YAGE  v0.1.1
Yet Another Game Engine
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yage Namespace Reference

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  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
 

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...
 

Detailed Description

Avoids collision as all the classes and global functions are wrapped in. it.

Typedef Documentation

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>

Enumeration Type Documentation

enum yage::WindowFlags : unsigned
Enumerator
SHOWN 
HIDDEN 
FULLSCREEN 
BORDERLESS 

Function Documentation

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.

Returns
Returns true if the initialization was successful.
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)
template<int M, int N, class T >
Matrix<M, N, T> yage::operator* ( Matrix< M, N, T >  lhs,
const T &  rhs 
)
template<int M, int N, class T >
Matrix<M, N, T> yage::operator* ( const T &  lhs,
Matrix< M, N, T >  rhs 
)
template<int M, int N, class T >
Matrix<M, N, T> yage::operator+ ( Matrix< M, N, T >  lhs,
const Matrix< M, N, T > &  rhs 
)
template<int M, int N, class T >
Matrix<M, N, T> yage::operator+ ( Matrix< M, N, T >  lhs,
const T &  rhs 
)
template<int M, int N, class T >
Matrix<M, N, T> yage::operator+ ( const T &  lhs,
Matrix< M, N, T >  rhs 
)
template<int M, int N, class T >
Matrix<M, N, T> yage::operator- ( Matrix< M, N, T >  lhs,
const Matrix< M, N, T > &  rhs 
)
template<int M, int N, class T >
Matrix<M, N, T> yage::operator- ( Matrix< M, N, T >  lhs,
const T &  rhs 
)
template<int M, int N, class T >
Matrix<M, N, T> yage::operator- ( const T &  lhs,
Matrix< M, N, T >  rhs 
)
template<int M, int N, class T >
Matrix<M, N, T> yage::operator/ ( Matrix< M, N, T >  lhs,
const T &  rhs 
)
template<int M, int N, class T >
std::ostream& yage::operator<< ( std::ostream &  os,
const Matrix< M, N, T > &  mat 
)
template<int M, int N, class T >
bool yage::operator== ( const Matrix< M, N, T > &  lhs,
const Matrix< M, N, T > &  rhs 
)
void yage::quit ( )

glfw needs to clean itself up.