GameApi 28
Library used by GameApi Builder tool
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EnvImpl Struct Reference

#include <GameApi_h.hh>

Public Member Functions

void lock ()
void unlock ()
IMPORT int add_to_download_bar (std::string filename)
IMPORT int download_index_mapping (int index)
IMPORT int download_bar_count () const
IMPORT void set_download_data (GameApi::Env &env, int i, const std::vector< unsigned char > &file)
IMPORT void set_download_progress (int i, float percentage)
IMPORT void set_download_ready (int i)
IMPORT std::string get_download_bar_filename (int i) const
IMPORT float get_download_bar_progress (int i) const
IMPORT bool get_download_bar_ready (int i) const
IMPORT void remove_download_bar_item (int i)
IMPORT int start_async (ASyncTask *task)
IMPORT int async_mapping (int index)
IMPORT void remove_async (int i)
IMPORT void async_scheduler ()
EXPORT void free_temp_memory ()
EXPORT std::vector< int > store_counts () const
EXPORT void free_to_counts (std::vector< int > vec)
EXPORT void free_memory ()
 EnvImpl ()
 ~EnvImpl ()
void lock ()
void unlock ()
EXPORT void free_temp_memory ()
EXPORT std::vector< int > store_counts () const
EXPORT void free_to_counts (std::vector< int > vec)
EXPORT void free_memory ()
 EnvImpl ()
 ~EnvImpl ()

Static Public Member Functions

::EnvImpl * Environment (GameApi::Env *e)
::EnvImpl * Environment (GameApi::Env *e)

