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**SFW Docs**
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Simple c++ app / game framework inspired by the single file c game engines
and libraries, especially [FWK](https://github.com/r-lyeh/FWK).
It was designed to help with teaching programming, but it turns out it's pretty useful for other projects aswell.
This library / framework is:
- Simple to compile.
- Simple to initialize.
- Simple to use.
- Supports windowing and opengl (ES2).
- Modular (within reason).
- It is desktop only (Windows, Linux, OSX) for now (most code is multiplatform though).
Also:
- The codebase is simple and easy to read.
- Comes with it's own container classes and memory management.
- Comes as 2 (or 3) merged files. (This way it's actually simpler to use and setup compared to if it was single header!)
- It does not use exceptions.
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Compile
====================================================================================
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$FILE_Compilation_Renderer$
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CORE
====================================================================================
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Use <code lang=C++>SFWCore::setup();</code> to initialize the library.
This is necessary as some components (Like PoolVector, and StringNames.) need additional setup.
Use <code lang=C++>SFWCore::cleanup();</code> to de-initialize the library.
Note that if you use the Application class, it's constructor will do this for you automatically.
Also note that if you don't use classes that doens't rely on this you can get away by not calling it.
Initialization
------------------------------------------------------------------
<a name="CLASS_SFWCore"></a>
<details><summary>SFWCore</summary>
|||CLASS_SFWCore|||
</details>
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Enums
------------------------------------------------------------------
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Errors
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<a name="ENUM_Error"></a>
<details><summary>Error</summary>
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|||ENUM_Error|||
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</details>
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Keys
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<a name="ENUM_KeyList"></a>
<details><summary>KeyList</summary>
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|||ENUM_KeyList|||
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</details>
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<a name="ENUM_KeyModifierMask"></a>
<details><summary>KeyModifierMask</summary>
|||ENUM_KeyModifierMask|||
</details>
<a name="ENUM_ButtonList"></a>
<details><summary>ButtonList</summary>
|||ENUM_ButtonList|||
</details>
Other
<a name="ENUM_ClockDirection"></a>
<details><summary>ClockDirection</summary>
|||ENUM_ClockDirection|||
</details>
<a name="ENUM_Orientation"></a>
<details><summary>Orientation</summary>
|||ENUM_Orientation|||
</details>
<a name="ENUM_HAlign"></a>
<details><summary>HAlign</summary>
|||ENUM_HAlign|||
</details>
<a name="ENUM_VAlign"></a>
<details><summary>VAlign</summary>
|||ENUM_VAlign|||
</details>
<a name="ENUM_Margin"></a>
<details><summary>Margin</summary>
|||ENUM_Margin|||
</details>
<a name="ENUM_Side"></a>
<details><summary>Side</summary>
|||ENUM_Side|||
</details>
<a name="ENUM_Corner"></a>
<details><summary>Corner</summary>
|||ENUM_Corner|||
</details>
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Errors and Logging
------------------------------------------------------------------
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<a name="LOGGING_MACROS"></a>
<details><summary>Logging</summary>
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Use the provided macros:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
#define PRINT_TRACE(str)
#define LOG_TRACE(...)
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#define PRINT_MSG(str)
#define LOG_MSG(...)
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#define PRINT_WARN(str)
#define LOG_WARN(...)
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#define PRINT_ERR(str)
#define ERR_PRINT(str)
#define LOG_ERR(...)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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</details>
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<a name="ERROR_MACROS"></a>
<details><summary>Error</summary>
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Uses these macros:
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Note that the library itself does not use exceptions, it uses these macros exclusively.
