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o3de/Code/Legacy/CryCommon/ISystem.h

1686 lines
70 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
// In Mac, including ISystem without including platform.h first fails because platform.h
// includes CryThread.h which includes CryThread_pthreads.h which uses ISystem (gEnv).
// So plaform.h needs the contents of ISystem.h.
// By including platform.h outside of the guard, we give platform.h the right include order
#include <platform.h> // Needed for LARGE_INTEGER (for consoles).
#ifndef CRYINCLUDE_CRYCOMMON_ISYSTEM_H
#define CRYINCLUDE_CRYCOMMON_ISYSTEM_H
#pragma once
#ifdef CRYSYSTEM_EXPORTS
#define CRYSYSTEM_API DLL_EXPORT
#else
#define CRYSYSTEM_API DLL_IMPORT
#endif
#include "CryAssert.h"
#include "CompileTimeAssert.h"
#include <AzCore/IO/SystemFile.h>
#if defined(AZ_RESTRICTED_PLATFORM)
#undef AZ_RESTRICTED_SECTION
#define ISYSTEM_H_SECTION_1 1
#define ISYSTEM_H_SECTION_2 2
#define ISYSTEM_H_SECTION_3 3
#define ISYSTEM_H_SECTION_4 4
#define ISYSTEM_H_SECTION_5 5
#endif
////////////////////////////////////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////////////////////////////////////
#include <IXml.h> // <> required for Interfuscator
#include "IValidator.h" // <> required for Interfuscator
#include <ILog.h> // <> required for Interfuscator
#include "CryVersion.h"
#include "smartptr.h"
#include <memory> // shared_ptr
#include <CrySystemBus.h>
struct ISystem;
struct ILog;
namespace AZ::IO
{
struct IArchive;
}
struct IConsole;
struct IRemoteConsole;
struct IRenderer;
struct IProcess;
struct ITimer;
struct ICryFont;
struct IMovieSystem;
namespace Audio
{
struct IAudioSystem;
} // namespace Audio
struct SFileVersion;
struct INameTable;
struct ILevelSystem;
struct IViewSystem;
class ICrySizer;
class IXMLBinarySerializer;
struct IReadWriteXMLSink;
struct IAVI_Reader;
class CPNoise3;
struct ILocalizationManager;
struct IOutputPrintSink;
struct IWindowMessageHandler;
namespace AZ
{
namespace IO
{
class FileIOBase;
}
}
typedef void* WIN_HWND;
class CCamera;
struct CLoadingTimeProfiler;
class ICmdLine;
class ILyShine;
enum ESystemUpdateFlags
{
// Summary:
// Special update mode for editor.
ESYSUPDATE_EDITOR = 0x0004
};
// Description:
// Configuration specification, depends on user selected machine specification.
enum ESystemConfigSpec
{
CONFIG_AUTO_SPEC = 0,
CONFIG_LOW_SPEC = 1,
CONFIG_MEDIUM_SPEC = 2,
CONFIG_HIGH_SPEC = 3,
CONFIG_VERYHIGH_SPEC = 4,
END_CONFIG_SPEC_ENUM, // MUST BE LAST VALUE. USED FOR ERROR CHECKING.
};
// Description:
// Configuration platform. Autodetected at start, can be modified through the editor.
enum ESystemConfigPlatform
{
CONFIG_INVALID_PLATFORM = 0,
CONFIG_PC = 1,
CONFIG_MAC = 2,
CONFIG_OSX_METAL = 3,
CONFIG_ANDROID = 4,
CONFIG_IOS = 5,
CONFIG_PROVO = 7,
CONFIG_SALEM = 8,
CONFIG_JASPER = 9,
END_CONFIG_PLATFORM_ENUM, // MUST BE LAST VALUE. USED FOR ERROR CHECKING.
};
enum ESystemGlobalState
{
ESYSTEM_GLOBAL_STATE_UNKNOWN,
ESYSTEM_GLOBAL_STATE_INIT,
ESYSTEM_GLOBAL_STATE_RUNNING,
ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_PREPARE,
ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START,
ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_MATERIALS,
ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_OBJECTS,
ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_STATIC_WORLD,
ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_PRECACHE,
ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_TEXTURES,
ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_END,
ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_COMPLETE
};
// Summary:
// System wide events.
enum ESystemEvent
{
// Description:
// Seeds all random number generators to the same seed number, WParam will hold seed value.
//##@{
ESYSTEM_EVENT_RANDOM_SEED = 1,
ESYSTEM_EVENT_RANDOM_ENABLE,
ESYSTEM_EVENT_RANDOM_DISABLE,
//##@}
// Description:
// Changes to main window focus.
// wparam is not 0 is focused, 0 if not focused
ESYSTEM_EVENT_CHANGE_FOCUS = 10,
// Description:
// Moves of the main window.
// wparam=x, lparam=y
ESYSTEM_EVENT_MOVE = 11,
// Description:
// Resizes of the main window.
// wparam=width, lparam=height
ESYSTEM_EVENT_RESIZE = 12,
// Description:
// Activation of the main window.
// wparam=1/0, 1=active 0=inactive
ESYSTEM_EVENT_ACTIVATE = 13,
// Description:
// Main window position changed.
ESYSTEM_EVENT_POS_CHANGED = 14,
// Description:
// Main window style changed.
ESYSTEM_EVENT_STYLE_CHANGED = 15,
// Description:
// Sent before the loading movie is begun
ESYSTEM_EVENT_LEVEL_LOAD_START_PRELOADINGSCREEN,
// Description:
// Sent before the loading last save
ESYSTEM_EVENT_LEVEL_LOAD_RESUME_GAME,
// Description:
// Sent before starting level, before game rules initialization and before ESYSTEM_EVENT_LEVEL_LOAD_START event
// Used mostly for level loading profiling
ESYSTEM_EVENT_LEVEL_LOAD_PREPARE,
// Description:
// Sent to start the active loading screen rendering.
ESYSTEM_EVENT_LEVEL_LOAD_START_LOADINGSCREEN,
// Description:
// Sent when loading screen is active
ESYSTEM_EVENT_LEVEL_LOAD_LOADINGSCREEN_ACTIVE,
// Description:
// Sent before starting loading a new level.
// Used for a more efficient resource management.
ESYSTEM_EVENT_LEVEL_LOAD_START,
// Description:
// Sent after loading a level finished.
// Used for a more efficient resource management.
ESYSTEM_EVENT_LEVEL_LOAD_END,
// Description:
// Sent after trying to load a level failed.
// Used for resetting the front end.
ESYSTEM_EVENT_LEVEL_LOAD_ERROR,
// Description:
// Sent in case the level was requested to load, but it's not ready
// Used in streaming install scenario for notifying the front end.
ESYSTEM_EVENT_LEVEL_NOT_READY,
// Description:
// Sent after precaching of the streaming system has been done
ESYSTEM_EVENT_LEVEL_PRECACHE_START,
// Description:
// Sent before object/texture precache stream requests are submitted
ESYSTEM_EVENT_LEVEL_PRECACHE_FIRST_FRAME,
// Description:
// Sent when level loading is completely finished with no more onscreen
// movie or info rendering, and when actual gameplay can start
ESYSTEM_EVENT_LEVEL_GAMEPLAY_START,
// Level is unloading.
ESYSTEM_EVENT_LEVEL_UNLOAD,
// Summary:
// Sent after level have been unloaded. For cleanup code.
ESYSTEM_EVENT_LEVEL_POST_UNLOAD,
// Summary:
// Called when the game framework has been initialized.
ESYSTEM_EVENT_GAME_POST_INIT,
// Summary:
// Called when the game framework has been initialized, not loading should happen in this event.
ESYSTEM_EVENT_GAME_POST_INIT_DONE,
// Summary:
// Sent when the system is doing a full shutdown.
ESYSTEM_EVENT_FULL_SHUTDOWN,
// Summary:
// Sent when the system is doing a fast shutdown.
ESYSTEM_EVENT_FAST_SHUTDOWN,
// Summary:
// When keyboard layout changed.
ESYSTEM_EVENT_LANGUAGE_CHANGE,
// Description:
// Toggled fullscreen.
