diff --git a/SHADE_Engine/src/Assets/Libraries/Loaders/SHTextBasedLoader.h b/SHADE_Engine/src/Assets/Libraries/Loaders/SHTextBasedLoader.h index 80771058..b74c6c94 100644 --- a/SHADE_Engine/src/Assets/Libraries/Loaders/SHTextBasedLoader.h +++ b/SHADE_Engine/src/Assets/Libraries/Loaders/SHTextBasedLoader.h @@ -11,6 +11,10 @@ #pragma once #include "SHAssetLoader.h" +#include "Assets/Asset Types/SHPrefabAsset.h" +#include "Assets/Asset Types/SHSceneAsset.h" +#include "Assets/Asset Types/SHMaterialAsset.h" + namespace SHADE { struct SHTextBasedLoader : SHAssetLoader diff --git a/SHADE_Engine/src/Assets/SHAssetManager.cpp b/SHADE_Engine/src/Assets/SHAssetManager.cpp index 682eb9ec..4897fc42 100644 --- a/SHADE_Engine/src/Assets/SHAssetManager.cpp +++ b/SHADE_Engine/src/Assets/SHAssetManager.cpp @@ -151,19 +151,23 @@ namespace SHADE ****************************************************************************/ AssetID SHAssetManager::CreateNewAsset(AssetType type, AssetName name) noexcept { + SHAssetData* data = nullptr; std::string newPath{ ASSET_ROOT }; switch (type) { case AssetType::PREFAB: newPath += PREFAB_FOLDER; + data = new SHPrefabAsset(); break; case AssetType::SCENE: newPath += SCENE_FOLDER; + data = new SHSceneAsset(); break; case AssetType::MATERIAL: newPath += MATERIAL_FOLDER; + data = new SHMaterialAsset(); break; default: @@ -189,6 +193,8 @@ namespace SHADE ) }); + assetData.emplace(id, data); + return id; } diff --git a/SHADE_Engine/src/ECS_Base/Managers/SHComponentManager.cpp b/SHADE_Engine/src/ECS_Base/Managers/SHComponentManager.cpp index db0d733f..8a715a49 100644 --- a/SHADE_Engine/src/ECS_Base/Managers/SHComponentManager.cpp +++ b/SHADE_Engine/src/ECS_Base/Managers/SHComponentManager.cpp @@ -33,18 +33,18 @@ namespace SHADE return; } + std::vector eventVec; + for (uint32_t i = 0; i < componentSet.Size(); ++i) { SHComponent* comp = (SHComponent*) componentSet.GetElement(i, EntityHandleGenerator::GetIndex(entityID)); if (comp) { comp->OnDestroy(); - SHComponentRemovedEvent eventData; eventData.eid = entityID; eventData.removedComponentType = i; - - SHEventManager::BroadcastEvent(eventData, SH_COMPONENT_REMOVED_EVENT); + eventVec.push_back(eventData); } } @@ -57,6 +57,12 @@ namespace SHADE componentSet.RemoveElements(EntityHandleGenerator::GetIndex(entityID)); + for (auto& eventData : eventVec) + { + SHEventManager::BroadcastEvent(eventData, SH_COMPONENT_REMOVED_EVENT); + } + + //entityHandle.RemoveHandle(entityID); diff --git a/SHADE_Engine/src/ECS_Base/Managers/SHSystemManager.cpp b/SHADE_Engine/src/ECS_Base/Managers/SHSystemManager.cpp index 551233db..057568d6 100644 --- a/SHADE_Engine/src/ECS_Base/Managers/SHSystemManager.cpp +++ b/SHADE_Engine/src/ECS_Base/Managers/SHSystemManager.cpp @@ -29,7 +29,7 @@ namespace SHADE { system.second->Init(); #ifdef _DEBUG - std::cout << system.first << " Init" << std::endl; + SHLOG_INFO("Initialising System {}...", system.first) #endif } } diff --git a/SHADE_Engine/src/Editor/EditorWindow/HierarchyPanel/SHHierarchyPanel.cpp b/SHADE_Engine/src/Editor/EditorWindow/HierarchyPanel/SHHierarchyPanel.cpp index 55d78421..1b289a90 100644 --- a/SHADE_Engine/src/Editor/EditorWindow/HierarchyPanel/SHHierarchyPanel.cpp +++ b/SHADE_Engine/src/Editor/EditorWindow/HierarchyPanel/SHHierarchyPanel.cpp @@ -195,18 +195,22 @@ namespace SHADE if (SHDragDrop::BeginSource()) { std::string moveLabel = "Moving EID: "; + static std::vector draggingEntities = editor->selectedEntities; if (!isSelected) - editor->selectedEntities.push_back(eid); - for (int i = 0; i < static_cast(editor->selectedEntities.size()); ++i) { - moveLabel.append(std::to_string(editor->selectedEntities[i])); - if (i + 1 < static_cast(editor->selectedEntities.size())) + draggingEntities.clear(); + draggingEntities.push_back(eid); + } + for (int i = 0; i < static_cast(draggingEntities.size()); ++i) + { + moveLabel.append(std::to_string(draggingEntities[i])); + if (i + 1 < static_cast(draggingEntities.size())) { moveLabel.append(", "); } } ImGui::Text(moveLabel.c_str()); - SHDragDrop::SetPayload>(SHDragDrop::DRAG_EID, &editor->selectedEntities); + SHDragDrop::SetPayload>(SHDragDrop::DRAG_EID, &draggingEntities); SHDragDrop::EndSource(); } else if (SHDragDrop::BeginTarget()) //If Received DragDrop diff --git a/SHADE_Engine/src/Editor/EditorWindow/Inspector/SHEditorComponentView.hpp b/SHADE_Engine/src/Editor/EditorWindow/Inspector/SHEditorComponentView.hpp index e3f93713..4777fc6a 100644 --- a/SHADE_Engine/src/Editor/EditorWindow/Inspector/SHEditorComponentView.hpp +++ b/SHADE_Engine/src/Editor/EditorWindow/Inspector/SHEditorComponentView.hpp @@ -274,8 +274,27 @@ namespace SHADE } { - SHEditorWidgets::BeginPanel("Offset", { ImGui::GetContentRegionAvail().x, 30.0f }); + SHEditorWidgets::BeginPanel("Offsets",{ ImGui::GetContentRegionAvail().x, 30.0f }); SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [&collider] {return collider->GetPositionOffset(); }, [&collider](SHVec3 const& vec) {collider->SetPositionOffset(vec); }); + SHEditorWidgets::DragVec3("Rotation", { "X", "Y", "Z" }, + [&collider] + { + auto offset = collider->GetRotationOffset(); + offset.x = SHMath::RadiansToDegrees(offset.x); + offset.y = SHMath::RadiansToDegrees(offset.y); + offset.z = SHMath::RadiansToDegrees(offset.z); + return offset; + }, + [&collider](SHVec3 const& vec) + { + const SHVec3 vecInRad + { + SHMath::DegreesToRadians(vec.x) + , SHMath::DegreesToRadians(vec.y) + , SHMath::DegreesToRadians(vec.z) + }; + collider->SetRotationOffset(vecInRad); + }); SHEditorWidgets::EndPanel(); } if (ImGui::Button(std::format("{} Remove Collider #{}", ICON_MD_REMOVE, i).data())) @@ -358,6 +377,7 @@ namespace SHADE [component](AssetID const& id) { component->SetMesh(SHResourceManager::LoadOrGet(id)); + SHResourceManager::FinaliseChanges(); }, SHDragDrop::DRAG_RESOURCE); } else diff --git a/SHADE_Engine/src/Editor/EditorWindow/MenuBar/SHEditorMenuBar.cpp b/SHADE_Engine/src/Editor/EditorWindow/MenuBar/SHEditorMenuBar.cpp index 50b878a8..06c0c2ae 100644 --- a/SHADE_Engine/src/Editor/EditorWindow/MenuBar/SHEditorMenuBar.cpp +++ b/SHADE_Engine/src/Editor/EditorWindow/MenuBar/SHEditorMenuBar.cpp @@ -175,19 +175,37 @@ namespace SHADE ImGui::BeginDisabled(editor->editorState == SHEditor::State::PLAY); if(ImGui::SmallButton(ICON_MD_PLAY_ARROW)) { + const SHEditorStateChangeEvent STATE_CHANGE_EVENT + { + .previousState = editor->editorState + }; editor->editorState = SHEditor::State::PLAY; + + SHEventManager::BroadcastEvent(STATE_CHANGE_EVENT, SH_EDITOR_ON_PLAY_EVENT); } ImGui::EndDisabled(); ImGui::BeginDisabled(editor->editorState == SHEditor::State::PAUSE); if(ImGui::SmallButton(ICON_MD_PAUSE)) { + const SHEditorStateChangeEvent STATE_CHANGE_EVENT + { + .previousState = editor->editorState + }; editor->editorState = SHEditor::State::PAUSE; + + SHEventManager::BroadcastEvent(STATE_CHANGE_EVENT, SH_EDITOR_ON_PAUSE_EVENT); } ImGui::EndDisabled(); ImGui::BeginDisabled(editor->editorState == SHEditor::State::STOP); if(ImGui::SmallButton(ICON_MD_STOP)) { + const SHEditorStateChangeEvent STATE_CHANGE_EVENT + { + .previousState = editor->editorState + }; editor->editorState = SHEditor::State::STOP; + + SHEventManager::BroadcastEvent(STATE_CHANGE_EVENT, SH_EDITOR_ON_STOP_EVENT); } ImGui::EndDisabled(); ImGui::EndMenuBar(); diff --git a/SHADE_Engine/src/Editor/EditorWindow/MenuBar/SHEditorMenuBar.h b/SHADE_Engine/src/Editor/EditorWindow/MenuBar/SHEditorMenuBar.h index 7cbcd696..e4f1d20b 100644 --- a/SHADE_Engine/src/Editor/EditorWindow/MenuBar/SHEditorMenuBar.h +++ b/SHADE_Engine/src/Editor/EditorWindow/MenuBar/SHEditorMenuBar.h @@ -20,4 +20,10 @@ namespace SHADE float menuBarHeight = 20.0f; std::vector layoutPaths; };//class SHEditorMenuBar + + struct SHEditorStateChangeEvent + { + SHEditor::State previousState; + }; + }//namespace SHADE \ No newline at end of file diff --git a/SHADE_Engine/src/Editor/SHEditorUI.cpp b/SHADE_Engine/src/Editor/SHEditorUI.cpp index 0137b951..f3760b4d 100644 --- a/SHADE_Engine/src/Editor/SHEditorUI.cpp +++ b/SHADE_Engine/src/Editor/SHEditorUI.cpp @@ -16,6 +16,7 @@ of DigiPen Institute of Technology is prohibited. // External Dependencies #include #include "SHEditorWidgets.hpp" +#include "ECS_Base/Managers/SHEntityManager.h" namespace SHADE { @@ -287,6 +288,35 @@ namespace SHADE return CHANGED; } + bool SHEditorUI::InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered) + { + ImGui::Text(label.c_str()); + if (isHovered) + *isHovered = ImGui::IsItemHovered(); + ImGui::SameLine(); + SHEntity* entity = SHEntityManager::GetEntityByID(value); + std::ostringstream oss; + if (entity) + { + oss << value << ": " << entity->name; + } + std::string entityName = oss.str(); + bool changed = ImGui::InputText("##", &entityName, ImGuiInputTextFlags_ReadOnly); + if (SHDragDrop::BeginTarget()) + { + if (const std::vector* payload = SHDragDrop::AcceptPayload>(SHDragDrop::DRAG_EID)) + { + if (!payload->empty()) + { + value = payload->at(0); + changed = true; + } + SHDragDrop::EndTarget(); + } + } + return changed; + } + bool SHEditorUI::InputEnumCombo(const std::string& label, int& v, const std::vector& enumNames, bool* isHovered) { // Clamp input value diff --git a/SHADE_Engine/src/Editor/SHEditorUI.h b/SHADE_Engine/src/Editor/SHEditorUI.h index f3051aa1..d4104639 100644 --- a/SHADE_Engine/src/Editor/SHEditorUI.h +++ b/SHADE_Engine/src/Editor/SHEditorUI.h @@ -308,6 +308,14 @@ namespace SHADE /// True if the value was changed. static bool InputTextField(const std::string& label, std::string& value, bool* isHovered = nullptr); /// + /// Creates a drag field widget for int input. + /// + /// Label used to identify this widget. + /// Reference to the variable to store the result. + /// The type of enum to input. diff --git a/SHADE_Engine/src/Events/SHEventDefines.h b/SHADE_Engine/src/Events/SHEventDefines.h index 804fbfec..d649fabf 100644 --- a/SHADE_Engine/src/Events/SHEventDefines.h +++ b/SHADE_Engine/src/Events/SHEventDefines.h @@ -13,4 +13,7 @@ constexpr SHEventIdentifier SH_COMPONENT_REMOVED_EVENT { 4 }; constexpr SHEventIdentifier SH_SCENEGRAPH_CHANGE_PARENT_EVENT { 5 }; constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_ADDED_EVENT { 6 }; constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_REMOVED_EVENT { 7 }; +constexpr SHEventIdentifier SH_EDITOR_ON_PLAY_EVENT { 8 }; +constexpr SHEventIdentifier SH_EDITOR_ON_PAUSE_EVENT { 9 }; +constexpr SHEventIdentifier SH_EDITOR_ON_STOP_EVENT { 10 }; diff --git a/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHBatch.cpp b/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHBatch.cpp index 1bda7c90..22d1875b 100644 --- a/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHBatch.cpp +++ b/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHBatch.cpp @@ -74,11 +74,12 @@ namespace SHADE void SHBatch::Remove(const SHRenderable* renderable) { - // Check if we have a SubBatch with the same mesh yet + // Check if we have a SubBatch with the existing mesh yet (if changed, we use the old mesh) + Handle prevSubBatchMesh = renderable->HasMeshChanged() ? renderable->GetPrevMesh() : renderable->GetMesh(); auto subBatch = std::find_if(subBatches.begin(), subBatches.end(), [&](const SHSubBatch& batch) - { - return batch.Mesh == renderable->GetMesh(); - }); + { + return batch.Mesh == prevSubBatchMesh; + }); // Attempt to remove if it exists if (subBatch == subBatches.end()) @@ -88,9 +89,7 @@ namespace SHADE // Check if other renderables in subBatches contain the same material instance bool matUnused = true; - Handle matToCheck = renderable->HasMaterialChanged() ? renderable->GetPrevMaterial() : renderable->GetMaterial(); - for (const auto& sb : subBatches) { // Check material usage diff --git a/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHSuperBatch.cpp b/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHSuperBatch.cpp index 434e7163..df389879 100644 --- a/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHSuperBatch.cpp +++ b/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHSuperBatch.cpp @@ -37,9 +37,9 @@ namespace SHADE // Check if we have a batch with the same pipeline first auto batch = std::find_if(batches.begin(), batches.end(), [&](const SHBatch& batch) - { - return batch.GetPipeline() == PIPELINE; - }); + { + return batch.GetPipeline() == PIPELINE; + }); // Create one if not found diff --git a/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp b/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp index 97380fa3..007c8639 100644 --- a/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp +++ b/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp @@ -106,10 +106,7 @@ namespace SHADE descPool = device->CreateDescriptorPools(); // Create generic command buffer - //transferCmdPool = device->CreateCommandPool(SH_QUEUE_FAMILY_ARRAY_INDEX::GRAPHICS, SH_CMD_POOL_RESET::POOL_BASED, true); graphicsCmdPool = device->CreateCommandPool(SH_QUEUE_FAMILY_ARRAY_INDEX::GRAPHICS, SH_CMD_POOL_RESET::POOL_BASED, true); - transferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY); - graphicsTexCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY); // Load Built In Shaders static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet(VS_DEFAULT); @@ -621,10 +618,14 @@ namespace SHADE void SHGraphicsSystem::BuildMeshBuffers() { + transferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY); + device->WaitIdle(); transferCmdBuffer->BeginRecording(); meshLibrary.BuildBuffers(device, transferCmdBuffer); transferCmdBuffer->EndRecording(); graphicsQueue->SubmitCommandBuffer({ transferCmdBuffer }); + device->WaitIdle(); + transferCmdBuffer.Free(); transferCmdBuffer = {}; } /*---------------------------------------------------------------------------------*/ @@ -649,10 +650,14 @@ namespace SHADE void SHGraphicsSystem::BuildTextures() { + graphicsTexCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY); + device->WaitIdle(); texLibrary.BuildTextures ( device, graphicsTexCmdBuffer, graphicsQueue, descPool ); + device->WaitIdle(); + graphicsTexCmdBuffer.Free(); graphicsTexCmdBuffer = {}; } #pragma endregion ADD_REMOVE @@ -692,6 +697,7 @@ namespace SHADE void SHGraphicsSystem::EndRoutine::Execute(double) noexcept { reinterpret_cast(system)->EndRender(); + SHResourceManager::FinaliseChanges(); } /*-----------------------------------------------------------------------------------*/ @@ -709,8 +715,13 @@ namespace SHADE if (!renderable.HasChanged()) continue; - // Remove from old material's SuperBatch - Handle prevMaterial = renderable.GetPrevMaterial(); + if (!renderable.GetMesh()) + { + SHLOG_CRITICAL("NULL Mesh provided!"); + } + + // Remove from the SuperBatch it is previously in (prevMat if mat has changed) + Handle prevMaterial = renderable.HasMaterialChanged() ? renderable.GetPrevMaterial() : renderable.GetMaterial(); if (prevMaterial) { Handle oldSuperBatch = prevMaterial->GetBaseMaterial()->GetPipeline()->GetPipelineState().GetSubpass()->GetSuperBatch(); diff --git a/SHADE_Engine/src/Math/Transform/SHTransformComponent.cpp b/SHADE_Engine/src/Math/Transform/SHTransformComponent.cpp index 43742855..fa0befa3 100644 --- a/SHADE_Engine/src/Math/Transform/SHTransformComponent.cpp +++ b/SHADE_Engine/src/Math/Transform/SHTransformComponent.cpp @@ -185,7 +185,7 @@ RTTR_REGISTRATION using namespace rttr; registration::class_("Transform Component") - .property("Translate" ,&SHTransformComponent::GetLocalPosition ,&SHTransformComponent::SetLocalPosition ) (metadata(META::tooltip, "Translate")) - .property("Rotate" ,&SHTransformComponent::GetLocalRotation ,select_overload(&SHTransformComponent::SetLocalRotation) ) (metadata(META::tooltip, "Rotate"), metadata(META::angleInRad, true)) - .property("Scale" ,&SHTransformComponent::GetLocalScale ,&SHTransformComponent::SetLocalScale ) (metadata(META::tooltip, "Scale")); + .property("Translate" ,&SHTransformComponent::GetLocalPosition ,&SHTransformComponent::SetLocalPosition ) (metadata(META::tooltip, "Translate")) + .property("Rotate" ,&SHTransformComponent::GetLocalRotation ,select_overload(&SHTransformComponent::SetLocalRotation)) (metadata(META::tooltip, "Rotate"), metadata(META::angleInRad, true)) + .property("Scale" ,&SHTransformComponent::GetLocalScale ,&SHTransformComponent::SetLocalScale ) (metadata(META::tooltip, "Scale")); } \ No newline at end of file diff --git a/SHADE_Engine/src/Physics/Components/SHRigidBodyComponent.cpp b/SHADE_Engine/src/Physics/Components/SHRigidBodyComponent.cpp index c1969557..369d26a5 100644 --- a/SHADE_Engine/src/Physics/Components/SHRigidBodyComponent.cpp +++ b/SHADE_Engine/src/Physics/Components/SHRigidBodyComponent.cpp @@ -18,6 +18,7 @@ // Project Headers #include "ECS_Base/Managers/SHSystemManager.h" +#include "Math/SHMathHelpers.h" #include "Physics/SHPhysicsSystem.h" namespace SHADE @@ -28,21 +29,9 @@ namespace SHADE SHRigidBodyComponent::SHRigidBodyComponent() noexcept : type { Type::DYNAMIC } - , flags { 0 } - , dirtyFlags { 0 } , interpolate { true } , rp3dBody { nullptr } - , mass { 1.0f } - , drag { 0.01f } - , angularDrag { 0.01f } - { - // Set default flags: Gravity & Sleeping enabled - flags |= 1U << 0; - flags |= 1U << 1; - - // Set all dirty flags to true - dirtyFlags = 1023; - } + {} /*-----------------------------------------------------------------------------------*/ /* Getter Function Definitions */ @@ -50,12 +39,24 @@ namespace SHADE bool SHRigidBodyComponent::IsGravityEnabled() const noexcept { - return flags & (1U << 0); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return false; + } + + return rp3dBody->isGravityEnabled(); } bool SHRigidBodyComponent::IsAllowedToSleep() const noexcept { - return flags & (1U << 1); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return false; + } + + return rp3dBody->isAllowedToSleep(); } bool SHRigidBodyComponent::IsInterpolating() const noexcept @@ -70,67 +71,151 @@ namespace SHADE float SHRigidBodyComponent::GetMass() const noexcept { - return mass; + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return 0.0f; + } + + return rp3dBody->getMass(); } float SHRigidBodyComponent::GetDrag() const noexcept { - return drag; + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return 0.0f; + } + + return rp3dBody->getLinearDamping(); } float SHRigidBodyComponent::GetAngularDrag() const noexcept { - return angularDrag; + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return 0.0f; + } + + return rp3dBody->getAngularDamping(); } bool SHRigidBodyComponent::GetFreezePositionX() const noexcept { - return flags & (1U << 2); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return false; + } + + const auto& LINEAR_CONSTRAINTS = rp3dBody->getLinearLockAxisFactor(); + return SHMath::CompareFloat(LINEAR_CONSTRAINTS.x, 0.0f); } bool SHRigidBodyComponent::GetFreezePositionY() const noexcept { - return flags & (1U << 3); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return false; + } + + const auto& LINEAR_CONSTRAINTS = rp3dBody->getLinearLockAxisFactor(); + return SHMath::CompareFloat(LINEAR_CONSTRAINTS.y, 0.0f); } bool SHRigidBodyComponent::GetFreezePositionZ() const noexcept { - return flags & (1U << 4); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return false; + } + + const auto& LINEAR_CONSTRAINTS = rp3dBody->getLinearLockAxisFactor(); + return SHMath::CompareFloat(LINEAR_CONSTRAINTS.z, 0.0f); } bool SHRigidBodyComponent::GetFreezeRotationX() const noexcept { - return flags & (1U << 5); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return false; + } + + const auto& ANGULAR_CONSTRAINTS = rp3dBody->getAngularLockAxisFactor(); + return SHMath::CompareFloat(ANGULAR_CONSTRAINTS.x, 0.0f); } bool SHRigidBodyComponent::GetFreezeRotationY() const noexcept { - return flags & (1U << 6); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return false; + } + + const auto& ANGULAR_CONSTRAINTS = rp3dBody->getAngularLockAxisFactor(); + return SHMath::CompareFloat(ANGULAR_CONSTRAINTS.y, 0.0f); } bool SHRigidBodyComponent::GetFreezeRotationZ() const noexcept { - return flags & (1U << 7); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return false; + } + + const auto& ANGULAR_CONSTRAINTS = rp3dBody->getAngularLockAxisFactor(); + return SHMath::CompareFloat(ANGULAR_CONSTRAINTS.z, 0.0f); } - const SHVec3& SHRigidBodyComponent::GetForce() const noexcept + SHVec3 SHRigidBodyComponent::GetForce() const noexcept { - return force; + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return false; + } + + return rp3dBody->getForce(); } - const SHVec3& SHRigidBodyComponent::GetTorque() const noexcept + SHVec3 SHRigidBodyComponent::GetTorque() const noexcept { - return torque; + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return SHVec3::Zero; + } + + return rp3dBody->getTorque(); } - const SHVec3& SHRigidBodyComponent::GetLinearVelocity() const noexcept + SHVec3 SHRigidBodyComponent::GetLinearVelocity() const noexcept { - return linearVelocity; + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return SHVec3::Zero; + } + + return rp3dBody->getLinearVelocity(); } - const SHVec3& SHRigidBodyComponent::GetAngularVelocity() const noexcept + SHVec3 SHRigidBodyComponent::GetAngularVelocity() const noexcept { - return angularVelocity; + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return SHVec3::Zero; + } + + return rp3dBody->getAngularVelocity(); } const SHVec3& SHRigidBodyComponent::GetPosition() const noexcept @@ -157,8 +242,15 @@ namespace SHADE if (type == newType) return; - dirtyFlags |= 1U << 4; type = newType; + + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return; + } + + rp3dBody->setType(static_cast(type)); } void SHRigidBodyComponent::SetGravityEnabled(bool enableGravity) noexcept @@ -171,8 +263,13 @@ namespace SHADE return; } - dirtyFlags |= 1U << FLAG_POS; - enableGravity ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return; + } + + rp3dBody->enableGravity(enableGravity); } void SHRigidBodyComponent::SetIsAllowedToSleep(bool isAllowedToSleep) noexcept @@ -185,92 +282,127 @@ namespace SHADE return; } - dirtyFlags |= 1U << 1; - isAllowedToSleep ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return; + } + + rp3dBody->setIsAllowedToSleep(isAllowedToSleep); } void SHRigidBodyComponent::SetFreezePositionX(bool freezePositionX) noexcept { - static constexpr int FLAG_POS = 2; - if (type == Type::STATIC) { SHLOG_WARNING("Cannot set linear constraints of a static object {}", GetEID()) return; } - dirtyFlags |= 1U << 2; - freezePositionX ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return; + } + + auto linearConstraints = rp3dBody->getLinearLockAxisFactor(); + linearConstraints.x = freezePositionX ? 0.0f : 1.0f; + rp3dBody->setLinearLockAxisFactor(linearConstraints); } void SHRigidBodyComponent::SetFreezePositionY(bool freezePositionY) noexcept { - static constexpr int FLAG_POS = 3; - if (type == Type::STATIC) { SHLOG_WARNING("Cannot set linear constraints of a static object {}", GetEID()) return; } - dirtyFlags |= 1U << 2; - freezePositionY ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return; + } + + auto linearConstraints = rp3dBody->getLinearLockAxisFactor(); + linearConstraints.y = freezePositionY ? 0.0f : 1.0f; + rp3dBody->setLinearLockAxisFactor(linearConstraints); } void SHRigidBodyComponent::SetFreezePositionZ(bool freezePositionZ) noexcept { - static constexpr int FLAG_POS = 4; - if (type == Type::STATIC) { SHLOG_WARNING("Cannot set linear constraints of a static object {}", GetEID()) return; } - dirtyFlags |= 1U << 2; - freezePositionZ ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return; + } + + auto linearConstraints = rp3dBody->getLinearLockAxisFactor(); + linearConstraints.z = freezePositionZ ? 0.0f : 1.0f; + rp3dBody->setLinearLockAxisFactor(linearConstraints); } void SHRigidBodyComponent::SetFreezeRotationX(bool freezeRotationX) noexcept { - static constexpr int FLAG_POS = 5; - if (type == Type::STATIC) { SHLOG_WARNING("Cannot set angular constraints of a static object {}", GetEID()) return; } - dirtyFlags |= 1U << 3; - freezeRotationX ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return; + } + + auto angularConstraints = rp3dBody->getAngularLockAxisFactor(); + angularConstraints.x = freezeRotationX ? 0.0f : 1.0f; + rp3dBody->setAngularLockAxisFactor(angularConstraints); } void SHRigidBodyComponent::SetFreezeRotationY(bool freezeRotationY) noexcept { - static constexpr int FLAG_POS = 6; - if (type == Type::STATIC) { SHLOG_WARNING("Cannot set angular constraints of a static object {}", GetEID()) return; } - dirtyFlags |= 1U << 3; - freezeRotationY ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return; + } + + auto angularConstraints = rp3dBody->getAngularLockAxisFactor(); + angularConstraints.y = freezeRotationY ? 0.0f : 1.0f; + rp3dBody->setAngularLockAxisFactor(angularConstraints); } void SHRigidBodyComponent::SetFreezeRotationZ(bool freezeRotationZ) noexcept { - static constexpr int FLAG_POS = 7; - if (type == Type::STATIC) { SHLOG_WARNING("Cannot set angular constraints of a static object {}", GetEID()) return; } - dirtyFlags |= 1U << 3; - freezeRotationZ ? flags |= (1U << FLAG_POS) : flags &= ~(1U << FLAG_POS); + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return; + } + + auto angularConstraints = rp3dBody->getAngularLockAxisFactor(); + angularConstraints.z = freezeRotationZ ? 0.0f : 1.0f; + rp3dBody->setAngularLockAxisFactor(angularConstraints); } void SHRigidBodyComponent::SetInterpolate(bool allowInterpolation) noexcept @@ -283,11 +415,16 @@ namespace SHADE if (type != Type::DYNAMIC) { SHLOG_WARNING("Cannot set mass of a non-dynamic object {}", GetEID()) - return; + return; } - dirtyFlags |= 1U << 5; - mass = newMass; + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return; + } + + rp3dBody->setMass(newMass); } void SHRigidBodyComponent::SetDrag(float newDrag) noexcept @@ -298,8 +435,13 @@ namespace SHADE return; } - dirtyFlags |= 1U << 6; - drag = newDrag; + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return; + } + + rp3dBody->setLinearDamping(newDrag); } void SHRigidBodyComponent::SetAngularDrag(float newAngularDrag) noexcept @@ -310,8 +452,13 @@ namespace SHADE return; } - dirtyFlags |= 1U << 7; - angularDrag = newAngularDrag; + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return; + } + + rp3dBody->setLinearDamping(newAngularDrag); } void SHRigidBodyComponent::SetLinearVelocity(const SHVec3& newLinearVelocity) noexcept @@ -322,8 +469,13 @@ namespace SHADE return; } - dirtyFlags |= 1U << 8; - linearVelocity = newLinearVelocity; + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return; + } + + rp3dBody->setLinearVelocity(newLinearVelocity); } void SHRigidBodyComponent::SetAngularVelocity(const SHVec3& newAngularVelocity) noexcept @@ -334,8 +486,13 @@ namespace SHADE return; } - dirtyFlags |= 1U << 9; - angularVelocity = newAngularVelocity; + if (rp3dBody == nullptr) + { + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) + return; + } + + rp3dBody->setAngularVelocity(newAngularVelocity); } /*-----------------------------------------------------------------------------------*/ @@ -346,7 +503,7 @@ namespace SHADE { if (rp3dBody == nullptr) { - SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) return; } @@ -357,7 +514,7 @@ namespace SHADE { if (rp3dBody == nullptr) { - SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) return; } @@ -368,7 +525,7 @@ namespace SHADE { if (rp3dBody == nullptr) { - SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) return; } @@ -379,7 +536,7 @@ namespace SHADE { if (rp3dBody == nullptr) { - SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) return; } @@ -390,7 +547,7 @@ namespace SHADE { if (rp3dBody == nullptr) { - SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) return; } @@ -401,7 +558,7 @@ namespace SHADE { if (rp3dBody == nullptr) { - SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) return; } @@ -412,7 +569,7 @@ namespace SHADE { if (rp3dBody == nullptr) { - SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) return; } @@ -423,7 +580,7 @@ namespace SHADE { if (rp3dBody == nullptr) { - SHLOGV_ERROR("Entity {} is missing an rp3dBody!", GetEID()) + SHLOG_ERROR("Missing rp3dBody from Entity {}", GetEID()) return; } diff --git a/SHADE_Engine/src/Physics/Components/SHRigidBodyComponent.h b/SHADE_Engine/src/Physics/Components/SHRigidBodyComponent.h index 3c5dd4f9..ba7d2dd9 100644 --- a/SHADE_Engine/src/Physics/Components/SHRigidBodyComponent.h +++ b/SHADE_Engine/src/Physics/Components/SHRigidBodyComponent.h @@ -94,10 +94,10 @@ namespace SHADE [[nodiscard]] bool GetFreezeRotationY () const noexcept; [[nodiscard]] bool GetFreezeRotationZ () const noexcept; - [[nodiscard]] const SHVec3& GetForce () const noexcept; - [[nodiscard]] const SHVec3& GetTorque () const noexcept; - [[nodiscard]] const SHVec3& GetLinearVelocity () const noexcept; - [[nodiscard]] const SHVec3& GetAngularVelocity () const noexcept; + [[nodiscard]] SHVec3 GetForce () const noexcept; + [[nodiscard]] SHVec3 GetTorque () const noexcept; + [[nodiscard]] SHVec3 GetLinearVelocity () const noexcept; + [[nodiscard]] SHVec3 GetAngularVelocity () const noexcept; [[nodiscard]] const SHVec3& GetPosition () const noexcept; [[nodiscard]] const SHQuaternion& GetOrientation () const noexcept; @@ -149,28 +149,13 @@ namespace SHADE static constexpr size_t NUM_FLAGS = 8; static constexpr size_t NUM_DIRTY_FLAGS = 16; - Type type; - - // rX rY rZ pX pY pZ slp g - uint8_t flags; - // 0 0 0 0 0 0 aV lV aD d m t ag lc slp g - uint16_t dirtyFlags; - bool interpolate; + Type type; + bool interpolate; reactphysics3d::RigidBody* rp3dBody; - float mass; - float drag; - float angularDrag; - - SHVec3 force; - SHVec3 linearVelocity; - - SHVec3 torque; - SHVec3 angularVelocity; - - SHVec3 position; - SHQuaternion orientation; + SHVec3 position; + SHQuaternion orientation; RTTR_ENABLE() }; diff --git a/SHADE_Engine/src/Physics/SHCollider.cpp b/SHADE_Engine/src/Physics/SHCollider.cpp index 9488042d..6cea3dc1 100644 --- a/SHADE_Engine/src/Physics/SHCollider.cpp +++ b/SHADE_Engine/src/Physics/SHCollider.cpp @@ -17,6 +17,7 @@ #include "Math/Geometry/SHBoundingSphere.h" #include "Math/Transform/SHTransformComponent.h" #include "Math/SHMathHelpers.h" +#include "Reflection/SHReflectionMetadata.h" namespace SHADE { @@ -158,6 +159,11 @@ namespace SHADE return positionOffset; } + const SHVec3& SHCollider::GetRotationOffset() const noexcept + { + return rotationOffset; + } + SHShape* SHCollider::GetShape() noexcept { dirty = true; @@ -275,6 +281,12 @@ namespace SHADE } } + void SHCollider::SetRotationOffset(const SHVec3& rotOffset) noexcept + { + dirty = true; + rotationOffset = rotOffset; + } + /*-----------------------------------------------------------------------------------*/ /* Private Function Member Definitions */ /*-----------------------------------------------------------------------------------*/ @@ -316,5 +328,6 @@ RTTR_REGISTRATION ); registration::class_("Collider") - .property("Position Offset", &SHCollider::GetPositionOffset, &SHCollider::SetPositionOffset); + .property("Position Offset", &SHCollider::GetPositionOffset, &SHCollider::SetPositionOffset) + .property("Rotation Offset", &SHCollider::GetRotationOffset, &SHCollider::SetRotationOffset) (metadata(META::angleInRad, true)); } \ No newline at end of file diff --git a/SHADE_Engine/src/Physics/SHCollider.h b/SHADE_Engine/src/Physics/SHCollider.h index 65e35698..8cc233c4 100644 --- a/SHADE_Engine/src/Physics/SHCollider.h +++ b/SHADE_Engine/src/Physics/SHCollider.h @@ -80,6 +80,7 @@ namespace SHADE [[nodiscard]] const SHPhysicsMaterial& GetMaterial () const noexcept; [[nodiscard]] const SHVec3& GetPositionOffset () const noexcept; + [[nodiscard]] const SHVec3& GetRotationOffset () const noexcept; [[nodiscard]] SHShape* GetShape () noexcept; @@ -96,7 +97,8 @@ namespace SHADE void SetDensity (float density) noexcept; void SetMaterial (const SHPhysicsMaterial& newMaterial) noexcept; - void SetPositionOffset (const SHVec3& posOffset) noexcept; + void SetPositionOffset (const SHVec3& posOffset) noexcept; + void SetRotationOffset (const SHVec3& rotOffset) noexcept; private: /*---------------------------------------------------------------------------------*/ @@ -110,6 +112,7 @@ namespace SHADE SHShape* shape; SHPhysicsMaterial material; SHVec3 positionOffset; + SHVec3 rotationOffset; /*---------------------------------------------------------------------------------*/ /* Function Members */ diff --git a/SHADE_Engine/src/Physics/SHPhysicsObject.cpp b/SHADE_Engine/src/Physics/SHPhysicsObject.cpp index 8b556409..37c1269e 100644 --- a/SHADE_Engine/src/Physics/SHPhysicsObject.cpp +++ b/SHADE_Engine/src/Physics/SHPhysicsObject.cpp @@ -130,6 +130,8 @@ namespace SHADE int SHPhysicsObject::AddCollider(SHCollider* collider) { + const rp3d::Transform OFFSETS{ collider->GetPositionOffset(), collider->GetRotationOffset() }; + switch (collider->GetType()) { case SHCollider::Type::BOX: @@ -137,7 +139,7 @@ namespace SHADE const auto* box = reinterpret_cast(collider->GetShape()); rp3d::BoxShape* newBox = factory->createBoxShape(box->GetHalfExtents()); - rp3dBody->addCollider(newBox, rp3d::Transform{ collider->GetPositionOffset(), SHQuaternion::Identity }); + rp3dBody->addCollider(newBox, OFFSETS); break; } case SHCollider::Type::SPHERE: @@ -145,7 +147,7 @@ namespace SHADE const auto* sphere = reinterpret_cast(collider->GetShape()); rp3d::SphereShape* newSphere = factory->createSphereShape(sphere->GetRadius()); - rp3dBody->addCollider(newSphere, rp3d::Transform{ collider->GetPositionOffset(), SHQuaternion::Identity }); + rp3dBody->addCollider(newSphere, OFFSETS); break; } // TODO(Diren): Add more collider shapes @@ -168,100 +170,6 @@ namespace SHADE rp3dBody->removeCollider(collider); } - void SHPhysicsObject::SyncRigidBody(SHRigidBodyComponent* rb) const noexcept - { - SHASSERT(rp3dBody != nullptr, "ReactPhysics body does not exist!") - - auto* rigidBody = reinterpret_cast(rp3dBody); - if (rb->dirtyFlags != 0) - { - const uint16_t RB_FLAGS = rb->dirtyFlags; - for (size_t i = 0; i < SHRigidBodyComponent::NUM_DIRTY_FLAGS; ++i) - { - // Check if current dirty flag has been set to true - if (RB_FLAGS & 1U << i) - { - switch (i) - { - case 0: // Gravity - { - rigidBody->enableGravity(rb->IsGravityEnabled()); - break; - } - case 1: // Sleeping - { - rigidBody->setIsAllowedToSleep(rb->IsAllowedToSleep()); - break; - } - case 2: // Linear Constraints - { - const rp3d::Vector3 CONSTRAINTS - { - rb->flags & 1U << 2 ? 0.0f : 1.0f, - rb->flags & 1U << 3 ? 0.0f : 1.0f, - rb->flags & 1U << 4 ? 0.0f : 1.0f - }; - - - rigidBody->setLinearLockAxisFactor(CONSTRAINTS); - break; - } - case 3: // Angular Constraints - { - const rp3d::Vector3 CONSTRAINTS - { - rb->flags & 1U << 5 ? 0.0f : 1.0f, - rb->flags & 1U << 6 ? 0.0f : 1.0f, - rb->flags & 1U << 7 ? 0.0f : 1.0f - }; - - rigidBody->setAngularLockAxisFactor(CONSTRAINTS); - break; - } - case 4: // Type - { - rigidBody->setType(static_cast(rb->GetType())); - break; - } - case 5: // Mass - { - rigidBody->setMass(rb->GetMass()); - break; - } - case 6: // Drag - { - rigidBody->setLinearDamping(rb->GetDrag()); - break; - } - case 7: // Angular Drag - { - rigidBody->setAngularDamping(rb->GetAngularDrag()); - break; - } - case 8: // Linear Velocity - { - rigidBody->setLinearVelocity(rb->GetLinearVelocity()); - break; - } - case 9: // Angular Velocity - { - rigidBody->setAngularVelocity(rb->GetAngularVelocity()); - break; - } - default: break; - } - } - } - - rb->dirtyFlags = 0; - } - else - { - rb->linearVelocity = rigidBody->getLinearVelocity(); - rb->angularVelocity = rigidBody->getAngularVelocity(); - } - } - void SHPhysicsObject::SyncColliders(SHColliderComponent* c) const noexcept { int index = 0; @@ -276,7 +184,7 @@ namespace SHADE rp3dCollider->setIsTrigger(collider.IsTrigger()); // Update offsets - rp3dCollider->setLocalToBodyTransform(rp3d::Transform(collider.GetPositionOffset(), SHQuaternion::Identity)); + rp3dCollider->setLocalToBodyTransform(rp3d::Transform(collider.GetPositionOffset(), collider.GetRotationOffset())); switch (collider.GetType()) { diff --git a/SHADE_Engine/src/Physics/SHPhysicsObject.h b/SHADE_Engine/src/Physics/SHPhysicsObject.h index 67e5ec64..64caacdb 100644 --- a/SHADE_Engine/src/Physics/SHPhysicsObject.h +++ b/SHADE_Engine/src/Physics/SHPhysicsObject.h @@ -72,7 +72,6 @@ namespace SHADE int AddCollider (SHCollider* collider); void RemoveCollider (int index); - void SyncRigidBody (SHRigidBodyComponent* rb) const noexcept; void SyncColliders (SHColliderComponent* c) const noexcept; private: diff --git a/SHADE_Engine/src/Physics/SHPhysicsSystem.cpp b/SHADE_Engine/src/Physics/SHPhysicsSystem.cpp index 053cda68..e1acccd9 100644 --- a/SHADE_Engine/src/Physics/SHPhysicsSystem.cpp +++ b/SHADE_Engine/src/Physics/SHPhysicsSystem.cpp @@ -17,7 +17,6 @@ #include "ECS_Base/Managers/SHComponentManager.h" #include "ECS_Base/Managers/SHEntityManager.h" #include "ECS_Base/Managers/SHSystemManager.h" -#include "Editor/SHEditor.h" #include "Math/SHMathHelpers.h" #include "Math/Transform/SHTransformComponent.h" #include "Scene/SHSceneManager.h" @@ -212,6 +211,12 @@ namespace SHADE const std::shared_ptr REMOVE_COMPONENT_RECEIVER { std::make_shared>(this, &SHPhysicsSystem::RemovePhysicsComponent) }; const ReceiverPtr REMOVE_COMPONENT_RECEIVER_PTR = std::dynamic_pointer_cast(REMOVE_COMPONENT_RECEIVER); SHEventManager::SubscribeTo(SH_COMPONENT_REMOVED_EVENT, REMOVE_COMPONENT_RECEIVER_PTR); + + #ifdef SHEDITOR + const std::shared_ptr EDITOR_STOP_RECEIVER { std::make_shared>(this, &SHPhysicsSystem::ResetWorld) }; + const ReceiverPtr EDITOR_STOP_RECEIVER_PTR = std::dynamic_pointer_cast(EDITOR_STOP_RECEIVER); + SHEventManager::SubscribeTo(SH_EDITOR_ON_STOP_EVENT, EDITOR_STOP_RECEIVER_PTR); + #endif } void SHPhysicsSystem::Exit() @@ -289,24 +294,12 @@ namespace SHADE if (rigidBodyComponent) { - // Clear all forces and velocities if editor is stopped - if (SHSystemManager::GetSystem()->editorState == SHEditor::State::STOP) - { - auto* rp3dRigidBody = reinterpret_cast(physicsObject.rp3dBody); - rp3dRigidBody->resetForce(); - rp3dRigidBody->resetTorque(); - rp3dRigidBody->setLinearVelocity(SHVec3::Zero); - rp3dRigidBody->setAngularVelocity(SHVec3::Zero); - } - // Sync active states const bool COMPONENT_ACTIVE = rigidBodyComponent->isActive; SyncActiveStates(physicsObject, COMPONENT_ACTIVE); if (!COMPONENT_ACTIVE) continue; - - physicsObject.SyncRigidBody(rigidBodyComponent); } // Sync colliders @@ -326,7 +319,12 @@ namespace SHADE void SHPhysicsSystem::PhysicsFixedUpdate::Execute(double dt) noexcept { - auto* physicsSystem = reinterpret_cast(GetSystem()); + auto* physicsSystem = reinterpret_cast(GetSystem()); + auto* scriptingSystem = SHSystemManager::GetSystem(); + if (scriptingSystem == nullptr) + { + SHLOGV_WARNING("Unable to invoke FixedUpdate() on scripts due to missing SHScriptEngine!"); + } fixedTimeStep = 1.0 / physicsSystem->fixedDT; accumulatedTime += dt; @@ -334,6 +332,9 @@ namespace SHADE int count = 0; while (accumulatedTime > fixedTimeStep) { + if (scriptingSystem != nullptr) + scriptingSystem->ExecuteFixedUpdates(); + physicsSystem->world->update(static_cast(fixedTimeStep)); accumulatedTime -= fixedTimeStep; @@ -349,12 +350,23 @@ namespace SHADE void SHPhysicsSystem::PhysicsPostUpdate::Execute(double) noexcept { auto* physicsSystem = reinterpret_cast(GetSystem()); + auto* scriptingSystem = SHSystemManager::GetSystem(); + if (scriptingSystem == nullptr) + { + SHLOGV_WARNING("Unable to invoke collision and trigger script events due to missing SHScriptEngine!"); + } // Interpolate transforms for rendering if (physicsSystem->worldUpdated) + { physicsSystem->SyncTransforms(); - physicsSystem->ClearInvalidCollisions(); + // Collision & Trigger messages + if (scriptingSystem != nullptr) + scriptingSystem->ExecuteCollisionFunctions(); + + physicsSystem->ClearInvalidCollisions(); + } } void SHPhysicsSystem::onContact(const CallbackData& callbackData) @@ -610,19 +622,17 @@ namespace SHADE auto* rigidBodyComponent = SHComponentManager::GetComponent_s(ENTITY_ID); auto* colliderComponent = SHComponentManager::GetComponent_s(ENTITY_ID); - SHASSERT(physicsObject != nullptr, "Physics object " + std::to_string(ENTITY_ID) + " has been lost from the world!") - - if (REMOVED_ID == RIGID_BODY_ID) + // Wake up all physics objects + for (auto& [entityID, object] : map) { - // Wake up all physics objects - for (auto& [entityID, object] : map) - { - if (SHComponentManager::HasComponent(entityID)) - reinterpret_cast(object.rp3dBody)->setIsSleeping(false); - } + if (SHComponentManager::HasComponent(entityID)) + reinterpret_cast(object.rp3dBody)->setIsSleeping(false); + } + if (REMOVED_ID == RIGID_BODY_ID && physicsObject != nullptr) + { world->destroyRigidBody(reinterpret_cast(physicsObject->rp3dBody)); - physicsObject->rp3dBody = nullptr; + physicsObject->rp3dBody = nullptr; if (colliderComponent != nullptr) { @@ -637,7 +647,7 @@ namespace SHADE } } - if (REMOVED_ID == COLLIDER_ID) + if (REMOVED_ID == COLLIDER_ID && physicsObject != nullptr) { // Remove all colliders const int NUM_COLLIDERS = static_cast(physicsObject->rp3dBody->getNbColliders()); @@ -653,11 +663,30 @@ namespace SHADE physicsObject->rp3dBody = nullptr; } - if (physicsObject->rp3dBody == nullptr) - DestroyPhysicsObject(ENTITY_ID); + if (physicsObject != nullptr && physicsObject->rp3dBody == nullptr) + DestroyPhysicsObject(ENTITY_ID); } return EVENT_DATA->handle; } + SHEventHandle SHPhysicsSystem::ResetWorld(SHEventPtr editorStopEvent) + { + // TODO(Diren): Rebuild world based on how scene reloading is done + + for (auto& [entityID, physicsObject] : map) + { + if (SHComponentManager::HasComponent(entityID)) + { + auto* rp3dRigidBody = reinterpret_cast(physicsObject.rp3dBody); + rp3dRigidBody->resetForce(); + rp3dRigidBody->resetTorque(); + rp3dRigidBody->setLinearVelocity(SHVec3::Zero); + rp3dRigidBody->setAngularVelocity(SHVec3::Zero); + } + } + + return editorStopEvent->handle; + } + } // namespace SHADE \ No newline at end of file diff --git a/SHADE_Engine/src/Physics/SHPhysicsSystem.h b/SHADE_Engine/src/Physics/SHPhysicsSystem.h index f564dc2d..1d773618 100644 --- a/SHADE_Engine/src/Physics/SHPhysicsSystem.h +++ b/SHADE_Engine/src/Physics/SHPhysicsSystem.h @@ -28,11 +28,6 @@ namespace SHADE { - /*-----------------------------------------------------------------------------------*/ - /* Concepts */ - /*-----------------------------------------------------------------------------------*/ - - /*-----------------------------------------------------------------------------------*/ /* Type Definitions */ @@ -194,6 +189,7 @@ namespace SHADE SHEventHandle AddPhysicsComponent (SHEventPtr addComponentEvent); SHEventHandle RemovePhysicsComponent (SHEventPtr removeComponentEvent); + SHEventHandle ResetWorld (SHEventPtr editorStopEvent); template diff --git a/SHADE_Engine/src/Physics/SHPhysicsSystem.hpp b/SHADE_Engine/src/Physics/SHPhysicsSystem.hpp index 02569d14..957fb3aa 100644 --- a/SHADE_Engine/src/Physics/SHPhysicsSystem.hpp +++ b/SHADE_Engine/src/Physics/SHPhysicsSystem.hpp @@ -42,6 +42,9 @@ namespace SHADE SHCollisionEvent cInfo; + // Update collision state + cInfo.collisionState = static_cast(cp.getEventType()); + // Match body and collider for collision event const rp3d::Entity body1 = cp.getBody1()->getEntity(); const rp3d::Entity body2 = cp.getBody2()->getEntity(); @@ -76,9 +79,6 @@ namespace SHADE return cInfo; } - // Update collision state - cInfo.collisionState = static_cast(cp.getEventType()); - return cInfo; } } // namespace SHADE \ No newline at end of file diff --git a/SHADE_Engine/src/Physics/SHPhysicsSystemInterface.cpp b/SHADE_Engine/src/Physics/SHPhysicsSystemInterface.cpp new file mode 100644 index 00000000..4b292340 --- /dev/null +++ b/SHADE_Engine/src/Physics/SHPhysicsSystemInterface.cpp @@ -0,0 +1,65 @@ +/************************************************************************************//*! +\file SHPhysicsSystemInterface.cpp +\author Tng Kah Wei, kahwei.tng, 390009620 +\par email: kahwei.tng\@digipen.edu +\date Oct 31, 2022 +\brief Contains the definitions of the functions of the static + SHPhysicsSystemInterface class. + +Copyright (C) 2022 DigiPen Institute of Technology. +Reproduction or disclosure of this file or its contents without the prior written consent +of DigiPen Institute of Technology is prohibited. +*//*************************************************************************************/ +// Precompiled Headers +#include "SHpch.h" +// Primary Header +#include "SHPhysicsSystemInterface.h" +// Project Includes +#include "ECS_Base/Managers/SHSystemManager.h" +#include "Physics/SHPhysicsSystem.h" +#include "Physics/SHPhysicsUtils.h" + +namespace SHADE +{ + /*-----------------------------------------------------------------------------------*/ + /* Static Usage Functions */ + /*-----------------------------------------------------------------------------------*/ + const std::vector& SHPhysicsSystemInterface::GetCollisionInfo() noexcept + { + static std::vector emptyVec; + + auto phySystem = SHSystemManager::GetSystem(); + if (phySystem) + { + return phySystem->GetCollisionInfo(); + } + + SHLOG_WARNING("[SHPhysicsSystemInterface] Failed to get collision events. Empty vector returned instead."); + return emptyVec; + } + const std::vector& SHPhysicsSystemInterface::GetTriggerInfo() noexcept + { + static std::vector emptyVec; + + auto phySystem = SHSystemManager::GetSystem(); + if (phySystem) + { + return phySystem->GetTriggerInfo(); + } + + SHLOG_WARNING("[SHPhysicsSystemInterface] Failed to get trigger events. Empty vector returned instead."); + return emptyVec; + } + + double SHPhysicsSystemInterface::GetFixedDT() noexcept + { + auto phySystem = SHSystemManager::GetSystem(); + if (phySystem) + { + return phySystem->GetFixedDT(); + } + + SHLOG_WARNING("[SHPhysicsSystemInterface] Failed to get fixed delta time. 0.0 returned instead."); + return 0.0; + } +} diff --git a/SHADE_Engine/src/Physics/SHPhysicsSystemInterface.h b/SHADE_Engine/src/Physics/SHPhysicsSystemInterface.h new file mode 100644 index 00000000..da6a0433 --- /dev/null +++ b/SHADE_Engine/src/Physics/SHPhysicsSystemInterface.h @@ -0,0 +1,46 @@ +/************************************************************************************//*! +\file SHPhysicsSystemInterface.h +\author Tng Kah Wei, kahwei.tng, 390009620 +\par email: kahwei.tng\@digipen.edu +\date Oct 31, 2022 +\brief Contains the definition of the SHGraphicsSystemInterface static class. + +Copyright (C) 2022 DigiPen Institute of Technology. +Reproduction or disclosure of this file or its contents without the prior written consent +of DigiPen Institute of Technology is prohibited. +*//*************************************************************************************/ +#pragma once + +// STL Includes +#include + +namespace SHADE +{ + /*-----------------------------------------------------------------------------------*/ + /* Forward Declarations */ + /*-----------------------------------------------------------------------------------*/ + class SHCollisionEvent; + + /*-----------------------------------------------------------------------------------*/ + /* Type Definitions */ + /*-----------------------------------------------------------------------------------*/ + /// + /// Static class that wraps up certain functions in the SHPhysicsSystem so that + /// accessing it from SHADE_Managed would not cause issues due to C++20 features. + /// + class SH_API SHPhysicsSystemInterface final + { + public: + /*---------------------------------------------------------------------------------*/ + /* Constructor */ + /*---------------------------------------------------------------------------------*/ + SHPhysicsSystemInterface() = delete; + + /*---------------------------------------------------------------------------------*/ + /* Static Usage Functions */ + /*---------------------------------------------------------------------------------*/ + [[nodiscard]] static const std::vector& GetCollisionInfo() noexcept; + [[nodiscard]] static const std::vector& GetTriggerInfo() noexcept; + [[nodiscard]] static double GetFixedDT() noexcept; + }; +} diff --git a/SHADE_Engine/src/Resource/SHResourceManager.cpp b/SHADE_Engine/src/Resource/SHResourceManager.cpp index 156c31c7..dad9fd9f 100644 --- a/SHADE_Engine/src/Resource/SHResourceManager.cpp +++ b/SHADE_Engine/src/Resource/SHResourceManager.cpp @@ -21,9 +21,11 @@ namespace SHADE /*-----------------------------------------------------------------------------------*/ SHResourceHub SHResourceManager::resourceHub; std::unordered_map>> SHResourceManager::handlesMap; - std::unordered_map SHResourceManager::assetIdMap; + std::unordered_map SHResourceManager::assetIdMap; std::unordered_map> SHResourceManager::typedFreeFuncMap; std::vector SHResourceManager::loadedAssetData; + bool SHResourceManager::textureChanged = false; + bool SHResourceManager::meshChanged = false; /*-----------------------------------------------------------------------------------*/ /* Function Definitions */ @@ -63,8 +65,17 @@ namespace SHADE SHGraphicsSystem* gfxSystem = SHSystemManager::GetSystem(); if (gfxSystem == nullptr) throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed."); - gfxSystem->BuildMeshBuffers(); - gfxSystem->BuildTextures(); + + if (meshChanged) + { + gfxSystem->BuildMeshBuffers(); + meshChanged = false; + } + if (textureChanged) + { + gfxSystem->BuildTextures(); + textureChanged = false; + } // Free CPU Resources for (auto assetId : loadedAssetData) diff --git a/SHADE_Engine/src/Resource/SHResourceManager.h b/SHADE_Engine/src/Resource/SHResourceManager.h index 61689420..e5e303e1 100644 --- a/SHADE_Engine/src/Resource/SHResourceManager.h +++ b/SHADE_Engine/src/Resource/SHResourceManager.h @@ -28,33 +28,15 @@ of DigiPen Institute of Technology is prohibited. namespace SHADE { + /// + /// Template structs that maps a resource to their loaded asset representation type. + /// template - struct SHResourceLoader - { - using AssetType = void; - }; - - template<> - struct SHResourceLoader - { - using AssetType = SHMeshAsset; - }; - template<> - struct SHResourceLoader - { - using AssetType = SHTextureAsset; - }; - template<> - struct SHResourceLoader - { - using AssetType = SHShaderAsset; - }; - template<> - struct SHResourceLoader - { - using AssetType = SHMaterialAsset; - }; - + struct SHResourceLoader { using AssetType = void; }; + template<> struct SHResourceLoader { using AssetType = SHMeshAsset; }; + template<> struct SHResourceLoader { using AssetType = SHTextureAsset; }; + template<> struct SHResourceLoader { using AssetType = SHShaderAsset; }; + template<> struct SHResourceLoader { using AssetType = SHMaterialAsset; }; /// /// Static class responsible for loading and caching runtime resources from their @@ -97,7 +79,7 @@ namespace SHADE /// Handle to the resource to unload. static void Unload(AssetID assetId); /// - /// Needs to be called to finalise all changes to loads. + /// Needs to be called to finalise all changes to loads, unless at runtime. /// static void FinaliseChanges(); @@ -147,6 +129,9 @@ namespace SHADE static std::unordered_map> typedFreeFuncMap; // Pointers to temp CPU resources static std::vector loadedAssetData; + // Dirty Flags + static bool meshChanged; + static bool textureChanged; /*---------------------------------------------------------------------------------*/ /* Helper Functions */ diff --git a/SHADE_Engine/src/Resource/SHResourceManager.hpp b/SHADE_Engine/src/Resource/SHResourceManager.hpp index 15834cdf..1623d70a 100644 --- a/SHADE_Engine/src/Resource/SHResourceManager.hpp +++ b/SHADE_Engine/src/Resource/SHResourceManager.hpp @@ -54,7 +54,7 @@ namespace SHADE } auto handle = load(assetId, *assetData); - Handle genericHandle = Handle(); + Handle genericHandle = Handle(handle); typedHandleMap.get().emplace(assetId, genericHandle); typedAssetIdMap.get().emplace(genericHandle, assetId); return handle; @@ -139,6 +139,7 @@ namespace SHADE if constexpr (std::is_same_v) { loadedAssetData.emplace_back(assetId); + meshChanged = true; return gfxSystem->AddMesh ( @@ -155,6 +156,7 @@ namespace SHADE else if constexpr (std::is_same_v) { loadedAssetData.emplace_back(assetId); + textureChanged = true; return gfxSystem->AddTexture ( diff --git a/SHADE_Engine/src/Scripting/SHScriptEngine.cpp b/SHADE_Engine/src/Scripting/SHScriptEngine.cpp index 21ce7b82..4a73342e 100644 --- a/SHADE_Engine/src/Scripting/SHScriptEngine.cpp +++ b/SHADE_Engine/src/Scripting/SHScriptEngine.cpp @@ -80,7 +80,10 @@ namespace SHADE { csScriptsExecuteFixedUpdate(); } - + void SHScriptEngine::ExecuteCollisionFunctions() + { + csScriptsExecutePhysicsEvents(); + } void SHScriptEngine::Exit() { // Do not allow deinitialization if not initialised @@ -377,6 +380,12 @@ namespace SHADE DEFAULT_CSHARP_NAMESPACE + ".ScriptStore", "ExecuteLateUpdate" ); + csScriptsExecutePhysicsEvents = dotNet.GetFunctionPtr + ( + DEFAULT_CSHARP_LIB_NAME, + DEFAULT_CSHARP_NAMESPACE + ".ScriptStore", + "ExecuteCollisionFunctions" + ); csScriptsFrameCleanUp = dotNet.GetFunctionPtr ( DEFAULT_CSHARP_LIB_NAME, diff --git a/SHADE_Engine/src/Scripting/SHScriptEngine.h b/SHADE_Engine/src/Scripting/SHScriptEngine.h index c38e3618..9ddd617a 100644 --- a/SHADE_Engine/src/Scripting/SHScriptEngine.h +++ b/SHADE_Engine/src/Scripting/SHScriptEngine.h @@ -98,6 +98,11 @@ namespace SHADE /// void ExecuteFixedUpdates(); /// + /// Executes the OnCollision*()s and OnTrigger*()s of the Scripts that are attached + /// to Entities. + /// + void ExecuteCollisionFunctions(); + /// /// Shuts down the DotNetRuntime. /// void Exit() override; @@ -245,6 +250,7 @@ namespace SHADE CsFuncPtr csScriptsExecuteFixedUpdate = nullptr; CsFuncPtr csScriptsExecuteUpdate = nullptr; CsFuncPtr csScriptsExecuteLateUpdate = nullptr; + CsFuncPtr csScriptsExecutePhysicsEvents = nullptr; CsFuncPtr csScriptsFrameCleanUp = nullptr; CsScriptManipFuncPtr csScriptsAdd = nullptr; CsScriptBasicFuncPtr csScriptsRemoveAll = nullptr; diff --git a/SHADE_Managed/src/Components/Camera.cxx b/SHADE_Managed/src/Components/Camera.cxx new file mode 100644 index 00000000..5e570cc1 --- /dev/null +++ b/SHADE_Managed/src/Components/Camera.cxx @@ -0,0 +1,127 @@ +#include "SHpch.h" + +#include "Camera.hxx" +#include "ECS_Base/Managers/SHSystemManager.h" +#include "Camera/SHCameraSystem.h" + + +namespace SHADE +{ + Camera::Camera(Entity entity) + :Component(entity) + { + + } + + + float Camera::Pitch::get() + { + return (GetNativeComponent()->GetPitch()); + } + + void Camera::Pitch::set(float val) + { + GetNativeComponent()->SetPitch(val); + } + float Camera::Yaw::get() + { + return (GetNativeComponent()->GetYaw()); + } + + void Camera::Yaw::set(float val) + { + GetNativeComponent()->SetYaw(val); + } + float Camera::Roll::get() + { + return (GetNativeComponent()->GetRoll()); + } + + void Camera::Roll::set(float val) + { + GetNativeComponent()->SetRoll(val); + } + float Camera::Width::get() + { + return (GetNativeComponent()->GetWidth()); + } + + void Camera::Width::set(float val) + { + GetNativeComponent()->SetWidth(val); + } + float Camera::Height::get() + { + return (GetNativeComponent()->GetHeight()); + } + + void Camera::Height::set(float val) + { + GetNativeComponent()->SetHeight(val); + } + float Camera::Near::get() + { + return (GetNativeComponent()->GetNear()); + } + + void Camera::Near::set(float val) + { + GetNativeComponent()->SetNear(val); + } + float Camera::Far::get() + { + return (GetNativeComponent()->GetFar()); + } + + void Camera::Far::set(float val) + { + GetNativeComponent()->SetFar(val); + } + float Camera::FOV::get() + { + return (GetNativeComponent()->GetFOV()); + } + + void Camera::FOV::set(float val) + { + GetNativeComponent()->SetFOV(val); + } + + Vector3 Camera::Position::get() + { + return Convert::ToCLI(GetNativeComponent()->GetPosition()); + } + + void Camera::Position::set(Vector3 val) + { + GetNativeComponent()->SetPosition(Convert::ToNative(val)); + } + + void Camera::SetMainCamera(size_t directorIndex) + { + auto system = SHSystemManager::GetSystem(); + system->SetMainCamera(GetNativeComponent()->GetEID(), directorIndex); + } + + void Camera::SetMainCamera() + { + SetMainCamera(0); + } + + void Camera::LookAt(Vector3 targetPosition) + { + auto system = SHSystemManager::GetSystem(); + system->CameraLookAt(*GetNativeComponent(), Convert::ToNative(targetPosition)); + } + + Vector3 Camera::GetForward() + { + auto system = SHSystemManager::GetSystem(); + SHVec3 forward, up, right; + system->GetCameraAxis(*GetNativeComponent(), forward, right, up); + return Convert::ToCLI(forward); + + } + + +} \ No newline at end of file diff --git a/SHADE_Managed/src/Components/Camera.hxx b/SHADE_Managed/src/Components/Camera.hxx new file mode 100644 index 00000000..257bff11 --- /dev/null +++ b/SHADE_Managed/src/Components/Camera.hxx @@ -0,0 +1,70 @@ +#pragma once + +// Project Includes +#include "Components/Component.hxx" +#include "Math/Vector3.hxx" +#include "Math/Quaternion.hxx" +// External Dependencies +#include "Camera/SHCameraComponent.h" + +namespace SHADE +{ + public ref class Camera : public Component + { + internal: + Camera(Entity entity); + + public: + property float Pitch + { + float get(); + void set(float val); + } + property float Yaw + { + float get(); + void set(float val); + } + property float Roll + { + float get(); + void set(float val); + } + property float Width + { + float get(); + void set(float val); + } + property float Height + { + float get(); + void set(float val); + } + property float Near + { + float get(); + void set(float val); + } + property float Far + { + float get(); + void set(float val); + } + property float FOV + { + float get(); + void set(float val); + } + property Vector3 Position + { + Vector3 get(); + void set(Vector3 val); + } + + + void SetMainCamera(size_t directorIndex); + void SetMainCamera(); + void LookAt(Vector3 targetPosition); + Vector3 GetForward(); + }; +} \ No newline at end of file diff --git a/SHADE_Managed/src/Components/CameraArm.cxx b/SHADE_Managed/src/Components/CameraArm.cxx new file mode 100644 index 00000000..67fcf6cf --- /dev/null +++ b/SHADE_Managed/src/Components/CameraArm.cxx @@ -0,0 +1,51 @@ +#include "SHpch.h" +#include "CameraArm.hxx" + + +namespace SHADE +{ + CameraArm::CameraArm(Entity entity) + :Component(entity) + { + + } + + float CameraArm::Pitch::get() + { + return (GetNativeComponent()->GetPitch()); + } + + void CameraArm::Pitch::set(float val) + { + GetNativeComponent()->SetPitch(val); + } + float CameraArm::Yaw::get() + { + return (GetNativeComponent()->GetYaw()); + } + + void CameraArm::Yaw::set(float val) + { + GetNativeComponent()->SetYaw(val); + } + + float CameraArm::ArmLength::get() + { + return (GetNativeComponent()->GetArmLength()); + } + + void CameraArm::ArmLength::set(float val) + { + GetNativeComponent()->SetArmLength(val); + } + + bool CameraArm::LookAtCameraOrigin::get() + { + return GetNativeComponent()->lookAtCameraOrigin; + } + + void CameraArm::LookAtCameraOrigin::set(bool val) + { + GetNativeComponent()->lookAtCameraOrigin = val; + } +} \ No newline at end of file diff --git a/SHADE_Managed/src/Components/CameraArm.hxx b/SHADE_Managed/src/Components/CameraArm.hxx new file mode 100644 index 00000000..771771cf --- /dev/null +++ b/SHADE_Managed/src/Components/CameraArm.hxx @@ -0,0 +1,40 @@ +#pragma once + +// Project Includes +#include "Components/Component.hxx" +#include "Math/Vector3.hxx" + +// External Dependencies +#include "Camera/SHCameraArmComponent.h" + + +namespace SHADE +{ + public ref class CameraArm : public Component + { + internal: + CameraArm(Entity entity); + public: + property float Pitch + { + float get(); + void set(float val); + } + property float Yaw + { + float get(); + void set(float val); + } + property float ArmLength + { + float get(); + void set(float val); + } + property bool LookAtCameraOrigin + { + bool get(); + void set(bool val); + } + + }; +} \ No newline at end of file diff --git a/SHADE_Managed/src/Components/Transform.cxx b/SHADE_Managed/src/Components/Transform.cxx index 98f0da4f..927ce87f 100644 --- a/SHADE_Managed/src/Components/Transform.cxx +++ b/SHADE_Managed/src/Components/Transform.cxx @@ -87,15 +87,6 @@ namespace SHADE { GetNativeComponent()->SetWorldScale(Convert::ToNative(val)); } - Transform^ Transform::Parent::get() - { - auto node = SHSceneManager::GetCurrentSceneGraph().GetNode(owner.GetEntity()); - if (!node) - throw gcnew System::InvalidOperationException("[Transform] Unable to retrieve SceneGraphNode for an Entity."); - - const auto PARENT = node->GetParent(); - return PARENT ? gcnew Transform(PARENT->GetEntityID()) : nullptr; - } /*---------------------------------------------------------------------------------*/ /* Constructors */ @@ -103,21 +94,4 @@ namespace SHADE Transform::Transform(Entity entity) : Component(entity) {} - - /*---------------------------------------------------------------------------------*/ - /* Usage Functions */ - /*---------------------------------------------------------------------------------*/ - - void Transform::SetParent(Transform^ parent, bool worldPositionStays) - { - auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph(); - auto node = sceneGraph.GetNode(owner.GetEntity()); - if (!node) - throw gcnew System::InvalidOperationException("[Transform] Unable to retrieve SceneGraphNode for an Entity."); - - if (parent) - node->SetParent(sceneGraph.GetNode(parent->owner.GetEntity())); - else - sceneGraph.SetParent(parent->owner.GetEntity(), nullptr); - } } diff --git a/SHADE_Managed/src/Components/Transform.hxx b/SHADE_Managed/src/Components/Transform.hxx index bbe9fd19..942c6224 100644 --- a/SHADE_Managed/src/Components/Transform.hxx +++ b/SHADE_Managed/src/Components/Transform.hxx @@ -107,30 +107,6 @@ namespace SHADE Vector3 get(); void set(Vector3 val); } - /// - /// Parent Transform that affects this Transform. - /// - property Transform^ Parent - { - Transform^ get(); - } - - /*-----------------------------------------------------------------------------*/ - /* Usage Functions */ - /*-----------------------------------------------------------------------------*/ - /// - /// Sets the parent of this Transform component. - /// - /// - /// Entity that contains the Transform component that this Transform will be - /// parented to. If null, unparenting will occur. - /// - /// - /// If true, the transform values of this Transform component will retain their - /// pre-parent-change global transforms. The local transform values will be - /// modified to ensure that the global transforms do not change. - /// - void SetParent(Transform^ parent, bool worldPositionStays); }; } diff --git a/SHADE_Managed/src/Editor/Editor.cxx b/SHADE_Managed/src/Editor/Editor.cxx index 1097e203..55fe91da 100644 --- a/SHADE_Managed/src/Editor/Editor.cxx +++ b/SHADE_Managed/src/Editor/Editor.cxx @@ -260,7 +260,7 @@ namespace SHADE int val = safe_cast(field->GetValue(object)); int oldVal = val; - if (SHEditorUI::InputEnumCombo(Convert::ToNative(field->Name), val, nativeEnumNames)) + if (SHEditorUI::InputEnumCombo(Convert::ToNative(field->Name), val, nativeEnumNames, &isHovered)) { field->SetValue(object, val); registerUndoAction(object, field, val, oldVal); @@ -280,12 +280,23 @@ namespace SHADE // Actual Field std::string val = Convert::ToNative(stringVal); std::string oldVal = val; - if (SHEditorUI::InputTextField(Convert::ToNative(field->Name), val)) + if (SHEditorUI::InputTextField(Convert::ToNative(field->Name), val, &isHovered)) { field->SetValue(object, Convert::ToCLI(val)); registerUndoAction(object, field, Convert::ToCLI(val), Convert::ToCLI(oldVal)); } } + else if (field->FieldType == GameObject::typeid) + { + GameObject gameObj = safe_cast(field->GetValue(object)); + uint32_t entityId = gameObj.GetEntity(); + if (SHEditorUI::InputGameObjectField(Convert::ToNative(field->Name), entityId, &isHovered)) + { + GameObject newVal = GameObject(entityId); + field->SetValue(object, newVal); + registerUndoAction(object, field, newVal, gameObj); + } + } else { array^ interfaces = field->FieldType->GetInterfaces(); diff --git a/SHADE_Managed/src/Engine/ECS.cxx b/SHADE_Managed/src/Engine/ECS.cxx index df67c788..3da39394 100644 --- a/SHADE_Managed/src/Engine/ECS.cxx +++ b/SHADE_Managed/src/Engine/ECS.cxx @@ -33,6 +33,8 @@ of DigiPen Institute of Technology is prohibited. #include "Components/Transform.hxx" #include "Components\RigidBody.hxx" #include "Components\Collider.hxx" +#include "Components/Camera.hxx" +#include "Components/CameraArm.hxx" namespace SHADE { @@ -248,6 +250,8 @@ namespace SHADE componentMap.Add(createComponentSet()); componentMap.Add(createComponentSet()); componentMap.Add(createComponentSet()); + componentMap.Add(createComponentSet()); + componentMap.Add(createComponentSet()); } /*---------------------------------------------------------------------------------*/ diff --git a/SHADE_Managed/src/Engine/GameObject.cxx b/SHADE_Managed/src/Engine/GameObject.cxx index 55d53d68..7ceabfed 100644 --- a/SHADE_Managed/src/Engine/GameObject.cxx +++ b/SHADE_Managed/src/Engine/GameObject.cxx @@ -17,6 +17,7 @@ of DigiPen Institute of Technology is prohibited. #include "GameObject.hxx" // External Dependencies #include "ECS_Base/Managers/SHEntityManager.h" +#include "Scene/SHSceneGraph.h" // Project Headers #include "ECS.hxx" #include "Utility/Convert.hxx" @@ -72,6 +73,31 @@ namespace SHADE } return node->IsActive(); } + Entity GameObject::EntityId::get() + { + return entity; + } + GameObject^ GameObject::Parent::get() + { + const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph(); + const auto* ROOT = SCENE_GRAPH.GetRoot(); + + const auto* NODE = SCENE_GRAPH.GetNode(entity); + if (NODE == nullptr) + throw gcnew System::InvalidOperationException("Unable to retrieve SceneGraphNode for Entity " + entity.ToString()); + + const auto* PARENT = NODE->GetParent(); + return PARENT != ROOT ? gcnew GameObject(PARENT->GetEntityID()) : nullptr; + } + void GameObject::Parent::set(GameObject^ newParent) + { + const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph(); + + if (newParent == nullptr) + SCENE_GRAPH.SetParent(entity, nullptr); + else + SCENE_GRAPH.SetParent(entity, newParent->EntityId); + } /*---------------------------------------------------------------------------------*/ /* GameObject Property Functions */ @@ -155,11 +181,13 @@ namespace SHADE /* Constructors */ /*---------------------------------------------------------------------------------*/ GameObject::GameObject(const SHEntity& entity) - : entity { entity.GetEID() } + : entity { entity.GetEID() } + , children{ gcnew System::Collections::ArrayList } {} GameObject::GameObject(Entity entity) - : entity { entity } + : entity { entity } + , children{ gcnew System::Collections::ArrayList } {} /*---------------------------------------------------------------------------------*/ diff --git a/SHADE_Managed/src/Engine/GameObject.hxx b/SHADE_Managed/src/Engine/GameObject.hxx index 723d9cec..99296a91 100644 --- a/SHADE_Managed/src/Engine/GameObject.hxx +++ b/SHADE_Managed/src/Engine/GameObject.hxx @@ -86,6 +86,21 @@ namespace SHADE { bool get(); } + /// + /// Native Entity ID value for this GameObject. + /// + property Entity EntityId + { + Entity get(); + } + /// + /// The parent entity for this GameObject. + /// + property GameObject^ Parent + { + GameObject^ get(); + void set(GameObject^); + } /*-----------------------------------------------------------------------------*/ /* GameObject Property Functions */ @@ -105,6 +120,7 @@ namespace SHADE /// Whether to activate or deactivate this GameObject. /// void SetActive(bool active); + /*-----------------------------------------------------------------------------*/ /* Component Access Functions */ @@ -235,7 +251,8 @@ namespace SHADE /*-----------------------------------------------------------------------------*/ /* Data Members */ /*-----------------------------------------------------------------------------*/ - Entity entity; + Entity entity; + System::Collections::ArrayList^ children; public: /*-----------------------------------------------------------------------------*/ diff --git a/SHADE_Managed/src/Engine/Time.cxx b/SHADE_Managed/src/Engine/Time.cxx index ff0628e7..36032e00 100644 --- a/SHADE_Managed/src/Engine/Time.cxx +++ b/SHADE_Managed/src/Engine/Time.cxx @@ -14,6 +14,9 @@ of DigiPen Institute of Technology is prohibited. *//*************************************************************************************/ // Precompiled Headers #include "SHpch.h" +// External Dependencies +#include "FRC/SHFramerateController.h" +#include "Physics/SHPhysicsSystemInterface.h" // Primary Header #include "Time.hxx" @@ -26,4 +29,14 @@ namespace SHADE { return SHFrameRateController::GetRawDeltaTime(); } + + + float Time::DeltaTimeF::get() + { + return static_cast(SHFrameRateController::GetRawDeltaTime()); + } + double Time::FixedDeltaTime::get() + { + return SHPhysicsSystemInterface::GetFixedDT(); + } } \ No newline at end of file diff --git a/SHADE_Managed/src/Engine/Time.hxx b/SHADE_Managed/src/Engine/Time.hxx index 969eea03..c0f0ed62 100644 --- a/SHADE_Managed/src/Engine/Time.hxx +++ b/SHADE_Managed/src/Engine/Time.hxx @@ -14,8 +14,6 @@ of DigiPen Institute of Technology is prohibited. *//*************************************************************************************/ #pragma once -#include "FRC/SHFramerateController.h" - namespace SHADE { /// @@ -29,13 +27,28 @@ namespace SHADE /*-----------------------------------------------------------------------------*/ /// /// Time taken to process the previous frame. - /// Note, is affected by TimeScale. Use UnscaledDeltaTime if you wish to retrieve - /// real world time. This is also affected by MaxDeltaTime clamping that - /// UnscaledDeltaTime is subject to. /// static property double DeltaTime { double get(); } + /*-----------------------------------------------------------------------------*/ + /* Properties */ + /*-----------------------------------------------------------------------------*/ + /// + /// Time taken to process the previous frame. + /// + static property float DeltaTimeF + { + float get(); + } + /// + /// Time taken for Physics simulations. You should use this for operations + /// within Script.FixedUpdate() + /// + static property double FixedDeltaTime + { + double get(); + } }; } \ No newline at end of file diff --git a/SHADE_Managed/src/Input/Input.cxx b/SHADE_Managed/src/Input/Input.cxx index 0a386f3a..f0ea0edc 100644 --- a/SHADE_Managed/src/Input/Input.cxx +++ b/SHADE_Managed/src/Input/Input.cxx @@ -99,4 +99,11 @@ namespace SHADE return SHInputManager::GetKeyReleasedTime(static_cast(key)); } + Vector2 Input::GetMouseVelocity() + { + double velX, velY; + SHInputManager::GetMouseVelocity(&velX, &velY); + + return Convert::ToCLI(SHVec2{ (float)velX,(float)velY }); + } } \ No newline at end of file diff --git a/SHADE_Managed/src/Input/Input.hxx b/SHADE_Managed/src/Input/Input.hxx index ec015e8b..875054cc 100644 --- a/SHADE_Managed/src/Input/Input.hxx +++ b/SHADE_Managed/src/Input/Input.hxx @@ -471,5 +471,7 @@ namespace SHADE /// The key to check. /// Time in seconds that the key was held. static double GetMouseReleasedTime(MouseCode mouseButton); + + static Vector2 GetMouseVelocity(); }; } \ No newline at end of file diff --git a/SHADE_Managed/src/Math/Vector2.cxx b/SHADE_Managed/src/Math/Vector2.cxx index b110d4f8..42080d60 100644 --- a/SHADE_Managed/src/Math/Vector2.cxx +++ b/SHADE_Managed/src/Math/Vector2.cxx @@ -236,6 +236,22 @@ namespace SHADE lhs.y * rhs.y ); } + Vector2 Vector2::operator*(Vector2 lhs, double rhs) + { + return Vector2 + ( + lhs.x * static_cast(rhs), + lhs.y * static_cast(rhs) + ); + } + Vector2 Vector2::operator/(Vector2 lhs, double rhs) + { + return Vector2 + ( + lhs.x / static_cast(rhs), + lhs.y / static_cast(rhs) + ); + } Vector2 Vector2::operator*(Vector2 lhs, float rhs) { return Vector2 diff --git a/SHADE_Managed/src/Math/Vector2.hxx b/SHADE_Managed/src/Math/Vector2.hxx index 94b1989f..4877696b 100644 --- a/SHADE_Managed/src/Math/Vector2.hxx +++ b/SHADE_Managed/src/Math/Vector2.hxx @@ -361,6 +361,22 @@ namespace SHADE /// Vector2 to multiply with. /// Scalar to multiply with. /// The result of the scalar multiplication. + static Vector2 operator*(Vector2 lhs, double rhs); + /// + /// Calculates the division of a Vector2 with a scalar value and returns + /// the result. + /// + /// Scalar to divide with. + /// Vector2 to divide with. + /// The result of the scalar division. + static Vector2 operator/(Vector2 lhs, double rhs); + /// + /// Calculates the multiplication of a Vector2 with a scalar value and returns + /// the result. + /// + /// Vector2 to multiply with. + /// Scalar to multiply with. + /// The result of the scalar multiplication. static Vector2 operator*(Vector2 lhs, float rhs); /// /// Calculates the division of a Vector2 with a scalar value and returns diff --git a/SHADE_Managed/src/Math/Vector3.cxx b/SHADE_Managed/src/Math/Vector3.cxx index