GameApi 28
Library used by GameApi Builder tool
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GameApi_dep_add_find.cc File Reference
#include "GameApi_h.hh"
#include "GraphI.hh"
#include <memory>
Include dependency graph for GameApi_dep_add_find.cc:

Classes

class  TexIDEmpty
struct  Dep

Macros

#define DEP(name)

Functions

IMPORT void InstallProgress (int num, std::string label, int max)
IMPORT void ProgressBar (int num, int val, int max, std::string label)
void stackTrace ()
IMPORT int add_block ()
void recreate_block (int id)
IMPORT void set_current_block (int id)
void delete_item_from_block (void *ptr, Block2 *blk)
void delete_item (void *ptr)
int get_current_block ()
IMPORT void clear_block (int id)
GameApi::PAT add_path (GameApi::Env &e, Path *p)
GameApi::FS add_float_scene (GameApi::Env &e, FloatScene *scene)
GameApi::PV add_facecoll_array (GameApi::Env &e, Array< int, FaceCollection * > *arr)
GameApi::PM add_facecoll_matrix (GameApi::Env &e, Bitmap< FaceCollection * > *arr)
GameApi::OVX add_opt_voxel (GameApi::Env &e, OptVoxel *vx)
GameApi::BS add_bytestore (GameApi::Env &e, ByteStore *bs)
GameApi::CS add_colourspace (GameApi::Env &e, ColourSpace *cs)
GameApi::CSI add_colourspaceI (GameApi::Env &e, ColourSpaceI *cs)
GameApi::TT add_timing (GameApi::Env &e, Timing *t)
GameApi::PL add_platform (GameApi::Env &e, Platform *pl)
GameApi::PBO add_pbo (GameApi::Env &e, PixelBufferObject *i)
GameApi::SHP add_shp (GameApi::Env &e, ShaderParameterI *i)
GameApi::SHI add_shaderI (GameApi::Env &e, ShaderI2 *i)
GameApi::TF add_gltf (GameApi::Env &e, GLTFModelInterface *i)
GameApi::SHC add_shader_code (GameApi::Env &e, ShaderCode *code)
GameApi::GC add_gc (GameApi::Env &e, GraphicsContext *gc)
GameApi::ATT add_attach (GameApi::Env &e, Attach *att)
GameApi::MB add_memblock (GameApi::Env &e, MemoryBlock *b)
GameApi::UV add_uv (GameApi::Env &e, Fetcher< FaceID > *f)
GameApi::AV add_voxel_array (GameApi::Env &e, VoxelArray *arr)
GameApi::HML add_html (GameApi::Env &e, Html *file)
GameApi::W add_frm_widget (GameApi::Env &e, FrmWidget *w)
GameApi::PN add_polynomial (GameApi::Env &e, std::vector< float > *pn)
GameApi::FBU add_framebuffer (GameApi::Env &e, FrameBuffer *buf)
GameApi::FML add_framemainloop (GameApi::Env &e, FrameBufferLoop *loop)
GameApi::DS add_disk_store (GameApi::Env &e, DiskStore *ds)
GameApi::TXID add_txid (GameApi::Env &e, TextureID *txid)
GameApi::PA add_patch (GameApi::Env &e, CurvePatch *patch)
GameApi::SD add_string_display (GameApi::Env &e, StringDisplay *sd)
GameApi::GI add_glyph_interface (GameApi::Env &e, GlyphInterface *gi)
GameApi::FI add_font_interface (GameApi::Env &e, FontInterface *fi)
GameApi::FF add_float_fetcher (GameApi::Env &e, Fetcher< float > *f)
GameApi::PF add_point_fetcher (GameApi::Env &e, Fetcher< Point > *f)
GameApi::IF add_int_fetcher (GameApi::Env &e, Fetcher< int > *i)
GameApi::SF add_string_fetcher (GameApi::Env &e, Fetcher< std::string > *i)
GameApi::ARR add_array (GameApi::Env &e, ArrayType *type)
GameApi::PTT add_point_transform (GameApi::Env &e, PointTransform *trans)
GameApi::KF add_vertex_anim (GameApi::Env &e, VertexAnimNode *node)
GameApi::CPP add_curve_pos (GameApi::Env &e, CurvePos *pos)
GameApi::BLK add_blocker (GameApi::Env &e, Blocker *blk)
GameApi::RUN add_splitter (GameApi::Env &e, Splitter *blk)
GameApi::CC add_color (GameApi::Env &e, ColorChange *cc)
GameApi::PP add_plane_shape (GameApi::Env &e, PlaneShape *sh)
GameApi::MX add_mixed (GameApi::Env &e, MixedI *m)
GameApi::SA add_skeletal (GameApi::Env &e, SkeletalNode *n)
GameApi::MC add_matrix_curve (GameApi::Env &e, Curve< Matrix > *m)
GameApi::MS add_matrix_array (GameApi::Env &e, MatrixArray *m)
GameApi::C add_curve (GameApi::Env &e, Curve< Point > *curve)
GameApi::US add_uber (GameApi::Env &e, ShaderCall *call)
GameApi::MT add_material (GameApi::Env &e, Material *mat)
GameApi::TL add_tree_level (GameApi::Env &e, TreeLevel *lvl)
GameApi::T add_tree (GameApi::Env &e, TreeStack *tre)
GameApi::IM add_implicit (GameApi::Env &e, ImplicitFunction3d *m)
GameApi::MN add_move (GameApi::Env &e, Movement *m)
GameApi::CP add_collision (GameApi::Env &e, Collision *c)
GameApi::TS add_tri_strip (GameApi::Env &e, TriStrip *n)
GameApi::PH add_physics (GameApi::Env &e, PhysicsNode *n)
GameApi::EX add_expr (GameApi::Env &e, ExprNode *n)
template<class T>
GameApi::A< T > add_array (GameApi::Env &e, std::vector< T > *arr)
GameApi::GML add_main_loop_wgpu (GameApi::Env &e, MainLoopItemWGPU *item)
GameApi::ML add_main_loop (GameApi::Env &e, MainLoopItem *item)
GameApi::FtA add_font_atlas (GameApi::Env &e, FontAtlasInfo *info)
GameApi::W add_widget (GameApi::Env &e, GuiWidget *w)
GameApi::SFO add_shader_module (GameApi::Env &e, ShaderModule *vol)
GameApi::SM add_sample (GameApi::Env &e, Samples *s)
GameApi::TRK add_tracker (GameApi::Env &e, Tracker *trk)
GameApi::FBO add_fbo (GameApi::Env &e, Low_GLuint fbo_name, Low_GLuint texture, Low_GLuint depthbuffer, int sx, int sy)
GameApi::F add_float (GameApi::Env &e, LazyValue< float > *val)
GameApi::FA add_float_array (GameApi::Env &e, Array< int, float > *arr)
GameApi::FD add_distance (GameApi::Env &e, DistanceRenderable *dist)
GameApi::SP add_space (GameApi::Env &e, SpaceImpl i)
GameApi::S add_surface2 (GameApi::Env &e, SurfaceIn3d *s)
GameApi::S add_surface (GameApi::Env &e, SurfaceImpl i)
GameApi::BM add_bitmap3 (GameApi::Env &e, BitmapHandle *handle)
GameApi::BM add_bitmap (GameApi::Env &e, BitmapHandle *handle)
GameApi::BM add_color_bitmap (GameApi::Env &e, Bitmap< Color > *bm)
GameApi::BM add_color_bitmap2 (GameApi::Env &e, Bitmap< Color > *bm)
GameApi::BMA add_bitmap_array (GameApi::Env &e, BitmapArray2< Color > *arr)
GameApi::BB add_bool_bitmap (GameApi::Env &e, Bitmap< bool > *bitmap)
GameApi::LAY add_layout (GameApi::Env &e, Layout *l)
GameApi::WV add_waveform (GameApi::Env &e, Waveform *bitmap)
GameApi::TX add_texture (GameApi::Env &e, TextureI *i)
GameApi::Q add_tex_quad (GameApi::Env &e, Point2d p1, Point2d p2)
GameApi::FB add_float_bitmap (GameApi::Env &e, Bitmap< float > *bitmap)
GameApi::VA add_vertex_array (GameApi::Env &e, VertexArraySet *va, RenderVertexArray *arr)
void add_update_widget (GameApi::Env &e, GameApi::W widget, GuiWidget *w)
void add_update_vertex_array (GameApi::Env &e, GameApi::VA va_h, VertexArraySet *va, RenderVertexArray *arr)
GameApi::CBM add_continuous_bitmap (GameApi::Env &e, ContinuousBitmap< Color > *bitmap)
GameApi::F add_function (GameApi::Env &e, FunctionImpl &f)
GameApi::F add_function (GameApi::Env &e, Function< float, float > *f)
GameApi::SA add_separate (GameApi::Env &e, Separate *sep)
GameApi::PL add_plane (GameApi::Env &e, PlanePoints2d *sep)
GameApi::P add_polygon (GameApi::Env &e, FaceCollPolyHandle *handle)
GameApi::OM add_move (GameApi::Env &e, Array< int, ObjectWithPos > *arr)
GameApi::VAA add_move_array (GameApi::Env &e, std::vector< VertexArrayWithPos > *vec)
GameApi::P add_polygon (GameApi::Env &e, FaceCollection *coll, int size)
GameApi::P add_polygon2 (GameApi::Env &e, FaceCollection *coll, int size=1)
GameApi::M add_matrix2 (GameApi::Env &e, Matrix mm)
GameApi::M add_matrix (GameApi::Env &e, MatrixInterface *i)
GameApi::LI add_line_array (GameApi::Env &e, LineCollection *array)
GameApi::PTS add_points_api_points (GameApi::Env &e, PointsApiPoints *pts)
GameApi::PTA add_point_array3 (GameApi::Env &e, PointArray3 *array)
GameApi::MSA add_matrix_array3 (GameApi::Env &e, MatrixArray3 *array)
GameApi::FOA add_point_array (GameApi::Env &e, PointArray2 *array)
void add_update_lines_array (GameApi::Env &e, GameApi::LLA la, PointArray2 *array)
GameApi::LLA add_lines_array (GameApi::Env &e, PointArray2 *array)
GameApi::PC add_pointcoll_array (GameApi::Env &e, PointCollection *array)
GameApi::PT add_point (GameApi::Env &e, float x, float y)
GameApi::TR add_timerange (GameApi::Env &e, int paths)
GameApi::TR add_timerange (GameApi::Env &e, TROArray *arr)
TROArray * find_timerange (GameApi::Env &e, GameApi::TR tr)
GameApi::VV add_timerange_vertexarray (GameApi::Env &e, GameApi::TR tr)
GameApi::O add_volume (GameApi::Env &e, VolumeObject *o)
GameApi::FO add_float_volume (GameApi::Env &e, FloatVolumeObject *o)
GameApi::COV add_color_volume (GameApi::Env &e, ColorVolumeObject *o)
GameApi::VO add_vector_volume (GameApi::Env &e, VectorVolumeObject *o)
GameApi::VX add_int_voxel (GameApi::Env &e, Voxel< int > *o)
GameApi::VX add_voxel (GameApi::Env &e, Voxel< unsigned int > *o)
GameApi::CO add_color (GameApi::Env &e, int r, int g, int b, int a)
GameApi::E add_event (GameApi::Env &e, const EventInfo &info)
GameApi::L add_link (GameApi::Env &e, GameApi::E e1, GameApi::E e2, LinkInfo info)
NDim< float, Point > * find_dim (GameApi::Env &e, GameApi::MV mv)
EventInfo find_event_info (GameApi::Env &e, GameApi::E ee)
GameApi::LL add_pos (GameApi::Env &e, GameApi::L l, GameApi::MV point)
Path * find_path (GameApi::Env &e, GameApi::PAT p)
FloatScene * find_float_scene (GameApi::Env &e, GameApi::FS fs)
Array< int, FaceCollection * > * find_facecoll_array (GameApi::Env &e, GameApi::PV pa)
Bitmap< FaceCollection * > * find_facecoll_matrix (GameApi::Env &e, GameApi::MA ma)
OptVoxel * find_opt_voxel (GameApi::Env &e, GameApi::OVX vx)
ByteStore * find_bytestore (GameApi::Env &e, GameApi::BS bs)
ColourSpace * find_colourspace (GameApi::Env &e, GameApi::CS cs)
ColourSpaceI * find_colourspaceI (GameApi::Env &e, GameApi::CSI cs)
GameApi::GlobalIlluminationData * find_gi (GameApi::Env &e, GameApi::GI gi)
Timing * find_timing (GameApi::Env &e, GameApi::TT tm)
Platform * find_platform (GameApi::Env &e, GameApi::PL pl)
ICache * find_cache (GameApi::Env &e, GameApi::CX c)
IWorld * find_world (GameApi::Env &e, GameApi::W w)
ScreenSpaceMaterial * find_screenspace_material (GameApi::Env &e, GameApi::SMT mat)
ShaderCode * find_shader_code (GameApi::Env &e, GameApi::SHC code)
PixelBufferObject * find_pbo (GameApi::Env &e, GameApi::PBO p)
ShaderI2 * find_shaderI (GameApi::Env &e, GameApi::SHI s)
ShaderParameterI * find_shp (GameApi::Env &e, GameApi::SHP s)
EXPORT GLTFModelInterface * find_gltf (GameApi::Env &e, GameApi::TF tf)
GraphicsContext * find_gc (GameApi::Env &e, GameApi::GC gc)
GameState * find_game_state (GameApi::Env &e, GameApi::GS gs)
Attach * find_attach (GameApi::Env &e, GameApi::ATT att)
UrlMemoryMap * find_urlmemmap (GameApi::Env &e, GameApi::PKG urlmemmap)
MemoryBlock * find_memblock (GameApi::Env &e, GameApi::MB b)
FloatField * find_float_field (GameApi::Env &e, GameApi::FFi field)
VelocityField * find_velocity_field (GameApi::Env &e, GameApi::VFi field)
FloatArray2 * find_float_array2 (GameApi::Env &e, GameApi::FA arr)
DynMainLoop * find_dyn (GameApi::Env &e, GameApi::D d)
IMPORT Html * find_html (GameApi::Env &e, GameApi::HML u)
Fetcher< FaceID > * find_uv (GameApi::Env &e, GameApi::UV u)
VoxelArray * find_voxel_array (GameApi::Env &e, GameApi::AV a)
FrmWidget * find_frm_widget (GameApi::Env &e, GameApi::W w)
HeavyOperation * find_heavy (GameApi::Env &e, GameApi::H h)
FrameBuffer * find_framebuffer (GameApi::Env &e, GameApi::FBU fb)
FrameBufferLoop * find_framemainloop (GameApi::Env &e, GameApi::FML ml)
MeshAnim * find_mesh_anim (GameApi::Env &e, GameApi::MA ma)
CurveGroup * find_curve_group (GameApi::Env &e, GameApi::CG cg)
InputForMoving * find_move_input (GameApi::Env &e, GameApi::INP im)
Bitmap< int > * find_int_bitmap (GameApi::Env &e, GameApi::IBM bm)
DiskStore * find_disk_store (GameApi::Env &e, GameApi::DS ds)
ShaderBitmap * find_shader_bitmap (GameApi::Env &e, GameApi::SBM sbm)
std::vector< float > * find_polynomial (GameApi::Env &e, GameApi::PN pn)
DynamicChange * find_dyn_change (GameApi::Env &e, GameApi::DC dc)
ContinuousBitmap< float > * find_cont_float (GameApi::Env &e, GameApi::CFB bm)
ContinuousBitmap< bool > * find_cont_bool (GameApi::Env &e, GameApi::CBB bm)
ShaderI * find_shader (GameApi::Env &e, GameApi::SI si)
TextureID * find_txid (GameApi::Env &e, GameApi::TXID id)
PointsInPlane * find_plane_points (GameApi::Env &e, GameApi::PLP pl)
LinesInPlane * find_plane_lines (GameApi::Env &e, GameApi::PLL pl)
FacesInPlane * find_plane_faces (GameApi::Env &e, GameApi::PLF pl)
PropertyArray * find_property_array (GameApi::Env &e, GameApi::PR pr)
Space3d * find_space_3d (GameApi::Env &e, GameApi::SP sp)
CurvePatch * find_patch (GameApi::Env &e, GameApi::PA patch)
CmdExecute * find_cmds (GameApi::Env &e, GameApi::CMD cmds2)
GlyphInterface * find_glyph_interface (GameApi::Env &e, GameApi::GI gi)
FontInterface * find_font_interface (GameApi::Env &e, GameApi::FI fi)
StringDisplay * find_string_display (GameApi::Env &e, GameApi::SD sd)
Fetcher< float > * find_float_fetcher (GameApi::Env &e, GameApi::FF f)
Fetcher< Point > * find_point_fetcher (GameApi::Env &e, GameApi::PF f)
Fetcher< int > * find_int_fetcher (GameApi::Env &e, GameApi::IF i)
Fetcher< std::string > * find_string_fetcher (GameApi::Env &e, GameApi::SF s)
IMPORT ArrayType * find_array (GameApi::Env &e, GameApi::ARR arr)
CurvePos * find_curve_pos (GameApi::Env &e, GameApi::CPP cp)
PointTransform * find_point_transform (GameApi::Env &e, GameApi::PTT ptt)
VertexAnimNode * find_vertex_anim (GameApi::Env &e, GameApi::KF kf)
Blocker * find_blocker (GameApi::Env &e, GameApi::BLK blk)
Splitter * find_splitter (GameApi::Env &e, GameApi::RUN spl)
PD_Impl find_polydistfield (GameApi::Env &e, GameApi::PD p)
ColorChange * find_color (GameApi::Env &e, GameApi::CC cc)
MixedI * find_mixed (GameApi::Env &e, GameApi::MX m)
SkeletalNode * find_skeletal (GameApi::Env &e, GameApi::SA n)
PlaneShape * find_plane_shape (GameApi::Env &e, GameApi::PP p)
Curve< Matrix > * find_matrix_curve (GameApi::Env &e, GameApi::MC m)
MatrixArray * find_matrix_array (GameApi::Env &e, GameApi::MS m)
