GameApi 28
Library used by GameApi Builder tool
Loading...
Searching...
No Matches
GameApi_h.hh File Reference
#include "GameApi.hh"
#include <vector>
#include <map>
#include "Effect.hh"
#include "VectorTools.hh"
#include "Graph.hh"
#include "Physics.hh"
#include "State.hh"
#include "Serialize.hh"
#include "GameRunner.hh"
#include "RayTracing.hh"
#include "VertexArray.hh"
#include "StateChange.hh"
#include "DistanceObject.hh"
#include "MatrixApi.hh"
#include "Web.hh"
#include "Effect2.hh"
#include "GraphI.hh"
#include <iostream>
#include <fstream>
#include <memory>
#include <cmath>
#include <chrono>
#include "MyMap.hh"
#include "GameApi_low.hh"
#include <ft2build.h>
#include "FreeType.hh"
#include "Parser.hh"
Include dependency graph for GameApi_h.hh:

Go to the source code of this file.

Classes

struct  TexCoordQuad
struct  EventPriv
struct  GridPriv
struct  SurfPriv
struct  MainLoopPriv
struct  ShaderPriv2
struct  FBOPriv
struct  SpaceImpl
struct  LineImpl
struct  SpritePosImpl
class  AnimInt
class  SingleAnimInt
class  AnimPoint3d
class  AnimFloat
struct  BoolBitmap
struct  FloatBitmap
struct  AnimImpl
struct  FunctionImpl
struct  SurfaceImpl
class  IDInterface
class  IDInterfaceUnion
struct  IDImpl
struct  Font22
struct  ObjectWithPos
struct  VertexArrayWithPos
struct  PointArray2
struct  PointArray3
struct  MatrixArray3
struct  PlaneData
struct  TBuffer2
struct  TBuffer
struct  FontAtlasGlyphInfo
struct  FontAtlasInfo
struct  BO_Impl
struct  PD_Impl
struct  Pa_Impl
struct  Va_Impl
class  ArrayElem< T >
class  ArrayElem< GameApi::BM >
class  ArrayElem< GameApi::P >
struct  EnvImpl

Macros

#define NO_PREPARE_RENDER   1
#define VIRTUAL_REALITY   1
#define SDL2_USED
#define GAME_API_DEF
#define _SCL_SECURE_NO_WARNINGS
#define THREADS   1
#define BATCHING   1
#define LOOKING_GLASS   1
#define VAO   1
#define HAS_INSTANCING   1
#define HAS_MATRIX_INVERSE   1
#define HAS_FREETYPE   1
#define HAS_POPEN   1
#define USE_SDL_MIXER   1
#define USE_SDL_MIXER_HACK   1
#define USE_GLEW   1
#define USE_CHAISCRIPT   0
#define SPECIAL_TEX_ID   600000
#define SPECIAL_TEX_IDA   700000
#define SPECIAL_TEX_ID_CUBEMAP   800000
#define SPECIAL_TEX_ID_CUBEMAP_END   900000
#define ARRMACRO(arr, arr2)

Functions

void async_pending_plus (std::string label, std::string info)
void async_pending_minus (std::string label, std::string info)
int add_block ()
void set_current_block (int id)
void clear_block (int id)
void recreate_block (int id)
std::string unique_id ()
Program * find_shader_program (GameApi::Env &e, GameApi::SH sh)
bool is_platform_linux ()
bool is_platform_android ()
bool is_platform_win32 ()
bool is_platform_mac ()
bool is_platform_chrome ()
bool is_platform_firefox ()
GameApi::PAT add_path (GameApi::Env &e, Path *p)
GameApi::FS add_float_scene (GameApi::Env &e, FloatScene *fs)
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 *csi)
GameApi::GI add_gi (GameApi::Env &e, GameApi::GlobalIlluminationData *dt)
GameApi::TT add_timing (GameApi::Env &e, Timing *tm)
GameApi::PL add_platform (GameApi::Env &e, Platform *pl)
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::SHC add_shader_code (GameApi::Env &e, ShaderCode *code)
GameApi::PBO add_pbo (GameApi::Env &e, PixelBufferObject *pbo)
GameApi::SHP add_shp (GameApi::Env &e, ShaderParameterI *shp)
GameApi::SHI add_shaderI (GameApi::Env &e, ShaderI2 *sh)
GameApi::TF add_gltf (GameApi::Env &e, GLTFModelInterface *tf)
GameApi::GS add_game_state (GameApi::Env &e, GameState *gs)
GameApi::ATT add_attach (GameApi::Env &e, Attach *att)
GameApi::PKG add_urlmemmap (GameApi::Env &e, UrlMemoryMap *map)
GameApi::MB add_memblock (GameApi::Env &e, MemoryBlock *block)
GameApi::VFi add_velocity_field (GameApi::Env &e, VelocityField *field)
GameApi::FFi add_float_field (GameApi::Env &e, FloatField *field)
GameApi::FA add_float_array2 (GameApi::Env &e, FloatArray2 *arr)
GameApi::D add_dyn (GameApi::Env &e, DynMainLoop *d)
GameApi::HML add_html (GameApi::Env &e, Html *ml)
GameApi::UV add_uv (GameApi::Env &e, Fetcher< FaceID > *f)
GameApi::AV add_voxel_array (GameApi::Env &e, VoxelArray *arr)
GameApi::W add_frm_widget (GameApi::Env &e, FrmWidget *w)
GameApi::H add_heavy (GameApi::Env &e, HeavyOperation *h)
GameApi::FBU add_framebuffer (GameApi::Env &e, FrameBuffer *buf)
GameApi::FML add_framemainloop (GameApi::Env &e, FrameBufferLoop *loop)
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::DS add_disk_store (GameApi::Env &e, DiskStore *ds)
GameApi::SBM add_shader_bitmap (GameApi::Env &e, ShaderBitmap *sbm)
GameApi::PN add_polynomial (GameApi::Env &e, std::vector< float > *pn)
GameApi::DC add_dyn_change (GameApi::Env &e, DynamicChange *dc)
GameApi::CBB add_cont_bool (GameApi::Env &e, ContinuousBitmap< bool > *bm)
GameApi::CFB add_cont_float (GameApi::Env &e, ContinuousBitmap< float > *bm)
GameApi::SI add_shader (GameApi::Env &e, ShaderI *shid)
GameApi::TXID add_txid (GameApi::Env &e, TextureID *txid)
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::PA add_patch (GameApi::Env &e, CurvePatch *patch)
GameApi::CMD add_cmds (GameApi::Env &e, CmdExecute *cmds)
GameApi::FI add_font_interface (GameApi::Env &e, FontInterface *fi)
GameApi::GI add_glyph_interface (GameApi::Env &e, GlyphInterface *gi)
GameApi::SD add_string_display (GameApi::Env &e, StringDisplay *sd)
GameApi::FF add_float_fetcher (GameApi::Env &e, Fetcher< float > *f)
GameApi::IF add_int_fetcher (GameApi::Env &e, Fetcher< int > *i)
GameApi::PF add_point_fetcher (GameApi::Env &e, Fetcher< Point > *p)
GameApi::SF add_string_fetcher (GameApi::Env &e, Fetcher< std::string > *str)
template<class T>
GameApi::ARR add_array (GameApi::Env &e, T t)
GameApi::ARR add_array (GameApi::Env &e, ArrayType *arr)
GameApi::CPP add_curve_pos (GameApi::Env &e, CurvePos *pos)
GameApi::PTT add_point_transform (GameApi::Env &e, PointTransform *ptt)
GameApi::KF add_vertex_anim (GameApi::Env &e, VertexAnimNode *node)
GameApi::BLK add_blocker (GameApi::Env &e, Blocker *blk)
GameApi::RUN add_splitter (GameApi::Env &e, Splitter *spl)
GameApi::CC add_color (GameApi::Env &e, ColorChange *cc)
GameApi::MX add_mixed (GameApi::Env &e, MixedI *n)
GameApi::SA add_skeletal (GameApi::Env &e, SkeletalNode *n)
GameApi::PP add_plane_shape (GameApi::Env &e, PlaneShape *shape)
GameApi::MC add_matrix_curve (GameApi::Env &e, Curve< Matrix > *curve)
GameApi::MS add_matrix_array (GameApi::Env &e, MatrixArray *arr)
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 *imp)
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::ML add_main_loop (GameApi::Env &e, MainLoopItem *item)
GameApi::GML add_main_loop_wgpu (GameApi::Env &e, MainLoopItemWGPU *item)
GameApi::FtA add_font_atlas (GameApi::Env &e, FontAtlasInfo *info)
GameApi::W add_widget (GameApi::Env &e, GuiWidget *w)
void add_update_widget (GameApi::Env &e, GameApi::W widget, 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_surface (GameApi::Env &e, SurfaceImpl i)
GameApi::S add_surface2 (GameApi::Env &e, SurfaceIn3d *s)
GameApi::BM add_bitmap (GameApi::Env &e, BitmapHandle *handle)
GameApi::BM add_bitmap3 (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_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)
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)
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_voxel (GameApi::Env &e, Voxel< unsigned int > *o)
GameApi::VX add_int_voxel (GameApi::Env &e, Voxel< 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)
GameApi::MV add_mv_point (GameApi::Env &e, float x, float y, float z)
GameApi::MV add_line (GameApi::Env &e, GameApi::E start, GameApi::E end, GameApi::MV start_mv, GameApi::MV end_mv, int start_choose, int end_choose)
GameApi::PT add_point (GameApi::Env &e, float x, float y, float z)
GameApi::LL add_pos (GameApi::Env &e, GameApi::L l, GameApi::MV point)
GameApi::V add_vector (GameApi::Env &e, float dx, float dy, float dz)
GameApi::IS add_anim (GameApi::Env &e, const AnimImpl &impl)
GameApi::CT add_cutter (GameApi::Env &e, Cutter *cut)
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 csi)
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 pbo)
ShaderParameterI * find_shp (GameApi::Env &e, GameApi::SHP shp)
ShaderI2 * find_shaderI (GameApi::Env &e, GameApi::SHI sh)
IMPORT GLTFModelInterface * find_gltf (GameApi::Env &e, GameApi::TF tf)
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 p)
MemoryBlock * find_memblock (GameApi::Env &e, GameApi::MB b)
VelocityField * find_velocity_field (GameApi::Env &e, GameApi::VFi field)
FloatField * find_float_field (GameApi::Env &e, GameApi::FFi field)
FloatArray2 * find_float_array2 (GameApi::Env &e, GameApi::FA arr)
DynMainLoop * find_dyn (GameApi::Env &e, GameApi::D d)
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 fb)
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 store)
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 id)
TextureID * find_txid (GameApi::Env &e, GameApi::TXID id)
PointsInPlane * find_plane_points (GameApi::Env &e, GameApi::PLP plane)
LinesInPlane * find_plane_lines (GameApi::Env &e, GameApi::PLL plane)
FacesInPlane * find_plane_faces (GameApi::Env &e, GameApi::PLF plane)
PropertyArray * find_prop_array (GameApi::Env &e, GameApi::PR prop)
Space3d * find_space_3d (GameApi::Env &e, GameApi::SP space)
CurvePatch * find_patch (GameApi::Env &e, GameApi::PA patch)
CmdExecute * find_cmds (GameApi::Env &e, GameApi::CMD cmds)
StringDisplay * find_string_display (GameApi::Env &e, GameApi::SD sd)
GlyphInterface * find_glyph_interface (GameApi::Env &e, GameApi::GI gi)
FontInterface * find_font_interface (GameApi::Env &e, GameApi::FI fi)
Fetcher< float > * find_float_fetcher (GameApi::Env &e, GameApi::FF f)
Fetcher< std::string > * find_string_fetcher (GameApi::Env &e, GameApi::SF s)
Fetcher< int > * find_int_fetcher (GameApi::Env &e, GameApi::IF f)
Fetcher< Point > * find_point_fetcher (GameApi::Env &e, GameApi::PF p)
ArrayType * find_array (GameApi::Env &e, GameApi::ARR arr)
CurvePos * find_curve_pos (GameApi::Env &e, GameApi::CPP pos)
PointTransform * find_point_transform (GameApi::Env &e, GameApi::PTT pt)
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 blk)
ColorChange * find_color (GameApi::Env &e, GameApi::CC cc)
MixedI * find_mixed (GameApi::Env &e, GameApi::MX m)
PD_Impl find_polydistfield (GameApi::Env &e, GameApi::PD p)
SkeletalNode * find_skeletal (GameApi::Env &e, GameApi::SA n)
PlaneShape * find_plane_shape (GameApi::Env &e, GameApi::PP pp)
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 u)
Material * find_material (GameApi::Env &e, GameApi::MT mat)
TreeLevel * find_tree_level (GameApi::Env &e, GameApi::TL tl)
TreeStack * find_tree (GameApi::Env &e, GameApi::T t)
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)
EventInfo find_event_info (GameApi::Env &e, GameApi::E ee)
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)
NDim< float, Point > * find_dim (GameApi::Env &e, GameApi::MV mv)
BitmapHandle * find_bitmap (GameApi::Env &e, GameApi::BM b)
ShaderPriv2 * find_shaderpriv (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)
SurfaceImpl * find_surface (GameApi::Env &e, GameApi::S f)
SurfaceIn3d * find_surface2 (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=-1)
Bitmap< Color > * find_bitmap2 (GameApi::Env &e, GameApi::BM bm)
Bitmap< Pos > * find_pos_bitmap (BitmapHandle *handle, int bbm_choose=-1)
Sprite * sprite_from_handle2 (GameApi::Env &e, SpritePriv &env, BitmapHandle *handle, int bbm_choose)
Sprite * sprite_from_handle (GameApi::Env &e, SpritePriv &env, 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)
TROArray * find_timerange (GameApi::Env &e, GameApi::TR tr)
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)
void check_world (MainLoopEnv &e)
void check_world_elements (MainLoopEnv &e)
EnemyPiece & get_enemy_piece (MainLoopEnv &e, int index)

Macro Definition Documentation

◆ _SCL_SECURE_NO_WARNINGS

#define _SCL_SECURE_NO_WARNINGS

◆ ARRMACRO

#define ARRMACRO ( arr,
arr2 )
Value:
arr add_array_ ## arr2 (GameApi::Env &e, ArrayType *type); \
ArrayType *find_array_ ## arr2 (GameApi::Env &e, arr a);
Env e
Definition Common.cc:2
Definition GameApi.hh:362
Definition test.cpp:82

◆ BATCHING

#define BATCHING   1

◆ GAME_API_DEF

#define GAME_API_DEF

◆ HAS_FREETYPE

#define HAS_FREETYPE   1

◆ HAS_INSTANCING

#define HAS_INSTANCING   1

◆ HAS_MATRIX_INVERSE

#define HAS_MATRIX_INVERSE   1

◆ HAS_POPEN

#define HAS_POPEN   1

◆ LOOKING_GLASS

#define LOOKING_GLASS   1

◆ NO_PREPARE_RENDER

#define NO_PREPARE_RENDER   1

◆ SDL2_USED

#define SDL2_USED

◆ SPECIAL_TEX_ID

#define SPECIAL_TEX_ID   600000

◆ SPECIAL_TEX_ID_CUBEMAP

#define SPECIAL_TEX_ID_CUBEMAP   800000

◆ SPECIAL_TEX_ID_CUBEMAP_END

#define SPECIAL_TEX_ID_CUBEMAP_END   900000

◆ SPECIAL_TEX_IDA

#define SPECIAL_TEX_IDA   700000

◆ THREADS

#define THREADS   1

◆ USE_CHAISCRIPT

#define USE_CHAISCRIPT   0

◆ USE_GLEW

#define USE_GLEW   1

◆ USE_SDL_MIXER

#define USE_SDL_MIXER   1

◆ USE_SDL_MIXER_HACK

#define USE_SDL_MIXER_HACK   1

◆ VAO

#define VAO   1

◆ VIRTUAL_REALITY

#define VIRTUAL_REALITY   1

Function Documentation

◆ add_anim()

GameApi::IS add_anim ( GameApi::Env & e,
const AnimImpl & impl )
Here is the caller graph for this function:

◆ add_array() [1/3]

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

◆ add_array() [2/3]

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

◆ add_array() [3/3]

template<class T>
GameApi::ARR add_array ( GameApi::Env & e,
T t )

◆ add_attach()

GameApi::ATT add_attach ( GameApi::Env & e,
Attach * att )
Here is the caller graph for this function:

◆ add_bitmap()

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

◆ add_bitmap3()

GameApi::BM add_bitmap3 ( GameApi::Env & e,
BitmapHandle * handle )
Here is the caller graph for this function:

◆ add_bitmap_array()

GameApi::BMA add_bitmap_array ( GameApi::Env & e,
BitmapArray2< Color > * arr )
Here is the caller graph for this function:

◆ add_block()

int add_block ( )

◆ add_blocker()

GameApi::BLK add_blocker ( GameApi::Env & e,
Blocker * blk )
Here is the caller graph for this function:

◆ add_bool_bitmap()

GameApi::BB add_bool_bitmap ( GameApi::Env & e,
Bitmap< bool > * bitmap )
Here is the caller graph for this function:

◆ add_bytestore()

GameApi::BS add_bytestore ( GameApi::Env & e,
ByteStore * bs )
Here is the caller graph for this function:

◆ add_cache()

GameApi::CX add_cache ( GameApi::Env & e,
ICache * c )
Here is the caller graph for this function:

◆ add_cmds()

GameApi::CMD add_cmds ( GameApi::Env & e,
CmdExecute * cmds )
Here is the caller graph for this function:

◆ add_collision()

GameApi::CP add_collision ( GameApi::Env & e,
Collision * c )
Here is the caller graph for this function:

◆ add_color() [1/2]

GameApi::CC add_color ( GameApi::Env & e,
ColorChange * cc )
Here is the caller graph for this function:

◆ 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 )
Here is the caller graph for this function:

◆ 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 )
Here is the caller graph for this function:

◆ add_colourspace()

GameApi::CS add_colourspace ( GameApi::Env & e,
ColourSpace * cs )
Here is the caller graph for this function:

◆ add_colourspaceI()

GameApi::CSI add_colourspaceI ( GameApi::Env & e,
ColourSpaceI * csi )
Here is the caller graph for this function:

◆ add_cont_bool()

GameApi::CBB add_cont_bool ( GameApi::Env & e,
ContinuousBitmap< bool > * bm )
Here is the caller graph for this function:

◆ add_cont_float()

GameApi::CFB add_cont_float ( GameApi::Env & e,
ContinuousBitmap< float > * bm )
Here is the caller graph for this function:

◆ add_continuous_bitmap()

GameApi::CBM add_continuous_bitmap ( GameApi::Env & e,
ContinuousBitmap< Color > * bitmap )
Here is the caller graph for this function:

◆ add_curve()

GameApi::C add_curve ( GameApi::Env & e,
Curve< Point > * curve )
Here is the caller graph for this function:

◆ add_curve_group()

GameApi::CG add_curve_group ( GameApi::Env & e,
CurveGroup * cg )
Here is the caller graph for this function:

◆ add_curve_pos()

GameApi::CPP add_curve_pos ( GameApi::Env & e,
CurvePos * pos )
Here is the caller graph for this function:

◆ add_cutter()

GameApi::CT add_cutter ( GameApi::Env & e,
Cutter * cut )
Here is the caller graph for this function:

◆ add_disk_store()

GameApi::DS add_disk_store ( GameApi::Env & e,
DiskStore * ds )
Here is the caller graph for this function:

◆ add_distance()

GameApi::FD add_distance ( GameApi::Env & e,
DistanceRenderable * dist )
Here is the caller graph for this function:

◆ add_dyn()

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

◆ add_dyn_change()

GameApi::DC add_dyn_change ( GameApi::Env & e,
DynamicChange * dc )
Here is the caller graph for this function:

◆ add_event()

GameApi::E add_event ( GameApi::Env & e,
const EventInfo & info )
Here is the caller graph for this function:

◆ add_expr()

GameApi::EX add_expr ( GameApi::Env & e,
ExprNode * n )
Here is the caller graph for this function:

◆ add_facecoll_array()

GameApi::PV add_facecoll_array ( GameApi::Env & e,
Array< int, FaceCollection * > * arr )
Here is the caller graph for this function:

◆ 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 )
Here is the caller graph for this function:

◆ add_float()

GameApi::F add_float ( GameApi::Env & e,
LazyValue< float > * val )
Here is the caller graph for this function:

◆ add_float_array()

GameApi::FA add_float_array ( GameApi::Env & e,
Array< int, float > * arr )
Here is the caller graph for this function:

◆ add_float_array2()

GameApi::FA add_float_array2 ( GameApi::Env & e,
FloatArray2 * arr )
Here is the caller graph for this function:

◆ add_float_bitmap()

GameApi::FB add_float_bitmap ( GameApi::Env & e,
Bitmap< float > * bitmap )
Here is the caller graph for this function:

◆ add_float_fetcher()

GameApi::FF add_float_fetcher ( GameApi::Env & e,
Fetcher< float > * f )
Here is the caller graph for this function:

◆ 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 * fs )
Here is the caller graph for this function:

◆ add_float_volume()

GameApi::FO add_float_volume ( GameApi::Env & e,
FloatVolumeObject * o )
Here is the caller graph for this function:

◆ add_font_atlas()

GameApi::FtA add_font_atlas ( GameApi::Env & e,
FontAtlasInfo * info )
Here is the caller graph for this function:

◆ add_font_interface()

GameApi::FI add_font_interface ( GameApi::Env & e,
FontInterface * fi )
Here is the caller graph for this function:

◆ add_framebuffer()

GameApi::FBU add_framebuffer ( GameApi::Env & e,
FrameBuffer * buf )
Here is the caller graph for this function:

◆ add_framemainloop()

GameApi::FML add_framemainloop ( GameApi::Env & e,
FrameBufferLoop * loop )
Here is the caller graph for this function:

◆ add_frm_widget()

GameApi::W add_frm_widget ( GameApi::Env & e,
FrmWidget * w )
Here is the caller graph for this function:

◆ 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 )
Here is the caller graph for this function:

◆ add_game_state()

GameApi::GS add_game_state ( GameApi::Env & e,
GameState * gs )
Here is the caller graph for this function:

◆ add_gi()

◆ add_gltf()

GameApi::TF add_gltf ( GameApi::Env & e,
GLTFModelInterface * tf )
Here is the caller graph for this function:

◆ add_glyph_interface()

GameApi::GI add_glyph_interface ( GameApi::Env & e,
GlyphInterface * gi )
Here is the caller graph for this function:

◆ add_heavy()

GameApi::H add_heavy ( GameApi::Env & e,
HeavyOperation * h )
Here is the caller graph for this function:

◆ add_html()

GameApi::HML add_html ( GameApi::Env & e,
Html * ml )
Here is the caller graph for this function:

◆ add_implicit()

GameApi::IM add_implicit ( GameApi::Env & e,
ImplicitFunction3d * imp )
Here is the caller graph for this function:

◆ add_int_bitmap()

GameApi::IBM add_int_bitmap ( GameApi::Env & e,
Bitmap< int > * bm )
Here is the caller graph for this function:

◆ add_int_fetcher()

GameApi::IF add_int_fetcher ( GameApi::Env & e,
Fetcher< int > * i )
Here is the caller graph for this function:

◆ add_int_voxel()

GameApi::VX add_int_voxel ( GameApi::Env & e,
Voxel< int > * o )
Here is the caller graph for this function:

◆ add_layout()

GameApi::LAY add_layout ( GameApi::Env & e,
Layout * l )
Here is the caller graph for this function:

◆ add_line()

GameApi::MV add_line ( GameApi::Env & e,
GameApi::E start,
GameApi::E end,
GameApi::MV start_mv,
GameApi::MV end_mv,
int start_choose,
int end_choose )

◆ add_line_array()

GameApi::LI add_line_array ( GameApi::Env & e,
LineCollection * array )
Here is the caller graph for this function:

◆ add_lines_array()

GameApi::LLA add_lines_array ( GameApi::Env & e,
PointArray2 * array )
Here is the caller graph for this function:

◆ add_link()

GameApi::L add_link ( GameApi::Env & e,
GameApi::E e1,
GameApi::E e2,
LinkInfo info )
Here is the caller graph for this function:

◆ 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 )
Here is the caller graph for this function:

◆ add_matrix2()

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

◆ add_matrix_array()

GameApi::MS add_matrix_array ( GameApi::Env & e,
MatrixArray * arr )
Here is the caller graph for this function:

◆ add_matrix_array3()

GameApi::MSA add_matrix_array3 ( GameApi::Env & e,
MatrixArray3 * array )
Here is the caller graph for this function:

◆ add_matrix_curve()

GameApi::MC add_matrix_curve ( GameApi::Env & e,
Curve< Matrix > * curve )
Here is the caller graph for this function:

◆ add_memblock()

GameApi::MB add_memblock ( GameApi::Env & e,
MemoryBlock * block )
Here is the caller graph for this function:

◆ add_mesh_anim()

GameApi::MA add_mesh_anim ( GameApi::Env & e,
MeshAnim * ma )
Here is the caller graph for this function:

◆ add_mixed()

GameApi::MX add_mixed ( GameApi::Env & e,
MixedI * n )
Here is the caller graph for this function:

◆ 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 )
Here is the caller graph for this function:

◆ add_move_array()

GameApi::VAA add_move_array ( GameApi::Env & e,
std::vector< VertexArrayWithPos > * vec )
Here is the caller graph for this function:

◆ add_move_input()

GameApi::INP add_move_input ( GameApi::Env & e,
InputForMoving * im )
Here is the caller graph for this function:

◆ add_mv_point()

GameApi::MV add_mv_point ( GameApi::Env & e,
float x,
float y,
float z )

◆ add_opt_voxel()

GameApi::OVX add_opt_voxel ( GameApi::Env & e,
OptVoxel * vx )
Here is the caller graph for this function:

◆ add_patch()

GameApi::PA add_patch ( GameApi::Env & e,
CurvePatch * patch )
Here is the caller graph for this function:

◆ add_path()

GameApi::PAT add_path ( GameApi::Env & e,
Path * p )
Here is the caller graph for this function:

◆ add_pbo()

GameApi::PBO add_pbo ( GameApi::Env & e,
PixelBufferObject * pbo )
Here is the caller graph for this function:

◆ add_physics()

GameApi::PH add_physics ( GameApi::Env & e,
PhysicsNode * n )
Here is the caller graph for this function:

◆ add_plane()

GameApi::PL add_plane ( GameApi::Env & e,
PlanePoints2d * sep )
Here is the caller graph for this function:

◆ add_plane_faces()

GameApi::PLF add_plane_faces ( GameApi::Env & e,
FacesInPlane * pl )
Here is the caller graph for this function:

◆ 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 * shape )

◆ add_platform()

GameApi::PL add_platform ( GameApi::Env & e,
Platform * pl )
Here is the caller graph for this function:

◆ add_point() [1/2]

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

◆ 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 )
Here is the caller graph for this function:

◆ add_point_array3()

GameApi::PTA add_point_array3 ( GameApi::Env & e,
PointArray3 * array )
Here is the caller graph for this function:

◆ add_point_fetcher()

GameApi::PF add_point_fetcher ( GameApi::Env & e,
Fetcher< Point > * p )
Here is the caller graph for this function:

◆ add_point_transform()

GameApi::PTT add_point_transform ( GameApi::Env & e,
PointTransform * ptt )
Here is the caller graph for this function:

◆ add_pointcoll_array()

GameApi::PC add_pointcoll_array ( GameApi::Env & e,
PointCollection * array )
Here is the caller graph for this function:

◆ 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 )

◆ add_polynomial()

GameApi::PN add_polynomial ( GameApi::Env & e,
std::vector< float > * pn )
Here is the caller graph for this function:

◆ 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 )
Here is the caller graph for this function:

◆ add_screenspace_material()

GameApi::SMT add_screenspace_material ( GameApi::Env & e,
ScreenSpaceMaterial * mat )
Here is the caller graph for this function:

◆ add_separate()

GameApi::SA add_separate ( GameApi::Env & e,
Separate * sep )
Here is the caller graph for this function:

◆ add_shader()

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

◆ add_shader_bitmap()

GameApi::SBM add_shader_bitmap ( GameApi::Env & e,
ShaderBitmap * sbm )
Here is the caller graph for this function:

◆ add_shader_code()

GameApi::SHC add_shader_code ( GameApi::Env & e,
ShaderCode * code )
Here is the caller graph for this function:

◆ add_shader_module()

GameApi::SFO add_shader_module ( GameApi::Env & e,
ShaderModule * vol )
Here is the caller graph for this function:

◆ add_shaderI()

GameApi::SHI add_shaderI ( GameApi::Env & e,
ShaderI2 * sh )
Here is the caller graph for this function:

◆ add_shp()

GameApi::SHP add_shp ( GameApi::Env & e,
ShaderParameterI * shp )
Here is the caller graph for this function:

◆ add_skeletal()

GameApi::SA add_skeletal ( GameApi::Env & e,
SkeletalNode * n )
Here is the caller graph for this function:

◆ add_space()

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

◆ add_space_3d()

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

◆ add_splitter()

GameApi::RUN add_splitter ( GameApi::Env & e,
Splitter * spl )
Here is the caller graph for this function:

◆ add_string_display()

GameApi::SD add_string_display ( GameApi::Env & e,
StringDisplay * sd )
Here is the caller graph for this function:

◆ add_string_fetcher()

GameApi::SF add_string_fetcher ( GameApi::Env & e,
Fetcher< std::string > * str )
Here is the caller graph for this function:

◆ add_surface()

GameApi::S add_surface ( GameApi::Env & e,
SurfaceImpl i )
Here is the caller graph for this function:

◆ 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 )
Here is the caller graph for this function:

◆ add_texture()

GameApi::TX add_texture ( GameApi::Env & e,
TextureI * i )
Here is the caller graph for this function:

◆ add_timerange() [1/2]

GameApi::TR add_timerange ( GameApi::Env & e,
int paths )
Here is the caller graph for this function:

◆ 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 )
Here is the caller graph for this function:

◆ add_timing()

GameApi::TT add_timing ( GameApi::Env & e,
Timing * tm )
Here is the caller graph for this function:

◆ add_tracker()

GameApi::TRK add_tracker ( GameApi::Env & e,
Tracker * trk )
Here is the caller graph for this function:

◆ add_tree()

GameApi::T add_tree ( GameApi::Env & e,
TreeStack * tre )
Here is the caller graph for this function:

◆ add_tree_level()

GameApi::TL add_tree_level ( GameApi::Env & e,
TreeLevel * lvl )
Here is the caller graph for this function:

◆ add_tri_strip()

GameApi::TS add_tri_strip ( GameApi::Env & e,
TriStrip * n )
Here is the caller graph for this function:

◆ add_txid()

GameApi::TXID add_txid ( GameApi::Env & e,
TextureID * txid )
Here is the caller graph for this function:

◆ 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 )
Here is the caller graph for this function:

◆ add_update_vertex_array()

void add_update_vertex_array ( GameApi::Env & e,
GameApi::VA va_h,
VertexArraySet * va,
RenderVertexArray * arr )
Here is the caller graph for this function:

◆ add_update_widget()

void add_update_widget ( GameApi::Env & e,
GameApi::W widget,
GuiWidget * w )
Here is the caller graph for this function:

◆ add_urlmemmap()

GameApi::PKG add_urlmemmap ( GameApi::Env & e,
UrlMemoryMap * map )
Here is the caller graph for this function:

◆ add_uv()

GameApi::UV add_uv ( GameApi::Env & e,
Fetcher< FaceID > * f )
Here is the caller graph for this function:

◆ add_vector()

GameApi::V add_vector ( GameApi::Env & e,
float dx,
float dy,
float dz )
Here is the caller graph for this function:

◆ add_vector_volume()

GameApi::VO add_vector_volume ( GameApi::Env & e,
VectorVolumeObject * o )
Here is the caller graph for this function:

◆ add_velocity_field()

GameApi::VFi add_velocity_field ( GameApi::Env & e,
VelocityField * field )
Here is the caller graph for this function:

◆ add_vertex_anim()

GameApi::KF add_vertex_anim ( GameApi::Env & e,
VertexAnimNode * node )
Here is the caller graph for this function:

◆ add_vertex_array()

GameApi::VA add_vertex_array ( GameApi::Env & e,
VertexArraySet * va,
RenderVertexArray * arr )
Here is the caller graph for this function:

◆ add_volume()

GameApi::O add_volume ( GameApi::Env & e,
VolumeObject * o )
Here is the caller graph for this function:

◆ add_voxel()

GameApi::VX add_voxel ( GameApi::Env & e,
Voxel< unsigned int > * o )
Here is the caller graph for this function:

◆ add_voxel_array()

GameApi::AV add_voxel_array ( GameApi::Env & e,
VoxelArray * arr )
Here is the caller graph for this function:

◆ add_waveform()

GameApi::WV add_waveform ( GameApi::Env & e,
Waveform * bitmap )
Here is the caller graph for this function:

◆ add_widget()

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

◆ add_world()

GameApi::W add_world ( GameApi::Env & e,
IWorld * w )
Here is the caller graph for this function:

◆ async_pending_minus()

void async_pending_minus ( std::string label,
std::string info )
Here is the caller graph for this function:

◆ async_pending_plus()

void async_pending_plus ( std::string label,
std::string info )
Here is the caller graph for this function:

◆ check_world()

void check_world ( MainLoopEnv & e)

◆ check_world_elements()

void check_world_elements ( MainLoopEnv & e)

◆ clear_block()

void clear_block ( int id)

◆ find_anim()

AnimImpl find_anim ( GameApi::Env & e,
GameApi::IS i )
Here is the caller graph for this function:

◆ find_array() [1/2]

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

◆ find_array() [2/2]

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

◆ find_attach()

Attach * find_attach ( GameApi::Env & e,
GameApi::ATT att )
Here is the caller graph for this function:

◆ find_bitmap()

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

◆ find_bitmap2()

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

◆ find_bitmap_array()

BitmapArray2< Color > * find_bitmap_array ( GameApi::Env & e,
GameApi::BMA b )
Here is the caller graph for this function:

◆ find_blocker()

Blocker * find_blocker ( GameApi::Env & e,
GameApi::BLK blk )
Here is the caller graph for this function:

◆ find_bool_bitmap()

BoolBitmap * find_bool_bitmap ( GameApi::Env & e,
GameApi::BB b )
Here is the caller graph for this function:

◆ find_bytestore()

ByteStore * find_bytestore ( GameApi::Env & e,
GameApi::BS bs )
Here is the caller graph for this function:

◆ find_cache()

ICache * find_cache ( GameApi::Env & e,
GameApi::CX c )
Here is the caller graph for this function:

◆ find_cmds()

CmdExecute * find_cmds ( GameApi::Env & e,
GameApi::CMD cmds )
Here is the caller graph for this function:

◆ find_collision()

Collision * find_collision ( GameApi::Env & e,
GameApi::CP p )
Here is the caller graph for this function:

◆ 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 = -1 )

◆ find_color_volume()

ColorVolumeObject * find_color_volume ( GameApi::Env & e,
GameApi::COV o )
Here is the caller graph for this function:

◆ find_colourspace()

ColourSpace * find_colourspace ( GameApi::Env & e,
GameApi::CS cs )
Here is the caller graph for this function:

◆ find_colourspaceI()

ColourSpaceI * find_colourspaceI ( GameApi::Env & e,
GameApi::CSI csi )
Here is the caller graph for this function:

◆ find_cont_bool()

ContinuousBitmap< bool > * find_cont_bool ( GameApi::Env & e,
GameApi::CBB bm )
Here is the caller graph for this function:

◆ find_cont_float()

ContinuousBitmap< float > * find_cont_float ( GameApi::Env & e,
GameApi::CFB bm )
Here is the caller graph for this function:

◆ find_continuous_bitmap()

ContinuousBitmap< Color > * find_continuous_bitmap ( GameApi::Env & e,
GameApi::CBM b )
Here is the caller graph for this function:

◆ find_curve()

Curve< Point > * find_curve ( GameApi::Env & e,
GameApi::C c )
Here is the caller graph for this function:

◆ find_curve_group()

CurveGroup * find_curve_group ( GameApi::Env & e,
GameApi::CG cg )
Here is the caller graph for this function:

◆ find_curve_pos()

CurvePos * find_curve_pos ( GameApi::Env & e,
GameApi::CPP pos )
Here is the caller graph for this function:

◆ find_cutter()

Cutter * find_cutter ( GameApi::Env & e,
GameApi::CT cut )
Here is the caller graph for this function:

◆ 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 store )
Here is the caller graph for this function:

◆ find_distance()

DistanceRenderable * find_distance ( GameApi::Env & e,
GameApi::FD fd )
Here is the caller graph for this function:

◆ find_dyn()

DynMainLoop * find_dyn ( GameApi::Env & e,
GameApi::D d )
Here is the caller graph for this function:

◆ find_dyn_change()

DynamicChange * find_dyn_change ( GameApi::Env & e,
GameApi::DC dc )
Here is the caller graph for this function:

◆ find_event_info()

EventInfo find_event_info ( GameApi::Env & e,
GameApi::E ee )
Here is the caller graph for this function:

◆ find_expr()

ExprNode * find_expr ( GameApi::Env & e,
GameApi::EX n )
Here is the caller graph for this function:

◆ 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 )
Here is the caller graph for this function:

◆ 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 )
Here is the caller graph for this function:

◆ find_float()

LazyValue< float > * find_float ( GameApi::Env & e,
GameApi::F f )
Here is the caller graph for this function:

◆ find_float_array()

Array< int, float > * find_float_array ( GameApi::Env & e,
GameApi::FA f )
Here is the caller graph for this function:

◆ find_float_array2()

FloatArray2 * find_float_array2 ( GameApi::Env & e,
GameApi::FA arr )
Here is the caller graph for this function:

◆ find_float_bitmap()

FloatBitmap * find_float_bitmap ( GameApi::Env & e,
GameApi::FB b )
Here is the caller graph for this function:

◆ find_float_fetcher()

Fetcher< float > * find_float_fetcher ( GameApi::Env & e,
GameApi::FF f )
Here is the caller graph for this function:

◆ find_float_field()

FloatField * find_float_field ( GameApi::Env & e,
GameApi::FFi field )
Here is the caller graph for this function:

◆ find_float_scene()

FloatScene * find_float_scene ( GameApi::Env & e,
GameApi::FS fs )
Here is the caller graph for this function:

◆ find_float_volume()

FloatVolumeObject * find_float_volume ( GameApi::Env & e,
GameApi::FO o )
Here is the caller graph for this function:

◆ find_font_atlas()

FontAtlasInfo * find_font_atlas ( GameApi::Env & e,
GameApi::FtA ft )
Here is the caller graph for this function:

◆ find_font_interface()

FontInterface * find_font_interface ( GameApi::Env & e,
GameApi::FI fi )
Here is the caller graph for this function:

◆ find_framebuffer()

FrameBuffer * find_framebuffer ( GameApi::Env & e,
GameApi::FBU fb )
Here is the caller graph for this function:

◆ find_framemainloop()

FrameBufferLoop * find_framemainloop ( GameApi::Env & e,
GameApi::FML fb )
Here is the caller graph for this function:

◆ find_frm_widget()

FrmWidget * find_frm_widget ( GameApi::Env & e,
GameApi::W w )
Here is the caller graph for this function:

◆ find_function()

FunctionImpl * find_function ( GameApi::Env & e,
GameApi::F f )
Here is the caller graph for this function:

◆ find_game_state()

GameState * find_game_state ( GameApi::Env & e,
GameApi::GS gs )
Here is the caller graph for this function:

◆ find_gi()

◆ find_gltf()

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

◆ find_glyph_interface()

GlyphInterface * find_glyph_interface ( GameApi::Env & e,
GameApi::GI gi )
Here is the caller graph for this function:

◆ find_heavy()

HeavyOperation * find_heavy ( GameApi::Env & e,
GameApi::H h )
Here is the caller graph for this function:

◆ find_html()

Html * find_html ( GameApi::Env & e,
GameApi::HML u )
Here is the caller graph for this function:

◆ find_implicit()

ImplicitFunction3d * find_implicit ( GameApi::Env & e,
GameApi::IM m )
Here is the caller graph for this function:

◆ find_int_bitmap()

Bitmap< int > * find_int_bitmap ( GameApi::Env & e,
GameApi::IBM bm )
Here is the caller graph for this function:

◆ find_int_fetcher()

Fetcher< int > * find_int_fetcher ( GameApi::Env & e,
GameApi::IF f )
Here is the caller graph for this function:

◆ find_int_voxel()

Voxel< int > * find_int_voxel ( GameApi::Env & e,
GameApi::VX b )
Here is the caller graph for this function:

◆ find_layout()

Layout * find_layout ( GameApi::Env & e,
GameApi::LAY l )
Here is the caller graph for this function:

◆ find_line()

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

◆ find_line_array()

LineCollection * find_line_array ( GameApi::Env & e,
GameApi::LI li )
Here is the caller graph for this function:

◆ find_lines_array()

PointArray2 * find_lines_array ( GameApi::Env & e,
GameApi::LLA p )
Here is the caller graph for this function:

◆ find_link_info()

LinkInfo find_link_info ( GameApi::Env & e,
GameApi::L l )
Here is the caller graph for this function:

◆ find_linkage()

LinkageInfo find_linkage ( GameApi::Env & e,
GameApi::L l )
Here is the caller graph for this function:

◆ 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 )
Here is the caller graph for this function:

◆ find_material()

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

◆ find_matrix()

Matrix find_matrix ( GameApi::Env & e,
GameApi::M m )
Here is the caller graph for this function:

◆ find_matrix_array()

MatrixArray * find_matrix_array ( GameApi::Env & e,
GameApi::MS m )
Here is the caller graph for this function:

◆ find_matrix_array3()

MatrixArray3 * find_matrix_array3 ( GameApi::Env & e,
GameApi::MSA pa )
Here is the caller graph for this function:

◆ find_matrix_curve()

Curve< Matrix > * find_matrix_curve ( GameApi::Env & e,
GameApi::MC m )
Here is the caller graph for this function:

◆ find_memblock()

MemoryBlock * find_memblock ( GameApi::Env & e,
GameApi::MB b )
Here is the caller graph for this function:

◆ find_mesh_anim()

MeshAnim * find_mesh_anim ( GameApi::Env & e,
GameApi::MA ma )
Here is the caller graph for this function:

◆ find_mixed()

MixedI * find_mixed ( GameApi::Env & e,
GameApi::MX m )
Here is the caller graph for this function:

◆ 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 )
Here is the caller graph for this function:

◆ find_move_input()

InputForMoving * find_move_input ( GameApi::Env & e,
GameApi::INP im )
Here is the caller graph for this function:

◆ find_opt_voxel()

OptVoxel * find_opt_voxel ( GameApi::Env & e,
GameApi::OVX vx )
Here is the caller graph for this function:

◆ find_patch()

CurvePatch * find_patch ( GameApi::Env & e,
GameApi::PA patch )
Here is the caller graph for this function:

◆ find_path()

Path * find_path ( GameApi::Env & e,
GameApi::PAT p )
Here is the caller graph for this function:

◆ find_pbo()

PixelBufferObject * find_pbo ( GameApi::Env & e,
GameApi::PBO pbo )
Here is the caller graph for this function:

◆ find_physics()

PhysicsNode * find_physics ( GameApi::Env & e,
GameApi::PH p )
Here is the caller graph for this function:

◆ find_plane()

PlanePoints2d * find_plane ( GameApi::Env & e,
GameApi::PL p )
Here is the caller graph for this function:

◆ 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 plane )
Here is the caller graph for this function:

◆ find_plane_lines()

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

◆ find_plane_points()

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

◆ find_plane_shape()

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

◆ find_platform()

Platform * find_platform ( GameApi::Env & e,
GameApi::PL pl )
Here is the caller graph for this function:

◆ find_point()

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

◆ find_point_array()

PointArray2 * find_point_array ( GameApi::Env & e,
GameApi::FOA p )
Here is the caller graph for this function:

◆ find_point_array3()

PointArray3 * find_point_array3 ( GameApi::Env & e,
GameApi::PTA pa )
Here is the caller graph for this function:

◆ find_point_fetcher()

Fetcher< Point > * find_point_fetcher ( GameApi::Env & e,
GameApi::PF p )
Here is the caller graph for this function:

◆ find_point_transform()

PointTransform * find_point_transform ( GameApi::Env & e,
GameApi::PTT pt )
Here is the caller graph for this function:

◆ find_pointcoll_array()

PointCollection * find_pointcoll_array ( GameApi::Env & e,
GameApi::PC p )
Here is the caller graph for this function:

◆ find_pointsapi_points()

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

◆ find_poly()

FaceCollPolyHandle * find_poly ( GameApi::Env & e,
GameApi::P p )
Here is the caller graph for this function:

◆ find_polydistfield()

PD_Impl find_polydistfield ( GameApi::Env & e,
GameApi::PD p )
Here is the caller graph for this function:

◆ find_polynomial()

std::vector< float > * find_polynomial ( GameApi::Env & e,
GameApi::PN pn )
Here is the caller graph for this function:

◆ find_pos_bitmap()

Bitmap< Pos > * find_pos_bitmap ( BitmapHandle * handle,
int bbm_choose = -1 )
Here is the caller graph for this function:

◆ find_pos_info()

PosInfo find_pos_info ( GameApi::Env & e,
GameApi::LL l )
Here is the caller graph for this function:

◆ find_prop_array()

PropertyArray * find_prop_array ( GameApi::Env & e,
GameApi::PR prop )

◆ find_samples()

Samples * find_samples ( GameApi::Env & e,
GameApi::SM sm )
Here is the caller graph for this function:

◆ find_screenspace_material()

ScreenSpaceMaterial * find_screenspace_material ( GameApi::Env & e,
GameApi::SMT mat )
Here is the caller graph for this function:

◆ find_separate()

Separate * find_separate ( GameApi::Env & e,
GameApi::SA p )
Here is the caller graph for this function:

◆ find_shader()

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

◆ find_shader_bitmap()

ShaderBitmap * find_shader_bitmap ( GameApi::Env & e,
GameApi::SBM sbm )
Here is the caller graph for this function:

◆ find_shader_code()

ShaderCode * find_shader_code ( GameApi::Env & e,
GameApi::SHC code )
Here is the caller graph for this function:

◆ find_shader_module()

ShaderModule * find_shader_module ( GameApi::Env & e,
GameApi::SFO sfo )
Here is the caller graph for this function:

◆ find_shader_program()

Program * find_shader_program ( GameApi::Env & e,
GameApi::SH sh )
Here is the caller graph for this function:

◆ find_shaderI()

ShaderI2 * find_shaderI ( GameApi::Env & e,
GameApi::SHI sh )
Here is the caller graph for this function:

◆ find_shaderpriv()

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

◆ find_shp()

ShaderParameterI * find_shp ( GameApi::Env & e,
GameApi::SHP shp )
Here is the caller graph for this function:

◆ find_skeletal()

SkeletalNode * find_skeletal ( GameApi::Env & e,
GameApi::SA n )
Here is the caller graph for this function:

◆ find_space()

SpaceImpl * find_space ( GameApi::Env & e,
GameApi::SP s )
Here is the caller graph for this function:

◆ find_space_3d()

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

◆ find_splitter()

Splitter * find_splitter ( GameApi::Env & e,
GameApi::RUN blk )
Here is the caller graph for this function:

◆ find_sprite_pos()

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

◆ find_string_display()

StringDisplay * find_string_display ( GameApi::Env & e,
GameApi::SD sd )
Here is the caller graph for this function:

◆ find_string_fetcher()

Fetcher< std::string > * find_string_fetcher ( GameApi::Env & e,
GameApi::SF s )
Here is the caller graph for this function:

◆ find_surface()

SurfaceImpl * find_surface ( GameApi::Env & e,
GameApi::S f )
Here is the caller graph for this function:

◆ find_surface2()

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

◆ find_tex_quad()

TexCoordQuad find_tex_quad ( GameApi::Env & e,
GameApi::Q t )
Here is the caller graph for this function:

◆ find_texture()

TextureI * find_texture ( GameApi::Env & e,
GameApi::TX t )
Here is the caller graph for this function:

◆ find_timerange()

TROArray * find_timerange ( GameApi::Env & e,
GameApi::TR tr )
Here is the caller graph for this function:

◆ find_timerange_vertexarray()

VArray * find_timerange_vertexarray ( GameApi::Env & e,
GameApi::VV vv )
Here is the caller graph for this function:

◆ find_timing()

Timing * find_timing ( GameApi::Env & e,
GameApi::TT tm )
Here is the caller graph for this function:

◆ find_tracker()

Tracker * find_tracker ( GameApi::Env & e,
GameApi::TRK trk )
Here is the caller graph for this function:

◆ find_tree()

TreeStack * find_tree ( GameApi::Env & e,
GameApi::T t )
Here is the caller graph for this function:

◆ find_tree_level()

TreeLevel * find_tree_level ( GameApi::Env & e,
GameApi::TL tl )
Here is the caller graph for this function:

◆ find_tri_strip()

TriStrip * find_tri_strip ( GameApi::Env & e,
GameApi::TS p )
Here is the caller graph for this function:

◆ find_txid()

TextureID * find_txid ( GameApi::Env & e,
GameApi::TXID id )
Here is the caller graph for this function:

◆ find_uber()

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

◆ find_urlmemmap()

UrlMemoryMap * find_urlmemmap ( GameApi::Env & e,
GameApi::PKG p )
Here is the caller graph for this function:

◆ find_uv()

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

◆ find_vector()

Vector * find_vector ( GameApi::Env & e,
GameApi::V p )
Here is the caller graph for this function:

◆ find_vector_volume()

VectorVolumeObject * find_vector_volume ( GameApi::Env & e,
GameApi::VO o )
Here is the caller graph for this function:

◆ find_velocity_field()

VelocityField * find_velocity_field ( GameApi::Env & e,
GameApi::VFi field )
Here is the caller graph for this function:

◆ find_vertex_anim()

VertexAnimNode * find_vertex_anim ( GameApi::Env & e,
GameApi::KF kf )
Here is the caller graph for this function:

◆ find_vertex_array()

VertexArraySet * find_vertex_array ( GameApi::Env & e,
GameApi::VA p )
Here is the caller graph for this function:

◆ find_vertex_array_render()

RenderVertexArray * find_vertex_array_render ( GameApi::Env & e,
GameApi::VA p )
Here is the caller graph for this function:

◆ find_volume()

VolumeObject * find_volume ( GameApi::Env & e,
GameApi::O o )
Here is the caller graph for this function:

◆ find_voxel()

Voxel< unsigned int > * find_voxel ( GameApi::Env & e,
GameApi::VX b )
Here is the caller graph for this function:

◆ find_voxel_array()

VoxelArray * find_voxel_array ( GameApi::Env & e,
GameApi::AV a )
Here is the caller graph for this function:

◆ find_waveform()

Waveform * find_waveform ( GameApi::Env & e,
GameApi::WV b )
Here is the caller graph for this function:

◆ find_widget()

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

◆ find_world()

IWorld * find_world ( GameApi::Env & e,
GameApi::W w )
Here is the caller graph for this function:

◆ get_enemy_piece()

EnemyPiece & get_enemy_piece ( MainLoopEnv & e,
int index )
Here is the caller graph for this function:

◆ is_platform_android()

bool is_platform_android ( )

◆ is_platform_chrome()

bool is_platform_chrome ( )

◆ is_platform_firefox()

bool is_platform_firefox ( )

◆ is_platform_linux()

bool is_platform_linux ( )
Here is the caller graph for this function:

◆ is_platform_mac()

bool is_platform_mac ( )

◆ is_platform_win32()

bool is_platform_win32 ( )

◆ recreate_block()

void recreate_block ( int id)

◆ set_current_block()

void set_current_block ( int id)

◆ sprite_from_handle()

Sprite * sprite_from_handle ( GameApi::Env & e,
SpritePriv & env,
BitmapHandle * handle,
int bbm_choose )
Here is the caller graph for this function:

◆ sprite_from_handle2()

Sprite * sprite_from_handle2 ( GameApi::Env & e,
SpritePriv & env,
BitmapHandle * handle,
int bbm_choose )
Here is the caller graph for this function:

◆ unique_id()

std::string unique_id ( )
Here is the caller graph for this function: