ASGE
3.2.0
Simple Game Framework in GL
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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) |
The simple game framework.
enum ASGE::EventType |
subscribable event types.
Events that can be listened or subscribed to are listed here. Note not all input is event driven.
Definition at line 31 of file InputEvents.hpp.
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strong |
modes to control the batching of sprites
Used to control the sprite batching techniques that renderers may support.
Definition at line 28 of file Texture.hpp.