|  | Conquer Space 0.0.0
    A space themed grand strategy game set in the near future, with realistic orbital mechanics, and an emphasis on economics and politics. | 
When adding assets, it is extremely crucial that you read cqsp::asset::AssetLoader::LoadResources to find out how to add a resource to the game. More...
| Classes | |
| class | ALAudioAsset | 
| class | Asset | 
| The base class for assets.  More... | |
| class | AssetLoader | 
| class | AssetManager | 
| class | AssetOptions | 
| class | AssetPrototype | 
| class | AudioAsset | 
| class | BinaryAsset | 
| struct | Character | 
| class | CubemapPrototype | 
| class | Font | 
| class | FontPrototype | 
| class | HjsonAsset | 
| class | ImagePrototype | 
| class | IOStream | 
| class | IOSystem | 
| class | IVirtualDirectory | 
| Meant to list all the files and sub files in the directory. This is sort of a replacement for directory iterator. If you want to cd a directory, just access it from the initial file system, I guess.  More... | |
| class | IVirtualFile | 
| class | IVirtualFileSystem | 
| The main functionality for this is to read files, so writing to files will not really be supported.  More... | |
| struct | Material | 
| struct | MaterialPrototype | 
| struct | MeshPrototype | 
| struct | Model | 
| struct | ModelLoader | 
| struct | ModelMesh | 
| struct | ModelPrototype | 
| struct | ModelTexturePrototype | 
| class | NativeDirectory | 
| class | NativeFile | 
| class | NativeFileSystem | 
| class | Package | 
| class | PackagePrototype | 
| class | PathedTextAsset | 
| Text asset which remembers what it's path is.  More... | |
| class | QueueHolder | 
| class | Shader | 
| class | ShaderDefinition | 
| class | ShaderProgram | 
| A shader program. More... | |
| class | ShaderPrototype | 
| class | TextAsset | 
| class | TextDirectoryAsset | 
| Asset to store a directory of text files, and remembers the path of the assets.  More... | |
| class | Texture | 
| struct | TextureLoadingOptions | 
| struct | Vertex | 
| class | VirtualMounter | 
| Typedefs | |
| typedef std::shared_ptr< IVirtualFile > | IVirtualFilePtr | 
| typedef std::shared_ptr< IVirtualDirectory > | IVirtualDirectoryPtr | 
| typedef std::shared_ptr< ModelMesh > | ModelMesh_t | 
| typedef std::shared_ptr< ShaderProgram > | ShaderProgram_t | 
| The preferred way of using a shader program.  More... | |
| Enumerations | |
| enum class | AssetType { NONE , TEXTURE , SHADER , HJSON , TEXT , MODEL , FONT , CUBEMAP , TEXT_ARRAY , AUDIO , SHADER_DEFINITION , SCRIPT , BINARY } | 
| enum | PrototypeType { NONE = 0 , NONE , TEXTURE , TEXTURE , SHADER , SHADER , FONT , FONT , CUBEMAP , CUBEMAP , MODEL , MODEL } | 
| enum | FileModes { Text = 0 , Binary = 1 << 0 } | 
| enum class | Offset { Beg , End , Cur } | 
| enum class | ShaderType { NONE , VERT , FRAG , GEOM } | 
| Functions | |
| AssetType | FromString (const std::string &name) | 
| Converts asset type names to asset types  More... | |
| std::string | ToString (AssetType type) | 
| Converts asset type to asset type names for display  More... | |
| bool | AssetIsVisual (AssetType type) | 
| Checks whether the asset is needed for windowed mode or not.  More... | |
| std::string | GetShaderCode (const std::string &identifier) | 
| void | MakeShader (const Hjson::Value &hjson) | 
| void | GenerateMesh (engine::Mesh &mesh, std::vector< Vertex > vertices, std::vector< unsigned int > indices) | 
| void | LoadModelPrototype (ModelPrototype *prototype, Model *asset) | 
| void | LoadModelData (engine::Mesh *mesh, std::vector< Vertex > &vertices, std::vector< unsigned int > &indices) | 
| std::vector< uint8_t > | ReadAllFromVFile (IVirtualFile *) | 
| Reads all the data from the virtual file.  More... | |
| std::string | ReadAllFromVFileToString (IVirtualFile *file) | 
| Don't really want this, but ah well, it cannot be helped.  More... | |
| std::string | GetFilename (const std::string &path) | 
| Gets filename from path.  More... | |
| std::string | GetParentPath (const std::string &path) | 
| std::unique_ptr< AudioAsset > | LoadOgg (std::ifstream &input) | 
| std::unique_ptr< AudioAsset > | LoadOgg (uint8_t *buffer, int size) | 
| unsigned int | LoadShaderData (const std::string &code, int type) | 
| unsigned int | MakeShaderProgram (int vertex, int fragment, int geometry) | 
| std::string | GetErrorLog (unsigned int shader) | 
| Get the issues of the shader, up to 1024 characters of it.  More... | |
| ShaderProgram_t | MakeShaderProgram (Shader &vert, Shader &frag) | 
| Helper function to create a shader program.  More... | |
| ShaderProgram_t | MakeShaderProgram (Shader &vert, Shader &frag, Shader &geom) | 
| Helper function to create a shader program with a geometry shader.  More... | |
| void | LoadFontData (Font &font, unsigned char *fontBuffer, uint64_t size) | 
| void | RenderText (ShaderProgram &shader, Font &font, std::string text, float x, float y, float scale, glm::vec3 color) | 
| unsigned int | CreateTexture (unsigned char *data, int width, int height, int components, const TextureLoadingOptions &options) | 
| void | CreateTexture (Texture &texture, unsigned char *data, int width, int height, int components, const TextureLoadingOptions &options) | 
| void | LoadCubemapData (Texture &texture, std::vector< unsigned char * > &faces, int width, int height, int components, TextureLoadingOptions &options) | 
| bool | SaveImage (const char *path, int width, int height, int components, const unsigned char *data, bool flip) | 
When adding assets, it is extremely crucial that you read cqsp::asset::AssetLoader::LoadResources to find out how to add a resource to the game.
When loading an asset from the game, read cqsp::asset::AssetLoader::GetAsset
| typedef std::shared_ptr<IVirtualDirectory> cqsp::asset::IVirtualDirectoryPtr | 
| typedef std::shared_ptr<IVirtualFile> cqsp::asset::IVirtualFilePtr | 
| typedef std::shared_ptr<ModelMesh> cqsp::asset::ModelMesh_t | 
| typedef std::shared_ptr<ShaderProgram> cqsp::asset::ShaderProgram_t | 
The preferred way of using a shader program.
| 
 | strong | 
| Enumerator | |
|---|---|
| NONE | |
| TEXTURE | 
 
 | 
| SHADER | 
 
 | 
| HJSON | 
 
 | 
| TEXT | 
 
 | 
| MODEL | Not supported yet. | 
| FONT | 
 
 | 
| CUBEMAP | 
 
 | 
| TEXT_ARRAY | 
 | 
| AUDIO | 
 
 | 
| SHADER_DEFINITION | 
 
 | 
| SCRIPT | |
| BINARY | |
| 
 | strong | 
| Enumerator | |
|---|---|
| NONE | |
| NONE | |
| TEXTURE | texture prototype | 
| TEXTURE | 
 
 | 
| SHADER | shader prototype | 
| SHADER | 
 
 | 
| FONT | Font prototype. | 
| FONT | 
 
 | 
| CUBEMAP | cubemap prototype | 
| CUBEMAP | 
 
 | 
| MODEL | Model prototype. | 
| MODEL | Not supported yet. | 
| 
 | strong | 
| Enumerator | |
|---|---|
| NONE | Invalid shader. | 
| VERT | Vertex shader. | 
| FRAG | Fragment shader. | 
| GEOM | Geometry shader. | 
| 
 | inline | 
Checks whether the asset is needed for windowed mode or not.
| void cqsp::asset::CreateTexture | ( | Texture & | texture, | 
| unsigned char * | data, | ||
| int | width, | ||
| int | height, | ||
| int | components, | ||
| const TextureLoadingOptions & | options | ||
| ) | 
| unsigned int cqsp::asset::CreateTexture | ( | unsigned char * | data, | 
| int | width, | ||
| int | height, | ||
| int | components, | ||
| const TextureLoadingOptions & | options | ||
| ) | 
| 
 | inline | 
Converts asset type names to asset types
| name | 
| void cqsp::asset::GenerateMesh | ( | engine::Mesh & | mesh, | 
| std::vector< Vertex > | vertices, | ||
| std::vector< unsigned int > | indices | ||
| ) | 
| std::string cqsp::asset::GetErrorLog | ( | unsigned int | shader | ) | 
Get the issues of the shader, up to 1024 characters of it.
| shader | shader id | 
| 
 | inline | 
Gets filename from path.
| path | 
| 
 | inline | 
| std::string cqsp::asset::GetShaderCode | ( | const std::string & | identifier | ) | 
| void cqsp::asset::LoadCubemapData | ( | Texture & | texture, | 
| std::vector< unsigned char * > & | faces, | ||
| int | width, | ||
| int | height, | ||
| int | components, | ||
| TextureLoadingOptions & | options | ||
| ) | 
| void cqsp::asset::LoadFontData | ( | Font & | font, | 
| unsigned char * | fontBuffer, | ||
| uint64_t | size | ||
| ) | 
| void cqsp::asset::LoadModelData | ( | engine::Mesh * | mesh, | 
| std::vector< Vertex > & | vertices, | ||
| std::vector< unsigned int > & | indices | ||
| ) | 
| void cqsp::asset::LoadModelPrototype | ( | ModelPrototype * | prototype, | 
| Model * | asset | ||
| ) | 
| std::unique_ptr< AudioAsset > cqsp::asset::LoadOgg | ( | std::ifstream & | input | ) | 
| std::unique_ptr< AudioAsset > cqsp::asset::LoadOgg | ( | uint8_t * | buffer, | 
| int | size | ||
| ) | 
| unsigned int cqsp::asset::LoadShaderData | ( | const std::string & | code, | 
| int | type | ||
| ) | 
| void cqsp::asset::MakeShader | ( | const Hjson::Value & | hjson | ) | 
| unsigned int cqsp::asset::MakeShaderProgram | ( | int | vertex, | 
| int | fragment, | ||
| int | geometry | ||
| ) | 
| 
 | inline | 
Helper function to create a shader program.
| 
 | inline | 
Helper function to create a shader program with a geometry shader.
| std::vector< uint8_t > cqsp::asset::ReadAllFromVFile | ( | IVirtualFile * | ) | 
Reads all the data from the virtual file.
| std::string cqsp::asset::ReadAllFromVFileToString | ( | IVirtualFile * | file | ) | 
Don't really want this, but ah well, it cannot be helped.
| void cqsp::asset::RenderText | ( | ShaderProgram & | shader, | 
| Font & | font, | ||
| std::string | text, | ||
| float | x, | ||
| float | y, | ||
| float | scale, | ||
| glm::vec3 | color | ||
| ) | 
| bool cqsp::asset::SaveImage | ( | const char * | path, | 
| int | width, | ||
| int | height, | ||
| int | components, | ||
| const unsigned char * | data, | ||
| bool | flip | ||
| ) | 
| 
 | inline | 
Converts asset type to asset type names for display
| name |