// wparam is 1 means we switched to fullscreen, 0 if for windowed
ESYSTEM_EVENT_TOGGLE_FULLSCREEN,
ESYSTEM_EVENT_SHARE_SHADER_COMBINATIONS,
// Summary:
// Start 3D post rendering
ESYSTEM_EVENT_3D_POST_RENDERING_START,
// Summary:
// End 3D post rendering
ESYSTEM_EVENT_3D_POST_RENDERING_END,
// Summary:
// Called before switching to level memory heap
ESYSTEM_EVENT_SWITCHING_TO_LEVEL_HEAP_DEPRECATED,
// Summary:
// Called after switching to level memory heap
ESYSTEM_EVENT_SWITCHED_TO_LEVEL_HEAP_DEPRECATED,
// Summary:
// Called before switching to global memory heap
ESYSTEM_EVENT_SWITCHING_TO_GLOBAL_HEAP_DEPRECATED,
// Summary:
// Called after switching to global memory heap
ESYSTEM_EVENT_SWITCHED_TO_GLOBAL_HEAP_DEPRECATED,
// Description:
// Sent after precaching of the streaming system has been done
ESYSTEM_EVENT_LEVEL_PRECACHE_END,
// Description:
// Sent when game mode switch begins
ESYSTEM_EVENT_GAME_MODE_SWITCH_START,
// Description:
// Sent when game mode switch ends
ESYSTEM_EVENT_GAME_MODE_SWITCH_END,
// Description:
// Video notifications
// wparam=[0/1/2/3] : [stop/play/pause/resume]
ESYSTEM_EVENT_VIDEO,
// Description:
// Sent if the game is paused
ESYSTEM_EVENT_GAME_PAUSED,
// Description:
// Sent if the game is resumed
ESYSTEM_EVENT_GAME_RESUMED,
// Description:
// Sent when time of day is set
ESYSTEM_EVENT_TIME_OF_DAY_SET,
// Description:
// Sent once the Editor finished initialization.
ESYSTEM_EVENT_EDITOR_ON_INIT,
// Description:
// Sent when frontend is initialised
ESYSTEM_EVENT_FRONTEND_INITIALISED,
// Description:
// Sent once the Editor switches between in-game and editing mode.
ESYSTEM_EVENT_EDITOR_GAME_MODE_CHANGED,
// Description:
// Sent once the Editor switches simulation mode (AI/Physics).
ESYSTEM_EVENT_EDITOR_SIMULATION_MODE_CHANGED,
// Description:
// Sent when frontend is reloaded
ESYSTEM_EVENT_FRONTEND_RELOADED,
#if defined(AZ_RESTRICTED_PLATFORM)
#define AZ_RESTRICTED_SECTION ISYSTEM_H_SECTION_1
#include AZ_RESTRICTED_FILE(ISystem_h)
#endif
#if defined(AZ_RESTRICTED_PLATFORM)
#define AZ_RESTRICTED_SECTION ISYSTEM_H_SECTION_2
#include AZ_RESTRICTED_FILE(ISystem_h)
#endif
ESYSTEM_EVENT_STREAMING_INSTALL_ERROR,
// Description:
// Sent when the online services are initialized.
ESYSTEM_EVENT_ONLINE_SERVICES_INITIALISED,
// Description:
// Sent when a new audio implementation is loaded
ESYSTEM_EVENT_AUDIO_IMPLEMENTATION_LOADED,
// Description:
// Sent when simulation mode switch begins
ESYSTEM_EVENT_EDITOR_SIMULATION_MODE_SWITCH_START,
// Description:
// Sent when simluation mode switch ends
ESYSTEM_EVENT_EDITOR_SIMULATION_MODE_SWITCH_END,
ESYSTEM_EVENT_USER = 0x1000,
ESYSTEM_BEAM_PLAYER_TO_CAMERA_POS
};
// Description:
// User defined callback, which can be passed to ISystem.
struct ISystemUserCallback
{
// <interfuscator:shuffle>
virtual ~ISystemUserCallback() {}
// Description:
// This method is called at the earliest point the ISystem pointer can be used
// the log might not be yet there.
virtual void OnSystemConnect([[maybe_unused]] ISystem* pSystem) {}
// Summary:
// Signals to User that engine error occurred.
// Return Value:
// True to Halt execution or false to ignore this error
virtual bool OnError(const char* szErrorString) = 0;
// Notes:
// If working in Editor environment notify user that engine want to Save current document.
// This happens if critical error have occurred and engine gives a user way to save data and not lose it
// due to crash.
virtual bool OnSaveDocument() = 0;
// Notes:
// If working in Editor environment and a critical error occurs notify the user to backup
// the current document to prevent data loss due to crash.
virtual bool OnBackupDocument() = 0;
// Description:
// Notifies user that system wants to switch out of current process.
// Example:
// Called when pressing ESC in game mode to go to Menu.
virtual void OnProcessSwitch() = 0;
// Description:
// Notifies user, usually editor, about initialization progress in system.
virtual void OnInitProgress(const char* sProgressMsg) = 0;
// Description:
// Initialization callback. This is called early in CSystem::Init(), before
// any of the other callback methods is called.
// See also:
// CSystem::Init()
virtual void OnInit(ISystem*) { }
// Summary:
// Shutdown callback.
virtual void OnShutdown() { }
// Summary:
// Quit callback.
// See also:
// CSystem::Quit()
virtual void OnQuit() { }
// Description:
// Notify user of an update iteration. Called in the update loop.
virtual void OnUpdate() { }
// Description:
// Show message by provider.
virtual int ShowMessage(const char* text, const char* caption, unsigned int uType) { return CryMessageBox(text, caption, uType); }
// Description:
// Collects the memory information in the user program/application.
virtual void GetMemoryUsage(ICrySizer* pSizer) = 0;
// </interfuscator:shuffle>
// Post console load, for cvar setting
virtual void OnConsoleCreated([[maybe_unused]] ::IConsole* pConsole) {}
};
// Description:
// Interface used for getting notified when a system event occurs.
struct ISystemEventListener
{
// <interfuscator:shuffle>
virtual ~ISystemEventListener() {}
virtual void OnSystemEventAnyThread([[maybe_unused]] ESystemEvent event, [[maybe_unused]] UINT_PTR wparam, [[maybe_unused]] UINT_PTR lparam) {}
virtual void OnSystemEvent([[maybe_unused]] ESystemEvent event, [[maybe_unused]] UINT_PTR wparam, [[maybe_unused]] UINT_PTR lparam) { }
// </interfuscator:shuffle>
};
// Description:
// Structure used for getting notified when a system event occurs.
struct ISystemEventDispatcher
{
// <interfuscator:shuffle>
virtual ~ISystemEventDispatcher() {}
virtual bool RegisterListener(ISystemEventListener* pListener) = 0;
virtual bool RemoveListener(ISystemEventListener* pListener) = 0;
virtual void OnSystemEvent(ESystemEvent event, UINT_PTR wparam, UINT_PTR lparam) = 0;
virtual void Update() = 0;
//virtual void OnLocaleChange() = 0;
// </interfuscator:shuffle>
};
struct IErrorObserver
{
// <interfuscator:shuffle>
virtual ~IErrorObserver() {}
virtual void OnAssert(const char* condition, const char* message, const char* fileName, unsigned int fileLineNumber) = 0;
virtual void OnFatalError(const char* message) = 0;
// </interfuscator:shuffle>
};
#if defined(AZ_RESTRICTED_PLATFORM)
#define AZ_RESTRICTED_SECTION ISYSTEM_H_SECTION_3
#include AZ_RESTRICTED_FILE(ISystem_h)
#endif
namespace AZ
{
namespace Internal
{
class EnvironmentInterface;
} // namespace Internal
} // namespace AZ
typedef AZ::Internal::EnvironmentInterface SharedEnvironmentInstance;
// Description:
// Structure passed to Init method of ISystem interface.
struct SSystemInitParams
{
void* hInstance; //
void* hWnd; //
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).
ISystemUserCallback* pUserCallback;
const char* sLogFileName; // File name to use for log.
bool autoBackupLogs; // if true, logs will be automatically backed up each startup
IOutputPrintSink* pPrintSync; // Print Sync which can be used to catch all output from engine
char szSystemCmdLine[2048]; // Command line.
bool bEditor; // When running in Editor mode.
bool bPreview; // When running in Preview mode (Minimal initialization).
bool bTestMode; // When running in Automated testing mode.
bool bDedicatedServer; // When running a dedicated server.
bool bSkipConsole; // Don't create console
bool bUnattendedMode; // When running as part of a build on build-machines: Prevent popping up of any dialog
bool bSkipMovie; // Don't load movie
bool bToolMode; // System is running inside a tool. Will not create USER directory or anything else that the game needs to do
ISystem* pSystem; // Pointer to existing ISystem interface, it will be reused if not NULL.
SharedEnvironmentInstance* pSharedEnvironment;
// Summary:
// Initialization defaults.
