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

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

activate_arr_arr(std::vector< ML > arr)GameApi::MainLoopApi
activate_array(std::vector< ML > vec)GameApi::MainLoopApi
activate_item(ML ml, ML def)GameApi::MainLoopApi
advance_time(float val)GameApi::MainLoopApi
AI_generated(EveryApi &ev, ML ml, std::string url)GameApi::MainLoopApi
AI_modified(EveryApi &ev, ML ml, std::string url)GameApi::MainLoopApi
alpha(bool enabled)GameApi::MainLoopApi
alpha_1(bool enabled)GameApi::MainLoopApi
android_landscape_scale(EveryApi &ev, ML ml)GameApi::MainLoopApi
android_resize(EveryApi &ev, ML ml, float mult)GameApi::MainLoopApi
anim_ML(EveryApi &ev, std::string url, std::string p1, std::string p2, std::string p3, std::string p4, std::string p5, IF dyn)GameApi::MainLoopApi
anim_transfer_id(TRB id)GameApi::MainLoopApi
antialias(bool enabled)GameApi::MainLoopApi
array_cache(std::vector< CX > vec)GameApi::MainLoopApi
array_fml(std::vector< FML > vec)GameApi::MainLoopApi
array_ml(GameApi::EveryApi &ev, std::vector< ML > vec)GameApi::MainLoopApi
array_timing_chain(TT prev, float start_time, std::string durations, std::vector< ML > vec)GameApi::MainLoopApi
array_timing_chain_key_ml(EveryApi &ev, int key, float time_after_key, std::string durations, std::vector< ML > vec, int repeat)GameApi::MainLoopApi
array_timing_chain_ml(float start_time, std::string durations, std::vector< ML > vec, int repeat)GameApi::MainLoopApi
array_world(std::vector< W > vec)GameApi::MainLoopApi
async_gltf(ML ml, TF tf)GameApi::MainLoopApi
async_url(std::string url, ML ml)GameApi::MainLoopApi
bind_obj_type(std::string name, GameApi::P obj, GameApi::MN move, GameApi::MT mat, float radius)GameApi::MainLoopApi
bind_obj_type(GameApi::EveryApi &ev, std::string url)GameApi::MainLoopApi
bindinst_parr_msarr(EveryApi &ev, std::vector< P > parr, std::vector< MS > msarr, std::vector< MT > mat)GameApi::MainLoopApi
blendfunc(ML ml, int val, int val2)GameApi::MainLoopApi
bytestore_array(EveryApi &ev, BS store, std::string url, float delta_time)GameApi::MainLoopApi
bytestore_pts(BS bs, PTS pts, char disable_char, char enable_char, bool default_is_enable)GameApi::MainLoopApi
bytestore_render(EveryApi &ev, BS bs, std::vector< ML > mls, std::string url, float delta_x, float delta_y)GameApi::MainLoopApi
bytestore_timing(BS store, int ch, std::string s, float time_delta)GameApi::MainLoopApi
cache_one(P p, MT mt)GameApi::MainLoopApi
call_execute_hack(ML ml)GameApi::MainLoopApi
ch_doubletap_detect(Event &e, int exprire_timer_count, int ch, DoubleTapState &state)GameApi::MainLoopApi
chai_mainloop(EveryApi &ev, std::string url)GameApi::MainLoopApi
chai_mainloop2(EveryApi &ev, std::string url, GameApi::ML ml)GameApi::MainLoopApi
check_glerrors(std::string context)GameApi::MainLoopApi
choose_ml_from_status(ML connect, ML download, ML prepare)GameApi::MainLoopApi
clear(unsigned int col=0xff000000)GameApi::MainLoopApi
clear_3d(unsigned int col=0xff000000)GameApi::MainLoopApi
clear_3d_transparent()GameApi::MainLoopApi
cmb_2____(GameApi::EveryApi &ev, std::string a_script_url, std::string a_param1, std::string a_param2, std::string a_param3, std::string a_param4, std::string a_param5, std::string b_script_url, std::string b_param1, std::string b_param2, std::string b_param3, std::string b_param4, std::string b_param5, std::vector< float > *optional_time_range_duration)GameApi::MainLoopApi
cmb_____(GameApi::EveryApi &ev, std::string script_url, std::string param1, std::string param2, std::string param3, std::string param4, std::string param5)GameApi::MainLoopApi
cmb_glb_3d_interpolate(GameApi::EveryApi &ev, std::vector< GameApi::TF > tf_arr, int material_id, float mix, float self_mult, float rest_mult, float light_dir_x, float light_dir_y, float light_dir_z, int skin_num, int animation, int num_timeindexes, MT next, int key, std::string keys, int mode, int inst, int timeid)GameApi::MainLoopApi
collision_detection(EveryApi &ev, float player_size, float enemy_size, ML normal_game_screen, ML gameover_screen)GameApi::MainLoopApi
collision_gen_key(ML curr, std::string obj1, std::string obj2, int key, float duration)GameApi::MainLoopApi
