From 3a5a0e7b42d34baa238895f9e4d86cfd902ace7d Mon Sep 17 00:00:00 2001 From: TravisBot <> Date: Sat, 23 Dec 2017 00:51:44 +0000 Subject: [Travis] Rebuilding documentation --- namespaceyage.html | 949 ----------------------------------------------------- 1 file changed, 949 deletions(-) delete mode 100644 namespaceyage.html (limited to 'namespaceyage.html') diff --git a/namespaceyage.html b/namespaceyage.html deleted file mode 100644 index 2e5120ab..00000000 --- a/namespaceyage.html +++ /dev/null @@ -1,949 +0,0 @@ - - - - - - -YAGE: yage Namespace Reference - - - - - - - - - - - - - -
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YAGE -  v0.1.3 -
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Yet Another Game Engine
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- All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Macros Pages
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yage Namespace Reference
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Project namespace. -More...

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-Namespaces

 details
 
 matrix
 Namespace containing functions that operate on matrices.
 
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-Classes

class  Camera2D
 
class  GlslProgram
 
class  ImageLoader
 
class  InputManager
 
class  IoManager
 
class  Logger
 
class  LogMessage
 
class  LogSink
 
class  ResourceManager
 
class  Sprite
 
class  Glyph
 Glyph with information of the texture. More...
 
class  RenderBatch
 
class  SpriteBatch
 
class  SpriteSheet
 
struct  Texture
 
class  TextureCache
 
struct  Position
 
struct  Colour
 
struct  UV
 
struct  Vertex
 
class  Window
 
class  Matrix
 Base Matrix class used by other similar classes. More...
 
class  Vector
 
class  Vector2
 2D Vector class. More...
 
class  Vector3
 3D Vector class. More...
 
class  Vector4
 4D Vector class More...
 
class  Body
 
class  Collider
 
class  CollisionBody
 
class  ParticleBody
 
class  RectangleCollider
 
class  RigidBody
 
class  Active
 
class  SyncQueue
 
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-Typedefs

using Vector2d = Vector2< double >
 Definition of a 2D vector. More...
 
using Vector2f = Vector2< float >
 
using Vector2i = Vector2< int >
 
using Vector3d = Vector3< double >
 Definition of a 3D vector. More...
 
using Vector3f = Vector3< float >
 
using Vector3i = Vector3< int >
 
using Vector4d = Vector4< double >
 Definition of a 4D vector. More...
 
using Vector4f = Vector4< float >
 
using Vector4i = Vector4< int >
 
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-Enumerations

enum  WindowFlags : unsigned { SHOWN = 0x1, -HIDDEN = 0x2, -FULLSCREEN = 0x4, -BORDERLESS = 0x8 - }
 
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-Functions

LogSink makeConsoleSink ()
 
LogSink makeFileSink (const std::string &filename)
 
LogSink makeFileSink (std::string &&filename)
 
int decodePNG (std::vector< unsigned char > &out_image, unsigned long &image_width, unsigned long &image_height, const unsigned char *in_png, size_t in_size, bool convert_to_rgba32)
 
void key_callback (GLFWwindow *window, int key, int scanCode, int action, int mods)
 
template<int M, int N, class T >
Matrix< M, N, T > operator+ (Matrix< M, N, T > lhs, const Matrix< M, N, T > &rhs)
 
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Matrix< M, N, T > operator- (Matrix< M, N, T > lhs, const Matrix< M, N, T > &rhs)
 
template<int M, int N, class T >
Matrix< M, N, T > operator+ (Matrix< M, N, T > lhs, const T &rhs)
 
template<int M, int N, class T >
Matrix< M, N, T > operator+ (const T &lhs, Matrix< M, N, T > rhs)
 
template<int M, int N, class T >
Matrix< M, N, T > operator- (Matrix< M, N, T > lhs, const T &rhs)
 
template<int M, int N, class T >
Matrix< M, N, T > operator- (const T &lhs, Matrix< M, N, T > rhs)
 
template<int M, int N, class T >
Matrix< M, N, T > operator* (Matrix< M, N, T > lhs, const T &rhs)
 
template<int M, int N, class T >
Matrix< M, N, T > operator* (const T &lhs, Matrix< M, N, T > rhs)
 
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Matrix< M, N, T > operator/ (Matrix< M, N, T > lhs, const T &rhs)
 
template<int M, int N, class T >
bool operator== (const Matrix< M, N, T > &lhs, const Matrix< M, N, T > &rhs)
 
template<int M, int N, class T >
std::ostream & operator<< (std::ostream &os, const Matrix< M, N, T > &mat)
 
void glfwErrorCallback (int, const char *description)
 
void init ()
 Initializes yage. More...
 
void quit ()
 Quit and cleanup yage. More...
 
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Detailed Description

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Todo:
remove the include to make compilation faster
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Todo:
think of removing this, by, for example, using a pointer This could be more efficient when copying the texture out of the spritesheet.
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Avoids collision as all the classes and global functions are wrapped in. it.

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Typedef Documentation

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using yage::Vector2d = typedef Vector2<double>
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using yage::Vector2f = typedef Vector2<float>
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using yage::Vector2i = typedef Vector2<int>
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using yage::Vector3d = typedef Vector3<double>
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using yage::Vector3f = typedef Vector3<float>
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using yage::Vector3i = typedef Vector3<int>
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using yage::Vector4d = typedef Vector4<double>
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using yage::Vector4f = typedef Vector4<float>
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using yage::Vector4i = typedef Vector4<int>
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Enumeration Type Documentation

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enum yage::WindowFlags : unsigned
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Function Documentation

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int yage::decodePNG (std::vector< unsigned char > & out_image,
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unsigned long & image_height,
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bool convert_to_rgba32 
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void yage::glfwErrorCallback (int ,
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void yage::init ()
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This is only there to initialize glfw.

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Returns true if the initialization was successful.
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void yage::key_callback (GLFWwindow * window,
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LogSink yage::makeConsoleSink ()
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LogSink yage::makeFileSink (const std::string & filename)
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LogSink yage::makeFileSink (std::string && filename)
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Matrix<M, N, T> yage::operator* (Matrix< M, N, T > lhs,
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Matrix<M, N, T> yage::operator* (const T & lhs,
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Matrix<M, N, T> yage::operator+ (Matrix< M, N, T > lhs,
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Matrix<M, N, T> yage::operator+ (Matrix< M, N, T > lhs,
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Matrix<M, N, T> yage::operator+ (const T & lhs,
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Matrix<M, N, T> yage::operator- (Matrix< M, N, T > lhs,
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Matrix<M, N, T> yage::operator- (Matrix< M, N, T > lhs,
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Matrix<M, N, T> yage::operator- (const T & lhs,
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Matrix<M, N, T> yage::operator/ (Matrix< M, N, T > lhs,
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bool yage::operator== (const Matrix< M, N, T > & lhs,
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void yage::quit ()
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glfw needs to clean itself up.

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