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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 |