adbb4d3a..83adbb38 100644 --- a/SHADE_Managed/src/Math/Vector3.cxx +++ b/SHADE_Managed/src/Math/Vector3.cxx @@ -237,6 +237,24 @@ namespace SHADE lhs.z * rhs.z ); } + Vector3 Vector3::operator*(Vector3 lhs, double rhs) + { + return Vector3 + ( + lhs.x * static_cast(rhs), + lhs.y * static_cast(rhs), + lhs.z * static_cast(rhs) + ); + } + Vector3 Vector3::operator/(Vector3 lhs, double rhs) + { + return Vector3 + ( + lhs.x / static_cast(rhs), + lhs.y / static_cast(rhs), + lhs.z / static_cast(rhs) + ); + } Vector3 Vector3::operator*(Vector3 lhs, float rhs) { return Vector3 diff --git a/SHADE_Managed/src/Math/Vector3.hxx b/SHADE_Managed/src/Math/Vector3.hxx index 70cff88f..4cdf653e 100644 --- a/SHADE_Managed/src/Math/Vector3.hxx +++ b/SHADE_Managed/src/Math/Vector3.hxx @@ -375,6 +375,22 @@ namespace SHADE /// Vector3 to multiply with. /// Scalar to multiply with. /// The result of the scalar multiplication. + static Vector3 operator*(Vector3 lhs, double rhs); + /// + /// Calculates the division of a Vector3 with a scalar value and returns + /// the result. + /// + /// Scalar to divide with. + /// Vector3 to divide with. + /// The result of the scalar division. + static Vector3 operator/(Vector3 lhs, double rhs); + /// + /// Calculates the multiplication of a Vector3 with a scalar value and returns + /// the result. + /// + /// Vector3 to multiply with. + /// Scalar to multiply with. + /// The result of the scalar multiplication. static Vector3 operator*(Vector3 lhs, float rhs); /// /// Calculates the division of a Vector3 with a scalar value and returns diff --git a/SHADE_Managed/src/Physics/CollisionInfo.cxx b/SHADE_Managed/src/Physics/CollisionInfo.cxx new file mode 100644 index 00000000..135760db --- /dev/null +++ b/SHADE_Managed/src/Physics/CollisionInfo.cxx @@ -0,0 +1,36 @@ +/************************************************************************************//*! +\file CollisionInfo.cxx +\author Tng Kah Wei, kahwei.tng, 390009620 +\par email: kahwei.tng\@digipen.edu +\date Oct 31, 2022 +\brief Contains the definition of the functions of the managed CollisionInfo + struct. + + Note: This file is written in C++17/CLI. + +Copyright (C) 2022 DigiPen Institute of Technology. +Reproduction or disclosure of this file or its contents without the prior written consent +of DigiPen Institute of Technology is prohibited. +*//*************************************************************************************/ +#include "SHpch.h" +#include "CollisionInfo.hxx" +#include "Components/RigidBody.hxx" +#include "Components/Collider.hxx" + +namespace SHADE +{ + Collider^ CollisionInfo::Collider::get() + { + return GameObject.GetComponent(); + } + + CollisionShape^ CollisionInfo::CollisionShape::get() + { + throw gcnew System::NotImplementedException(); + } + + RigidBody^ CollisionInfo::RigidBody::get() + { + return GameObject.GetComponent(); + } +} diff --git a/SHADE_Managed/src/Physics/CollisionInfo.hxx b/SHADE_Managed/src/Physics/CollisionInfo.hxx new file mode 100644 index 00000000..40cb9ccc --- /dev/null +++ b/SHADE_Managed/src/Physics/CollisionInfo.hxx @@ -0,0 +1,66 @@ +/************************************************************************************//*! +\file CollisionInfo.hxx +\author Tng Kah Wei, kahwei.tng, 390009620 +\par email: kahwei.tng\@digipen.edu +\date Oct 31, 2022 +\brief Contains the definition of the managed CollisionInfo struct with the + definition of its properties and declaration of functions. + + Note: This file is written in C++17/CLI. + +Copyright (C) 2022 DigiPen Institute of Technology. +Reproduction or disclosure of this file or its contents without the prior written consent +of DigiPen Institute of Technology is prohibited. +*//*************************************************************************************/ +#pragma once +// Project Includes +#include "Engine/GameObject.hxx" + +namespace SHADE +{ + /*---------------------------------------------------------------------------------*/ + /* Forward Declarations */ + /*---------------------------------------------------------------------------------*/ + ref class RigidBody; + ref class Collider; + ref class CollisionShape; + + /*---------------------------------------------------------------------------------*/ + /* Type Definitions */ + /*---------------------------------------------------------------------------------*/ + /// + /// Struct that describes a collision + /// + public value struct CollisionInfo + { + public: + /*-----------------------------------------------------------------------------*/ + /* Properties */ + /*-----------------------------------------------------------------------------*/ + /// + /// The GameObject whose collider you are colliding with. + /// + property GameObject GameObject; + /// + /// The Collider that you are colliding with. + /// + property Collider^ Collider + { + SHADE::Collider^ get(); + } + /// + /// The CollisionShape of the Collider that you are colliding with. + /// + property CollisionShape^ CollisionShape + { + SHADE::CollisionShape^ get(); + } + /// + /// The RigidBody that you are colliding with. + /// + property RigidBody^ RigidBody + { + SHADE::RigidBody^ get(); + } + }; +} diff --git a/SHADE_Managed/src/Scripts/Script.cxx b/SHADE_Managed/src/Scripts/Script.cxx index d4004e03..e476d69d 100644 --- a/SHADE_Managed/src/Scripts/Script.cxx +++ b/SHADE_Managed/src/Scripts/Script.cxx @@ -147,6 +147,48 @@ namespace SHADE SAFE_NATIVE_CALL_END(this) } + void Script::OnCollisionEnter(CollisionInfo collision) + { + SAFE_NATIVE_CALL_BEGIN + onCollisionEnter(collision); + SAFE_NATIVE_CALL_END(this) + } + + void Script::OnCollisionStay(CollisionInfo collision) + { + SAFE_NATIVE_CALL_BEGIN + onCollisionStay(collision); + SAFE_NATIVE_CALL_END(this) + } + + void Script::OnCollisionExit(CollisionInfo collision) + { + SAFE_NATIVE_CALL_BEGIN + onCollisionExit(collision); + SAFE_NATIVE_CALL_END(this) + } + + void Script::OnTriggerEnter(CollisionInfo collision) + { + SAFE_NATIVE_CALL_BEGIN + onTriggerEnter(collision); + SAFE_NATIVE_CALL_END(this) + } + + void Script::OnTriggerStay(CollisionInfo collision) + { + SAFE_NATIVE_CALL_BEGIN + onTriggerStay(collision); + SAFE_NATIVE_CALL_END(this) + } + + void Script::OnTriggerExit(CollisionInfo collision) + { + SAFE_NATIVE_CALL_BEGIN + onTriggerExit(collision); + SAFE_NATIVE_CALL_END(this) + } + /*---------------------------------------------------------------------------------*/ /* Constructors */ /*---------------------------------------------------------------------------------*/ @@ -169,4 +211,14 @@ namespace SHADE void Script::update() {} void Script::lateUpdate() {} void Script::onDestroy() {} -}// namespace PlushieAPI + + /*---------------------------------------------------------------------------------*/ + /* Virtual Event Functions */ + /*---------------------------------------------------------------------------------*/ + void Script::onTriggerEnter(CollisionInfo) {} + void Script::onTriggerStay(CollisionInfo) {} + void Script::onTriggerExit(CollisionInfo) {} + void Script::onCollisionEnter(CollisionInfo) {} + void Script::onCollisionStay(CollisionInfo) {} + void Script::onCollisionExit(CollisionInfo) {} +} diff --git a/SHADE_Managed/src/Scripts/Script.hxx b/SHADE_Managed/src/Scripts/Script.hxx index bd336726..afeaa8a0 100644 --- a/SHADE_Managed/src/Scripts/Script.hxx +++ b/SHADE_Managed/src/Scripts/Script.hxx @@ -15,6 +15,7 @@ of DigiPen Institute of Technology is prohibited. // Project Includes #include "Engine/GameObject.hxx" +#include "Physics/CollisionInfo.hxx" namespace SHADE { @@ -213,6 +214,46 @@ namespace SHADE /// void OnDestroy(); + /*-----------------------------------------------------------------------------*/ + /* Event Functions */ + /*-----------------------------------------------------------------------------*/ + /// + /// Used to call onCollisionEnter(). This should be called when a collision is + /// detected between the attached GameObject and another GameObject. + /// + /// Information on the collision event. + void OnCollisionEnter(CollisionInfo collision); + /// + /// Used to call onCollisionStay(). This should be called when a collision is + /// persistent between the attached GameObject and another GameObject. + /// + /// Information on the collision event. + void OnCollisionStay(CollisionInfo collision); + /// + /// Used to call onCollisionExit(). This should be called when a collision ends + /// between the attached GameObject and another GameObject. + /// + /// Information on the collision event. + void OnCollisionExit(CollisionInfo collision); + /// + /// Used to call onTriggerEnter(). This should be called when a trigger-type + /// collision is detected between the attached GameObject and another GameObject. + /// + /// Information on the collision event. + void OnTriggerEnter(CollisionInfo collision); + /// + /// Used to call onTriggerStay(). This should be called when a trigger-type + /// collision is detected between the attached GameObject and another GameObject. + /// + /// Information on the collision event. + void OnTriggerStay(CollisionInfo collision); + /// + /// Used to call onTriggerExit(). This should be called when a trigger-type + /// collision is detected between the attached GameObject and another GameObject. + /// + /// Information on the collision event. + void OnTriggerExit(CollisionInfo collision); + protected: /*-----------------------------------------------------------------------------*/ /* Constructors */ @@ -273,6 +314,46 @@ namespace SHADE /// virtual void onDestroy(); + /*-----------------------------------------------------------------------------*/ + /* Virtual Event Functions */ + /*-----------------------------------------------------------------------------*/ + /// + /// Called when the attached GameObject has a trigger Collider and collides with + /// another GameObject with a Collider in the first frame of collision. + /// + /// Information on the collision event. + virtual void onTriggerEnter(CollisionInfo info); + /// + /// Called when the attached GameObject has a trigger Collider and collides with + /// another GameObject with a Collider in subsequent frames of collision. + /// + /// Information on the collision event. + virtual void onTriggerStay(CollisionInfo info); + /// + /// Called when the attached GameObject has a trigger Collider and leaves a + /// collision with another GameObject with a Collider2D. + /// + /// Information on the collision event. + virtual void onTriggerExit(CollisionInfo info); + /// + /// Called when the attached GameObject has a Collider and collides with + /// another GameObject with a Collider in the first frame of collision. + /// + /// Information on the collision event. + virtual void onCollisionEnter(CollisionInfo info); + /// + /// Called when the attached GameObject has a Collider and collides with + /// another GameObject with a Collider in subsequent frames of collision. + /// + /// Information on the collision event. + virtual void onCollisionStay(CollisionInfo info); + /// + /// Called when the attached GameObject has a Collider and leaves a + /// collision with another GameObject with a Collider2D. + /// + /// Information on the collision event. + virtual void onCollisionExit(CollisionInfo info); + private: /*-----------------------------------------------------------------------------*/ /* Data Members */ @@ -280,4 +361,4 @@ namespace SHADE GameObject owner; }; -} // namespace PlushieAPI +} diff --git a/SHADE_Managed/src/Scripts/ScriptStore.cxx b/SHADE_Managed/src/Scripts/ScriptStore.cxx index d7492fdc..407d0fa8 100644 --- a/SHADE_Managed/src/Scripts/ScriptStore.cxx +++ b/SHADE_Managed/src/Scripts/ScriptStore.cxx @@ -28,6 +28,8 @@ of DigiPen Institute of Technology is prohibited. #include "Engine/Entity.hxx" #include "Serialisation/ReflectionUtilities.hxx" #include "Engine/Application.hxx" +#include "Physics/SHPhysicsSystemInterface.h" +#include "Physics/SHPhysicsUtils.h" namespace SHADE { @@ -71,7 +73,7 @@ namespace SHADE SAFE_NATIVE_CALL_BEGIN Script^ script; return AddScriptViaNameWithRef(entity, scriptName, script); - SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") + SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore") return false; } @@ -301,7 +303,7 @@ namespace SHADE removeScript(script); } scriptList->Clear(); - SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") + SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore") } void ScriptStore::RemoveAllScriptsImmediately(Entity entity, bool callOnDestroy) { @@ -326,7 +328,7 @@ namespace SHADE startList.Remove(script); } scriptList->Clear(); - SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") + SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore") } /*---------------------------------------------------------------------------------*/ @@ -365,7 +367,7 @@ namespace SHADE startList.AddRange(%inactiveStartList); inactiveStartList.Clear(); - SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") + SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore") } void ScriptStore::FrameCleanUp() { @@ -386,7 +388,7 @@ namespace SHADE scripts.Remove(entity); } } - SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") + SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore") } void ScriptStore::Exit() { @@ -410,7 +412,7 @@ namespace SHADE startList.Clear(); disposalQueue.Clear(); scriptTypeList = nullptr; - SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") + SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore") } /*---------------------------------------------------------------------------------*/ @@ -439,7 +441,7 @@ namespace SHADE script->FixedUpdate(); } } - SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") + SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore") } void ScriptStore::ExecuteUpdate() { @@ -456,7 +458,7 @@ namespace SHADE script->Update(); } } - SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") + SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore") } void ScriptStore::ExecuteLateUpdate() { @@ -473,7 +475,95 @@ namespace SHADE script->LateUpdate(); } } - SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") + SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore") + } + + void ScriptStore::ExecuteCollisionFunctions() + { + SAFE_NATIVE_CALL_BEGIN + /* Collisions */ + const auto& collisions = SHPhysicsSystemInterface::GetCollisionInfo(); + for (const auto& collisionInfo : collisions) + { + auto entities = + { + std::make_pair(collisionInfo.GetEntityA(), collisionInfo.GetEntityB()), + std::make_pair(collisionInfo.GetEntityB(), collisionInfo.GetEntityA()) + }; + for (auto entity : entities) + { + // Don't bother if this object has no scripts or is inactive + if (!isEntityActive(entity.first) || !scripts.ContainsKey(entity.first)) + continue; + + // Construct the collision state object + CollisionInfo info; + info.GameObject = GameObject(entity.second); + + // Call all of the script's functions + auto entityScripts = scripts[entity.first]; + if (entityScripts->Count > 0) + { + for each (Script ^ script in entityScripts) + { + switch (collisionInfo.GetCollisionState()) + { + case SHCollisionEvent::State::ENTER: + script->OnCollisionEnter(info); + break; + case SHCollisionEvent::State::STAY: + script->OnCollisionStay(info); + break; + case SHCollisionEvent::State::EXIT: + script->OnCollisionExit(info); + break; + } + } + } + } + } + /* Triggers */ + const auto& triggers = SHPhysicsSystemInterface::GetTriggerInfo(); + for (const auto& triggerInfo : triggers) + { + auto entities = + { + std::make_pair(triggerInfo.GetEntityA(), triggerInfo.GetEntityB()), + std::make_pair(triggerInfo.GetEntityB(), triggerInfo.GetEntityA()) + }; + for (auto entity : entities) + { + // Don't bother if this object has no scripts or is inactive + if (!isEntityActive(entity.first) || !scripts.ContainsKey(entity.first)) + continue; + + // Construct the collision state object + CollisionInfo info; + info.GameObject = GameObject(entity.second); + + // Call all of the script's functions + auto entityScripts = scripts[entity.first]; + if (entityScripts->Count > 0) + { + for each (Script ^ script in entityScripts) + { + switch (triggerInfo.GetCollisionState()) + { + case SHCollisionEvent::State::ENTER: + script->OnTriggerEnter(info); + break; + case SHCollisionEvent::State::STAY: + script->OnTriggerStay(info); + break; + case SHCollisionEvent::State::EXIT: + script->OnTriggerExit(info); + break; + } + } + } + } + } + SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore") } bool ScriptStore::SerialiseScripts(Entity entity, System::IntPtr yamlNodePtr) @@ -509,7 +599,7 @@ namespace SHADE } return true; - SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") + SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore") return false; } @@ -559,7 +649,7 @@ namespace SHADE } return true; - SAFE_NATIVE_CALL_END_N("SHADE.ScriptStore") + SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore") return false; } diff --git a/SHADE_Managed/src/Scripts/ScriptStore.hxx b/SHADE_Managed/src/Scripts/ScriptStore.hxx index 9aa66fcd..a4c6e824 100644 --- a/SHADE_Managed/src/Scripts/ScriptStore.hxx +++ b/SHADE_Managed/src/Scripts/ScriptStore.hxx @@ -233,6 +233,10 @@ namespace SHADE /// Executes LateUpdate() for all scripts. /// static void ExecuteLateUpdate(); + /// + /// Executes OnCollision*() and OnTrigger*() for all scripts. + /// + static void ExecuteCollisionFunctions(); /*-----------------------------------------------------------------------------*/ /* Serialisation Functions */ diff --git a/SHADE_Managed/src/Serialisation/ReflectionUtilities.cxx b/SHADE_Managed/src/Serialisation/ReflectionUtilities.cxx index f114d01b..4b4e44fc 100644 --- a/SHADE_Managed/src/Serialisation/ReflectionUtilities.cxx +++ b/SHADE_Managed/src/Serialisation/ReflectionUtilities.cxx @@ -22,6 +22,7 @@ of DigiPen Institute of Technology is prohibited. #include "Math/Vector2.hxx" #include "Math/Vector3.hxx" #include "Utility/Debug.hxx" +#include "Engine/GameObject.hxx" /*-------------------------------------------------------------------------------------*/ /* Macro Functions */ @@ -167,6 +168,11 @@ namespace SHADE fieldNode.push_back(vec.y); fieldNode.push_back(vec.z); } + else if (fieldInfo->FieldType == GameObject::typeid) + { + GameObject gameObj = safe_cast(fieldInfo->GetValue(object)); + fieldNode = gameObj.GetEntity(); + } else // Not any of the supported types { Debug::LogWarning(Convert::ToNative(System::String::Format @@ -242,6 +248,10 @@ namespace SHADE ); } } + else if (fieldInfo->FieldType == GameObject::typeid) + { + fieldInfo->SetValue(object, GameObject(node.as())); + } else // Not any of the supported types { Debug::LogWarning(Convert::ToNative(System::String::Format diff --git a/TempScriptsFolder/CameraControl.cs b/TempScriptsFolder/CameraControl.cs new file mode 100644 index 00000000..fc900f46 --- /dev/null +++ b/TempScriptsFolder/CameraControl.cs @@ -0,0 +1,22 @@ +using System; +using SHADE; + +namespace SHADE_Scripting +{ + public class CameraControl :Script + { + public float turnSpeed = 0.5f; + + public CameraControl(GameObject go) : base(go) { } + protected override void update() + { + //Camera + Camera cam = GetComponent(); + Vector2 mouseVel = Input.GetMouseVelocity(); + + cam.Pitch -= mouseVel.y * turnSpeed * (float)Time.DeltaTime; + cam.Yaw += mouseVel.x * turnSpeed * (float)Time.DeltaTime; + + } + } +} diff --git a/TempScriptsFolder/PhysicsTest.cs b/TempScriptsFolder/PhysicsTest.cs index add5971d..cc01615d 100644 --- a/TempScriptsFolder/PhysicsTest.cs +++ b/TempScriptsFolder/PhysicsTest.cs @@ -38,6 +38,35 @@ public class PhysicsTest : Script RigidBody.AddForce(Force); Debug.Log($"Jump!"); } - Debug.Log($"{Transform.LocalPosition.y}"); + } + + protected override void fixedUpdate() + { + Debug.Log("Fixed Update"); + } + + protected override void onCollisionEnter(CollisionInfo info) + { + Debug.Log($"Collision Enter: {info.GameObject.Name}"); + } + protected override void onCollisionStay(CollisionInfo info) + { + Debug.Log($"Collision Stay: {info.GameObject.Name}"); + } + protected override void onCollisionExit(CollisionInfo info) + { + Debug.Log($"Collision Exit: {info.GameObject.Name}"); + } + protected override void onTriggerEnter(CollisionInfo info) + { + Debug.Log($"Trigger Enter: {info.GameObject.Name}"); + } + protected override void onTriggerStay(CollisionInfo info) + { + Debug.Log($"Trigger Stay: {info.GameObject.Name}"); + } + protected override void onTriggerExit(CollisionInfo info) + { + Debug.Log($"Trigger Exit: {info.GameObject.Name}"); } } \ No newline at end of file diff --git a/TempScriptsFolder/ThirdPersonCamera.cs b/TempScriptsFolder/ThirdPersonCamera.cs new file mode 100644 index 00000000..e3b043bd --- /dev/null +++ b/TempScriptsFolder/ThirdPersonCamera.cs @@ -0,0 +1,55 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; +using SHADE; + + +namespace SHADE_Scripting +{ + public class ThirdPersonCamera: Script + { + + public float armLength = 4.0f; + public float turnSpeedPitch = 0.3f; + public float turnSpeedYaw = 0.5f; + public float pitchClamp = 45.0f; + public ThirdPersonCamera(GameObject go) : base(go) { } + + protected override void awake() + { + if(!GetComponent()) + { + AddComponent(); + } + if (!GetComponent()) + { + AddComponent(); + } + GetComponent().ArmLength = armLength; + } + + protected override void update() + { + CameraArm arm = GetComponent(); + if(arm) + { + Vector2 vel = Input.GetMouseVelocity(); + arm.Pitch -= vel.y * turnSpeedPitch * Time.DeltaTimeF; + arm.Yaw += vel.x * turnSpeedYaw * Time.DeltaTimeF; + + if(arm.Pitch > pitchClamp) + { + arm.Pitch = pitchClamp; + } + else if(arm.Pitch < -pitchClamp) + { + arm.Pitch = -pitchClamp; + } + + } + } + + } +} diff --git a/bin/Debug/SHADE_CSharp.xml b/bin/Debug/SHADE_CSharp.xml new file mode 100644 index 00000000..daeaa3c5 --- /dev/null +++ b/bin/Debug/SHADE_CSharp.xml @@ -0,0 +1,1029 @@ + + + + SHADE_CSharp + + + + + Interface for a CallbackAction that all variants inherit from. + + + + + Whether or not this CallbackAction is runtime assigned. If it is, then the + TargetMethodName and TargetObject properties are invalid. + + + + + Name of the method that this CallbackAction is using. + + + + + Object which the specified target method is called on. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 1 parameter. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 2 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 3 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 4 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 5 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 6 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 7 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 8 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 9 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 10 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Interface for a CallbackEvent that all variants inherit from. + + + + + Registers an empty ICallbackAction. + + + + + Registers an ICallbackAction with the event such that it will be called in + future + + ICallbackAction to register with. + + + + Deregisters an ICallbackAction that was previously added. This should + only emit a warning if an action that was not previous added was + provided. + + ICallbackAction to remove. + + + + Iterable set of ICallbackActions that were registered to this event. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + diff --git a/bin/Debug/SHADE_Managed.xml b/bin/Debug/SHADE_Managed.xml new file mode 100644 index 00000000..7b653116 --- /dev/null +++ b/bin/Debug/SHADE_Managed.xml @@ -0,0 +1,6250 @@ + + + + "SHADE_Managed" + + + + +Retrieves the duration that the specified key has not been held or was last +not been held for. + + The key to check. + Time in seconds that the key was held. + + + +Retrieves the duration that the specified key has been held or was last held +for. + + The key to check. + Time in seconds that the key was held. + + + +Retrieves the duration that the specified key has not been held or was last +not been held for. + + The key to check. + Time in seconds that the key was held. + + + +Retrieves the duration that the specified key has been held or was last held +for. + + The key to check. + Time in seconds that the key was held. + + + +Sets the position of the mouse cursor relative to the top left corner of the +window. + + +Position of the mouse in window pixel coordinates to set. + + + + +Checks if a specified mouse button is no longer pressed and was pressed +before. + + MouseCode of the mouse button to check. + +True during the frame the user releases the given mouse button. + + + + +Checks if a specified mouse button is pressed and was not pressed before. + + MouseCode of the mouse button to check. + +True during the frame the user pressed the given mouse button. + + + + +Checks if a specified mouse button is being held down. +This will also be true if GetMouseButtonDown() is true. + + MouseCode of the mouse button to check. + True while the user holds down the mouse button specified. + + + +Checks if a specified key is no longer pressed pressed and was pressed +before. + + KeyCode of the key to check. + +True during the frame the user releases the key identified by name. + + + + +Checks if a specified key is pressed and was not pressed before. + + KeyCode of the key to check. + +True during the frame the user starts pressing down the key specified. + + + + +Checks if a specified key is being held down. +This will also be true if GetKeyDown() is true. + + KeyCode of the key to check. + True while the user holds down the key specified. + + + +Amnount of vertical mouse scroll in this frame. + + + + +Mouse position in screen coordinates relative to the top left of the window. +This value is a Vector3 for compatibility with functions that have Vector3 +arguments. The z component of the Vector3 is always 0 + + + + +Represents the available supported mouse keycodes that can be passed into the +mouse-button-based Input functions. + + + + +Represents the available supported keycodes that can be passed into the +key-based Input functions. + +Attempting to follow https://docs.unity3d.com/ScriptReference/KeyCode.html +Win32 keycodes are shift-insensitive, i.e. 'A' and 'a' are the same keycode and '1' and '!' are the same keycode + + + + +Static class responsible for providing access to Input-related functionality. + + + + +Simple attribute to mark that a field in a Script should be serialised. + + + + +Cleans up all required components for managed code. + + + + +Reloads the managed script assembly. +Take note that this will clear all existing scripts, ensure that the scene +is saved before doing so. +Equivalent to calling UnloadScriptAssembly() and then LoadScriptAssembly(). + + + + +Loads the managed script assembly. Ensure this is only called after +UnloadScriptAssembly() has been called. + + + + +Unloads the managed script assembly. +Take note that this will clear all existing scripts, ensure that the scene +is saved before doing so. + + + + +Initialises all required components for managed code. + + + + +Name of the Managed Library that contains the C# scripts written externally. + + + + +Static class that contains the functions for interfacing with the core +PlushieEngine written in C++ for managing the lifecycle of managed code. + + + + +Default Constructor + + + + +Custom AssemblyLoadContext marked as collectible so that it can be unloaded. + + + + +Time taken for Physics simulations. You should use this for operations +within Script.FixedUpdate() + + + + +Time taken to process the previous frame. + + + + +Static class that contains the functions for working with time. + + + + +Static class that wraps up certain functions in the SHPhysicsSystem so that +accessing it from SHADE_Managed would not cause issues due to C++20 features. + + + + +Constructor for a Tooltip attribute that fills in the description. + + Text to be shown when a field is hovered. + + + +Description that is to be shown in the Tooltip. + + + + +Simple attribute to provide a field in a script with a tooltip. + + + + +Checks if a specified file exists. + + File path to the file to check. + True if the file exists + + + +Deletes the folder and all files in it as specified by the file path. + + File path to the file to delete. + + + +Deletes the file as specified by the file path. + + File path to the file to delete. + + + +Reads the file via the specified path that represents a build log of error +and warning messages. + + +File path to the build log of script builds done by BuildScriptAssembly() to +dump and process. + + + + +Registers events for the scripting system + + + + +Loads all the function pointers to CLR code that we need to execute. + + + + +Generates a .csproj file for editing and compiling the C# scripts. + + File path to the generated file. + + + +Utilises execution of a external batch file for invoking the dotnet build +tool to compile C# scripts in the Assets folder into the SHADE_Scripting +C# assembly DLL. + + +Whether or not a debug build will be built. Only debug built C# assemblies +can be debugged. + + +Whether or not we are reloading the assembly, if so, unload and then reload it. + + Whether or not the build succeeded. + + + +Performs a redo for script inspector changes if it exists. + + + + +Performs an undo for script inspector changes if it exists. + + + + +Renders the set of attached Scripts for the specified Entity into the +inspector. +
+This function is meant for consumption from native code in the inspector +rendering code. +
+ The Entity to render the Scripts of. +
+ + +Creates scripts and sets fields for the specified Entity based on the specified +YAML node. + + The Entity to deserialise a Script on to. + +YAML Node that contains the serialised script data. + + True if successfully deserialised. + + + +Performs serialization of all scripts for the specified entity into the +YAML::Node specified. This node will contain all serialised scripts after +calling this function. + + The Entity to Serialise. + +YAML Node that will store the serialised scripts. + + True if successfully serialised. + + + +Removes all Scripts attached to the specified Entity. Unlike +RemoveAllScripts(), this removes all the scripts immediately. +Does not do anything if the specified Entity is invalid or does not have any +Scripts attached. + + The entity to remove the scripts from. + +Whether or not to call OnDestroy on the scripts. This is ignored if not in +play mode. + + + + +Removes all Scripts attached to the specified Entity. Does not do anything +if the specified Entity is invalid or does not have any Scripts +attached. + + The entity to remove the scripts from. + + + +Adds a Script to a specified Entity. Note that while you can call this +multiple times on a specified Entity, it will work for all intents and +purposes but GetScript<T>() (C# only) currently only +gives you the first Script added of the specified type. + + The entity to add a script to. + Type name of the script to add. + +True if successfully added. False otherwise with the error logged to the +console. + + + + +Shuts down the DotNetRuntime. + + + + +Executes the OnCollision*()s and OnTrigger*()s of the Scripts that are attached +to Entities. + + + + +Executes the FixedUpdate()s of the Scripts that are attached to +Entities. + + + + +Reloads the managed script assembly. +Take note that this will clear all existing scripts, ensure that the scene +is saved before doing so. + + + + +Unloads the managed script assembly. +Take note that this will clear all existing scripts, ensure that the scene +is saved before doing so. + + + + +Loads the managed script assembly. Ensure this is only called after +UnloadScriptAssembly() has been called. + + + + +Initialises the DotNetRuntime and retrieves function pointers to all +functions on the CLR used to interface with the engine. + + + + +Manages initialisation of the DotNetRuntime and interfacing with CLR code written +and executed on .NET. + + + + +Deserialises a YAML node that contains a map of Scripts and copies the +deserialised data into the specified object if there are matching fields. + + +The JSON string that contains the data to copy into this Script object. + + The object to copy deserialised data into. + + + +Creates a JSON node that represents the specified object and its associated +serialisable fields. Public fields and fields marked with the SerialiseField +attribute will be serialised. + + The object to serialise. + + + +Checks if a specified field is a candidate for serialisation. This means that +the field is public or private with the [SerialiseField] attribute. + + The field to check. + +True if the specified field is a candidate for serialisation. + + + + +Retrieves a set of all non-static (instance) fields from a specified object. + + The object to get non-static fields from. + Immutable list of non-static fields. + + + +Contains useful static functions for working with Reflection. + + + +Converts the node to a YAML string. + + +Emits the node to the given output stream. + + +Emits the node to the given {@link Emitter}. If there is an error in writing, +{@link Emitter#good} will return false. + + + + Loads the input file as a list of YAML documents. + + @throws {@link ParserException} if it is malformed. + @throws {@link BadFile} if the file cannot be loaded. + + + + Loads the input stream as a list of YAML documents. + + @throws {@link ParserException} if it is malformed. + + + + Loads the input string as a list of YAML documents. + + @throws {@link ParserException} if it is malformed. + + + + Loads the input string as a list of YAML documents. + + @throws {@link ParserException} if it is malformed. + + + + Loads the input file as a single YAML document. + + @throws {@link ParserException} if it is malformed. + @throws {@link BadFile} if the file cannot be loaded. + + + + Loads the input stream as a single YAML document. + + @throws {@link ParserException} if it is malformed. + + + + Loads the input string as a single YAML document. + + @throws {@link ParserException} if it is malformed. + + + + Loads the input string as a single YAML document. + + @throws {@link ParserException} if it is malformed. + + + +Handles a "TAG" directive, which should be of the form 'handle prefix', +where 'handle' is converted to 'prefix' in the file. + + + +Handles a "YAML" directive, which should be of the form 'major.minor' (like +a version number). + + + +Reads any directives that are next in the queue, setting the internal +{@code m_pDirectives} state. + + + + Handles the next document by calling events on the {@code eventHandler}. + + @throw a ParserException on error. + @return false if there are no more documents + + + +Resets the parser with the given input stream. Any existing state is +erased. + + + +Evaluates to true if the parser has some valid input to be read. + + +Constructs a parser from the given input stream. The input stream must +live as long as the parser. + + + +Constructs an empty parser (with no input. + + +A parser turns a stream of bytes into one stream of "events" per YAML +document in the input stream. + + + + +Renders a context menu when right clicked for the scripts + + The Entity to render the Scripts of. + The Script to render the inspector for. + + + +Renders a field specified into the inspector. + + The field to render. + +The object that contains the data of the field to render. + + + + +Renders a single specified Script's inspector. + + The Entity to render the Scripts of. + The Script to render the inspector for. + +Indices used internally to differentiate each rendered Script +inspector. This is required to open and close each Script's inspector +independently from each other. + + + + +Redoes the last script inspector change if there is any. + + + + +Undoes the last script inspector change if there is any. + + + + +Renders a dropdown button that allows for the addition of PlushieScripts +onto the specified Entity. + + The Entity to add PlushieScripts to. + + + +Renders the set of attached Scripts for the specified Entity into the +inspector. +
+This function is meant for consumption from native code in the inspector +rendering code. +
+ The Entity to render the Scripts of. +
+ + +Static class for Editor-related functions + + + + +Processes a YAML node that contains a list of multiple scripts to be loaded +into the specified Entity. +

+This function should only be called from native unmanaged code. +
+ +The Entity to attach the deserialised Scripts to. + + +Pointer to the YAML::Node that contains serialized script data. + + +
+ + +Populates a YAML node with the scripts for a specified Entity. +

+This function should only be called from native unmanaged code. +
+ The Entity to Serialise. + +Pointer to a YAML::Node that will be populated with all of the serialised +scripts and their associated fields. + + +True if serialisation is successful. False if the buffer is too small for +the serialised output. + +
+ + +Executes OnCollision*() and OnTrigger*() for all scripts. + + + + +Executes LateUpdate() for all scripts. + + + + +Executes Update() for all scripts. + + + + +Executes FixedUpdate() for all scripts. + + + + +Retrieves a immutable list of available scripts that can be added. + + Immutable list of available scripts that can be added. + + + +Cleans up data stored in the ScriptStore to free up memory for garbage +collection. + + + + +Cleans up scripts that were marked for deletion. This calls the OnDestroy() +for these Scripts. + + + + +Sets up scripts that were marked for initialization. This calls the Awake() +and Start() for Scripts that have yet to have done so. + + + + +Initializes the ScriptStore to allocate and pre-populate reflection data. + + + + +Removes all Scripts attached to the specified Entity. Unlike +RemoveAllScripts(), this removes all the scripts immediately. +Does not do anything if the specified Entity is invalid or does not have any +Scripts attached. + + The entity to remove the scripts from. + +Whether or not to call OnDestroy on the scripts.This is ignored if not in +play mode. + + + + +Removes all Scripts attached to the specified Entity. Does not do anything +if the specified Entity is invalid or does not have any Scripts +attached. + + The entity to remove the scripts from. + + + +Removes a specific script from the + + The entity to remove the script from. + The script to remove. + True if successfully removed. False otherwise. + + + +Removes all Scripts of the specified type from the specified Entity. + + +Type of script to remove. +This needs to be a default constructable Script. + + The entity to remove the script from. + +If the specified Entity is invalid. + + + + +Retrieves an immutable list of all scripts attached to a specified Entity. + + +The entity which the scripts to retrieve are attached. + + +Immutable list of references to scripts attached to the specified Entity. +This can also be null if there are no scripts at all or an invalid Entity +was specified. + + + + +Retrieves a immutable list of scripts from the specified Entity that +matches the specified type. +
+Note that this function allocates. It should be used sparingly. +
+ +Type of scripts to get. +This needs to be a default constructable Script. + + +The entity which the scripts to retrieve are attached. + + +Immutable list of references to scripts of the specified type. + +
+ + +Retrieves the first Script from the specified Entity's children that matches +the specified type. + + +Type of script to get. +This needs to be a default constructable Script. + + +The entity which the script to retrieve is attached. + + +Reference to the script. This can be null if no script of the specified +type is attached. + + +If the specified Entity is invalid. + + + + +Retrieves the first Script from the specified Entity that matches the +specified type. + + +Type of script to get. +This needs to be a default constructable Script. + + +The entity which the script to retrieve is attached. + + +Reference to the script. This can be null if no script of the specified +type is attached. + + +If the specified Entity is invalid. + + + + +Adds a Script to a specified Entity. +
+This function is meant for consumption from native code or for serialisation +purposes. If you are writing in C# or C++/CLI and not doing serialisation, +use AddScript<T>() instead as it is faster. +
+ The entity to add a script to. + The entity to add a script to. + +Out parameter handle to the Script that was created. + + +True if successfully added. False otherwise with the error logged to the +console. + +
+ + +Adds a Script to a specified Entity. +
+This function is meant for consumption from native code. If you are writing +in C# or C++/CLI, use AddScript<T>() instead as it is faster. +
+ The entity to add a script to. + The entity to add a script to. + +True if successfully added. False otherwise with the error logged to the +console. + +
+ + +Adds a Script to a specified Entity. + + +Type of script to add. +This needs to be a default constructable PlushieScript. + + The entity to add a script to. + Reference to the script added. + +If the specified Entity is invalid. + + + + +Responsible for managing all scripts attached to Entities as well as executing +all lifecycle functions of scripts. + + + + +Checks if two Colors are not approximately equal. + + Color to compare. + Another Color to compare. + +True if all components are not approximately equal within the default +tolerance value. + + + + +Checks if two Colors are approximately equal. + + Color to compare. + Another Color to compare. + +True if all components are approximately equal within the default +tolerance value. + + + + +Calculates the division of a Color with a scalar value and returns +the result. + + Scalar to divide with. + Color to divide with. + The result of the scalar division. + + + +Calculates the multiplication of a Color with a scalar value and returns +the result. + + Color to multiply with. + Scalar to multiply with. + The result of the scalar multiplication. + + + +Calculates the component-wise multiplication of two Colors and returns the +result. + + Color to multiply with. + Another Color to multiply with. + The result of rhs subtracted from lhs. + + + +Subtracts a Color from another Color and returns the result. + + Color to subtract from. + Another Color to subtract. + The result of rhs subtracted from lhs. + + + +Adds two Colors together and returns the result. + + Color to add. + Another Color to add. + The result of lhs added to rhs + + + +Linearly interpolates between two specified points. +This is most commonly used to find a point some fraction of the way along a +line between two endpoints. +Unlike Lerp(), t is not clamped to a range at all. + + The start Color, returned when t = 0.0. + The end Color, returned when t = 1.0. + Value used to interpolate between a and b. + The interpolated Color. + + + +Linearly interpolates between two specified points. +This is most commonly used to find a point some fraction of the way along a +line between two endpoints. + + The start Color, returned when t = 0.0. + The end Color, returned when t = 1.0. + +Value used to interpolate between a and b which is clamped to +the range[0, 1]. + + The interpolated Vector3. + + + +Gets a unique hash for this object. + + Unique hash for this object. + + + +Compares equality with another unboxed object. + + The unboxed object to compare with. + True if both objects are the same. + + + +Compares equality with an object of the same type. + + The object to compare with. + True if both objects are the same. + + + +Alpha component of the colour. Ranges from 0.0f to 1.0f. + + + + +Blue component of the colour. Ranges from 0.0f to 1.0f. + + + + +Green component of the colour. Ranges from 0.0f to 1.0f. + + + + +Red component of the colour. Ranges from 0.0f to 1.0f. + + + + +Constructor to construct a Color with the specified components. + + Red component to set. + Green component to set. + Blue component to set. + Alpha component to set. + + + +Constructor to construct a Color with the specified components with the +alpha component set to 1.0f. + + Red component to set. + Green component to set. + Blue component to set. + + + +Constructor to construct a Color with the specified components with the +blue and alpha component set to 1.0f. + + Red component to set. + Green component to set. + + + +Constructor to construct a Color with the specified components with the +green, blue and alpha component set to 1.0f. + + Red component to set. + + + +Pure yellow, mix of pure red and green. + + + + +Pure magenta, mix of pure red and blue. + + + + +Pure cyan, mix of pure green and blue. + + + + +Pure blue. + + + + +Pure green. + + + + +Pure red. + + + + +Pure white. + + + + +Dark Gray, darker than gray. + + + + +Gray, halfway between black and white. + + + + +Light Gray, lighter than gray. + + + + +Pure black. + + + + +A static class that contains a set of default Colors. + + + + +CLR version of the the SHADE Engine's Color struct which describes a Color +encoded using floating point numbers that range from 0.0f to 1.0f. + + + + +Creates a inline button widget. +
+Wraps up ImGui::Button(). +
+ Text to display. + True if button was pressed. +
+ + +Creates a small inline button widget. +
+Wraps up ImGui::SmallButton(). +
+ Text to display. + True if button was pressed. +
+ + +Creates a visual text widget. +
+Wraps up ImGui::Text(). +
+ Text to display. +
+ + +Creates a menu item in the list of items for a mini popup. +
+Wraps up ImGui::MenuItem(). +
+ Label used to identify this widget. + Whether or not the menu item was selected. +
+ + +Opens the popup that was defined with the specified label. +
+Wraps up ImGui::OpenPopup(). +
+
+ + +Marks the end of a definition of a mini pop up that can show options. +
+Wraps up ImGui::EndPopup(). +
+
+ + +Marks the start of a definition of a mini pop up that can show options. +
+Wraps up ImGui::BeginPopup(). +
+ Label used to identify this widget. + Whether or not the pop up is open. +
+ + +Creates a collapsing title header. +
+Wraps up ImGui::CollapsingHeader(). +
+ Label for the header. + True if the header is open, false otherwise. +
+ + +Unindents the widgets rendered after this call. +
+Wraps up ImGui::Unindent(). +
+
+ + +Indents the widgets rendered after this call. +
+Wraps up ImGui::Indent(). +
+
+ + +Marks the end of a stack of ImGui widgets from the last PushID() call. +
+Wraps up ImGui::PopID(). +
+
+ + +Marks the start of a stack of ImGui widgets with the specified id. +
+Wraps up ImGui::PushID(). +
+ Integer-based ID. +
+ + +Marks the start of a stack of ImGui widgets with the specified id. +
+Wraps up ImGui::PushID(). +
+ String-based ID. +
+ + +Maximum length of a string supported by InputTextField() + + + + +Static class that contains useful functions for Editor UI using ImGui. + + + + +Redoes the last undo-ed command if it exists. + + + + +Undos the last added command if it exists. + + + + +Adds a command onto the stack. + + + + + +True if there is a redoable action in the stack. + + + + +True if there is an undoable action in the stack. + + + + +Command for the stack that represents a data modification. + + + + +Class that is able to store a stack of actions that can be done and redone. + + + + +To be called from native code when a Collision Shape has been changed. + + +The entity which has it's collision shape changed. + + + + +To be called from native code when a collision shape has been removed. + + The entity which has it's collision shape removed. + + + +Retrieves a ColliderBound at the specified index in the ColliderBound list +and casts it to the appropriate type. + + Type of the ColliderBound to cast to. + Index to retrieve a ColliderBound from. + ColliderBound for the specified index. + + + +Retrieves a ColliderBound at the specified index in the ColliderBound list. + + Index to retrieve a ColliderBound from. + ColliderBound for the specified index. + + + +Total number of ColliderShapes in the Collider component. + + + + +Constructs a Collider Component that represents a native SHColliderComponent +component tied to the specified Entity. + + Entity that this Component will be tied to. + + + +CLR version of the the SHADE Engine's SHColliderComponent. +A single Collider component can contain one or multiple Collider Bounds. + + + + + + + + + + +Radius of the Bounding Sphere formed by this bound. + + + + +Center of the Bounding Sphere formed by this bound. + + + + +Sphere-shaped Collider Bound. + + + + + + + + + + +Position of the top right front corner of the Bounding Box formed by this +bound. + + + + +Position of the bottom left back corner of the Bounding Box formed by this +bound. + + + + +Half of the scale of the Bounding Box formed by this bound. + + + + +Center of the Bounding Box formed by this bound. + + + + +Box-shaped Collider Bound. + + + + +Computes a Raycast and checks if there is a collision with any object. + + The ray to cast. + Maximum distance for the raycast check. + True if the ray intersects with an object in the scene. + + + +Checks if the specified point is within this shape's bounds. + + Point to test with. + True if the point is in the shape's bounds. + + + +Base interface for all Collider Shapes. + + + +@brief The density of the collider that determines the mass of the collision shape + if it is automatically computed. Must be a positive number. + + + +@brief The bounciness factor of the physics object., clamped between [0,1].
+ 0 means the object will never bounce. + 1 means the object never loses energy on a bounce. + +
+ +@brief The friction coefficient of the physics object., clamped between [0,1].
+ 0 means the object will never experience friction. + 1 means the friction force against the object is equal to the applied force. + +
+ +@brief Sets the mass density of the physics material. +@param newDensity The density value to set. Always made positive. + + + +@brief Sets the bounciness factor of the physics material. +@param newBounciness The bounciness value to set. Clamped between [0,1]. + + + +@brief Sets the friction coefficient of the physics material. +@param newFriction The friction value to set. Clamped between [0,1]. + + + +@brief Default constructor for a physics material. +@param friction The friction of the material. Clamped between [0,1]. Defaults to 0.4. +@param bounciness The bounciness of the material. Clamped between [0,1]. +@param density The mass density of the material. Always made positive. + + + + +Closes the current window, and depending on the implementation, should also +close the application. + + + + +Retrieves the current window fullscreen status. + + The current window fullscreen status.. + + + +Retrieves the current window height. + + The current window height. + + + +Retrieves the current window width. + + The current window width. + + + +Static class that wraps up certain functions in the SHGraphicsSystem so that +accessing it from SHADE_Managed would not cause issues due to C++20 features. + + + + @brief Perform ImGui and ImGui Backend Render + + + + + @brief Start new frame for editor + + + + + @brief Initialise Backend for ImGui (SDL and Vulkan backend) + + @param sdlWindow Pointer to SDL_Window + + + + @brief Set the Style for the editor + + @param style Desired style + + + + @brief Safely shutdown the editor + + + + + @brief Update the editor and add to ImGui DrawList + + @param dt Delta-time of the frame + + + + @brief Initialise the editor + + @param sdlWindow pointer to SDL_Window object created in application + + + + @brief Style options + + + + + @brief SHEditor static class contains editor variables and implementation of editor functions. + + + + + Get the YUV conversion mode, returning the correct mode for the resolution + when the current conversion mode is SDL_YUV_CONVERSION_AUTOMATIC + + \since This function is available since SDL 2.0.8. + + + + Get the YUV conversion mode + + \since This function is available since SDL 2.0.8. + + + + Set the YUV conversion mode + + \since This function is available since SDL 2.0.8. + + + + Perform low-level surface scaled blitting only. + + This is a semi-private function and it performs low-level surface blitting, + assuming the input rectangles have already been clipped. + + \param src the SDL_Surface structure to be copied from + \param srcrect the SDL_Rect structure representing the rectangle to be + copied + \param dst the SDL_Surface structure that is the blit target + \param dstrect the SDL_Rect structure representing the rectangle that is + copied into + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitScaled + + + + Perform a scaled surface copy to a destination surface. + + SDL_UpperBlitScaled() has been replaced by SDL_BlitScaled(), which is + merely a macro for this function with a less confusing name. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitScaled + + + + Perform bilinear scaling between two surfaces of the same format, 32BPP. + + \since This function is available since SDL 2.0.16. + + + + Perform a fast, low quality, stretch blit between two surfaces of the same + format. + + Please use SDL_BlitScaled() instead. + + \since This function is available since SDL 2.0.0. + + + + Perform low-level surface blitting only. + + This is a semi-private blit function and it performs low-level surface + blitting, assuming the input rectangles have already been clipped. + + Unless you know what you're doing, you should be using SDL_BlitSurface() + instead. + + \param src the SDL_Surface structure to be copied from + \param srcrect the SDL_Rect structure representing the rectangle to be + copied, or NULL to copy the entire surface + \param dst the SDL_Surface structure that is the blit target + \param dstrect the SDL_Rect structure representing the rectangle that is + copied into + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitSurface + + + + * Performs a fast blit from the source surface to the destination surface. + * + * This assumes that the source and destination rectangles are + * the same size. If either \c srcrect or \c dstrect are NULL, the entire + * surface (\c src or \c dst) is copied. The final blit rectangles are saved + * in \c srcrect and \c dstrect after all clipping is performed. + * + * \returns 0 if the blit is successful, otherwise it returns -1. + * + * The blit function should not be called on a locked surface. + * + * The blit semantics for surfaces with and without blending and colorkey + * are defined as follows: + * \verbatim + RGBA->RGB: + Source surface blend mode set to SDL_BLENDMODE_BLEND: + alpha-blend (using the source alpha-channel and per-surface alpha) + SDL_SRCCOLORKEY ignored. + Source surface blend mode set to SDL_BLENDMODE_NONE: + copy RGB. + if SDL_SRCCOLORKEY set, only copy the pixels matching the + RGB values of the source color key, ignoring alpha in the + comparison. + + RGB->RGBA: + Source surface blend mode set to SDL_BLENDMODE_BLEND: + alpha-blend (using the source per-surface alpha) + Source surface blend mode set to SDL_BLENDMODE_NONE: + copy RGB, set destination alpha to source per-surface alpha value. + both: + if SDL_SRCCOLORKEY set, only copy the pixels matching the + source color key. + + RGBA->RGBA: + Source surface blend mode set to SDL_BLENDMODE_BLEND: + alpha-blend (using the source alpha-channel and per-surface alpha) + SDL_SRCCOLORKEY ignored. + Source surface blend mode set to SDL_BLENDMODE_NONE: + copy all of RGBA to the destination. + if SDL_SRCCOLORKEY set, only copy the pixels matching the + RGB values of the source color key, ignoring alpha in the + comparison. + + RGB->RGB: + Source surface blend mode set to SDL_BLENDMODE_BLEND: + alpha-blend (using the source per-surface alpha) + Source surface blend mode set to SDL_BLENDMODE_NONE: + copy RGB. + both: + if SDL_SRCCOLORKEY set, only copy the pixels matching the + source color key. + \endverbatim + * + * You should call SDL_BlitSurface() unless you know exactly how SDL + * blitting works internally and how to use the other blit functions. + + Perform a fast blit from the source surface to the destination surface. + + SDL_UpperBlit() has been replaced by SDL_BlitSurface(), which is merely a + macro for this function with a less confusing name. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitSurface + + + + Perform a fast fill of a set of rectangles with a specific color. + + `color` should be a pixel of the format used by the surface, and can be + generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an + alpha component then the destination is simply filled with that alpha + information, no blending takes place. + + If there is a clip rectangle set on the destination (set via + SDL_SetClipRect()), then this function will fill based on the intersection + of the clip rectangle and `rect`. + + \param dst the SDL_Surface structure that is the drawing target + \param rects an array of SDL_Rects representing the rectangles to fill. + \param count the number of rectangles in the array + \param color the color to fill with + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_FillRect + + + + Perform a fast fill of a rectangle with a specific color. + + `color` should be a pixel of the format used by the surface, and can be + generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an + alpha component then the destination is simply filled with that alpha + information, no blending takes place. + + If there is a clip rectangle set on the destination (set via + SDL_SetClipRect()), then this function will fill based on the intersection + of the clip rectangle and `rect`. + + \param dst the SDL_Surface structure that is the drawing target + \param rect the SDL_Rect structure representing the rectangle to fill, or + NULL to fill the entire surface + \param color the color to fill with + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_FillRects + + + + Premultiply the alpha on a block of pixels. + + This is safe to use with src == dst, but not for other overlapping areas. + + This function is currently only implemented for SDL_PIXELFORMAT_ARGB8888. + + \param width the width of the block to convert, in pixels + \param height the height of the block to convert, in pixels + \param src_format an SDL_PixelFormatEnum value of the `src` pixels format + \param src a pointer to the source pixels + \param src_pitch the pitch of the source pixels, in bytes + \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format + \param dst a pointer to be filled in with premultiplied pixel data + \param dst_pitch the pitch of the destination pixels, in bytes + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.18. + + + + Copy a block of pixels of one format to another format. + + \param width the width of the block to copy, in pixels + \param height the height of the block to copy, in pixels + \param src_format an SDL_PixelFormatEnum value of the `src` pixels format + \param src a pointer to the source pixels + \param src_pitch the pitch of the source pixels, in bytes + \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format + \param dst a pointer to be filled in with new pixel data + \param dst_pitch the pitch of the destination pixels, in bytes + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + + + Copy an existing surface to a new surface of the specified format enum. + + This function operates just like SDL_ConvertSurface(), but accepts an + SDL_PixelFormatEnum value instead of an SDL_PixelFormat structure. As such, + it might be easier to call but it doesn't have access to palette + information for the destination surface, in case that would be important. + + \param src the existing SDL_Surface structure to convert + \param pixel_format the SDL_PixelFormatEnum that the new surface is + optimized for + \param flags the flags are unused and should be set to 0; this is a + leftover from SDL 1.2's API + \returns the new SDL_Surface structure that is created or NULL if it fails; + call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_AllocFormat + \sa SDL_ConvertSurface + \sa SDL_CreateRGBSurface + + + + Copy an existing surface to a new surface of the specified format. + + This function is used to optimize images for faster *repeat* blitting. This + is accomplished by converting the original and storing the result as a new + surface. The new, optimized surface can then be used as the source for + future blits, making them faster. + + \param src the existing SDL_Surface structure to convert + \param fmt the SDL_PixelFormat structure that the new surface is optimized + for + \param flags the flags are unused and should be set to 0; this is a + leftover from SDL 1.2's API + \returns the new SDL_Surface structure that is created or NULL if it fails; + call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_AllocFormat + \sa SDL_ConvertSurfaceFormat + \sa SDL_CreateRGBSurface + + + + Get the clipping rectangle for a surface. + + When `surface` is the destination of a blit, only the area within the clip + rectangle is drawn into. + + \param surface the SDL_Surface structure representing the surface to be + clipped + \param rect an SDL_Rect structure filled in with the clipping rectangle for + the surface + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitSurface + \sa SDL_SetClipRect + + + + Set the clipping rectangle for a surface. + + When `surface` is the destination of a blit, only the area within the clip + rectangle is drawn into. + + Note that blits are automatically clipped to the edges of the source and + destination surfaces. + + \param surface the SDL_Surface structure to be clipped + \param rect the SDL_Rect structure representing the clipping rectangle, or + NULL to disable clipping + \returns SDL_TRUE if the rectangle intersects the surface, otherwise + SDL_FALSE and blits will be completely clipped. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitSurface + \sa SDL_GetClipRect + + + + Get the blend mode used for blit operations. + + \param surface the SDL_Surface structure to query + \param blendMode a pointer filled in with the current SDL_BlendMode + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_SetSurfaceBlendMode + + + + Set the blend mode used for blit operations. + + To copy a surface to another surface (or texture) without blending with the + existing data, the blendmode of the SOURCE surface should be set to + `SDL_BLENDMODE_NONE`. + + \param surface the SDL_Surface structure to update + \param blendMode the SDL_BlendMode to use for blit blending + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetSurfaceBlendMode + + + + Get the additional alpha value used in blit operations. + + \param surface the SDL_Surface structure to query + \param alpha a pointer filled in with the current alpha value + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetSurfaceColorMod + \sa SDL_SetSurfaceAlphaMod + + + + Set an additional alpha value used in blit operations. + + When this surface is blitted, during the blit operation the source alpha + value is modulated by this alpha value according to the following formula: + + `srcA = srcA * (alpha / 255)` + + \param surface the SDL_Surface structure to update + \param alpha the alpha value multiplied into blit operations + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetSurfaceAlphaMod + \sa SDL_SetSurfaceColorMod + + + + Get the additional color value multiplied into blit operations. + + \param surface the SDL_Surface structure to query + \param r a pointer filled in with the current red color value + \param g a pointer filled in with the current green color value + \param b a pointer filled in with the current blue color value + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetSurfaceAlphaMod + \sa SDL_SetSurfaceColorMod + + + + Set an additional color value multiplied into blit operations. + + When this surface is blitted, during the blit operation each source color + channel is modulated by the appropriate color value according to the + following formula: + + `srcC = srcC * (color / 255)` + + \param surface the SDL_Surface structure to update + \param r the red color value multiplied into blit operations + \param g the green color value multiplied into blit operations + \param b the blue color value multiplied into blit operations + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetSurfaceColorMod + \sa SDL_SetSurfaceAlphaMod + + + + Get the color key (transparent pixel) for a surface. + + The color key is a pixel of the format used by the surface, as generated by + SDL_MapRGB(). + + If the surface doesn't have color key enabled this function returns -1. + + \param surface the SDL_Surface structure to query + \param key a pointer filled in with the transparent pixel + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitSurface + \sa SDL_SetColorKey + + + + Returns whether the surface has a color key + + It is safe to pass a NULL `surface` here; it will return SDL_FALSE. + + \param surface the SDL_Surface structure to query + \return SDL_TRUE if the surface has a color key, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.9. + + \sa SDL_SetColorKey + \sa SDL_GetColorKey + + + + Set the color key (transparent pixel) in a surface. + + The color key defines a pixel value that will be treated as transparent in + a blit. For example, one can use this to specify that cyan pixels should be + considered transparent, and therefore not rendered. + + It is a pixel of the format used by the surface, as generated by + SDL_MapRGB(). + + RLE acceleration can substantially speed up blitting of images with large + horizontal runs of transparent pixels. See SDL_SetSurfaceRLE() for details. + + \param surface the SDL_Surface structure to update + \param flag SDL_TRUE to enable color key, SDL_FALSE to disable color key + \param key the transparent pixel + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitSurface + \sa SDL_GetColorKey + + + + Returns whether the surface is RLE enabled + + It is safe to pass a NULL `surface` here; it will return SDL_FALSE. + + \param surface the SDL_Surface structure to query + \returns SDL_TRUE if the surface is RLE enabled, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.14. + + \sa SDL_SetSurfaceRLE + + + + Save a surface to a file. + + Convenience macro. + + Set the RLE acceleration hint for a surface. + + If RLE is enabled, color key and alpha blending blits are much faster, but + the surface must be locked before directly accessing the pixels. + + \param surface the SDL_Surface structure to optimize + \param flag 0 to disable, non-zero to enable RLE acceleration + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitSurface + \sa SDL_LockSurface + \sa SDL_UnlockSurface + + + + Load a surface from a file. + + Convenience macro. + + Save a surface to a seekable SDL data stream in BMP format. + + Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the + BMP directly. Other RGB formats with 8-bit or higher get converted to a + 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit + surface before they are saved. YUV and paletted 1-bit and 4-bit formats are + not supported. + + \param surface the SDL_Surface structure containing the image to be saved + \param dst a data stream to save to + \param freedst non-zero to close the stream after being written + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_LoadBMP_RW + \sa SDL_SaveBMP + + + + Load a BMP image from a seekable SDL data stream. + + The new surface should be freed with SDL_FreeSurface(). Not doing so will + result in a memory leak. + + src is an open SDL_RWops buffer, typically loaded with SDL_RWFromFile. + Alternitavely, you might also use the macro SDL_LoadBMP to load a bitmap + from a file, convert it to an SDL_Surface and then close the file. + + \param src the data stream for the surface + \param freesrc non-zero to close the stream after being read + \returns a pointer to a new SDL_Surface structure or NULL if there was an + error; call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_FreeSurface + \sa SDL_RWFromFile + \sa SDL_LoadBMP + \sa SDL_SaveBMP_RW + + + + Release a surface after directly accessing the pixels. + + \param surface the SDL_Surface structure to be unlocked + + \since This function is available since SDL 2.0.0. + + \sa SDL_LockSurface + + + + Set up a surface for directly accessing the pixels. + + Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write to + and read from `surface->pixels`, using the pixel format stored in + `surface->format`. Once you are done accessing the surface, you should use + SDL_UnlockSurface() to release it. + + Not all surfaces require locking. If `SDL_MUSTLOCK(surface)` evaluates to + 0, then you can read and write to the surface at any time, and the pixel + format of the surface will not change. + + \param surface the SDL_Surface structure to be locked + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_MUSTLOCK + \sa SDL_UnlockSurface + + + + Set the palette used by a surface. + + A single palette can be shared with many surfaces. + + \param surface the SDL_Surface structure to update + \param palette the SDL_Palette structure to use + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + + + Free an RGB surface. + + It is safe to pass NULL to this function. + + \param surface the SDL_Surface to free. + + \since This function is available since SDL 2.0.0. + + \sa SDL_CreateRGBSurface + \sa SDL_CreateRGBSurfaceFrom + \sa SDL_LoadBMP + \sa SDL_LoadBMP_RW + + + + Allocate a new RGB surface with with a specific pixel format and existing + pixel data. + + This function operates mostly like SDL_CreateRGBSurfaceFrom(), except + instead of providing pixel color masks, you provide it with a predefined + format from SDL_PixelFormatEnum. + + No copy is made of the pixel data. Pixel data is not managed automatically; + you must free the surface before you free the pixel data. + + \param pixels a pointer to existing pixel data + \param width the width of the surface + \param height the height of the surface + \param depth the depth of the surface in bits + \param pitch the pitch of the surface in bytes + \param format the SDL_PixelFormatEnum for the new surface's pixel format. + \returns the new SDL_Surface structure that is created or NULL if it fails; + call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.5. + + \sa SDL_CreateRGBSurfaceFrom + \sa SDL_CreateRGBSurfaceWithFormat + \sa SDL_FreeSurface + + + + Allocate a new RGB surface with existing pixel data. + + This function operates mostly like SDL_CreateRGBSurface(), except it does + not allocate memory for the pixel data, instead the caller provides an + existing buffer of data for the surface to use. + + No copy is made of the pixel data. Pixel data is not managed automatically; + you must free the surface before you free the pixel data. + + \param pixels a pointer to existing pixel data + \param width the width of the surface + \param height the height of the surface + \param depth the depth of the surface in bits + \param pitch the pitch of the surface in bytes + \param Rmask the red mask for the pixels + \param Gmask the green mask for the pixels + \param Bmask the blue mask for the pixels + \param Amask the alpha mask for the pixels + \returns the new SDL_Surface structure that is created or NULL if it fails; + call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_CreateRGBSurface + \sa SDL_CreateRGBSurfaceWithFormat + \sa SDL_FreeSurface + + + + Allocate a new RGB surface with a specific pixel format. + + This function operates mostly like SDL_CreateRGBSurface(), except instead + of providing pixel color masks, you provide it with a predefined format + from SDL_PixelFormatEnum. + + \param flags the flags are unused and should be set to 0 + \param width the width of the surface + \param height the height of the surface + \param depth the depth of the surface in bits + \param format the SDL_PixelFormatEnum for the new surface's pixel format. + \returns the new SDL_Surface structure that is created or NULL if it fails; + call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.5. + + \sa SDL_CreateRGBSurface + \sa SDL_CreateRGBSurfaceFrom + \sa SDL_FreeSurface + + + + Allocate a new RGB surface. + + If `depth` is 4 or 8 bits, an empty palette is allocated for the surface. + If `depth` is greater than 8 bits, the pixel format is set using the + [RGBA]mask parameters. + + The [RGBA]mask parameters are the bitmasks used to extract that color from + a pixel. For instance, `Rmask` being 0xFF000000 means the red data is + stored in the most significant byte. Using zeros for the RGB masks sets a + default value, based on the depth. For example: + + ```c++ + SDL_CreateRGBSurface(0,w,h,32,0,0,0,0); + ``` + + However, using zero for the Amask results in an Amask of 0. + + By default surfaces with an alpha mask are set up for blending as with: + + ```c++ + SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_BLEND) + ``` + + You can change this by calling SDL_SetSurfaceBlendMode() and selecting a + different `blendMode`. + + \param flags the flags are unused and should be set to 0 + \param width the width of the surface + \param height the height of the surface + \param depth the depth of the surface in bits + \param Rmask the red mask for the pixels + \param Gmask the green mask for the pixels + \param Bmask the blue mask for the pixels + \param Amask the alpha mask for the pixels + \returns the new SDL_Surface structure that is created or NULL if it fails; + call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_CreateRGBSurfaceFrom + \sa SDL_CreateRGBSurfaceWithFormat + \sa SDL_FreeSurface + + + +Reference count -- used when freeing surface + + +info for fast blit mapping to other surfaces + + +clipping information + + +list of BlitMap that hold a reference to this surface + + +information needed for surfaces requiring locks + + +Application data associated with the surface + + + \brief A collection of pixels used in software blitting. + + \note This structure should be treated as read-only, except for \c pixels, + which, if not NULL, contains the raw pixel data for the surface. + + +\brief The type of function used for surface blitting functions. + + + + Compose a custom blend mode for renderers. + + The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept + the SDL_BlendMode returned by this function if the renderer supports it. + + A blend mode controls how the pixels from a drawing operation (source) get + combined with the pixels from the render target (destination). First, the + components of the source and destination pixels get multiplied with their + blend factors. Then, the blend operation takes the two products and + calculates the result that will get stored in the render target. + + Expressed in pseudocode, it would look like this: + + ```c + dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor); + dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor); + ``` + + Where the functions `colorOperation(src, dst)` and `alphaOperation(src, + dst)` can return one of the following: + + - `src + dst` + - `src - dst` + - `dst - src` + - `min(src, dst)` + - `max(src, dst)` + + The red, green, and blue components are always multiplied with the first, + second, and third components of the SDL_BlendFactor, respectively. The + fourth component is not used. + + The alpha component is always multiplied with the fourth component of the + SDL_BlendFactor. The other components are not used in the alpha + calculation. + + Support for these blend modes varies for each renderer. To check if a + specific SDL_BlendMode is supported, create a renderer and pass it to + either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will + return with an error if the blend mode is not supported. + + This list describes the support of custom blend modes for each renderer in + SDL 2.0.6. All renderers support the four blend modes listed in the + SDL_BlendMode enumeration. + + - **direct3d**: Supports all operations with all factors. However, some + factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and + `SDL_BLENDOPERATION_MAXIMUM`. + - **direct3d11**: Same as Direct3D 9. + - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all + factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with SDL + 2.0.6. + - **opengles**: Supports the `SDL_BLENDOPERATION_ADD` operation with all + factors. Color and alpha factors need to be the same. OpenGL ES 1 + implementation specific: May also support `SDL_BLENDOPERATION_SUBTRACT` + and `SDL_BLENDOPERATION_REV_SUBTRACT`. May support color and alpha + operations being different from each other. May support color and alpha + factors being different from each other. + - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`, + `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT` + operations with all factors. + - **psp**: No custom blend mode support. + - **software**: No custom blend mode support. + + Some renderers do not provide an alpha component for the default render + target. The `SDL_BLENDFACTOR_DST_ALPHA` and + `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this + case. + + \param srcColorFactor the SDL_BlendFactor applied to the red, green, and + blue components of the source pixels + \param dstColorFactor the SDL_BlendFactor applied to the red, green, and + blue components of the destination pixels + \param colorOperation the SDL_BlendOperation used to combine the red, + green, and blue components of the source and + destination pixels + \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of + the source pixels + \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of + the destination pixels + \param alphaOperation the SDL_BlendOperation used to combine the alpha + component of the source and destination pixels + \returns an SDL_BlendMode that represents the chosen factors and + operations. + + \since This function is available since SDL 2.0.6. + + \sa SDL_SetRenderDrawBlendMode + \sa SDL_GetRenderDrawBlendMode + \sa SDL_SetTextureBlendMode + \sa SDL_GetTextureBlendMode + + + + Calculate the intersection of a rectangle and line segment with float + precision. + + This function is used to clip a line segment to a rectangle. A line segment + contained entirely within the rectangle or that does not intersect will + remain unchanged. A line segment that crosses the rectangle at either or + both ends will be clipped to the boundary of the rectangle and the new + coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. + + \param rect an SDL_FRect structure representing the rectangle to intersect + \param X1 a pointer to the starting X-coordinate of the line + \param Y1 a pointer to the starting Y-coordinate of the line + \param X2 a pointer to the ending X-coordinate of the line + \param Y2 a pointer to the ending Y-coordinate of the line + \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.22. + + + + Calculate a minimal rectangle enclosing a set of points with float + precision. + + If `clip` is not NULL then only points inside of the clipping rectangle are + considered. + + \param points an array of SDL_FPoint structures representing points to be + enclosed + \param count the number of structures in the `points` array + \param clip an SDL_FRect used for clipping or NULL to enclose all points + \param result an SDL_FRect structure filled in with the minimal enclosing + rectangle + \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the + points were outside of the clipping rectangle. + + \since This function is available since SDL 2.0.22. + + + + Calculate the union of two rectangles with float precision. + + \param A an SDL_FRect structure representing the first rectangle + \param B an SDL_FRect structure representing the second rectangle + \param result an SDL_FRect structure filled in with the union of rectangles + `A` and `B` + + \since This function is available since SDL 2.0.22. + + + + Calculate the intersection of two rectangles with float precision. + + If `result` is NULL then this function will return SDL_FALSE. + + \param A an SDL_FRect structure representing the first rectangle + \param B an SDL_FRect structure representing the second rectangle + \param result an SDL_FRect structure filled in with the intersection of + rectangles `A` and `B` + \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.22. + + \sa SDL_HasIntersectionF + + + + Determine whether two rectangles intersect with float precision. + + If either pointer is NULL the function will return SDL_FALSE. + + \param A an SDL_FRect structure representing the first rectangle + \param B an SDL_FRect structure representing the second rectangle + \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.22. + + \sa SDL_IntersectRect + + + + Returns true if the two rectangles are equal, using a default epsilon. + + \since This function is available since SDL 2.0.22. + + + + Returns true if the two rectangles are equal, within some given epsilon. + + \since This function is available since SDL 2.0.22. + + + +Returns true if the rectangle has no area. + + + +Returns true if point resides inside a rectangle. + + + + Calculate the intersection of a rectangle and line segment. + + This function is used to clip a line segment to a rectangle. A line segment + contained entirely within the rectangle or that does not intersect will + remain unchanged. A line segment that crosses the rectangle at either or + both ends will be clipped to the boundary of the rectangle and the new + coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. + + \param rect an SDL_Rect structure representing the rectangle to intersect + \param X1 a pointer to the starting X-coordinate of the line + \param Y1 a pointer to the starting Y-coordinate of the line + \param X2 a pointer to the ending X-coordinate of the line + \param Y2 a pointer to the ending Y-coordinate of the line + \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.0. + + + + Calculate a minimal rectangle enclosing a set of points. + + If `clip` is not NULL then only points inside of the clipping rectangle are + considered. + + \param points an array of SDL_Point structures representing points to be + enclosed + \param count the number of structures in the `points` array + \param clip an SDL_Rect used for clipping or NULL to enclose all points + \param result an SDL_Rect structure filled in with the minimal enclosing + rectangle + \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the + points were outside of the clipping rectangle. + + \since This function is available since SDL 2.0.0. + + + + Calculate the union of two rectangles. + + \param A an SDL_Rect structure representing the first rectangle + \param B an SDL_Rect structure representing the second rectangle + \param result an SDL_Rect structure filled in with the union of rectangles + `A` and `B` + + \since This function is available since SDL 2.0.0. + + + + Calculate the intersection of two rectangles. + + If `result` is NULL then this function will return SDL_FALSE. + + \param A an SDL_Rect structure representing the first rectangle + \param B an SDL_Rect structure representing the second rectangle + \param result an SDL_Rect structure filled in with the intersection of + rectangles `A` and `B` + \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.0. + + \sa SDL_HasIntersection + + + + Determine whether two rectangles intersect. + + If either pointer is NULL the function will return SDL_FALSE. + + \param A an SDL_Rect structure representing the first rectangle + \param B an SDL_Rect structure representing the second rectangle + \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.0. + + \sa SDL_IntersectRect + + + +Returns true if the two rectangles are equal. + + + +Returns true if the rectangle has no area. + + + +Returns true if point resides inside a rectangle. + + + + A rectangle, with the origin at the upper left (floating point). + + \sa SDL_FRectEmpty + \sa SDL_FRectEquals + \sa SDL_FRectEqualsEpsilon + \sa SDL_HasIntersectionF + \sa SDL_IntersectFRect + \sa SDL_IntersectFRectAndLine + \sa SDL_UnionFRect + \sa SDL_EncloseFPoints + \sa SDL_PointInFRect + + + + A rectangle, with the origin at the upper left (integer). + + \sa SDL_RectEmpty + \sa SDL_RectEquals + \sa SDL_HasIntersection + \sa SDL_IntersectRect + \sa SDL_IntersectRectAndLine + \sa SDL_UnionRect + \sa SDL_EnclosePoints + + + + The structure that defines a point (floating point) + + \sa SDL_EncloseFPoints + \sa SDL_PointInFRect + + + + Use this function to write 64 bits in native format to a SDL_RWops as + big-endian data. + + SDL byteswaps the data only if necessary, so the application always + specifies native format, and the data written will be in big-endian format. + + \param dst the stream to which data will be written + \param value the data to be written, in native format + \returns 1 on successful write, 0 on error. + + \since This function is available since SDL 2.0.0. + + \sa SDL_WriteLE64 + + + + Use this function to write 64 bits in native format to a SDL_RWops as + little-endian data. + + SDL byteswaps the data only if necessary, so the application always + specifies native format, and the data written will be in little-endian + format. + + \param dst the stream to which data will be written + \param value the data to be written, in native format + \returns 1 on successful write, 0 on error. + + \since This function is available since SDL 2.0.0. + + \sa SDL_WriteBE64 + + + + Use this function to write 32 bits in native format to a SDL_RWops as + big-endian data. + + SDL byteswaps the data only if necessary, so the application always + specifies native format, and the data written will be in big-endian format. + + \param dst the stream to which data will be written + \param value the data to be written, in native format + \returns 1 on successful write, 0 on error. + + \since This function is available since SDL 2.0.0. + + \sa SDL_WriteLE32 + + + + Use this function to write 32 bits in native format to a SDL_RWops as + little-endian data. + + SDL byteswaps the data only if necessary, so the application always + specifies native format, and the data written will be in little-endian + format. + + \param dst the stream to which data will be written + \param value the data to be written, in native format + \returns 1 on successful write, 0 on error. + + \since This function is available since SDL 2.0.0. + + \sa SDL_WriteBE32 + + + + Use this function to write 16 bits in native format to a SDL_RWops as + big-endian data. + + SDL byteswaps the data only if necessary, so the application always + specifies native format, and the data written will be in big-endian format. + + \param dst the stream to which data will be written + \param value the data to be written, in native format + \returns 1 on successful write, 0 on error. + + \since This function is available since SDL 2.0.0. + + \sa SDL_WriteLE16 + + + + Use this function to write 16 bits in native format to a SDL_RWops as + little-endian data. + + SDL byteswaps the data only if necessary, so the application always + specifies native format, and the data written will be in little-endian + format. + + \param dst the stream to which data will be written + \param value the data to be written, in native format + \returns 1 on successful write, 0 on error. + + \since This function is available since SDL 2.0.0. + + \sa SDL_WriteBE16 + + + + \name Write endian functions + + Write an item of native format to the specified endianness. + + Use this function to write a byte to an SDL_RWops. + + \param dst the SDL_RWops to write to + \param value the byte value to write + \returns 1 on success or 0 on failure; call SDL_GetError() for more + information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_ReadU8 + + + + Use this function to read 64 bits of big-endian data from an SDL_RWops and + return in native format. + + SDL byteswaps the data only if necessary, so the data returned will be in + the native byte order. + + \param src the stream from which to read data + \returns 64 bits of data in the native byte order of the platform. + + \since This function is available since SDL 2.0.0. + + \sa SDL_ReadLE64 + + + + Use this function to read 64 bits of little-endian data from an SDL_RWops + and return in native format. + + SDL byteswaps the data only if necessary, so the data returned will be in + the native byte order. + + \param src the stream from which to read data + \returns 64 bits of data in the native byte order of the platform. + + \since This function is available since SDL 2.0.0. + + \sa SDL_ReadBE64 + + + + Use this function to read 32 bits of big-endian data from an SDL_RWops and + return in native format. + + SDL byteswaps the data only if necessary, so the data returned will be in + the native byte order. + + \param src the stream from which to read data + \returns 32 bits of data in the native byte order of the platform. + + \since This function is available since SDL 2.0.0. + + \sa SDL_ReadLE32 + + + + Use this function to read 32 bits of little-endian data from an SDL_RWops + and return in native format. + + SDL byteswaps the data only if necessary, so the data returned will be in + the native byte order. + + \param src the stream from which to read data + \returns 32 bits of data in the native byte order of the platform. + + \since This function is available since SDL 2.0.0. + + \sa SDL_ReadBE32 + + + + Use this function to read 16 bits of big-endian data from an SDL_RWops and + return in native format. + + SDL byteswaps the data only if necessary, so the data returned will be in + the native byte order. + + \param src the stream from which to read data + \returns 16 bits of data in the native byte order of the platform. + + \since This function is available since SDL 2.0.0. + + \sa SDL_ReadLE16 + + + + Use this function to read 16 bits of little-endian data from an SDL_RWops + and return in native format. + + SDL byteswaps the data only if necessary, so the data returned will be in + the native byte order. + + \param src the stream from which to read data + \returns 16 bits of data in the native byte order of the platform. + + \since This function is available since SDL 2.0.0. + + \sa SDL_ReadBE16 + + + + \name Read endian functions + + Read an item of the specified endianness and return in native format. + + Use this function to read a byte from an SDL_RWops. + + \param src the SDL_RWops to read from + \returns the read byte on success or 0 on failure; call SDL_GetError() for + more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_WriteU8 + + + + Load all the data from a file path. + + The data is allocated with a zero byte at the end (null terminated) for + convenience. This extra byte is not included in the value reported via + `datasize`. + + The data should be freed with SDL_free(). + + Prior to SDL 2.0.10, this function was a macro wrapping around + SDL_LoadFile_RW. + + \param file the path to read all available data from + \param datasize if not NULL, will store the number of bytes read + \returns the data, or NULL if there was an error. + + \since This function is available since SDL 2.0.10. + + + + Load all the data from an SDL data stream. + + The data is allocated with a zero byte at the end (null terminated) for + convenience. This extra byte is not included in the value reported via + `datasize`. + + The data should be freed with SDL_free(). + + \param src the SDL_RWops to read all available data from + \param datasize if not NULL, will store the number of bytes read + \param freesrc if non-zero, calls SDL_RWclose() on `src` before returning + \returns the data, or NULL if there was an error. + + \since This function is available since SDL 2.0.6. + + + + Close and free an allocated SDL_RWops structure. + + SDL_RWclose() closes and cleans up the SDL_RWops stream. It releases any + resources used by the stream and frees the SDL_RWops itself with + SDL_FreeRW(). This returns 0 on success, or -1 if the stream failed to + flush to its output (e.g. to disk). + + Note that if this fails to flush the stream to disk, this function reports + an error, but the SDL_RWops is still invalid once this function returns. + + Prior to SDL 2.0.10, this function was a macro. + + \param context SDL_RWops structure to close + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.10. + + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWseek + \sa SDL_RWwrite + + + + Write to an SDL_RWops data stream. + + This function writes exactly `num` objects each of size `size` from the + area pointed at by `ptr` to the stream. If this fails for any reason, it'll + return less than `num` to demonstrate how far the write progressed. On + success, it returns `num`. + + SDL_RWwrite is actually a function wrapper that calls the SDL_RWops's + `write` method appropriately, to simplify application development. + + Prior to SDL 2.0.10, this function was a macro. + + \param context a pointer to an SDL_RWops structure + \param ptr a pointer to a buffer containing data to write + \param size the size of an object to write, in bytes + \param num the number of objects to write + \returns the number of objects written, which will be less than **num** on + error; call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.10. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWseek + + + + Read from a data source. + + This function reads up to `maxnum` objects each of size `size` from the + data source to the area pointed at by `ptr`. This function may read less + objects than requested. It will return zero when there has been an error or + the data stream is completely read. + + SDL_RWread() is actually a function wrapper that calls the SDL_RWops's + `read` method appropriately, to simplify application development. + + Prior to SDL 2.0.10, this function was a macro. + + \param context a pointer to an SDL_RWops structure + \param ptr a pointer to a buffer to read data into + \param size the size of each object to read, in bytes + \param maxnum the maximum number of objects to be read + \returns the number of objects read, or 0 at error or end of file; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.10. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWseek + \sa SDL_RWwrite + + + + Determine the current read/write offset in an SDL_RWops data stream. + + SDL_RWtell is actually a wrapper function that calls the SDL_RWops's `seek` + method, with an offset of 0 bytes from `RW_SEEK_CUR`, to simplify + application development. + + Prior to SDL 2.0.10, this function was a macro. + + \param context a SDL_RWops data stream object from which to get the current + offset + \returns the current offset in the stream, or -1 if the information can not + be determined. + + \since This function is available since SDL 2.0.10. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWseek + \sa SDL_RWwrite + + + + Seek within an SDL_RWops data stream. + + This function seeks to byte `offset`, relative to `whence`. + + `whence` may be any of the following values: + + - `RW_SEEK_SET`: seek from the beginning of data + - `RW_SEEK_CUR`: seek relative to current read point + - `RW_SEEK_END`: seek relative to the end of data + + If this stream can not seek, it will return -1. + + SDL_RWseek() is actually a wrapper function that calls the SDL_RWops's + `seek` method appropriately, to simplify application development. + + Prior to SDL 2.0.10, this function was a macro. + + \param context a pointer to an SDL_RWops structure + \param offset an offset in bytes, relative to **whence** location; can be + negative + \param whence any of `RW_SEEK_SET`, `RW_SEEK_CUR`, `RW_SEEK_END` + \returns the final offset in the data stream after the seek or -1 on error. + + \since This function is available since SDL 2.0.10. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWtell + \sa SDL_RWwrite + + + + Use this function to get the size of the data stream in an SDL_RWops. + + Prior to SDL 2.0.10, this function was a macro. + + \param context the SDL_RWops to get the size of the data stream from + \returns the size of the data stream in the SDL_RWops on success, -1 if + unknown or a negative error code on failure; call SDL_GetError() + for more information. + + \since This function is available since SDL 2.0.10. + + + + Use this function to free an SDL_RWops structure allocated by + SDL_AllocRW(). + + Applications do not need to use this function unless they are providing + their own SDL_RWops implementation. If you just need a SDL_RWops to + read/write a common data source, you should use the built-in + implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc, and + call the **close** method on those SDL_RWops pointers when you are done + with them. + + Only use SDL_FreeRW() on pointers returned by SDL_AllocRW(). The pointer is + invalid as soon as this function returns. Any extra memory allocated during + creation of the SDL_RWops is not freed by SDL_FreeRW(); the programmer must + be responsible for managing that memory in their **close** method. + + \param area the SDL_RWops structure to be freed + + \since This function is available since SDL 2.0.0. + + \sa SDL_AllocRW + + + + Use this function to allocate an empty, unpopulated SDL_RWops structure. + + Applications do not need to use this function unless they are providing + their own SDL_RWops implementation. If you just need a SDL_RWops to + read/write a common data source, you should use the built-in + implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc. + + You must free the returned pointer with SDL_FreeRW(). Depending on your + operating system and compiler, there may be a difference between the + malloc() and free() your program uses and the versions SDL calls + internally. Trying to mix the two can cause crashing such as segmentation + faults. Since all SDL_RWops must free themselves when their **close** + method is called, all SDL_RWops must be allocated through this function, so + they can all be freed correctly with SDL_FreeRW(). + + \returns a pointer to the allocated memory on success, or NULL on failure; + call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_FreeRW + + + + Use this function to prepare a read-only memory buffer for use with RWops. + + This function sets up an SDL_RWops struct based on a memory area of a + certain size. It assumes the memory area is not writable. + + Attempting to write to this RWops stream will report an error without + writing to the memory buffer. + + This memory buffer is not copied by the RWops; the pointer you provide must + remain valid until you close the stream. Closing the stream will not free + the original buffer. + + If you need to write to a memory buffer, you should use SDL_RWFromMem() + with a writable buffer of memory instead. + + \param mem a pointer to a read-only buffer to feed an SDL_RWops stream + \param size the buffer size, in bytes + \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWseek + \sa SDL_RWtell + + + + Use this function to prepare a read-write memory buffer for use with + SDL_RWops. + + This function sets up an SDL_RWops struct based on a memory area of a + certain size, for both read and write access. + + This memory buffer is not copied by the RWops; the pointer you provide must + remain valid until you close the stream. Closing the stream will not free + the original buffer. + + If you need to make sure the RWops never writes to the memory buffer, you + should use SDL_RWFromConstMem() with a read-only buffer of memory instead. + + \param mem a pointer to a buffer to feed an SDL_RWops stream + \param size the buffer size, in bytes + \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWseek + \sa SDL_RWtell + \sa SDL_RWwrite + + + + Use this function to create an SDL_RWops structure from a standard I/O file + pointer (stdio.h's `FILE*`). + + This function is not available on Windows, since files opened in an + application on that platform cannot be used by a dynamically linked + library. + + On some platforms, the first parameter is a `void*`, on others, it's a + `FILE*`, depending on what system headers are available to SDL. It is + always intended to be the `FILE*` type from the C runtime's stdio.h. + + \param fp the `FILE*` that feeds the SDL_RWops stream + \param autoclose SDL_TRUE to close the `FILE*` when closing the SDL_RWops, + SDL_FALSE to leave the `FILE*` open when the RWops is + closed + \returns a pointer to the SDL_RWops structure that is created, or NULL on + failure; call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWseek + \sa SDL_RWtell + \sa SDL_RWwrite + + + + \name RWFrom functions + + Functions to create SDL_RWops structures from various data streams. + + Use this function to create a new SDL_RWops structure for reading from + and/or writing to a named file. + + The `mode` string is treated roughly the same as in a call to the C + library's fopen(), even if SDL doesn't happen to use fopen() behind the + scenes. + + Available `mode` strings: + + - "r": Open a file for reading. The file must exist. + - "w": Create an empty file for writing. If a file with the same name + already exists its content is erased and the file is treated as a new + empty file. + - "a": Append to a file. Writing operations append data at the end of the + file. The file is created if it does not exist. + - "r+": Open a file for update both reading and writing. The file must + exist. + - "w+": Create an empty file for both reading and writing. If a file with + the same name already exists its content is erased and the file is + treated as a new empty file. + - "a+": Open a file for reading and appending. All writing operations are + performed at the end of the file, protecting the previous content to be + overwritten. You can reposition (fseek, rewind) the internal pointer to + anywhere in the file for reading, but writing operations will move it + back to the end of file. The file is created if it does not exist. + + **NOTE**: In order to open a file as a binary file, a "b" character has to + be included in the `mode` string. This additional "b" character can either + be appended at the end of the string (thus making the following compound + modes: "rb", "wb", "ab", "r+b", "w+b", "a+b") or be inserted between the + letter and the "+" sign for the mixed modes ("rb+", "wb+", "ab+"). + Additional characters may follow the sequence, although they should have no + effect. For example, "t" is sometimes appended to make explicit the file is + a text file. + + This function supports Unicode filenames, but they must be encoded in UTF-8 + format, regardless of the underlying operating system. + + As a fallback, SDL_RWFromFile() will transparently open a matching filename + in an Android app's `assets`. + + Closing the SDL_RWops will close the file handle SDL is holding internally. + + \param file a UTF-8 string representing the filename to open + \param mode an ASCII string representing the mode to be used for opening + the file. + \returns a pointer to the SDL_RWops structure that is created, or NULL on + failure; call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWseek + \sa SDL_RWtell + \sa SDL_RWwrite + + + +Return the size of the file in this rwops, or -1 if unknown + + + Seek to \c offset relative to \c whence, one of stdio's whence values: + RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END + + \return the final offset in the data stream, or -1 on error. + + + Read up to \c maxnum objects each of size \c size from the data + stream to the area pointed at by \c ptr. + + \return the number of objects read, or 0 at error or end of file. + + + Write exactly \c num objects each of size \c size from the area + pointed at by \c ptr to data stream. + + \return the number of objects written, or 0 at error or end of file. + + + Close and free an allocated SDL_RWops structure. + + \return 0 if successful or -1 on write error when flushing data. + + + + Clear any previous error message for this thread. + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetError + \sa SDL_SetError + + + + Get the last error message that was set for the current thread. + + This allows the caller to copy the error string into a provided buffer, but + otherwise operates exactly the same as SDL_GetError(). + + \param errstr A buffer to fill with the last error message that was set for + the current thread + \param maxlen The size of the buffer pointed to by the errstr parameter + \returns the pointer passed in as the `errstr` parameter. + + \since This function is available since SDL 2.0.14. + + \sa SDL_GetError + + + + Retrieve a message about the last error that occurred on the current + thread. + + It is possible for multiple errors to occur before calling SDL_GetError(). + Only the last error is returned. + + The message is only applicable when an SDL function has signaled an error. + You must check the return values of SDL function calls to determine when to + appropriately call SDL_GetError(). You should *not* use the results of + SDL_GetError() to decide if an error has occurred! Sometimes SDL will set + an error string even when reporting success. + + SDL will *not* clear the error string for successful API calls. You *must* + check return values for failure cases before you can assume the error + string applies. + + Error strings are set per-thread, so an error set in a different thread + will not interfere with the current thread's operation. + + The returned string is internally allocated and must not be freed by the + application. + + \returns a message with information about the specific error that occurred, + or an empty string if there hasn't been an error message set since + the last call to SDL_ClearError(). The message is only applicable + when an SDL function has signaled an error. You must check the + return values of SDL function calls to determine when to + appropriately call SDL_GetError(). + + \since This function is available since SDL 2.0.0. + + \sa SDL_ClearError + \sa SDL_SetError + + + + Calculate a 256 entry gamma ramp for a gamma value. + + \param gamma a gamma value where 0.0 is black and 1.0 is identity + \param ramp an array of 256 values filled in with the gamma ramp + + \since This function is available since SDL 2.0.0. + + \sa SDL_SetWindowGammaRamp + + + + Get RGBA values from a pixel in the specified format. + + This function uses the entire 8-bit [0..255] range when converting color + components from pixel formats with less than 8-bits per RGB component + (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, + 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). + + If the surface has no alpha component, the alpha will be returned as 0xff + (100% opaque). + + \param pixel a pixel value + \param format an SDL_PixelFormat structure describing the format of the + pixel + \param r a pointer filled in with the red component + \param g a pointer filled in with the green component + \param b a pointer filled in with the blue component + \param a a pointer filled in with the alpha component + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetRGB + \sa SDL_MapRGB + \sa SDL_MapRGBA + + + + Get RGB values from a pixel in the specified format. + + This function uses the entire 8-bit [0..255] range when converting color + components from pixel formats with less than 8-bits per RGB component + (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, + 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). + + \param pixel a pixel value + \param format an SDL_PixelFormat structure describing the format of the + pixel + \param r a pointer filled in with the red component + \param g a pointer filled in with the green component + \param b a pointer filled in with the blue component + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetRGBA + \sa SDL_MapRGB + \sa SDL_MapRGBA + + + + Map an RGBA quadruple to a pixel value for a given pixel format. + + This function maps the RGBA color value to the specified pixel format and + returns the pixel value best approximating the given RGBA color value for + the given pixel format. + + If the specified pixel format has no alpha component the alpha value will + be ignored (as it will be in formats with a palette). + + If the format has a palette (8-bit) the index of the closest matching color + in the palette will be returned. + + If the pixel format bpp (color depth) is less than 32-bpp then the unused + upper bits of the return value can safely be ignored (e.g., with a 16-bpp + format the return value can be assigned to a Uint16, and similarly a Uint8 + for an 8-bpp format). + + \param format an SDL_PixelFormat structure describing the format of the + pixel + \param r the red component of the pixel in the range 0-255 + \param g the green component of the pixel in the range 0-255 + \param b the blue component of the pixel in the range 0-255 + \param a the alpha component of the pixel in the range 0-255 + \returns a pixel value + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetRGB + \sa SDL_GetRGBA + \sa SDL_MapRGB + + + + Map an RGB triple to an opaque pixel value for a given pixel format. + + This function maps the RGB color value to the specified pixel format and + returns the pixel value best approximating the given RGB color value for + the given pixel format. + + If the format has a palette (8-bit) the index of the closest matching color + in the palette will be returned. + + If the specified pixel format has an alpha component it will be returned as + all 1 bits (fully opaque). + + If the pixel format bpp (color depth) is less than 32-bpp then the unused + upper bits of the return value can safely be ignored (e.g., with a 16-bpp + format the return value can be assigned to a Uint16, and similarly a Uint8 + for an 8-bpp format). + + \param format an SDL_PixelFormat structure describing the pixel format + \param r the red component of the pixel in the range 0-255 + \param g the green component of the pixel in the range 0-255 + \param b the blue component of the pixel in the range 0-255 + \returns a pixel value + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetRGB + \sa SDL_GetRGBA + \sa SDL_MapRGBA + + + + Free a palette created with SDL_AllocPalette(). + + \param palette the SDL_Palette structure to be freed + + \since This function is available since SDL 2.0.0. + + \sa SDL_AllocPalette + + + + Set a range of colors in a palette. + + \param palette the SDL_Palette structure to modify + \param colors an array of SDL_Color structures to copy into the palette + \param firstcolor the index of the first palette entry to modify + \param ncolors the number of entries to modify + \returns 0 on success or a negative error code if not all of the colors + could be set; call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_AllocPalette + \sa SDL_CreateRGBSurface + + + + Set the palette for a pixel format structure. + + \param format the SDL_PixelFormat structure that will use the palette + \param palette the SDL_Palette structure that will be used + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_AllocPalette + \sa SDL_FreePalette + + + + Create a palette structure with the specified number of color entries. + + The palette entries are initialized to white. + + \param ncolors represents the number of color entries in the color palette + \returns a new SDL_Palette structure on success or NULL on failure (e.g. if + there wasn't enough memory); call SDL_GetError() for more + information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_FreePalette + + + + Free an SDL_PixelFormat structure allocated by SDL_AllocFormat(). + + \param format the SDL_PixelFormat structure to free + + \since This function is available since SDL 2.0.0. + + \sa SDL_AllocFormat + + + + Create an SDL_PixelFormat structure corresponding to a pixel format. + + Returned structure may come from a shared global cache (i.e. not newly + allocated), and hence should not be modified, especially the palette. Weird + errors such as `Blit combination not supported` may occur. + + \param pixel_format one of the SDL_PixelFormatEnum values + \returns the new SDL_PixelFormat structure or NULL on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_FreeFormat + + + + Convert a bpp value and RGBA masks to an enumerated pixel format. + + This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't + possible. + + \param bpp a bits per pixel value; usually 15, 16, or 32 + \param Rmask the red mask for the format + \param Gmask the green mask for the format + \param Bmask the blue mask for the format + \param Amask the alpha mask for the format + \returns one of the SDL_PixelFormatEnum values + + \since This function is available since SDL 2.0.0. + + \sa SDL_PixelFormatEnumToMasks + + + + Convert one of the enumerated pixel formats to a bpp value and RGBA masks. + + \param format one of the SDL_PixelFormatEnum values + \param bpp a bits per pixel value; usually 15, 16, or 32 + \param Rmask a pointer filled in with the red mask for the format + \param Gmask a pointer filled in with the green mask for the format + \param Bmask a pointer filled in with the blue mask for the format + \param Amask a pointer filled in with the alpha mask for the format + \returns SDL_TRUE on success or SDL_FALSE if the conversion wasn't + possible; call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_MasksToPixelFormatEnum + + + + Get the human readable name of a pixel format. + + \param format the pixel format to query + \returns the human readable name of the specified pixel format or + `SDL_PIXELFORMAT_UNKNOWN` if the format isn't recognized. + + \since This function is available since SDL 2.0.0. + + + +\note Everything in the pixel format structure is read-only. + + + +The bits of this structure can be directly reinterpreted as an integer-packed +color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 +on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems). + + + + If a + b would overflow, return -1. Otherwise store a + b via ret + and return 0. + + \since This function is available since SDL 2.24.0. + + + + If a * b would overflow, return -1. Otherwise store a * b via ret + and return 0. + + \since This function is available since SDL 2.24.0. + + + + This function converts a string between encodings in one pass, returning a + string that must be freed with SDL_free() or NULL on error. + + \since This function is available since SDL 2.0.0. + + + + Get the number of outstanding (unfreed) allocations + + \since This function is available since SDL 2.0.7. + + + + Replace SDL's memory allocation functions with a custom set + + \since This function is available since SDL 2.0.7. + + + + Get the current set of SDL memory functions + + \since This function is available since SDL 2.0.7. + + + + Get the original set of SDL memory functions + + \since This function is available since SDL 2.24.0. + + + +\endcond + \file begin_code.h + + This file sets things up for C dynamic library function definitions, + static inlined functions, and structures aligned at 4-byte alignment. + If you don't like ugly C preprocessor code, don't look at this file. :) + + + +\name Floating-point constants + +\cond + + +\brief An unsigned 64-bit integer type. + + + +\brief A signed 64-bit integer type. + + + +\brief An unsigned 32-bit integer type. + + + +\brief A signed 32-bit integer type. + + + +\brief An unsigned 16-bit integer type. + + + +\brief A signed 16-bit integer type. + + + +\brief An unsigned 8-bit integer type. + + + +\brief A signed 8-bit integer type. + + + + \file close_code.h + + This file reverses the effects of begin_code.h and should be included + after you finish any function and structure declarations in your headers + + + + \file SDL_stdinc.h + + This is a general header that includes C language support. + + \file SDL_platform.h + + Try to get a standard set of platform defines. + + \file begin_code.h + + This file sets things up for C dynamic library function definitions, + static inlined functions, and structures aligned at 4-byte alignment. + If you don't like ugly C preprocessor code, don't look at this file. :) + + Get the name of the platform. + + Here are the names returned for some (but not all) supported platforms: + + - "Windows" + - "Mac OS X" + - "Linux" + - "iOS" + - "Android" + + \returns the name of the platform. If the correct platform name is not + available, returns a string beginning with the text "Unknown". + + \since This function is available since SDL 2.0.0. + + + +*!************************************************************************* + + + +Marks the application to stop at the end of the current frame. + + + + +Whether or not the application is currently in fullscreen mode or not. + + + + +Retrieves the designated height of the current window. + + + + +Retrieves the designated width of the current window. + + + + +Whether or not the engine is in a paused state where script updates and +physics are not in play. + + + + +Whether or not the engine is playing. This will always be true on Publish. +On Debug/Release builds, this is true when the editor is in Play Mode. It +will also be true even if the editor is in Play Mode but is paused. + + + + +Static class that contains useful properties for querying the state of the +engine. + + + + +Sets the parent of this Transform component. + + +Entity that contains the Transform component that this Transform will be +parented to. If null, unparenting will occur. + + +If true, the transform values of this Transform component will retain their +pre-parent-change global transforms. The local transform values will be +modified to ensure that the global transforms do not change. + + + + +Parent Transform that affects this Transform. + + + + +Global scale stored by this Transform. + + + + +Global euler angle rotations stored by this Transform. + + + + +Global rotation quaternion stored by this Transform. + + + + +Global position stored by this Transform. + + + + +Local scale stored by this Transform. + + + + +Local euler angle rotations stored by this Transform. + + + + +Local rotation quaternion stored by this Transform. + + + + +Local position stored by this Transform. + + + + +Constructs a Transform Component that represents a native Transform component +tied to the specified Entity. + + Entity that this Component will be tied to. + + + +CLR version of the SHADE Engine's TransformComponent. + + + + +Compares if two float values are close enough to be the same with the +specified tolerance value. + + One of the values to compare. + The other value to compare. + Tolerance for floating point comparison. + True if a and b are practically the same. + + + +Compares if two float values are close enough to be the same with a tolerance +of Epsilon. + + One of the values to compare. + The other value to compare. + True if a and b are practically the same. + + + +Calculates the linear parameter t that produces the interpolant value within +the range [a, b]. + + Start value. + End value. + Value between start and end. + Percentage of value between start and end. + + + +Linearly interpolates between a and b by t. +The parameter t is not clamped and a value based on a and b is supported. +If t is less than zero, or greater than one, then LerpUnclamped will result +in a return value outside the range a to b. + + The start value. + The end value. + The interpolation value between the two float. + The interpolated float result between the two float values. + + + +Linearly interpolates between a and b by t. +The parameter t is clamped to the range [0, 1]. + + The start value. + The end value. + The interpolation value between the two float. + The interpolated float result between the two float values. + + + +Converts an angle from radian representation to degree representation. + + Radian-based angle to convert. + The specified angle in degrees. + + + +Converts an angle from degree representation to radian representation. + + Degree-based angle to convert. + The specified angle in radians. + + + +Wraps a value if they get to low or too high. + + Value to wrap. + Minimum value to wrap at. + Maximum value to wrap at. + Wrapped value. + + + +Small value used for single precision floating point comparisons. + + + + +Radians-to-degrees conversion constant + + + + +Degrees-to-radians conversion constant + + + + +Contains utility Math functions. + + + + +Logs a native exception that is formatted nicely to the output. + + Native exception to log. + Name of the one responsible for the exception. + + + +Logs an exception that is formatted nicely to the output. + + Name of the one responsible for the exception. + Exception to log. + + + +Logs a native exception that is formatted nicely to the output. +Equivalent to calling +LogException(exception, Convert::ToNative(thrower->GetType()->Name)); + + Native exception to log. + +Object that threw the exception to label the exception message. +The name of the object will be used. + + + + +Logs an exception that is formatted nicely to the output. + + Exception to log. + +Object that threw the exception to label the exception message. +The name of the object will be used. + + + + +Logs an exception that is formatted nicely to the output. + + Exception to log. + + + +Logs a error message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Name of the object that threw the error to label the error message. +The name of the object will be used. + + + + +Logs a error message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Name of the object that threw the error to label the error message. +The name of the object will be used. + + + + +Logs a error message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Object that threw the error to label the error message. +The name of the object will be used. + + + + +Logs a error message to the output. + + The string to output. + + + +Logs a error message to the output. + + The string to output. + + + +Logs a warning message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Name of the object that threw the warning to label the warning message. +The name of the object will be used. + + + + +Logs a warning message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Name of the object that threw the warning to label the warning message. +The name of the object will be used. + + + + +Logs a warning message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Object that threw the warning to label the warning message. +The name of the object will be used. + + + + +Logs a warning message to the output. + + The string to output. + + + +Logs a warning message to the output. + + The string to output. + + + +Logs a message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Name of the object that sent the message to label the message. +The name of the object will be used. + + + + +Logs a message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Name of the object that sent the message to label the message. +The name of the object will be used. + + + + +Logs a message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Object that sent the message to label the message. +The name of the object will be used. + + + + +Logs a message to the output. + + The string to output. + + + +Logs a message to the output. + + The string to output. + + + +Static class that contains the functions for working with time. + + + + +Material used to render this Renderable. + + + + +Material used to render this Renderable. + + + + +Mesh used to render this Renderable. + + + + +Constructs a Renderable Component that represents a native Renderable +component tied to the specified Entity. + + Entity that this Component will be tied to. + + + +CLR version of the SHADE Engine's SHRenderableComponent. + + + + +Retrieves the value of a specified property on the material. + + Type of property to get. + Name of the property to get. + Value of that property on the material. + +If this Material object is invalid. + + +If the name or type was specified that does not match the material's shader's +defined properties. + + + + +Set the value of a specific property. + + Type of property to set. + Name of the property to set. + Value to set te property to. + +If this Material object is invalid. + + +If the name or type was specified that does not match the material's shader's +defined properties. + + + + +Constructor for the Material + + Handle to the native material object. + + + +Managed counterpart of the native MaterialInstance object containing material +data that can be fed to Renderables for rendering. + + + + +Constructor for the Mesh + + Handle to the mesh object. + + + +Managed counterpart of the native Mesh object containing vertex data that can +be fed to Renderables for rendering. + + + +@brief Decomposes a transformation matrix into translation, orientation and scale. +@param[out] scale The scaling factor of the matrix. +@param[out] orientation The orientation of the matrix. +@param[out] translation The translation of the matrix. +@return True if decomposition was successful. + + + +@brief Decomposes a transformation matrix into translation, euler angles and scale. +@param[out] scale The scaling factor of the matrix. +@param[out] rotation The euler angles of the matrix. +@param[out] translation The translation of the matrix. +@return True if decomposition was successful. + + + +@brief Interface for a Column-Major Row Vector 4x4 Matrix. + + + + +Constructs a RigidBody Component that represents a native +SHRigidBodyComponent component tied to the specified Entity. + + Entity that this Component will be tied to. + + + +CLR version of the the SHADE Engine's SHRigidBodyComponent. + + + + +Creates an instance of the Managed representation of a Component with a +native Entity. + + Type of Component to create. + Native Entity that this Component is tied to. + The created Managed representation of the Component. + + + +Static constructor to initialize static data + + + + +Pointer to a function for Component manipulation operations. + + +Contains a set of Component related data used for resolving operations for +each Component. + + + + +Removes a Component from the specified Entity. + + Type of the Component to remove. + +Entity object that should have the specified Component removed from/ + + + + +Checks if the specified Entity has the specified Component. + + Type of the Component to check for. + Entity object to check for the Component. + +True if the specified Entity has the specified Component. False otherwise. + + + + +Ensures a Component on the specified Entity. + + Type of the Component to ensure. + Entity object to ensure the Component on. + Reference to the Component. + + + +Retrieves the first Component from the specified GameObjectt's children that +matches the specified type. + + Type of the Component to get. + Entity object to get the Component from. + +Reference to the Component or null if the Entity does not have the +specified Component. + + + + +Gets a Component from the specified Entity. + + Type of the Component to get. + Entity object to get the Component from. + +Reference to the Component or null if the Entity does not have the +specified Component. + + + + +Adds a Component to the specified Entity. + + Type of the Component to add. + +Entity object that should have the specified Component added to. + + Reference to the Component that was added. + + + +Static class which contains functions that map Pls::ECS's Component manipulation +functions to managed generic functions. + + + + +Gets a unique hash for this object. + + Unique hash for this object. + + + +Compares equality with another unboxed object. + + The unboxed object to compare with. + True if both objects are the same. + + + +Compares equality with an object of the same type. + + The object to compare with. + True if both objects are the same. + + + +Entity that this Component belongs to. + + + + +Constructor for BaseComponent to tie it to a specific Entity. +Constructors of derived Components should call this Constructor. + + Entity that this Component will be tied to. + + + +Implicit conversion operator to enable checking if a component is null. + + Component to check. + + + +Removes all Scripts of the specified type from this GameObject. + + Type of PLushieScripts to remove. + + + +Retrieves a immutable list of Scripts of the specified type from this +GameObject. + + Type of Scripts to Get. + Immutable list of Scripts of the specified type. + + + +Retrieves a Script of the specified type from this GameObject. +If multiple Scripts of the same specified type are added on the same +GameObject, this will retrieve the first one added. + + Type of Script to add. + Reference to the Script to retrieve. + + + +Adds a Script of the specified type to this GameObject. + + Type of Script to add. + Reference to the created Script. + + + +Removes a Component from this GameObject. If no Component exists to begin +with, nothing happens. + + Type of the Component to get. + + + +Gets a Component from this GameObject. + + Type of the Component to get. + +Reference to the Component or null if this GameObject does not have the +specified Component. + + + + +Adds a Component to this GameObject. + + Type of the Component to add. + Reference to the Component that was added. + + + +Retrieves the GameObject that this Component belongs to. + + + + +Class that serves as the base for a wrapper class to Components in native code. + + + + +Called when the attached GameObject has a Collider and leaves a +collision with another GameObject with a Collider2D. + + Information on the collision event. + + + +Called when the attached GameObject has a Collider and collides with +another GameObject with a Collider in subsequent frames of collision. + + Information on the collision event. + + + +Called when the attached GameObject has a Collider and collides with +another GameObject with a Collider in the first frame of collision. + + Information on the collision event. + + + +Called when the attached GameObject has a trigger Collider and leaves a +collision with another GameObject with a Collider2D. + + Information on the collision event. + + + +Called when the attached GameObject has a trigger Collider and collides with +another GameObject with a Collider in subsequent frames of collision. + + Information on the collision event. + + + +Called when the attached GameObject has a trigger Collider and collides with +another GameObject with a Collider in the first frame of collision. + + Information on the collision event. + + + +Called just before the end of the frame where the attached GameObject or +this script is destroyed directly or indirectly due to destruction of the +owner. + + + + +Called every frame after physics and collision resolution but before +rendering. + + + + +Called every frame before physics and collision resolution. + + + + +Called every frame in sync with Physics update steps and thus in most cases +will execute more than update() will. This will be called immediately before +a Physics update step. + + + + +Called on the first frame that the attached GameObject is active but always +after Awake(). + + + + +Called on the first frame that the attached GameObject is active if they are +a part of the scene. + + + + +Called immediately once this script is detached from a GameObject. + + + + +Called immediately once this script is attached to a GameObject. + + + + +Constructor for Script to tie it to a specific GameObject. +Constructors of derived Scripts should call this Constructor. + + +GameObject that this Script will be tied to. + + + + +Used to call onTriggerExit(). This should be called when a trigger-type +collision is detected between the attached GameObject and another GameObject. + + Information on the collision event. + + + +Used to call onTriggerStay(). This should be called when a trigger-type +collision is detected between the attached GameObject and another GameObject. + + Information on the collision event. + + + +Used to call onTriggerEnter(). This should be called when a trigger-type +collision is detected between the attached GameObject and another GameObject. + + Information on the collision event. + + + +Used to call onCollisionExit(). This should be called when a collision ends +between the attached GameObject and another GameObject. + + Information on the collision event. + + + +Used to call onCollisionStay(). This should be called when a collision is +persistent between the attached GameObject and another GameObject. + + Information on the collision event. + + + +Used to call onCollisionEnter(). This should be called when a collision is +detected between the attached GameObject and another GameObject. + + Information on the collision event. + + + +Used to call onDestroy(). This should be called at the end of the frame +where the attached GameObject or this script is destroyed directly or +indirectly due to destruction of the owner. + + + + +Used to call lateUpdate(). This should be called every frame after physics +and collision resolution but before rendering. + + + + +Used to call update(). This should be called every frame before physics and +collision resolution. + + + + +Used to call fixedUpdate(). This should be called in sync with Physics +update steps and thus in most cases will execute more than Update() will. +This will be called immediately before a Physics update step. + + + + +Used to call start(). This should be called on the first frame that the +attached GameObject is active but always after Awake(). + + + + +Used to call awake(). This should be called on the first frame that the +attached GameObject is active if they are a part of the scene. + + + + +Used to call onDetached(). This is called immediately when this script is +detached from a GameObject. + + + + +Used to call onAttached(). This is called immediately when this script is +attached to a GameObject. + + + + +Implicit conversion operator to enable checking if a component is null. + + Component to check. + + + +Removes all Scripts of the specified type from this GameObject. + + +Type of script to remove. +This needs to be a default constructable Script. + + + + +Retrieves a immutable list of scripts from the specified Entity that +matches the specified type. +
+Note that this function allocates. It should be used sparingly. +
+ +Type of scripts to get. +This needs to be a default constructable Script. + + +Immutable list of references to scripts of the specified type. + +
+ + +Retrieves the first Script from this GameObject's children that matches the +specified type. + + +Type of script to get. +This needs to be a default constructable Script. + + Reference to the script added + + + +Retrieves the first Script from this GameObject that matches the specified +type. + + +Type of script to get. +This needs to be a default constructable Script. + + Reference to the script added + + + +Adds a Script to this GameObject. + + +Type of script to add. +This needs to be a default constructable Script. + + Reference to the script added + + + +Removes a Component from the GameObject that this Script belongs to. + + +Type of the Component to remove. Must be derived from BaseComponent. + + + + +Ensures a Component on the GameObject that this Script belongs to. + + +Type of the Component to ensure. Must be derived from BaseComponent. + + Reference to the Component. + + + +Retrieves the first Component from this GameObject's children that matches +the specified type. + + +Type of the Component to get. Must be derived from BaseComponent. + + Reference to the Component that was retrieved. + + + +Gets a Component from the GameObject that this Script belongs to. + + +Type of the Component to get. Must be derived from BaseComponent. + + Reference to the Component that was retrieved. + + + +Adds a Component to the GameObject that this Script belongs to. + + +Type of the Component to add. Must be derived from BaseComponent. + + Reference to the Component that was added. + + + +GameObject that this Script belongs to. + + + + +Class that forms the basis of all "script"-objects that can be attached to +Entities to update each Entity's Components via C# code. + + + + +The RigidBody that you are colliding with. + + + + +The CollisionShape of the Collider that you are colliding with. + + + + +The Collider that you are colliding with. + + + + +The GameObject whose collider you are colliding with. + + + + +Struct that describes a collision + + + + +Checks if two GameObject references are different. + + GameObject to check. + Another GameObject to check with. + True if both Components are different. + + + +Checks if two GameObject references are the same. + + GameObject to check. + Another GameObject to check with. + True if both Components are the same. + + + +Gets a unique hash for this object. + + Unique hash for this object. + + + +Compares equality with another unboxed object. + + The unboxed object to compare with. + True if both objects are the same. + + + +Compares equality with an object of the same type. + + The object to compare with. + True if both objects are the same. + + + +Retrieves the native Entity object that this GameObject represents. + + Native Entity object that this GameObject represents. + + + +Retrieves the CLR Entity object that this GameObject represents. + + Entity object that this GameObject represents. + + + +Constructor for the GameObject. + + +Managed numerical representation of the ECS Entity that this GameObject +should represent. + + + + +Constructor for the GameObject. + + +The ECS Entity that this GameObject should represent. + + + + +Removes all Scripts of the specified type from this GameObject. + + Type of PLushieScripts to remove. + + + +Retrieves a immutable list of Scripts of the specified type from this +GameObject. + + Type of Scripts to retrieve. + Immutable list of Scripts of the specified type. + + + +Retrieves a Script of the specified type from child GameObjects. +If multiple Scripts of the same specified type are added on the same +child GameObject, this will retrieve the first one added. + + Type of Script to retrieve. + Reference to the Script to retrieve. + + + +Retrieves a Script of the specified type from this GameObject. +If multiple Scripts of the same specified type are added on the same +GameObject, this will retrieve the first one added. + + Type of Script to retrieve. + Reference to the Script to retrieve. + + + +Adds a Script of the specified type to this GameObject. + + Type of Script to add. + Reference to the created Script. + + + +Removes a Component from this GameObject. If no Component exists to begin +with, nothing happens. + + Type of the Component to get. + + + +Ensures a Component on this GameObject. + + Type of the Component to ensure. + +Reference to the Component. + + + + +Retrieves the first Component from this GameObject's children that matches +the specified type. + + Type of the Component to get. + +Reference to the Component or null if neither of this GameObject's children +does not have the specified Component. + + + + +Gets a Component from this GameObject. + + Type of the Component to get. + +Reference to the Component or null if this GameObject does not have the +specified Component. + + + + +Adds a Component to this GameObject. + + Type of the Component to add. + Reference to the Component that was added. + + + +Sets the active state of this GameObject. +
+The actual "activeness" of this GameObject is still dependent on the parents' +active states. +
+ +Whether to activate or deactivate this GameObject. + +
+ + +Sets the name of this GameObject. + + The name to set. + + + +Native Entity ID value for this GameObject. + + + + +Whether or not this Entity is active in the Scene hierarchy. + + + + +Whether or not this Entity alone, is active. This does not mean that this +object is active in the scene. For example, if this Entity's parent is not +active, then this Entity would also be not active. + + + + +Name of the object that this Entity represents. + + + + +Retrieves a GameObject with the specified name. If there are multiple +GameObjects with the same name, the first found GameObject will be retrieved. +There is no guaranteed order of which GameObject is considered "first". + + Name of the GameObject to find. + GameObject that has the specified name. Null if not found. + + + +Destroys the specified GameObject. Note that the specified GameObject will no +longer be a valid GameObject after this function is called. + + The GameObject to be destroyed. + + + +Creates a new GameObject in the current Scene. If multiple Scenes are loaded, +and you would like to create an object in a specific Scene, call the Scene's +CreateGameObject(). + + GameObject that represents the newly created GameObject. + + + +Lightweight object for an PlushieEngine Entity that allows for easy access +to Component and Script operations. + + + + +Constructor for a Tooltip attribute that fills in the description. + + Text to be shown when a field is hovered. + + + +Maximum value for the Ranged field. + + + + +Minimum value for the Ranged field. + + + + +Simple attribute to constrain the range of values for a field on the editor. + + + + +Converts from a native std::Stringto a managed String. + + The native std::string to convert from. + Managed copy of a native std::string. + + + +Converts from a managed String to a native std::string. + + The managed String to convert from. + Native copy of a managed String. + + + +Converts from a native Vector2 to a managed Vector2. + + The native Vector2 to convert from. + Managed copy of a native Vector2. + + + +Converts from a native Quaternion to a managed Quaternion. + + The native Quaternion to convert from. + Managed copy of a native Quaternion. + + + +Converts from a managed Quaternion to a native Quaternion. + + The managed Quaternion to convert from. + Native copy of a managed Quaternion. + + + +Converts from a native Vector2 to a managed Vector2. + + The native Vector2 to convert from. + Managed copy of a native Vector2. + + + +Converts from a managed Vector2 to a native Vector2. + + The managed Vector2 to convert from. + Native copy of a managed Vector2. + + + +Converts from a native Vector3 to a managed Vector3. + + The native Vector3 to convert from. + Managed copy of a native Vector3. + + + +Converts from a managed Vector3 to a native Vector3. + + The managed Vector3 to convert from. + Native copy of a managed Vector3. + + + +Converts from a native Entity to a managed Entity (UInt32). + + Native Entity to convert from. + Managed representation of the specified Entity. + + + +Provides functions easy and consistent syntax for converting between custom +managed and native types that are aligned. + + + + +Converts to true if this is a valid Handle. + + + + +The library that the handle was issued by. + + + + +The internal ID of the handle. + + + + +Creates a ray starting at origin along direction. + + Source of the ray. + Direction the ray travels in. + + + +The direction that a ray travels in. + + + + +The start point of the ray. + + + + +CLR version of the the SHADE Engine's Ray class that represents a ray in +3-Dimensional space. + + + + +Are two quaternions equal to each other? + + Left-hand side quaternion. + Right-hand side quaternion. + + + +Combines rotations lhs and rhs. + + Left-hand side quaternion. + Right-hand side quaternion. + + + +Spherically interpolates between a and b by t. The parameter t is not clamped. + + + + +Spherically interpolates between quaternions a and b by ratio t. The parameter t is clamped to the range [0, 1]. + + Start value, returned when t = 0. + End value, returned when t = 1. + Interpolation ratio. + A quaternion spherically interpolated between quaternions a and b. + + + +Rotates a rotation from towards to.
+The from quaternion is rotated towards to by an angular step of maxDegreesDelta (but note that the rotation will not overshoot). +Negative values of maxDegreesDelta will move away from to until the rotation is exactly the opposite direction. +
+
+ + +Converts this quaternion to one with the same orientation but with a magnitude of 1. + + + + +Creates a rotation with the specified forward and upwards directions.
+Z axis will be aligned with forward, X axis aligned with cross product between forward and upwards, and Y axis aligned with cross product between Z and X. +
+
+ + +Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped. + + + + +Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1]. + + Start value, returned when t = 0. + End value, returned when t = 1. + Interpolation ratio. + A quaternion interpolated between quaternions a and b. + + + +Returns the Inverse of rotation. + + + + +Creates a rotation which rotates from fromDirection to toDirection. + + + + +Returns a rotation that rotates y degrees around the y axis, x degrees around the x axis, and z degrees around the z axis; applied in that order. + + + + +The dot product between two rotations. + + + + +Creates a rotation which rotates angle degrees around axis. + + + + +Returns the angle in degrees between two rotations a and b.
+ The angle in degrees between the two vectors. +
+ + +Gets a unique hash for this object. + + Unique hash for this object. + + + +Compares equality with another unboxed object. + + The unboxed object to compare with. + True if both objects are the same. + + + +Compares equality with an object of the same type. + + The object to compare with. + True if both objects are the same. + + + +Converts a rotation to angle-axis representation (angles in degrees). + + + + +Creates a rotation with the specified forward and upwards directions.
+The result is applied to this quaternion. +If used to orient a Transform, the Z axis will be aligned with forward and the Y axis with upwards, assuming these vectors are orthogonal. +Logs an error if the forward direction is zero. +
+ The direction to look in. + The vector that defines in which direction up is. +
+ + +Creates a rotation which rotates from fromDirection to toDirection.
