mirror of
https://github.com/Relintai/sfw.git
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1460 lines
31 KiB
HTML
1460 lines
31 KiB
HTML
<meta charset="utf-8">
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**SFW Docs**
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SFW - Simple Framework - https://github.com/Relintai/sfw
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Simple c++ app / game framework inspired by the single file c game engines
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and libraries, especially [FWK](https://github.com/r-lyeh/FWK).
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**Modules**: Core, Object, Render Core, Render Immediate
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COMPILE
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====================================================================================
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$FILE_Compilation_Renderer$
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CORE
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====================================================================================
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Use <code lang=C++>SFWCore::setup();</code> to initialize the library.
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This is necessary as some components (Like PoolVector, and StringNames.) need additional setup.
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Use <code lang=C++>SFWCore::cleanup();</code> to de-initialize the library.
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Note that if you use the Application class, it's constructor will do this for you automatically.
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Also note that if you don't use classes that doens't rely on this you can get away by not calling it.
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Initialization
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------------------------------------------------------------------
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<a name="CLASS_SFWCore"></a>
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<details><summary>SFWCore</summary>
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|||CLASS_SFWCore|||
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</details>
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Enums
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------------------------------------------------------------------
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Errors
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<a name="ENUM_Error"></a>
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<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>
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<details><summary>KeyList</summary>
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|||ENUM_KeyList|||
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</details>
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<a name="ENUM_KeyModifierMask"></a>
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<details><summary>KeyModifierMask</summary>
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|||ENUM_KeyModifierMask|||
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</details>
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<a name="ENUM_ButtonList"></a>
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<details><summary>ButtonList</summary>
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|||ENUM_ButtonList|||
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</details>
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Other
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<a name="ENUM_ClockDirection"></a>
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<details><summary>ClockDirection</summary>
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|||ENUM_ClockDirection|||
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</details>
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<a name="ENUM_Orientation"></a>
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<details><summary>Orientation</summary>
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|||ENUM_Orientation|||
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</details>
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<a name="ENUM_HAlign"></a>
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<details><summary>HAlign</summary>
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|||ENUM_HAlign|||
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</details>
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<a name="ENUM_VAlign"></a>
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<details><summary>VAlign</summary>
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|||ENUM_VAlign|||
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</details>
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<a name="ENUM_Margin"></a>
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<details><summary>Margin</summary>
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|||ENUM_Margin|||
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</details>
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<a name="ENUM_Side"></a>
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<details><summary>Side</summary>
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|||ENUM_Side|||
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</details>
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<a name="ENUM_Corner"></a>
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<details><summary>Corner</summary>
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|||ENUM_Corner|||
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</details>
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Errors and Logging
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------------------------------------------------------------------
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<a name="LOGGING_MACROS"></a>
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<details><summary>Logging</summary>
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Use the provided macros:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
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#define PRINT_TRACE(str)
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#define LOG_TRACE(...)
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#define PRINT_MSG(str)
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#define LOG_MSG(...)
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#define PRINT_WARN(str)
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#define LOG_WARN(...)
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#define PRINT_ERR(str)
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#define ERR_PRINT(str)
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#define LOG_ERR(...)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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</details>
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<a name="ERROR_MACROS"></a>
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<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
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#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)
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#define ERR_FAIL_INDEX_MSG(index, size, msg)
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#define ERR_FAIL_INDEX_V(index, size, val)
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#define ERR_FAIL_INDEX_V_MSG(index, size, val, msg)
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#define ERR_FAIL_COND(cond)
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#define ERR_FAIL_COND_MSG(cond, msg)
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#define ERR_FAIL_COND_V(cond, val)
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#define ERR_FAIL_COND_V_MSG(cond, val, msg)
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#define ERR_CONTINUE(cond)
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#define ERR_CONTINUE_MSG(cond, msg)
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#define ERR_CONTINUE_ACTION(cond, action)
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#define ERR_CONTINUE_ACTION_MSG(cond, action, msg)
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#define CRASH_INDEX(index, size)
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#define CRASH_BAD_INDEX(index, size)
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#define CRASH_BAD_UNSIGNED_INDEX(index, size)
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#define CRASH_COND(cond)
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#define CRASH_COND_MSG(cond, msg)
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#define CRASH_MSG(msg)
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#define CRASH_NOW(msg)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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</details>
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<a name="ASSERTION_MACROS"></a>
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<details><summary>Asserts</summary>
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Use the provided macros:
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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.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
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#define DEV_CHECK(m_cond)
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#define DEV_CHECK_ONCE(m_cond)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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</details>
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Math
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------------------------------------------------------------------