SSystemInitParams()
{
hInstance = NULL;
hWnd = NULL;
pLog = NULL;
pLogCallback = NULL;
pUserCallback = NULL;
sLogFileName = NULL;
autoBackupLogs = true;
pPrintSync = NULL;
memset(szSystemCmdLine, 0, sizeof(szSystemCmdLine));
bEditor = false;
bPreview = false;
bTestMode = false;
bDedicatedServer = false;
bSkipConsole = false;
bUnattendedMode = false;
bSkipMovie = false;
bToolMode = false;
pSystem = NULL;
pSharedEnvironment = nullptr;
}
};
// Notes:
// Can be used for LoadConfiguration().
// See also:
// LoadConfiguration()
struct ILoadConfigurationEntrySink
{
// <interfuscator:shuffle>
virtual ~ILoadConfigurationEntrySink() {}
virtual void OnLoadConfigurationEntry(const char* szKey, const char* szValue, const char* szGroup) = 0;
virtual void OnLoadConfigurationEntry_End() {}
// </interfuscator:shuffle>
};
struct SPlatformInfo
{
unsigned int numCoresAvailableToProcess;
unsigned int numLogicalProcessors;
#if defined(WIN32) || defined(WIN64)
enum EWinVersion
{
WinUndetected,
Win2000,
WinXP,
WinSrv2003,
WinVista,
Win7,
Win8,
Win81,
Win10
};
EWinVersion winVer;
bool win64Bit;
bool vistaKB940105Required;
#endif
};
// Description:
// Holds info about system update stats over perior of time (cvar-tweakable)
struct SSystemUpdateStats
{
SSystemUpdateStats()
: avgUpdateTime(0.0f)
, minUpdateTime(0.0f)
, maxUpdateTime(0.0f) {}
float avgUpdateTime;
float minUpdateTime;
float maxUpdateTime;
};
// Description:
// Global environment.
// Contains pointers to all global often needed interfaces.
// This is a faster way to get interface pointer then calling ISystem interface to retrieve one.
// Notes:
// Some pointers can be NULL, use with care.
// See also:
// ISystem
struct SSystemGlobalEnvironment
{
AZ::IO::IArchive* pCryPak;
AZ::IO::FileIOBase* pFileIO;
ITimer* pTimer;
ICryFont* pCryFont;
::IConsole* pConsole;
ISystem* pSystem = nullptr;
ILog* pLog;
IMovieSystem* pMovieSystem;
INameTable* pNameTable;
IRenderer* pRenderer;
ILyShine* pLyShine;
SharedEnvironmentInstance* pSharedEnvironment;
#if defined(AZ_RESTRICTED_PLATFORM)
#define AZ_RESTRICTED_SECTION ISYSTEM_H_SECTION_4
#include AZ_RESTRICTED_FILE(ISystem_h)
#endif
threadID mMainThreadId; //The main thread ID is used in multiple systems so should be stored globally
//////////////////////////////////////////////////////////////////////////
// Used by CRY_ASSERT
bool bIgnoreAllAsserts;
bool bNoAssertDialog;
//////////////////////////////////////////////////////////////////////////
bool bToolMode;
int retCode = 0;
ILINE const bool IsDedicated() const
{
#if defined(CONSOLE)
return false;
#else
return bDedicated;
#endif
}
#if !defined(CONSOLE)
ILINE void SetIsEditor(bool isEditor)
{
bEditor = isEditor;
}
ILINE void SetIsEditorGameMode(bool isEditorGameMode)
{
bEditorGameMode = isEditorGameMode;
}
ILINE void SetIsEditorSimulationMode(bool isEditorSimulationMode)
{
bEditorSimulationMode = isEditorSimulationMode;
}
ILINE void SetIsDedicated(bool isDedicated)
{
bDedicated = isDedicated;
}
#endif
//this way the compiler can strip out code for consoles
ILINE const bool IsEditor() const
{
#if defined(CONSOLE)
return false;
#else
return bEditor;
#endif
}
ILINE const bool IsEditorGameMode() const
{
#if defined(CONSOLE)
return false;
#else
return bEditorGameMode;
#endif
}
ILINE const bool IsEditorSimulationMode() const
{
#if defined(CONSOLE)
return false;
#else
return bEditorSimulationMode;
#endif
}
ILINE const bool IsEditing() const
{
#if defined(CONSOLE)
return false;
#else
return bEditor && !bEditorGameMode;
#endif
}
ILINE bool IsInToolMode() const
{
return bToolMode;
}
ILINE void SetToolMode(bool bNewToolMode)
{
bToolMode = bNewToolMode;
}
#if !defined(CONSOLE)
private:
bool bEditor; // Engine is running under editor.
bool bEditorGameMode; // Engine is in editor game mode.
bool bEditorSimulationMode; // Engine is in editor simulation mode.
bool bDedicated; // Engine is in dedicated
#endif
public:
SSystemGlobalEnvironment()
: bToolMode(false)
{
};
};
// NOTE Nov 25, 2008: <pvl> the ISystem interface that follows has a member function
// called 'GetUserName'. If we don't #undef'ine the same-named Win32 symbol here
// ISystem wouldn't even compile.
// TODO Nov 25, 2008: <pvl> there might be a better place for this?
#ifdef GetUserName
#undef GetUserName
#endif
struct IProfilingSystem
{
// <interfuscator:shuffle>
virtual ~IProfilingSystem() {}
//////////////////////////////////////////////////////////////////////////
// VTune Profiling interface.
// Summary:
// Resumes vtune data collection.
virtual void VTuneResume() = 0;
// Summary:
// Pauses vtune data collection.
virtual void VTunePause() = 0;
//////////////////////////////////////////////////////////////////////////
// </interfuscator:shuffle>
};
////////////////////////////////////////////////////////////////////////////////////////////////
// Description:
// Main Engine Interface.
// Initialize and dispatch all engine's subsystems.
struct ISystem
{
// <interfuscator:shuffle>
virtual ~ISystem() {}
// Summary:
// Releases ISystem.
virtual void Release() = 0;
// Summary:
// Returns pointer to the global environment structure.
virtual SSystemGlobalEnvironment* GetGlobalEnvironment() = 0;
// Summary:
// Updates all subsystems (including the ScriptSink() )
// Arguments:
// flags - One or more flags from ESystemUpdateFlags structure.
// nPauseMode - 0=normal(no pause), 1=menu/pause, 2=cutscene
virtual bool UpdatePreTickBus(int updateFlags = 0, int nPauseMode = 0) = 0;
// Summary:
// Updates all subsystems (including the ScriptSink() )
// Arguments:
// flags - One or more flags from ESystemUpdateFlags structure.
// nPauseMode - 0=normal(no pause), 1=menu/pause, 2=cutscene
virtual bool UpdatePostTickBus(int updateFlags = 0, int nPauseMode = 0) = 0;
// Summary:
// Updates only require components during loading
virtual bool UpdateLoadtime() = 0;
// Summary:
// Retrieve the name of the user currently logged in to the computer.
virtual const char* GetUserName() = 0;
// Summary:
// Quits the application.
virtual void Quit() = 0;
// Summary:
// Tells the system if it is relaunching or not.
virtual void Relaunch(bool bRelaunch) = 0;
// Summary:
// Returns true if the application is in the shutdown phase.
virtual bool IsQuitting() const = 0;
// Summary:
// Tells the system in which way we are using the serialization system.
virtual void SerializingFile(int mode) = 0;
virtual int IsSerializingFile() const = 0;
virtual bool IsRelaunch() const = 0;
// Description:
// Displays error message.
// Logs it to console and file and error message box then terminates execution.
virtual void FatalError(const char* sFormat, ...) PRINTF_PARAMS(2, 3) = 0;
// Description:
// Reports a bug using the crash handler.
// Logs an error to the console and launches the crash handler, then continues execution.
virtual void ReportBug(const char* sFormat, ...) PRINTF_PARAMS(2, 3) = 0;
// Description:
// Report warning to current Validator object.
// Doesn't terminate the execution.
//##@{
virtual void WarningV(EValidatorModule module, EValidatorSeverity severity, int flags, const char* file, const char* format, va_list args) = 0;
virtual void Warning(EValidatorModule module, EValidatorSeverity severity, int flags, const char* file, const char* format, ...) = 0;
//##@}
// Description:
// Report message by provider or by using CryMessageBox.
