FPLBase
An open source project by
FPL.
|
fplbase | Namespace for FPLBase library |
internal | |
OpaqueHandle | |
Asset | Base class of all assets that may be managed by Assetmanager |
FileAsset | A generic asset whose contents the AssetManager doesn't care about |
AssetManager | Central place to own game assets loaded from disk |
AsyncAsset | |
AsyncLoader | Handles loading AsyncAsset objects |
EnvironmentHandles | |
Environment | |
Button | Used to record state for fingers, mousebuttons, keys and gamepad buttons |
InputPointer | Stores information about the current and recent state of a pointer |
Joystick | Represents the state of a Joystick |
Gamepad | Represents the state of a connected gamepad |
AndroidInputEvent | Structure used for storing gamepad events when we get them from jni until we can handle them |
TextInputEventEdit | An event parameter for a text edit in IME (Input Method Editor). The information passed in the event is an intermediate state and only used for UI represents. Once IME finalizes an edit, the user recieves an TextInputEventText event for the finalized strings |
TextInputEventKey | An event parameter for a keyboard input |
TextInputEvent | Holds text input events |
InputSystem | Use to handle time, touch/mouse/keyboard/etc input, and lifecyle events |
AlphaTestState | |
BlendState | |
CullState | |
DepthState | |
StencilFunction | |
StencilOperation | |
StencilState | |
ScissorState | |
RenderState | |
HandleUnionGl | |
Material | Collections of textures used for rendering multi-texture models |
Mesh | Abstraction for a set of indices, used for rendering |
InterleavedVertexData | Holder for data that can be turned into a mesh |
RenderTarget | Abstracts a surface that can be rendered to |
RendererBase | Manages the rendering system, handling the window and resources |
Renderer | Renderer is the main API class for rendering commands |
HeadMountedDisplayViewSettings | Dimensions and transforms for viewport when using stereoscopic rendering |
Shader | Represents a shader consisting of a vertex and pixel shader |
Texture | Abstraction for a texture object loaded on the GPU |
TextureAtlas | Texture coordinate dictionary |
HighPerformanceParams | HighPerformanceParams are used on Android to configure simulated key presses, in order to stop the CPU governor (see https://www.kernel.org/doc/Documentation/cpu-freq/governors.txt) from reducing the CPU frequency when a user is not providing tactile input |
AsyncResource | Any resource that can be loaded asynchronously should inherit from this |