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Also note that you are not prevented you from using exceptions if you want to in your own code.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
#define ERR_FAIL_MSG(msg)
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#define ERR_FAIL_V(val)
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#define ERR_FAIL_V_MSG(val, msg)
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#define ERR_FAIL_INDEX(index, size)
#define ERR_FAIL_INDEX_MSG(index, size, msg)
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#define ERR_FAIL_INDEX_V(index, size, val)
#define ERR_FAIL_INDEX_V_MSG(index, size, val, msg)
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#define ERR_FAIL_COND(cond)
#define ERR_FAIL_COND_MSG(cond, msg)
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#define ERR_FAIL_COND_V(cond, val)
#define ERR_FAIL_COND_V_MSG(cond, val, msg)
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#define ERR_CONTINUE(cond)
#define ERR_CONTINUE_MSG(cond, msg)
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#define ERR_CONTINUE_ACTION(cond, action)
#define ERR_CONTINUE_ACTION_MSG(cond, action, msg)
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#define CRASH_INDEX(index, size)
#define CRASH_BAD_INDEX(index, size)
#define CRASH_BAD_UNSIGNED_INDEX(index, size)
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#define CRASH_COND(cond)
#define CRASH_COND_MSG(cond, msg)
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#define CRASH_MSG(msg)
#define CRASH_NOW(msg)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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</details>
<a name="ASSERTION_MACROS"></a>
<details><summary>Asserts</summary>
Use the provided macros:
These should be 'free' checks for program flow and should not be needed in any releases, only used when the DEV_ENABLED define is set.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
#define DEV_CHECK(m_cond)
#define DEV_CHECK_ONCE(m_cond)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
</details>
Math
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------------------------------------------------------------------
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<a name="CLASS_Math"></a>
<details><summary>Math</summary>
|||CLASS_Math|||
</details>
<a name="STRUCT_Vector2"></a>
<details><summary>Vector2</summary>
|||STRUCT_Vector2|||
</details>
<a name="STRUCT_Vector2i"></a>
<details><summary>Vector2i</summary>
|||STRUCT_Vector2i|||
</details>
<a name="STRUCT_Vector3"></a>
<details><summary>Vector3</summary>
|||STRUCT_Vector3|||
</details>
<a name="STRUCT_Vector3i"></a>
<details><summary>Vector3i</summary>
|||STRUCT_Vector3i|||
</details>
<a name="STRUCT_Vector4"></a>
<details><summary>Vector4</summary>
|||STRUCT_Vector4|||
</details>
<a name="STRUCT_Vector4i"></a>
<details><summary>Vector4i</summary>
|||STRUCT_Vector4i|||
</details>
<a name="STRUCT_Color"></a>
<details><summary>Color</summary>
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|||STRUCT_Color|||
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</details>
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<a name="STRUCT_Rect2"></a>
<details><summary>Rect2</summary>
|||STRUCT_Rect2|||
</details>
<a name="STRUCT_Rect2i"></a>
<details><summary>Rect2i</summary>
|||STRUCT_Rect2i|||
</details>
<a name="STRUCT_Plane"></a>
<details><summary>Plane</summary>
|||STRUCT_Plane|||
</details>
<a name="STRUCT_AABB"></a>
<details><summary>AABB</summary>
|||STRUCT_AABB|||
</details>
<a name="STRUCT_Face3"></a>
<details><summary>Face3</summary>
|||STRUCT_Face3|||
</details>
<a name="STRUCT_Transform2D"></a>
<details><summary>Transform2D</summary>
|||STRUCT_Transform2D|||
</details>
<a name="STRUCT_Quaternion"></a>
<details><summary>Quaternion</summary>
|||STRUCT_Quaternion|||
</details>
<a name="STRUCT_Basis"></a>
<details><summary>Basis</summary>
|||STRUCT_Basis|||
</details>
<a name="STRUCT_Transform"></a>
<details><summary>Transform</summary>
|||STRUCT_Transform|||
</details>
<a name="STRUCT_Projection"></a>
<details><summary>Projection</summary>
|||STRUCT_Projection|||
</details>
<a name="CLASS_RandomPCG"></a>
<details><summary>RandomPCG</summary>
|||CLASS_RandomPCG|||
</details>
String
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------------------------------------------------------------------
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Helper Structs
<a name="STRUCT_CharRange"></a>
<details><summary>CharRange</summary>
|||STRUCT_CharRange|||
</details>
<a name="STRUCT_StrRange"></a>
<details><summary>StrRange</summary>
|||STRUCT_StrRange|||
</details>
<a name="STRUCT_NoCaseComparator"></a>
<details><summary>NoCaseComparator</summary>
|||STRUCT_NoCaseComparator|||
</details>
<a name="STRUCT_NaturalNoCaseComparator"></a>
<details><summary>NaturalNoCaseComparator</summary>
|||STRUCT_NaturalNoCaseComparator|||
</details>
Character Strings
<a name="STRUCT_StaticCString"></a>
<details><summary>StaticCString</summary>
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You can statically store a C string with this.
