Open 3D Engine AzFramework API Reference 23.10.0
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AzFramework::ApplicationRequests Class Referenceabstract

Inherits AZ::EBusTraits.

Public Types

using Bus = AZ::EBus< ApplicationRequests >
 
typedef AZStd::recursive_mutex MutexType
 

Public Member Functions

virtual void NormalizePath (AZStd::string &)=0
 Fixup slashes and lowercase path.
 
virtual void NormalizePathKeepCase (AZStd::string &)=0
 Fixup slashes.
 
virtual void MakePathRootRelative (AZStd::string &)
 Make path relative, based on the application root.
 
virtual void MakePathAssetRootRelative (AZStd::string &)
 Make path relative, based on the asset root.
 
virtual void MakePathRelative (AZStd::string &, const char *)
 Make path relative to the provided root.
 
virtual const CommandLine * GetCommandLine ()
 Get the Command Line arguments passed in.
 
virtual const CommandLine * GetApplicationCommandLine ()
 Get the Command Line arguments passed in. (Avoids collisions with platform specific macros.)
 
virtual void PumpSystemEventLoopOnce ()
 Pump the system event loop once, regardless of whether there are any events to process.
 
virtual void PumpSystemEventLoopUntilEmpty ()
 Pump the system event loop until there are no events left to process.
 
virtual void PumpSystemEventLoopWhileDoingWorkInNewThread (const AZStd::chrono::milliseconds &, const AZStd::function< void()> &, const char *)
 Execute a function in a new thread and pump the system event loop at the specified frequency until the thread returns.
 
virtual void RunMainLoop ()
 Run the main loop until ExitMainLoop is called.
 
virtual void ExitMainLoop ()
 Request to exit the main loop.
 
virtual bool WasExitMainLoopRequested ()
 Returns true is ExitMainLoop has been called, false otherwise.
 
virtual void TerminateOnError (int errorCode)
 Terminate the application due to an error.
 
virtual void ResolveEnginePath (AZStd::string &) const
 Resolve a path thats relative to the engine folder to an absolute path.
 
virtual void CalculateBranchTokenForEngineRoot (AZStd::string &token) const =0
 Calculate the branch token from the current application's engine root.
 
virtual bool IsEditorModeFeedbackEnabled () const
 Returns true if Prefab System is enabled, false if Legacy Slice System is enabled.
 
virtual bool IsPrefabSystemEnabled () const
 Returns true if Prefab System is enabled, false if Legacy Slice System is enabled.
 
virtual bool ArePrefabWipFeaturesEnabled () const
 Returns true if the additional work in progress Prefab features are enabled, false otherwise.
 
virtual void SetPrefabSystemEnabled (bool enable)
 Sets whether or not the Prefab System should be enabled. The application will need to be restarted when this changes.
 
virtual bool IsPrefabSystemForLevelsEnabled () const
 
virtual bool ShouldAssertForLegacySlicesUsage () const
 Returns true if code should assert when the Legacy Slice System is used.
 
virtual AZ::Uuid GetComponentTypeId (const AZ::EntityId &entityId, const AZ::ComponentId &componentId)
 
template<typename ComponentFactoryType >
void RegisterComponentType ()
 

Static Public Attributes

static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single
 

Member Function Documentation

◆ GetComponentTypeId()

virtual AZ::Uuid AzFramework::ApplicationRequests::GetComponentTypeId ( const AZ::EntityId &  entityId,
const AZ::ComponentId &  componentId 
)
inlinevirtual

Returns a Type Uuid of the component for the given componentId and entityId. if no component matches the entity and component Id pair, a Null Uuid is returned

Parameters
entityId- the Id of the entity containing the component
componentId- the Id of the component whose TypeId you wish to get

◆ IsPrefabSystemForLevelsEnabled()

virtual bool AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled ( ) const
inlinevirtual

Returns true if Prefab System is enabled for use with levels, false if legacy level system is enabled (level.pak)

Deprecated:
Use 'IsPrefabSystemEnabled' instead

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