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<meta charset="utf-8">
**SFW Docs**
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what it is, notes
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Compile
------------------------------------------------------------------
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License
------------------------------------------------------------------
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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="CLASS_DirAccess"></a>
<details><summary>DirAccess</summary>
|||CLASS_DirAccess|||
</details>
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Time
------------------------------------------------------------------
<a name="CLASS_STime"></a>
<details><summary>STime</summary>
|||CLASS_STime|||
</details>
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Threading
------------------------------------------------------------------
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TODO There are multiples of the same classes due to defines. Implement a way to select from them.
TODO also get Thread.
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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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>
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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3D TODO doube check z
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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.)
WHERE TO GO NEXT
====================================================================================
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TODO link a bunch of cool projects.
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