MochiEngine
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
 NMochi
 NAudio
 NFS
 NScripting
 NGraphics
 NDebug
 NInput
 NEvent
 NPhysics
 NTime
 CDebugLayerThe debug layer is a layer automatically injected in the Engine if the game is in debug mode. It provides a text indicating that it is a development build, an FPS counter and two perpendicular lines crossing at the center of the screen
 CEngineMain class of the MochiEngine. It owns and coordinates all subsystems and layers, and drives the application lifecycle
 CApplicationQuitEvent
 CGamepadAddedEvent
 CGamepadRemovedEvent
 CAudioManagerSwappedEvent
 CCameraSwappedEvent
 CActionManagerSwappedEvent
 CRendererSwappedEvent
 CEngineErrorGeneric error that can be thrown inside the MochiEngine
 CResourceNotFoundErrorSpecific implementation of EngineError for resources that are not found in the specified path
 CSystemInitializationErrorSpecific implementation of EngineError for subsystems that have not been initialized correctly
 CMalformedInputActionSpecific implementation of EngineError thrown when actions loaded by an Input::IActionManager are malformed
 CAudioOperationErrorSpecific implementation of EngineError thrown when there is an error on the audio subsystem
 CLayerThe layer class offers a simple way to organize domains of the application while having access to most of the Engine subsystems. Note that a layer is meant to be inherited from and can't be instantated as is. A layer will Update, Render and show the GUI as a small Engine class. So the layer is just a convenient responsability separator. Ownership:
 CTransformMinimal transform with a position and scale. Rotation is deliberately omited because of the incompatibility with pixel art. This class is meant to represent the space occupied by an entity, and reused for several elements of that same entity, as the game logic, sprite or collider
 CVector2fFloat vector of two positions with an X and Y elements and conversion with SDL_FPoint for ease of use with SDL. It allows basic operations like sum, substraction, multiplication and division of vectors, and also multiplication and division with scalars. It also gives useful methods like the Dot, or the length of the vector (the Distance from 0,0)
 CRectfFloat vector of 4 positions with an X, Y, W and H elements defining a rectangle and conversion with SDL_FRect for ease of use with SDL. It allows basic operations with other rectangles, vectors or scalars
 CColorUnsigned int vector of 4 elements, with the rgb elements of the color and an alpha channel. It also has automatic conversion to SDL_Color for ease of use with SDL