Public Attributes

std::vector< Point, GameApiAllocator< Point > > pt
GameApi::PT cursor_pos_point_id
std::vector< Vector, GameApiAllocator< Vector > > vectors
std::vector< Color, GameApiAllocator< Color > > colors
std::vector< VolumeObject *, GameApiAllocator< VolumeObject * > > volumes
std::vector< FloatVolumeObject *, GameApiAllocator< FloatVolumeObject * > > floatvolumes
std::vector< BitmapHandle *, GameApiAllocator< BitmapHandle * > > bm
std::vector< BitmapArray2< Color > *, GameApiAllocator< BitmapArray2< Color > * > > bm_array
std::vector< BoolBitmap, GameApiAllocator< BoolBitmap > > bool_bm
std::vector< FloatBitmap, GameApiAllocator< FloatBitmap > > float_bm
std::vector< SpaceImpl, GameApiAllocator< SpaceImpl > > sp
std::vector< LineImpl, GameApiAllocator< LineImpl > > ln
std::vector< SpritePosImpl, GameApiAllocator< SpritePosImpl > > spr_pos
std::vector< AnimImpl, GameApiAllocator< AnimImpl > > anim
std::vector< FaceCollPolyHandle *, GameApiAllocator< FaceCollPolyHandle * > > poly
std::vector< std::shared_ptr< void > > deletes
std::vector< FunctionImpl, GameApiAllocator< FunctionImpl > > func
std::vector< SurfaceImpl, GameApiAllocator< SurfaceImpl > > surfaces
std::vector< IDImpl, GameApiAllocator< IDImpl > > ids
std::vector< NDim< float, Point > *, GameApiAllocator< NDim< float, Point > * > > dims
std::vector< StateInfo2, GameApiAllocator< StateInfo2 > > states
std::vector< StateRange, GameApiAllocator< StateRange > > state_ranges
std::vector< ContinuousBitmap< Color > *, GameApiAllocator< ContinuousBitmap< Color > * > > continuous_bitmaps
std::vector< VertexArraySet *, GameApiAllocator< VertexArraySet * > > vertex_array
std::vector< RenderVertexArray *, GameApiAllocator< RenderVertexArray * > > vertex_array_render
std::vector< int, GameApiAllocator< int > > texture_id
std::vector< std::string, GameApiAllocator< std::string > > shader_float_parameter
std::vector< std::string, GameApiAllocator< std::string > > shader_int_parameter
std::vector< Voxel< unsigned int > *, GameApiAllocator< Voxel< unsigned int > * > > voxels
std::vector< Voxel< int > *, GameApiAllocator< Voxel< int > * > > voxels2
std::vector< TROArray *, GameApiAllocator< TROArray * > > timeranges
std::vector< VArray *, GameApiAllocator< VArray * > > timerange_vertexarrays
std::vector< ShaderPriv2 *, GameApiAllocator< ShaderPriv2 * > > shaders
std::vector< TextureI *, GameApiAllocator< TextureI * > > textures
std::vector< TexCoordQuad, GameApiAllocator< TexCoordQuad > > tex_quads
std::vector< Separate *, GameApiAllocator< Separate * > > separates
std::vector< PlanePoints2d *, GameApiAllocator< PlanePoints2d * > > plane_points
std::vector< PlaneData, GameApiAllocator< PlaneData > > plane_array
std::vector< Waveform *, GameApiAllocator< Waveform * > > waveforms
std::vector< Array< int, ObjectWithPos > *, GameApiAllocator< Array< int, ObjectWithPos > * > > object_move
std::vector< std::vector< VertexArrayWithPos > *, GameApiAllocator< std::vector< VertexArrayWithPos > * > > object_move_vertex_array
std::vector< Bitmap< float > *, GameApiAllocator< Bitmap< float > * > > layout_data
std::map< int, ArrayRender * > renders
std::map< int, ArrayRender * > renders2
std::vector< Layout *, GameApiAllocator< Layout * > > layouts
std::vector< PointArray2 *, GameApiAllocator< PointArray2 * > > pointarray
std::vector< PointArray3 *, GameApiAllocator< PointArray3 * > > pointarray3
std::vector< PointCollection *, GameApiAllocator< PointCollection * > > pointcollarray
std::vector< LineCollection *, GameApiAllocator< LineCollection * > > linearray
std::vector< ColorVolumeObject *, GameApiAllocator< ColorVolumeObject * > > colorvolume
std::map< int, ShaderPriv2 * > shader_privs
std::vector< DistanceRenderable *, GameApiAllocator< DistanceRenderable * > > distvolume
std::vector< VectorVolumeObject *, GameApiAllocator< VectorVolumeObject * > > vectorvolume
std::vector< PointsApiPoints *, GameApiAllocator< PointsApiPoints * > > pointsapi_points
std::vector< LazyValue< float > *, GameApiAllocator< LazyValue< float > * > > floats
std::vector< Array< int, float > *, GameApiAllocator< Array< int, float > * > > float_array
std::vector< FBOPriv, GameApiAllocator< FBOPriv > > fbos
std::vector< Samples *, GameApiAllocator< Samples * > > samples
std::vector< Tracker *, GameApiAllocator< Tracker * > > trackers
std::vector< TBuffer, GameApiAllocator< TBuffer > > tracker_buf
std::vector< Wavs, GameApiAllocator< Wavs > > wavs
std::vector< ShaderModule *, GameApiAllocator< ShaderModule * > > shader_module
std::vector< GuiWidget *, GameApiAllocator< GuiWidget * > > widgets
std::vector< GameApiModule *, GameApiAllocator< GameApiModule * > > gameapi_modules
std::vector< FontAtlasInfo *, GameApiAllocator< FontAtlasInfo * > > font_atlas
std::vector< MainLoopItem *, GameApiAllocator< MainLoopItem * > > main_loop
std::vector< std::vector< int > *, GameApiAllocator< std::vector< int > * > > arrays
std::vector< ExprNode *, GameApiAllocator< ExprNode * > > exprs
std::vector< PhysicsNode *, GameApiAllocator< PhysicsNode * > > phys
std::vector< TriStrip *, GameApiAllocator< TriStrip * > > tri_strip
std::vector< Cutter *, GameApiAllocator< Cutter * > > cutters
std::vector< BO_Impl, GameApiAllocator< BO_Impl > > boolean_ops
std::vector< PD_Impl, GameApiAllocator< PD_Impl > > polydistfield
std::vector< std::vector< int >, GameApiAllocator< std::vector< int > > > handle_array
std::vector< std::vector< int >, GameApiAllocator< std::vector< int > > > template_array
std::vector< Collision *, GameApiAllocator< Collision * > > collision_array
std::vector< Movement *, GameApiAllocator< Movement * > > movement_array
std::vector< ImplicitFunction3d *, GameApiAllocator< ImplicitFunction3d * > > implicit
std::vector< TreeLevel *, GameApiAllocator< TreeLevel * > > tree_levels
std::vector< TreeStack *, GameApiAllocator< TreeStack * > > trees
std::vector< Material *, GameApiAllocator< Material * > > materials
std::vector< ShaderCall *, GameApiAllocator< ShaderCall * > > shadercalls
std::vector< Curve< Point > *, GameApiAllocator< Curve< Point > * > > curves
std::vector< MatrixArray *, GameApiAllocator< MatrixArray * > > matrix_arrays
std::vector< Curve< Matrix > *, GameApiAllocator< Curve< Matrix > * > > matrix_curves
std::vector< PlaneShape *, GameApiAllocator< PlaneShape * > > plane_shapes
std::vector< SkeletalNode *, GameApiAllocator< SkeletalNode * > > skeletals
std::vector< std::shared_ptr< void > > temp_deletes
std::vector< Pa_Impl, GameApiAllocator< Pa_Impl > > polygon_array
std::vector< Va_Impl, GameApiAllocator< Va_Impl > > va_array
std::vector< MixedI *, GameApiAllocator< MixedI * > > mixed
std::vector< ColorChange *, GameApiAllocator< ColorChange * > > color_change
std::vector< Blocker *, GameApiAllocator< Blocker * > > blockers
std::vector< Splitter *, GameApiAllocator< Splitter * > > splitters
std::vector< VertexAnimNode *, GameApiAllocator< VertexAnimNode * > > vertex_anims
std::vector< PointTransform *, GameApiAllocator< PointTransform * > > point_transforms
std::vector< CurvePos *, GameApiAllocator< CurvePos * > > curve_pos
std::vector< ArrayType *, GameApiAllocator< ArrayType * > > arrays2
std::vector< Fetcher< int > *, GameApiAllocator< Fetcher< int > * > > int_fetchers
std::vector< Fetcher< std::string > *, GameApiAllocator< Fetcher< std::string > * > > string_fetchers
std::vector< Fetcher< float > *, GameApiAllocator< Fetcher< float > * > > float_fetchers
std::vector< Fetcher< Point > *, GameApiAllocator< Fetcher< Point > * > > point_fetchers
ASyncLoader * async_loader
std::vector< GlyphInterface *, GameApiAllocator< GlyphInterface * > > glyph_interfaces
std::vector< FontInterface *, GameApiAllocator< FontInterface * > > font_interfaces
std::vector< StringDisplay *, GameApiAllocator< StringDisplay * > > string_displays
std::vector< CmdExecute *, GameApiAllocator< CmdExecute * > > cmds
std::vector< CurvePatch *, GameApiAllocator< CurvePatch * > > curve_patches
std::vector< PropertyArray *, GameApiAllocator< PropertyArray * > > prop_array
std::vector< Space3d *, GameApiAllocator< Space3d * > > space_3d
std::vector< LinesInPlane *, GameApiAllocator< LinesInPlane * > > plane_lines
std::vector< PointsInPlane *, GameApiAllocator< PointsInPlane * > > plane_points2
std::vector< FacesInPlane *, GameApiAllocator< FacesInPlane * > > plane_faces
std::map< int, TextureID * > txids
std::vector< ShaderI *, GameApiAllocator< ShaderI * > > shader_interface
std::vector< ContinuousBitmap< float > *, GameApiAllocator< ContinuousBitmap< float > * > > cont_floats
