CommonLibVR
RE::Main Class Reference

#include <Main.h>

Inheritance diagram for RE::Main:
RE::BSTEventSink< PositionPlayerEvent > RE::BSTEventSink< BSGamerProfileEvent >

Public Member Functions

 ~Main () override
 
BSEventNotifyControl ProcessEvent (const PositionPlayerEvent *a_event, BSTEventSource< PositionPlayerEvent > *a_eventSource) override
 
BSEventNotifyControl ProcessEvent (const BSGamerProfileEvent *a_event, BSTEventSource< BSGamerProfileEvent > *a_eventSource) override
 
bool IsRoomVisible (NiNode *a_room)
 
void SetActive (bool a_active)
 
- Public Member Functions inherited from RE::BSTEventSink< PositionPlayerEvent >
virtual ~BSTEventSink ()=default
 
- Public Member Functions inherited from RE::BSTEventSink< BSGamerProfileEvent >
virtual ~BSTEventSink ()=default
 

Static Public Member Functions

static MainGetSingleton ()
 
static float QFrameAnimTime ()
 
static NiCameraWorldRootCamera ()
 
static Scenegraph * WorldRootNode ()
 

Public Attributes

bool quitGame
 
bool resetGame
 
bool fullReset
 
bool gameActive
 
bool onIdle
 
bool reloadContent
 
bool freezeTime
 
bool freezeNextFrame
 
REX::W32::HWND wnd
 
REX::W32::HINSTANCE instance
 
std::uint32_t threadID
 
std::uint32_t unk02C
 
std::uint64_t unk030
 
ScrapHeap packedTaskHeap
 
BSPackedTaskQueue taskQueue
 
ScrapHeap secondaryPackedTaskHeap
 
BSPackedTaskQueue secondaryTaskQueue
 
std::uint8_t unk1D8
 
std::uint8_t unk1D9
 
std::uint16_t unk1DA
 
std::uint32_t unk1DC
 
BSSaveDataSystemUtilityImage saveDataBackgroundImages [3]
 
BSSaveDataSystemUtilityImage saveDataIconImages [3]
 

Static Public Attributes

static constexpr auto RTTI = RTTI_Main
 
static constexpr auto VTABLE = VTABLE_Main
 

Constructor & Destructor Documentation

◆ ~Main()

RE::Main::~Main ( )
override

Member Function Documentation

◆ GetSingleton()

static Main* RE::Main::GetSingleton ( )
static

◆ IsRoomVisible()

bool RE::Main::IsRoomVisible ( NiNode a_room)

◆ ProcessEvent() [1/2]

BSEventNotifyControl RE::Main::ProcessEvent ( const BSGamerProfileEvent *  a_event,
BSTEventSource< BSGamerProfileEvent > *  a_eventSource 
)
overridevirtual

◆ ProcessEvent() [2/2]

BSEventNotifyControl RE::Main::ProcessEvent ( const PositionPlayerEvent a_event,
BSTEventSource< PositionPlayerEvent > *  a_eventSource 
)
overridevirtual

◆ QFrameAnimTime()

static float RE::Main::QFrameAnimTime ( )
static

◆ SetActive()

void RE::Main::SetActive ( bool  a_active)

◆ WorldRootCamera()

static NiCamera* RE::Main::WorldRootCamera ( )
static

◆ WorldRootNode()

static Scenegraph* RE::Main::WorldRootNode ( )
static

Member Data Documentation

◆ freezeNextFrame

bool RE::Main::freezeNextFrame

◆ freezeTime

bool RE::Main::freezeTime

◆ fullReset

bool RE::Main::fullReset

◆ gameActive

bool RE::Main::gameActive

◆ instance

REX::W32::HINSTANCE RE::Main::instance

◆ onIdle

bool RE::Main::onIdle

◆ packedTaskHeap

ScrapHeap RE::Main::packedTaskHeap

◆ quitGame

bool RE::Main::quitGame

◆ reloadContent

bool RE::Main::reloadContent

◆ resetGame

bool RE::Main::resetGame

◆ RTTI

constexpr auto RE::Main::RTTI = RTTI_Main
inlinestaticconstexpr

◆ saveDataBackgroundImages

BSSaveDataSystemUtilityImage RE::Main::saveDataBackgroundImages[3]

◆ saveDataIconImages

BSSaveDataSystemUtilityImage RE::Main::saveDataIconImages[3]

◆ secondaryPackedTaskHeap

ScrapHeap RE::Main::secondaryPackedTaskHeap

◆ secondaryTaskQueue

BSPackedTaskQueue RE::Main::secondaryTaskQueue

◆ taskQueue

BSPackedTaskQueue RE::Main::taskQueue

◆ threadID

std::uint32_t RE::Main::threadID

◆ unk02C

std::uint32_t RE::Main::unk02C

◆ unk030

std::uint64_t RE::Main::unk030

◆ unk1D8

std::uint8_t RE::Main::unk1D8

◆ unk1D9

std::uint8_t RE::Main::unk1D9

◆ unk1DA

std::uint16_t RE::Main::unk1DA

◆ unk1DC

std::uint32_t RE::Main::unk1DC

◆ VTABLE

constexpr auto RE::Main::VTABLE = VTABLE_Main
inlinestaticconstexpr

◆ wnd

REX::W32::HWND RE::Main::wnd

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