Curve< Point > * find_curve (GameApi::Env &e, GameApi::C c)
ShaderCall * find_uber (GameApi::Env &e, GameApi::US m)
Material * find_material (GameApi::Env &e, GameApi::MT m)
TreeStack * find_tree (GameApi::Env &e, GameApi::T m)
TreeLevel * find_tree_level (GameApi::Env &e, GameApi::TL m)
ImplicitFunction3d * find_implicit (GameApi::Env &e, GameApi::IM m)
Movement * find_move (GameApi::Env &e, GameApi::MN m)
Collision * find_collision (GameApi::Env &e, GameApi::CP p)
TriStrip * find_tri_strip (GameApi::Env &e, GameApi::TS p)
PhysicsNode * find_physics (GameApi::Env &e, GameApi::PH p)
ExprNode * find_expr (GameApi::Env &e, GameApi::EX n)
template<class T>
std::vector< T > find_array (GameApi::Env &e, GameApi::A< T > arr)
MainLoopItem * find_main_loop (GameApi::Env &e, GameApi::ML ml)
MainLoopItemWGPU * find_main_loop_wgpu (GameApi::Env &e, GameApi::GML ml)
FontAtlasInfo * find_font_atlas (GameApi::Env &e, GameApi::FtA ft)
ShaderModule * find_shader_module (GameApi::Env &e, GameApi::SFO sfo)
GuiWidget * find_widget (GameApi::Env &e, GameApi::W w)
Samples * find_samples (GameApi::Env &e, GameApi::SM sm)
Tracker * find_tracker (GameApi::Env &e, GameApi::TRK trk)
FBOPriv * find_fbo (GameApi::Env &e, GameApi::FBO f)
LinkageInfo find_linkage (GameApi::Env &e, GameApi::L l)
DistanceRenderable * find_distance (GameApi::Env &e, GameApi::FD fd)
LazyValue< float > * find_float (GameApi::Env &e, GameApi::F f)
Array< int, float > * find_float_array (GameApi::Env &e, GameApi::FA f)
TextureI * find_texture (GameApi::Env &e, GameApi::TX t)
TexCoordQuad find_tex_quad (GameApi::Env &e, GameApi::Q t)
LinkInfo find_link_info (GameApi::Env &e, GameApi::L l)
PosInfo find_pos_info (GameApi::Env &e, GameApi::LL l)
GameApi::GI add_gi (GameApi::Env &e, GameApi::GlobalIlluminationData *dt)
GameApi::CX add_cache (GameApi::Env &e, ICache *c)
GameApi::W add_world (GameApi::Env &e, IWorld *w)
GameApi::SMT add_screenspace_material (GameApi::Env &e, ScreenSpaceMaterial *mat)
GameApi::FFi add_float_field (GameApi::Env &e, FloatField *field)
GameApi::VFi add_velocity_field (GameApi::Env &e, VelocityField *field)
GameApi::FA add_float_array2 (GameApi::Env &e, FloatArray2 *arr)
GameApi::PKG add_urlmemmap (GameApi::Env &e, UrlMemoryMap *map)
GameApi::GS add_game_state (GameApi::Env &e, GameState *gs)
GameApi::D add_dyn (GameApi::Env &e, DynMainLoop *d2)
GameApi::H add_heavy (GameApi::Env &e, HeavyOperation *h)
GameApi::MA add_mesh_anim (GameApi::Env &e, MeshAnim *ma)
GameApi::CG add_curve_group (GameApi::Env &e, CurveGroup *cg)
GameApi::INP add_move_input (GameApi::Env &e, InputForMoving *im)
GameApi::IBM add_int_bitmap (GameApi::Env &e, Bitmap< int > *bm)
GameApi::SBM add_shader_bitmap (GameApi::Env &e, ShaderBitmap *sbm)
GameApi::DC add_dyn_change (GameApi::Env &e, DynamicChange *dc)
GameApi::CFB add_cont_float (GameApi::Env &e, ContinuousBitmap< float > *bm)
GameApi::CBB add_cont_bool (GameApi::Env &e, ContinuousBitmap< bool > *bm)
GameApi::SI add_shader (GameApi::Env &e, ShaderI *sid)
GameApi::PT add_point (GameApi::Env &e, float x, float y, float z)
GameApi::V add_vector (GameApi::Env &e, float dx, float dy, float dz)
GameApi::PLP add_plane_points (GameApi::Env &e, PointsInPlane *pl)
GameApi::PLL add_plane_lines (GameApi::Env &e, LinesInPlane *pl)
GameApi::PLF add_plane_faces (GameApi::Env &e, FacesInPlane *pl)
GameApi::PR add_property_array (GameApi::Env &e, PropertyArray *arr)
GameApi::SP add_space_3d (GameApi::Env &e, Space3d *sp)
GameApi::CMD add_cmds (GameApi::Env &e, CmdExecute *cmds2)
GameApi::CT add_cutter (GameApi::Env &e, Cutter *cut)
GameApi::IS add_anim (GameApi::Env &e, const AnimImpl &impl)
Bitmap< Color > * find_bitmap2 (GameApi::Env &e, GameApi::BM bm)
BitmapHandle * find_bitmap (GameApi::Env &e, GameApi::BM b)
ShaderPriv2 * find_shaderpriv (GameApi::Env &e, GameApi::SH sh)
Program * find_shader_program (GameApi::Env &e, GameApi::SH sh)
BitmapArray2< Color > * find_bitmap_array (GameApi::Env &e, GameApi::BMA b)
BoolBitmap * find_bool_bitmap (GameApi::Env &e, GameApi::BB b)
Layout * find_layout (GameApi::Env &e, GameApi::LAY l)
Waveform * find_waveform (GameApi::Env &e, GameApi::WV b)
ContinuousBitmap< Color > * find_continuous_bitmap (GameApi::Env &e, GameApi::CBM b)
FloatBitmap * find_float_bitmap (GameApi::Env &e, GameApi::FB b)
Voxel< unsigned int > * find_voxel (GameApi::Env &e, GameApi::VX b)
Voxel< int > * find_int_voxel (GameApi::Env &e, GameApi::VX b)
Separate * find_separate (GameApi::Env &e, GameApi::SA p)
PlaneData * find_plane_array (GameApi::Env &e, GameApi::PLA p)
PlanePoints2d * find_plane (GameApi::Env &e, GameApi::PL p)
Array< int, ObjectWithPos > * find_move (GameApi::Env &e, GameApi::OM p)
std::vector< VertexArrayWithPos > * find_move_array (GameApi::Env &e, GameApi::VAA p)
FaceCollPolyHandle * find_poly (GameApi::Env &e, GameApi::P p)
RenderVertexArray * find_vertex_array_render (GameApi::Env &e, GameApi::VA p)
VertexArraySet * find_vertex_array (GameApi::Env &e, GameApi::VA p)
FaceCollection * find_facecoll (GameApi::Env &e, GameApi::P p)
FunctionImpl * find_function (GameApi::Env &e, GameApi::F f)
SurfaceIn3d * find_surface2 (GameApi::Env &e, GameApi::S s)
SurfaceImpl * find_surface (GameApi::Env &e, GameApi::S f)
AnimImpl find_anim (GameApi::Env &e, GameApi::IS i)
Bitmap< Color > * find_color_bitmap (BitmapHandle *handle, int bbm_choose)
Bitmap< Pos > * find_pos_bitmap (BitmapHandle *handle, int bbm_choose)
PointsApiPoints * find_pointsapi_points (GameApi::Env &e, GameApi::PTS ps)
LineCollection * find_line_array (GameApi::Env &e, GameApi::LI li)
PointArray3 * find_point_array3 (GameApi::Env &e, GameApi::PTA pa)
MatrixArray3 * find_matrix_array3 (GameApi::Env &e, GameApi::MSA pa)
PointArray2 * find_point_array (GameApi::Env &e, GameApi::FOA p)
PointArray2 * find_lines_array (GameApi::Env &e, GameApi::LLA p)
PointCollection * find_pointcoll_array (GameApi::Env &e, GameApi::PC p)
Point * find_point (GameApi::Env &e, GameApi::PT p)
Matrix find_matrix (GameApi::Env &e, GameApi::M m)
VArray * find_timerange_vertexarray (GameApi::Env &e, GameApi::VV vv)
VolumeObject * find_volume (GameApi::Env &e, GameApi::O o)
FloatVolumeObject * find_float_volume (GameApi::Env &e, GameApi::FO o)
ColorVolumeObject * find_color_volume (GameApi::Env &e, GameApi::COV o)
VectorVolumeObject * find_vector_volume (GameApi::Env &e, GameApi::VO o)
Color * find_color (GameApi::Env &e, GameApi::CO p)
Vector * find_vector (GameApi::Env &e, GameApi::V p)
SpaceImpl * find_space (GameApi::Env &e, GameApi::SP s)
LineImpl * find_line (GameApi::Env &e, GameApi::LN l)
SpritePosImpl * find_sprite_pos (GameApi::Env &e, GameApi::BM bm)
Cutter * find_cutter (GameApi::Env &e, GameApi::CT cut)
bool operator< (const Dep &a1, const Dep &a2)
template<class T>
void add_dep (std::vector< T, GameApiAllocator< T > > vec, std::string name)
void print_dependencies (EnvImpl &impl, int num)

Variables

G_BLOCK g_blocks
Rest g_rest
int g_current_block =-1
std::vector< Dep > g_dep

Macro Definition Documentation

◆ DEP

#define DEP ( name)
Value:
add_dep(impl.name,#name)
void add_dep(std::vector< T, GameApiAllocator< T > > vec, std::string name)
Definition GameApi_dep_add_find.cc:2911
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8AkrcAgqgAs9wqQ0ey2tkAo8gAuuQfeI4hPUH09fXHy8z4+fng4uNKXF/Lz9BzfoAcgpkQMTUAKjAbOT4Qr9AXhJ8Rl7ktMCwTosA...
Definition meshpage.php:1610

Function Documentation

◆ add_anim()

GameApi::IS add_anim ( GameApi::Env & e,
const AnimImpl & impl )
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◆ add_array() [1/2]

GameApi::ARR add_array ( GameApi::Env & e,
ArrayType * type )

◆ add_array() [2/2]

template<class T>
GameApi::A< T > add_array ( GameApi::Env & e,
std::vector< T > * arr )

◆ add_attach()

GameApi::ATT add_attach ( GameApi::Env & e,
Attach * att )
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◆ add_bitmap()

GameApi::BM add_bitmap ( GameApi::Env & e,
BitmapHandle * handle )

◆ add_bitmap3()

GameApi::BM add_bitmap3 ( GameApi::Env & e,
BitmapHandle * handle )
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◆ add_bitmap_array()

GameApi::BMA add_bitmap_array ( GameApi::Env & e,
BitmapArray2< Color > * arr )
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◆ add_block()

IMPORT int add_block ( )
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◆ add_blocker()

GameApi::BLK add_blocker ( GameApi::Env & e,
Blocker * blk )
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◆ add_bool_bitmap()

GameApi::BB add_bool_bitmap ( GameApi::Env & e,
Bitmap< bool > * bitmap )
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◆ add_bytestore()

GameApi::BS add_bytestore ( GameApi::Env & e,
ByteStore * bs )
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◆ add_cache()

GameApi::CX add_cache ( GameApi::Env & e,
ICache * c )
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◆ add_cmds()

GameApi::CMD add_cmds ( GameApi::Env & e,
CmdExecute * cmds2 )
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◆ add_collision()

GameApi::CP add_collision ( GameApi::Env & e,
Collision * c )
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◆ add_color() [1/2]

GameApi::CC add_color ( GameApi::Env & e,
ColorChange * cc )
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◆ add_color() [2/2]

GameApi::CO add_color ( GameApi::Env & e,
int r,
int g,
int b,
int a )

◆ add_color_bitmap()

GameApi::BM add_color_bitmap ( GameApi::Env & e,
Bitmap< Color > * bm )
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◆ add_color_bitmap2()

GameApi::BM add_color_bitmap2 ( GameApi::Env & e,
Bitmap< Color > * bm )

◆ add_color_volume()

GameApi::COV add_color_volume ( GameApi::Env & e,
ColorVolumeObject * o )
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◆ add_colourspace()

GameApi::CS add_colourspace ( GameApi::Env & e,
ColourSpace * cs )
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◆ add_colourspaceI()

GameApi::CSI add_colourspaceI ( GameApi::Env & e,
ColourSpaceI * cs )
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◆ add_cont_bool()

GameApi::CBB add_cont_bool ( GameApi::Env & e,
ContinuousBitmap< bool > * bm )
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◆ add_cont_float()

GameApi::CFB add_cont_float ( GameApi::Env & e,
ContinuousBitmap< float > * bm )
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◆ add_continuous_bitmap()

GameApi::CBM add_continuous_bitmap ( GameApi::Env & e,
ContinuousBitmap< Color > * bitmap )
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◆ add_curve()

GameApi::C add_curve ( GameApi::Env & e,
Curve< Point > * curve )
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◆ add_curve_group()

GameApi::CG add_curve_group ( GameApi::Env & e,
CurveGroup * cg )
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◆ add_curve_pos()

GameApi::CPP add_curve_pos ( GameApi::Env & e,
CurvePos * pos )
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◆ add_cutter()

GameApi::CT add_cutter ( GameApi::Env & e,
Cutter * cut )
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◆ add_dep()

template<class T>
void add_dep ( std::vector< T, GameApiAllocator< T > > vec,
std::string name )

◆ add_disk_store()

GameApi::DS add_disk_store ( GameApi::Env & e,
DiskStore * ds )
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◆ add_distance()

GameApi::FD add_distance ( GameApi::Env & e,
DistanceRenderable * dist )
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◆ add_dyn()

GameApi::D add_dyn ( GameApi::Env & e,
DynMainLoop * d2 )

◆ add_dyn_change()

GameApi::DC add_dyn_change ( GameApi::Env & e,
DynamicChange * dc )
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◆ add_event()

GameApi::E add_event ( GameApi::Env & e,
const EventInfo & info )
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◆ add_expr()

GameApi::EX add_expr ( GameApi::Env & e,
ExprNode * n )
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◆ add_facecoll_array()

GameApi::PV add_facecoll_array ( GameApi::Env & e,
Array< int, FaceCollection * > * arr )
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◆ add_facecoll_matrix()

GameApi::PM add_facecoll_matrix ( GameApi::Env & e,
Bitmap< FaceCollection * > * arr )

◆ add_fbo()

GameApi::FBO add_fbo ( GameApi::Env & e,
Low_GLuint fbo_name,
Low_GLuint texture,
Low_GLuint depthbuffer,
int sx,
int sy )
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◆ add_float()

GameApi::F add_float ( GameApi::Env & e,
LazyValue< float > * val )
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◆ add_float_array()

GameApi::FA add_float_array ( GameApi::Env & e,
Array< int, float > * arr )
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◆ add_float_array2()

GameApi::FA add_float_array2 ( GameApi::Env & e,
FloatArray2 * arr )
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◆ add_float_bitmap()

GameApi::FB add_float_bitmap ( GameApi::Env & e,
Bitmap< float > * bitmap )
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◆ add_float_fetcher()

GameApi::FF add_float_fetcher ( GameApi::Env & e,
Fetcher< float > * f )
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◆ add_float_field()

GameApi::FFi add_float_field ( GameApi::Env & e,
FloatField * field )

◆ add_float_scene()

GameApi::FS add_float_scene ( GameApi::Env & e,
FloatScene * scene )
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◆ add_float_volume()

GameApi::FO add_float_volume ( GameApi::Env & e,
FloatVolumeObject * o )
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◆ add_font_atlas()

GameApi::FtA add_font_atlas ( GameApi::Env & e,
FontAtlasInfo * info )
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◆ add_font_interface()

GameApi::FI add_font_interface ( GameApi::Env & e,
FontInterface * fi )
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◆ add_framebuffer()

GameApi::FBU add_framebuffer ( GameApi::Env & e,
FrameBuffer * buf )
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◆ add_framemainloop()

GameApi::FML add_framemainloop ( GameApi::Env & e,
FrameBufferLoop * loop )
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◆ add_frm_widget()

GameApi::W add_frm_widget ( GameApi::Env & e,
FrmWidget * w )
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◆ add_function() [1/2]

GameApi::F add_function ( GameApi::Env & e,
Function< float, float > * f )

◆ add_function() [2/2]

GameApi::F add_function ( GameApi::Env & e,
FunctionImpl & f )
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◆ add_game_state()

GameApi::GS add_game_state ( GameApi::Env & e,
GameState * gs )
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◆ add_gc()

GameApi::GC add_gc ( GameApi::Env & e,
GraphicsContext * gc )

◆ add_gi()

◆ add_gltf()

GameApi::TF add_gltf ( GameApi::Env & e,
GLTFModelInterface * i )
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◆ add_glyph_interface()

GameApi::GI add_glyph_interface ( GameApi::Env & e,
GlyphInterface * gi )
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◆ add_heavy()

GameApi::H add_heavy ( GameApi::Env & e,
HeavyOperation * h )
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◆ add_html()

GameApi::HML add_html ( GameApi::Env & e,
Html * file )
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◆ add_implicit()

GameApi::IM add_implicit ( GameApi::Env & e,
ImplicitFunction3d * m )
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◆ add_int_bitmap()

GameApi::IBM add_int_bitmap ( GameApi::Env & e,
Bitmap< int > * bm )
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◆ add_int_fetcher()

GameApi::IF add_int_fetcher ( GameApi::Env & e,
Fetcher< int > * i )
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◆ add_int_voxel()

GameApi::VX add_int_voxel ( GameApi::Env & e,
Voxel< int > * o )
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◆ add_layout()

GameApi::LAY add_layout ( GameApi::Env & e,
Layout * l )
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◆ add_line_array()

GameApi::LI add_line_array ( GameApi::Env & e,
LineCollection * array )
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◆ add_lines_array()

GameApi::LLA add_lines_array ( GameApi::Env & e,
PointArray2 * array )
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◆ add_link()

GameApi::L add_link ( GameApi::Env & e,
GameApi::E e1,
GameApi::E e2,
LinkInfo info )
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◆ add_main_loop()

GameApi::ML add_main_loop ( GameApi::Env & e,
MainLoopItem * item )

◆ add_main_loop_wgpu()

GameApi::GML add_main_loop_wgpu ( GameApi::Env & e,
MainLoopItemWGPU * item )

◆ add_material()

GameApi::MT add_material ( GameApi::Env & e,
Material * mat )

◆ add_matrix()

GameApi::M add_matrix ( GameApi::Env & e,
MatrixInterface * i )
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◆ add_matrix2()

GameApi::M add_matrix2 ( GameApi::Env & e,
Matrix mm )

◆ add_matrix_array()

GameApi::MS add_matrix_array ( GameApi::Env & e,
MatrixArray * m )
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◆ add_matrix_array3()

GameApi::MSA add_matrix_array3 ( GameApi::Env & e,
MatrixArray3 * array )
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◆ add_matrix_curve()

GameApi::MC add_matrix_curve ( GameApi::Env & e,
Curve< Matrix > * m )
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◆ add_memblock()

GameApi::MB add_memblock ( GameApi::Env & e,
MemoryBlock * b )
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◆ add_mesh_anim()

GameApi::MA add_mesh_anim ( GameApi::Env & e,
MeshAnim * ma )
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◆ add_mixed()

GameApi::MX add_mixed ( GameApi::Env & e,
MixedI * m )
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◆ add_move() [1/2]

GameApi::OM add_move ( GameApi::Env & e,
Array< int, ObjectWithPos > * arr )

◆ add_move() [2/2]

GameApi::MN add_move ( GameApi::Env & e,
Movement * m )
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◆ add_move_array()

GameApi::VAA add_move_array ( GameApi::Env & e,
std::vector< VertexArrayWithPos > * vec )
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◆ add_move_input()

GameApi::INP add_move_input ( GameApi::Env & e,
InputForMoving * im )
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◆ add_opt_voxel()

GameApi::OVX add_opt_voxel ( GameApi::Env & e,
OptVoxel * vx )
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◆ add_patch()

GameApi::PA add_patch ( GameApi::Env & e,
CurvePatch * patch )
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◆ add_path()

GameApi::PAT add_path ( GameApi::Env & e,
Path * p )
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◆ add_pbo()

GameApi::PBO add_pbo ( GameApi::Env & e,
PixelBufferObject * i )
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◆ add_physics()

GameApi::PH add_physics ( GameApi::Env & e,
PhysicsNode * n )
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◆ add_plane()

GameApi::PL add_plane ( GameApi::Env & e,
PlanePoints2d * sep )
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◆ add_plane_faces()

GameApi::PLF add_plane_faces ( GameApi::Env & e,
FacesInPlane * pl )
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◆ add_plane_lines()

GameApi::PLL add_plane_lines ( GameApi::Env & e,
LinesInPlane * pl )

◆ add_plane_points()

GameApi::PLP add_plane_points ( GameApi::Env & e,
PointsInPlane * pl )

◆ add_plane_shape()

GameApi::PP add_plane_shape ( GameApi::Env & e,
PlaneShape * sh )

◆ add_platform()

GameApi::PL add_platform ( GameApi::Env & e,
Platform * pl )
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◆ add_point() [1/2]

GameApi::PT add_point ( GameApi::Env & e,
float x,
float y )
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◆ add_point() [2/2]

GameApi::PT add_point ( GameApi::Env & e,
float x,
float y,
float z )

◆ add_point_array()

GameApi::FOA add_point_array ( GameApi::Env & e,
PointArray2 * array )
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◆ add_point_array3()

GameApi::PTA add_point_array3 ( GameApi::Env & e,
PointArray3 * array )
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◆ add_point_fetcher()

GameApi::PF add_point_fetcher ( GameApi::Env & e,
Fetcher< Point > * f )
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◆ add_point_transform()

GameApi::PTT add_point_transform ( GameApi::Env & e,
PointTransform * trans )
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◆ add_pointcoll_array()

GameApi::PC add_pointcoll_array ( GameApi::Env & e,
PointCollection * array )
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◆ add_points_api_points()

GameApi::PTS add_points_api_points ( GameApi::Env & e,
PointsApiPoints * pts )

◆ add_polygon() [1/2]

GameApi::P add_polygon ( GameApi::Env & e,
FaceCollection * coll,
int size )

◆ add_polygon() [2/2]

GameApi::P add_polygon ( GameApi::Env & e,
FaceCollPolyHandle * handle )

◆ add_polygon2()

GameApi::P add_polygon2 ( GameApi::Env & e,
FaceCollection * coll,
int size = 1 )

◆ add_polynomial()

GameApi::PN add_polynomial ( GameApi::Env & e,
std::vector< float > * pn )
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◆ add_pos()

GameApi::LL add_pos ( GameApi::Env & e,
GameApi::L l,
GameApi::MV point )

◆ add_property_array()

GameApi::PR add_property_array ( GameApi::Env & e,
PropertyArray * arr )

◆ add_sample()

GameApi::SM add_sample ( GameApi::Env & e,
Samples * s )
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◆ add_screenspace_material()

GameApi::SMT add_screenspace_material ( GameApi::Env & e,
ScreenSpaceMaterial * mat )
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◆ add_separate()

GameApi::SA add_separate ( GameApi::Env & e,
Separate * sep )
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◆ add_shader()

GameApi::SI add_shader ( GameApi::Env & e,
ShaderI * sid )

◆ add_shader_bitmap()

GameApi::SBM add_shader_bitmap ( GameApi::Env & e,
ShaderBitmap * sbm )
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◆ add_shader_code()

GameApi::SHC add_shader_code ( GameApi::Env & e,
ShaderCode * code )
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◆ add_shader_module()

GameApi::SFO add_shader_module ( GameApi::Env & e,
ShaderModule * vol )
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◆ add_shaderI()

GameApi::SHI add_shaderI ( GameApi::Env & e,
ShaderI2 * i )
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◆ add_shp()

GameApi::SHP add_shp ( GameApi::Env & e,
ShaderParameterI * i )
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◆ add_skeletal()

GameApi::SA add_skeletal ( GameApi::Env & e,
SkeletalNode * n )
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◆ add_space()

GameApi::SP add_space ( GameApi::Env & e,
SpaceImpl i )
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◆ add_space_3d()

GameApi::SP add_space_3d ( GameApi::Env & e,
Space3d * sp )

◆ add_splitter()

GameApi::RUN add_splitter ( GameApi::Env & e,
Splitter * blk )
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◆ add_string_display()

GameApi::SD add_string_display ( GameApi::Env & e,
StringDisplay * sd )
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◆ add_string_fetcher()

GameApi::SF add_string_fetcher ( GameApi::Env & e,
Fetcher< std::string > * i )
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◆ add_surface()

GameApi::S add_surface ( GameApi::Env & e,
SurfaceImpl i )
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◆ add_surface2()

GameApi::S add_surface2 ( GameApi::Env & e,
SurfaceIn3d * s )

◆ add_tex_quad()

GameApi::Q add_tex_quad ( GameApi::Env & e,
Point2d p1,
Point2d p2 )
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◆ add_texture()

GameApi::TX add_texture ( GameApi::Env & e,
TextureI * i )
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◆ add_timerange() [1/2]

GameApi::TR add_timerange ( GameApi::Env & e,
int paths )
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◆ add_timerange() [2/2]

GameApi::TR add_timerange ( GameApi::Env & e,
TROArray * arr )

◆ add_timerange_vertexarray()

GameApi::VV add_timerange_vertexarray ( GameApi::Env & e,
GameApi::TR tr )
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◆ add_timing()

GameApi::TT add_timing ( GameApi::Env & e,
Timing * t )
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◆ add_tracker()

GameApi::TRK add_tracker ( GameApi::Env & e,
Tracker * trk )
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◆ add_tree()

GameApi::T add_tree ( GameApi::Env & e,
TreeStack * tre )
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◆ add_tree_level()

GameApi::TL add_tree_level ( GameApi::Env & e,
TreeLevel * lvl )
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◆ add_tri_strip()

GameApi::TS add_tri_strip ( GameApi::Env & e,
TriStrip * n )
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◆ add_txid()

GameApi::TXID add_txid ( GameApi::Env & e,
TextureID * txid )
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◆ add_uber()

GameApi::US add_uber ( GameApi::Env & e,
ShaderCall * call )

◆ add_update_lines_array()

void add_update_lines_array ( GameApi::Env & e,
GameApi::LLA la,
PointArray2 * array )
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◆ add_update_vertex_array()

void add_update_vertex_array ( GameApi::Env & e,
GameApi::VA va_h,
VertexArraySet * va,
RenderVertexArray * arr )
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◆ add_update_widget()

void add_update_widget ( GameApi::Env & e,
GameApi::W widget,
GuiWidget * w )
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◆ add_urlmemmap()

GameApi::PKG add_urlmemmap ( GameApi::Env & e,
UrlMemoryMap * map )
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◆ add_uv()

GameApi::UV add_uv ( GameApi::Env & e,
Fetcher< FaceID > * f )
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◆ add_vector()

GameApi::V add_vector ( GameApi::Env & e,
float dx,
float dy,
float dz )
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◆ add_vector_volume()

GameApi::VO add_vector_volume ( GameApi::Env & e,
VectorVolumeObject * o )
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◆ add_velocity_field()

GameApi::VFi add_velocity_field ( GameApi::Env & e,
VelocityField * field )
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◆ add_vertex_anim()

GameApi::KF add_vertex_anim ( GameApi::Env & e,
VertexAnimNode * node )
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◆ add_vertex_array()

GameApi::VA add_vertex_array ( GameApi::Env & e,
VertexArraySet * va,
RenderVertexArray * arr )
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◆ add_volume()

GameApi::O add_volume ( GameApi::Env & e,
VolumeObject * o )
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◆ add_voxel()

GameApi::VX add_voxel ( GameApi::Env & e,
Voxel< unsigned int > * o )
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◆ add_voxel_array()

GameApi::AV add_voxel_array ( GameApi::Env & e,
VoxelArray * arr )
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◆ add_waveform()

GameApi::WV add_waveform ( GameApi::Env & e,
Waveform * bitmap )
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◆ add_widget()

GameApi::W add_widget ( GameApi::Env & e,
GuiWidget * w )

◆ add_world()

GameApi::W add_world ( GameApi::Env & e,
IWorld * w )
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◆ clear_block()

IMPORT void clear_block ( int id)
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◆ delete_item()

void delete_item ( void * ptr)
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◆ delete_item_from_block()

void delete_item_from_block ( void * ptr,
Block2 * blk )
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◆ find_anim()

AnimImpl find_anim ( GameApi::Env & e,
GameApi::IS i )
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◆ find_array() [1/2]

template<class T>
std::vector< T > find_array ( GameApi::Env & e,
GameApi::A< T > arr )

◆ find_array() [2/2]

IMPORT ArrayType * find_array ( GameApi::Env & e,
GameApi::ARR arr )
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◆ find_attach()

Attach * find_attach ( GameApi::Env & e,
GameApi::ATT att )
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◆ find_bitmap()

BitmapHandle * find_bitmap ( GameApi::Env & e,
GameApi::BM b )

◆ find_bitmap2()

Bitmap< Color > * find_bitmap2 ( GameApi::Env & e,
GameApi::BM bm )
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◆ find_bitmap_array()

BitmapArray2< Color > * find_bitmap_array ( GameApi::Env & e,
GameApi::BMA b )
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◆ find_blocker()

Blocker * find_blocker ( GameApi::Env & e,
GameApi::BLK blk )
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◆ find_bool_bitmap()

BoolBitmap * find_bool_bitmap ( GameApi::Env & e,
GameApi::BB b )
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◆ find_bytestore()

ByteStore * find_bytestore ( GameApi::Env & e,
GameApi::BS bs )
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◆ find_cache()

ICache * find_cache ( GameApi::Env & e,
GameApi::CX c )
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◆ find_cmds()

CmdExecute * find_cmds ( GameApi::Env & e,
GameApi::CMD cmds2 )
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◆ find_collision()

Collision * find_collision ( GameApi::Env & e,
GameApi::CP p )
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◆ find_color() [1/2]

ColorChange * find_color ( GameApi::Env & e,
GameApi::CC cc )

◆ find_color() [2/2]

Color * find_color ( GameApi::Env & e,
GameApi::CO p )

◆ find_color_bitmap()

Bitmap< Color > * find_color_bitmap ( BitmapHandle * handle,
int bbm_choose )

◆ find_color_volume()

ColorVolumeObject * find_color_volume ( GameApi::Env & e,
GameApi::COV o )
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◆ find_colourspace()

ColourSpace * find_colourspace ( GameApi::Env & e,
GameApi::CS cs )
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◆ find_colourspaceI()

ColourSpaceI * find_colourspaceI ( GameApi::Env & e,
GameApi::CSI cs )
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◆ find_cont_bool()

ContinuousBitmap< bool > * find_cont_bool ( GameApi::Env & e,
GameApi::CBB bm )
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◆ find_cont_float()

ContinuousBitmap< float > * find_cont_float ( GameApi::Env & e,
GameApi::CFB bm )
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◆ find_continuous_bitmap()

