jubilant-funicular
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Namespaces | |
utils | |
Namespace for classes/functionality not necessarily specific to game/opengl development. | |
Classes | |
class | Animation2D |
A 2D Animation made from a single SpriteSheet. More... | |
class | AudioManager |
class | CallbackManager |
class | Camera2D |
struct | CharGlyph |
represents a single char in the texture More... | |
class | Component |
Base class for components. More... | |
class | ComponentRegistry |
A store of every Component type in use by an ECS. More... | |
class | Compressor |
Static class for compressing byte buffers. More... | |
class | ContextData |
class | CreateInputManagerKey |
Key unlocking the InputManager constructor. More... | |
class | DebugBatch |
A collection of debug primitives (outlines of shapes) to be drawn. More... | |
class | ECS |
struct | Error |
Something went wrong. More... | |
class | ErrorManager |
class | EventTemplate |
class | EventTemplate< void > |
Empty variant for use by ECS. More... | |
class | FontMap |
represents the organization of a texture containing the characters More... | |
class | FPSLimiter |
used to cap the fps of the program at a specific value More... | |
class | FrameBuffer |
A wrapper around an OpenGL Framebuffer object. More... | |
class | GetSDLWindowKey |
Key for unlocking the GetSDLWindow() "private" function of class Window. More... | |
class | GLSLProgram |
represents a program written in GLSL comprised of a vertex shader and a fragment shader More... | |
struct | GLTexture |
represents a texture (tied to a specific GL context) More... | |
struct | Glyph |
represents what is essentially a sprite More... | |
class | HuffmanLeaf |
represents a leaf in a Huffman tree More... | |
class | HuffmanNode |
A node in a Huffman tree. More... | |
class | ImageLoader |
loads images as GLTextures More... | |
class | InputManager |
keeps track of all input More... | |
class | InstanceBatch |
struct | InstancedGlyph |
Represents a Glyph to be drawn multiple times with slight variations. More... | |
class | IOManager |
Handles binary file operations. More... | |
class | Logger |
stores program information in internal and external logs More... | |
class | Music |
Represents a longer piece of music. More... | |
struct | Particle2D |
Represents a simple 2d particle. More... | |
class | ParticleBatch2D |
Represents a batch of particles of the same "type". More... | |
class | ParticleEngine2D |
Responsible for handling multiple particle batches. More... | |
struct | Primitive |
represents a primitive (point, line, triangle, etc.) More... | |
class | PrimitiveBatch |
represents a collection of primitives to be drawn More... | |
class | Random |
Used for generating random numbers. More... | |
struct | RawTexture |
struct | RenderBatch |
stores information about batches of vertices with the same texture in a vertex buffer object More... | |
class | ResourceManager |
class | Result |
class | ScopeLog |
Simple RAII type for logging entry/exit of scope. More... | |
class | Screen |
Represents a game screen. More... | |
class | ScreenManager |
struct | ScreenSwitchInfo |
Info passed to Screen::onFocus. More... | |
class | SetIndicesKey |
Key unlocking the setIndices() "private" function of class Screen. More... | |
class | SetManagerKey |
Key unlocking the setManager() "private" function of class Screen. More... | |
class | SetWindowKey |
Key unlocking the setWindow() "private" function of class Screen. More... | |
class | SoundEffect |
Represents a sound effect or short audio clip. More... | |
class | SpriteBatch |
class | SpriteFont |
Loads in a .ttf file, creates a font texture from it which is then used to render text. More... | |
struct | SpriteSheet |
Multiple sprites (each the same size) in one texture. More... | |
union | SpriteSheet.__unnamed__ |
The dimensions of the sheet (rows x cols) More... | |
struct | SpriteSheet.__unnamed__.__unnamed__ |
class | Timer |
represents a timer More... | |
struct | Vertex2D |
represents a vertex in 2 dimensions More... | |
struct | VertexAttrib |
represents an attribute of a vertex (e.g. a call to glVertexAttribPointer) More... | |
class | Window |
Represent a window. More... | |
class | WindowManager |
Manages Windows (or GL contexts if you prefer) More... | |
Typedefs | |
using | Entity = utils::SlotMapKey<> |
using | ComponentID = utils::SlotMapKey<> |
template<typename T > | |
using | ComponentList = utils::SlotMap< T > |
typedef std::function< void(const Error *)> | ErrorCallback |
typedef std::vector< unsigned char > | FileBuffer |
typedef PrimitiveBatch | PrimBatch |
typedef utils::Wrapper< uint32_t, struct WIDTAG > | WindowID |
Enumerations | |
enum | ErrorType { MISSING_RESOURCE, INVALID_VALUE, GL_FAILURE, SDL_FAILURE, DEVIL_FAILURE, IMPOSSIBLE_BEHAVIOR, UNWRAP_WRONG_RESULT_VARIANT, OTHER } |
Types of Error. | |
enum | MouseWheelMotion { STATIONARY = 0, SCROLL_UP = 1, SCROLL_DOWN = -1 } |
represents the way a mouse wheel was rolled | |
enum | ScreenState { NONE, RUNNING, SWITCH, SWITCH_ESC, SWITCH_X } |
enum | WindowFlags { INVISIBLE = 0x1, FULLSCREEN = 0x2, BORDERLESS = 0x4, NOTRESIZEABLE = 0x8, HIGHDPI = 0x10 } |
Flags used for creating a window. | |
Functions | |
std::string | get_errortype_string (ErrorType t) |
converts ErrorType enum to string | |
void | init (int gl_major_version=3, int gl_minor_version=2, bool use_gl_core=true) |
initializes some basic stuff for the engine | |
void | cleanup () |
deinitializes some stuff and destroys all managers | |
bool | check_error () |
Checks for and logs errors. | |
std::ostream & | lock_stream (std::ostream &stream) |
Lock stream for thread-safe manipulation. | |
std::ostream & | unlock_stream (std::ostream &stream) |
Unlock stream. | |
Variables | |
const typedef std::string & | crstring |
const typedef glm::ivec2 & | crivec2 |
const typedef glm::vec2 & | crvec2 |
const typedef glm::vec3 & | crvec3 |
const typedef glm::vec4 & | crvec4 |
prefix all include guards with NTA_
Get a linter or something
Decide what things you want to be CamelCase and which you want to snake_case
Replace (almost) all raw pointers with (potentially custom) smart pointers
case
inside of switch
blocks struct nta::CharGlyph |
represents a single char in the texture
Definition at line 19 of file SpriteFont.h.
Class Members | ||
---|---|---|
vec2 | size | the size of the rendered glyph |
vec4 | uvRect | the rectangle containing this glyph in the texture |
class nta::EventTemplate< void > |
union nta::SpriteSheet.__unnamed__ |
The dimensions of the sheet (rows x cols)
Definition at line 58 of file Animation2D.h.
Class Members | ||
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__unnamed__ | __unnamed__ | |
ivec2 | dims |
struct nta::SpriteSheet.__unnamed__.__unnamed__ |
Definition at line 60 of file Animation2D.h.
Class Members | ||
---|---|---|
int | num_cols | |
int | num_rows |