ASGE  3.2.0
Simple Game Framework in GL
ASGE Namespace Reference

Namespaces

 COLOURS
 
 FILEIO
 
 KEYS
 
 MOUSE
 
 SHADER_LIB
 

Classes

class  Camera
 
struct  Colour
 
struct  Font
 
class  Game
 
struct  GamePadData
 
struct  GameSettings
 
struct  GameTime
 
class  Input
 
struct  EventData
 
struct  KeyEvent
 
struct  ClickEvent
 
struct  ScrollEvent
 
struct  MoveEvent
 
class  NonCopyable
 
class  OGLGame
 
class  PixelBuffer
 
struct  Point2D
 
class  Renderer
 
class  RenderTarget
 
class  Resolution
 
class  Sprite
 
struct  SpriteBounds
 
struct  Text
 
class  Texture2D
 
struct  Tile
 
class  ValueBase
 
class  Value
 
struct  Viewport
 

Typedefs

using SharedEventData = std::shared_ptr< const EventData >
 
using TextBounds = SpriteBounds
 

Enumerations

enum  EventType { E_KEY , E_MOUSE_CLICK , E_MOUSE_SCROLL , E_MOUSE_MOVE }
 
enum class  SpriteSortMode { IMMEDIATE , TEXTURE , BACK_TO_FRONT , FRONT_TO_BACK }
 

Functions

Point2D operator* (float f, const Point2D &v)
 

Detailed Description

The simple game framework.

Enumeration Type Documentation

◆ EventType

subscribable event types.

Events that can be listened or subscribed to are listed here. Note not all input is event driven.

Enumerator
E_KEY 

Keyboard input. A key has been pressed or released.

E_MOUSE_CLICK 

Mouse click. A mouse button has been pressed.

E_MOUSE_SCROLL 

Scroll wheel. The scroll wheel for the mouse has been used.

E_MOUSE_MOVE 

Mouse movement. The mouse has been moved.

Definition at line 31 of file InputEvents.hpp.

◆ SpriteSortMode

enum ASGE::SpriteSortMode
strong

modes to control the batching of sprites

Used to control the sprite batching techniques that renderers may support.

Enumerator
IMMEDIATE 

Renders the sprite immediately. Invokes a state change, uploads to the gpu and draws the primitives. This can be an expensive operation.

TEXTURE 

Prepares the render data but does not populate the shared buffers nor does it render immediately. Instead it queues all the draw calls and then sorts them by their texture id. This reduces texture and GPU state changes, but breaks the original draw order and is slightly more intensive on the CPU and memory systems.

BACK_TO_FRONT 

Works identically to texture, but also uses the z-order to control the order of draw calls. All draw calls will be first sorted by their z-order and then sorted by their texture id. This mode will render the sprites with the lowest z-order first.

FRONT_TO_BACK 

Works identically to texture, but also uses the z-order to control the order of draw calls. All draw calls will be first sorted by their z-order and then sorted by their texture id. This mode will render the sprites with the highest z-order first.

Definition at line 28 of file Texture.hpp.