Engine
Frameworkcreatedbymeusableforthecreationofsimplegames.CurrentlysupportsOpenGL(Verysimple)andVulkan.
Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
 NCommon
 CJsonHelper
 NEngine
 CAnimationComponent
 CCameraThis class is used for the creation of a camera.
 CCollisionComponentThe Collision component is an entities link to the Collision System and allows for interaction with the other collision components. IMPORTANT: The Collision Component requires a Transform Component to be attached to the same entitiy.
 CCollisionSystemThe Collision System handles and stores run-time collision data using the Box2D library
 CComponentThis is the base class for components. NOTE: only the Entity class is allowed to create this object.
 CEmitter
 CEngine
 CEngineImGui
 CEngineInitializationData
 CEntityThis object is able a holder object for components. NOTE: only the EntitySystem is allowed to create this object.
 CEntityContact
 CEntitySystemThis object keeps track of all available entities. NOTE: only the Engine class is allowed to create this object.
 CFrustumThis object is used to keep track of the frustum area of the view and projection matrix. NOTE: only the Camera class is allowed to create this object.
 CInputDefaults
 CInputManagerThis object is a simple wrapper class regarding gainput. It also sends information to ImGUI to keep track of pressed buttons. NOTE: only the Engine class is allowed to create this object.
 CLightComponent
 CMaterial
 CMeshThis object is used to store data regarding a mesh. NOTE: only the resource manager is allowed to create a mesh.
 CModelThis object is a storage container for meshes.
 CModelComponentThis component is used to keep track of the meshes and textures to render. NOTE: only the Entity class is allowed to create this component.
 CParticle
 CRandomThis class provides random nummber generation of ints and floats withing the passed boundaries
 CRayCastClosestCallbackGets the first entity hit by the ray Callback class used to get collision data from ray queries
 CRayCastMultipleCallbackGets the all entities hit by the ray Callback class used to get collision data from ray queries NOTE: Gets up to MAX_COUNT amount of entities, MAX_COUNT being defined inside of RaycastCallback.hpp
 CRendererThis is the main renderer parent class which contains the base methods required for a renderer. NOTE: Only the Engine can create this object.
 CResourceManagerThis class is used to create models, load in meshes and textures. NOTE: Only the Engine is allowed to create this object.
 CShaderThis object is used to store information regarding the shader.
 CSkeleton
 CTextureThis object is used to store information regarding a texture. NOTE: Only the resource manager is allowed to create this object.
 CTimeThis object is used to retrieve information regarding the time. NOTE: This object can only be created by the Engine.
 CTransformComponent
 CUtility
 CWindowThis object stores any information regarding the created GLFW window.
 NSharp
 CEvent
 CEvent< void >
 CEventBase
 CEventHandler
 CEventHandlerImpl
 CEventHandlerImpl< void >
 CEventHandlerImplBase
 CEventHandlerImplForMemberFunction
 CEventHandlerImplForMemberFunction< void, U >
 CEventHandlerImplForNonMemberFunction
 CEventHandlerImplForNonMemberFunction< void >
 CDestroyglfwWin
 CExampleAppConsole
 CExampleAppLog
 CImColor
 CImDrawChannel
 CImDrawCmd
 CImDrawData
 CImDrawList
 CImDrawVert
 CImFont
 CImFontAtlas
 CCustomRect
 CGlyphRangesBuilder
 CImFontConfig
 CImFontGlyph
 CImGuiColMod
 CImGuiColumnData
 CImGuiContext
 CImGuiDrawContext
 CImGuiGroupData
 CImGuiIniData
 CImGuiIO
 CImGuiListClipper
 CImGuiMouseCursorData
 CImGuiOnceUponAFrame
 CImGuiPlotArrayGetterData
 CImGuiPopupRef
 CImGuiSimpleColumns
 CImGuiSizeConstraintCallbackData
 CImGuiStorage
 CPair
 CImGuiStyle
 CImGuiStyleMod
 CImGuiStyleVarInfo
 CImGuiTextBuffer
 CImGuiTextEditCallbackData
 CImGuiTextEditState
 CImGuiTextFilter
 CTextRange
 CImGuiWindow
 CImRect
 CImVec2
 CImVec4
 CImVector
 CInputCallbacks
 CLight
 CVertexThis object is used to store general data for a vertex.