| 1 | = Manual = |
| 2 | |
| 3 | == How to use Kernel/Task subsystem == |
| 4 | |
| 5 | Most of the games has got a main-loop. During the execution of one cycle of the loop a game engine has to perfrom a lot of tasks, e.g. checking user input, rendering, physic update and so on. [[BR]] |
| 6 | nrEngine's Kernel/Task subsystems provides a simple but powerfull interface to manage the main loop. The engine does contains a '''Kernel''' which runs in the background of the engine. A '''Task''' can be bound to the kernel, so that it gets updated every cycle. A task can be any user derived class which has to perform repetitive jobs, e.g. check for user input or stream data from the disk. [[BR]] |
| 7 | Moreover a task can get a specific order number or it can depend on another task. Hence the engine does provide a simple graph based task execution system. The functionality of the nrEngine's kernel is similar to the operating system's one, but in a very simple form. [[BR]] |
| 8 | And finally a task can be shifted to a thread, so that it executes in parallel to the main application. |
| 9 | |
| 10 | The following code show you how to use the engine's kernel subsystem for a simple managment of tasks in your application/game: |
| 11 | {{{ |
| 12 | #include <nrEngine/nrEngine.h> |
| 13 | |
| 14 | using namespace nrEngine; |
| 15 | |
| 16 | //! This is a simpel task performing sound output |
| 17 | class SoundTask : public ITask |
| 18 | { |
| 19 | public: |
| 20 | |
| 21 | SoundTask(); |
| 22 | ~SoundTask(); |
| 23 | |
| 24 | //! This method will be called when the task stops |
| 25 | Result stopTask(); |
| 26 | |
| 27 | //! Task was added to the kernel, so initilize it |
| 28 | Result onAddTask(); |
| 29 | |
| 30 | //! This is called every cycle, so that SoundTask can react on it |
| 31 | Result updateTask(); |
| 32 | |
| 33 | ... |
| 34 | }; |
| 35 | |
| 36 | void main() |
| 37 | { |
| 38 | // Initialize engine |
| 39 | ... |
| 40 | |
| 41 | |
| 42 | // Add the sound task to the kernel with a low order number |
| 43 | Engine::sKernel()->AddTask(new SoundTask(), ORDER_LOW); |
| 44 | |
| 45 | // Executes engine's kernel, hence execute all tasks which are in the kernel |
| 46 | // The function returns if there are no more tasks in the kernel (i.e. if all tasks stops) |
| 47 | Engine::sKernel()->Execute(); |
| 48 | } |
| 49 | }}} |
| 50 | |
| 51 | See also: ["ManualPage"] |