collision_seq_ml(ML curr, ML end, std::string obj1, std::string obj2, float show_duration)GameApi::MainLoopApi
concurrent_download(ML ml)GameApi::MainLoopApi
constant_shp_f(SHP next, int num, float value)GameApi::MainLoopApi
constant_shp_i(SHP next, int num, int value)GameApi::MainLoopApi
constant_shp_p3d(SHP next, int num, PT value)GameApi::MainLoopApi
constant_shp_u(SHP next, int num, unsigned int value)GameApi::MainLoopApi
constant_shp_uvw(SHP next, int num, PT value)GameApi::MainLoopApi
create_landscape(EveryApi &ev, std::string url)GameApi::MainLoopApi
create_objs(EveryApi &ev, int area_id)GameApi::MainLoopApi
cullface(ML ml, bool b, bool is_gltf)GameApi::MainLoopApi
current_time(TT prev)GameApi::MainLoopApi
cursor_keys_normal_move()GameApi::MainLoopApi
cursor_keys_rotate_move(float speed_rot, float pos_forward, float pos_normal, float pos_backward)GameApi::MainLoopApi
cursor_visible(bool enabled)GameApi::MainLoopApi
cursorkeys_to_wasd(ML ml)GameApi::MainLoopApi
debug_obj(EveryApi &ev)GameApi::MainLoopApi
delay(int ms)GameApi::MainLoopApi
depth_test(bool enabled)GameApi::MainLoopApi
depthfunc(ML ml, int val)GameApi::MainLoopApi
depthmask(ML ml, bool b)GameApi::MainLoopApi
disable_matrices(EveryApi &ev, ML ml, int size)GameApi::MainLoopApi
disable_polygons(ML ml)GameApi::MainLoopApi
disable_resize(ML ml)GameApi::MainLoopApi
disable_z_buffer(ML ml)GameApi::MainLoopApi
display_background(EveryApi &ev, ML ml, bool is_logo=false)GameApi::MainLoopApi
display_logo(EveryApi &ev)GameApi::MainLoopApi
display_seamless(EveryApi &ev)GameApi::MainLoopApi
double_instancing(EveryApi &ev, P p, PTS static_inst, PTS real_inst, MT mat)GameApi::MainLoopApi
double_instancing_matrix(EveryApi &ev, P p, MS static_ms, MS real_ms, MT mat)GameApi::MainLoopApi
drag_drop_area(EveryApi &ev, ML mainloop, RUN(*fptr)(Env &e, EveryApi &ev, std::string filename))GameApi::MainLoopApi
ds_to_string(DS ds)GameApi::MainLoopApi
dyn(D d)GameApi::MainLoopApi
dyn_points(EveryApi &ev, ML ml, MN move, int pointnum, float pos_x, float pos_y, float pos_z)GameApi::MainLoopApi
edit_3d(EveryApi &ev, P p, float radius)GameApi::MainLoopApi
edit_3d_p(EveryApi &ev)GameApi::MainLoopApi
empty_shaderI()GameApi::MainLoopApi
empty_shp()GameApi::MainLoopApi
emscripten_frame(EveryApi &ev, RUN r, std::string homepage)GameApi::MainLoopApi
emscripten_frame2(EveryApi &ev, RUN r, std::string homepage, bool is_envparams_arr=false)GameApi::MainLoopApi
emscripten_frame2_ML(EveryApi &ev, ML ml, std::string homepage)GameApi::MainLoopApi
emscripten_frame2_MN(EveryApi &ev, MN mn, std::string homepage)GameApi::MainLoopApi
emscripten_frame2_MT(EveryApi &ev, MT mt, std::string homepage)GameApi::MainLoopApi
emscripten_frame2_P(EveryApi &ev, P p, std::string homepage)GameApi::MainLoopApi
end_editor_state()GameApi::MainLoopApi
event_ml(ML ml, const Event &e)GameApi::MainLoopApi
execute_ml(EveryApi &ev, ML ml, SH color, SH texture, SH texture_2d, SH arr_texture, M in_MV, M in_T, M in_N, int screen_width, int screen_height)GameApi::MainLoopApi
face_fetcher(P p, int facenum)GameApi::MainLoopApi
filter_execute_array_ml(GameApi::EveryApi &ev, std::vector< ML > vec)GameApi::MainLoopApi
finish()GameApi::MainLoopApi
flip_bitmap_if_mobile(EveryApi &ev, BM bm)GameApi::MainLoopApi
flip_scene_if_mobile(EveryApi &ev, ML ml)GameApi::MainLoopApi
flip_scene_x_if_mobile(EveryApi &ev, ML ml)GameApi::MainLoopApi
fps_display(EveryApi &ev, ML ml, std::string font)GameApi::MainLoopApi
fpscounter(bool print=true)GameApi::MainLoopApi
fpscounter_frameready()GameApi::MainLoopApi
fpscounter_framestart()GameApi::MainLoopApi
fpscounter_init()GameApi::MainLoopApi
fpscounter_swapbuffersready()GameApi::MainLoopApi
framebuffer_bitmap(FBU framebuffer)GameApi::MainLoopApi
fullscreen_button(EveryApi &ev)GameApi::MainLoopApi
game(EveryApi &ev, int tile_sx, int tile_sy, std::string url, std::string url2, std::string url3, std::string url4, std::string tiles_string, std::string tiles_string2, int start_pos_x, int start_pos_y, int player_start_tile, int player_end_tile, BM tile_bm, BM player_bm, BM ruohikko_bm, BM corn_bm, BM vesisade_bm, BM jump_bm, FI font, BM status_bm, BM splash, std::vector< BM > item_types, std::vector< BM > enemy_types, BM weapon_bm, std::vector< BM > enemy_child_death, BM aku_death)GameApi::MainLoopApi
game_state()GameApi::MainLoopApi
generic_anim_shader(SHP, std::string, std::string, std::vector< SHI > children)GameApi::MainLoopApi
generic_anim_shader2(EveryApi &ev, SHP params, std::string funcname, SHC code, std::vector< SHI > children)GameApi::MainLoopApi
generic_shader(EveryApi &ev, ML ml, SHI vertex, SHI fragment, std::vector< TXID > vec)GameApi::MainLoopApi
generic_shader_fragment_only(EveryApi &ev, ML ml, SHI fragment, std::vector< TXID > vec)GameApi::MainLoopApi
get_corner_x()GameApi::MainLoopApi
get_corner_y()GameApi::MainLoopApi
get_delta_time()GameApi::MainLoopApi
get_event()GameApi::MainLoopApi
get_frame_time() constGameApi::MainLoopApi
get_framenum()GameApi::MainLoopApi
get_homepage_url()GameApi::MainLoopApi
get_movement_from_MV(GameApi::ML ml)GameApi::MainLoopApi
get_screen_height()GameApi::MainLoopApi
get_screen_rect_sx()GameApi::MainLoopApi
get_screen_rect_sy()GameApi::MainLoopApi
get_screen_sx()GameApi::MainLoopApi
get_screen_sy()GameApi::MainLoopApi
get_screen_width()GameApi::MainLoopApi
get_time()GameApi::MainLoopApi
glb_load_sketchfab_zip(std::string url_to_zip)GameApi::MainLoopApi
glb_to_download_bar(TF tf, std::string filename)GameApi::MainLoopApi
glClear(EveryApi &ev, unsigned int color)GameApi::MainLoopApi
gltf_anim2(EveryApi &ev, TF model0, int animation, int channel)GameApi::MainLoopApi
gltf_anim4(EveryApi &ev, TF model0, int animation, int channel, float mix, float self_mult, float rest_mult, int mode, float light_dir_x, float light_dir_y, float light_dir_z, float border_width, unsigned int border_color, bool acesfilm, bool emissive, int frame_skip, int lod_level)GameApi::MainLoopApi
gltf_anim_skeleton(EveryApi &ev, TF model0, int skin_num, int animation, int channelk, int num_keyframes)GameApi::MainLoopApi
gltf_load_sketchfab_zip(std::string url_to_zip)GameApi::MainLoopApi
gltf_loadKK(std::string base_url, std::string url)GameApi::MainLoopApi
gltf_loadKK2(std::string url)GameApi::MainLoopApi
gltf_mesh(EveryApi &ev, TF model0, int mesh_id, int skin_id, std::string keys, float mix, float self_mult, float rest_mult, int mode, float light_dir_x, float light_dir_y, float light_dir_z, int animation, float border_width, unsigned int border_color, bool acesfilm, bool emissive, int frame_skip, int lod_level)GameApi::MainLoopApi
gltf_mesh_all(EveryApi &ev, TF model0, float mix, float self_mult, float rest_mult, int mode, float light_dir_x, float light_dir_y, float light_dir_z, float border_width, unsigned int border_color, bool transparent, bool acesfilm, bool emissive, int lod_level)GameApi::MainLoopApi
gltf_mesh_all_anim(EveryApi &ev, TF model0, float mix, float self_mult, float rest_mult, int mode, std::string keys, float light_dir_x, float light_dir_y, float light_dir_z, float border_width, unsigned int border_color, bool transparent, bool acesfilm, int start_anim_seq, bool emissive, int frame_skip, int lod_level)GameApi::MainLoopApi
gltf_mesh_all_anim_inst(EveryApi &ev, TF model0, TF resize_obj, PTS ms, float mix, float self_mult, float rest_mult, int mode, std::string keys, float light_dir_x, float light_dir_y, float light_dir_z, float border_width, unsigned int border_color, bool transparent, bool acesfilm, bool emissive, int frame_skip, int lod_level)GameApi::MainLoopApi
gltf_mesh_all_anim_inst_matrix(EveryApi &ev, TF model0, TF resize_obj, MS ms, float mix, float self_mult, float rest_mult, int mode, std::string keys, float light_dir_x, float light_dir_y, float light_dir_z, float border_width, unsigned int border_color, bool transparent, bool acesfilm, bool emissive, int anim_skip, int lod_level)GameApi::MainLoopApi
gltf_mesh_all_env(EveryApi &ev, TF model0, BM diffuse, BM specular, BM bfrd, float mix)GameApi::MainLoopApi
gltf_mesh_all_inst(EveryApi &ev, TF model0, float mix, float light_dir_x, float light_dir_y, float light_dir_z, int skin_id)GameApi::MainLoopApi
gltf_mesh_all_inst2(EveryApi &ev, TF model0, TF resize_obj, PTS pts, float mix, float self_mult, float rest_mult, int mode, float light_dir_x, float light_dir_y, float light_dir_z, float border_width, unsigned int border_color, bool transparent, bool acesfilm, std::string keys, bool emissive, int lod_level)GameApi::MainLoopApi
gltf_mesh_all_inst_matrix(EveryApi &ev, TF model0, TF resize_obj, MS ms, float mix, float self_mult, float rest_mult, int mode, float light_dir_x, float light_dir_y, float light_dir_z, float border_width, unsigned int border_color, bool transparent, bool acesfilm, std::string keys, bool emissive, int lod_level)GameApi::MainLoopApi
gltf_mesh_all_msarr(EveryApi &ev, TF model0, int skin_num)GameApi::MainLoopApi
gltf_mesh_all_mt_arr(EveryApi &ev, TF model0, float mix, float self_mult, float rest_mult, float light_dir_x, float light_dir_y, float light_dir_z, bool transparent, bool emissive, int lod_level)GameApi::MainLoopApi
gltf_mesh_all_p(GameApi::EveryApi &ev, TF model0)GameApi::MainLoopApi
gltf_mesh_all_p_arr(GameApi::EveryApi &ev, TF model0, float light_dir_x, float light_dir_y, float light_dir_z, bool transparent, bool emissive, int lod_level)GameApi::MainLoopApi
gltf_mesh_all_parr(EveryApi &ev, TF model0, float mix, float light_dir_x, float light_dir_y, float light_dir_z, int skin_num)GameApi::MainLoopApi
gltf_mesh_all_parr_mat(EveryApi &ev, TF model0, float mix, float light_x, float light_y, float light_z, int skin_num)GameApi::MainLoopApi
gltf_mesh_all_parr_msarr(EveryApi &ev, TF model0, float mix, float light_dir_x, float light_dir_y, float light_dir_z, int skin_num)GameApi::MainLoopApi
gltf_node(EveryApi &ev, TF model0, int node_id, std::string keys, float mix, float self_mult, float rest_mult, int mode, float light_dir_x, float light_dir_y, float light_dir_z, int animation, float border_width, unsigned int border_color, bool transparent, bool acesfilm, bool emissive, int frame_skip, int lod_level)GameApi::MainLoopApi
gltf_scene(EveryApi &ev, TF model0, int scene_id, std::string keys, float mix, float self_mult, float rest_mult, int mode, float light_dir_x, float light_dir_y, float light_dir_z, int animation, float border_width, unsigned int border_color, bool transparent, bool acesfilm, bool emissive, int frame_skip, int lod_level)GameApi::MainLoopApi
gltf_scene_anim(EveryApi &ev, TF model0, int scene_id, int animation, std::string keys, float mix, float self_mult, float rest_mult, int mode, float light_dir_x, float light_dir_y, float light_dir_z, float border_width, unsigned int border_color, bool transparent, bool acesfilm, bool emissive, int frame_skip, int lod_level)GameApi::MainLoopApi
gltf_scene_p(GameApi::EveryApi &ev, TF model0, int scene_id)GameApi::MainLoopApi
gltf_skeleton(EveryApi &ev, TF model0, int start_node)GameApi::MainLoopApi
gravity(INP im, IBM bitmap, float start_x, float end_x, float start_y, float end_y, float speed)GameApi::MainLoopApi
gs_delta(GS gs, ML ml, int p, int n, float delta)GameApi::MainLoopApi
gs_mouse_pos(GS gs, ML ml, int x, int y)GameApi::MainLoopApi
gs_obj_pos(GS gs, ML ml, int x, int y, int z)GameApi::MainLoopApi
gs_time(GS gs, ML ml, int t)GameApi::MainLoopApi
hires_ml(EveryApi &ev, ML I3, int size, int numsamples, float blur_radius)GameApi::MainLoopApi
html_url(std::string url)GameApi::MainLoopApi
if_keys(ML ml, IF fetcher, std::string keys)GameApi::MainLoopApi
img_decode(MB memblock)GameApi::MainLoopApi
in_MV(EveryApi &ev, bool is_3d)GameApi::MainLoopApi
in_N(EveryApi &ev, bool is_3d)GameApi::MainLoopApi
in_P(EveryApi &ev, bool is_3d)GameApi::MainLoopApi
in_T(EveryApi &ev, bool is_3d)GameApi::MainLoopApi
init(SH sh, int screen_width=800, int screen_height=600)GameApi::MainLoopApi
init_3d(SH sh, int screen_width=800, int screen_heigth=600)GameApi::MainLoopApi
init_window(int screen_width=800, int screen_height=600, std::string window_title="meshpage.org -- the next technology level for web", bool vr_init=false)GameApi::MainLoopApi
is_gltf_animated(EveryApi &ev, TF tf)GameApi::MainLoopApi
isometric(ML ml, float y_angle, float x_angle, float translate)GameApi::MainLoopApi
joystick_printer(ML ml)GameApi::MainLoopApi
joystick_to_wasd(ML ml)GameApi::MainLoopApi
key_ml(std::vector< ML > vec, std::string keys)GameApi::MainLoopApi
key_press_print_time_sync(ML ml)GameApi::MainLoopApi
keyboard_toggle(ML m1, ML m2, int key)GameApi::MainLoopApi
load_BM_script(EveryApi &ev, std::string url, std::string p1, std::string p2, std::string p3, std::string p4, std::string p5)GameApi::MainLoopApi
load_BM_script_array(EveryApi &ev, std::string url, std::string p1, std::string p2, std::string p3, std::string p4, std::string p5)GameApi::MainLoopApi
load_BM_script_array_comb(EveryApi &ev, std::string url, std::string p1, std::string p2, std::string p3, std::string p4, std::string p5)GameApi::MainLoopApi
load_ds_from_disk(std::string filename)GameApi::MainLoopApi
load_ds_from_disk_incrementally(std::string filename)GameApi::MainLoopApi
load_ds_from_mem(const unsigned char *buf, const unsigned char *end)GameApi::MainLoopApi
load_ds_from_temp(std::string filename, void(*fptr)(void *), void *data, bool &success)GameApi::MainLoopApi
load_ds_from_temp2(std::string filename)GameApi::MainLoopApi
load_ds_from_temp3(std::string filename)GameApi::MainLoopApi
load_midi(EveryApi &ev, ML next, std::string url, std::string url_patchset)GameApi::MainLoopApi
load_ML_script(EveryApi &ev, std::string url, std::string p1, std::string p2, std::string p3, std::string p4, std::string p5)GameApi::MainLoopApi
load_ML_script2(EveryApi &ev, HML h, std::string p1, std::string p2, std::string p3, std::string p4, std::string p5)GameApi::MainLoopApi
load_ML_script3(EveryApi &ev, std::string url)GameApi::MainLoopApi
load_ML_script_array(EveryApi &ev, std::string url, std::string p1, std::string p2, std::string p3, std::string p4, std::string p5)GameApi::MainLoopApi
load_MN_script(EveryApi &ev, std::string url, std::string p1, std::string p2, std::string p3, std::string p4, std::string p5)GameApi::MainLoopApi
load_MN_script2(EveryApi &ev, HML h, std::string p1, std::string p2, std::string p3, std::string p4, std::string p5)GameApi::MainLoopApi
load_MT_script(EveryApi &ev, std::string url, std::string p1, std::string p2, std::string p3, std::string p4, std::string p5)GameApi::MainLoopApi
load_MT_script2(EveryApi &ev, HML h, std::string p1, std::string p2, std::string p3, std::string p4, std::string p5)GameApi::MainLoopApi
load_P_script(EveryApi &ev, std::string url, std::string p1, std::string p2, std::string p3, std::string p4, std::string p5)GameApi::MainLoopApi
load_P_script_array(EveryApi &ev, HML hml, std::string p1, std::string p2, std::string p3, std::string p4, std::string p5)GameApi::MainLoopApi
load_shader(std::string shader_url)GameApi::MainLoopApi
load_shader2(std::string vertex_url, std::string fragment_url)GameApi::MainLoopApi
load_song(EveryApi &ev, ML next, std::string url)GameApi::MainLoopApi
load_um(DS st)GameApi::MainLoopApi
load_zip(EveryApi &ev, std::string zip_url)GameApi::MainLoopApi
load_zip2(EveryApi &ev, std::string zip_url)GameApi::MainLoopApi
load_zip_assets(std::string zip_url)GameApi::MainLoopApi
load_zip_assets2(std::string zip_url)GameApi::MainLoopApi
lod(EveryApi &ev, P p, MT mat, PTS pts, float level1, float level2, float level3, float level4, int l1, int l2, int l3, int l4)GameApi::MainLoopApi
lod_anim(GameApi::EveryApi &ev, GameApi::TF tf, GameApi::PTS pts, float level1, float level2, float level3, float level4, int l1, int l2, int l3, int l4, float mix, float self_mult, float rest_mult, int mode, std::string keys, float light_dir_x, float light_dir_y, float light_dir_z, float border_width, unsigned int border_color, bool transparent, bool acesfilm, int start_anim_seq, bool emissive, int frame_skip)GameApi::MainLoopApi
lod_anim_matrix(GameApi::EveryApi &ev, GameApi::TF tf, GameApi::MS ms, float level1, float level2, float level3, float level4, int l1, int l2, int l3, int l4, float mix, float self_mult, float rest_mult, int mode, std::string keys, float light_dir_x, float light_dir_y, float light_dir_z, float border_width, unsigned int border_color, bool transparent, bool acesfilm, int start_anim_seq, bool emissive, int frame_skip)GameApi::MainLoopApi
lod_gpu(GameApi::EveryApi &ev, GameApi::P p, GameApi::MT mat, GameApi::PTS pts, float level1_tri, float level2_tri, float level3_tri, float level4_tri, int l1, int l2, int l3, int l4)GameApi::MainLoopApi
lod_gpu_matrix(GameApi::EveryApi &ev, GameApi::P p, GameApi::MT mat, GameApi::MS ms, float level1_tri, float level1_quad, float level1_polygon, float level2_tri, float level2_quad, float level2_polygon, float level3_tri, float level3_quad, float level3_polygon, float level4_tri, float level4_quad, float level4_polygon, int l1, int l2, int l3, int l4)GameApi::MainLoopApi
lod_gpu_matrix_tf(GameApi::EveryApi &ev, GameApi::P p, GameApi::MT mat, GameApi::MS pts, float level1_tri, float level2_tri, float level3_tri, float level4_tri, int l1, int l2, int l3, int l4, float mix, float self_mult, float rest_mult, int mode, float light_dir_x, float light_dir_y, float light_dir_z, float border_width, unsigned int border_color, bool transparent, bool acesfil, float start_brightness, float end_brightness)GameApi::MainLoopApi
lod_gpu_pts_tf(GameApi::EveryApi &ev, GameApi::P p, GameApi::MT mat, GameApi::PTS pts, float level1_tri, float level2_tri, float level3_tri, float level4_tri, int l1, int l2, int l3, int l4, float mix, float self_mult, float rest_mult, int mode, float light_dir_x, float light_dir_y, float light_dir_z, float border_width, unsigned int border_color, bool transparent, bool acesfil, float start_brightness, float end_brightness)GameApi::MainLoopApi
lod_matrix(EveryApi &ev, P p, MT mat, MS ms, float level1, float level2, float level3, float level4, int l1, int l2, int l3, int l4)GameApi::MainLoopApi
lod_matrix_tf(GameApi::EveryApi &ev, GameApi::TF p, GameApi::MS ms, float level1, float level2, float level3, float level4, int l1, int l2, int l3, int l4, float mix, float selt_mult, float rest_mult, int mode, float light_dir_x, float light_dir_y, float light_dir_z, float border_width, unsigned int border_color, bool transparent, bool acesfilm, float start_brightness, float end_brightness, bool emissive)GameApi::MainLoopApi
lod_pts_tf(GameApi::EveryApi &ev, GameApi::TF p, GameApi::PTS pts, float level1, float level2, float level3, float level4, int l1, int l2, int l3, int l4, float mix, float selt_mult, float rest_mult, int mode, float light_dir_x, float light_dir_y, float light_dir_z, float border_width, unsigned int border_color, bool transparent, bool acesfilm, float start_brightness, float end_brightness, bool emissive)GameApi::MainLoopApi
logo_change(ML ml, BM conn, BM download, BM prepare)GameApi::MainLoopApi
logo_iter()GameApi::MainLoopApi
looking_glass_full(EveryApi &ev, ML ml, float amount, int mode, int start, int end)GameApi::MainLoopApi
mainloop_material(EveryApi &ev, ML ml)GameApi::MainLoopApi
MainLoopApi(Env &e)GameApi::MainLoopApi
make_current()GameApi::MainLoopApi
matrix_range_check(EveryApi &ev, ML ml, ML ml2, std::string url)GameApi::MainLoopApi
memmap_window(EveryApi &ev, PKG p)GameApi::MainLoopApi
memmap_window2(EveryApi &ev, std::string url)GameApi::MainLoopApi
memmap_window3(EveryApi &ev, std::string url_1, std::string url_2, std::string url_3, std::string url_4, std::string url_5, std::string url_6)GameApi::MainLoopApi
mesh_anim_2(std::vector< P > time_range_start_mesh_array, std::vector< P > time_range_end_mesh_array, std::vector< MN > moves_array, std::vector< MT > materials_array, std::vector< MS > matrix_array_arrays, std::vector< IF > state_machines, std::string optional_time_range_duration_array_with_separators_float, std::string url_to_mp_file)GameApi::MainLoopApi
ml_empty()GameApi::MainLoopApi
ml_load_um(EveryApi &ev, std::string url)GameApi::MainLoopApi
mouse_roll_zoom(EveryApi &ev, ML next)GameApi::MainLoopApi
mouse_roll_zoom2(EveryApi &ev, ML nect)GameApi::MainLoopApi
move_collision(IBM scene, float start_x, float end_x, float start_y, float end_y, float s_x, float m_x, float e_x, float s_y, float m_y, float e_y, float speed_up, float speed_down, float speed_left, float speed_right, float speed_gravity)GameApi::MainLoopApi
move_in(EveryApi &ev, ML ml, INP in)GameApi::MainLoopApi
move_sequence(float start_time, float time_per_char, std::string str)GameApi::MainLoopApi
move_speed(INP orig, float speed)GameApi::MainLoopApi
network(std::string url, std::string homapge)GameApi::MainLoopApi
no_concurrent_download(ML ml)GameApi::MainLoopApi
no_concurrent_download_run(RUN r)GameApi::MainLoopApi
nvidia_init()GameApi::MainLoopApi
ogl_set_frame_rate(ML ml, int fps)GameApi::MainLoopApi
or_elem_ml(GameApi::EveryApi &ev, ML m1, ML m2)GameApi::MainLoopApi
outline_disable()GameApi::MainLoopApi
outline_first()GameApi::MainLoopApi
outline_second()GameApi::MainLoopApi
outline_third()GameApi::MainLoopApi
p_script2(EveryApi &ev, HML h, std::string p1, std::string p2, std::string p3, std::string p4, std::string p5)GameApi::MainLoopApi
parse_areatype(EveryApi &ev, std::string url, GameApi::FB heightmap, GameApi::BM top_texture, GameApi::BM side_texture)GameApi::MainLoopApi
perspective(EveryApi &ev, ML next, float mult, float front_plane, float end_plane)GameApi::MainLoopApi
phong_fragment(SHI next, unsigned int ambient, unsigned int highlight, float pow)GameApi::MainLoopApi
phong_shader3(EveryApi &ev, ML ml, unsigned int ambient, unsigned int highlight, float pow)GameApi::MainLoopApi
phong_vertex(SHI next)GameApi::MainLoopApi
playback_keypresses(ML ml, std::string input_url)GameApi::MainLoopApi
prepare_pts(ML ml, PTS pts)GameApi::MainLoopApi
print_deps(ML ml, int num)GameApi::MainLoopApi
print_profile()GameApi::MainLoopApi
print_stats(P p)GameApi::MainLoopApi
print_time_sync(ML ml)GameApi::MainLoopApi
profile(std::string label, bool start)GameApi::MainLoopApi
progress_bar_config(ML ml, bool progress_impl, bool max_impl, bool install_impl, float mult_ems0, float mult_ems1, float mult_ems2, float mult_builder)GameApi::MainLoopApi
pts_world(PTS p, int type)GameApi::MainLoopApi
rand_max()GameApi::MainLoopApi
random()GameApi::MainLoopApi
random_dir_vector_2d_xy(float length)GameApi::MainLoopApi
random_dir_vector_2d_xz(float length)GameApi::MainLoopApi
random_dir_vector_3d(float length)GameApi::MainLoopApi
random_game_seq(float time_step, MN mn, std::vector< ML > true_vec, std::vector< ML > false_vec, float perc, int num_levels)GameApi::MainLoopApi
random_instantiate(EveryApi &ev, ML ml, std::vector< MN > vec, float start_time, float time_step, float random_chance)GameApi::MainLoopApi
random_point_2d(float start_x, float end_x, float start_y, float end_y, float z)GameApi::MainLoopApi
random_point_3d(float start_x, float end_x, float start_y, float end_y, float start_z, float end_z)GameApi::MainLoopApi
read_obj_pos(std::string url)GameApi::MainLoopApi
record_keypresses(ML ml, std::string output_filename)GameApi::MainLoopApi
render_txid(EveryApi &ev, P p1, TXID I7, int size)GameApi::MainLoopApi
reset_time()GameApi::MainLoopApi
resize_and_anim_transfer_id()GameApi::MainLoopApi
resize_transfer_id(TRB id)GameApi::MainLoopApi
restart_game(EveryApi &ev, ML ml, int key)GameApi::MainLoopApi
restart_screen(EveryApi &ev, ML ml, std::string fontname)GameApi::MainLoopApi
right_mouse_pan(EveryApi &ev, ML next)GameApi::MainLoopApi
save_deploy(HML h, std::string filename, GameApi::EveryApi &ev)GameApi::MainLoopApi
save_deploy2(EveryApi &ev, RUN run, std::string homepage, bool is_in_arr, std::string filename)GameApi::MainLoopApi
save_ds(std::string output_filename, DS ds)GameApi::MainLoopApi
save_ds_ml(EveryApi &ev, std::string output_filename, P p, bool disable_normal, bool disable_color, bool disable_texcoord, bool disable_texcoord3, bool disable_objects)GameApi::MainLoopApi
save_ds_store(std::string filename, DS ds)GameApi::MainLoopApi
save_glb_store(EveryApi &ev, std::string filename, TF tf)GameApi::MainLoopApi
save_gltf(TF tf, std::string filename)GameApi::MainLoopApi
save_logo(EveryApi &ev)GameApi::MainLoopApi
save_png_store(std::string filename, BM bm)GameApi::MainLoopApi
save_script(HML h, std::string filename)GameApi::MainLoopApi
scale_2d_screen(EveryApi &ev, ML orig, float sx, float sy)GameApi::MainLoopApi
scene_transparency(ML scene)GameApi::MainLoopApi
score_adder(EveryApi &ev, ML ml, O o, MN transform, int enter_score, int leave_score, int dyn_point, float timeout)GameApi::MainLoopApi
score_adder2(EveryApi &ev, ML ml, O o, PTS points, MN transform, int enter_score, int leave_score, int dyn_point, float timeout, IF fetcher)GameApi::MainLoopApi
score_display(EveryApi &ev, ML ml, std::string font)GameApi::MainLoopApi
score_hidder(EveryApi &ev, ML ml, O o, int max_count)GameApi::MainLoopApi
score_hide_pts(PTS pts)GameApi::MainLoopApi
score_set_hide()GameApi::MainLoopApi
screenshot()GameApi::MainLoopApi
screenspace()GameApi::MainLoopApi
screenspace_rendering(EveryApi &ev, ML scene, SMT screenspace_material)GameApi::MainLoopApi
seamless_iter()GameApi::MainLoopApi
send_key_at_time(ML ml, float time, int key)GameApi::MainLoopApi
seq_ml(std::vector< ML > vec, float time)GameApi::MainLoopApi
seq_ml_score(ML ml1, ML ml2, int score)GameApi::MainLoopApi
set_corner(int x, int y, int screen_sx, int screen_sy)GameApi::MainLoopApi
set_homepage_url(std::string url)GameApi::MainLoopApi
set_screen_size(int sx, int sy)GameApi::MainLoopApi
set_seamless_url(std::string url)GameApi::MainLoopApi
set_viewport(int x, int y, int sx, int sy)GameApi::MainLoopApi
setup_hmd_projection(EveryApi &ev, ML ml, bool eye, bool is_standard, float n, float f, bool translate)GameApi::MainLoopApi
shader_cache_disable(ML ml, bool disable)GameApi::MainLoopApi
skybox(EveryApi &ev, BM land, BM sky)GameApi::MainLoopApi
slow_activate_item(ML ml, int i)GameApi::MainLoopApi
slow_start_array_ml(GameApi::EveryApi &ev, std::vector< ML > vec, int max_ticks)GameApi::MainLoopApi
small_window(EveryApi &ev, ML ml, int x, int y, int sx, int sy)GameApi::MainLoopApi
start_editor_state()GameApi::MainLoopApi
state_int_fetcher(std::string url, std::string states)GameApi::MainLoopApi
state_speed_movement(MN mn, std::string url, std::string states, std::string x_speeds, std::string y_speeds, std::string z_speeds)GameApi::MainLoopApi
step()GameApi::MainLoopApi
string_bytestore(std::string s)GameApi::MainLoopApi
subworld(CX c, W w, int start_block, int end_block)GameApi::MainLoopApi
swapbuffers()GameApi::MainLoopApi
switch_to_3d(bool b, SH sh, int screen_width=800., int screen_height=600)GameApi::MainLoopApi
t_repeat(TT prev, TT curr_to_repeated, int count)GameApi::MainLoopApi
tf_join(EveryApi &ev, TF tf)GameApi::MainLoopApi
time_display(EveryApi &ev, ML ml, std::string font, float start_time)GameApi::MainLoopApi
timed_shp_f(float start_time, float end_time, SHP next, int num, float start_value, float end_value)GameApi::MainLoopApi
timed_shp_i(float start_time, float end_time, SHP next, int num, int start_value, int end_value)GameApi::MainLoopApi
timed_shp_p3d(float start_time, float end_time, SHP next, int num, PT start_value, PT end_value)GameApi::MainLoopApi
timed_shp_u(float start_time, float end_time, SHP next, int num, unsigned int start_value, unsigned int end_value)GameApi::MainLoopApi
timed_shp_uvw(float start_time, float end_time, SHP next, int num, PT start_value, PT end_value)GameApi::MainLoopApi
timed_tmp_seq_ml(ML curr, ML end, float start_time, float end_time, float show_duration, int key)GameApi::MainLoopApi
timing(float duration, TT link, ML show)GameApi::MainLoopApi
timing_event(IF fetch, TT timing, ML show)GameApi::MainLoopApi
timing_exit(TT link)GameApi::MainLoopApi
timing_start()GameApi::MainLoopApi
timing_switch(EveryApi &ev, float duration, TT link, ML show, ML show2, int switch_dir)GameApi::MainLoopApi
touch_rotate(EveryApi &ev, ML ml, bool leftright, bool topdown, float x_speed, float y_speed)GameApi::MainLoopApi
transfer_id()GameApi::MainLoopApi
transfer_sdl_surface(MainLoopApi &orig)GameApi::MainLoopApi
transparency(bool enabled)GameApi::MainLoopApi
transparent(ML ml)GameApi::MainLoopApi
tunnel_tree(EveryApi &ev, std::vector< P > faces, std::vector< MN > moves, std::string url, MT mat2)GameApi::MainLoopApi
turn_to_meters(EveryApi &ev, ML ml, float sx1, float sx2, float sy1, float sy2, float sz1, float sz2)GameApi::MainLoopApi
turn_to_meters_default(EveryApi &ev, ML ml, P p)GameApi::MainLoopApi
vr_scale(ML ml, float)GameApi::MainLoopApi
waittof()GameApi::MainLoopApi
web_link(EveryApi &ev, ML item, ML highlighted_item, float pt_x, float pt_y, float pt_z, float radius, std::string url)GameApi::MainLoopApi
whack_a_mole_collision(ML ml)GameApi::MainLoopApi
whack_a_mole_explosion(EveryApi &ev)GameApi::MainLoopApi
whack_a_mole_flag_bmchooser(ML ml)GameApi::MainLoopApi
~MainLoopApi()GameApi::MainLoopApi