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PROTO::KLUDGE
0.1
Quick prototyping library for games using SDL and OpenGL.
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Namespaces | |
ImGuiUtilities | |
levelSelection | |
options | |
physics | |
utilities | |
Classes | |
class | AmbientLight |
Class for initializing and using OpenGL ambient lighting. More... | |
class | Arena |
class | Bullet |
class | Camera |
class | CharacterBody |
A class representing a Box2D dynamic body with special fixtures and data used to track collisions and respond to them in a way that is appropriate to the game rather than what is correct for the physical simulation. More... | |
class | CharacterController |
class | CharacterSelectScreen |
class | DiffuseLight |
Class for creating an OpenGL diffuse light. More... | |
class | Drawable |
Interface for creating drawable entities. Part of the Decorator pattern for drawable objects used in the game. More... | |
class | DynamicBody |
A class wrapper to ease the instantiation and use of Box2D dynamic bodies. It also performs conversions between meters in physics space and pixels in screen space automatically. More... | |
class | Font |
A class implemented using the Facade pattern used for loading SDL TTF_Font data. More... | |
class | Game |
Class for storing and managing all game data and states. Game is implemented as a Singleton and also uses the State pattern along with ScreenState subclasses. More... | |
class | GameController |
Convenience class for abstracting functionality that already exists in SDL. More... | |
class | Ghost |
class | GLDrawable |
class | GLFrameAnimation |
struct | GLRect |
Useful for defining size and origin of an OpenGL object. More... | |
class | GLSprite |
struct | GLStates |
Stores the states used to draw OpenGL objects. More... | |
class | GLTexture |
Class for creating textures usable with OpenGL from SDL. More... | |
class | GLTransformable |
Decorator class for creating easing OpenGL transformations for game objects. More... | |
struct | GLTransformData |
Transform data for GLTransformable objects. Used by the GLTransformable class internally, but usable in isolation as well. More... | |
class | HUD |
class | KinematicBody |
A class wrapper to ease the instantiation and use of Box2D kinematic bodies. It also performs conversions between meters in physics space and pixels in screen space automatically. More... | |
class | LevelSelectScreen |
ScreenState subclass used for the Level Select state. More... | |
class | Material |
Class for creating an OpenGL material with specular lighting (reflection). More... | |
class | Mesh |
Class for building OpenGL generic geometry. More... | |
class | MovingPlaform |
class | OptionsScreen |
class | RectangleShape |
Create a drawable RectangleShape using OpenGL. For more complex OpenGL geometry see the Mesh class. More... | |
class | ScreenState |
Abstract class for screen states, necessary for implementing the State pattern along with the Game class. More... | |
class | SensorData |
A class wrapping some user data for Box2D fixtures. Includes data for number of contacts being made to the sensor and an ID useful for identifying fixtures when a contact triggers a Box2D contact listener event. More... | |
class | Shader |
Class for supporting OpenGL GLSL shaders. More... | |
class | Sprite |
Drawable sprite using a Texture as its drawable resource. Part of the Decorator pattern along with the Drawable class. More... | |
struct | spriteData |
Data necessary for representing the Sprite. More... | |
class | StaticPlatform |
class | Text |
Drawable text using a Texture as its drawable resource. Part of the Decorator pattern along with the Drawable class. More... | |
struct | textData |
Data necessary for representing the Text. More... | |
class | Texture |
A class implemented using the Facade pattern used for loading SDL_Texture data. More... | |
class | Thwomp |
class | Transform |
Transform used to manipulate the position, scale, center, and rotation of objects. More... | |
struct | transformData |
Data used for transformations. More... | |
class | TriangleShape |
Create a drawable TriangleShape using OpenGL. Useful for basic test programs, but not very flexible - it will create only isosceles triangles. For more complex OpenGL geometry see the Mesh class. More... | |
class | Walker |
class | Window |
Class for SDL window creation and management, implemented using the Facade pattern to provide a more intuitive interface. More... | |
Enumerations | |
enum | GameControllerAxis { INVALID_AXIS = SDL_CONTROLLER_AXIS_INVALID, LEFT_X = SDL_CONTROLLER_AXIS_LEFTX, LEFT_Y = SDL_CONTROLLER_AXIS_LEFTY, RIGHT_X = SDL_CONTROLLER_AXIS_RIGHTX, RIGHT_Y = SDL_CONTROLLER_AXIS_RIGHTY, TRIGGER_LEFT = SDL_CONTROLLER_AXIS_TRIGGERLEFT, TRIGGER_RIGHT = SDL_CONTROLLER_AXIS_TRIGGERRIGHT, AXIS_MAX = SDL_CONTROLLER_AXIS_MAX } |
Mapping of SDL game pad axes for the purposes of not having to depend on memorizing SDL enums. More... | |
enum | GameControllerButton { INVALID_BUTTON = SDL_CONTROLLER_BUTTON_INVALID, A = SDL_CONTROLLER_BUTTON_A, B = SDL_CONTROLLER_BUTTON_B, X = SDL_CONTROLLER_BUTTON_X, Y = SDL_CONTROLLER_BUTTON_Y, BACK = SDL_CONTROLLER_BUTTON_BACK, GUIDE = SDL_CONTROLLER_BUTTON_GUIDE, START = SDL_CONTROLLER_BUTTON_START, LEFT_STICK = SDL_CONTROLLER_BUTTON_LEFTSTICK, RIGHT_STICK = SDL_CONTROLLER_BUTTON_RIGHTSTICK, LEFT_SHOULDER = SDL_CONTROLLER_BUTTON_LEFTSHOULDER, RIGHT_SHOULDER = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, DPAD_UP = SDL_CONTROLLER_BUTTON_DPAD_UP, DPAD_DOWN = SDL_CONTROLLER_BUTTON_DPAD_DOWN, DPAD_LEFT = SDL_CONTROLLER_BUTTON_DPAD_LEFT, DPAD_RIGHT = SDL_CONTROLLER_BUTTON_DPAD_RIGHT, BUTTON_MAX = SDL_CONTROLLER_BUTTON_MAX } |
Mapping of SDL game pad buttons for the purposes of not having to depend on memorizing SDL enums. More... | |
enum | GLTextureWrap { CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE, CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER, MIRRORED_REPEAT = GL_MIRRORED_REPEAT, REPEAT = GL_REPEAT, MIRROR_CLAMP_TO_EDGE = GL_MIRROR_CLAMP_TO_EDGE } |
enum | GLTextureFilter { NEAREST = GL_NEAREST, LINEAR = GL_LINEAR, NEAREST_MIPMAP_NEAREST = GL_NEAREST_MIPMAP_NEAREST, LINEAR_MIPMAP_NEAREST = GL_LINEAR_MIPMAP_NEAREST, LINEAR_MIPMAP_LINEAR = GL_LINEAR_MIPMAP_LINEAR } |
Values for setting the texture filter functions for GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R. These values have been aliased with member data (SEE MEMBER DATA FOR DETAILS). For further reference, refer to the OpenGL refpages: https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexParameter.xhtml. More... | |
enum | SensorType { FOOT, LEFT, RIGHT, TOP } |
The type of sensor data represented. More... | |
enum pk::GLTextureFilter |
Values for setting the texture filter functions for GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, and GL_TEXTURE_WRAP_R. These values have been aliased with member data (SEE MEMBER DATA FOR DETAILS). For further reference, refer to the OpenGL refpages: https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexParameter.xhtml.
Values for setting the texture filter functions for both GL_TEXTURE_MIN_FILTER and GL_TEXTURE_MAG_FILTER. These values have been aliased with member data (SEE MEMBER DATA FOR DETAILS). For further reference, refer to the OpenGL refpages: https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexParameter.xhtml.
Enumerator | |
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NEAREST | |
LINEAR | |
NEAREST_MIPMAP_NEAREST | |
LINEAR_MIPMAP_NEAREST | |
LINEAR_MIPMAP_LINEAR |
enum pk::GLTextureWrap |
enum pk::SensorType |