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|||STRUCT_StaticCString|||
</details>
<a name="CLASS_Char16String"></a>
<details><summary>Char16String</summary>
16 bit (wide char) char string.
|||CLASS_Char16String|||
</details>
<a name="CLASS_CharString"></a>
<details><summary>CharString</summary>
8 bit char string.
|||CLASS_CharString|||
</details>
<a name="CLASS_CharProxy"></a>
<details><summary>CharProxy</summary>
Properly stores a reference to an element in a String.
|||CLASS_CharProxy|||
</details>
Main
<a name="CLASS_String"></a>
<details><summary>String</summary>
Main String class. This is what you normally use. Stores characters as 32 bit variables. It's COW (Copy on Write).
If you want to convert this to a char* use it's utf8() method.
|||CLASS_String|||
</details>
<a name="CLASS_StringName"></a>
<details><summary>StringName</summary>
A String that is optimized for comparisons using ==.
|||CLASS_StringName|||
</details>
Containers
------------------------------------------------------------------
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Helper Structs
<a name="STRUCT_Pair"></a>
<details><summary>Pair</summary>
|||STRUCT_Pair|||
</details>
<a name="STRUCT_KeyValue"></a>
<details><summary>KeyValue</summary>
|||STRUCT_KeyValue|||
</details>
<a name="STRUCT_Comparator"></a>
<details><summary>Comparator</summary>
|||STRUCT_Comparator|||
</details>
Helper Classes
<a name="CLASS_CowData"></a>
<details><summary>CowData</summary>
A helper class that implements COW (Copy-on-Write) functionality.
|||CLASS_CowData|||
</details>
<a name="CLASS_VectorWriteProxy"></a>
<details><summary>VectorWriteProxy</summary>
|||CLASS_VectorWriteProxy|||
</details>
Lists
<a name="CLASS_List"></a>
<details><summary>List</summary>
|||CLASS_List|||
</details>
Vectors
<a name="CLASS_Vector"></a>
<details><summary>Vector</summary>
Vector with COW support.
|||CLASS_Vector|||
</details>
<a name="CLASS_PoolVector"></a>
<details><summary>PoolVector</summary>
Vector that does not fragment memory.
|||CLASS_PoolVector|||
</details>
<a name="CLASS_LocalVector"></a>
<details><summary>LocalVector</summary>
Simple vector. Uses unsigned ints as indexes.
Saves on allocation calls by overallocating memory.
This is the most similar to std::vector.
|||CLASS_LocalVector|||
</details>
<a name="CLASS_LocalVectori"></a>
<details><summary>LocalVectori</summary>
Simple vector. Uses signed ints as indexes.
Saves on allocation calls by overallocating memory.
|||CLASS_LocalVectori|||
</details>
<a name="CLASS_TightLocalVector"></a>
<details><summary>TightLocalVector</summary>
Simple vector. Uses unsigned ints as indexes.
Unlike LocalVector it always only allocates the space it needs.
|||CLASS_TightLocalVector|||
</details>
<a name="CLASS_TightLocalVectori"></a>
<details><summary>TightLocalVectori</summary>
Simple vector. Uses signed ints as indexes.