// Doesn't terminate the execution.
virtual int ShowMessage(const char* text, const char* caption, unsigned int uType) = 0;
// Summary:
// Compare specified verbosity level to the one currently set.
virtual bool CheckLogVerbosity(int verbosity) = 0;
// return the related subsystem interface
//
virtual IViewSystem* GetIViewSystem() = 0;
virtual ILevelSystem* GetILevelSystem() = 0;
virtual INameTable* GetINameTable() = 0;
virtual ICmdLine* GetICmdLine() = 0;
virtual ILog* GetILog() = 0;
virtual AZ::IO::IArchive* GetIPak() = 0;
virtual ICryFont* GetICryFont() = 0;
virtual IMovieSystem* GetIMovieSystem() = 0;
virtual ::IConsole* GetIConsole() = 0;
virtual IRemoteConsole* GetIRemoteConsole() = 0;
virtual IProfilingSystem* GetIProfilingSystem() = 0;
virtual ISystemEventDispatcher* GetISystemEventDispatcher() = 0;
virtual ITimer* GetITimer() = 0;
// Arguments:
// bValue - Set to true when running on a cheat protected server or a client that is connected to it (not used in singleplayer).
virtual void SetForceNonDevMode(bool bValue) = 0;
// Return Value:
// True when running on a cheat protected server or a client that is connected to it (not used in singleplayer).
virtual bool GetForceNonDevMode() const = 0;
virtual bool WasInDevMode() const = 0;
virtual bool IsDevMode() const = 0;
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
// IXmlNode interface.
//////////////////////////////////////////////////////////////////////////
// Summary:
// Creates new xml node.
virtual XmlNodeRef CreateXmlNode(const char* sNodeName = "", bool bReuseStrings = false, bool bIsProcessingInstruction = false) = 0;
// Summary:
// Loads xml from memory buffer, returns 0 if load failed.
virtual XmlNodeRef LoadXmlFromBuffer(const char* buffer, size_t size, bool bReuseStrings = false, bool bSuppressWarnings = false) = 0;
// Summary:
// Loads xml file, returns 0 if load failed.
virtual XmlNodeRef LoadXmlFromFile(const char* sFilename, bool bReuseStrings = false) = 0;
// Summary:
// Retrieves access to XML utilities interface.
virtual IXmlUtils* GetXmlUtils() = 0;
virtual void SetViewCamera(CCamera& Camera) = 0;
virtual CCamera& GetViewCamera() = 0;
// Description:
// When ignore update sets to true, system will ignore and updates and render calls.
virtual void IgnoreUpdates(bool bIgnore) = 0;
// Summary:
// Sets the active process
// Arguments:
// process - A pointer to a class that implement the IProcess interface.
virtual void SetIProcess(IProcess* process) = 0;
// Summary:
// Gets the active process.
// Return Value:
// A pointer to the current active process.
virtual IProcess* GetIProcess() = 0;
// Return Value:
// True if system running in Test mode.
virtual bool IsTestMode() const = 0;
//////////////////////////////////////////////////////////////////////////
// File version.
//////////////////////////////////////////////////////////////////////////
// Summary:
// Gets file version.
virtual const SFileVersion& GetFileVersion() = 0;
// Summary:
// Gets product version.
virtual const SFileVersion& GetProductVersion() = 0;
// Summary:
// Gets build version.
virtual const SFileVersion& GetBuildVersion() = 0;
//////////////////////////////////////////////////////////////////////////
// Configuration.
//////////////////////////////////////////////////////////////////////////
// Summary:
// Loads configurations from CVarGroup directory recursively
// If m_GraphicsSettingsMap is defined (in Graphics Settings Dialog box), fills in mapping based on sys_spec_Full
// Arguments:
// sPath - e.g. "Game/Config/CVarGroups"
virtual void AddCVarGroupDirectory(const string& sPath) = 0;
// Summary:
// Saves system configuration.
virtual void SaveConfiguration() = 0;
// Summary:
// Loads system configuration
// Arguments:
// pCallback - 0 means normal LoadConfigVar behaviour is used
virtual void LoadConfiguration(const char* sFilename, ILoadConfigurationEntrySink* pSink = 0, bool warnIfMissing = true) = 0;
virtual ESystemConfigSpec GetMaxConfigSpec() const = 0;
//////////////////////////////////////////////////////////////////////////
// Summary:
// Retrieves current configuration platform
virtual ESystemConfigPlatform GetConfigPlatform() const = 0;
// Summary:
// Changes current configuration platform.
virtual void SetConfigPlatform(ESystemConfigPlatform platform) = 0;
//////////////////////////////////////////////////////////////////////////
// Summary:
// Query if system is now paused.
// Pause flag is set when calling system update with pause mode.
virtual bool IsPaused() const = 0;
// Summary:
// Retrieves localized strings manager interface.
virtual ILocalizationManager* GetLocalizationManager() = 0;
// Summary:
// Retrieves the perlin noise singleton instance.
virtual CPNoise3* GetNoiseGen() = 0;
// Summary:
// Retrieves system update counter.
virtual uint64 GetUpdateCounter() = 0;
//////////////////////////////////////////////////////////////////////////
// Error callback handling
// Summary:
// Registers listeners to CryAssert and error messages. (may not be called if asserts are disabled)
// Each pointer can be registered only once. (stl::push_back_unique)
// It will return false if the pointer is already registered. Returns true, otherwise.
virtual bool RegisterErrorObserver(IErrorObserver* errorObserver) = 0;
// Summary:
// Unregisters listeners to CryAssert and error messages.
// It will return false if the pointer is not registered. Otherwise, returns true.
virtual bool UnregisterErrorObserver(IErrorObserver* errorObserver) = 0;
// Summary:
// Called after the processing of the assert message box on some platforms.
// It will be called even when asserts are disabled by the console variables.
virtual void OnAssert(const char* condition, const char* message, const char* fileName, unsigned int fileLineNumber) = 0;
// Summary:
// Returns if the assert window from CryAssert is visible.
// OBS1: needed by the editor, as in some cases it can freeze if during an assert engine it will handle
// some events such as mouse movement in a CryPhysics assert.
// OBS2: it will always return false, if asserts are disabled or ignored.
virtual bool IsAssertDialogVisible() const = 0;
// Summary:
// Sets the AssertVisisble internal variable.
// Typically it should only be called by CryAssert.
virtual void SetAssertVisible(bool bAssertVisble) = 0;
//////////////////////////////////////////////////////////////////////////
// Summary:
// Enable/Disable drawing the console
virtual void SetConsoleDrawEnabled(bool enabled) = 0;
// Enable/Disable drawing the UI
virtual void SetUIDrawEnabled(bool enabled) = 0;
// Summary:
// Get the index of the currently running Crytek application. (0 = first instance, 1 = second instance, etc)
virtual int GetApplicationInstance() = 0;
// Summary:
// Get log index of the currently running Open 3D Engine application. (0 = first instance, 1 = second instance, etc)
virtual int GetApplicationLogInstance(const char* logFilePath) = 0;
// Summary:
// Clear all currently logged and drawn on screen error messages
virtual void ClearErrorMessages() = 0;
//////////////////////////////////////////////////////////////////////////
// For debugging use only!, query current C++ call stack.
//////////////////////////////////////////////////////////////////////////
// Notes:
// Pass nCount to indicate maximum number of functions to get.
// For debugging use only, query current C++ call stack.
// Description:
// Fills array of function pointers, nCount return number of functions.
virtual void debug_GetCallStack(const char** pFunctions, int& nCount) = 0;
// Summary:
// Logs current callstack.
// Notes:
// For debugging use only!, query current C++ call stack.
virtual void debug_LogCallStack(int nMaxFuncs = 32, int nFlags = 0) = 0;
// Description:
// Execute command line arguments.
// Should be after init game.
// Example:
// +g_gametype ASSAULT +map "testy"
virtual void ExecuteCommandLine(bool deferred=true) = 0;
// Description:
// GetSystemUpdate stats (all systems update without except console)
// very useful on dedicated server as we throttle it to fixed frequency
// returns zeroes if no updates happened yet
virtual void GetUpdateStats(SSystemUpdateStats& stats) = 0;
virtual ESystemGlobalState GetSystemGlobalState(void) = 0;
virtual void SetSystemGlobalState(ESystemGlobalState systemGlobalState) = 0;
#if !defined(_RELEASE)
virtual bool IsSavingResourceList() const = 0;
#endif
// Summary:
// Gets the root window message handler function
// The returned pointer is platform-specific:
// For Windows OS, the pointer is of type WNDPROC
virtual void* GetRootWindowMessageHandler() = 0;
// Summary:
// Register a IWindowMessageHandler that will be informed about window messages
// The delivered messages are platform-specific
virtual void RegisterWindowMessageHandler(IWindowMessageHandler* pHandler) = 0;
// Summary:
// Unregister an IWindowMessageHandler that was previously registered using RegisterWindowMessageHandler
virtual void UnregisterWindowMessageHandler(IWindowMessageHandler* pHandler) = 0;
// Create an instance of a Local File IO object (which reads directly off the local filesystem, instead of,
// for example, reading from the network or a pack or USB or such.
virtual std::shared_ptr<AZ::IO::FileIOBase> CreateLocalFileIO() = 0;
////////////////////////////////////////////////////////////////////////////////////////////////
// EBus interface used to listen for cry system notifications
class CrySystemNotifications : public AZ::EBusTraits
{
public:
virtual ~CrySystemNotifications() = default;
// Override to be notified right before the call to ISystem::Render
virtual void OnPreRender() {}
// Override to be notified right after the call to ISystem::Render (but before RenderEnd)
virtual void OnPostRender() {}
};
using CrySystemNotificationBus = AZ::EBus<CrySystemNotifications>;
};
#if defined(USE_DISK_PROFILER)
struct DiskOperationInfo
{
DiskOperationInfo()
: m_nSeeksCount(0)
, m_nFileOpenCount(0)
, m_nFileReadCount(0)
, m_dOperationSize(0.)
