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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.
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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) |
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 | ||
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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 | ) |
int cqsp::engine::GetGlfwKey | ( | KeyInput | key | ) |
KeyInput cqsp::engine::GetKey | ( | int | key | ) |
int cqsp::engine::GetRmlUiKey | ( | int | glfw_key | ) |
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inline |
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inline |
BasicRendererObject cqsp::engine::MakeRenderable | ( | ) |
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inline |
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inline |
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inline |
GLFWwindow * cqsp::engine::window | ( | Window * | window | ) |
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extern |