std::vector< ContinuousBitmap< bool > *, GameApiAllocator< ContinuousBitmap< bool > * > > cont_bools
std::vector< DynamicChange *, GameApiAllocator< DynamicChange * > > dyn_change
std::vector< std::vector< float > *, GameApiAllocator< std::vector< float > * > > polynomials
std::vector< ShaderBitmap *, GameApiAllocator< ShaderBitmap * > > shaderbitmaps
std::vector< DiskStore *, GameApiAllocator< DiskStore * > > disk_store
std::vector< Bitmap< int > *, GameApiAllocator< Bitmap< int > * > > int_bitmaps
std::vector< InputForMoving *, GameApiAllocator< InputForMoving * > > move_input
std::vector< CurveGroup *, GameApiAllocator< CurveGroup * > > curve_group
std::vector< MeshAnim *, GameApiAllocator< MeshAnim * > > mesh_anim
std::vector< FrameBufferLoop *, GameApiAllocator< FrameBufferLoop * > > frame_loop
std::vector< FrameBuffer *, GameApiAllocator< FrameBuffer * > > frame_buffer
std::vector< HeavyOperation *, GameApiAllocator< HeavyOperation * > > heavys
std::vector< FrmWidget *, GameApiAllocator< FrmWidget * > > frm_widgets
std::vector< VoxelArray *, GameApiAllocator< VoxelArray * > > voxel_array
std::vector< Fetcher< FaceID > *, GameApiAllocator< Fetcher< FaceID > * > > uv
std::vector< MatrixArray3 *, GameApiAllocator< MatrixArray3 * > > matrixarray3
std::vector< Html *, GameApiAllocator< Html * > > html
std::vector< DynMainLoop *, GameApiAllocator< DynMainLoop * > > dyn
std::vector< VelocityField *, GameApiAllocator< VelocityField * > > vfi
std::vector< FloatField *, GameApiAllocator< FloatField * > > ffi
std::vector< FloatArray2 *, GameApiAllocator< FloatArray2 * > > farray
std::vector< MemoryBlock *, GameApiAllocator< MemoryBlock * > > memblock
std::vector< UrlMemoryMap *, GameApiAllocator< UrlMemoryMap * > > urlmemmap
std::vector< Attach *, GameApiAllocator< Attach * > > attach
std::vector< GameState *, GameApiAllocator< GameState * > > game_state
std::vector< GraphicsContext *, GameApiAllocator< GraphicsContext * > > gc
std::vector< GLTFModelInterface *, GameApiAllocator< GLTFModelInterface * > > tf
std::vector< ShaderI2 *, GameApiAllocator< ShaderI2 * > > shi
std::vector< ShaderParameterI *, GameApiAllocator< ShaderParameterI * > > shp
std::vector< PixelBufferObject *, GameApiAllocator< PixelBufferObject * > > pbo
std::vector< ShaderCode *, GameApiAllocator< ShaderCode * > > shc
std::vector< ScreenSpaceMaterial *, GameApiAllocator< ScreenSpaceMaterial * > > ss_mat
std::vector< IWorld *, GameApiAllocator< IWorld * > > worlds
std::vector< ICache *, GameApiAllocator< ICache * > > caches
std::vector< Platform *, GameApiAllocator< Platform * > > platforms
std::vector< Timing *, GameApiAllocator< Timing * > > timings
std::vector< GameApi::GlobalIlluminationData *, GameApiAllocator< GameApi::GlobalIlluminationData * > > globalillumination
std::vector< MainLoopItemWGPU *, GameApiAllocator< MainLoopItemWGPU * > > wgpu_main_loop
std::vector< ColourSpace *, GameApiAllocator< ColourSpace * > > colourspaces
std::vector< ColourSpaceI *, GameApiAllocator< ColourSpaceI * > > colourspacesI
std::vector< ByteStore *, GameApiAllocator< ByteStore * > > bytestores
std::vector< OptVoxel *, GameApiAllocator< OptVoxel * > > opt_voxels
std::vector< Bitmap< FaceCollection * > *, GameApiAllocator< Bitmap< FaceCollection * > * > > p_matrix
std::vector< Array< int, FaceCollection * > *, GameApiAllocator< Array< int, FaceCollection * > * > > p_array
std::vector< FloatScene *, GameApiAllocator< FloatScene * > > float_scenes
std::vector< Path *, GameApiAllocator< Path * > > paths
std::vector< void *, GameApiAllocator< void * > > objects
Sequencer2 * event_infos
pthread_mutex_t mutex
FT_Library lib
std::vector< Font22 > fonts
std::vector< Point > pt
std::vector< Vector > vectors
std::vector< Color > colors
std::vector< VolumeObject * > volumes
std::vector< FloatVolumeObject * > floatvolumes
std::vector< BitmapHandle * > bm
std::vector< BitmapArray2< Color > * > bm_array
std::vector< BoolBitmap > bool_bm
std::vector< FloatBitmap > float_bm
std::vector< SpaceImpl > sp
std::vector< LineImpl > ln
std::vector< SpritePosImpl > spr_pos
std::vector< AnimImpl > anim
std::vector< FaceCollPolyHandle * > poly
std::vector< FunctionImpl > func
std::vector< SurfaceImpl > surfaces
std::vector< IDImpl > ids
std::vector< NDim< float, Point > * > dims
std::vector< StateInfo2 > states
std::vector< StateRange > state_ranges
std::vector< ContinuousBitmap< Color > * > continuous_bitmaps
std::vector< VertexArraySet * > vertex_array
std::vector< RenderVertexArray * > vertex_array_render
std::vector< int > texture_id
std::vector< std::string > shader_float_parameter
std::vector< std::string > shader_int_parameter
std::vector< Voxel< unsigned int > * > voxels
std::vector< Voxel< int > * > voxels2
std::vector< TROArray * > timeranges
std::vector< VArray * > timerange_vertexarrays
std::vector< ShaderPriv2 * > shaders
std::vector< TextureI * > textures
std::vector< TexCoordQuad > tex_quads
std::vector< Separate * > separates
std::vector< PlanePoints2d * > plane_points
std::vector< PlaneData > plane_array
std::vector< Waveform * > waveforms
std::vector< Array< int, ObjectWithPos > * > object_move
std::vector< std::vector< VertexArrayWithPos > * > object_move_vertex_array
std::vector< Bitmap< float > * > layout_data
std::vector< Layout * > layouts
std::vector< PointArray2 * > pointarray
std::vector< PointArray3 * > pointarray3
std::vector< PointCollection * > pointcollarray
std::vector< LineCollection * > linearray
std::vector< ColorVolumeObject * > colorvolume
std::vector< DistanceRenderable * > distvolume
std::vector< VectorVolumeObject * > vectorvolume
std::vector< PointsApiPoints * > pointsapi_points
std::vector< LazyValue< float > * > floats
std::vector< Array< int, float > * > float_array
std::vector< FBOPriv > fbos
std::vector< Samples * > samples
std::vector< Tracker * > trackers
std::vector< TBuffer > tracker_buf
std::vector< Wavs > wavs
std::vector< ShaderModule * > shader_module
std::vector< GuiWidget * > widgets
std::vector< GameApiModule * > gameapi_modules
std::vector< FontAtlasInfo * > font_atlas
std::vector< MainLoopItem * > main_loop
std::vector< std::vector< int > * > arrays
std::vector< ExprNode * > exprs
std::vector< PhysicsNode * > phys
std::vector< TriStrip * > tri_strip
std::vector< Cutter * > cutters
std::vector< BO_Impl > boolean_ops
std::vector< PD_Impl > polydistfield
std::vector< std::vector< int > > handle_array
std::vector< std::vector< int > > template_array
std::vector< Collision * > collision_array
std::vector< Movement * > movement_array
std::vector< ImplicitFunction3d * > implicit
std::vector< TreeLevel * > tree_levels
std::vector< TreeStack * > trees
std::vector< Material * > materials
std::vector< ShaderCall * > shadercalls
std::vector< Curve< Point > * > curves
std::vector< MatrixArray * > matrix_arrays
std::vector< Curve< Matrix > * > matrix_curves
std::vector< PlaneShape * > plane_shapes
std::vector< SkeletalNode * > skeletals
std::vector< Pa_Impl > polygon_array
std::vector< Va_Impl > va_array
std::vector< MixedI * > mixed
std::vector< ColorChange * > color_change
std::vector< Blocker * > blockers
std::vector< Splitter * > splitters
std::vector< VertexAnimNode * > vertex_anims
std::vector< PointTransform * > point_transforms
std::vector< CurvePos * > curve_pos
std::vector< ArrayType * > arrays2
std::vector< Fetcher< int > * > int_fetchers
std::vector< Fetcher< std::string > * > string_fetchers
std::vector< Fetcher< float > * > float_fetchers
std::vector< Fetcher< Point > * > point_fetchers
std::vector< GlyphInterface * > glyph_interfaces
std::vector< FontInterface * > font_interfaces
std::vector< StringDisplay * > string_displays
std::vector< CmdExecute * > cmds
std::vector< CurvePatch * > curve_patches
std::vector< PropertyArray * > prop_array
std::vector< Space3d * > space_3d
std::vector< LinesInPlane * > plane_lines
std::vector< PointsInPlane * > plane_points2
std::vector< FacesInPlane * > plane_faces
std::vector< ShaderI * > shader_interface
std::vector< ContinuousBitmap< float > * > cont_floats
std::vector< ContinuousBitmap< bool > * > cont_bools
std::vector< DynamicChange * > dyn_change
std::vector< std::vector< float > * > polynomials
std::vector< ShaderBitmap * > shaderbitmaps
std::vector< DiskStore * > disk_store
std::vector< Bitmap< int > * > int_bitmaps
std::vector< InputForMoving * > move_input
std::vector< CurveGroup * > curve_group
std::vector< MeshAnim * > mesh_anim
std::vector< FrameBufferLoop * > frame_loop
std::vector< FrameBuffer * > frame_buffer
std::vector< HeavyOperation * > heavys
std::vector< Font > fonts

Constructor & Destructor Documentation

◆ EnvImpl() [1/2]

EnvImpl::EnvImpl ( )
Here is the caller graph for this function:

◆ ~EnvImpl() [1/2]

EnvImpl::~EnvImpl ( )

◆ EnvImpl() [2/2]

EnvImpl::EnvImpl ( )

◆ ~EnvImpl() [2/2]

EnvImpl::~EnvImpl ( )

Member Function Documentation

◆ add_to_download_bar()

int EnvImpl::add_to_download_bar ( std::string filename)

◆ async_mapping()

int EnvImpl::async_mapping ( int index)

◆ async_scheduler()

void EnvImpl::async_scheduler ( )

◆ download_bar_count()

int EnvImpl::download_bar_count ( ) const

◆ download_index_mapping()

int EnvImpl::download_index_mapping ( int index)

◆ Environment() [1/2]

::EnvImpl * EnvImpl::Environment ( GameApi::Env * e)
inlinestatic

◆ Environment() [2/2]

::EnvImpl * EnvImpl::Environment ( GameApi::Env * e)
inlinestatic

◆ free_memory() [1/2]

EXPORT void EnvImpl::free_memory ( )
inline

◆ free_memory() [2/2]

EXPORT void EnvImpl::free_memory ( )
inline

◆ free_temp_memory() [1/2]

EXPORT void EnvImpl::free_temp_memory ( )
inline

◆ free_temp_memory() [2/2]

EXPORT void EnvImpl::free_temp_memory ( )
inline

◆ free_to_counts() [1/2]

EXPORT void EnvImpl::free_to_counts ( std::vector< int > vec)
inline

◆ free_to_counts() [2/2]

EXPORT void EnvImpl::free_to_counts ( std::vector< int > vec)
inline

◆ get_download_bar_filename()

std::string EnvImpl::get_download_bar_filename ( int i) const

◆ get_download_bar_progress()

float EnvImpl::get_download_bar_progress ( int i) const

◆ get_download_bar_ready()

bool EnvImpl::get_download_bar_ready ( int i) const

◆ lock() [1/2]

void EnvImpl::lock ( )
inline

◆ lock() [2/2]

void EnvImpl::lock ( )
inline

◆ remove_async()

void EnvImpl::remove_async ( int i)

◆ remove_download_bar_item()

void EnvImpl::remove_download_bar_item ( int i)

◆ set_download_data()

void EnvImpl::set_download_data ( GameApi::Env & env,
int i,
const std::vector< unsigned char > & file )

◆ set_download_progress()

void EnvImpl::set_download_progress ( int i,
float percentage )

◆ set_download_ready()

void EnvImpl::set_download_ready ( int i)

◆ start_async()

int EnvImpl::start_async ( ASyncTask * task)

◆ store_counts() [1/2]

EXPORT std::vector< int > EnvImpl::store_counts ( ) const
inline

◆ store_counts() [2/2]

EXPORT std::vector< int > EnvImpl::store_counts ( ) const
inline

◆ unlock() [1/2]

void EnvImpl::unlock ( )
inline

◆ unlock() [2/2]

void EnvImpl::unlock ( )
inline

Member Data Documentation

◆ anim [1/2]

std::vector<AnimImpl, GameApiAllocator<AnimImpl> > EnvImpl::anim

◆ anim [2/2]

std::vector<AnimImpl> EnvImpl::anim

◆ arrays [1/2]

std::vector<std::vector<int>*, GameApiAllocator<std::vector<int>*> > EnvImpl::arrays

◆ arrays [2/2]

std::vector<std::vector<int>*> EnvImpl::arrays

◆ arrays2 [1/2]

std::vector<ArrayType*, GameApiAllocator<ArrayType*> > EnvImpl::arrays2

◆ arrays2 [2/2]

std::vector<ArrayType*> EnvImpl::arrays2

◆ async_loader

ASyncLoader * EnvImpl::async_loader

◆ attach

std::vector<Attach*, GameApiAllocator<Attach*> > EnvImpl::attach

◆ blockers [1/2]

std::vector<Blocker*, GameApiAllocator<Blocker*> > EnvImpl::blockers

◆ blockers [2/2]

std::vector<Blocker*> EnvImpl::blockers

◆ bm [1/2]

std::vector<BitmapHandle*, GameApiAllocator<BitmapHandle*> > EnvImpl::bm

◆ bm [2/2]

std::vector<BitmapHandle*> EnvImpl::bm

◆ bm_array [1/2]

std::vector<BitmapArray2<Color> *, GameApiAllocator<BitmapArray2<Color>* > > EnvImpl::bm_array

◆ bm_array [2/2]

std::vector<BitmapArray2<Color> *> EnvImpl::bm_array

◆ bool_bm [1/2]

std::vector<BoolBitmap, GameApiAllocator<BoolBitmap> > EnvImpl::bool_bm

◆ bool_bm [2/2]

std::vector<BoolBitmap> EnvImpl::bool_bm

◆ boolean_ops [1/2]

std::vector<BO_Impl, GameApiAllocator<BO_Impl> > EnvImpl::boolean_ops

◆ boolean_ops [2/2]

std::vector<BO_Impl> EnvImpl::boolean_ops

◆ bytestores

std::vector<ByteStore*, GameApiAllocator<ByteStore*> > EnvImpl::bytestores

◆ caches

std::vector<ICache*, GameApiAllocator<ICache*> > EnvImpl::caches

◆ cmds [1/2]

std::vector<CmdExecute*, GameApiAllocator<CmdExecute*> > EnvImpl::cmds

◆ cmds [2/2]

std::vector<CmdExecute*> EnvImpl::cmds

◆ collision_array [1/2]

std::vector<Collision*, GameApiAllocator<Collision*> > EnvImpl::collision_array

◆ collision_array [2/2]

std::vector<Collision*> EnvImpl::collision_array

◆ color_change [1/2]

std::vector<ColorChange*, GameApiAllocator<ColorChange*> > EnvImpl::color_change

◆ color_change [2/2]

std::vector<ColorChange*> EnvImpl::color_change

◆ colors [1/2]

std::vector<Color, GameApiAllocator<Color> > EnvImpl::colors

◆ colors [2/2]

std::vector<Color> EnvImpl::colors

◆ colorvolume [1/2]

std::vector<ColorVolumeObject*, GameApiAllocator<ColorVolumeObject*> > EnvImpl::colorvolume

◆ colorvolume [2/2]

std::vector<ColorVolumeObject*> EnvImpl::colorvolume

◆ colourspaces

std::vector<ColourSpace*, GameApiAllocator<ColourSpace*> > EnvImpl::colourspaces

◆ colourspacesI

std::vector<ColourSpaceI*, GameApiAllocator<ColourSpaceI*> > EnvImpl::colourspacesI

◆ cont_bools [1/2]

std::vector<ContinuousBitmap<bool>*, GameApiAllocator<ContinuousBitmap<bool>*> > EnvImpl::cont_bools

◆ cont_bools [2/2]

std::vector<ContinuousBitmap<bool>*> EnvImpl::cont_bools

◆ cont_floats [1/2]

std::vector<ContinuousBitmap<float>*, GameApiAllocator<ContinuousBitmap<float>*> > EnvImpl::cont_floats

◆ cont_floats [2/2]

std::vector<ContinuousBitmap<float>*> EnvImpl::cont_floats

◆ continuous_bitmaps [1/2]

std::vector<ContinuousBitmap<Color>*, GameApiAllocator<ContinuousBitmap<Color> *> > EnvImpl::continuous_bitmaps

