GameApi 28
Library used by GameApi Builder tool
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GameApi::BitmapApi Member List

This is the complete list of members for GameApi::BitmapApi, including all inherited members.

add_shape_border(EveryApi &ev, BM bm, float dist_field_size, float start_range, float end_range, int r, int g, int b, int a, int border_size)GameApi::BitmapApi
addsubrects(BM orig)GameApi::BitmapApi
alpha_color(BM orig, unsigned int color_key)GameApi::BitmapApi
alt(std::vector< BM > vec, int index)GameApi::BitmapApi
anim_array(BM *array, int size)GameApi::BitmapApi
array(BM *array, int size)GameApi::BitmapApi
array_elem(BMA array, int i)GameApi::BitmapApi
array_heavy(std::vector< H > vec)GameApi::BitmapApi
avg(BM bm1, BM bm2)GameApi::BitmapApi
bitmap_heavy(BM bm, H timing)GameApi::BitmapApi
bitmap_prepare_heavy(EveryApi &ev, H bitmap_gen, int scanlines_per_slot)GameApi::BitmapApi
BitmapApi(Env &e)GameApi::BitmapApi
blitbitmap(BM bg, BM orig, int x, int y)GameApi::BitmapApi
blitbitmap_bb(BM bg, BM orig, int x, int y, BB mask)GameApi::BitmapApi
blitbitmap_fb(BM bg, BM orig, int x, int y, FB mask)GameApi::BitmapApi
bm_cubemap(EveryApi &ev, BM left, BM top, BM middle, BM right, BM back, BM down, int sx, int sy)GameApi::BitmapApi
bm_png_bm(EveryApi &ev, BM bm, std::string url)GameApi::BitmapApi
border(BM, int left, int right, int top, int bottom)GameApi::BitmapApi
bump_map(FB fb, float h)GameApi::BitmapApi
calculate_baked_light(P p, P p2, BM texture, int count, float light_pos_x, float light_pos_y, float light_pos_z, float shadow_darkness, float softness)GameApi::BitmapApi
chai_bm(std::string url, int sx, int sy)GameApi::BitmapApi
chessboard(int tile_sx, int tile_sy, int count_x, int count_y, unsigned int c1, unsigned int c2)GameApi::BitmapApi
choose_bool(IBM bm, int val)GameApi::BitmapApi
choose_color(BM bm, unsigned int c1, unsigned int c2)GameApi::BitmapApi
choose_ints(IBM bm, int count)GameApi::BitmapApi
choose_neg_zero_positive(EveryApi &ev, FB fb, float pos)GameApi::BitmapApi
circular_gradient(int sx, int sy, unsigned int center_color, unsigned int edge_color)GameApi::BitmapApi
color_bm(BM bm, unsigned int color)GameApi::BitmapApi
color_range(BM orig, unsigned int source_upper, unsigned int source_lower, unsigned int target_upper, unsigned int target_lower)GameApi::BitmapApi
colorvalue(BM bm, int x, int y)GameApi::BitmapApi
compose_x(BM bm1, BM bm2)GameApi::BitmapApi
compose_y(BM bm1, BM bm2)GameApi::BitmapApi
conical_gradient(int sx, int sy, float x, float y, float angle1, float angle2, unsigned int color_1, unsigned int color_2)GameApi::BitmapApi
convert_fb_to_ibm_bitmap(FB fb, float start, float d)GameApi::BitmapApi
convert_ibm_to_vx(IBM bm)GameApi::BitmapApi
create_ibm(std::vector< BB > vec)GameApi::BitmapApi
cubemap(BM bm)GameApi::BitmapApi
debug_number(EveryApi &ev, BM bm0, int num, bool disable, std::string url)GameApi::BitmapApi
display_bitmaps(EveryApi &ev, std::vector< BM > vec, float start_time, float delta_time)GameApi::BitmapApi
dup_x(BM orig)GameApi::BitmapApi
dyn_fetch_bitmap(EveryApi &ev, std::string url, int time, int texture_unit)GameApi::BitmapApi
dyn_fetch_bitmap2(EveryApi &ev, std::string url, std::string url2, int time, int texture_unit, int sx, int sy, int sx2, int sy2)GameApi::BitmapApi
dyn_fetch_mtl(EveryApi &ev, std::string mtl_url, ML ml2)GameApi::BitmapApi
empty_array()GameApi::BitmapApi
findtile(BM tile_bitmap, int x, int y)GameApi::BitmapApi
fix_edges(BM bm)GameApi::BitmapApi
flip_tile_bitmap(BM bm, int sx, int sy, bool is_x)GameApi::BitmapApi
flip_x(BM orig)GameApi::BitmapApi
flip_y(BM orig)GameApi::BitmapApi
flood_fill(FB fb, float percentage, int x, int y, bool inv)GameApi::BitmapApi
flood_fill_color(EveryApi &ev, BM bm, float percentage, int x, int y, unsigned int color)GameApi::BitmapApi
flood_fill_color_inv(EveryApi &ev, BM bm, float percentage, int x, int y, unsigned int color)GameApi::BitmapApi
function(std::function< unsigned(int, int)> f, int sx, int sy)GameApi::BitmapApi
gif_anim(EveryApi &ev, ML ml3, int key, float time_delta, int num, std::string filename, int delay)GameApi::BitmapApi
gradient(PT pos_1, PT pos_2, unsigned int color_1, unsigned int color_2, int sx, int sy)GameApi::BitmapApi
gradient_fb(int sx, int sy, float val, float val2, bool flip)GameApi::BitmapApi
gradient_y(unsigned int color_1, unsigned int color_2, int sx, int sy)GameApi::BitmapApi
gray_to_black(BM bm, float val)GameApi::BitmapApi
grid_ml(EveryApi &ev, ML next, IBM map, float y, float pos_x, float pos_z, float x_vec_x, float x_vec_z, float z_vec_x, float z_vec_z, int start_x, int start_z, float frame_inc)GameApi::BitmapApi
growbitmap(BM small_orig_bitmap, int l, int t, int r, int b)GameApi::BitmapApi
Indicator(int sx, int sy, int g_ind)GameApi::BitmapApi
intbitmap_bm(IBM ibm)GameApi::BitmapApi
intbitmap_loader(std::string url)GameApi::BitmapApi
interpolate_bitmap(BM orig1, BM orig2, float x)GameApi::BitmapApi
intvalue(BM bm, int x, int y)GameApi::BitmapApi
isoline_render(EveryApi &ev, FB bm, float start_range, float end_range, float delta_range, int num)GameApi::BitmapApi
isoline_render2(EveryApi &ev, FB fb, float pos, float delta_pos, int num)GameApi::BitmapApi
lightmap_bitmap(int sx, int sy, P faces, P faces2, int face, float light_dir_x, float light_dir_y, float light_dir_z)GameApi::BitmapApi
load_png_from_temp(std::string filename, void(*fptr)(void *), void *data, bool &success)GameApi::BitmapApi
load_png_from_temp2(std::string filename)GameApi::BitmapApi
load_png_from_temp3(std::string filename)GameApi::BitmapApi
loadbitmap(std::string filename)GameApi::BitmapApi
loadbitmapfromurl(std::string url)GameApi::BitmapApi
loadposbitmap(std::string filename)GameApi::BitmapApi
loadtilebitmap(std::string filename, int tile_sx, int tile_sy)GameApi::BitmapApi
mandelbrot(bool julia, float start_x, float end_x, float start_y, float end_y, float xx, float yy, int sx, int sy, int count)GameApi::BitmapApi
mandelbrot2(bool julia, float start_x, float end_x, float start_y, float end_y, float xx, float yy, int sx, int sy, int count)GameApi::BitmapApi
median_filter(BM bm, int sx, int sy)GameApi::BitmapApi
memoize(BM orig)GameApi::BitmapApi
memoize_all(BM orig)GameApi::BitmapApi
modify_bitmap(BM orig, BM bm, int x, int y)GameApi::BitmapApi
mtl_heavy(EveryApi &ev, H net, std::string url_prefix, int texture_unit_delta)GameApi::BitmapApi
mul_fb(FB f, float mul)GameApi::BitmapApi
network_heavy(std::string url, std::string homepageurl, H timing_heavy)GameApi::BitmapApi
newbitmap(int sx, int sy, unsigned int color=0x00000000)GameApi::BitmapApi
newbitmap_bb(BB bb, unsigned int color)GameApi::BitmapApi
newbitmap_bm(BM bm, unsigned int color)GameApi::BitmapApi
newbitmap_fb(FB fb, unsigned int color)GameApi::BitmapApi
newcolorbitmap(char *array, int sz, int sy, std::function< unsigned int(char)> f)GameApi::BitmapApi
newintbitmap(char *array, int sx, int sy, std::function< int(char)> f)GameApi::BitmapApi
newtilebitmap(int sx, int sy, int tile_sx, int tile_sy)GameApi::BitmapApi
noise_vectors(int sx, int sy)GameApi::BitmapApi
p_world_from_bitmap(EveryApi &ev, std::vector< P > vec, IBM world, float pos_x, float pos_y, float pos_z, float dx, float dz, float y)GameApi::BitmapApi
persistent_cache(BM orig, std::string filename)GameApi::BitmapApi
plus_bitmap(BM bm, BM bm2)GameApi::BitmapApi
plus_fb(FB f1, FB f2)GameApi::BitmapApi
png_heavy(EveryApi &ev, H data, std::string url, int texture_unit)GameApi::BitmapApi