, m_dOperationTime(0.) {}
int m_nSeeksCount;
int m_nFileOpenCount;
int m_nFileReadCount;
double m_dOperationTime;
double m_dOperationSize;
DiskOperationInfo& operator -= (const DiskOperationInfo& rv)
{
m_nSeeksCount -= rv.m_nSeeksCount;
m_nFileOpenCount -= rv.m_nFileOpenCount;
m_nFileReadCount -= rv.m_nFileReadCount;
m_dOperationSize -= rv.m_dOperationSize;
m_dOperationTime -= rv.m_dOperationTime;
return *this;
}
DiskOperationInfo& operator += (const DiskOperationInfo& rv)
{
m_nSeeksCount += rv.m_nSeeksCount;
m_nFileOpenCount += rv.m_nFileOpenCount;
m_nFileReadCount += rv.m_nFileReadCount;
m_dOperationSize += rv.m_dOperationSize;
m_dOperationTime += rv.m_dOperationTime;
return *this;
}
DiskOperationInfo operator - (const DiskOperationInfo& rv)
{
DiskOperationInfo res(*this);
return res -= rv;
}
DiskOperationInfo operator + (const DiskOperationInfo& rv)
{
DiskOperationInfo res(*this);
return res += rv;
}
};
#endif
#if defined(ENABLE_LOADING_PROFILER) && AZ_PROFILE_TELEMETRY
#define LOADING_TIME_PROFILE_SECTION AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::AzCore)
#define LOADING_TIME_PROFILE_SECTION_ARGS(...) AZ_PROFILE_SCOPE_DYNAMIC(AZ::Debug::ProfileCategory::AzCore, __VA_ARGS__)
#define LOADING_TIME_PROFILE_SECTION_NAMED(sectionName) AZ_PROFILE_SCOPE(AZ::Debug::ProfileCategory::AzCore, sectionName)
#define LOADING_TIME_PROFILE_SECTION_NAMED_ARGS(sectionName, ...) AZ_PROFILE_SCOPE_DYNAMIC(AZ::Debug::ProfileCategory::AzCore, sectionName, __VA_ARGS__)
#else
#define LOADING_TIME_PROFILE_SECTION
#define LOADING_TIME_PROFILE_SECTION_ARGS(...)
#define LOADING_TIME_PROFILE_SECTION_NAMED(sectionName)
#define LOADING_TIME_PROFILE_SECTION_NAMED_ARGS(sectionName, ...)
#endif
//////////////////////////////////////////////////////////////////////////
// CrySystem DLL Exports.
//////////////////////////////////////////////////////////////////////////
typedef ISystem* (*PFNCREATESYSTEMINTERFACE)(SSystemInitParams& initParams);
//////////////////////////////////////////////////////////////////////////
// Global environment variable.
//////////////////////////////////////////////////////////////////////////
extern SSystemGlobalEnvironment* gEnv;
// Summary:
// Gets the system interface.
inline ISystem* GetISystem()
{
// Some unit tests temporarily install and then uninstall ISystem* mocks.
// It is generally okay for runtime and tool systems which call this function to cache the returned pointer,
// because their lifetime is usually shorter than the lifetime of the ISystem* implementation.
// It is NOT safe for this function to cache it as a static itself, though, as the static it would cache
// it inside may outlive the the actual instance implementing ISystem* when unit tests are torn down and then restarted.
ISystem* systemInterface = gEnv ? gEnv->pSystem : nullptr;
if (!systemInterface)
{
CrySystemRequestBus::BroadcastResult(systemInterface, &CrySystemRequests::GetCrySystem);
}
return systemInterface;
};
//////////////////////////////////////////////////////////////////////////
// Description:
// This function must be called once by each module at the beginning, to setup global pointers.
extern "C" AZ_DLL_EXPORT void ModuleInitISystem(ISystem* pSystem, const char* moduleName);
extern "C" AZ_DLL_EXPORT void ModuleShutdownISystem(ISystem* pSystem);
extern "C" AZ_DLL_EXPORT void InjectEnvironment(void* env);
extern "C" AZ_DLL_EXPORT void DetachEnvironment();
void* GetModuleInitISystemSymbol();
void* GetModuleShutdownISystemSymbol();
void* GetInjectEnvironmentSymbol();
void* GetDetachEnvironmentSymbol();
#define PREVENT_MODULE_AND_ENVIRONMENT_SYMBOL_STRIPPING \
AZ_UNUSED(GetModuleInitISystemSymbol()); \
AZ_UNUSED(GetModuleShutdownISystemSymbol()); \
AZ_UNUSED(GetInjectEnvironmentSymbol()); \
AZ_UNUSED(GetDetachEnvironmentSymbol());
extern bool g_bProfilerEnabled;
// Summary:
// Interface of the DLL.
extern "C"
{
CRYSYSTEM_API ISystem* CreateSystemInterface(const SSystemInitParams& initParams);
}
// Description:
// Displays error message.
// Logs it to console and file and error message box.
// Then terminates execution.
void CryFatalError(const char*, ...) PRINTF_PARAMS(1, 2);
inline void CryFatalError(const char* format, ...)
{
if (!gEnv || !gEnv->pSystem)
{
return;
}
va_list ArgList;
char szBuffer[MAX_WARNING_LENGTH];
va_start(ArgList, format);
int count = azvsnprintf(szBuffer, sizeof(szBuffer), format, ArgList);
if (count == -1 || count >= sizeof(szBuffer))
{
szBuffer[sizeof(szBuffer) - 1] = '\0';
}
va_end(ArgList);
gEnv->pSystem->FatalError("%s", szBuffer);
}
//////////////////////////////////////////////////////////////////////////
// Description:
// Displays warning message.
// Logs it to console and file and display a warning message box.
// Doesn't terminate execution.
void CryWarning(EValidatorModule, EValidatorSeverity, const char*, ...) PRINTF_PARAMS(3, 4);
inline void CryWarning(EValidatorModule module, EValidatorSeverity severity, const char* format, ...)
{
if (!gEnv || !gEnv->pSystem || !format)
{
return;
}
va_list args;
va_start(args, format);
GetISystem()->WarningV(module, severity, 0, 0, format, args);
va_end(args);
}
#ifdef EXCLUDE_CVARHELP
#define CVARHELP(_comment) 0
#else
#define CVARHELP(_comment) _comment
#endif
//Provide macros for fixing cvars for release mode on consoles to enums to allow for code stripping
//Do not enable for PC, apply VF_CHEAT there if required
#if defined(CONSOLE)
#define CONST_CVAR_FLAGS (VF_CHEAT)
#else
#define CONST_CVAR_FLAGS (VF_NULL)
#endif
#if defined(AZ_RESTRICTED_PLATFORM)
#define AZ_RESTRICTED_SECTION ISYSTEM_H_SECTION_5
#include AZ_RESTRICTED_FILE(ISystem_h)
#endif
#if defined(_RELEASE) && defined(IS_CONSOLE_PLATFORM)
#ifndef LOG_CONST_CVAR_ACCESS
#error LOG_CONST_CVAR_ACCESS should be defined in ProjectDefines.h
#endif
#include "IConsole.h"
namespace Detail
{
template<typename T>
struct SQueryTypeEnum;
template<>
struct SQueryTypeEnum<int>
{
static const int type = CVAR_INT;
static int ParseString(const char* s) { return atoi(s); }
};
template<>
struct SQueryTypeEnum<float>
{
static const int type = CVAR_FLOAT;
static float ParseString(const char* s) { return (float)atof(s); }
};
template<typename T>
struct SDummyCVar
: ICVar
{
const T value;
#if LOG_CONST_CVAR_ACCESS
mutable bool bWasRead;
mutable bool bWasChanged;
SDummyCVar(T val)
: value(val)
, bWasChanged(false)
, bWasRead(false) {}
#else
SDummyCVar(T val)
: value(val) {}
#endif
void WarnUse() const
{
#if LOG_CONST_CVAR_ACCESS
if (!bWasRead)
{
CryWarning(VALIDATOR_MODULE_SYSTEM, VALIDATOR_WARNING, "[CVAR] Read from const CVar '%s' via name look-up, this is non-optimal", GetName());
bWasRead = true;
}
#endif
}
void InvalidAccess() const
{
#if LOG_CONST_CVAR_ACCESS
if (!bWasChanged)
{
CryWarning(VALIDATOR_MODULE_SYSTEM, VALIDATOR_ERROR, "[CVAR] Write to const CVar '%s' with wrong value '%f' was ignored. This indicates a bug in code or a config file", GetName(), GetFVal());
bWasChanged = true;
}
#endif
}
void Release() {}
int GetIVal() const { WarnUse(); return static_cast<int>(value); }
int64 GetI64Val() const { WarnUse(); return static_cast<int64>(value); }
float GetFVal() const { WarnUse(); return static_cast<float>(value); }
const char* GetString() const { return ""; }
const char* GetDataProbeString() const { return ""; }
void Set(const char* s)
{
if (SQueryTypeEnum<T>::ParseString(s) != value)
{
InvalidAccess();
}
}
void ForceSet(const char* s) { Set(s); }
void Set(const float f)
{
if (static_cast<T>(f) != value)
{
InvalidAccess();
}
}
void Set(const int i)
{
if (static_cast<T>(i) != value)
{
InvalidAccess();
}
}
void ClearFlags([[maybe_unused]] int flags) {}
int GetFlags() const { return VF_CONST_CVAR | VF_READONLY; }
int SetFlags([[maybe_unused]] int flags) { return 0; }
int GetType() { return SQueryTypeEnum<T>::type; }
const char* GetHelp() { return NULL; }
bool IsConstCVar() const { return true; }
void SetOnChangeCallback(ConsoleVarFunc pChangeFunc) { (void)pChangeFunc; }
uint64 AddOnChangeFunctor(const SFunctor& pChangeFunctor) { (void)pChangeFunctor; return 0; }
uint64 GetNumberOfOnChangeFunctors() const { return 0; }
const SFunctor& GetOnChangeFunctor([[maybe_unused]] uint64 nFunctorIndex) const { InvalidAccess(); SFunctor* pNull = nullptr; return *pNull; }
bool RemoveOnChangeFunctor([[maybe_unused]] const uint64 nElement) { return true; }
ConsoleVarFunc GetOnChangeCallback() const { InvalidAccess(); return NULL; }
void GetMemoryUsage([[maybe_unused]] class ICrySizer* pSizer) const {}
int GetRealIVal() const { return GetIVal(); }
void SetLimits([[maybe_unused]] float min, [[maybe_unused]] float max) { return; }
void GetLimits([[maybe_unused]] float& min, [[maybe_unused]] float& max) { return; }
bool HasCustomLimits() { return false; }
void SetDataProbeString([[maybe_unused]] const char* pDataProbeString) { InvalidAccess(); }
};
}
#define REGISTER_DUMMY_CVAR(type, name, value) \
do { \
static struct DummyCVar \
: Detail::SDummyCVar<type> \
{ \
DummyCVar() \
: Detail::SDummyCVar<type>(value) {} \
const char* GetName() const { return name; } \
} DummyStaticInstance; \
if (!(gEnv->pConsole != 0 ? gEnv->pConsole->Register(&DummyStaticInstance) : 0)) \
{ \
DEBUG_BREAK; \
CryFatalError("Can not register dummy CVar"); \
} \
} while (0)
# define CONSOLE_CONST_CVAR_MODE
# define DeclareConstIntCVar(name, defaultValue) enum : int { name = (defaultValue) }
# define DeclareStaticConstIntCVar(name, defaultValue) enum : int { name = (defaultValue) }
# define DefineConstIntCVarName(strname, name, defaultValue, flags, help) { COMPILE_TIME_ASSERT((int)(defaultValue) == (int)(name)); REGISTER_DUMMY_CVAR(int, strname, defaultValue); }
# define DefineConstIntCVar(name, defaultValue, flags, help) { COMPILE_TIME_ASSERT((int)(defaultValue) == (int)(name)); REGISTER_DUMMY_CVAR(int, (#name), defaultValue); }
// DefineConstIntCVar2 is deprecated, any such instance can be converted to the 3 variant by removing the quotes around the first parameter
# define DefineConstIntCVar3(name, _var_, defaultValue, flags, help) { COMPILE_TIME_ASSERT((int)(defaultValue) == (int)(_var_)); REGISTER_DUMMY_CVAR(int, name, defaultValue); }
# define AllocateConstIntCVar(scope, name)
# define DefineConstFloatCVar(name, flags, help) { REGISTER_DUMMY_CVAR(float, (#name), name ## Default); }
# define DeclareConstFloatCVar(name)
# define DeclareStaticConstFloatCVar(name)
# define AllocateConstFloatCVar(scope, name)
# define IsCVarConstAccess(expr) expr
#else
# define DeclareConstIntCVar(name, defaultValue) int name { defaultValue }
# define DeclareStaticConstIntCVar(name, defaultValue) static int name
# define DefineConstIntCVarName(strname, name, defaultValue, flags, help) \
(gEnv->pConsole == 0 ? 0 : gEnv->pConsole->Register(strname, &name, defaultValue, flags | CONST_CVAR_FLAGS, CVARHELP(help)))
# define DefineConstIntCVar(name, defaultValue, flags, help) \
(gEnv->pConsole == 0 ? 0 : gEnv->pConsole->Register((#name), &name, defaultValue, flags | CONST_CVAR_FLAGS, CVARHELP(help), 0, false))
// DefineConstIntCVar2 is deprecated, any such instance can be converted to the 3 variant by removing the quotes around the first parameter
# define DefineConstIntCVar3(_name, _var, _def_val, _flags, help) \
(gEnv->pConsole == 0 ? 0 : gEnv->pConsole->Register(_name, &(_var), (_def_val), (_flags) | CONST_CVAR_FLAGS, CVARHELP(help), 0, false))
# define AllocateConstIntCVar(scope, name) int scope:: name
# define DefineConstFloatCVar(name, flags, help) \
(gEnv->pConsole == 0 ? 0 : gEnv->pConsole->Register((#name), &name, name ## Default, flags | CONST_CVAR_FLAGS, CVARHELP(help), 0, false))
# define DeclareConstFloatCVar(name) float name
# define DeclareStaticConstFloatCVar(name) static float name
# define AllocateConstFloatCVar(scope, name) float scope:: name
# define IsCVarConstAccess(expr)
#endif
#if defined(USE_CRY_ASSERT)
static void AssertConsoleExists(void)
{
CRY_ASSERT(gEnv->pConsole != NULL);
}
#define ASSERT_CONSOLE_EXISTS AssertConsoleExists()
#else
#define ASSERT_CONSOLE_EXISTS 0
#endif // defined(USE_CRY_ASSERT)
// the following macros allow the help text to be easily stripped out
// Summary:
// Preferred way to register a CVar
#define REGISTER_CVAR(_var, _def_val, _flags, _comment) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? 0 : gEnv->pConsole->Register((#_var), &(_var), (_def_val), (_flags), CVARHELP(_comment)))
// Summary:
// Preferred way to register a CVar with a callback
#define REGISTER_CVAR_CB(_var, _def_val, _flags, _comment, _onchangefunction) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? 0 : gEnv->pConsole->Register((#_var), &(_var), (_def_val), (_flags), CVARHELP(_comment), _onchangefunction))
// Summary:
// Preferred way to register a string CVar
#define REGISTER_STRING(_name, _def_val, _flags, _comment) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? 0 : gEnv->pConsole->RegisterString(_name, (_def_val), (_flags), CVARHELP(_comment)))
// Summary:
// Preferred way to register a string CVar with a callback
#define REGISTER_STRING_CB(_name, _def_val, _flags, _comment, _onchangefunction) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? 0 : gEnv->pConsole->RegisterString(_name, (_def_val), (_flags), CVARHELP(_comment), _onchangefunction))
// Summary:
// Preferred way to register an int CVar
#define REGISTER_INT(_name, _def_val, _flags, _comment) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? 0 : gEnv->pConsole->RegisterInt(_name, (_def_val), (_flags), CVARHELP(_comment)))
// Summary:
// Preferred way to register an int CVar with a callback
#define REGISTER_INT_CB(_name, _def_val, _flags, _comment, _onchangefunction) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? 0 : gEnv->pConsole->RegisterInt(_name, (_def_val), (_flags), CVARHELP(_comment), _onchangefunction))
// Summary:
// Preferred way to register an int64 CVar
#define REGISTER_INT64(_name, _def_val, _flags, _comment) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? 0 : gEnv->pConsole->RegisterInt64(_name, (_def_val), (_flags), CVARHELP(_comment)))
// Summary:
// Preferred way to register an int64 CVar with a callback
#define REGISTER_INT64_CB(_name, _def_val, _flags, _comment, _onchangefunction) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? 0 : gEnv->pConsole->RegisterInt64(_name, (_def_val), (_flags), CVARHELP(_comment), _onchangefunction))
// Summary:
// Preferred way to register a float CVar
#define REGISTER_FLOAT(_name, _def_val, _flags, _comment) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? 0 : gEnv->pConsole->RegisterFloat(_name, (_def_val), (_flags), CVARHELP(_comment)))
// Summary:
// Preferred way to register a float CVar with a callback
#define REGISTER_FLOAT_CB(_name, _def_val, _flags, _comment, _onchangefunction) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? 0 : gEnv->pConsole->RegisterFloat(_name, (_def_val), (_flags), CVARHELP(_comment), _onchangefunction))
// Summary:
// Offers more flexibility but more code is required
#define REGISTER_CVAR2(_name, _var, _def_val, _flags, _comment) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? 0 : gEnv->pConsole->Register(_name, _var, (_def_val), (_flags), CVARHELP(_comment)))
// Summary:
// Offers more flexibility but more code is required
#define REGISTER_CVAR2_CB(_name, _var, _def_val, _flags, _comment, _onchangefunction) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? 0 : gEnv->pConsole->Register(_name, _var, (_def_val), (_flags), CVARHELP(_comment), _onchangefunction))
// Summary:
// Offers more flexibility but more code is required, explicit address taking of destination variable
#define REGISTER_CVAR3(_name, _var, _def_val, _flags, _comment) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? 0 : gEnv->pConsole->Register(_name, &(_var), (_def_val), (_flags), CVARHELP(_comment)))
// Summary:
// Offers more flexibility but more code is required, explicit address taking of destination variable
#define REGISTER_CVAR3_CB(_name, _var, _def_val, _flags, _comment, _onchangefunction) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? 0 : gEnv->pConsole->Register(_name, &(_var), (_def_val), (_flags), CVARHELP(_comment), _onchangefunction))
// Summary:
// Preferred way to register a console command
#define REGISTER_COMMAND(_name, _func, _flags, _comment) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? false : gEnv->pConsole->AddCommand(_name, _func, (_flags), CVARHELP(_comment)))
// Summary:
// Preferred way to unregister a CVar
#define UNREGISTER_CVAR(_name) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? (void)0 : gEnv->pConsole->UnregisterVariable(_name))
// Preferred way to unregister a console command
#define UNREGISTER_COMMAND(_name) (ASSERT_CONSOLE_EXISTS, gEnv->pConsole == 0 ? (void)0 : gEnv->pConsole->RemoveCommand(_name))
////////////////////////////////////////////////////////////////////////////////
//
// Development only cvars
//
// N.B:
// (1) Registered as real cvars *in non release builds only*.
// (2) Can still be manipulated in release by the mapped variable, so not the same as const cvars.
// (3) Any 'OnChanged' callback will need guarding against in release builds since the cvar won't exist
// (4) Any code that tries to get ICVar* will need guarding against in release builds since the cvar won't exist
//
// ILLEGAL_DEV_FLAGS is a mask of all those flags which make no sense in a _DEV_ONLY or _DEDI_ONLY cvar since the
// cvar potentially won't exist in a release build.
//
#define ILLEGAL_DEV_FLAGS (VF_NET_SYNCED | VF_CHEAT | VF_CHEAT_ALWAYS_CHECK | VF_CHEAT_NOCHECK | VF_READONLY | VF_CONST_CVAR)
#if defined(_RELEASE)
#define REGISTER_CVAR_DEV_ONLY(_var, _def_val, _flags, _comment) NULL; COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0); _var = _def_val
#define REGISTER_CVAR_CB_DEV_ONLY(_var, _def_val, _flags, _comment, _onchangefunction) NULL; COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0); _var = _def_val /* _onchangefunction consumed; callback not available */
#define REGISTER_STRING_DEV_ONLY(_name, _def_val, _flags, _comment) NULL; COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0) /* consumed; pure cvar not available */
#define REGISTER_STRING_CB_DEV_ONLY(_name, _def_val, _flags, _comment, _onchangefunction) NULL; COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0) /* consumed; pure cvar not available */
#define REGISTER_INT_DEV_ONLY(_name, _def_val, _flags, _comment) NULL; COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0) /* consumed; pure cvar not available */
#define REGISTER_INT_CB_DEV_ONLY(_name, _def_val, _flags, _comment, _onchangefunction) NULL; COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0) /* consumed; pure cvar not available */
#define REGISTER_INT64_DEV_ONLY(_name, _def_val, _flags, _comment) NULL; COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0) /* consumed; pure cvar not available */
#define REGISTER_FLOAT_DEV_ONLY(_name, _def_val, _flags, _comment) NULL; COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0) /* consumed; pure cvar not available */
#define REGISTER_CVAR2_DEV_ONLY(_name, _var, _def_val, _flags, _comment) NULL; COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0); *(_var) = _def_val
#define REGISTER_CVAR2_CB_DEV_ONLY(_name, _var, _def_val, _flags, _comment, _onchangefunction) NULL; COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0); *(_var) = _def_val
#define REGISTER_CVAR3_DEV_ONLY(_name, _var, _def_val, _flags, _comment) NULL; COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0); _var = _def_val
#define REGISTER_CVAR3_CB_DEV_ONLY(_name, _var, _def_val, _flags, _comment, _onchangefunction) NULL; COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0); _var = _def_val
#define REGISTER_COMMAND_DEV_ONLY(_name, _func, _flags, _comment) /* consumed; command not available */
#else
#define REGISTER_CVAR_DEV_ONLY(_var, _def_val, _flags, _comment) REGISTER_CVAR(_var, _def_val, ((_flags) | VF_DEV_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_CVAR_CB_DEV_ONLY(_var, _def_val, _flags, _comment, _onchangefunction) REGISTER_CVAR_CB(_var, _def_val, ((_flags) | VF_DEV_ONLY), _comment, _onchangefunction); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_STRING_DEV_ONLY(_name, _def_val, _flags, _comment) REGISTER_STRING(_name, _def_val, ((_flags) | VF_DEV_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_STRING_CB_DEV_ONLY(_name, _def_val, _flags, _comment, _onchangefunction) REGISTER_STRING_CB(_name, _def_val, ((_flags) | VF_DEV_ONLY), _comment, _onchangefunction); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_INT_DEV_ONLY(_name, _def_val, _flags, _comment) REGISTER_INT(_name, _def_val, ((_flags) | VF_DEV_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_INT_CB_DEV_ONLY(_name, _def_val, _flags, _comment, _onchangefunction) REGISTER_INT_CB(_name, _def_val, ((_flags) | VF_DEV_ONLY), _comment, _onchangefunction); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_INT64_DEV_ONLY(_name, _def_val, _flags, _comment) REGISTER_INT64(_name, _def_val, ((_flags) | VF_DEV_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_FLOAT_DEV_ONLY(_name, _def_val, _flags, _comment) REGISTER_FLOAT(_name, _def_val, ((_flags) | VF_DEV_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_CVAR2_DEV_ONLY(_name, _var, _def_val, _flags, _comment) REGISTER_CVAR2(_name, _var, _def_val, ((_flags) | VF_DEV_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_CVAR2_CB_DEV_ONLY(_name, _var, _def_val, _flags, _comment, _onchangefunction) REGISTER_CVAR2_CB(_name, _var, _def_val, ((_flags) | VF_DEV_ONLY), _comment, _onchangefunction); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_CVAR3_DEV_ONLY(_name, _var, _def_val, _flags, _comment) REGISTER_CVAR3(_name, _var, _def_val, ((_flags) | VF_DEV_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_CVAR3_CB_DEV_ONLY(_name, _var, _def_val, _flags, _comment, _onchangefunction) REGISTER_CVAR3_CB(_name, _var, _def_val, ((_flags) | VF_DEV_ONLY), _comment, _onchangefunction); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_COMMAND_DEV_ONLY(_name, _func, _flags, _comment) REGISTER_COMMAND(_name, _func, ((_flags) | VF_DEV_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#endif // defined(_RELEASE)
//
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
//
// Dedicated server only cvars
//
// N.B:
// (1) Registered as real cvars in all non release builds
// (2) Registered as real cvars in release on dedi servers only, otherwise treated as DEV_ONLY type cvars (see above)
//
// TODO Registering all cvars for Dedicated server as well. Currently CrySystems have no concept of Dedicated server with cmake.