◆ continuous_bitmaps [2/2]

std::vector<ContinuousBitmap<Color>*> EnvImpl::continuous_bitmaps

◆ cursor_pos_point_id

GameApi::PT EnvImpl::cursor_pos_point_id

◆ curve_group [1/2]

std::vector<CurveGroup*, GameApiAllocator<CurveGroup*> > EnvImpl::curve_group

◆ curve_group [2/2]

std::vector<CurveGroup*> EnvImpl::curve_group

◆ curve_patches [1/2]

std::vector<CurvePatch*, GameApiAllocator<CurvePatch*> > EnvImpl::curve_patches

◆ curve_patches [2/2]

std::vector<CurvePatch*> EnvImpl::curve_patches

◆ curve_pos [1/2]

std::vector<CurvePos*, GameApiAllocator<CurvePos*> > EnvImpl::curve_pos

◆ curve_pos [2/2]

std::vector<CurvePos*> EnvImpl::curve_pos

◆ curves [1/2]

std::vector<Curve<Point>*, GameApiAllocator<Curve<Point>*> > EnvImpl::curves

◆ curves [2/2]

std::vector<Curve<Point>*> EnvImpl::curves

◆ cutters [1/2]

std::vector<Cutter*, GameApiAllocator<Cutter*> > EnvImpl::cutters

◆ cutters [2/2]

std::vector<Cutter*> EnvImpl::cutters

◆ deletes

std::vector< std::shared_ptr< void > > EnvImpl::deletes

◆ dims [1/2]

std::vector<NDim<float,Point>*, GameApiAllocator<NDim<float,Point>*> > EnvImpl::dims

◆ dims [2/2]

std::vector<NDim<float,Point>*> EnvImpl::dims

◆ disk_store [1/2]

std::vector<DiskStore*, GameApiAllocator<DiskStore*> > EnvImpl::disk_store

◆ disk_store [2/2]

std::vector<DiskStore*> EnvImpl::disk_store

◆ distvolume [1/2]

std::vector<DistanceRenderable*, GameApiAllocator<DistanceRenderable*> > EnvImpl::distvolume

◆ distvolume [2/2]

std::vector<DistanceRenderable*> EnvImpl::distvolume

◆ dyn

std::vector<DynMainLoop*, GameApiAllocator<DynMainLoop*> > EnvImpl::dyn

◆ dyn_change [1/2]

std::vector<DynamicChange*, GameApiAllocator<DynamicChange*> > EnvImpl::dyn_change

◆ dyn_change [2/2]

std::vector<DynamicChange*> EnvImpl::dyn_change

◆ event_infos

Sequencer2 * EnvImpl::event_infos

◆ exprs [1/2]

std::vector<ExprNode*, GameApiAllocator<ExprNode*> > EnvImpl::exprs

◆ exprs [2/2]

std::vector<ExprNode*> EnvImpl::exprs

◆ farray

std::vector<FloatArray2*, GameApiAllocator<FloatArray2*> > EnvImpl::farray

◆ fbos [1/2]

std::vector<FBOPriv, GameApiAllocator<FBOPriv> > EnvImpl::fbos

◆ fbos [2/2]

std::vector<FBOPriv> EnvImpl::fbos

◆ ffi

std::vector<FloatField*, GameApiAllocator<FloatField*> > EnvImpl::ffi

◆ float_array [1/2]

std::vector<Array<int,float>*, GameApiAllocator<Array<int,float>*> > EnvImpl::float_array

◆ float_array [2/2]

std::vector<Array<int,float>*> EnvImpl::float_array

◆ float_bm [1/2]

std::vector<FloatBitmap, GameApiAllocator<FloatBitmap> > EnvImpl::float_bm

◆ float_bm [2/2]

std::vector<FloatBitmap> EnvImpl::float_bm

◆ float_fetchers [1/2]

std::vector<Fetcher<float>*, GameApiAllocator<Fetcher<float>*> > EnvImpl::float_fetchers

◆ float_fetchers [2/2]

std::vector<Fetcher<float>*> EnvImpl::float_fetchers

◆ float_scenes

std::vector<FloatScene*, GameApiAllocator<FloatScene*> > EnvImpl::float_scenes

◆ floats [1/2]

std::vector<LazyValue<float>*, GameApiAllocator<LazyValue<float>*> > EnvImpl::floats

◆ floats [2/2]

std::vector<LazyValue<float>*> EnvImpl::floats

◆ floatvolumes [1/2]

std::vector<FloatVolumeObject*, GameApiAllocator<FloatVolumeObject*> > EnvImpl::floatvolumes

◆ floatvolumes [2/2]

std::vector<FloatVolumeObject*> EnvImpl::floatvolumes

◆ font_atlas [1/2]

std::vector<FontAtlasInfo*, GameApiAllocator<FontAtlasInfo*> > EnvImpl::font_atlas

◆ font_atlas [2/2]

std::vector<FontAtlasInfo*> EnvImpl::font_atlas

◆ font_interfaces [1/2]

std::vector<FontInterface*, GameApiAllocator<FontInterface*> > EnvImpl::font_interfaces

◆ font_interfaces [2/2]

std::vector<FontInterface*> EnvImpl::font_interfaces

◆ fonts [1/2]

std::vector<Font22> EnvImpl::fonts

◆ fonts [2/2]

std::vector<Font> EnvImpl::fonts

◆ frame_buffer [1/2]

std::vector<FrameBuffer*, GameApiAllocator<FrameBuffer*> > EnvImpl::frame_buffer

◆ frame_buffer [2/2]

std::vector<FrameBuffer*> EnvImpl::frame_buffer

◆ frame_loop [1/2]

std::vector<FrameBufferLoop*, GameApiAllocator<FrameBufferLoop*> > EnvImpl::frame_loop

◆ frame_loop [2/2]

std::vector<FrameBufferLoop*> EnvImpl::frame_loop

◆ frm_widgets

std::vector<FrmWidget*, GameApiAllocator<FrmWidget*> > EnvImpl::frm_widgets

◆ func [1/2]

std::vector<FunctionImpl, GameApiAllocator<FunctionImpl> > EnvImpl::func

◆ func [2/2]

std::vector<FunctionImpl> EnvImpl::func

◆ game_state

std::vector<GameState*, GameApiAllocator<GameState*> > EnvImpl::game_state

◆ gameapi_modules [1/2]

std::vector<GameApiModule *, GameApiAllocator<GameApiModule*> > EnvImpl::gameapi_modules

◆ gameapi_modules [2/2]

std::vector<GameApiModule *> EnvImpl::gameapi_modules

◆ gc

std::vector<GraphicsContext*, GameApiAllocator<GraphicsContext*> > EnvImpl::gc

◆ globalillumination

◆ glyph_interfaces [1/2]

std::vector<GlyphInterface*, GameApiAllocator<GlyphInterface*> > EnvImpl::glyph_interfaces

◆ glyph_interfaces [2/2]

std::vector<GlyphInterface*> EnvImpl::glyph_interfaces

◆ handle_array [1/2]

std::vector<std::vector<int>, GameApiAllocator<std::vector<int> > > EnvImpl::handle_array

◆ handle_array [2/2]

std::vector<std::vector<int> > EnvImpl::handle_array

◆ heavys [1/2]

std::vector<HeavyOperation*, GameApiAllocator<HeavyOperation*> > EnvImpl::heavys

◆ heavys [2/2]

std::vector<HeavyOperation*> EnvImpl::heavys

◆ html

std::vector<Html*, GameApiAllocator<Html*> > EnvImpl::html

◆ ids [1/2]

std::vector<IDImpl, GameApiAllocator<IDImpl> > EnvImpl::ids

◆ ids [2/2]

std::vector<IDImpl> EnvImpl::ids

◆ implicit [1/2]

std::vector<ImplicitFunction3d*, GameApiAllocator<ImplicitFunction3d*> > EnvImpl::implicit

◆ implicit [2/2]

std::vector<ImplicitFunction3d*> EnvImpl::implicit

◆ int_bitmaps [1/2]

std::vector<Bitmap<int>*, GameApiAllocator<Bitmap<int>*> > EnvImpl::int_bitmaps

◆ int_bitmaps [2/2]

std::vector<Bitmap<int>*> EnvImpl::int_bitmaps

◆ int_fetchers [1/2]

std::vector<Fetcher<int>*, GameApiAllocator<Fetcher<int>*> > EnvImpl::int_fetchers

◆ int_fetchers [2/2]

std::vector<Fetcher<int>*> EnvImpl::int_fetchers

◆ layout_data [1/2]

std::vector<Bitmap<float>*, GameApiAllocator<Bitmap<float>* > > EnvImpl::layout_data

◆ layout_data [2/2]

std::vector<Bitmap<float>*> EnvImpl::layout_data

◆ layouts [1/2]

std::vector<Layout*, GameApiAllocator<Layout*> > EnvImpl::layouts

◆ layouts [2/2]

std::vector<Layout*> EnvImpl::layouts

◆ lib

FT_Library EnvImpl::lib

◆ linearray [1/2]

std::vector<LineCollection*, GameApiAllocator<LineCollection*> > EnvImpl::linearray

◆ linearray [2/2]

std::vector<LineCollection*> EnvImpl::linearray

◆ ln [1/2]

std::vector<LineImpl, GameApiAllocator<LineImpl> > EnvImpl::ln

◆ ln [2/2]

std::vector<LineImpl> EnvImpl::ln

◆ main_loop [1/2]

std::vector<MainLoopItem*, GameApiAllocator<MainLoopItem*> > EnvImpl::main_loop

◆ main_loop [2/2]

std::vector<MainLoopItem*> EnvImpl::main_loop

◆ materials [1/2]

std::vector<Material*, GameApiAllocator<Material*> > EnvImpl::materials

◆ materials [2/2]

std::vector<Material*> EnvImpl::materials

◆ matrix_arrays [1/2]

std::vector<MatrixArray*, GameApiAllocator<MatrixArray*> > EnvImpl::matrix_arrays

◆ matrix_arrays [2/2]

std::vector<MatrixArray*> EnvImpl::matrix_arrays

◆ matrix_curves [1/2]

std::vector<Curve<Matrix>*, GameApiAllocator<Curve<Matrix>*> > EnvImpl::matrix_curves

◆ matrix_curves [2/2]

std::vector<Curve<Matrix>*> EnvImpl::matrix_curves

◆ matrixarray3

std::vector<MatrixArray3*, GameApiAllocator<MatrixArray3*> > EnvImpl::matrixarray3

◆ memblock

std::vector<MemoryBlock*, GameApiAllocator<MemoryBlock*> > EnvImpl::memblock

◆ mesh_anim [1/2]

std::vector<MeshAnim*, GameApiAllocator<MeshAnim*> > EnvImpl::mesh_anim

◆ mesh_anim [2/2]

std::vector<MeshAnim*> EnvImpl::mesh_anim

◆ mixed [1/2]

std::vector<MixedI*, GameApiAllocator<MixedI*> > EnvImpl::mixed

◆ mixed [2/2]

std::vector<MixedI*> EnvImpl::mixed

◆ move_input [1/2]

std::vector<InputForMoving*, GameApiAllocator<InputForMoving*> > EnvImpl::move_input

◆ move_input [2/2]

std::vector<InputForMoving*> EnvImpl::move_input

◆ movement_array [1/2]

std::vector<Movement*, GameApiAllocator<Movement*> > EnvImpl::movement_array

◆ movement_array [2/2]

std::vector<Movement*> EnvImpl::movement_array

◆ mutex

pthread_mutex_t EnvImpl::mutex

◆ object_move [1/2]

std::vector<Array<int, ObjectWithPos> *, GameApiAllocator<Array<int,ObjectWithPos>* > > EnvImpl::object_move

◆ object_move [2/2]

std::vector<Array<int, ObjectWithPos> * > EnvImpl::object_move

◆ object_move_vertex_array [1/2]

std::vector<std::vector<VertexArrayWithPos> *, GameApiAllocator<std::vector<VertexArrayWithPos>*> > EnvImpl::object_move_vertex_array

◆ object_move_vertex_array [2/2]

std::vector<std::vector<VertexArrayWithPos> *> EnvImpl::object_move_vertex_array

◆ objects

std::vector<void*, GameApiAllocator<void*> > EnvImpl::objects

◆ opt_voxels

std::vector<OptVoxel*, GameApiAllocator<OptVoxel*> > EnvImpl::opt_voxels

◆ p_array

std::vector<Array<int,FaceCollection*> *, GameApiAllocator<Array<int,FaceCollection*> *> > EnvImpl::p_array

◆ p_matrix

std::vector<Bitmap<FaceCollection*> *, GameApiAllocator<Bitmap<FaceCollection*> *> > EnvImpl::p_matrix

◆ paths

std::vector<Path*, GameApiAllocator<Path*> > EnvImpl::paths

◆ pbo

std::vector<PixelBufferObject*, GameApiAllocator<PixelBufferObject*> > EnvImpl::pbo

◆ phys [1/2]

std::vector<PhysicsNode*, GameApiAllocator<PhysicsNode*> > EnvImpl::phys

◆ phys [2/2]

std::vector<PhysicsNode*> EnvImpl::phys

◆ plane_array [1/2]

std::vector<PlaneData, GameApiAllocator<PlaneData> > EnvImpl::plane_array

◆ plane_array [2/2]

std::vector<PlaneData> EnvImpl::plane_array

◆ plane_faces [1/2]

std::vector<FacesInPlane*, GameApiAllocator<FacesInPlane*> > EnvImpl::plane_faces

◆ plane_faces [2/2]

std::vector<FacesInPlane*> EnvImpl::plane_faces

◆ plane_lines [1/2]

std::vector<LinesInPlane*, GameApiAllocator<LinesInPlane*> > EnvImpl::plane_lines

◆ plane_lines [2/2]

std::vector<LinesInPlane*> EnvImpl::plane_lines

◆ plane_points [1/2]

std::vector<PlanePoints2d*, GameApiAllocator<PlanePoints2d*> > EnvImpl::plane_points

◆ plane_points [2/2]

std::vector<PlanePoints2d*> EnvImpl::plane_points

◆ plane_points2 [1/2]

std::vector<PointsInPlane*, GameApiAllocator<PointsInPlane*> > EnvImpl::plane_points2

◆ plane_points2 [2/2]

std::vector<PointsInPlane*> EnvImpl::plane_points2

◆ plane_shapes [1/2]

std::vector<PlaneShape*, GameApiAllocator<PlaneShape*> > EnvImpl::plane_shapes

◆ plane_shapes [2/2]

std::vector<PlaneShape*> EnvImpl::plane_shapes

◆ platforms

std::vector<Platform*, GameApiAllocator<Platform*> > EnvImpl::platforms

◆ point_fetchers [1/2]

std::vector<Fetcher<Point>*, GameApiAllocator<Fetcher<Point>*> > EnvImpl::point_fetchers

