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My Project
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Classes | |
| class | IAudioSystem |
| Interface representing the core audio system of the engine. Defines the API used to initialize the audio backend, manage sound resources, and control audio playback. Implementations can use different audio libraries (MiniAudio, FMOD, Wwise, etc.). More... | |
| class | MiniAudioSystem |
| Audio system implementation using MiniAudio. Handles loading, playing, and managing audio resources in the engine. Implements the IAudioSystem interface. More... | |
| class | Application |
| Main engine application class. Manages the window and Direct3D11 context. More... | |
| class | CoreEngine |
| Core class of the engine. Responsible for initializing systems, running the main loop, and shutting down the engine properly. More... | |
| struct | MatrixBuffer |
| Constant buffer used to store camera matrices. Sent to the GPU each frame. More... | |
| struct | ObjectColorBuffer |
| Constant buffer used to send object color data to the pixel shader. More... | |
| class | D3D11 |
| Wrapper class responsible for initializing and managing Direct3D 11. Handles device creation, swap chain, rendering targets, and draw calls. More... | |
| class | Component |
| Base class for all components in the engine. Components define behavior that can be attached to a GameObject. More... | |
| class | AssetComponent |
| Component responsible for attaching an asset to an entity. Can store meshes, textures, or any asset derived from Asset. More... | |
| class | MeshComponent |
| Component responsible for storing and managing a mesh for an entity. Used by the rendering system to draw geometry. More... | |
| class | RigidBodyComponent |
| Component responsible for basic physics simulation. Handles velocity, forces, gravity, and position updates. More... | |
| class | TextureComponent |
| Component responsible for storing a texture associated with a GameObject. This texture can later be used by the rendering system. More... | |
| class | GameObject |
| Represents an object in the scene. A GameObject can contain multiple components and be part of a hierarchy. More... | |
| class | Transform |
| Transform component responsible for storing spatial data of a GameObject. Defines position, rotation, and scale in 3D space. Every GameObject should have exactly one Transform. More... | |
| class | InputManager |
| Handles keyboard and mouse input. Tracks key states, mouse buttons, and mouse movement. More... | |
| class | LoggerManager |
| Singleton class responsible for logging messages to console and file. Supports Info, Warning, and Error log types. More... | |
| class | Scene |
| Represents a scene containing multiple GameObjects. Manages creation, destruction, and updating of root GameObjects. More... | |
| class | TimeManager |
| Manages time tracking for the engine. Computes delta time between frames and the current FPS. More... | |
| struct | IWindow |
| Abstract interface for a window in the engine. Allows the engine to interact with different window implementations. More... | |
| class | WindowOpener |
| Concrete implementation of IWindow using GLFW. Manages window creation, events, and access to native handles. More... | |
Enumerations | |
| enum class | InputState { Up , Pressed , Held , Released } |
| Represents the current state of a key or mouse button. More... | |
| enum class | MouseButton { Left , Right , Middle , COUNT } |
| Represents mouse buttons that can be tracked. More... | |
| enum class | Scancode : int { KEY_W = GLFW_KEY_W , KEY_A = GLFW_KEY_A , KEY_S = GLFW_KEY_S , KEY_D = GLFW_KEY_D , SPACE = GLFW_KEY_SPACE , ESCAPE = GLFW_KEY_ESCAPE , LSHIFT = GLFW_KEY_LEFT_SHIFT , RSHIFT = GLFW_KEY_RIGHT_SHIFT , LCTRL = GLFW_KEY_LEFT_CONTROL , RCTRL = GLFW_KEY_RIGHT_CONTROL , NUM_0 = GLFW_KEY_0 , NUM_1 = GLFW_KEY_1 , NUM_2 = GLFW_KEY_2 , NUM_3 = GLFW_KEY_3 , NUM_4 = GLFW_KEY_4 , NUM_5 = GLFW_KEY_5 , NUM_6 = GLFW_KEY_6 , NUM_7 = GLFW_KEY_7 , NUM_8 = GLFW_KEY_8 , NUM_9 = GLFW_KEY_9 , F1 = GLFW_KEY_F1 , F2 = GLFW_KEY_F2 , F3 = GLFW_KEY_F3 , F4 = GLFW_KEY_F4 , F5 = GLFW_KEY_F5 , F12 = GLFW_KEY_F12 , UP = GLFW_KEY_UP , DOWN = GLFW_KEY_DOWN , LEFT = GLFW_KEY_LEFT , RIGHT = GLFW_KEY_RIGHT , UNKNOWN = GLFW_KEY_UNKNOWN } |
| Represents keyboard scancodes using GLFW key codes. Scancodes are based on physical key positions, independent of keyboard layout (AZERTY vs QWERTY). More... | |
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Represents keyboard scancodes using GLFW key codes. Scancodes are based on physical key positions, independent of keyboard layout (AZERTY vs QWERTY).
| Enumerator | |
|---|---|
| KEY_W | |
| KEY_A | |
| KEY_S | |
| KEY_D | |
| SPACE | |
| ESCAPE | |
| LSHIFT | |
| RSHIFT | |
| LCTRL | |
| RCTRL | |
| NUM_0 | |
| NUM_1 | |
| NUM_2 | |
| NUM_3 | |
| NUM_4 | |
| NUM_5 | |
| NUM_6 | |
| NUM_7 | |
| NUM_8 | |
| NUM_9 | |
| F1 | |
| F2 | |
| F3 | |
| F4 | |
| F5 | |
| F12 | |
| UP | |
| DOWN | |
| LEFT | |
| RIGHT | |
| UNKNOWN | |