetMainModule () override
 
const char * GetApplicationName () override
 
const char * GetApplicationModule () override
 
const char * GetApplicationDirectory () override
 
void TeardownApplicationComponent () override
 
void RunAssetProcessor () override
 
void SetSettingsRegistrySpecializations (AZ::SettingsRegistryInterface::Specializations &specializations) override
 
void OnProjectSet (const char *) override
 
virtual void CreateSystemComponents ()
 
virtual void CreateApplicationComponents ()
 
virtual void OnApplicationEntityActivated ()
 
bool EnsureComponentCreated (AZ::Uuid componentCRC)
 
bool EnsureComponentRemoved (AZ::Uuid componentCRC)
 
void RegisterCoreComponents () override
 
int GetDesiredExitCode () override
 
void SetDesiredExitCode (int code) override
 
bool GetAbortRequested () override
 
void SetAbortRequested () override
 
AZStd::string GetApplicationGlobalStoragePath () override
 
bool IsPrimary () override
 
bool IsAppConfigWritable () override
 

Protected Attributes

AZ::Entity * m_ptrSystemEntity
 
AZ::Entity * m_applicationEntity
 

Member Function Documentation

◆ RegisterCoreComponents()

void LegacyFramework::Application::RegisterCoreComponents ( )
overrideprotected

This is the function that will be called instantly after the memory manager is created. This is where we should register all core component factories that will participate in the loading of the bootstrap file or all factories in general. When you create your own application this is where you should FIRST call ComponentApplication::RegisterCoreComponents and then register the application specific core components.


The documentation for this class was generated from the following file: