|
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.
|
Namespaces | |
| namespace | audio |
| namespace | primitive |
Classes | |
| class | AAFrameBufferRenderer |
| class | Application |
| class | BasicRenderer |
| class | EmptyScene |
| class | FramebufferRenderer |
| class | GameState |
| class | GLWindow |
| class | IFramebuffer |
| Interface for framebuffer renderers. More... | |
| class | LayerRenderer |
| Renders a series of framebuffers onto screen. This is a relatively simple way of allowing organization of multiple framebuffers. But layer management is a bit scuffed and could be made more intuitive. How, that's a different question. How to use: More... | |
| class | Mesh |
| class | Renderable |
| class | Renderer2D |
| class | Scene |
| class | SceneManager |
| Manages scenes for the application. More... | |
| class | ThreadsafeQueue |
| class | UserInput |
| class | Window |
| The window handles the initialization of the callbacks, and all the input and output. It also manages all the pointers for the windows. More... | |
Typedefs | |
| typedef std::shared_ptr< Mesh > | Mesh_t |
| typedef std::shared_ptr< Renderable > | BasicRendererObject |
Functions | |
| GLFWwindow * | window (Window *window) |
| const char * | ParseType (GLenum type) |
| const char * | ParseSeverity (GLenum severity) |
| const char * | ParseSource (GLenum source) |
| const std::string | GetGlError (GLenum error) |
| void APIENTRY | glDebugOutput (GLenum source, GLenum type, unsigned int id, GLenum severity, GLsizei length, const char *message, const void *userParam) |
| Mesh_t | MakeMesh () |
| void | GenerateFrameBuffer (unsigned int &framebuffer) |
| void | Draw (Renderable &renderable) |
| void | Draw (Renderable &renderable, ShaderProgram_t &shader) |
| void | Draw (Renderable &renderable, asset::ShaderProgram *shader) |
| BasicRendererObject | MakeRenderable () |
| void | Draw (Renderable &, asset::ShaderProgram_t &shader) |
| int | GetRmlUiKey (int glfw_key) |
| int | GetAsciiKey (int glfw_key) |
| KeyInput | GetKey (int key) |
| int | GetGlfwKey (KeyInput key) |
Variables | |
| std::shared_ptr< spdlog::logger > | engine_logger = nullptr |
| typedef std::shared_ptr<Renderable> cqsp::engine::BasicRendererObject |
| typedef std::shared_ptr<Mesh> cqsp::engine::Mesh_t |
| void cqsp::engine::Draw | ( | Renderable & | , |
| asset::ShaderProgram_t & | shader | ||
| ) |
| void cqsp::engine::Draw | ( | Renderable & | renderable | ) |
| void cqsp::engine::Draw | ( | Renderable & | renderable, |
| asset::ShaderProgram * | shader | ||
| ) |
| void cqsp::engine::Draw | ( | Renderable & | renderable, |
| ShaderProgram_t & | shader | ||
| ) |
| void cqsp::engine::GenerateFrameBuffer | ( | unsigned int & | framebuffer | ) |
| int cqsp::engine::GetAsciiKey | ( | int | glfw_key | ) |
|
inline |
| int cqsp::engine::GetGlfwKey | ( | KeyInput | key | ) |
| KeyInput cqsp::engine::GetKey | ( | int | key | ) |
| int cqsp::engine::GetRmlUiKey | ( | int | glfw_key | ) |
|
inline |
|
inline |
| BasicRendererObject cqsp::engine::MakeRenderable | ( | ) |
|
inline |
|
inline |
|
inline |
| GLFWwindow * cqsp::engine::window | ( | Window * | window | ) |
|
extern |