YAGE
v0.1.4.0
Yet Another Game Engine
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Project namespace. More...
Namespaces | |
details | |
matrix | |
Namespace containing functions that operate on matrices. | |
Classes | |
class | Camera |
class | ImageLoader |
class | IoManager |
class | Logger |
LoggerMore... | |
class | LogMessage |
class | LogSink |
class | ResourceManager |
class | SpriteSheet |
class | TextureCache |
class | Window |
struct | Texture |
struct | Position |
struct | Colour |
struct | UV |
struct | Vertex |
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 | Batch |
The Batch class will be the base class for all the different batching processes that might use different shaders and attributes. More... | |
class | Drawable |
class | Rectangle |
class | Shader |
class | Shape |
class | Sprite |
class | SpriteBatch |
class | Active |
class | SyncQueue |
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 > |
Enumerations | |
enum | LogLevel { LogLevel::DEBUG, LogLevel::INFO, LogLevel::WARNING, LogLevel::ERROR, LogLevel::FATAL } |
enum | WindowFlags : unsigned { SHOWN = 0x1, HIDDEN = 0x2, FULLSCREEN = 0x4, BORDERLESS = 0x8 } |
enum | key { key::UNKNOWN = GLFW_KEY_UNKNOWN, key::SPACE = GLFW_KEY_SPACE, key::APOSTROPHE = GLFW_KEY_APOSTROPHE, key::COMMA = GLFW_KEY_COMMA, key::MINUS = GLFW_KEY_MINUS, key::PERIOD = GLFW_KEY_PERIOD, key::SLASH = GLFW_KEY_SLASH, key::NUM0 = GLFW_KEY_0, key::NUM1 = GLFW_KEY_1, key::NUM2 = GLFW_KEY_2, key::NUM3 = GLFW_KEY_3, key::NUM4 = GLFW_KEY_4, key::NUM5 = GLFW_KEY_5, key::NUM6 = GLFW_KEY_6, key::NUM7 = GLFW_KEY_7, key::NUM8 = GLFW_KEY_8, key::NUM9 = GLFW_KEY_9, key::SEMICOLON = GLFW_KEY_SEMICOLON, key::EQUAL = GLFW_KEY_EQUAL, key::A = GLFW_KEY_A, key::B = GLFW_KEY_B, key::C = GLFW_KEY_C, key::D = GLFW_KEY_D, key::E = GLFW_KEY_E, key::F = GLFW_KEY_F, key::G = GLFW_KEY_G, key::H = GLFW_KEY_H, key::I = GLFW_KEY_I, key::J = GLFW_KEY_J, key::K = GLFW_KEY_K, key::L = GLFW_KEY_L, key::M = GLFW_KEY_M, key::N = GLFW_KEY_N, key::O = GLFW_KEY_O, key::P = GLFW_KEY_P, key::Q = GLFW_KEY_Q, key::R = GLFW_KEY_R, key::S = GLFW_KEY_S, key::T = GLFW_KEY_T, key::U = GLFW_KEY_U, key::V = GLFW_KEY_V, key::W = GLFW_KEY_W, key::X = GLFW_KEY_X, key::Y = GLFW_KEY_Y, key::Z = GLFW_KEY_Z, key::LEfT_BRACKET = GLFW_KEY_LEFT_BRACKET, key::BACKSLASH = GLFW_KEY_BACKSLASH, key::RIGHT_BRACKET = GLFW_KEY_RIGHT_BRACKET, key::GRAVE_ACCENT = GLFW_KEY_GRAVE_ACCENT, key::WORLD_1 = GLFW_KEY_WORLD_1, key::WORLD_2 = GLFW_KEY_WORLD_2, key::ESCAPE = GLFW_KEY_ESCAPE, key::ENTER = GLFW_KEY_ENTER, key::TAB = GLFW_KEY_TAB, key::BACKSPACE = GLFW_KEY_BACKSPACE, key::INSERT = GLFW_KEY_INSERT, key::DELETE = GLFW_KEY_DELETE, key::RIGHT = GLFW_KEY_RIGHT, key::LEFT = GLFW_KEY_LEFT, key::DOWN = GLFW_KEY_DOWN, key::UP = GLFW_KEY_UP, key::PAGE_UP = GLFW_KEY_PAGE_UP, key::PAGE_DOWN = GLFW_KEY_PAGE_DOWN, key::HOME = GLFW_KEY_HOME, key::END = GLFW_KEY_END, key::CAPS_LOCK = GLFW_KEY_CAPS_LOCK, key::SCROLL_LOCK = GLFW_KEY_SCROLL_LOCK, key::NUM_LOCK = GLFW_KEY_NUM_LOCK, key::PRINT_SCREEN = GLFW_KEY_PRINT_SCREEN, key::PAUSE = GLFW_KEY_PAUSE, key::F1 = GLFW_KEY_F1, key::F2 = GLFW_KEY_F2, key::F3 = GLFW_KEY_F3, key::F4 = GLFW_KEY_F4, key::F5 = GLFW_KEY_F5, key::F6 = GLFW_KEY_F6, key::F7 = GLFW_KEY_F7, key::F8 = GLFW_KEY_F8, key::F9 = GLFW_KEY_F9, key::F10 = GLFW_KEY_F10, key::F11 = GLFW_KEY_F11, key::F12 = GLFW_KEY_F12, key::F13 = GLFW_KEY_F13, key::F14 = GLFW_KEY_F14, key::F15 = GLFW_KEY_F15, key::F16 = GLFW_KEY_F16, key::F17 = GLFW_KEY_F17, key::F18 = GLFW_KEY_F18, key::F19 = GLFW_KEY_F19, key::F20 = GLFW_KEY_F20, key::F21 = GLFW_KEY_F21, key::F22 = GLFW_KEY_F22, key::F23 = GLFW_KEY_F23, key::F24 = GLFW_KEY_F24, key::F25 = GLFW_KEY_F25, key::KP_0 = GLFW_KEY_KP_0, key::KP_1 = GLFW_KEY_KP_1, key::KP_2 = GLFW_KEY_KP_2, key::KP_3 = GLFW_KEY_KP_3, key::KP_4 = GLFW_KEY_KP_4, key::KP_5 = GLFW_KEY_KP_5, key::KP_6 = GLFW_KEY_KP_6, key::KP_7 = GLFW_KEY_KP_7, key::KP_8 = GLFW_KEY_KP_8, key::KP_9 = GLFW_KEY_KP_9, key::KP_DECIMAL = GLFW_KEY_KP_DECIMAL, key::KP_DIVIDE = GLFW_KEY_KP_DIVIDE, key::KP_MULTIPLY = GLFW_KEY_KP_MULTIPLY, key::KP_SUBTRACT = GLFW_KEY_KP_SUBTRACT, key::KP_ADD = GLFW_KEY_KP_ADD, key::KP_ENTER = GLFW_KEY_KP_ENTER, key::KP_EQUAL = GLFW_KEY_KP_EQUAL, key::LEFT_SHIFT = GLFW_KEY_LEFT_SHIFT, key::LEFT_CONTROL = GLFW_KEY_LEFT_CONTROL, key::LEFT_ALT = GLFW_KEY_LEFT_ALT, key::LEFT_SUPER = GLFW_KEY_LEFT_SUPER, key::RIGHT_SHIFT = GLFW_KEY_RIGHT_SHIFT, key::RIGHT_CONTROL = GLFW_KEY_RIGHT_CONTROL, key::RIGHT_ALT = GLFW_KEY_RIGHT_ALT, key::RIGHT_SUPER = GLFW_KEY_RIGHT_SUPER, key::MENU = GLFW_KEY_MENU, key::LAST = GLFW_KEY_LAST } |
Functions | |
LogSink | makeConsoleSink () |
LogSink | makeFileSink (const std::string &filename) |
LogSink | makeFileSink (std::string &&filename) |
template<int M, int N, class T > | |
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 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) |
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 > | |
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... | |
Project namespace.
Avoids collision as all the classes and global functions are wrapped in. it.
using yage::Vector2d = typedef Vector2<double> |
Definition of a 2D vector.
using yage::Vector2f = typedef Vector2<float> |
using yage::Vector2i = typedef Vector2<int> |
using yage::Vector3d = typedef Vector3<double> |
Definition of a 3D vector.
using yage::Vector3f = typedef Vector3<float> |
using yage::Vector3i = typedef Vector3<int> |
using yage::Vector4d = typedef Vector4<double> |
Definition of a 4D vector.
using yage::Vector4f = typedef Vector4<float> |
using yage::Vector4i = typedef Vector4<int> |
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strong |
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strong |
enum yage::WindowFlags : unsigned |
void yage::glfwErrorCallback | ( | int | , |
const char * | description | ||
) |
void yage::init | ( | ) |
Initializes yage.
This is only there to initialize glfw.
LogSink yage::makeConsoleSink | ( | ) |
LogSink yage::makeFileSink | ( | const std::string & | filename | ) |
LogSink yage::makeFileSink | ( | std::string && | filename | ) |
Matrix<M, N, T> yage::operator* | ( | Matrix< M, N, T > | lhs, |
const T & | rhs | ||
) |
Matrix<M, N, T> yage::operator* | ( | const T & | lhs, |
Matrix< M, N, T > | rhs | ||
) |
Matrix<M, N, T> yage::operator+ | ( | Matrix< M, N, T > | lhs, |
const Matrix< M, N, T > & | rhs | ||
) |
Matrix<M, N, T> yage::operator+ | ( | Matrix< M, N, T > | lhs, |
const T & | rhs | ||
) |
Matrix<M, N, T> yage::operator+ | ( | const T & | lhs, |
Matrix< M, N, T > | rhs | ||
) |
Matrix<M, N, T> yage::operator- | ( | Matrix< M, N, T > | lhs, |
const Matrix< M, N, T > & | rhs | ||
) |
Matrix<M, N, T> yage::operator- | ( | Matrix< M, N, T > | lhs, |
const T & | rhs | ||
) |
Matrix<M, N, T> yage::operator- | ( | const T & | lhs, |
Matrix< M, N, T > | rhs | ||
) |
Matrix<M, N, T> yage::operator/ | ( | Matrix< M, N, T > | lhs, |
const T & | rhs | ||
) |
std::ostream& yage::operator<< | ( | std::ostream & | os, |
const Matrix< M, N, T > & | mat | ||
) |
bool yage::operator== | ( | const Matrix< M, N, T > & | lhs, |
const Matrix< M, N, T > & | rhs | ||
) |
void yage::quit | ( | ) |
Quit and cleanup yage.
glfw needs to clean itself up.