My Project
Loading...
Searching...
No Matches
File List
Here is a list of all files with brief descriptions:
[detail level 123456]
 
Editor
 
Headers
 
EditCore
 
EditCore.hpp
Editor core class — initializes, runs, and shuts down the editor loop
 
GuiToolBarPanel
 
Buttons.hpp
Editor UI button panel — project/script/GameObject/component/sound controls
 
HubManager
 
HubManager.hpp
Top-level editor hub managing state transitions between Hub, Editor, and Run modes
 
ImGuiLayer
 
ImGuiLayer.hpp
ImGui rendering layer (DX11 + GLFW backends) — init, BeginFrame, EndFrame
 
ProjectManager
 
ProjectManager.hpp
Singleton project manager — create, load, save projects and scenes
 
Engine
 
Components
 
UserComponents
 
Headers
 
Camera
 
Camera.hpp
Base camera class — view/projection matrices, movement, and mouse-look
 
EditorCamera.hpp
Free-look editor camera derived from Camera
 
Core
 
Headers
 
API_Sound
 
audio.h
Legacy audio stub — empty placeholder. The active audio implementation is MiniAudioSystem.hpp
 
AudioTypes.hpp
Fundamental audio type aliases and descriptors (SoundHandle, VoiceHandle, SoundDesc, VoiceParams)
 
IAudioSystem.hpp
Abstract audio system interface — backend-agnostic API for init, sound loading, and playback
 
MiniAudioSystem.hpp
MiniAudio-backed implementation of IAudioSystem
 
Application
 
App.hpp
Top-level Application class owning the window and D3D11 context
 
Asset_Manager
 
AssetManager.hpp
Central asset registry — singleton cache for meshes, textures, and materials
 
Assets
 
MeshAsset
 
MeshAsset.hpp
3D mesh asset with CPU vertex/index data and D3D11 GPU buffers
 
TextureAsset
 
Material.hpp
Simple material containing a diffuse color and an optional texture
 
TextureAsset.hpp
Texture asset backed by a D3D11 Shader Resource View
 
TextureManager
 
TextureManager.hpp
Singleton texture cache — loads, stores, and reloads TextureAsset instances
 
Asset.hpp
Base class for all engine assets — defines the Load/Unload/CreateBuffers/Bind interface
 
CoreEngine
 
CoreEngine.hpp
Central engine class — initializes subsystems, drives the main loop, and exposes system accessors
 
D3D11
 
D3D11.hpp
Direct3D 11 renderer wrapper — device, swap chain, shaders, and draw calls
 
Entity
 
Component
 
AssetComponent.hpp
Component that attaches any Asset-derived resource to a GameObject
 
MeshComponent.hpp
Component storing a MeshAsset for rendering
 
RigidBodyComponent.hpp
Basic physics component — mass, velocity, force accumulation, and gravity
 
TextureComponent.hpp
Component storing a TextureAsset for rendering
 
Component.hpp
Abstract base class for all components attachable to a GameObject
 
GameObject.hpp
Scene entity owning a collection of components and supporting a parent-child hierarchy
 
Transform.hpp
Transform component storing position, rotation, and scale of a GameObject
 
Input_Manager
 
InputManager.hpp
Keyboard and mouse input manager — tracks pressed/held/released states per frame
 
InputState.hpp
Enum describing the per-frame state of a key or mouse button
 
MouseButton.hpp
Enum identifying trackable mouse buttons (Left, Right, Middle)
 
Scancode.hpp
Enum mapping GLFW key codes to named scancodes (physical key positions)
 
Logger
 
Logger.hpp
Singleton logger with Info/Warning/Error levels, console and file output
 
Scene
 
Scene.hpp
Scene class owning root GameObjects and driving their lifecycle
 
Sound_manager
 
Sound_manager.hpp
High-level SoundManager wrapping IAudioSystem for easy load/play/stop operations
 
Time_Manager
 
TimeManager.hpp
High-resolution frame timer computing delta time and FPS
 
Window
 
IWindow.hpp
Abstract window interface — platform-agnostic API for native handle and event polling
 
Window.hpp
GLFW-backed concrete window implementation (WindowOpener)
 
Externals
 
Maths
 
Headers
 
MMatrix4.hpp
Generic 4×4 matrix template for TRS transformations, projection, and inversion
 
MQuaternion.hpp
Generic quaternion template for 3D rotations — SLERP, LERP, Euler conversion
 
MVec2.hpp
Generic 2D vector template with arithmetic, interpolation, and utility operations
 
MVec3.hpp
Generic 3D vector template with cross/dot product, interpolation, and directional constants
 
Game
 
includes
 
MacroAutoRegister
 
AutoRegister.hpp
REGISTER_SCRIPT macro for automatic compile-time script registration
 
ScriptManager
 
ScriptManager.hpp
Manages user script instances — creation, deletion, initialization, and per-frame update
 
ScriptRegister
 
ScriptRegister.hpp
Singleton factory registry for user scripts — stores and instantiates script types
 
ScriptRoot
 
Script.hpp
Abstract script base class defining OnStart() and Update() lifecycle methods
 
UserScript
 
UserScript.hpp
Named user script inheriting from Script
 
Runtime
 
EngineBridge
 
Headers
 
InputBridge
 
InputBridge.hpp
Bridges GLFW raw input events into the engine InputManager
 
MainBridge
 
Bridge.hpp
High-level runtime bridge — owns Application, CoreEngine, and InputBridge