Untitled Game engine no.5
1.0
|
Namespaces | |
BufferUtil | |
Utilities for buffers! | |
Classes | |
struct | Animation |
Container for texture based animations. More... | |
struct | BufferElement |
class | BufferLayout |
Constructs the layout of a vertex buffer. More... | |
struct | ButtonHook |
class | Camera |
Singleton, the current view! More... | |
struct | Clip |
Struct to hold music data. More... | |
struct | Collider |
Generic type storage for a GJK enabled collider. More... | |
struct | Collider2D |
Wrapper for 2D collisions. Tells the physics system that you want to process a 2D collision and not a 2D one. More... | |
struct | CollisionHook |
Wrapper for processing collisions between physics entities. More... | |
struct | CollisionPoint |
struct | ColorMap |
Vertex map for colors. More... | |
class | ComponentBase |
Dummy class so we can make component type ids. More... | |
class | ComponentDataArray |
An array of components of type T. More... | |
struct | Controller |
Scene component that contains a reference to a controller parser. More... | |
struct | ControllerParser |
Wrapper for parsing entities with controllers attached. More... | |
class | ControllerSystem |
System for processing control inputs. More... | |
struct | Debug |
class | ECS |
Entity Component System. More... | |
class | Engine |
This class sets up the main game engine. More... | |
class | Entity |
class | Event |
class | EventDispatcher |
struct | FacePoint |
Storage for the expanding polytope algorithm. More... | |
struct | Font |
Data structure for storing font texture data. Doubles as a library for loading fonts into memory. More... | |
struct | ForceApplier |
Applies a force! to a colliding body or connected object. More... | |
struct | ForceGenerator |
Generates a force. More... | |
class | GLIndexBuffer |
class | GLRenderer |
class | GLTexture2D |
class | GLVertexBuffer |
struct | Glyph |
struct | IComponentDataArray |
Interface for an array of components. More... | |
class | IndexBuffer |
Interface for a buffer of indices. More... | |
class | Input |
class | JobSystem |
A glorified thread pool. More... | |
struct | Joint |
Physics Component that represents a joint between rigidbodies. Intended to be connected to a Entity and registered in a scene. More... | |
struct | Mesh |
A set of vertices used for drawing. More... | |
struct | MeshRenderer |
Scene Component for passing drawing data to the renderer. Stores vertex data and references to the texture maps which they belong to. More... | |
struct | Mouse |
struct | Physics |
struct | PhysicsEntity |
Links all the data necessary to compute physics calculations. More... | |
struct | PlayerController |
Unused data structure for character controls. More... | |
class | Renderer |
struct | RenderTag |
struct | RigidBody |
Physics rigidbody component. Stores the physical parameters of an object. Such as moment of inertia, mass, velocity, angular momentum, air drag, force, torque, etc... More... | |
class | Scene |
A container for entities currently in the Scene. More... | |
struct | SceneRenderer |
class | Shader |
Container for a shader. More... | |
struct | Shape |
struct | Simplex |
Storage wrapper for support points. More... | |
struct | Support |
GJK support point structure. stores the resulting support point and the components that made it up. storing the components allows us to use barycentric coordinates to calculate collision normals later without redoing furthest direction calculations. More... | |
class | System |
System with multiple types of components. More... | |
class | SystemBase |
class | Texture |
Container for texture data. More... | |
class | Texture2D |
Representation of a 2D texture. More... | |
struct | TextureCoord |
Texture Coordinate data. More... | |
struct | TextureLookup |
Wrapper for a texture reference and a texture mapping. More... | |
struct | TextureMap |
List of texture coordinates for indexing vector data. More... | |
struct | TextureSheet |
struct | Time |
static struct for time trackins More... | |
struct | Transform |
Location, orientation, and scale of an entity. More... | |
class | TypeIdGenerator |
This class will generate ids for the different types we will use. More... | |
struct | UIButton |
struct | UIElement |
struct | UIText |
struct | Vertex |
class | VertexBuffer |
Interface for a buffer of vertices. More... | |
struct | VertexCollider |
A Collider represented by a set of (convex) vertices. More... | |
struct | VertexCollider2D |
VertexCollider but in 2D. by default, all 2D colliders are non-kinematic triggers. More... | |
class | Window |
Wrapper for the display window. More... | |
Typedefs | |
template<typename T > | |
using | Uni = std::unique_ptr< T > |
Has stuff for making references a lot more easily shared smart pointer representing a unique object. | |
template<typename T > | |
using | Ref = std::shared_ptr< T > |
Has stuff for making references a lot more easily shared smart pointer. | |
typedef SDL_Keycode | KeyCode |
typedef uint8_t | MouseCode |
typedef std::function< void(void)> | func |
Alias for any kind of function pointer. | |
typedef std::uint32_t | IDType |
typedef IDType | EntityID |
typedef IDType | ComponentTypeID |
typedef IDType | SystemID |
typedef std::bitset< 32 > | Archetype |
Enumerations | |
enum | Allignment { TOP_LEFT, TOP, TOP_RIGHT, LEFT, CENTER, RIGHT, BOTTOM_LEFT, BOTTOM, BOTTOM_RIGHT } |
enumeration representing alignment of text in a string of text. | |
enum | EventType { None = 0, WindowClose, WindowResize, WindowFocus, WindowLostFocus, WindowMoved, KeyPressed, KeyReleased, MouseButtonPressed, MouseButtonReleased, MouseMoved, MouseScrolled } |
enum | EventCategorty { None = 0, None = 0, EventCatApplication = BIT(0), EventCatInput = BIT(1), EventCatKeyboard = BIT(2), EventCatMouse = BIT(3), EventCatMouseButton = BIT(4) } |
enum | Primative { QUAD, CUBE } |
enum | DrawType { POINTS, LINES, LINE_STRIP, LINE_LOOP, QUADS, QUAD_STRIP, TRIANGLES, TRIANGLE_STRIP, TRIANGLE_FAN } |
enum | ViewProjection { PROJECTION, ORTHO, UI } |
enum | ShaderDataType : uint8_t { None = 0, Float, Float2, Float3, Float4, Mat3, Mat4, Int, Int2, Int3, Int4, Bool } |
data type enum for shader parameter | |
enum | ButtonState { DEFAULT, HOVER, PRESS } |
Functions | |
template<typename T , typename ... Args> | |
constexpr Uni< T > | CreateUni (Args &&... args) |
Creates a unique pointer to a resource. | |
template<typename T , typename ... Args> | |
constexpr Ref< T > | CreateRef (Args &&... args) |
Creates a shared reference to a resource. | |
Variables | |
const uint8_t | MAX_JOB_THREADS = 3 |
Maximum number of threads used for jobs. | |
const IDType | NULL_ENTITY = 0 |
THe NULL_ENTITY can be used if we haven't created the entity at compile time. | |
Transform | t |
Transform | t2 |
Transform | t3 |
JobSystem | jobsys (3) |
Entity | dt_display |
Processing Center Handles Text Input and Loading System Objects
This just defines these functions for the static class Theoretically we will use other platforms in which case there will be some macros to do
enum Engine::ButtonState |
Mouse hover state of a button.
Unused
|
strong |
Unused
Transform Engine::t |
Transform Engine::t2 |
Transform Engine::t3 |