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<a name="CLASS_Math"></a>
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<details><summary>Math</summary>
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|||CLASS_Math|||
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</details>
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<a name="STRUCT_Vector2"></a>
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<details><summary>Vector2</summary>
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|||STRUCT_Vector2|||
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</details>
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<a name="STRUCT_Vector2i"></a>
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<details><summary>Vector2i</summary>
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|||STRUCT_Vector2i|||
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</details>
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<a name="STRUCT_Vector3"></a>
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<details><summary>Vector3</summary>
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|||STRUCT_Vector3|||
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</details>
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<a name="STRUCT_Vector3i"></a>
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<details><summary>Vector3i</summary>
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|||STRUCT_Vector3i|||
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</details>
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<a name="STRUCT_Vector4"></a>
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<details><summary>Vector4</summary>
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|||STRUCT_Vector4|||
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</details>
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<a name="STRUCT_Vector4i"></a>
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<details><summary>Vector4i</summary>
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|||STRUCT_Vector4i|||
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</details>
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<a name="STRUCT_Color"></a>
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<details><summary>Color</summary>
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|||STRUCT_Color|||
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</details>
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<a name="STRUCT_Rect2"></a>
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<details><summary>Rect2</summary>
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|||STRUCT_Rect2|||
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</details>
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<a name="STRUCT_Rect2i"></a>
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<details><summary>Rect2i</summary>
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|||STRUCT_Rect2i|||
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</details>
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<a name="STRUCT_Plane"></a>
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<details><summary>Plane</summary>
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|||STRUCT_Plane|||
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</details>
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<a name="STRUCT_AABB"></a>
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<details><summary>AABB</summary>
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|||STRUCT_AABB|||
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</details>
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<a name="STRUCT_Face3"></a>
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<details><summary>Face3</summary>
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|||STRUCT_Face3|||
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</details>
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<a name="STRUCT_Transform2D"></a>
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<details><summary>Transform2D</summary>
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|||STRUCT_Transform2D|||
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</details>
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<a name="STRUCT_Quaternion"></a>
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<details><summary>Quaternion</summary>
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|||STRUCT_Quaternion|||
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</details>
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<a name="STRUCT_Basis"></a>
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<details><summary>Basis</summary>
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|||STRUCT_Basis|||
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</details>
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<a name="STRUCT_Transform"></a>
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<details><summary>Transform</summary>
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|||STRUCT_Transform|||
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</details>
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<a name="STRUCT_Projection"></a>
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<details><summary>Projection</summary>
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|||STRUCT_Projection|||
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</details>
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<a name="CLASS_RandomPCG"></a>
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<details><summary>RandomPCG</summary>
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|||CLASS_RandomPCG|||
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</details>
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String
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------------------------------------------------------------------
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Helper Structs
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<a name="STRUCT_CharRange"></a>
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<details><summary>CharRange</summary>
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|||STRUCT_CharRange|||
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</details>
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<a name="STRUCT_StrRange"></a>
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<details><summary>StrRange</summary>
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|||STRUCT_StrRange|||
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</details>
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<a name="STRUCT_NoCaseComparator"></a>
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<details><summary>NoCaseComparator</summary>
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|||STRUCT_NoCaseComparator|||
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</details>
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<a name="STRUCT_NaturalNoCaseComparator"></a>
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<details><summary>NaturalNoCaseComparator</summary>
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|||STRUCT_NaturalNoCaseComparator|||
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</details>
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Character Strings
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<a name="STRUCT_StaticCString"></a>
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<details><summary>StaticCString</summary>
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You can statically store a C string with this.
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|||STRUCT_StaticCString|||
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</details>
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<a name="CLASS_Char16String"></a>
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<details><summary>Char16String</summary>
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16 bit (wide char) char string.
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|||CLASS_Char16String|||
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</details>
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<a name="CLASS_CharString"></a>
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<details><summary>CharString</summary>
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8 bit char string.
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|||CLASS_CharString|||
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</details>
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<a name="CLASS_CharProxy"></a>
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<details><summary>CharProxy</summary>
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Properly stores a reference to an element in a String.
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|||CLASS_CharProxy|||
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</details>
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Main
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<a name="CLASS_String"></a>
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<details><summary>String</summary>
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Main String class. This is what you normally use. Stores characters as 32 bit variables. It's COW (Copy on Write).
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If you want to convert this to a char* use it's utf8() method.
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|||CLASS_String|||
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</details>
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<a name="CLASS_StringName"></a>
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<details><summary>StringName</summary>
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A String that is optimized for comparisons using ==.
