Yet Another Game Engine
|
Core includes. More...
Namespaces | |
details | |
matrix | |
Namespace containing functions that operate on matrices. | |
Classes | |
class | Camera |
class | ImageLoader |
class | IoManager |
class | Logger |
class | LogMessage |
class | LogSink |
class | ResourceManager |
class | SpriteSheet |
class | TextureCache |
class | Window |
struct | Texture |
struct | Position |
struct | Colour |
struct | UV |
struct | Vertex |
class | Engine |
Main engine class that contains a systems, the main loop and the update function that updates all the systems. More... | |
class | Entity |
Entity convenience class. More... | |
class | EntityManager |
Manages entities in a space. More... | |
class | Space |
Space that keeps track of all the entities, componenets and runs the systems on the data to update them. More... | |
class | BaseSystem |
class | System |
System interface for the different systems in the engine. More... | |
class | SystemManager |
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 | NonCopyable |
class | SyncQueue |
Typedefs | |
typedef unsigned | EntityHandle |
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 } |
Different log levels that can be assigned to each message sent to the Logger. More... | |
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 *) |
void | init () |
Initializes YAGE. More... | |
void | quit () |
Quit and cleanup YAGE. More... | |
Core includes.
Data structues useful for the game engine and games developed by it Math templated implementation of matrices and operations on them. Physics implementation however, Box2D Rendering implementations for spritebatching and default shapes. Engine that includes a Entity Component System to organize the data and make it more flexible and efficient. Project namespace.
Avoids collision as all the classes and global functions are wrapped in.
typedef unsigned yage::EntityHandle |
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> |
|
strong |
|
strong |
Different log levels that can be assigned to each message sent to the Logger.
The logger then outputs the message if it is above the minimum log level, or does not process it.
enum yage::WindowFlags : unsigned |
void yage::glfwErrorCallback | ( | int | , |
const char * | description | ||
) |
void yage::init | ( | ) |
Initializes YAGE.
This is there to initialize GLFW, which is the current window manager that is used with OpenGL.
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.
This also cleans up GLFW after it was initialized.