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GameApi 28
Library used by GameApi Builder tool
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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() const | GameApi::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 |