Unlike LocalVector it always only allocates the space it needs.
|||CLASS_TightLocalVectori|||
</details>
Sets
<a name="CLASS_RBSet"></a>
<details><summary>RBSet</summary>
|||CLASS_RBSet|||
</details>
<a name="CLASS_VSet"></a>
<details><summary>VSet</summary>
|||CLASS_VSet|||
</details>
<a name="CLASS_HashSet"></a>
<details><summary>HashSet</summary>
|||CLASS_HashSet|||
</details>
Maps
<a name="CLASS_RBMap"></a>
<details><summary>RBMap</summary>
|||CLASS_RBMap|||
</details>
<a name="CLASS_VMap"></a>
<details><summary>VMap</summary>
|||CLASS_VMap|||
</details>
HashMaps
<a name="CLASS_OGHashMap"></a>
<details><summary>OGHashMap</summary>
Simple HashMap implementation.
|||CLASS_OGHashMap|||
</details>
<a name="CLASS_HashMap"></a>
<details><summary>HashMap</summary>
HashMap implementation that uses open addressing with Robin Hood hashing.
Use this by default.
|||CLASS_HashMap|||
</details>
<a name="CLASS_OrderedHashMap"></a>
<details><summary>OrderedHashMap</summary>
HashMap implementation that keeps the order of it's elements.
|||CLASS_OrderedHashMap|||
</details>
Special
<a name="CLASS_SortArray"></a>
<details><summary>SortArray</summary>
|||CLASS_SortArray|||
</details>
<a name="CLASS_RingBuffer"></a>
<details><summary>RingBuffer</summary>
|||CLASS_RingBuffer|||
</details>
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Files
------------------------------------------------------------------
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<a name="CLASS_FileAccess"></a>
<details><summary>FileAccess</summary>
|||CLASS_FileAccess|||
</details>
<a name="STRUCT_FileAccessRef"></a>
<details><summary>FileAccessRef</summary>
|||STRUCT_FileAccessRef|||
</details>
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<a name="CLASS_DirAccess"></a>
<details><summary>DirAccess</summary>
|||CLASS_DirAccess|||
</details>
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<a name="STRUCT_DirAccessRef"></a>
<details><summary>DirAccessRef</summary>
|||STRUCT_DirAccessRef|||
</details>
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Time
------------------------------------------------------------------
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<a name="CLASS_SFWTime"></a>
<details><summary>SFWTime</summary>
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|||CLASS_SFWTime|||
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</details>
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Threading
------------------------------------------------------------------
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Thread
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<a name="CLASS_Thread"></a>
<details><summary>Thread</summary>
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|||CLASS_Thread|||
</details>
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Atomics
<a name="CLASS_SafeNumeric"></a>
<details><summary>SafeNumeric</summary>
|||CLASS_SafeNumeric|||
</details>
<a name="CLASS_SafeFlag"></a>
<details><summary>SafeFlag</summary>
|||CLASS_SafeFlag|||
</details>
<a name="CLASS_SafeRefCount"></a>
<details><summary>SafeRefCount</summary>
|||CLASS_SafeRefCount|||
</details>
Mutex
<a name="CLASS_MutexImpl"></a>
<details><summary>Mutex</summary>
Typedefined to Mutex.
|||CLASS_MutexImpl|||
</details>
<a name="CLASS_MutexLock"></a>
<details><summary>MutexLock</summary>
Helper class to lock and automatically release it on leaving scope.