◆ point_fetchers [2/2]

std::vector<Fetcher<Point>*> EnvImpl::point_fetchers

◆ point_transforms [1/2]

std::vector<PointTransform*, GameApiAllocator<PointTransform*> > EnvImpl::point_transforms

◆ point_transforms [2/2]

std::vector<PointTransform*> EnvImpl::point_transforms

◆ pointarray [1/2]

std::vector<PointArray2*, GameApiAllocator<PointArray2*> > EnvImpl::pointarray

◆ pointarray [2/2]

std::vector<PointArray2*> EnvImpl::pointarray

◆ pointarray3 [1/2]

std::vector<PointArray3*, GameApiAllocator<PointArray3*> > EnvImpl::pointarray3

◆ pointarray3 [2/2]

std::vector<PointArray3*> EnvImpl::pointarray3

◆ pointcollarray [1/2]

std::vector<PointCollection*, GameApiAllocator<PointCollection*> > EnvImpl::pointcollarray

◆ pointcollarray [2/2]

std::vector<PointCollection*> EnvImpl::pointcollarray

◆ pointsapi_points [1/2]

std::vector<PointsApiPoints*, GameApiAllocator<PointsApiPoints*> > EnvImpl::pointsapi_points

◆ pointsapi_points [2/2]

std::vector<PointsApiPoints*> EnvImpl::pointsapi_points

◆ poly [1/2]

std::vector<FaceCollPolyHandle*, GameApiAllocator<FaceCollPolyHandle*> > EnvImpl::poly

◆ poly [2/2]

std::vector<FaceCollPolyHandle*> EnvImpl::poly

◆ polydistfield [1/2]

std::vector<PD_Impl, GameApiAllocator<PD_Impl> > EnvImpl::polydistfield

◆ polydistfield [2/2]

std::vector<PD_Impl> EnvImpl::polydistfield

◆ polygon_array [1/2]

std::vector<Pa_Impl, GameApiAllocator<Pa_Impl> > EnvImpl::polygon_array

◆ polygon_array [2/2]

std::vector<Pa_Impl> EnvImpl::polygon_array

◆ polynomials [1/2]

std::vector<std::vector<float> *, GameApiAllocator<std::vector<float>*> > EnvImpl::polynomials

◆ polynomials [2/2]

std::vector<std::vector<float> *> EnvImpl::polynomials

◆ prop_array [1/2]

std::vector<PropertyArray*, GameApiAllocator<PropertyArray*> > EnvImpl::prop_array

◆ prop_array [2/2]

std::vector<PropertyArray*> EnvImpl::prop_array

◆ pt [1/2]

std::vector<Point, GameApiAllocator<Point> > EnvImpl::pt

◆ pt [2/2]

std::vector<Point> EnvImpl::pt

◆ renders

std::map< int, ArrayRender * > EnvImpl::renders

◆ renders2

std::map< int, ArrayRender * > EnvImpl::renders2

◆ samples [1/2]

std::vector<Samples*, GameApiAllocator<Samples*> > EnvImpl::samples

◆ samples [2/2]

std::vector<Samples*> EnvImpl::samples

◆ separates [1/2]

std::vector<Separate*, GameApiAllocator<Separate*> > EnvImpl::separates

◆ separates [2/2]

std::vector<Separate*> EnvImpl::separates

◆ shader_float_parameter [1/2]

std::vector<std::string, GameApiAllocator<std::string> > EnvImpl::shader_float_parameter

◆ shader_float_parameter [2/2]

std::vector<std::string> EnvImpl::shader_float_parameter

◆ shader_int_parameter [1/2]

std::vector<std::string, GameApiAllocator<std::string> > EnvImpl::shader_int_parameter

◆ shader_int_parameter [2/2]

std::vector<std::string> EnvImpl::shader_int_parameter

◆ shader_interface [1/2]

std::vector<ShaderI*, GameApiAllocator<ShaderI*> > EnvImpl::shader_interface

◆ shader_interface [2/2]

std::vector<ShaderI*> EnvImpl::shader_interface

◆ shader_module [1/2]

std::vector<ShaderModule*, GameApiAllocator<ShaderModule*> > EnvImpl::shader_module

◆ shader_module [2/2]

std::vector<ShaderModule*> EnvImpl::shader_module

◆ shader_privs

std::map< int, ShaderPriv2 * > EnvImpl::shader_privs

◆ shaderbitmaps [1/2]

std::vector<ShaderBitmap*, GameApiAllocator<ShaderBitmap*> > EnvImpl::shaderbitmaps

◆ shaderbitmaps [2/2]

std::vector<ShaderBitmap*> EnvImpl::shaderbitmaps

◆ shadercalls [1/2]

std::vector<ShaderCall*, GameApiAllocator<ShaderCall*> > EnvImpl::shadercalls

◆ shadercalls [2/2]

std::vector<ShaderCall*> EnvImpl::shadercalls

◆ shaders [1/2]

std::vector<ShaderPriv2*, GameApiAllocator<ShaderPriv2*> > EnvImpl::shaders

◆ shaders [2/2]

std::vector<ShaderPriv2*> EnvImpl::shaders

◆ shc

std::vector<ShaderCode*, GameApiAllocator<ShaderCode*> > EnvImpl::shc

◆ shi

std::vector<ShaderI2*, GameApiAllocator<ShaderI2*> > EnvImpl::shi

◆ shp

std::vector<ShaderParameterI*, GameApiAllocator<ShaderParameterI*> > EnvImpl::shp

◆ skeletals [1/2]

std::vector<SkeletalNode*, GameApiAllocator<SkeletalNode*> > EnvImpl::skeletals

◆ skeletals [2/2]

std::vector<SkeletalNode*> EnvImpl::skeletals

◆ sp [1/2]

std::vector<SpaceImpl, GameApiAllocator<SpaceImpl> > EnvImpl::sp

◆ sp [2/2]

std::vector<SpaceImpl> EnvImpl::sp

◆ space_3d [1/2]

std::vector<Space3d*, GameApiAllocator<Space3d*> > EnvImpl::space_3d

◆ space_3d [2/2]

std::vector<Space3d*> EnvImpl::space_3d

◆ splitters [1/2]

std::vector<Splitter*, GameApiAllocator<Splitter*> > EnvImpl::splitters

◆ splitters [2/2]

std::vector<Splitter*> EnvImpl::splitters

◆ spr_pos [1/2]

std::vector<SpritePosImpl, GameApiAllocator<SpritePosImpl> > EnvImpl::spr_pos

◆ spr_pos [2/2]

std::vector<SpritePosImpl> EnvImpl::spr_pos

◆ ss_mat

std::vector<ScreenSpaceMaterial*, GameApiAllocator<ScreenSpaceMaterial*> > EnvImpl::ss_mat

◆ state_ranges [1/2]

std::vector<StateRange, GameApiAllocator<StateRange> > EnvImpl::state_ranges

◆ state_ranges [2/2]

std::vector<StateRange> EnvImpl::state_ranges

◆ states [1/2]

std::vector<StateInfo2, GameApiAllocator<StateInfo2> > EnvImpl::states

◆ states [2/2]

std::vector<StateInfo2> EnvImpl::states

◆ string_displays [1/2]

std::vector<StringDisplay*, GameApiAllocator<StringDisplay*> > EnvImpl::string_displays