+Use this to create a rotation which starts at the first Vector (fromDirection) and rotates to the second Vector (toDirection). +These Vectors must be set up in a script. +
+
+ + +Constructor to construct a Quaternion with the specified components. + + X-coordinate to set. + Y-coordinate to set. + Z-coordinate to set. + W-coordinate to set. + + + +W-component of the Quaternion. Do not directly modify quaternions. + + + + +Z-component of the Quaternion. +Don't modify this directly unless you know quaternions inside out. + + + + +Y-component of the Quaternion. +Don't modify this directly unless you know quaternions inside out. + + + + +X-component of the Quaternion. +Don't modify this directly unless you know quaternions inside out. + + + + +Shorthand for writing Quaternion(0, 0, 0, 1). + + + + +CLR version of SHADE's Quaternion class that represents an orientation. +Designed to closely match Unity's Quaternion struct. + + + + +Explicit conversion operator to enable explicit casting from a Vector2 to a +Vector3. + + Vector2 to convert from. + + + +Explicit conversion operator to enable explicit casting from a Vector3 to a +Vector2. + + Vector3 to convert from. + + + +Checks if two Vector3s are not approximately equal. This is equivalent to +calling !Vector3.IsNear() with default tolerance values. + + Vector3 to compare. + Another Vector3 to compare. + +True if all components are not approximately equal within the default +tolerance value. + + + + +Checks if two Vector3s are approximately equal. This is equivalent to +calling Vector3.IsNear() with default tolerance values. + + Vector3 to compare. + Another Vector3 to compare. + +True if all components are approximately equal within the default +tolerance value. + + + + +Calculates the division of a Vector3 with a scalar value and returns +the result. + + Scalar to divide with. + Vector3 to divide with. + The result of the scalar division. + + + +Calculates the multiplication of a Vector3 with a scalar value and returns +the result. + + Vector3 to multiply with. + Scalar to multiply with. + The result of the scalar multiplication. + + + +Calculates the division of a Vector3 with a scalar value and returns +the result. + + Scalar to divide with. + Vector3 to divide with. + The result of the scalar division. + + + +Calculates the multiplication of a Vector3 with a scalar value and returns +the result. + + Vector3 to multiply with. + Scalar to multiply with. + The result of the scalar multiplication. + + + +Calculates the component-wise multiplication of two Vector3s and returns the +result. + + Vector3 to multiply with. + Another Vector3 to multiply with. + The result of rhs subtracted from lhs. + + + +Subtracts a Vector3 from another Vector3 and returns the result. + + Vector3 to subtract from. + Another Vector3 to subtract. + The result of rhs subtracted from lhs. + + + +Adds two Vector3s together and returns the result. + + Vector3 to add. + Another Vector3 to add. + The result of lhs added to rhs + + + +Moves a point current towards target. +Similar to Lerp(), however, the function will ensure that the distance never +exceeds maxDistanceDelta. Negative values of maxDistanceDelta pushes the +vector away from target + + The current position of the point. + The target position to move to. + Maximum distance moved per call. + Vector representing the moved point. + + + +Linearly interpolates between two specified points. +This is most commonly used to find a point some fraction of the way along a +line between two endpoints. +Unlike Lerp(), t is not clamped to a range at all. + + The start Vector3, returned when t = 0.0f. + The end Vector3, returned when t = 1.0f. + Value used to interpolate between a and b. + The interpolated Vector3. + + + +Linearly interpolates between two specified points. +This is most commonly used to find a point some fraction of the way along a +line between two endpoints. + + The start Vector3, returned when t = 0.0f. + The end Vector3, returned when t = 1.0f. + +Value used to interpolate between a and b which is clamped to +the range[0, 1]. + + The interpolated Vector3. + + + +Computes and returns a Vector3 that is made from the largest components of +the two specified Vector3s. + + Vector3 to calculate maximum Vector3 with. + Another Vector3 to calculate maximum Vector3 with. + +The Vector3 that contains the largest components of the two specified +Vector3s. + + + + +Computes and returns a Vector3 that is made from the smallest components of +the two specified Vector3s. + + Vector3 to calculate minimum Vector3 with. + Another Vector3 to calculate minimum Vector3 with. + +The Vector3 that contains the smallest components of the two specified +Vector3s. + + + + +Rotates a Vector3 on the Z-axis by a specified angle in an anti-clockwise +direction. + + A Vector3 to rotate. + +Angle to rotate the vector by in an anti-clockwise direction in degrees. + + The Vector3 that represents the rotated vector. + + + +Rotates a Vector3 on the Z-axis by a specified angle in an anti-clockwise +direction. + + A Vector3 to rotate. + +Angle to rotate the vector by in an anti-clockwise direction in radians. + + The Vector3 that represents the rotated vector. + + + +Reflects a Vector3 across another Vector3. + + A Vector3 to reflect. + A normal to reflect the Vector3 across. + The Vector3 that represents vec reflected across normal. + + + +Computes and returns a Vector3 projection. + + Vector3 to project. + Vector3 to project onto. + The Vector3 that represents the projected vec onto direction. + + + +Computes and returns the cross product of 2 specified Vector3s. + + Vector3 to calculate cross product with. + Another Vector3 to calculate cross product with. + The cross product of the two Vector3s. + + + +Computes and returns the dot product of 2 specified Vector3s. + + Vector3 to calculate dot product with. + Another Vector3 to calculate dot product with. + Scalar value representing the dot product of the two Vector3s. + + + +Checks if two specified Vector3s are near in value. + + Vector3 to check if is near in value. + Another Vector3 to check if is near in value. + Amount of tolerance to do the comparison with. + +True if the two Vector3s are within the tolerance value specified + + + + +Checks if two specified Vector3s are near in value. + + Vector3 to check if is near in value. + Another Vector3 to check if is near in value. + +True if the two Vector3s are within the tolerance value specified + + + + +Gets a unique hash for this object. + + Unique hash for this object. + + + +Compares equality with another unboxed object. + + The unboxed object to compare with. + True if both objects are the same. + + + +Compares equality with an object of the same type. + + The object to compare with. + True if both objects are the same. + + + +Checks if a specified point is near this Vector3 that represents a point. + + The other point to check if we are near. + +The amount of tolerance before we consider these points as "near". + + +True if this Vector3 representing a point and the specified point are within +the range of the specified tolerance. False otherwise. + + + + +Checks if a specified point is near this Vector3 that represents a point with +a tolerance value of PLS_EPSILON. + + The other point to check if we are near. + +True if this Vector3 representing a point and the specified point are within +the range of the specified tolerance. False otherwise. + + + + +Calculates and returns the angle of this vector from the right vector. This +function returns values between -180.0f and 180.0f. + + Returns the angle of this vector from the right vector in degrees. + + + +Calculates and returns the angle of this vector from the right vector. This +function returns values between -Math.PI and Math.PI. + + Returns the angle of this vector from the right vector in radians. + + + +Calculates and returns the squared magnitude of this Vector3. + + Returns the squared length of this Vector3. + + + +Calculates and returns the magnitude of this Vector3. Note that this function +incurs a performance cost from the square root calculation. If you do not +need the precise magnitude, consider using GetSqrMagnitude() instead. + + Returns the length of this Vector3. + + + +Creates a copy of this Vector3 and returns a normalized version. + + +Returns a normalised copy of this Vector3. +If this Vector3 is a zero vector, a zero vector will be returned. + + + + +Normalises this current Vector3. This changes the data of this Vector3. +If you would like to get a copy, use GetNormalised() instead. +This function does nothing to a zero vector. + + + + +Conversion constructor to construct a Vector3 using a Vector2. + + + + + +Constructor to construct a Vector3 with the specified components. + + X-coordinate to set. + Y-coordinate to set. + Z-coordinate to set. + + + +Constructor to construct a Vector3 with the specified components with the +Z-component set to 0.0f. + + X-coordinate to set. + Y-coordinate to set. + + + +Constructor to construct a Vector3 with the specified components with the +Y and Z-component set to 0.0f. + + X-coordinate to set. + + + +Z-component of the Vector3. + + + + +Y-component of the Vector3. + + + + +X-component of the Vector3. + + + + +Shorthand for writing Vector3(0, 0, 0). + + + + +Shorthand for writing Vector3(0, 1, 0). + + + + +Shorthand for writing Vector3(1, 0, 0). + + + + +Shorthand for writing Vector3(float.PositiveInfinity, +float.PositiveInfinity, float.PositiveInfinity). + + + + +Shorthand for writing Vector3(1, 1, 1). + + + + +Shorthand for writing Vector3(float.NegativeInfinity, +float.NegativeInfinity, float.NegativeInfinity). + + + + +Shorthand for writing Vector3(-1, 0, 0). + + + + +Shorthand for writing Vector3(0, 0, 1). + + + + +Shorthand for writing Vector3(0, -1, 0). + + + + +Shorthand for writing Vector3(0, 0, -1). + + + + +CLR version of SHADE Engine's Vector3 class that represents a 3-Dimensional Vector. +Designed to closely match Unity's Vector3 struct. + + + + +Checks if two Vector2s are not approximately equal. This is equivalent to +calling !Vector2.IsNear() with default tolerance values. + + Vector2 to compare. + Another Vector2 to compare. + +True if all components are not approximately equal within the default +tolerance value. + + + + +Checks if two Vector2s are approximately equal. This is equivalent to +calling Vector2.IsNear() with default tolerance values. + + Vector2 to compare. + Another Vector2 to compare. + +True if all components are approximately equal within the default +tolerance value. + + + + +Calculates the division of a Vector2 with a scalar value and returns +the result. + + Scalar to divide with. + Vector2 to divide with. + The result of the scalar division. + + + +Calculates the multiplication of a Vector2 with a scalar value and returns +the result. + + Vector2 to multiply with. + Scalar to multiply with. + The result of the scalar multiplication. + + + +Calculates the division of a Vector2 with a scalar value and returns +the result. + + Scalar to divide with. + Vector2 to divide with. + The result of the scalar division. + + + +Calculates the multiplication of a Vector2 with a scalar value and returns +the result. + + Vector2 to multiply with. + Scalar to multiply with. + The result of the scalar multiplication. + + + +Calculates the component-wise multiplication of two Vector2s and returns the +result. + + Vector2 to multiply with. + Another Vector2 to multiply with. + The result of rhs subtracted from lhs. + + + +Subtracts a Vector2 from another Vector2 and returns the result. + + Vector2 to subtract from. + Another Vector2 to subtract. + The result of rhs subtracted from lhs. + + + +Adds two Vector2s together and returns the result. + + Vector2 to add. + Another Vector2 to add. + The result of lhs added to rhs + + + +Moves a point current towards target. +Similar to Lerp(), however, the function will ensure that the distance never +exceeds maxDistanceDelta. Negative values of maxDistanceDelta pushes the +vector away from target + + The current position of the point. + The target position to move to. + Maximum distance moved per call. + Vector representing the moved point. + + + +Linearly interpolates between two specified points. +This is most commonly used to find a point some fraction of the way along a +line between two endpoints. +Unlike Lerp(), t is not clamped to a range at all. + + The start Vector2, returned when t = 0.0f. + The end Vector2, returned when t = 1.0f. + Value used to interpolate between a and b. + The interpolated Vector2. + + + +Linearly interpolates between two specified points. +This is most commonly used to find a point some fraction of the way along a +line between two endpoints. + + The start Vector2, returned when t = 0.0f. + The end Vector2, returned when t = 1.0f. + +Value used to interpolate between a and b which is clamped to +the range[0, 1]. + + The interpolated Vector2. + + + +Computes and returns a Vector2 that is made from the largest components of +the two specified Vector2s. + + Vector2 to calculate maximum Vector2 with. + Another Vector2 to calculate maximum Vector2 with. + +The Vector2 that contains the largest components of the two specified +Vector2s. + + + + +Computes and returns a Vector2 that is made from the smallest components of +the two specified Vector2s. + + Vector2 to calculate minimum Vector2 with. + Another Vector2 to calculate minimum Vector2 with. + +The Vector2 that contains the smallest components of the two specified +Vector2s. + + + + +Rotates a Vector2 on the Z-axis by a specified angle in an anti-clockwise +direction. + + A Vector2 to rotate. + +Angle to rotate the vector by in an anti-clockwise direction in degrees. + + The Vector2 that represents the rotated vector. + + + +Rotates a Vector2 on the Z-axis by a specified angle in an anti-clockwise +direction. + + A Vector2 to rotate. + +Angle to rotate the vector by in an anti-clockwise direction in radians. + + The Vector2 that represents the rotated vector. + + + +Reflects a Vector2 across another Vector2. + + A Vector2 to reflect. + A normal to reflect the Vector2 across. + The Vector2 that represents vec reflected across normal. + + + +Computes and returns a Vector2 projection. + + Vector2 to project. + Vector2 to project onto. + The Vector2 that represents the projected vec onto direction. + + + +Computes a perpendicular Vector2 to the specified Vector2. + + Vector2 to find a perpendicular of. + +Whether the inward perpendicular Vector is retrieved. If true, the +resultant vector is rotated 90-degrees in a counter-clockwise. + + The perpendicular Vector2 relative to the specified Vector2. + + + + +Computes the inward perpendicular Vector2 to the specified Vector2. +Equivalent to calling Perpendicular(lhs, true). This means, the +resultant Vector2 is rotated 90-degrees in a counter-clockwise. + + Vector2 to find a perpendicular of. + +The perpendicular Vector2 relative to the specified Vector2. + + + + +Computes and returns the dot product of 2 specified Vector2s. + + Vector2 to calculate dot product with. + Another Vector2 to calculate dot product with. + +Scalar value representing the dot product of the two Vector2s. + + + + +Checks if two specified Vector2s are near in value. + + Vector2 to check if is near in value. + Another Vector2 to check if is near in value. + +Amount of tolerance to do the comparison with. + + +True if the two Vector2s are within the tolerance value specified + + + + +Checks if two specified Vector2s are near in value. + + Vector2 to check if is near in value. + Another Vector2 to check if is near in value. + +True if the two Vector2s are within the tolerance value specified + + + + +Gets a unique hash for this object. + + Unique hash for this object. + + + +Compares equality with another unboxed object. + + The unboxed object to compare with. + True if both objects are the same. + + + +Compares equality with an object of the same type. + + The object to compare with. + True if both objects are the same. + + + +Checks if a specified point is near this Vector2 that represents a point. + + The other point to check if we are near. + +The amount of tolerance before we consider these points as "near". + + +True if this Vector2 representing a point and the specified point are within +the range of the specified tolerance. False otherwise. + + + + +Checks if a specified point is near this Vector2 that represents a point with +a tolerance value of PLS_EPSILON. + + The other point to check if we are near. + +True if this Vector2 representing a point and the specified point are within +the range of the specified tolerance. False otherwise. + + + + +Calculates and returns the angle of this vector from the right vector. This +function returns values between -180.0f and 180.0f. + + Returns the angle of this vector from the right vector in degrees. + + + +Calculates and returns the angle of this vector from the right vector. This +function returns values between -Math.PI and Math.PI. + + Returns the angle of this vector from the right vector in radians. + + + +Calculates and returns the squared magnitude of this Vector2. + + Returns the squared length of this Vector2. + + + +Calculates and returns the magnitude of this Vector2. Note that this function +incurs a performance cost from the square root calculation. If you do not +need the precise magnitude, consider using GetSqrMagnitude() instead. + + Returns the length of this Vector2. + + + +Creates a copy of this Vector2 and returns a normalized version. + + +Returns a normalised copy of this Vector2. +If this Vector2 is a zero vector, a zero vector will be returned. + + + + +Normalises this current Vector2. This changes the data of this Vector2. +If you would like to get a copy, use GetNormalised() instead. +This function does nothing to a zero vector. + + + + +Constructor to construct a Vector2 with the specified components.. + + X-coordinate to set. + Y-coordinate to set. + + + +Constructor to construct a Vector2 with the specified components with the +Y-component set to 0.0f. + + X-coordinate to set. + + + +Y-component of the Vector2. + + + + +X-component of the Vector2. + + + + +Shorthand for writing Vector2(0, 0). + + + + +Shorthand for writing Vector2(0, 1). + + + + +Shorthand for writing Vector2(1, 0). + + + + +Shorthand for writing Vector2(float.PositiveInfinity, +float.PositiveInfinity). + + + + +Shorthand for writing Vector2(1, 1). + + + + +Shorthand for writing Vector2(float.NegativeInfinity, +float.NegativeInfinity). + + + + +Shorthand for writing Vector2(-1, 0). + + + + +Shorthand for writing Vector2(0, -1). + + + + +CLR version of SHADE Engine's Vector2 class that represents a 2-Dimensional Vector. +Designed to closely match Unity's Vector2 struct. + + + + +Checks if the specified entity is valid. This is done by checking if it +matches Pls::Entity::INVALID. + + The Entity to check. + True if the specified Entity is valid. + + + +Static class that contains useful utility functions for working with Entity. + + + + +Manages all resources in multiple ResourceLibraries. + + + + +Base class for SHResourceLibrary that holds information about the library type. + + + + +Template Specialization for Handle that represents a type-less Handle. + + + + +Converts to true if this is a valid Handle. + + + + +Native ID type of a handle + + + + +Base implementation of the Handle that is not templated to allow for holding +generic non-type-specific Handles. + + + + +Exception thrown when a generic Handle is being casted to the wrong type. + + + + +Exception thrown when an invalid Handle was dereferenced. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
\ No newline at end of file diff --git a/bin/Release/SHADE_CSharp.xml b/bin/Release/SHADE_CSharp.xml new file mode 100644 index 00000000..daeaa3c5 --- /dev/null +++ b/bin/Release/SHADE_CSharp.xml @@ -0,0 +1,1029 @@ + + + + SHADE_CSharp + + + + + Interface for a CallbackAction that all variants inherit from. + + + + + Whether or not this CallbackAction is runtime assigned. If it is, then the + TargetMethodName and TargetObject properties are invalid. + + + + + Name of the method that this CallbackAction is using. + + + + + Object which the specified target method is called on. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 1 parameter. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 2 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 3 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 4 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 5 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 6 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 7 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 8 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 9 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Represents a function call that can be serialised and put togetheer with scripts. + This variant accepts functions with 10 parameters. + + + + + + + + + + + + + + Constructs an empty Callback action. + + + + + Constructs a CallbackAction that represents a call to the specified static + method. + + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a CallbackAction that represents a call to a specified member + method on the specified target. + + Object to call the method on. + Method to call. + + Thrown if a method that is not compatible with the target is specified. The method's + source type must match the target's type. + + + + + Constructs a Callback action based on an action. + + Action that wraps a function to be called. + + + + Invokes the CallbackAction's stored method/action with the specified parameters. + + + + + Interface for a CallbackEvent that all variants inherit from. + + + + + Registers an empty ICallbackAction. + + + + + Registers an ICallbackAction with the event such that it will be called in + future + + ICallbackAction to register with. + + + + Deregisters an ICallbackAction that was previously added. This should + only emit a warning if an action that was not previous added was + provided. + + ICallbackAction to remove. + + + + Iterable set of ICallbackActions that were registered to this event. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + + A container of CallbackActions that is correlated to a specific scenario as + specified by the user of this class. + This variant accepts CallbackEvents with 1 generic parameter. + + + + + + + + + + + + + + Adds a CallbackAction into the event. + + CallbackAction to add. + + + + Constructs and adds a CallbackACtion into the event. + + System.Action to add as a CallbackAction. + + + + Constructs and adds a CallbackACtion into the event. + + Object to call the method on. + Method to call. + + + + + + + Invokes all stored CallbackActions with the specified parameters. + + + + diff --git a/bin/Release/SHADE_Managed.xml b/bin/Release/SHADE_Managed.xml new file mode 100644 index 00000000..7b653116 --- /dev/null +++ b/bin/Release/SHADE_Managed.xml @@ -0,0 +1,6250 @@ + + + + "SHADE_Managed" + + + + +Retrieves the duration that the specified key has not been held or was last +not been held for. + + The key to check. + Time in seconds that the key was held. + + + +Retrieves the duration that the specified key has been held or was last held +for. + + The key to check. + Time in seconds that the key was held. + + + +Retrieves the duration that the specified key has not been held or was last +not been held for. + + The key to check. + Time in seconds that the key was held. + + + +Retrieves the duration that the specified key has been held or was last held +for. + + The key to check. + Time in seconds that the key was held. + + + +Sets the position of the mouse cursor relative to the top left corner of the +window. + + +Position of the mouse in window pixel coordinates to set. + + + + +Checks if a specified mouse button is no longer pressed and was pressed +before. + + MouseCode of the mouse button to check. + +True during the frame the user releases the given mouse button. + + + + +Checks if a specified mouse button is pressed and was not pressed before. + + MouseCode of the mouse button to check. + +True during the frame the user pressed the given mouse button. + + + + +Checks if a specified mouse button is being held down. +This will also be true if GetMouseButtonDown() is true. + + MouseCode of the mouse button to check. + True while the user holds down the mouse button specified. + + + +Checks if a specified key is no longer pressed pressed and was pressed +before. + + KeyCode of the key to check. + +True during the frame the user releases the key identified by name. + + + + +Checks if a specified key is pressed and was not pressed before. + + KeyCode of the key to check. + +True during the frame the user starts pressing down the key specified. + + + + +Checks if a specified key is being held down. +This will also be true if GetKeyDown() is true. + + KeyCode of the key to check. + True while the user holds down the key specified. + + + +Amnount of vertical mouse scroll in this frame. + + + + +Mouse position in screen coordinates relative to the top left of the window. +This value is a Vector3 for compatibility with functions that have Vector3 +arguments. The z component of the Vector3 is always 0 + + + + +Represents the available supported mouse keycodes that can be passed into the +mouse-button-based Input functions. + + + + +Represents the available supported keycodes that can be passed into the +key-based Input functions. + +Attempting to follow https://docs.unity3d.com/ScriptReference/KeyCode.html +Win32 keycodes are shift-insensitive, i.e. 'A' and 'a' are the same keycode and '1' and '!' are the same keycode + + + + +Static class responsible for providing access to Input-related functionality. + + + + +Simple attribute to mark that a field in a Script should be serialised. + + + + +Cleans up all required components for managed code. + + + + +Reloads the managed script assembly. +Take note that this will clear all existing scripts, ensure that the scene +is saved before doing so. +Equivalent to calling UnloadScriptAssembly() and then LoadScriptAssembly(). + + + + +Loads the managed script assembly. Ensure this is only called after +UnloadScriptAssembly() has been called. + + + + +Unloads the managed script assembly. +Take note that this will clear all existing scripts, ensure that the scene +is saved before doing so. + + + + +Initialises all required components for managed code. + + + + +Name of the Managed Library that contains the C# scripts written externally. + + + + +Static class that contains the functions for interfacing with the core +PlushieEngine written in C++ for managing the lifecycle of managed code. + + + + +Default Constructor + + + + +Custom AssemblyLoadContext marked as collectible so that it can be unloaded. + + + + +Time taken for Physics simulations. You should use this for operations +within Script.FixedUpdate() + + + + +Time taken to process the previous frame. + + + + +Static class that contains the functions for working with time. + + + + +Static class that wraps up certain functions in the SHPhysicsSystem so that +accessing it from SHADE_Managed would not cause issues due to C++20 features. + + + + +Constructor for a Tooltip attribute that fills in the description. + + Text to be shown when a field is hovered. + + + +Description that is to be shown in the Tooltip. + + + + +Simple attribute to provide a field in a script with a tooltip. + + + + +Checks if a specified file exists. + + File path to the file to check. + True if the file exists + + + +Deletes the folder and all files in it as specified by the file path. + + File path to the file to delete. + + + +Deletes the file as specified by the file path. + + File path to the file to delete. + + + +Reads the file via the specified path that represents a build log of error +and warning messages. + + +File path to the build log of script builds done by BuildScriptAssembly() to +dump and process. + + + + +Registers events for the scripting system + + + + +Loads all the function pointers to CLR code that we need to execute. + + + + +Generates a .csproj file for editing and compiling the C# scripts. + + File path to the generated file. + + + +Utilises execution of a external batch file for invoking the dotnet build +tool to compile C# scripts in the Assets folder into the SHADE_Scripting +C# assembly DLL. + + +Whether or not a debug build will be built. Only debug built C# assemblies +can be debugged. + + +Whether or not we are reloading the assembly, if so, unload and then reload it. + + Whether or not the build succeeded. + + + +Performs a redo for script inspector changes if it exists. + + + + +Performs an undo for script inspector changes if it exists. + + + + +Renders the set of attached Scripts for the specified Entity into the +inspector. +
+This function is meant for consumption from native code in the inspector +rendering code. +
+ The Entity to render the Scripts of. +
+ + +Creates scripts and sets fields for the specified Entity based on the specified +YAML node. + + The Entity to deserialise a Script on to. + +YAML Node that contains the serialised script data. + + True if successfully deserialised. + + + +Performs serialization of all scripts for the specified entity into the +YAML::Node specified. This node will contain all serialised scripts after +calling this function. + + The Entity to Serialise. + +YAML Node that will store the serialised scripts. + + True if successfully serialised. + + + +Removes all Scripts attached to the specified Entity. Unlike +RemoveAllScripts(), this removes all the scripts immediately. +Does not do anything if the specified Entity is invalid or does not have any +Scripts attached. + + The entity to remove the scripts from. + +Whether or not to call OnDestroy on the scripts. This is ignored if not in +play mode. + + + + +Removes all Scripts attached to the specified Entity. Does not do anything +if the specified Entity is invalid or does not have any Scripts +attached. + + The entity to remove the scripts from. + + + +Adds a Script to a specified Entity. Note that while you can call this +multiple times on a specified Entity, it will work for all intents and +purposes but GetScript<T>() (C# only) currently only +gives you the first Script added of the specified type. + + The entity to add a script to. + Type name of the script to add. + +True if successfully added. False otherwise with the error logged to the +console. + + + + +Shuts down the DotNetRuntime. + + + + +Executes the OnCollision*()s and OnTrigger*()s of the Scripts that are attached +to Entities. + + + + +Executes the FixedUpdate()s of the Scripts that are attached to +Entities. + + + + +Reloads the managed script assembly. +Take note that this will clear all existing scripts, ensure that the scene +is saved before doing so. + + + + +Unloads the managed script assembly. +Take note that this will clear all existing scripts, ensure that the scene +is saved before doing so. + + + + +Loads the managed script assembly. Ensure this is only called after +UnloadScriptAssembly() has been called. + + + + +Initialises the DotNetRuntime and retrieves function pointers to all +functions on the CLR used to interface with the engine. + + + + +Manages initialisation of the DotNetRuntime and interfacing with CLR code written +and executed on .NET. + + + + +Deserialises a YAML node that contains a map of Scripts and copies the +deserialised data into the specified object if there are matching fields. + + +The JSON string that contains the data to copy into this Script object. + + The object to copy deserialised data into. + + + +Creates a JSON node that represents the specified object and its associated +serialisable fields. Public fields and fields marked with the SerialiseField +attribute will be serialised. + + The object to serialise. + + + +Checks if a specified field is a candidate for serialisation. This means that +the field is public or private with the [SerialiseField] attribute. + + The field to check. + +True if the specified field is a candidate for serialisation. + + + + +Retrieves a set of all non-static (instance) fields from a specified object. + + The object to get non-static fields from. + Immutable list of non-static fields. + + + +Contains useful static functions for working with Reflection. + + + +Converts the node to a YAML string. + + +Emits the node to the given output stream. + + +Emits the node to the given {@link Emitter}. If there is an error in writing, +{@link Emitter#good} will return false. + + + + Loads the input file as a list of YAML documents. + + @throws {@link ParserException} if it is malformed. + @throws {@link BadFile} if the file cannot be loaded. + + + + Loads the input stream as a list of YAML documents. + + @throws {@link ParserException} if it is malformed. + + + + Loads the input string as a list of YAML documents. + + @throws {@link ParserException} if it is malformed. + + + + Loads the input string as a list of YAML documents. + + @throws {@link ParserException} if it is malformed. + + + + Loads the input file as a single YAML document. + + @throws {@link ParserException} if it is malformed. + @throws {@link BadFile} if the file cannot be loaded. + + + + Loads the input stream as a single YAML document. + + @throws {@link ParserException} if it is malformed. + + + + Loads the input string as a single YAML document. + + @throws {@link ParserException} if it is malformed. + + + + Loads the input string as a single YAML document. + + @throws {@link ParserException} if it is malformed. + + + +Handles a "TAG" directive, which should be of the form 'handle prefix', +where 'handle' is converted to 'prefix' in the file. + + + +Handles a "YAML" directive, which should be of the form 'major.minor' (like +a version number). + + + +Reads any directives that are next in the queue, setting the internal +{@code m_pDirectives} state. + + + + Handles the next document by calling events on the {@code eventHandler}. + + @throw a ParserException on error. + @return false if there are no more documents + + + +Resets the parser with the given input stream. Any existing state is +erased. + + + +Evaluates to true if the parser has some valid input to be read. + + +Constructs a parser from the given input stream. The input stream must +live as long as the parser. + + + +Constructs an empty parser (with no input. + + +A parser turns a stream of bytes into one stream of "events" per YAML +document in the input stream. + + + + +Renders a context menu when right clicked for the scripts + + The Entity to render the Scripts of. + The Script to render the inspector for. + + + +Renders a field specified into the inspector. + + The field to render. + +The object that contains the data of the field to render. + + + + +Renders a single specified Script's inspector. + + The Entity to render the Scripts of. + The Script to render the inspector for. + +Indices used internally to differentiate each rendered Script +inspector. This is required to open and close each Script's inspector +independently from each other. + + + + +Redoes the last script inspector change if there is any. + + + + +Undoes the last script inspector change if there is any. + + + + +Renders a dropdown button that allows for the addition of PlushieScripts +onto the specified Entity. + + The Entity to add PlushieScripts to. + + + +Renders the set of attached Scripts for the specified Entity into the +inspector. +
+This function is meant for consumption from native code in the inspector +rendering code. +
+ The Entity to render the Scripts of. +
+ + +Static class for Editor-related functions + + + + +Processes a YAML node that contains a list of multiple scripts to be loaded +into the specified Entity. +

+This function should only be called from native unmanaged code. +
+ +The Entity to attach the deserialised Scripts to. + + +Pointer to the YAML::Node that contains serialized script data. + + +
+ + +Populates a YAML node with the scripts for a specified Entity. +

+This function should only be called from native unmanaged code. +
+ The Entity to Serialise. + +Pointer to a YAML::Node that will be populated with all of the serialised +scripts and their associated fields. + + +True if serialisation is successful. False if the buffer is too small for +the serialised output. + +
+ + +Executes OnCollision*() and OnTrigger*() for all scripts. + + + + +Executes LateUpdate() for all scripts. + + + + +Executes Update() for all scripts. + + + + +Executes FixedUpdate() for all scripts. + + + + +Retrieves a immutable list of available scripts that can be added. + + Immutable list of available scripts that can be added. + + + +Cleans up data stored in the ScriptStore to free up memory for garbage +collection. + + + + +Cleans up scripts that were marked for deletion. This calls the OnDestroy() +for these Scripts. + + + + +Sets up scripts that were marked for initialization. This calls the Awake() +and Start() for Scripts that have yet to have done so. + + + + +Initializes the ScriptStore to allocate and pre-populate reflection data. + + + + +Removes all Scripts attached to the specified Entity. Unlike +RemoveAllScripts(), this removes all the scripts immediately. +Does not do anything if the specified Entity is invalid or does not have any +Scripts attached. + + The entity to remove the scripts from. + +Whether or not to call OnDestroy on the scripts.This is ignored if not in +play mode. + + + + +Removes all Scripts attached to the specified Entity. Does not do anything +if the specified Entity is invalid or does not have any Scripts +attached. + + The entity to remove the scripts from. + + + +Removes a specific script from the + + The entity to remove the script from. + The script to remove. + True if successfully removed. False otherwise. + + + +Removes all Scripts of the specified type from the specified Entity. + + +Type of script to remove. +This needs to be a default constructable Script. + + The entity to remove the script from. + +If the specified Entity is invalid. + + + + +Retrieves an immutable list of all scripts attached to a specified Entity. + + +The entity which the scripts to retrieve are attached. + + +Immutable list of references to scripts attached to the specified Entity. +This can also be null if there are no scripts at all or an invalid Entity +was specified. + + + + +Retrieves a immutable list of scripts from the specified Entity that +matches the specified type. +
+Note that this function allocates. It should be used sparingly. +
+ +Type of scripts to get. +This needs to be a default constructable Script. + + +The entity which the scripts to retrieve are attached. + + +Immutable list of references to scripts of the specified type. + +
+ + +Retrieves the first Script from the specified Entity's children that matches +the specified type. + + +Type of script to get. +This needs to be a default constructable Script. + + +The entity which the script to retrieve is attached. + + +Reference to the script. This can be null if no script of the specified +type is attached. + + +If the specified Entity is invalid. + + + + +Retrieves the first Script from the specified Entity that matches the +specified type. + + +Type of script to get. +This needs to be a default constructable Script. + + +The entity which the script to retrieve is attached. + + +Reference to the script. This can be null if no script of the specified +type is attached. + + +If the specified Entity is invalid. + + + + +Adds a Script to a specified Entity. +
+This function is meant for consumption from native code or for serialisation +purposes. If you are writing in C# or C++/CLI and not doing serialisation, +use AddScript<T>() instead as it is faster. +
+ The entity to add a script to. + The entity to add a script to. + +Out parameter handle to the Script that was created. + + +True if successfully added. False otherwise with the error logged to the +console. + +
+ + +Adds a Script to a specified Entity. +
+This function is meant for consumption from native code. If you are writing +in C# or C++/CLI, use AddScript<T>() instead as it is faster. +
+ The entity to add a script to. + The entity to add a script to. + +True if successfully added. False otherwise with the error logged to the +console. + +
+ + +Adds a Script to a specified Entity. + + +Type of script to add. +This needs to be a default constructable PlushieScript. + + The entity to add a script to. + Reference to the script added. + +If the specified Entity is invalid. + + + + +Responsible for managing all scripts attached to Entities as well as executing +all lifecycle functions of scripts. + + + + +Checks if two Colors are not approximately equal. + + Color to compare. + Another Color to compare. + +True if all components are not approximately equal within the default +tolerance value. + + + + +Checks if two Colors are approximately equal. + + Color to compare. + Another Color to compare. + +True if all components are approximately equal within the default +tolerance value. + + + + +Calculates the division of a Color with a scalar value and returns +the result. + + Scalar to divide with. + Color to divide with. + The result of the scalar division. + + + +Calculates the multiplication of a Color with a scalar value and returns +the result. + + Color to multiply with. + Scalar to multiply with. + The result of the scalar multiplication. + + + +Calculates the component-wise multiplication of two Colors and returns the +result. + + Color to multiply with. + Another Color to multiply with. + The result of rhs subtracted from lhs. + + + +Subtracts a Color from another Color and returns the result. + + Color to subtract from. + Another Color to subtract. + The result of rhs subtracted from lhs. + + + +Adds two Colors together and returns the result. + + Color to add. + Another Color to add. + The result of lhs added to rhs + + + +Linearly interpolates between two specified points. +This is most commonly used to find a point some fraction of the way along a +line between two endpoints. +Unlike Lerp(), t is not clamped to a range at all. + + The start Color, returned when t = 0.0. + The end Color, returned when t = 1.0. + Value used to interpolate between a and b. + The interpolated Color. + + + +Linearly interpolates between two specified points. +This is most commonly used to find a point some fraction of the way along a +line between two endpoints. + + The start Color, returned when t = 0.0. + The end Color, returned when t = 1.0. + +Value used to interpolate between a and b which is clamped to +the range[0, 1]. + + The interpolated Vector3. + + + +Gets a unique hash for this object. + + Unique hash for this object. + + + +Compares equality with another unboxed object. + + The unboxed object to compare with. + True if both objects are the same. + + + +Compares equality with an object of the same type. + + The object to compare with. + True if both objects are the same. + + + +Alpha component of the colour. Ranges from 0.0f to 1.0f. + + + + +Blue component of the colour. Ranges from 0.0f to 1.0f. + + + + +Green component of the colour. Ranges from 0.0f to 1.0f. + + + + +Red component of the colour. Ranges from 0.0f to 1.0f. + + + + +Constructor to construct a Color with the specified components. + + Red component to set. + Green component to set. + Blue component to set. + Alpha component to set. + + + +Constructor to construct a Color with the specified components with the +alpha component set to 1.0f. + + Red component to set. + Green component to set. + Blue component to set. + + + +Constructor to construct a Color with the specified components with the +blue and alpha component set to 1.0f. + + Red component to set. + Green component to set. + + + +Constructor to construct a Color with the specified components with the +green, blue and alpha component set to 1.0f. + + Red component to set. + + + +Pure yellow, mix of pure red and green. + + + + +Pure magenta, mix of pure red and blue. + + + + +Pure cyan, mix of pure green and blue. + + + + +Pure blue. + + + + +Pure green. + + + + +Pure red. + + + + +Pure white. + + + + +Dark Gray, darker than gray. + + + + +Gray, halfway between black and white. + + + + +Light Gray, lighter than gray. + + + + +Pure black. + + + + +A static class that contains a set of default Colors. + + + + +CLR version of the the SHADE Engine's Color struct which describes a Color +encoded using floating point numbers that range from 0.0f to 1.0f. + + + + +Creates a inline button widget. +
+Wraps up ImGui::Button(). +
+ Text to display. + True if button was pressed. +
+ + +Creates a small inline button widget. +
+Wraps up ImGui::SmallButton(). +
+ Text to display. + True if button was pressed. +
+ + +Creates a visual text widget. +
+Wraps up ImGui::Text(). +
+ Text to display. +
+ + +Creates a menu item in the list of items for a mini popup. +
+Wraps up ImGui::MenuItem(). +
+ Label used to identify this widget. + Whether or not the menu item was selected. +
+ + +Opens the popup that was defined with the specified label. +
+Wraps up ImGui::OpenPopup(). +
+
+ + +Marks the end of a definition of a mini pop up that can show options. +
+Wraps up ImGui::EndPopup(). +
+
+ + +Marks the start of a definition of a mini pop up that can show options. +
+Wraps up ImGui::BeginPopup(). +
+ Label used to identify this widget. + Whether or not the pop up is open. +
+ + +Creates a collapsing title header. +
+Wraps up ImGui::CollapsingHeader(). +
+ Label for the header. + True if the header is open, false otherwise. +
+ + +Unindents the widgets rendered after this call. +
+Wraps up ImGui::Unindent(). +
+
+ + +Indents the widgets rendered after this call. +
+Wraps up ImGui::Indent(). +
+
+ + +Marks the end of a stack of ImGui widgets from the last PushID() call. +
+Wraps up ImGui::PopID(). +
+
+ + +Marks the start of a stack of ImGui widgets with the specified id. +
+Wraps up ImGui::PushID(). +
+ Integer-based ID. +
+ + +Marks the start of a stack of ImGui widgets with the specified id. +
+Wraps up ImGui::PushID(). +
+ String-based ID. +
+ + +Maximum length of a string supported by InputTextField() + + + + +Static class that contains useful functions for Editor UI using ImGui. + + + + +Redoes the last undo-ed command if it exists. + + + + +Undos the last added command if it exists. + + + + +Adds a command onto the stack. + + + + + +True if there is a redoable action in the stack. + + + + +True if there is an undoable action in the stack. + + + + +Command for the stack that represents a data modification. + + + + +Class that is able to store a stack of actions that can be done and redone. + + + + +To be called from native code when a Collision Shape has been changed. + + +The entity which has it's collision shape changed. + + + + +To be called from native code when a collision shape has been removed. + + The entity which has it's collision shape removed. + + + +Retrieves a ColliderBound at the specified index in the ColliderBound list +and casts it to the appropriate type. + + Type of the ColliderBound to cast to. + Index to retrieve a ColliderBound from. + ColliderBound for the specified index. + + + +Retrieves a ColliderBound at the specified index in the ColliderBound list. + + Index to retrieve a ColliderBound from. + ColliderBound for the specified index. + + + +Total number of ColliderShapes in the Collider component. + + + + +Constructs a Collider Component that represents a native SHColliderComponent +component tied to the specified Entity. + + Entity that this Component will be tied to. + + + +CLR version of the the SHADE Engine's SHColliderComponent. +A single Collider component can contain one or multiple Collider Bounds. + + + + + + + + + + +Radius of the Bounding Sphere formed by this bound. + + + + +Center of the Bounding Sphere formed by this bound. + + + + +Sphere-shaped Collider Bound. + + + + + + + + + + +Position of the top right front corner of the Bounding Box formed by this +bound. + + + + +Position of the bottom left back corner of the Bounding Box formed by this +bound. + + + + +Half of the scale of the Bounding Box formed by this bound. + + + + +Center of the Bounding Box formed by this bound. + + + + +Box-shaped Collider Bound. + + + + +Computes a Raycast and checks if there is a collision with any object. + + The ray to cast. + Maximum distance for the raycast check. + True if the ray intersects with an object in the scene. + + + +Checks if the specified point is within this shape's bounds. + + Point to test with. + True if the point is in the shape's bounds. + + + +Base interface for all Collider Shapes. + + + +@brief The density of the collider that determines the mass of the collision shape + if it is automatically computed. Must be a positive number. + + + +@brief The bounciness factor of the physics object., clamped between [0,1].
+ 0 means the object will never bounce. + 1 means the object never loses energy on a bounce. + +
+ +@brief The friction coefficient of the physics object., clamped between [0,1].
