Nazara Engine
0.4
A fast, complete, cross-platform API designed for game development
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TODO: For now is unable to display different color in the history, it needs a RichTextDrawer to do so. More...
Classes | |
class | Application |
NDK class that represents the application, it offers a set of tools to ease the development. More... | |
class | BaseComponent |
NDK class that represents the common base of all components. More... | |
class | BaseSystem |
NDK class that represents the common base of all systems. More... | |
class | BaseWidget |
Abstract class serving as a base class for all widgets. More... | |
class | CameraComponent |
NDK class that represents the component for camera. More... | |
class | CollisionComponent2D |
NDK class that represents a two-dimensional collision geometry. More... | |
class | CollisionComponent3D |
NDK class that represents the component for collision (meant for static objects) More... | |
class | Console |
NDK class that represents a console to help development with Lua scripting. More... | |
class | Entity |
NDK class that represents an entity in a world. More... | |
class | EntityList |
NDK class that represents a set of entities to help performing batch operations. More... | |
class | EntityOwner |
NDK class that represents the owner of the entity and so its lifetime. More... | |
class | GraphicsComponent |
NDK class that represents the component for graphics. More... | |
class | ListenerSystem |
NDK class that represents the audio system. More... | |
class | LuaAPI |
NDK class that represents the api used for Lua. More... | |
class | LuaBinding |
NDK class that represents the binding between the engine & the SDK with the Lua scripting. More... | |
class | ParticleEmitterComponent |
NDK class that represents the component emitter of particles. More... | |
class | ParticleGroupComponent |
NDK class that represents the component for a group of particles. More... | |
class | ParticleSystem |
NDK class that represents the particle system. More... | |
class | PhysicsComponent2D |
NDK class that represents a physics point, without any collision. More... | |
class | PhysicsComponent3D |
NDK class that represents the component for physics (meant for dynamic objects) More... | |
class | PhysicsSystem2D |
NDK class that represents a two-dimensional physics system. More... | |
class | RenderSystem |
NDK class that represents the rendering system. More... | |
class | Sdk |
NDK class that represents the software development kit, a set of tools made to ease the conception of application. More... | |
class | State |
NDK class that represents a state of your application. More... | |
class | StateMachine |
NDK class that represents a state machine, to represent the multiple states of your program as a stack. More... | |
class | VelocityComponent |
NDK class that represents the component for velocity. More... | |
class | VelocitySystem |
NDK class that represents the velocity system. More... | |
class | World |
NDK class that represents a world. More... | |
Typedefs | |
using | CameraComponentHandle = Nz::ObjectHandle< CameraComponent > |
using | GraphicsComponentCullingList = Nz::CullingList< GraphicsComponent > |
using | GraphicsComponentHandle = Nz::ObjectHandle< GraphicsComponent > |
using | NodeComponentHandle = Nz::ObjectHandle< NodeComponent > |
using | ParticleGroupComponentHandle = Nz::ObjectHandle< ParticleGroupComponent > |
using | VelocityComponentHandle = Nz::ObjectHandle< VelocityComponent > |
using | ConsoleHandle = Nz::ObjectHandle< Console > |
using | EntityHandle = Nz::ObjectHandle< Entity > |
using | ComponentId = Nz::UInt64 |
using | ComponentIndex = Nz::UInt32 |
using | EntityId = Nz::UInt32 |
using | SystemIndex = Nz::UInt32 |
using | WorldHandle = Nz::ObjectHandle< World > |
Enumerations | |
enum | CheckboxState { CheckboxState_Checked, CheckboxState_Tristate, CheckboxState_Unchecked, CheckboxState_Max = CheckboxState_Unchecked } |
Functions | |
template<unsigned int N> | |
ComponentId | BuildComponentId (const char(&name)[N]) |
Builds a component id based on a name. More... | |
template<typename ComponentType > | |
ComponentIndex | GetComponentIndex () |
Gets the component id of a component. More... | |
template<typename SystemType > | |
SystemIndex | GetSystemIndex () |
Gets the system id of a system. More... | |
template<typename ComponentType , unsigned int N> | |
ComponentIndex | InitializeComponent (const char(&name)[N]) |
Initializes the a component. More... | |
template<typename SystemType > | |
SystemIndex | InitializeSystem () |
Initializes the a system. More... | |
template<typename ComponentType , typename C > | |
bool | IsComponent (C &component) |
Checks whether the parameter is a component. More... | |
template<typename SystemType , typename S > | |
bool | IsSystem (S &system) |
Checks whether the parameter is a system. More... | |
bool | operator== (const EntityList::iterator &lhs, const EntityList::iterator &rhs) |
bool | operator!= (const EntityList::iterator &lhs, const EntityList::iterator &rhs) |
void | swap (EntityList::iterator &lhs, EntityList::iterator &rhs) |
TODO: For now is unable to display different color in the history, it needs a RichTextDrawer to do so.
bool Ndk::IsComponent | ( | C & | component | ) |
Checks whether the parameter is a component.
component | Component to check |
bool Ndk::IsSystem | ( | S & | system | ) |
Checks whether the parameter is a system.
system | System to check |