Engine
Frameworkcreatedbymeusableforthecreationofsimplegames.CurrentlysupportsOpenGL(Verysimple)andVulkan.
Classes | Enumerations | Variables
Engine Namespace Reference

Classes

class  AnimationComponent
 
class  Camera
 This class is used for the creation of a camera. More...
 
class  CollisionComponent
 The 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. More...
 
class  CollisionSystem
 The Collision System handles and stores run-time collision data using the Box2D library More...
 
class  Component
 This is the base class for components. NOTE: only the Entity class is allowed to create this object. More...
 
class  Emitter
 
class  Engine
 
class  EngineImGui
 
struct  EngineInitializationData
 
class  Entity
 This object is able a holder object for components. NOTE: only the EntitySystem is allowed to create this object. More...
 
class  EntityContact
 
class  EntitySystem
 This object keeps track of all available entities. NOTE: only the Engine class is allowed to create this object. More...
 
class  Frustum
 This 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. More...
 
struct  InputDefaults
 
class  InputManager
 This 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. More...
 
class  LightComponent
 
class  Material
 
class  Mesh
 This object is used to store data regarding a mesh. NOTE: only the resource manager is allowed to create a mesh. More...
 
class  Model
 This object is a storage container for meshes. More...
 
class  ModelComponent
 This component is used to keep track of the meshes and textures to render. NOTE: only the Entity class is allowed to create this component. More...
 
class  Particle
 
class  Random
 This class provides random nummber generation of ints and floats withing the passed boundaries More...
 
class  RayCastClosestCallback
 Gets the first entity hit by the ray Callback class used to get collision data from ray queries More...
 
class  RayCastMultipleCallback
 Gets 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 More...
 
class  Renderer
 This is the main renderer parent class which contains the base methods required for a renderer. NOTE: Only the Engine can create this object. More...
 
class  ResourceManager
 This class is used to create models, load in meshes and textures. NOTE: Only the Engine is allowed to create this object. More...
 
class  Shader
 This object is used to store information regarding the shader. More...
 
class  Skeleton
 
class  Texture
 This object is used to store information regarding a texture. NOTE: Only the resource manager is allowed to create this object. More...
 
class  Time
 This object is used to retrieve information regarding the time. NOTE: This object can only be created by the Engine. More...
 
class  TransformComponent
 
class  Utility
 
class  Window
 This object stores any information regarding the created GLFW window. More...
 

Enumerations

enum  TextureDataSize {
  TextureDataSize::U_CHAR = 0, TextureDataSize::S_CHAR, TextureDataSize::U_SHORT, TextureDataSize::S_SHORT,
  TextureDataSize::U_INT, TextureDataSize::S_INT
}
 

Variables

eastl::shared_ptr< EngineImGuiengineImGui
 
size_t entityCount = 0
 
bool open = true
 
ImGuiWindowFlags menuBarWindowFlags
 
ImGuiWindowFlags fpsWindowFlags
 
ImGuiInputTextFlags textFlags = ImGuiInputTextFlags_AutoSelectAll
 
float devMenuCooldown = 0.f
 
bool showMenuBar = false
 
float beginTime = 0
 
float endTime = 0
 

Enumeration Type Documentation

Enumerator
U_CHAR 
S_CHAR 
U_SHORT 
S_SHORT 
U_INT 
S_INT 

Definition at line 11 of file Texture.hpp.

Variable Documentation

float Engine::beginTime = 0

Definition at line 7 of file Time.cpp.

float Engine::devMenuCooldown = 0.f

Definition at line 30 of file EngineImGui.cpp.

float Engine::endTime = 0

Definition at line 8 of file Time.cpp.

eastl::shared_ptr<EngineImGui> Engine::engineImGui

Definition at line 21 of file engine.cpp.

size_t Engine::entityCount = 0

Definition at line 6 of file EntitySystem.cpp.

ImGuiWindowFlags Engine::fpsWindowFlags
ImGuiWindowFlags Engine::menuBarWindowFlags
bool Engine::open = true

Definition at line 10 of file EngineImGui.cpp.

bool Engine::showMenuBar = false

Definition at line 31 of file EngineImGui.cpp.

Definition at line 29 of file EngineImGui.cpp.