|||CLASS_MutexLock|||
</details>
RWLock
<a name="CLASS_RWLock"></a>
<details><summary>RWLock</summary>
|||CLASS_RWLock|||
</details>
<a name="CLASS_RWLockRead"></a>
<details><summary>RWLockRead</summary>
|||CLASS_RWLockRead|||
</details>
<a name="CLASS_RWLockWrite"></a>
<details><summary>RWLockWrite</summary>
|||CLASS_RWLockWrite|||
</details>
SpinLock
<a name="CLASS_SpinLock"></a>
<details><summary>SpinLock</summary>
|||CLASS_SpinLock|||
</details>
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Networking
------------------------------------------------------------------
Socket
<a name="CLASS_InetAddress"></a>
<details><summary>InetAddress</summary>
|||CLASS_InetAddress|||
</details>
<a name="CLASS_Socket"></a>
<details><summary>Socket</summary>
|||CLASS_Socket|||
</details>
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Processes
------------------------------------------------------------------
<a name="CLASS_SubProcess"></a>
<details><summary>SubProcess</summary>
|||CLASS_SubProcess|||
</details>
<a name="STRUCT_SubProcessRef"></a>
<details><summary>SubProcessRef</summary>
|||STRUCT_SubProcessRef|||
</details>
Memory
------------------------------------------------------------------
<a name="STRUCT_MemoryPool"></a>
<details><summary>MemoryPool</summary>
|||STRUCT_MemoryPool|||
</details>
<a name="CLASS_PagedAllocator"></a>
<details><summary>PagedAllocator</summary>
|||CLASS_PagedAllocator|||
</details>
<a name="CLASS_PoolAllocator"></a>
<details><summary>PoolAllocator</summary>
|||CLASS_PoolAllocator|||
</details>
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OBJECT
====================================================================================
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Object
<a name="CLASS_Object"></a>
<details><summary>Object</summary>
|||CLASS_Object|||
</details>
<a name="CLASS_ObjectDB"></a>
<details><summary>ObjectDB</summary>
|||CLASS_ObjectDB|||
</details>
Reference
<a name="CLASS_Reference"></a>
<details><summary>Reference</summary>
|||CLASS_Reference|||
</details>
<a name="CLASS_Ref"></a>
<details><summary>Ref</summary>
|||CLASS_Ref|||
</details>
Resource
<a name="CLASS_Resource"></a>
<details><summary>Resource</summary>
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|||CLASS_Resource|||
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</details>
Variant
<a name="CLASS_Variant"></a>
<details><summary>Variant</summary>
|||CLASS_Variant|||
</details>
Variant Containers
<a name="CLASS_Array"></a>
<details><summary>Array</summary>
|||CLASS_Array|||
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</details>
<a name="CLASS_Dictionary"></a>
<details><summary>Dictionary</summary>
|||CLASS_Dictionary|||
</details>
Utilities
<a name="CLASS_Signal"></a>
<details><summary>Signal</summary>
|||CLASS_Signal|||
</details>
<a name="CLASS_CoreStringNames"></a>
<details><summary>CoreStringNames</summary>
|||CLASS_CoreStringNames|||
</details>
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RENDER CORE
====================================================================================
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Application
------------------------------------------------------------------
<a name="CLASS_Application"></a>
<details><summary>Application</summary>
|||CLASS_Application|||
</details>
<a name="CLASS_Scene"></a>
<details><summary>Scene</summary>
|||CLASS_Scene|||
</details>
<a name="CLASS_AppWindow"></a>
<details><summary>AppWindow</summary>
|||CLASS_AppWindow|||
</details>
Input
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------------------------------------------------------------------
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Singletons
<a name="CLASS_Input"></a>
<details><summary>Input</summary>
|||CLASS_Input|||
</details>
<a name="CLASS_InputMap"></a>
<details><summary>InputMap</summary>
|||CLASS_InputMap|||
</details>
Events
<a name="CLASS_InputEvent"></a>
<details><summary>InputEvent</summary>
|||CLASS_InputEvent|||
</details>
<a name="CLASS_InputEventWithModifiers"></a>
<details><summary>InputEventWithModifiers</summary>
|||CLASS_InputEventWithModifiers|||
</details>
<a name="CLASS_InputEventKey"></a>
<details><summary>InputEventKey</summary>
|||CLASS_InputEventKey|||
</details>
<a name="CLASS_InputEventMouse"></a>
<details><summary>InputEventMouse</summary>
|||CLASS_InputEventMouse|||
</details>
<a name="CLASS_InputEventMouseButton"></a>
<details><summary>InputEventMouseButton</summary>
|||CLASS_InputEventMouseButton|||
</details>
<a name="CLASS_InputEventMouseMotion"></a>
<details><summary>InputEventMouseMotion</summary>
|||CLASS_InputEventMouseMotion|||
</details>
<a name="CLASS_InputEventAction"></a>
<details><summary>InputEventAction</summary>
|||CLASS_InputEventAction|||
</details>
<a name="CLASS_InputEventShortCut"></a>
<details><summary>InputEventShortCut</summary>
|||CLASS_InputEventShortCut|||
</details>
Utility
<a name="CLASS_ShortCut"></a>
<details><summary>ShortCut</summary>
|||CLASS_ShortCut|||
</details>
Rendering
------------------------------------------------------------------
Images
<a name="CLASS_Image"></a>
<details><summary>Image</summary>
|||CLASS_Image|||
</details>
<a name="CLASS_Texture"></a>
<details><summary>Texture</summary>
|||CLASS_Texture|||
</details>
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<a name="CLASS_RenderTexture"></a>
<details><summary>RenderTexture</summary>
|||CLASS_RenderTexture|||
</details>
<a name="CLASS_FrameBuffer"></a>
<details><summary>FrameBuffer</summary>
|||CLASS_FrameBuffer|||
</details>
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Meshes
<a name="CLASS_Mesh"></a>
<details><summary>Mesh</summary>
|||CLASS_Mesh|||
</details>
<a name="CLASS_MeshUtils"></a>
<details><summary>MeshUtils</summary>
|||CLASS_MeshUtils|||
</details>
Shaders
<a name="CLASS_Shader"></a>
<details><summary>Shader</summary>
|||CLASS_Shader|||
</details>
<a name="CLASS_ShaderCache"></a>
<details><summary>ShaderCache</summary>
|||CLASS_ShaderCache|||
</details>
Fonts
<a name="CLASS_Font"></a>
<details><summary>Font</summary>
|||CLASS_Font|||
</details>
Materials
<a name="CLASS_Material"></a>
<details><summary>Material</summary>
|||CLASS_Material|||
</details>
Text Materials
<a name="CLASS_FontMaterial"></a>
<details><summary>FontMaterial</summary>
|||CLASS_FontMaterial|||
</details>
2D Materials
<a name="CLASS_ColorMaterial2D"></a>
<details><summary>ColorMaterial2D</summary>
|||CLASS_ColorMaterial2D|||
</details>
<a name="CLASS_TextureMaterial2D"></a>
<details><summary>TextureMaterial2D</summary>
|||CLASS_TextureMaterial2D|||
</details>
3D Materials
<a name="CLASS_ColorMaterial"></a>
<details><summary>ColorMaterial</summary>
|||CLASS_ColorMaterial|||
</details>
<a name="CLASS_TextureMaterial"></a>
<details><summary>TextureMaterial</summary>
|||CLASS_TextureMaterial|||
</details>
<a name="CLASS_ColoredMaterial"></a>
<details><summary>ColoredMaterial</summary>
|||CLASS_ColoredMaterial|||
</details>
<a name="CLASS_TransparentTextureMaterial"></a>
<details><summary>TransparentTextureMaterial</summary>
|||CLASS_TransparentTextureMaterial|||
</details>
State
<a name="CLASS_RenderState"></a>
<details><summary>RenderState</summary>
|||CLASS_RenderState|||
</details>
Coordinate System
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******************************************************************
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*
* +x
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* *--->--------. .------------.
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* | | | |
* v +y | | |
* | | +y ^ ^ +z |
* | | |/ |
* '------------' *--->--------'
* / +x
* -z
* 2D 3D
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******************************************************************
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RENDER IMMEDIATE
====================================================================================
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<a name="CLASS_Renderer"></a>
<details><summary>Renderer</summary>
|||CLASS_Renderer|||
</details>
RENDER OBJECTS
====================================================================================
Text
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------------------------------------------------------------------
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Base
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<a name="CLASS_Text2D"></a>
<details><summary>Text2D</summary>
|||CLASS_Text2D|||
</details>
2D
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------------------------------------------------------------------
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Base
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<a name="CLASS_Object2D"></a>
<details><summary>Object2D</summary>
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|||CLASS_Object2D|||
</details>
Camera
<a name="CLASS_Camera2D"></a>
<details><summary>Camera2D</summary>
|||CLASS_Camera2D|||
</details>
Objects
<a name="CLASS_Sprite"></a>
<details><summary>Sprite</summary>
|||CLASS_Sprite|||
</details>
<a name="CLASS_TileMap"></a>
<details><summary>TileMap</summary>
|||CLASS_TileMap|||
</details>
<a name="CLASS_MeshInstance2D"></a>
<details><summary>MeshInstance2D</summary>
|||CLASS_MeshInstance2D|||
</details>
3D
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------------------------------------------------------------------
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Base
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<a name="CLASS_Object3D"></a>
<details><summary>Object3D</summary>
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|||CLASS_Object3D|||
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</details>
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Camera
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<a name="CLASS_Camera3D"></a>
<details><summary>Camera3D</summary>
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|||CLASS_Camera3D|||
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</details>
<a name="CLASS_OrthographicCamera"></a>
<details><summary>OrthographicCamera</summary>
|||CLASS_OrthographicCamera|||
</details>
<a name="CLASS_PerspectiveCamera"></a>
<details><summary>PerspectiveCamera</summary>
|||CLASS_PerspectiveCamera|||
</details>
<a name="CLASS_FrustumCamera"></a>
<details><summary>FrustumCamera</summary>
|||CLASS_FrustumCamera|||
</details>
Objects
<a name="CLASS_MeshInstance3D"></a>
<details><summary>MeshInstance3D</summary>
|||CLASS_MeshInstance3D|||
</details>
ADVANCED
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====================================================================================
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There are a few remaining classes that were omitted from this document (Like allocators, hashers etc.),
as you will normally won't need them. (If you do, you will likely just need to rread the source anyway.)
Licenses
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====================================================================================
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SFW
<a name="LICENSE_SFW"></a>
<details><summary>SFW</summary>
MIT
Copyright (c) 2023-present Péter Magyar.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
</details>
GENERAL
<a name="LICENSE_Pandemonium_Engine"></a>
<details><summary>Pandemonium Engine</summary>
MIT
https://github.com/Relintai/pandemonium_engine
Copyright (c) 2022-present Péter Magyar.
Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
</details>
<a name="LICENSE_FWK"></a>
<details><summary>FWK</summary>
https://github.com/r-lyeh/FWK
Unlicense
This software is released into the [public domain](https://unlicense.org/).
Also dual-licensed as [0-BSD](https://opensource.org/licenses/0BSD) or [MIT (No Attribution)](https://github.com/aws/mit-0)
for those countries where public domain is a concern (sigh).
Any contribution to this repository is implicitly subjected to the same release conditions aforementioned.
</details>
CORE
<a name="LICENSE_Trantor"></a>
<details><summary>Trantor</summary>
Trantor
inet_address.h, .cpp, socket.h and .cpp originates from trantor (they were heavily modified):
Trantor - A non-blocking I/O based TCP network library, using C++14/17,
Copyright (c) 2016-2021, Tao An. All rights reserved.
https://github.com/an-tao/trantor
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of Tao An nor the names of other contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Muduo - A reactor-based C++ network library for Linux
Copyright (c) 2010, Shuo Chen. All rights reserved.
http://code.google.com/p/muduo/
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of Shuo Chen nor the names of other contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
</details>
<a name="LICENSE_PCG"></a>
<details><summary>PCG</summary>
pcg.h License:
*Really* minimal PCG32 code / (c) 2014 M.E. O'Neill / pcg-random.org
Licensed under Apache License 2.0 (NO WARRANTY, etc. see website)
</details>
$LICENSES_Renderer$
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