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|||CLASS_StringName|||
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</details>
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Containers
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------------------------------------------------------------------
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Helper Structs
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<a name="STRUCT_Pair"></a>
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<details><summary>Pair</summary>
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|||STRUCT_Pair|||
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</details>
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<a name="STRUCT_KeyValue"></a>
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<details><summary>KeyValue</summary>
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|||STRUCT_KeyValue|||
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</details>
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<a name="STRUCT_Comparator"></a>
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<details><summary>Comparator</summary>
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|||STRUCT_Comparator|||
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</details>
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Helper Classes
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<a name="CLASS_CowData"></a>
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<details><summary>CowData</summary>
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A helper class that implements COW (Copy-on-Write) functionality.
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|||CLASS_CowData|||
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</details>
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<a name="CLASS_VectorWriteProxy"></a>
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<details><summary>VectorWriteProxy</summary>
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|||CLASS_VectorWriteProxy|||
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</details>
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Lists
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<a name="CLASS_List"></a>
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<details><summary>List</summary>
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|||CLASS_List|||
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</details>
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Vectors
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<a name="CLASS_Vector"></a>
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<details><summary>Vector</summary>
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Vector with COW support.
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|||CLASS_Vector|||
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</details>
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<a name="CLASS_PoolVector"></a>
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<details><summary>PoolVector</summary>
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Vector that does not fragment memory.
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|||CLASS_PoolVector|||
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</details>
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<a name="CLASS_LocalVector"></a>
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<details><summary>LocalVector</summary>
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Simple vector. Uses unsigned ints as indexes.
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Saves on allocation calls by overallocating memory.
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This is the most similar to std::vector.
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|||CLASS_LocalVector|||
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</details>
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<a name="CLASS_LocalVectori"></a>
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<details><summary>LocalVectori</summary>
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Simple vector. Uses signed ints as indexes.
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Saves on allocation calls by overallocating memory.
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|||CLASS_LocalVectori|||
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</details>
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<a name="CLASS_TightLocalVector"></a>
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<details><summary>TightLocalVector</summary>
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Simple vector. Uses unsigned ints as indexes.
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Unlike LocalVector it always only allocates the space it needs.
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|||CLASS_TightLocalVector|||
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</details>
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<a name="CLASS_TightLocalVectori"></a>
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<details><summary>TightLocalVectori</summary>
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Simple vector. Uses signed ints as indexes.
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Unlike LocalVector it always only allocates the space it needs.
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|||CLASS_TightLocalVectori|||
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</details>
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Sets
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<a name="CLASS_RBSet"></a>
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<details><summary>RBSet</summary>
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|||CLASS_RBSet|||
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</details>
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<a name="CLASS_VSet"></a>
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<details><summary>VSet</summary>
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|||CLASS_VSet|||
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</details>
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<a name="CLASS_HashSet"></a>
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<details><summary>HashSet</summary>
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|||CLASS_HashSet|||
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</details>
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Maps
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<a name="CLASS_RBMap"></a>
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<details><summary>RBMap</summary>
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|||CLASS_RBMap|||
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</details>
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<a name="CLASS_VMap"></a>
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<details><summary>VMap</summary>
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|||CLASS_VMap|||
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</details>
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HashMaps
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<a name="CLASS_OGHashMap"></a>
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<details><summary>OGHashMap</summary>
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Simple HashMap implementation.
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|||CLASS_OGHashMap|||
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</details>
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<a name="CLASS_HashMap"></a>
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<details><summary>HashMap</summary>
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HashMap implementation that uses open addressing with Robin Hood hashing.
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Use this by default.
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|||CLASS_HashMap|||
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</details>
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<a name="CLASS_OrderedHashMap"></a>
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<details><summary>OrderedHashMap</summary>
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HashMap implementation that keeps the order of it's elements.