◆ string_displays [2/2]

std::vector<StringDisplay*> EnvImpl::string_displays

◆ string_fetchers [1/2]

std::vector<Fetcher<std::string>*, GameApiAllocator<Fetcher<std::string>*> > EnvImpl::string_fetchers

◆ string_fetchers [2/2]

std::vector<Fetcher<std::string>*> EnvImpl::string_fetchers

◆ surfaces [1/2]

std::vector<SurfaceImpl, GameApiAllocator<SurfaceImpl> > EnvImpl::surfaces

◆ surfaces [2/2]

std::vector<SurfaceImpl> EnvImpl::surfaces

◆ temp_deletes

std::vector< std::shared_ptr< void > > EnvImpl::temp_deletes

◆ template_array [1/2]

std::vector<std::vector<int>, GameApiAllocator<std::vector<int> > > EnvImpl::template_array

◆ template_array [2/2]

std::vector<std::vector<int> > EnvImpl::template_array

◆ tex_quads [1/2]

std::vector<TexCoordQuad, GameApiAllocator<TexCoordQuad> > EnvImpl::tex_quads

◆ tex_quads [2/2]

std::vector<TexCoordQuad> EnvImpl::tex_quads

◆ texture_id [1/2]

std::vector<int, GameApiAllocator<int> > EnvImpl::texture_id

◆ texture_id [2/2]

std::vector<int> EnvImpl::texture_id

◆ textures [1/2]

std::vector<TextureI*, GameApiAllocator<TextureI*> > EnvImpl::textures

◆ textures [2/2]

std::vector<TextureI*> EnvImpl::textures

◆ tf

◆ timerange_vertexarrays [1/2]

std::vector<VArray*, GameApiAllocator<VArray*> > EnvImpl::timerange_vertexarrays

◆ timerange_vertexarrays [2/2]

std::vector<VArray*> EnvImpl::timerange_vertexarrays

◆ timeranges [1/2]

std::vector<TROArray*, GameApiAllocator<TROArray*> > EnvImpl::timeranges

◆ timeranges [2/2]

std::vector<TROArray*> EnvImpl::timeranges

◆ timings

std::vector<Timing*, GameApiAllocator<Timing*> > EnvImpl::timings

◆ tracker_buf [1/2]

std::vector<TBuffer, GameApiAllocator<TBuffer> > EnvImpl::tracker_buf

◆ tracker_buf [2/2]

std::vector<TBuffer> EnvImpl::tracker_buf

◆ trackers [1/2]

std::vector<Tracker*, GameApiAllocator<Tracker*> > EnvImpl::trackers

◆ trackers [2/2]

std::vector<Tracker*> EnvImpl::trackers

◆ tree_levels [1/2]

std::vector<TreeLevel*, GameApiAllocator<TreeLevel*> > EnvImpl::tree_levels

◆ tree_levels [2/2]

std::vector<TreeLevel*> EnvImpl::tree_levels

◆ trees [1/2]

std::vector<TreeStack*, GameApiAllocator<TreeStack*> > EnvImpl::trees

◆ trees [2/2]

std::vector<TreeStack*> EnvImpl::trees

◆ tri_strip [1/2]

std::vector<TriStrip*, GameApiAllocator<TriStrip*> > EnvImpl::tri_strip

◆ tri_strip [2/2]

std::vector<TriStrip*> EnvImpl::tri_strip

◆ txids

std::map< int, TextureID * > EnvImpl::txids

◆ urlmemmap

std::vector<UrlMemoryMap*, GameApiAllocator<UrlMemoryMap*> > EnvImpl::urlmemmap

◆ uv

std::vector<Fetcher<FaceID>*, GameApiAllocator<Fetcher<FaceID>*> > EnvImpl::uv

◆ va_array [1/2]

std::vector<Va_Impl, GameApiAllocator<Va_Impl> > EnvImpl::va_array

◆ va_array [2/2]

std::vector<Va_Impl> EnvImpl::va_array

◆ vectors [1/2]

std::vector<Vector, GameApiAllocator<Vector> > EnvImpl::vectors

◆ vectors [2/2]

std::vector<Vector> EnvImpl::vectors

◆ vectorvolume [1/2]

std::vector<VectorVolumeObject*, GameApiAllocator<VectorVolumeObject*> > EnvImpl::vectorvolume

◆ vectorvolume [2/2]

std::vector<VectorVolumeObject*> EnvImpl::vectorvolume

◆ vertex_anims [1/2]

std::vector<VertexAnimNode*, GameApiAllocator<VertexAnimNode*> > EnvImpl::vertex_anims

◆ vertex_anims [2/2]

std::vector<VertexAnimNode*> EnvImpl::vertex_anims

◆ vertex_array [1/2]

std::vector<VertexArraySet*, GameApiAllocator<VertexArraySet*> > EnvImpl::vertex_array

◆ vertex_array [2/2]

std::vector<VertexArraySet*> EnvImpl::vertex_array

◆ vertex_array_render [1/2]

std::vector<RenderVertexArray*, GameApiAllocator<RenderVertexArray*> > EnvImpl::vertex_array_render

◆ vertex_array_render [2/2]

std::vector<RenderVertexArray*> EnvImpl::vertex_array_render

◆ vfi

std::vector<VelocityField*, GameApiAllocator<VelocityField*> > EnvImpl::vfi

◆ volumes [1/2]

std::vector<VolumeObject*, GameApiAllocator<VolumeObject*> > EnvImpl::volumes

◆ volumes [2/2]

std::vector<VolumeObject*> EnvImpl::volumes

◆ voxel_array

std::vector<VoxelArray*, GameApiAllocator<VoxelArray*> > EnvImpl::voxel_array

◆ voxels [1/2]

std::vector<Voxel<unsigned int>*, GameApiAllocator<Voxel<unsigned int>*> > EnvImpl::voxels

◆ voxels [2/2]

std::vector<Voxel<unsigned int>*> EnvImpl::voxels

◆ voxels2 [1/2]

std::vector<Voxel<int>*, GameApiAllocator<Voxel<int>*> > EnvImpl::voxels2

◆ voxels2 [2/2]

std::vector<Voxel<int>*> EnvImpl::voxels2

◆ waveforms [1/2]

std::vector<Waveform*, GameApiAllocator<Waveform*> > EnvImpl::waveforms

◆ waveforms [2/2]

std::vector<Waveform*> EnvImpl::waveforms

◆ wavs [1/2]

std::vector<Wavs, GameApiAllocator<Wavs> > EnvImpl::wavs

◆ wavs [2/2]

std::vector<Wavs> EnvImpl::wavs

◆ wgpu_main_loop

std::vector<MainLoopItemWGPU*, GameApiAllocator<MainLoopItemWGPU*> > EnvImpl::wgpu_main_loop

◆ widgets [1/2]

std::vector<GuiWidget*, GameApiAllocator<GuiWidget*> > EnvImpl::widgets

◆ widgets [2/2]

std::vector<GuiWidget*> EnvImpl::widgets

◆ worlds

std::vector<IWorld*, GameApiAllocator<IWorld*> > EnvImpl::worlds

The documentation for this struct was generated from the following files: