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o3de/Code/Framework/AzGameFramework/AzGameFramework/Application/GameApplication.h
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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/base.h>
#include <AzFramework/Application/Application.h>
#pragma once
namespace AzGameFramework
{
class GameApplication
: public AzFramework::Application
{
public:
AZ_CLASS_ALLOCATOR(GameApplication, AZ::SystemAllocator, 0);
GameApplication();
GameApplication(int argc, char** argvS);
~GameApplication();
AZ::ComponentTypeList GetRequiredSystemComponents() const override;
void CreateStaticModules(AZStd::vector<AZ::Module*>& outModules) override;
//////////////////////////////////////////////////////////////////////////
// AzFramework::ApplicationRequests::Bus
void QueryApplicationType(AZ::ApplicationTypeQuery& appType) const override;
//////////////////////////////////////////////////////////////////////////
protected:
//////////////////////////////////////////////////////////////////////////
// AzFramework::Application
void StartCommon(AZ::Entity* systemEntity) override;
// Instead of iterating over the individual settings folders to composite the Settings Registry, load a pre-generated
// game.*.setreg instead. In non-release builds this will still load the dev user settings and the command line settings.
void MergeSettingsToRegistry(AZ::SettingsRegistryInterface& registry) override;
//////////////////////////////////////////////////////////////////////////
};
} // namespace AzGameFramework