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|||CLASS_OrderedHashMap|||
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</details>
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Special
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<a name="CLASS_SortArray"></a>
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<details><summary>SortArray</summary>
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|||CLASS_SortArray|||
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</details>
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<a name="CLASS_RingBuffer"></a>
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<details><summary>RingBuffer</summary>
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|||CLASS_RingBuffer|||
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</details>
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Files
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------------------------------------------------------------------
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<a name="CLASS_FileAccess"></a>
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<details><summary>FileAccess</summary>
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|||CLASS_FileAccess|||
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</details>
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<a name="STRUCT_FileAccessRef"></a>
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<details><summary>FileAccessRef</summary>
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|||STRUCT_FileAccessRef|||
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</details>
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<a name="CLASS_DirAccess"></a>
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<details><summary>DirAccess</summary>
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|||CLASS_DirAccess|||
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</details>
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<a name="STRUCT_DirAccessRef"></a>
|
|
<details><summary>DirAccessRef</summary>
|
|
|
|
|||STRUCT_DirAccessRef|||
|
|
|
|
</details>
|
|
|
|
Time
|
|
------------------------------------------------------------------
|
|
|
|
<a name="CLASS_SFWTime"></a>
|
|
<details><summary>SFWTime</summary>
|
|
|
|
|||CLASS_SFWTime|||
|
|
|
|
</details>
|
|
|
|
Threading
|
|
------------------------------------------------------------------
|
|
|
|
Thread
|
|
|
|
<a name="CLASS_Thread"></a>
|
|
<details><summary>Thread</summary>
|
|
|
|
|||CLASS_Thread|||
|
|
|
|
</details>
|
|
|
|
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>
|
|
|
|
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>
|
|
|
|
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>
|
|
|
|
OBJECT
|
|
====================================================================================
|
|
|
|
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>
|
|
|
|
|||CLASS_Resource|||
|
|
|
|
</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|||
|
|
|
|
</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>
|
|
|
|
RENDER CORE
|
|
====================================================================================
|
|
|
|
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
|
|
------------------------------------------------------------------
|
|
|
|
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>
|
|
|
|
<a name="CLASS_RenderTexture"></a>
|
|
<details><summary>RenderTexture</summary>
|
|
|
|
|||CLASS_RenderTexture|||
|
|
|
|
</details>
|
|
|
|
<a name="CLASS_FrameBuffer"></a>
|
|
<details><summary>FrameBuffer</summary>
|
|
|
|
|||CLASS_FrameBuffer|||
|
|
|
|
</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
|
|
|
|
******************************************************************
|
|
*
|
|
* +x
|
|
* *--->--------. .------------.
|
|
* | | | |
|
|
* v +y | | |
|
|
* | | +y ^ ^ +z |
|
|
* | | |/ |
|
|
* '------------' *--->--------'
|
|
* / +x
|
|
* -z
|
|
* 2D 3D
|
|
******************************************************************
|
|
|
|
|
|
RENDER IMMEDIATE
|
|
====================================================================================
|
|
|
|
|
|
<a name="CLASS_Renderer"></a>
|
|
<details><summary>Renderer</summary>
|
|
|
|
|||CLASS_Renderer|||
|
|
|
|
</details>
|
|
|
|
ADVANCED
|
|
====================================================================================
|
|
|
|
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
|
|
====================================================================================
|
|
|
|
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.
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|
http://code.google.com/p/muduo/
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|
|
|
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>
|
|
|
|
$LICENSES_Renderer$
|
|
|
|
DOCUMENTATION
|
|
|
|
<a name="LICENSE_MARKDEEP"></a>
|
|
<details><summary>Markdeep</summary>
|
|
|
|
This documentation was generated using markdeep:
|
|
|
|
https://casual-effects.com/markdeep
|
|
|
|
**Markdeep is open source. You may use, extend, and redistribute Markdeep without charge under the terms of the BSD license:**
|
|
|
|
Copyright 2015-2019, Morgan McGuire
|
|
All rights reserved.
|
|
|
|
Redistribution and use in source and binary forms, with or without modification,
|
|
are permitted provided that the following conditions are met:
|
|
|
|
1. Redistributions of source code must retain the above copyright notice, this
|
|
list of conditions and the following disclaimer.
|
|
|
|
2. 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.
|
|
|
|
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 HOLDER 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.
|
|
|
|
|
|
**Markdeep includes highlight.js, so you are also bound by its BSD license:**
|
|
|
|
Copyright (c) 2006, Ivan Sagalaev
|
|
All rights reserved.
|
|
|
|
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 highlight.js nor the names of its contributors may be used to
|
|
endorse or promote products derived from this software without specific prior written
|
|
permission.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE REGENTS 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 REGENTS AND 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>
|
|
|
|
<script>markdeepOptions = {tocStyle:'long', definitionStyle:'long', linkAPIDefinitions: true};</script>
|
|
<style>$MARKDEEP_THEME$</style>
|
|
<!-- Markdeep: --><style class="fallback">body{visibility:hidden;white-space:pre;font-family:monospace}</style>
|
|
<script src="markdeep.min.js"></script>
|
|
<script>window.alreadyProcessedMarkdeep||(document.body.style.visibility="visible")</script>
|
|
|