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CoriEngine
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| NCori | Global engine namespace |
| NAudio | Everything connected to audio is in this namespace |
| CMixer | Mixer is responsible for mixing all the sounds, it is a global object and there can only be one Mixer |
| CPlayParams | Parameters to be used when playing sound, you can mix your audio playback however you want with these |
| CSound | Sound asset to be played on a Track |
| CTrack | You use Track to play and mix Sound objects |
| NCore | Core systems of the engine are here |
| NInternal | |
| NThreading | |
| CApplication | Main Application object, there can only be one Application object. Basically a root of the program |
| CCoriError | Custom error class mainly used in std::expected |
| CEvent | An abstract class that is ment to be used as a template for defining events |
| CEventDispatcher | Used in OnEvent methods to dispatch and handle Events |
| CFactory | |
| CGameTimer | A GameTimer is responsible for managing everything that is connected with time, ticks, elapsed time since start, deltaTime. There can only be one GameTimer |
| CInput | A simple static class that allows to query for physical keyboard or mose inputs |
| CKeyEvent | |
| CKeyPressedEvent | |
| CKeyReleasedEvent | |
| CLayer | An abstract class that is ment to be used as a template for defining layers |
| CLayerStack | Internal class that stores and manages all the Layer objects |
| CManualTimer | You can use this to manually time something |
| CMouseButtonEvent | |
| CMouseButtonPressedEvent | |
| CMouseButtonReleasedEvent | |
| CMouseMovedEvent | |
| CMouseScrolledEvent | |
| CPackedArray | This is my packed/dense array custom implementation |
| CPossibleErrors | This class utilizes std::variant to hold one of the possible exception types |
| CRegisterInFactory | |
| CScreenMode | |
| CUUID | A 128bit UUID, can be serialized to the string and deserialized from it |
| CWindow | This class manages everything that is connected with physical Window management, i might add multiwindow support later, but for now, only one Window per application |
| CWindowCloseEvent | |
| CWindowResizeEvent | |
| NFileSystem | Everything connected to interacting with files and filesystem is in this namespace |
| NInternal | |
| CBinaryFileManager | Saves and loads aggregate structs to/from drive |
| CFileManager | Simple static class used to read files as string. Will likely expand its functionality later |
| CJsonSerializer | Class is responsible for simple loading/saving config and save files as json files |
| CPathManager | Path manager is responsible for loading the fsgame.json file from the drive, parsing it, and providing paths based on aliases |
| NGraphics | Almost everything connected to graphics is in this namespace |
| NInternal | |
| CAnimation | Owning handle to the animation inside the AnimationPack, when paired with Animation::PlayParams can be passed to QuadAnimator |
| CAnimationPack | Represents a pack of sprite animations that were loaded from the drive from the pair of an image file and json config |
| CCameraController | A class that is used to manipulate Camera of the Scene. Each Scene has one of those |
| CCoriGraphicsAPI | |
| CFont | Font asset to be used when rendering text. Pretty expensive to create if not cached, always preload it |
| CImage | Used to load an image. It can flip and image and add padding to it. Mainly used for texture loading |
| CIndexBuffer | |
| CRenderer2D | The main engine renderer |
| CRenderingContext | |
| CShaderProgram | |
| CSpriteAtlas | Holds the sprite atlas and UVs for sprites in it. All spite atlases are padded, so no sprite atlas bleeding will occur |
| CTexture | Abstract class for textures |
| CTexture2D | A regular 2D texture with 1 layer |
| CUVs | |
| CVBElement | |
| CVBLayout | |
| CVertexArray | |
| CVertexBuffer | |
| NMath | Anything custom connected to math is in this namespace |
| CFunction | Mathematical function/expression. @detials Uses ExprTK internally, refer here https://github.com/ArashPartow/exprtk to see what it can parse. By default, have some contents defined: PI, alias: "pi" Epsilon, alias: "epsilon" Infinity, alias: "inf" Euler's number, alias: "e" |
| NPhysics | Anything connected to physics is in this namespace. Please refer to Box2D docs 'https://box2d.org/' for any details regarding physics |
| CBodyUserData | |
| CCapsule | |
| CCastResult | |
| CCircle | |
| CConvexHull | |
| CPolygon | |
| CSegment | |
| CShapeUserData | |
| NProfiling | Profiling tools are in this namespace |
| CInstanceMetrics | This utility lets you count class instances in various ways. @detials You can see how much instances was created in total, how many are currently alive, how many instances of derived classes were created, and how much are currently alive. For a type to be instance counted it should derive from Trackable |
| CTrackable | For InstanceMetrics to work with a type it should derive from this |
| NUtility | A namespace for utilities of different kinds |
| CAABB | Axis-Aligned bounding box |
| CHashedTag64 | HashedTag that uses a 64bit string hash (FNV-1a) |
| CRandomUint32 | Random uint32_t generator |
| NWorld | Anything connected to WorldSystem (ECS) is in this namespace |
| NComponents | Components that are used with the WorldSystem (ECS) |
| NEntityTags | |
| NInternal | |
| NSystems | |
| CDisposableEntityPool | Creates a pool with disposable entities |
| CDynamicEntityView | A wrapper for an EnTT runtime view that provides an iterator to access Entity instances directly |
| CEntity | Entities are the essential part of WorldSystem |
| CEntityState | An abstract class designed to be used with StateMachine component |
| CExclude | Helper to exclude certain components from a static view |
| CScene | A scene in a game world |
| CSceneHandle | A handle for the scene, checks for scene validity before any call to the scene, if scene is invalid asserts. Will not keep the scene alive |
| CSceneManager | Responsible for creating and managing scenes, has full lifetime control of the existing scenes |
| CStaticEntityView | A wrapper for an EnTT compile-time view that provides an iterator to access Entity instances directly |
| CSystem | System part of ECS |
| CTriggerBehaviour | An abstract class meant to be used with Trigger component. Derive from it to create a trigger behaviour/script |
| CAssetManager | Used when you want to manually control the asset lifetime, loading, preloading, unloading |
| CLogger | Logger is the first thing that is initialized during startup. Does console and file logging |
| CTags | Available logger tags in somewhat hierarchical state. These are used in CORI_DEBUGLEVEL_CORE_TAGGED logging calls |
| Nstd | |
| Chash< Cori::Core::UUID > |