YAGE
v0.1.1
Yet Another Game Engine
|
Project namespace. More...
Namespaces | |
details | |
matrix | |
Namespace containing functions that operate on matrices. | |
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 | Color |
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 |
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 | WindowFlags : unsigned { SHOWN = 0x1, HIDDEN = 0x2, FULLSCREEN = 0x4, BORDERLESS = 0x8 } |
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) |
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... | |
Avoids collision as all the classes and global functions are wrapped in. it.
using yage::Vector2d = typedef Vector2<double> |
using yage::Vector2f = typedef Vector2<float> |
using yage::Vector2i = typedef Vector2<int> |
using yage::Vector3d = typedef Vector3<double> |
using yage::Vector3f = typedef Vector3<float> |
using yage::Vector3i = typedef Vector3<int> |
using yage::Vector4d = typedef Vector4<double> |
using yage::Vector4f = typedef Vector4<float> |
using yage::Vector4i = typedef Vector4<int> |
enum yage::WindowFlags : unsigned |
int yage::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 yage::glfwErrorCallback | ( | int | , |
const char * | description | ||
) |
void yage::init | ( | ) |
This is only there to initialize glfw.
void yage::key_callback | ( | GLFWwindow * | window, |
int | key, | ||
int | scanCode, | ||
int | action, | ||
int | mods | ||
) |
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 | ( | ) |
glfw needs to clean itself up.