Yet Another Game Engine
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Project namespace. More...
Namespaces | |
details | |
IoManager | |
matrix | |
Namespace containing functions that operate on matrices. | |
Classes | |
class | Camera |
class | FileLoadException |
class | ImageLoader |
class | LogMessage |
class | LogSink |
class | Logger |
class | ResourceManager |
class | TextureCache |
class | Window |
struct | Texture |
struct | Position |
struct | Colour |
struct | UV |
struct | Vertex |
class | BaseComponent |
class | Component |
class | ComponentGroup |
class | EntityManager |
Has to keep track of all the different entities and their current state. More... | |
class | BaseSystem |
class | System |
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 | Shader |
class | SpriteBatch |
class | Active |
class | NonCopyable |
class | SyncQueue |
Typedefs | |
typedef std::bitset< 64 > | ComponentMask |
The component mask represents all the components that the entity is currently attached to. More... | |
typedef unsigned int | GroupId |
typedef unsigned int | Entity |
The entity is currently just an unsigned integer, which may change to a class in the future. More... | |
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 | |
void | glfwErrorCallback (int, char const *) |
void | init () |
Initializes YAGE. More... | |
void | quit () |
Quit and cleanup YAGE. More... | |
min_level_ (LogLevel::INFO) | |
LogSink | makeConsoleSink () |
LogSink | makeFileSink (std::string const &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) |
Project namespace.
Avoids collision as all the classes and global functions are wrapped in.
typedef std::bitset<64> yage::ComponentMask |
The component mask represents all the components that the entity is currently attached to.
typedef unsigned int yage::Entity |
The entity is currently just an unsigned integer, which may change to a class in the future.
typedef unsigned int yage::GroupId |
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 |
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 | ( | std::string const & | filename | ) |
LogSink yage::makeFileSink | ( | std::string && | filename | ) |
yage::min_level_ | ( | LogLevel::INFO | ) |
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.