ContinuousBitmap< Color > * find_continuous_bitmap ( GameApi::Env & e,
GameApi::CBM b )
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◆ find_curve()

Curve< Point > * find_curve ( GameApi::Env & e,
GameApi::C c )
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◆ find_curve_group()

CurveGroup * find_curve_group ( GameApi::Env & e,
GameApi::CG cg )
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◆ find_curve_pos()

CurvePos * find_curve_pos ( GameApi::Env & e,
GameApi::CPP cp )
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◆ find_cutter()

Cutter * find_cutter ( GameApi::Env & e,
GameApi::CT cut )
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◆ find_dim()

NDim< float, Point > * find_dim ( GameApi::Env & e,
GameApi::MV mv )

◆ find_disk_store()

DiskStore * find_disk_store ( GameApi::Env & e,
GameApi::DS ds )
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◆ find_distance()

DistanceRenderable * find_distance ( GameApi::Env & e,
GameApi::FD fd )
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◆ find_dyn()

DynMainLoop * find_dyn ( GameApi::Env & e,
GameApi::D d )
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◆ find_dyn_change()

DynamicChange * find_dyn_change ( GameApi::Env & e,
GameApi::DC dc )
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◆ find_event_info()

EventInfo find_event_info ( GameApi::Env & e,
GameApi::E ee )
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◆ find_expr()

ExprNode * find_expr ( GameApi::Env & e,
GameApi::EX n )
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◆ find_facecoll()

FaceCollection * find_facecoll ( GameApi::Env & e,
GameApi::P p )

◆ find_facecoll_array()

Array< int, FaceCollection * > * find_facecoll_array ( GameApi::Env & e,
GameApi::PV pa )
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◆ find_facecoll_matrix()

Bitmap< FaceCollection * > * find_facecoll_matrix ( GameApi::Env & e,
GameApi::MA ma )

◆ find_fbo()

FBOPriv * find_fbo ( GameApi::Env & e,
GameApi::FBO f )
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◆ find_float()

LazyValue< float > * find_float ( GameApi::Env & e,
GameApi::F f )
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◆ find_float_array()

Array< int, float > * find_float_array ( GameApi::Env & e,
GameApi::FA f )
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◆ find_float_array2()

FloatArray2 * find_float_array2 ( GameApi::Env & e,
GameApi::FA arr )
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◆ find_float_bitmap()

FloatBitmap * find_float_bitmap ( GameApi::Env & e,
GameApi::FB b )
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◆ find_float_fetcher()

Fetcher< float > * find_float_fetcher ( GameApi::Env & e,
GameApi::FF f )
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◆ find_float_field()

FloatField * find_float_field ( GameApi::Env & e,
GameApi::FFi field )
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◆ find_float_scene()

FloatScene * find_float_scene ( GameApi::Env & e,
GameApi::FS fs )
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◆ find_float_volume()

FloatVolumeObject * find_float_volume ( GameApi::Env & e,
GameApi::FO o )
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◆ find_font_atlas()

FontAtlasInfo * find_font_atlas ( GameApi::Env & e,
GameApi::FtA ft )
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◆ find_font_interface()

FontInterface * find_font_interface ( GameApi::Env & e,
GameApi::FI fi )
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◆ find_framebuffer()

FrameBuffer * find_framebuffer ( GameApi::Env & e,
GameApi::FBU fb )
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◆ find_framemainloop()

FrameBufferLoop * find_framemainloop ( GameApi::Env & e,
GameApi::FML ml )
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◆ find_frm_widget()

FrmWidget * find_frm_widget ( GameApi::Env & e,
GameApi::W w )
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◆ find_function()

FunctionImpl * find_function ( GameApi::Env & e,
GameApi::F f )
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◆ find_game_state()

GameState * find_game_state ( GameApi::Env & e,
GameApi::GS gs )
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◆ find_gc()

GraphicsContext * find_gc ( GameApi::Env & e,
GameApi::GC gc )

◆ find_gi()

◆ find_gltf()

EXPORT GLTFModelInterface * find_gltf ( GameApi::Env & e,
GameApi::TF tf )

◆ find_glyph_interface()

GlyphInterface * find_glyph_interface ( GameApi::Env & e,
GameApi::GI gi )
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◆ find_heavy()

HeavyOperation * find_heavy ( GameApi::Env & e,
GameApi::H h )
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◆ find_html()

IMPORT Html * find_html ( GameApi::Env & e,
GameApi::HML u )
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◆ find_implicit()

ImplicitFunction3d * find_implicit ( GameApi::Env & e,
GameApi::IM m )
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◆ find_int_bitmap()

Bitmap< int > * find_int_bitmap ( GameApi::Env & e,
GameApi::IBM bm )
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◆ find_int_fetcher()

Fetcher< int > * find_int_fetcher ( GameApi::Env & e,
GameApi::IF i )
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◆ find_int_voxel()

Voxel< int > * find_int_voxel ( GameApi::Env & e,
GameApi::VX b )
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◆ find_layout()

Layout * find_layout ( GameApi::Env & e,
GameApi::LAY l )
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◆ find_line()

LineImpl * find_line ( GameApi::Env & e,
GameApi::LN l )

◆ find_line_array()

LineCollection * find_line_array ( GameApi::Env & e,
GameApi::LI li )
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◆ find_lines_array()

PointArray2 * find_lines_array ( GameApi::Env & e,
GameApi::LLA p )
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◆ find_link_info()

LinkInfo find_link_info ( GameApi::Env & e,
GameApi::L l )
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◆ find_linkage()

LinkageInfo find_linkage ( GameApi::Env & e,
GameApi::L l )
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◆ find_main_loop()

MainLoopItem * find_main_loop ( GameApi::Env & e,
GameApi::ML ml )

◆ find_main_loop_wgpu()

MainLoopItemWGPU * find_main_loop_wgpu ( GameApi::Env & e,
GameApi::GML ml )
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◆ find_material()

Material * find_material ( GameApi::Env & e,
GameApi::MT m )

◆ find_matrix()

Matrix find_matrix ( GameApi::Env & e,
GameApi::M m )
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◆ find_matrix_array()

MatrixArray * find_matrix_array ( GameApi::Env & e,
GameApi::MS m )
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◆ find_matrix_array3()

MatrixArray3 * find_matrix_array3 ( GameApi::Env & e,
GameApi::MSA pa )
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◆ find_matrix_curve()

Curve< Matrix > * find_matrix_curve ( GameApi::Env & e,
GameApi::MC m )
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◆ find_memblock()

MemoryBlock * find_memblock ( GameApi::Env & e,
GameApi::MB b )
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◆ find_mesh_anim()

MeshAnim * find_mesh_anim ( GameApi::Env & e,
GameApi::MA ma )
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◆ find_mixed()

MixedI * find_mixed ( GameApi::Env & e,
GameApi::MX m )
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◆ find_move() [1/2]

Movement * find_move ( GameApi::Env & e,
GameApi::MN m )

◆ find_move() [2/2]

Array< int, ObjectWithPos > * find_move ( GameApi::Env & e,
GameApi::OM p )

◆ find_move_array()

std::vector< VertexArrayWithPos > * find_move_array ( GameApi::Env & e,
GameApi::VAA p )
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◆ find_move_input()

InputForMoving * find_move_input ( GameApi::Env & e,
GameApi::INP im )
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◆ find_opt_voxel()

OptVoxel * find_opt_voxel ( GameApi::Env & e,
GameApi::OVX vx )
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◆ find_patch()

CurvePatch * find_patch ( GameApi::Env & e,
GameApi::PA patch )
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◆ find_path()

Path * find_path ( GameApi::Env & e,
GameApi::PAT p )
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◆ find_pbo()

PixelBufferObject * find_pbo ( GameApi::Env & e,
GameApi::PBO p )
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◆ find_physics()

PhysicsNode * find_physics ( GameApi::Env & e,
GameApi::PH p )
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◆ find_plane()

PlanePoints2d * find_plane ( GameApi::Env & e,
GameApi::PL p )
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◆ find_plane_array()

PlaneData * find_plane_array ( GameApi::Env & e,
GameApi::PLA p )

◆ find_plane_faces()

FacesInPlane * find_plane_faces ( GameApi::Env & e,
GameApi::PLF pl )
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◆ find_plane_lines()

LinesInPlane * find_plane_lines ( GameApi::Env & e,
GameApi::PLL pl )

◆ find_plane_points()

PointsInPlane * find_plane_points ( GameApi::Env & e,
GameApi::PLP pl )

◆ find_plane_shape()

PlaneShape * find_plane_shape ( GameApi::Env & e,
GameApi::PP p )

◆ find_platform()

Platform * find_platform ( GameApi::Env & e,
GameApi::PL pl )
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◆ find_point()

Point * find_point ( GameApi::Env & e,
GameApi::PT p )

◆ find_point_array()

PointArray2 * find_point_array ( GameApi::Env & e,
GameApi::FOA p )
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◆ find_point_array3()

PointArray3 * find_point_array3 ( GameApi::Env & e,
GameApi::PTA pa )
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◆ find_point_fetcher()

Fetcher< Point > * find_point_fetcher ( GameApi::Env & e,
GameApi::PF f )
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◆ find_point_transform()

PointTransform * find_point_transform ( GameApi::Env & e,
GameApi::PTT ptt )
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◆ find_pointcoll_array()

PointCollection * find_pointcoll_array ( GameApi::Env & e,
GameApi::PC p )
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◆ find_pointsapi_points()

PointsApiPoints * find_pointsapi_points ( GameApi::Env & e,
GameApi::PTS ps )

◆ find_poly()

FaceCollPolyHandle * find_poly ( GameApi::Env & e,
GameApi::P p )
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◆ find_polydistfield()

PD_Impl find_polydistfield ( GameApi::Env & e,
GameApi::PD p )
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◆ find_polynomial()

std::vector< float > * find_polynomial ( GameApi::Env & e,
GameApi::PN pn )
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◆ find_pos_bitmap()

Bitmap< Pos > * find_pos_bitmap ( BitmapHandle * handle,
int bbm_choose )
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◆ find_pos_info()

PosInfo find_pos_info ( GameApi::Env & e,
GameApi::LL l )
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◆ find_property_array()

PropertyArray * find_property_array ( GameApi::Env & e,
GameApi::PR pr )

◆ find_samples()

Samples * find_samples ( GameApi::Env & e,
GameApi::SM sm )
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◆ find_screenspace_material()

ScreenSpaceMaterial * find_screenspace_material ( GameApi::Env & e,
GameApi::SMT mat )
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◆ find_separate()

Separate * find_separate ( GameApi::Env & e,
GameApi::SA p )
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◆ find_shader()

ShaderI * find_shader ( GameApi::Env & e,
GameApi::SI si )

◆ find_shader_bitmap()

ShaderBitmap * find_shader_bitmap ( GameApi::Env & e,
GameApi::SBM sbm )
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◆ find_shader_code()

ShaderCode * find_shader_code ( GameApi::Env & e,
GameApi::SHC code )
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◆ find_shader_module()

ShaderModule * find_shader_module ( GameApi::Env & e,
GameApi::SFO sfo )
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◆ find_shader_program()

Program * find_shader_program ( GameApi::Env & e,
GameApi::SH sh )
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◆ find_shaderI()

ShaderI2 * find_shaderI ( GameApi::Env & e,
GameApi::SHI s )
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◆ find_shaderpriv()

ShaderPriv2 * find_shaderpriv ( GameApi::Env & e,
GameApi::SH sh )

◆ find_shp()

ShaderParameterI * find_shp ( GameApi::Env & e,
GameApi::SHP s )
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◆ find_skeletal()

SkeletalNode * find_skeletal ( GameApi::Env & e,
GameApi::SA n )
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◆ find_space()

SpaceImpl * find_space ( GameApi::Env & e,
GameApi::SP s )
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◆ find_space_3d()

Space3d * find_space_3d ( GameApi::Env & e,
GameApi::SP sp )

◆ find_splitter()

Splitter * find_splitter ( GameApi::Env & e,
GameApi::RUN spl )
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◆ find_sprite_pos()

SpritePosImpl * find_sprite_pos ( GameApi::Env & e,
GameApi::BM bm )
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◆ find_string_display()

StringDisplay * find_string_display ( GameApi::Env & e,
GameApi::SD sd )
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◆ find_string_fetcher()

Fetcher< std::string > * find_string_fetcher ( GameApi::Env & e,
GameApi::SF s )
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◆ find_surface()

SurfaceImpl * find_surface ( GameApi::Env & e,
GameApi::S f )
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◆ find_surface2()

SurfaceIn3d * find_surface2 ( GameApi::Env & e,
GameApi::S s )

◆ find_tex_quad()

TexCoordQuad find_tex_quad ( GameApi::Env & e,
GameApi::Q t )
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◆ find_texture()

TextureI * find_texture ( GameApi::Env & e,
GameApi::TX t )
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◆ find_timerange()

TROArray * find_timerange ( GameApi::Env & e,
GameApi::TR tr )
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◆ find_timerange_vertexarray()

VArray * find_timerange_vertexarray ( GameApi::Env & e,
GameApi::VV vv )
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◆ find_timing()

Timing * find_timing ( GameApi::Env & e,
GameApi::TT tm )
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◆ find_tracker()

Tracker * find_tracker ( GameApi::Env & e,
GameApi::TRK trk )
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◆ find_tree()

TreeStack * find_tree ( GameApi::Env & e,
GameApi::T m )
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◆ find_tree_level()

TreeLevel * find_tree_level ( GameApi::Env & e,
GameApi::TL m )
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◆ find_tri_strip()

TriStrip * find_tri_strip ( GameApi::Env & e,
GameApi::TS p )
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◆ find_txid()

TextureID * find_txid ( GameApi::Env & e,
GameApi::TXID id )
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◆ find_uber()

ShaderCall * find_uber ( GameApi::Env & e,
GameApi::US m )

◆ find_urlmemmap()

UrlMemoryMap * find_urlmemmap ( GameApi::Env & e,
GameApi::PKG urlmemmap )
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◆ find_uv()

Fetcher< FaceID > * find_uv ( GameApi::Env & e,
GameApi::UV u )

◆ find_vector()

Vector * find_vector ( GameApi::Env & e,
GameApi::V p )
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◆ find_vector_volume()

VectorVolumeObject * find_vector_volume ( GameApi::Env & e,
GameApi::VO o )
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◆ find_velocity_field()

VelocityField * find_velocity_field ( GameApi::Env & e,
GameApi::VFi field )
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◆ find_vertex_anim()

VertexAnimNode * find_vertex_anim ( GameApi::Env & e,
GameApi::KF kf )
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◆ find_vertex_array()

VertexArraySet * find_vertex_array ( GameApi::Env & e,
GameApi::VA p )
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◆ find_vertex_array_render()

RenderVertexArray * find_vertex_array_render ( GameApi::Env & e,
GameApi::VA p )
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◆ find_volume()

VolumeObject * find_volume ( GameApi::Env & e,
GameApi::O o )
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◆ find_voxel()

Voxel< unsigned int > * find_voxel ( GameApi::Env & e,
GameApi::VX b )
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◆ find_voxel_array()

VoxelArray * find_voxel_array ( GameApi::Env & e,
GameApi::AV a )
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◆ find_waveform()

Waveform * find_waveform ( GameApi::Env & e,
GameApi::WV b )
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◆ find_widget()

GuiWidget * find_widget ( GameApi::Env & e,
GameApi::W w )

◆ find_world()

IWorld * find_world ( GameApi::Env & e,
GameApi::W w )
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◆ get_current_block()

int get_current_block ( )
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◆ InstallProgress()

IMPORT void InstallProgress ( int num,
std::string label,
int max )

◆ operator<()

bool operator< ( const Dep & a1,
const Dep & a2 )

◆ print_dependencies()

void print_dependencies ( EnvImpl & impl,
int num )
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◆ ProgressBar()

IMPORT void ProgressBar ( int num,
int val,
int max,
std::string label )

std::cout << "ProgressBar: '" << num << " " << label << " " << val << " " << max << "'" << std::endl;

◆ recreate_block()

void recreate_block ( int id)
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◆ set_current_block()

IMPORT void set_current_block ( int id)
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◆ stackTrace()

void stackTrace ( )

Variable Documentation

◆ g_blocks

G_BLOCK g_blocks

◆ g_current_block

int g_current_block =-1

◆ g_dep

std::vector<Dep> g_dep

◆ g_rest

Rest g_rest