png_heavy2(EveryApi &ev, H net, std::string url, int texture_unit, int sx, int sy)GameApi::BitmapApi
prepare(BM bm)GameApi::BitmapApi
progressive_heavy(EveryApi &ev, std::string url, std::string url2)GameApi::BitmapApi
radial_fb(int sx, int sy, float x, float y, float r, float val_at_zero, float val_at_r)GameApi::BitmapApi
radial_gradient(int sx, int sy, PT pos, float r1, float r2, unsigned int color_1, unsigned int color_2)GameApi::BitmapApi
random_int_bitmap(int sx, int sy, int min_value, int max_value)GameApi::BitmapApi
range_choose(FB bm, float start_range, float end_range)GameApi::BitmapApi
ready_to_prepare(BM bm)GameApi::BitmapApi
render_volume_object(O o, float start_x, float end_x, float start_y, float end_y, float z, int sx, int sy, float ray_length, int sample_count)GameApi::BitmapApi
repeat_bitmap(BM orig, int xcount, int ycount)GameApi::BitmapApi
rot90(BM orig)GameApi::BitmapApi
sample_bitmap(BM orig, float xmult, float ymult, float x, float y)GameApi::BitmapApi
save_png(BM bm, std::string filename)GameApi::BitmapApi
save_png_ml(EveryApi &ev, BM bm, std::string filename)GameApi::BitmapApi
save_raw(BM bm, std::string filename)GameApi::BitmapApi
savebitmap(BM orig, std::string filename, bool alpha=false)GameApi::BitmapApi
savebitmap_ml(EveryApi &ev, BM bm, std::string filename, bool alpha, float time)GameApi::BitmapApi
savepng_array_ml(EveryApi &ev, std::vector< BM > bms, std::string filename_start, std::string filename_end, bool alpha, float time)GameApi::BitmapApi
scale_bitmap(EveryApi &ev, BM orig, int sx, int sy)GameApi::BitmapApi
scale_bitmap2(BM bm)GameApi::BitmapApi
scale_bitmap_fullscreen(EveryApi &ev, BM orig)GameApi::BitmapApi
scale_to_size(BM bm, int sz)GameApi::BitmapApi
script_bitmap(std::string url, int sx, int sy)GameApi::BitmapApi
simple_blur(BM bm, float center, float left, float right, float top, float bottom)GameApi::BitmapApi
sin_fb(FB gradient)GameApi::BitmapApi
size_x(BM bm)GameApi::BitmapApi
size_y(BM bm)GameApi::BitmapApi
space(BM bm)GameApi::BitmapApi
sphere_rays_bitmap(float center_x, float center_y, float center_z, float radius, float delta_alfa, float delta_beta, FS field, int maxiter, float c, int fptr_enum, std::vector< PT > vec, int vec_choose)GameApi::BitmapApi
stable_diffusion(EveryApi &ev, std::string prompt, std::string filename)GameApi::BitmapApi
subbitmap(BM orig, int x, int y, int width, int height)GameApi::BitmapApi
subbitmapimage(BM orig, int r_start_range, int r_end_range, int g_start_range, int g_end_range, int b_start_range, int b_end_range, unsigned int empty_color)GameApi::BitmapApi
thread_heavy(H threaded)GameApi::BitmapApi
timing_heavy(int num_frames)GameApi::BitmapApi
transform(BM orig, std::function< unsigned int(int, int, unsigned int)> f)GameApi::BitmapApi
txid_from_heavy(H heavy)GameApi::BitmapApi
txidarray_from_heavy(EveryApi &ev, H heavy, std::vector< TXID > *vec, ML ml, int start_range, int end_range, int heavycount)GameApi::BitmapApi
vertical_bitmap_display(EveryApi &ev, std::vector< BM > vec, float y_delta)GameApi::BitmapApi
video_source(std::string filename, int sx, int sy)GameApi::BitmapApi
world_from_bitmap(std::function< BM(int)> f, BM int_bm, int dx, int dy)GameApi::BitmapApi
world_from_bitmap2(EveryApi &ev, std::vector< BM > v, std::string filename, std::string chars, int dx, int dy, int sx, int sy)GameApi::BitmapApi
world_from_bitmap3(EveryApi &ev, std::vector< BM > v, std::string url, std::string chars, int dx, int dy)GameApi::BitmapApi
write_gif_anim(std::vector< BM > vec, std::string filename, int delay)GameApi::BitmapApi
write_gif_anim2(Array< int, int > *vec, std::string filename, int delay)GameApi::BitmapApi
~BitmapApi()GameApi::BitmapApi