// If we introduce server specific targets for CrySystems, we can add DEDICATED_SERVER flags to those and add the flag back in here.
#if defined(_RELEASE)
#define REGISTER_CVAR_DEDI_ONLY(_var, _def_val, _flags, _comment) REGISTER_CVAR(_var, _def_val, ((_flags) | VF_DEDI_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_CVAR_CB_DEDI_ONLY(_var, _def_val, _flags, _comment, _onchangefunction) REGISTER_CVAR_CB(_var, _def_val, ((_flags) | VF_DEDI_ONLY), _comment, _onchangefunction); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_STRING_DEDI_ONLY(_name, _def_val, _flags, _comment) REGISTER_STRING(_name, _def_val, ((_flags) | VF_DEDI_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_STRING_CB_DEDI_ONLY(_name, _def_val, _flags, _comment, _onchangefunction) REGISTER_STRING_CB(_name, _def_val, ((_flags) | VF_DEDI_ONLY), _comment, _onchangefunction); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_INT_DEDI_ONLY(_name, _def_val, _flags, _comment) REGISTER_INT(_name, _def_val, ((_flags) | VF_DEDI_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_INT_CB_DEDI_ONLY(_name, _def_val, _flags, _comment, _onchangefunction) REGISTER_INT_CB(_name, _def_val, ((_flags) | VF_DEDI_ONLY), _comment, _onchangefunction); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_INT64_DEDI_ONLY(_name, _def_val, _flags, _comment) REGISTER_INT64(_name, _def_val, ((_flags) | VF_DEDI_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_FLOAT_DEDI_ONLY(_name, _def_val, _flags, _comment) REGISTER_FLOAT(_name, _def_val, ((_flags) | VF_DEDI_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_CVAR2_DEDI_ONLY(_name, _var, _def_val, _flags, _comment) REGISTER_CVAR2(_name, _var, _def_val, ((_flags) | VF_DEDI_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_CVAR2_CB_DEDI_ONLY(_name, _var, _def_val, _flags, _comment, _onchangefunction) REGISTER_CVAR2_CB(_name, _var, _def_val, ((_flags) | VF_DEDI_ONLY), _comment, _onchangefunction); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_CVAR3_DEDI_ONLY(_name, _var, _def_val, _flags, _comment) REGISTER_CVAR3(_name, _var, _def_val, ((_flags) | VF_DEDI_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_CVAR3_CB_DEDI_ONLY(_name, _var, _def_val, _flags, _comment, _onchangefunction) REGISTER_CVAR3_CB(_name, _var, _def_val, ((_flags) | VF_DEDI_ONLY), _comment, _onchangefunction); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#define REGISTER_COMMAND_DEDI_ONLY(_name, _func, _flags, _comment) REGISTER_COMMAND(_name, _func, ((_flags) | VF_DEDI_ONLY), _comment); COMPILE_TIME_ASSERT(((_flags) & ILLEGAL_DEV_FLAGS) == 0)
#else
#define REGISTER_CVAR_DEDI_ONLY(_var, _def_val, _flags, _comment) REGISTER_CVAR_DEV_ONLY(_var, _def_val, ((_flags) | VF_DEDI_ONLY), _comment)
#define REGISTER_CVAR_CB_DEDI_ONLY(_var, _def_val, _flags, _comment, _onchangefunction) REGISTER_CVAR_CB_DEV_ONLY(_var, _def_val, ((_flags) | VF_DEDI_ONLY), _comment, _onchangefunction)
#define REGISTER_STRING_DEDI_ONLY(_name, _def_val, _flags, _comment) REGISTER_STRING_DEV_ONLY(_name, _def_val, ((_flags) | VF_DEDI_ONLY), _comment)
#define REGISTER_STRING_CB_DEDI_ONLY(_name, _def_val, _flags, _comment, _onchangefunction) REGISTER_STRING_CB_DEV_ONLY(_name, _def_val, ((_flags) | VF_DEDI_ONLY), _comment, _onchangefunction)
#define REGISTER_INT_DEDI_ONLY(_name, _def_val, _flags, _comment) REGISTER_INT_DEV_ONLY(_name, _def_val, ((_flags) | VF_DEDI_ONLY), _comment)
#define REGISTER_INT_CB_DEDI_ONLY(_name, _def_val, _flags, _comment, _onchangefunction) REGISTER_INT_CB_DEV_ONLY(_name, _def_val, ((_flags) | VF_DEDI_ONLY), _comment, _onchangefunction)
#define REGISTER_INT64_DEDI_ONLY(_name, _def_val, _flags, _comment) REGISTER_INT64_DEV_ONLY(_name, _def_val, ((_flags) | VF_DEDI_ONLY), _comment)
#define REGISTER_FLOAT_DEDI_ONLY(_name, _def_val, _flags, _comment) REGISTER_FLOAT_DEV_ONLY(_name, _def_val, ((_flags) | VF_DEDI_ONLY), _comment)
#define REGISTER_CVAR2_DEDI_ONLY(_name, _var, _def_val, _flags, _comment) REGISTER_CVAR2_DEV_ONLY(_name, _var, _def_val, ((_flags) | VF_DEDI_ONLY), _comment)
#define REGISTER_CVAR2_CB_DEDI_ONLY(_name, _var, _def_val, _flags, _comment, _onchangefunction) REGISTER_CVAR2_CB_DEV_ONLY(_name, _var, _def_val, ((_flags) | VF_DEDI_ONLY), _comment, _onchangefunction)
#define REGISTER_CVAR3_DEDI_ONLY(_name, _var, _def_val, _flags, _comment) REGISTER_CVAR3_DEV_ONLY(_name, _var, _def_val, ((_flags) | VF_DEDI_ONLY), _comment)
#define REGISTER_CVAR3_CB_DEDI_ONLY(_name, _var, _def_val, _flags, _comment, _onchangefunction) REGISTER_CVAR3_CB_DEV_ONLY(_name, _var, _def_val, ((_flags) | VF_DEDI_ONLY), _comment, _onchangefunction)
#define REGISTER_COMMAND_DEDI_ONLY(_name, _func, _flags, _comment) REGISTER_COMMAND_DEV_ONLY(_name, _func, ((_flags) | VF_DEDI_ONLY), _comment)
#endif // defined(_RELEASE)
//
////////////////////////////////////////////////////////////////////////////////
#ifdef EXCLUDE_NORMAL_LOG // setting this removes a lot of logging to reduced code size (useful for consoles)
#define CryLog(...) ((void)0)
#define CryComment(...) ((void)0)
#define CryLogAlways(...) ((void)0)
#else // EXCLUDE_NORMAL_LOG
// Summary:
// Simple logs of data with low verbosity.
void CryLog(const char*, ...) PRINTF_PARAMS(1, 2);
inline void CryLog(const char* format, ...)
{
// Fran: we need these guards for the testing framework to work
if (gEnv && gEnv->pSystem && gEnv->pLog)
{
va_list args;
va_start(args, format);
gEnv->pLog->LogV(ILog::eMessage, format, args);
va_end(args);
}
}
// Notes:
// Very rarely used log comment.
void CryComment(const char*, ...) PRINTF_PARAMS(1, 2);
inline void CryComment(const char* format, ...)
{
// Fran: we need these guards for the testing framework to work
if (gEnv && gEnv->pSystem && gEnv->pLog)
{
va_list args;
va_start(args, format);
gEnv->pLog->LogV(ILog::eComment, format, args);
va_end(args);
}
}
// Summary:
// Logs important data that must be printed regardless verbosity.
void CryLogAlways(const char*, ...) PRINTF_PARAMS(1, 2);
inline void CryLogAlways(const char* format, ...)
{
// log should not be used before system is ready
// error before system init should be handled explicitly
// Fran: we need these guards for the testing framework to work
if (gEnv && gEnv->pSystem && gEnv->pLog)
{
// assert(gEnv);
// assert(gEnv->pSystem);
va_list args;
va_start(args, format);
gEnv->pLog->LogV(ILog::eAlways, format, args);
va_end(args);
}
}
#endif // EXCLUDE_NORMAL_LOG
//////////////////////////////////////////////////////////////////////////
// Additional headers.
//////////////////////////////////////////////////////////////////////////
#include <FrameProfiler.h>
#endif // CRYINCLUDE_CRYCOMMON_ISYSTEM_H