+ 0 means the object will never experience friction. + 1 means the friction force against the object is equal to the applied force. + +
+ +@brief Sets the mass density of the physics material. +@param newDensity The density value to set. Always made positive. + + + +@brief Sets the bounciness factor of the physics material. +@param newBounciness The bounciness value to set. Clamped between [0,1]. + + + +@brief Sets the friction coefficient of the physics material. +@param newFriction The friction value to set. Clamped between [0,1]. + + + +@brief Default constructor for a physics material. +@param friction The friction of the material. Clamped between [0,1]. Defaults to 0.4. +@param bounciness The bounciness of the material. Clamped between [0,1]. +@param density The mass density of the material. Always made positive. + + + + +Closes the current window, and depending on the implementation, should also +close the application. + + + + +Retrieves the current window fullscreen status. + + The current window fullscreen status.. + + + +Retrieves the current window height. + + The current window height. + + + +Retrieves the current window width. + + The current window width. + + + +Static class that wraps up certain functions in the SHGraphicsSystem so that +accessing it from SHADE_Managed would not cause issues due to C++20 features. + + + + @brief Perform ImGui and ImGui Backend Render + + + + + @brief Start new frame for editor + + + + + @brief Initialise Backend for ImGui (SDL and Vulkan backend) + + @param sdlWindow Pointer to SDL_Window + + + + @brief Set the Style for the editor + + @param style Desired style + + + + @brief Safely shutdown the editor + + + + + @brief Update the editor and add to ImGui DrawList + + @param dt Delta-time of the frame + + + + @brief Initialise the editor + + @param sdlWindow pointer to SDL_Window object created in application + + + + @brief Style options + + + + + @brief SHEditor static class contains editor variables and implementation of editor functions. + + + + + Get the YUV conversion mode, returning the correct mode for the resolution + when the current conversion mode is SDL_YUV_CONVERSION_AUTOMATIC + + \since This function is available since SDL 2.0.8. + + + + Get the YUV conversion mode + + \since This function is available since SDL 2.0.8. + + + + Set the YUV conversion mode + + \since This function is available since SDL 2.0.8. + + + + Perform low-level surface scaled blitting only. + + This is a semi-private function and it performs low-level surface blitting, + assuming the input rectangles have already been clipped. + + \param src the SDL_Surface structure to be copied from + \param srcrect the SDL_Rect structure representing the rectangle to be + copied + \param dst the SDL_Surface structure that is the blit target + \param dstrect the SDL_Rect structure representing the rectangle that is + copied into + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitScaled + + + + Perform a scaled surface copy to a destination surface. + + SDL_UpperBlitScaled() has been replaced by SDL_BlitScaled(), which is + merely a macro for this function with a less confusing name. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitScaled + + + + Perform bilinear scaling between two surfaces of the same format, 32BPP. + + \since This function is available since SDL 2.0.16. + + + + Perform a fast, low quality, stretch blit between two surfaces of the same + format. + + Please use SDL_BlitScaled() instead. + + \since This function is available since SDL 2.0.0. + + + + Perform low-level surface blitting only. + + This is a semi-private blit function and it performs low-level surface + blitting, assuming the input rectangles have already been clipped. + + Unless you know what you're doing, you should be using SDL_BlitSurface() + instead. + + \param src the SDL_Surface structure to be copied from + \param srcrect the SDL_Rect structure representing the rectangle to be + copied, or NULL to copy the entire surface + \param dst the SDL_Surface structure that is the blit target + \param dstrect the SDL_Rect structure representing the rectangle that is + copied into + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitSurface + + + + * Performs a fast blit from the source surface to the destination surface. + * + * This assumes that the source and destination rectangles are + * the same size. If either \c srcrect or \c dstrect are NULL, the entire + * surface (\c src or \c dst) is copied. The final blit rectangles are saved + * in \c srcrect and \c dstrect after all clipping is performed. + * + * \returns 0 if the blit is successful, otherwise it returns -1. + * + * The blit function should not be called on a locked surface. + * + * The blit semantics for surfaces with and without blending and colorkey + * are defined as follows: + * \verbatim + RGBA->RGB: + Source surface blend mode set to SDL_BLENDMODE_BLEND: + alpha-blend (using the source alpha-channel and per-surface alpha) + SDL_SRCCOLORKEY ignored. + Source surface blend mode set to SDL_BLENDMODE_NONE: + copy RGB. + if SDL_SRCCOLORKEY set, only copy the pixels matching the + RGB values of the source color key, ignoring alpha in the + comparison. + + RGB->RGBA: + Source surface blend mode set to SDL_BLENDMODE_BLEND: + alpha-blend (using the source per-surface alpha) + Source surface blend mode set to SDL_BLENDMODE_NONE: + copy RGB, set destination alpha to source per-surface alpha value. + both: + if SDL_SRCCOLORKEY set, only copy the pixels matching the + source color key. + + RGBA->RGBA: + Source surface blend mode set to SDL_BLENDMODE_BLEND: + alpha-blend (using the source alpha-channel and per-surface alpha) + SDL_SRCCOLORKEY ignored. + Source surface blend mode set to SDL_BLENDMODE_NONE: + copy all of RGBA to the destination. + if SDL_SRCCOLORKEY set, only copy the pixels matching the + RGB values of the source color key, ignoring alpha in the + comparison. + + RGB->RGB: + Source surface blend mode set to SDL_BLENDMODE_BLEND: + alpha-blend (using the source per-surface alpha) + Source surface blend mode set to SDL_BLENDMODE_NONE: + copy RGB. + both: + if SDL_SRCCOLORKEY set, only copy the pixels matching the + source color key. + \endverbatim + * + * You should call SDL_BlitSurface() unless you know exactly how SDL + * blitting works internally and how to use the other blit functions. + + Perform a fast blit from the source surface to the destination surface. + + SDL_UpperBlit() has been replaced by SDL_BlitSurface(), which is merely a + macro for this function with a less confusing name. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitSurface + + + + Perform a fast fill of a set of rectangles with a specific color. + + `color` should be a pixel of the format used by the surface, and can be + generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an + alpha component then the destination is simply filled with that alpha + information, no blending takes place. + + If there is a clip rectangle set on the destination (set via + SDL_SetClipRect()), then this function will fill based on the intersection + of the clip rectangle and `rect`. + + \param dst the SDL_Surface structure that is the drawing target + \param rects an array of SDL_Rects representing the rectangles to fill. + \param count the number of rectangles in the array + \param color the color to fill with + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_FillRect + + + + Perform a fast fill of a rectangle with a specific color. + + `color` should be a pixel of the format used by the surface, and can be + generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an + alpha component then the destination is simply filled with that alpha + information, no blending takes place. + + If there is a clip rectangle set on the destination (set via + SDL_SetClipRect()), then this function will fill based on the intersection + of the clip rectangle and `rect`. + + \param dst the SDL_Surface structure that is the drawing target + \param rect the SDL_Rect structure representing the rectangle to fill, or + NULL to fill the entire surface + \param color the color to fill with + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_FillRects + + + + Premultiply the alpha on a block of pixels. + + This is safe to use with src == dst, but not for other overlapping areas. + + This function is currently only implemented for SDL_PIXELFORMAT_ARGB8888. + + \param width the width of the block to convert, in pixels + \param height the height of the block to convert, in pixels + \param src_format an SDL_PixelFormatEnum value of the `src` pixels format + \param src a pointer to the source pixels + \param src_pitch the pitch of the source pixels, in bytes + \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format + \param dst a pointer to be filled in with premultiplied pixel data + \param dst_pitch the pitch of the destination pixels, in bytes + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.18. + + + + Copy a block of pixels of one format to another format. + + \param width the width of the block to copy, in pixels + \param height the height of the block to copy, in pixels + \param src_format an SDL_PixelFormatEnum value of the `src` pixels format + \param src a pointer to the source pixels + \param src_pitch the pitch of the source pixels, in bytes + \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format + \param dst a pointer to be filled in with new pixel data + \param dst_pitch the pitch of the destination pixels, in bytes + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + + + Copy an existing surface to a new surface of the specified format enum. + + This function operates just like SDL_ConvertSurface(), but accepts an + SDL_PixelFormatEnum value instead of an SDL_PixelFormat structure. As such, + it might be easier to call but it doesn't have access to palette + information for the destination surface, in case that would be important. + + \param src the existing SDL_Surface structure to convert + \param pixel_format the SDL_PixelFormatEnum that the new surface is + optimized for + \param flags the flags are unused and should be set to 0; this is a + leftover from SDL 1.2's API + \returns the new SDL_Surface structure that is created or NULL if it fails; + call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_AllocFormat + \sa SDL_ConvertSurface + \sa SDL_CreateRGBSurface + + + + Copy an existing surface to a new surface of the specified format. + + This function is used to optimize images for faster *repeat* blitting. This + is accomplished by converting the original and storing the result as a new + surface. The new, optimized surface can then be used as the source for + future blits, making them faster. + + \param src the existing SDL_Surface structure to convert + \param fmt the SDL_PixelFormat structure that the new surface is optimized + for + \param flags the flags are unused and should be set to 0; this is a + leftover from SDL 1.2's API + \returns the new SDL_Surface structure that is created or NULL if it fails; + call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_AllocFormat + \sa SDL_ConvertSurfaceFormat + \sa SDL_CreateRGBSurface + + + + Get the clipping rectangle for a surface. + + When `surface` is the destination of a blit, only the area within the clip + rectangle is drawn into. + + \param surface the SDL_Surface structure representing the surface to be + clipped + \param rect an SDL_Rect structure filled in with the clipping rectangle for + the surface + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitSurface + \sa SDL_SetClipRect + + + + Set the clipping rectangle for a surface. + + When `surface` is the destination of a blit, only the area within the clip + rectangle is drawn into. + + Note that blits are automatically clipped to the edges of the source and + destination surfaces. + + \param surface the SDL_Surface structure to be clipped + \param rect the SDL_Rect structure representing the clipping rectangle, or + NULL to disable clipping + \returns SDL_TRUE if the rectangle intersects the surface, otherwise + SDL_FALSE and blits will be completely clipped. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitSurface + \sa SDL_GetClipRect + + + + Get the blend mode used for blit operations. + + \param surface the SDL_Surface structure to query + \param blendMode a pointer filled in with the current SDL_BlendMode + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_SetSurfaceBlendMode + + + + Set the blend mode used for blit operations. + + To copy a surface to another surface (or texture) without blending with the + existing data, the blendmode of the SOURCE surface should be set to + `SDL_BLENDMODE_NONE`. + + \param surface the SDL_Surface structure to update + \param blendMode the SDL_BlendMode to use for blit blending + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetSurfaceBlendMode + + + + Get the additional alpha value used in blit operations. + + \param surface the SDL_Surface structure to query + \param alpha a pointer filled in with the current alpha value + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetSurfaceColorMod + \sa SDL_SetSurfaceAlphaMod + + + + Set an additional alpha value used in blit operations. + + When this surface is blitted, during the blit operation the source alpha + value is modulated by this alpha value according to the following formula: + + `srcA = srcA * (alpha / 255)` + + \param surface the SDL_Surface structure to update + \param alpha the alpha value multiplied into blit operations + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetSurfaceAlphaMod + \sa SDL_SetSurfaceColorMod + + + + Get the additional color value multiplied into blit operations. + + \param surface the SDL_Surface structure to query + \param r a pointer filled in with the current red color value + \param g a pointer filled in with the current green color value + \param b a pointer filled in with the current blue color value + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetSurfaceAlphaMod + \sa SDL_SetSurfaceColorMod + + + + Set an additional color value multiplied into blit operations. + + When this surface is blitted, during the blit operation each source color + channel is modulated by the appropriate color value according to the + following formula: + + `srcC = srcC * (color / 255)` + + \param surface the SDL_Surface structure to update + \param r the red color value multiplied into blit operations + \param g the green color value multiplied into blit operations + \param b the blue color value multiplied into blit operations + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetSurfaceColorMod + \sa SDL_SetSurfaceAlphaMod + + + + Get the color key (transparent pixel) for a surface. + + The color key is a pixel of the format used by the surface, as generated by + SDL_MapRGB(). + + If the surface doesn't have color key enabled this function returns -1. + + \param surface the SDL_Surface structure to query + \param key a pointer filled in with the transparent pixel + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitSurface + \sa SDL_SetColorKey + + + + Returns whether the surface has a color key + + It is safe to pass a NULL `surface` here; it will return SDL_FALSE. + + \param surface the SDL_Surface structure to query + \return SDL_TRUE if the surface has a color key, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.9. + + \sa SDL_SetColorKey + \sa SDL_GetColorKey + + + + Set the color key (transparent pixel) in a surface. + + The color key defines a pixel value that will be treated as transparent in + a blit. For example, one can use this to specify that cyan pixels should be + considered transparent, and therefore not rendered. + + It is a pixel of the format used by the surface, as generated by + SDL_MapRGB(). + + RLE acceleration can substantially speed up blitting of images with large + horizontal runs of transparent pixels. See SDL_SetSurfaceRLE() for details. + + \param surface the SDL_Surface structure to update + \param flag SDL_TRUE to enable color key, SDL_FALSE to disable color key + \param key the transparent pixel + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitSurface + \sa SDL_GetColorKey + + + + Returns whether the surface is RLE enabled + + It is safe to pass a NULL `surface` here; it will return SDL_FALSE. + + \param surface the SDL_Surface structure to query + \returns SDL_TRUE if the surface is RLE enabled, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.14. + + \sa SDL_SetSurfaceRLE + + + + Save a surface to a file. + + Convenience macro. + + Set the RLE acceleration hint for a surface. + + If RLE is enabled, color key and alpha blending blits are much faster, but + the surface must be locked before directly accessing the pixels. + + \param surface the SDL_Surface structure to optimize + \param flag 0 to disable, non-zero to enable RLE acceleration + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_BlitSurface + \sa SDL_LockSurface + \sa SDL_UnlockSurface + + + + Load a surface from a file. + + Convenience macro. + + Save a surface to a seekable SDL data stream in BMP format. + + Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the + BMP directly. Other RGB formats with 8-bit or higher get converted to a + 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit + surface before they are saved. YUV and paletted 1-bit and 4-bit formats are + not supported. + + \param surface the SDL_Surface structure containing the image to be saved + \param dst a data stream to save to + \param freedst non-zero to close the stream after being written + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_LoadBMP_RW + \sa SDL_SaveBMP + + + + Load a BMP image from a seekable SDL data stream. + + The new surface should be freed with SDL_FreeSurface(). Not doing so will + result in a memory leak. + + src is an open SDL_RWops buffer, typically loaded with SDL_RWFromFile. + Alternitavely, you might also use the macro SDL_LoadBMP to load a bitmap + from a file, convert it to an SDL_Surface and then close the file. + + \param src the data stream for the surface + \param freesrc non-zero to close the stream after being read + \returns a pointer to a new SDL_Surface structure or NULL if there was an + error; call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_FreeSurface + \sa SDL_RWFromFile + \sa SDL_LoadBMP + \sa SDL_SaveBMP_RW + + + + Release a surface after directly accessing the pixels. + + \param surface the SDL_Surface structure to be unlocked + + \since This function is available since SDL 2.0.0. + + \sa SDL_LockSurface + + + + Set up a surface for directly accessing the pixels. + + Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write to + and read from `surface->pixels`, using the pixel format stored in + `surface->format`. Once you are done accessing the surface, you should use + SDL_UnlockSurface() to release it. + + Not all surfaces require locking. If `SDL_MUSTLOCK(surface)` evaluates to + 0, then you can read and write to the surface at any time, and the pixel + format of the surface will not change. + + \param surface the SDL_Surface structure to be locked + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_MUSTLOCK + \sa SDL_UnlockSurface + + + + Set the palette used by a surface. + + A single palette can be shared with many surfaces. + + \param surface the SDL_Surface structure to update + \param palette the SDL_Palette structure to use + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + + + Free an RGB surface. + + It is safe to pass NULL to this function. + + \param surface the SDL_Surface to free. + + \since This function is available since SDL 2.0.0. + + \sa SDL_CreateRGBSurface + \sa SDL_CreateRGBSurfaceFrom + \sa SDL_LoadBMP + \sa SDL_LoadBMP_RW + + + + Allocate a new RGB surface with with a specific pixel format and existing + pixel data. + + This function operates mostly like SDL_CreateRGBSurfaceFrom(), except + instead of providing pixel color masks, you provide it with a predefined + format from SDL_PixelFormatEnum. + + No copy is made of the pixel data. Pixel data is not managed automatically; + you must free the surface before you free the pixel data. + + \param pixels a pointer to existing pixel data + \param width the width of the surface + \param height the height of the surface + \param depth the depth of the surface in bits + \param pitch the pitch of the surface in bytes + \param format the SDL_PixelFormatEnum for the new surface's pixel format. + \returns the new SDL_Surface structure that is created or NULL if it fails; + call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.5. + + \sa SDL_CreateRGBSurfaceFrom + \sa SDL_CreateRGBSurfaceWithFormat + \sa SDL_FreeSurface + + + + Allocate a new RGB surface with existing pixel data. + + This function operates mostly like SDL_CreateRGBSurface(), except it does + not allocate memory for the pixel data, instead the caller provides an + existing buffer of data for the surface to use. + + No copy is made of the pixel data. Pixel data is not managed automatically; + you must free the surface before you free the pixel data. + + \param pixels a pointer to existing pixel data + \param width the width of the surface + \param height the height of the surface + \param depth the depth of the surface in bits + \param pitch the pitch of the surface in bytes + \param Rmask the red mask for the pixels + \param Gmask the green mask for the pixels + \param Bmask the blue mask for the pixels + \param Amask the alpha mask for the pixels + \returns the new SDL_Surface structure that is created or NULL if it fails; + call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_CreateRGBSurface + \sa SDL_CreateRGBSurfaceWithFormat + \sa SDL_FreeSurface + + + + Allocate a new RGB surface with a specific pixel format. + + This function operates mostly like SDL_CreateRGBSurface(), except instead + of providing pixel color masks, you provide it with a predefined format + from SDL_PixelFormatEnum. + + \param flags the flags are unused and should be set to 0 + \param width the width of the surface + \param height the height of the surface + \param depth the depth of the surface in bits + \param format the SDL_PixelFormatEnum for the new surface's pixel format. + \returns the new SDL_Surface structure that is created or NULL if it fails; + call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.5. + + \sa SDL_CreateRGBSurface + \sa SDL_CreateRGBSurfaceFrom + \sa SDL_FreeSurface + + + + Allocate a new RGB surface. + + If `depth` is 4 or 8 bits, an empty palette is allocated for the surface. + If `depth` is greater than 8 bits, the pixel format is set using the + [RGBA]mask parameters. + + The [RGBA]mask parameters are the bitmasks used to extract that color from + a pixel. For instance, `Rmask` being 0xFF000000 means the red data is + stored in the most significant byte. Using zeros for the RGB masks sets a + default value, based on the depth. For example: + + ```c++ + SDL_CreateRGBSurface(0,w,h,32,0,0,0,0); + ``` + + However, using zero for the Amask results in an Amask of 0. + + By default surfaces with an alpha mask are set up for blending as with: + + ```c++ + SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_BLEND) + ``` + + You can change this by calling SDL_SetSurfaceBlendMode() and selecting a + different `blendMode`. + + \param flags the flags are unused and should be set to 0 + \param width the width of the surface + \param height the height of the surface + \param depth the depth of the surface in bits + \param Rmask the red mask for the pixels + \param Gmask the green mask for the pixels + \param Bmask the blue mask for the pixels + \param Amask the alpha mask for the pixels + \returns the new SDL_Surface structure that is created or NULL if it fails; + call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_CreateRGBSurfaceFrom + \sa SDL_CreateRGBSurfaceWithFormat + \sa SDL_FreeSurface + + + +Reference count -- used when freeing surface + + +info for fast blit mapping to other surfaces + + +clipping information + + +list of BlitMap that hold a reference to this surface + + +information needed for surfaces requiring locks + + +Application data associated with the surface + + + \brief A collection of pixels used in software blitting. + + \note This structure should be treated as read-only, except for \c pixels, + which, if not NULL, contains the raw pixel data for the surface. + + +\brief The type of function used for surface blitting functions. + + + + Compose a custom blend mode for renderers. + + The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept + the SDL_BlendMode returned by this function if the renderer supports it. + + A blend mode controls how the pixels from a drawing operation (source) get + combined with the pixels from the render target (destination). First, the + components of the source and destination pixels get multiplied with their + blend factors. Then, the blend operation takes the two products and + calculates the result that will get stored in the render target. + + Expressed in pseudocode, it would look like this: + + ```c + dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor); + dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor); + ``` + + Where the functions `colorOperation(src, dst)` and `alphaOperation(src, + dst)` can return one of the following: + + - `src + dst` + - `src - dst` + - `dst - src` + - `min(src, dst)` + - `max(src, dst)` + + The red, green, and blue components are always multiplied with the first, + second, and third components of the SDL_BlendFactor, respectively. The + fourth component is not used. + + The alpha component is always multiplied with the fourth component of the + SDL_BlendFactor. The other components are not used in the alpha + calculation. + + Support for these blend modes varies for each renderer. To check if a + specific SDL_BlendMode is supported, create a renderer and pass it to + either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will + return with an error if the blend mode is not supported. + + This list describes the support of custom blend modes for each renderer in + SDL 2.0.6. All renderers support the four blend modes listed in the + SDL_BlendMode enumeration. + + - **direct3d**: Supports all operations with all factors. However, some + factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and + `SDL_BLENDOPERATION_MAXIMUM`. + - **direct3d11**: Same as Direct3D 9. + - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all + factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with SDL + 2.0.6. + - **opengles**: Supports the `SDL_BLENDOPERATION_ADD` operation with all + factors. Color and alpha factors need to be the same. OpenGL ES 1 + implementation specific: May also support `SDL_BLENDOPERATION_SUBTRACT` + and `SDL_BLENDOPERATION_REV_SUBTRACT`. May support color and alpha + operations being different from each other. May support color and alpha + factors being different from each other. + - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`, + `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT` + operations with all factors. + - **psp**: No custom blend mode support. + - **software**: No custom blend mode support. + + Some renderers do not provide an alpha component for the default render + target. The `SDL_BLENDFACTOR_DST_ALPHA` and + `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this + case. + + \param srcColorFactor the SDL_BlendFactor applied to the red, green, and + blue components of the source pixels + \param dstColorFactor the SDL_BlendFactor applied to the red, green, and + blue components of the destination pixels + \param colorOperation the SDL_BlendOperation used to combine the red, + green, and blue components of the source and + destination pixels + \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of + the source pixels + \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of + the destination pixels + \param alphaOperation the SDL_BlendOperation used to combine the alpha + component of the source and destination pixels + \returns an SDL_BlendMode that represents the chosen factors and + operations. + + \since This function is available since SDL 2.0.6. + + \sa SDL_SetRenderDrawBlendMode + \sa SDL_GetRenderDrawBlendMode + \sa SDL_SetTextureBlendMode + \sa SDL_GetTextureBlendMode + + + + Calculate the intersection of a rectangle and line segment with float + precision. + + This function is used to clip a line segment to a rectangle. A line segment + contained entirely within the rectangle or that does not intersect will + remain unchanged. A line segment that crosses the rectangle at either or + both ends will be clipped to the boundary of the rectangle and the new + coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. + + \param rect an SDL_FRect structure representing the rectangle to intersect + \param X1 a pointer to the starting X-coordinate of the line + \param Y1 a pointer to the starting Y-coordinate of the line + \param X2 a pointer to the ending X-coordinate of the line + \param Y2 a pointer to the ending Y-coordinate of the line + \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.22. + + + + Calculate a minimal rectangle enclosing a set of points with float + precision. + + If `clip` is not NULL then only points inside of the clipping rectangle are + considered. + + \param points an array of SDL_FPoint structures representing points to be + enclosed + \param count the number of structures in the `points` array + \param clip an SDL_FRect used for clipping or NULL to enclose all points + \param result an SDL_FRect structure filled in with the minimal enclosing + rectangle + \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the + points were outside of the clipping rectangle. + + \since This function is available since SDL 2.0.22. + + + + Calculate the union of two rectangles with float precision. + + \param A an SDL_FRect structure representing the first rectangle + \param B an SDL_FRect structure representing the second rectangle + \param result an SDL_FRect structure filled in with the union of rectangles + `A` and `B` + + \since This function is available since SDL 2.0.22. + + + + Calculate the intersection of two rectangles with float precision. + + If `result` is NULL then this function will return SDL_FALSE. + + \param A an SDL_FRect structure representing the first rectangle + \param B an SDL_FRect structure representing the second rectangle + \param result an SDL_FRect structure filled in with the intersection of + rectangles `A` and `B` + \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.22. + + \sa SDL_HasIntersectionF + + + + Determine whether two rectangles intersect with float precision. + + If either pointer is NULL the function will return SDL_FALSE. + + \param A an SDL_FRect structure representing the first rectangle + \param B an SDL_FRect structure representing the second rectangle + \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.22. + + \sa SDL_IntersectRect + + + + Returns true if the two rectangles are equal, using a default epsilon. + + \since This function is available since SDL 2.0.22. + + + + Returns true if the two rectangles are equal, within some given epsilon. + + \since This function is available since SDL 2.0.22. + + + +Returns true if the rectangle has no area. + + + +Returns true if point resides inside a rectangle. + + + + Calculate the intersection of a rectangle and line segment. + + This function is used to clip a line segment to a rectangle. A line segment + contained entirely within the rectangle or that does not intersect will + remain unchanged. A line segment that crosses the rectangle at either or + both ends will be clipped to the boundary of the rectangle and the new + coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. + + \param rect an SDL_Rect structure representing the rectangle to intersect + \param X1 a pointer to the starting X-coordinate of the line + \param Y1 a pointer to the starting Y-coordinate of the line + \param X2 a pointer to the ending X-coordinate of the line + \param Y2 a pointer to the ending Y-coordinate of the line + \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.0. + + + + Calculate a minimal rectangle enclosing a set of points. + + If `clip` is not NULL then only points inside of the clipping rectangle are + considered. + + \param points an array of SDL_Point structures representing points to be + enclosed + \param count the number of structures in the `points` array + \param clip an SDL_Rect used for clipping or NULL to enclose all points + \param result an SDL_Rect structure filled in with the minimal enclosing + rectangle + \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the + points were outside of the clipping rectangle. + + \since This function is available since SDL 2.0.0. + + + + Calculate the union of two rectangles. + + \param A an SDL_Rect structure representing the first rectangle + \param B an SDL_Rect structure representing the second rectangle + \param result an SDL_Rect structure filled in with the union of rectangles + `A` and `B` + + \since This function is available since SDL 2.0.0. + + + + Calculate the intersection of two rectangles. + + If `result` is NULL then this function will return SDL_FALSE. + + \param A an SDL_Rect structure representing the first rectangle + \param B an SDL_Rect structure representing the second rectangle + \param result an SDL_Rect structure filled in with the intersection of + rectangles `A` and `B` + \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.0. + + \sa SDL_HasIntersection + + + + Determine whether two rectangles intersect. + + If either pointer is NULL the function will return SDL_FALSE. + + \param A an SDL_Rect structure representing the first rectangle + \param B an SDL_Rect structure representing the second rectangle + \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. + + \since This function is available since SDL 2.0.0. + + \sa SDL_IntersectRect + + + +Returns true if the two rectangles are equal. + + + +Returns true if the rectangle has no area. + + + +Returns true if point resides inside a rectangle. + + + + A rectangle, with the origin at the upper left (floating point). + + \sa SDL_FRectEmpty + \sa SDL_FRectEquals + \sa SDL_FRectEqualsEpsilon + \sa SDL_HasIntersectionF + \sa SDL_IntersectFRect + \sa SDL_IntersectFRectAndLine + \sa SDL_UnionFRect + \sa SDL_EncloseFPoints + \sa SDL_PointInFRect + + + + A rectangle, with the origin at the upper left (integer). + + \sa SDL_RectEmpty + \sa SDL_RectEquals + \sa SDL_HasIntersection + \sa SDL_IntersectRect + \sa SDL_IntersectRectAndLine + \sa SDL_UnionRect + \sa SDL_EnclosePoints + + + + The structure that defines a point (floating point) + + \sa SDL_EncloseFPoints + \sa SDL_PointInFRect + + + + Use this function to write 64 bits in native format to a SDL_RWops as + big-endian data. + + SDL byteswaps the data only if necessary, so the application always + specifies native format, and the data written will be in big-endian format. + + \param dst the stream to which data will be written + \param value the data to be written, in native format + \returns 1 on successful write, 0 on error. + + \since This function is available since SDL 2.0.0. + + \sa SDL_WriteLE64 + + + + Use this function to write 64 bits in native format to a SDL_RWops as + little-endian data. + + SDL byteswaps the data only if necessary, so the application always + specifies native format, and the data written will be in little-endian + format. + + \param dst the stream to which data will be written + \param value the data to be written, in native format + \returns 1 on successful write, 0 on error. + + \since This function is available since SDL 2.0.0. + + \sa SDL_WriteBE64 + + + + Use this function to write 32 bits in native format to a SDL_RWops as + big-endian data. + + SDL byteswaps the data only if necessary, so the application always + specifies native format, and the data written will be in big-endian format. + + \param dst the stream to which data will be written + \param value the data to be written, in native format + \returns 1 on successful write, 0 on error. + + \since This function is available since SDL 2.0.0. + + \sa SDL_WriteLE32 + + + + Use this function to write 32 bits in native format to a SDL_RWops as + little-endian data. + + SDL byteswaps the data only if necessary, so the application always + specifies native format, and the data written will be in little-endian + format. + + \param dst the stream to which data will be written + \param value the data to be written, in native format + \returns 1 on successful write, 0 on error. + + \since This function is available since SDL 2.0.0. + + \sa SDL_WriteBE32 + + + + Use this function to write 16 bits in native format to a SDL_RWops as + big-endian data. + + SDL byteswaps the data only if necessary, so the application always + specifies native format, and the data written will be in big-endian format. + + \param dst the stream to which data will be written + \param value the data to be written, in native format + \returns 1 on successful write, 0 on error. + + \since This function is available since SDL 2.0.0. + + \sa SDL_WriteLE16 + + + + Use this function to write 16 bits in native format to a SDL_RWops as + little-endian data. + + SDL byteswaps the data only if necessary, so the application always + specifies native format, and the data written will be in little-endian + format. + + \param dst the stream to which data will be written + \param value the data to be written, in native format + \returns 1 on successful write, 0 on error. + + \since This function is available since SDL 2.0.0. + + \sa SDL_WriteBE16 + + + + \name Write endian functions + + Write an item of native format to the specified endianness. + + Use this function to write a byte to an SDL_RWops. + + \param dst the SDL_RWops to write to + \param value the byte value to write + \returns 1 on success or 0 on failure; call SDL_GetError() for more + information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_ReadU8 + + + + Use this function to read 64 bits of big-endian data from an SDL_RWops and + return in native format. + + SDL byteswaps the data only if necessary, so the data returned will be in + the native byte order. + + \param src the stream from which to read data + \returns 64 bits of data in the native byte order of the platform. + + \since This function is available since SDL 2.0.0. + + \sa SDL_ReadLE64 + + + + Use this function to read 64 bits of little-endian data from an SDL_RWops + and return in native format. + + SDL byteswaps the data only if necessary, so the data returned will be in + the native byte order. + + \param src the stream from which to read data + \returns 64 bits of data in the native byte order of the platform. + + \since This function is available since SDL 2.0.0. + + \sa SDL_ReadBE64 + + + + Use this function to read 32 bits of big-endian data from an SDL_RWops and + return in native format. + + SDL byteswaps the data only if necessary, so the data returned will be in + the native byte order. + + \param src the stream from which to read data + \returns 32 bits of data in the native byte order of the platform. + + \since This function is available since SDL 2.0.0. + + \sa SDL_ReadLE32 + + + + Use this function to read 32 bits of little-endian data from an SDL_RWops + and return in native format. + + SDL byteswaps the data only if necessary, so the data returned will be in + the native byte order. + + \param src the stream from which to read data + \returns 32 bits of data in the native byte order of the platform. + + \since This function is available since SDL 2.0.0. + + \sa SDL_ReadBE32 + + + + Use this function to read 16 bits of big-endian data from an SDL_RWops and + return in native format. + + SDL byteswaps the data only if necessary, so the data returned will be in + the native byte order. + + \param src the stream from which to read data + \returns 16 bits of data in the native byte order of the platform. + + \since This function is available since SDL 2.0.0. + + \sa SDL_ReadLE16 + + + + Use this function to read 16 bits of little-endian data from an SDL_RWops + and return in native format. + + SDL byteswaps the data only if necessary, so the data returned will be in + the native byte order. + + \param src the stream from which to read data + \returns 16 bits of data in the native byte order of the platform. + + \since This function is available since SDL 2.0.0. + + \sa SDL_ReadBE16 + + + + \name Read endian functions + + Read an item of the specified endianness and return in native format. + + Use this function to read a byte from an SDL_RWops. + + \param src the SDL_RWops to read from + \returns the read byte on success or 0 on failure; call SDL_GetError() for + more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_WriteU8 + + + + Load all the data from a file path. + + The data is allocated with a zero byte at the end (null terminated) for + convenience. This extra byte is not included in the value reported via + `datasize`. + + The data should be freed with SDL_free(). + + Prior to SDL 2.0.10, this function was a macro wrapping around + SDL_LoadFile_RW. + + \param file the path to read all available data from + \param datasize if not NULL, will store the number of bytes read + \returns the data, or NULL if there was an error. + + \since This function is available since SDL 2.0.10. + + + + Load all the data from an SDL data stream. + + The data is allocated with a zero byte at the end (null terminated) for + convenience. This extra byte is not included in the value reported via + `datasize`. + + The data should be freed with SDL_free(). + + \param src the SDL_RWops to read all available data from + \param datasize if not NULL, will store the number of bytes read + \param freesrc if non-zero, calls SDL_RWclose() on `src` before returning + \returns the data, or NULL if there was an error. + + \since This function is available since SDL 2.0.6. + + + + Close and free an allocated SDL_RWops structure. + + SDL_RWclose() closes and cleans up the SDL_RWops stream. It releases any + resources used by the stream and frees the SDL_RWops itself with + SDL_FreeRW(). This returns 0 on success, or -1 if the stream failed to + flush to its output (e.g. to disk). + + Note that if this fails to flush the stream to disk, this function reports + an error, but the SDL_RWops is still invalid once this function returns. + + Prior to SDL 2.0.10, this function was a macro. + + \param context SDL_RWops structure to close + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.10. + + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWseek + \sa SDL_RWwrite + + + + Write to an SDL_RWops data stream. + + This function writes exactly `num` objects each of size `size` from the + area pointed at by `ptr` to the stream. If this fails for any reason, it'll + return less than `num` to demonstrate how far the write progressed. On + success, it returns `num`. + + SDL_RWwrite is actually a function wrapper that calls the SDL_RWops's + `write` method appropriately, to simplify application development. + + Prior to SDL 2.0.10, this function was a macro. + + \param context a pointer to an SDL_RWops structure + \param ptr a pointer to a buffer containing data to write + \param size the size of an object to write, in bytes + \param num the number of objects to write + \returns the number of objects written, which will be less than **num** on + error; call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.10. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWseek + + + + Read from a data source. + + This function reads up to `maxnum` objects each of size `size` from the + data source to the area pointed at by `ptr`. This function may read less + objects than requested. It will return zero when there has been an error or + the data stream is completely read. + + SDL_RWread() is actually a function wrapper that calls the SDL_RWops's + `read` method appropriately, to simplify application development. + + Prior to SDL 2.0.10, this function was a macro. + + \param context a pointer to an SDL_RWops structure + \param ptr a pointer to a buffer to read data into + \param size the size of each object to read, in bytes + \param maxnum the maximum number of objects to be read + \returns the number of objects read, or 0 at error or end of file; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.10. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWseek + \sa SDL_RWwrite + + + + Determine the current read/write offset in an SDL_RWops data stream. + + SDL_RWtell is actually a wrapper function that calls the SDL_RWops's `seek` + method, with an offset of 0 bytes from `RW_SEEK_CUR`, to simplify + application development. + + Prior to SDL 2.0.10, this function was a macro. + + \param context a SDL_RWops data stream object from which to get the current + offset + \returns the current offset in the stream, or -1 if the information can not + be determined. + + \since This function is available since SDL 2.0.10. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWseek + \sa SDL_RWwrite + + + + Seek within an SDL_RWops data stream. + + This function seeks to byte `offset`, relative to `whence`. + + `whence` may be any of the following values: + + - `RW_SEEK_SET`: seek from the beginning of data + - `RW_SEEK_CUR`: seek relative to current read point + - `RW_SEEK_END`: seek relative to the end of data + + If this stream can not seek, it will return -1. + + SDL_RWseek() is actually a wrapper function that calls the SDL_RWops's + `seek` method appropriately, to simplify application development. + + Prior to SDL 2.0.10, this function was a macro. + + \param context a pointer to an SDL_RWops structure + \param offset an offset in bytes, relative to **whence** location; can be + negative + \param whence any of `RW_SEEK_SET`, `RW_SEEK_CUR`, `RW_SEEK_END` + \returns the final offset in the data stream after the seek or -1 on error. + + \since This function is available since SDL 2.0.10. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWtell + \sa SDL_RWwrite + + + + Use this function to get the size of the data stream in an SDL_RWops. + + Prior to SDL 2.0.10, this function was a macro. + + \param context the SDL_RWops to get the size of the data stream from + \returns the size of the data stream in the SDL_RWops on success, -1 if + unknown or a negative error code on failure; call SDL_GetError() + for more information. + + \since This function is available since SDL 2.0.10. + + + + Use this function to free an SDL_RWops structure allocated by + SDL_AllocRW(). + + Applications do not need to use this function unless they are providing + their own SDL_RWops implementation. If you just need a SDL_RWops to + read/write a common data source, you should use the built-in + implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc, and + call the **close** method on those SDL_RWops pointers when you are done + with them. + + Only use SDL_FreeRW() on pointers returned by SDL_AllocRW(). The pointer is + invalid as soon as this function returns. Any extra memory allocated during + creation of the SDL_RWops is not freed by SDL_FreeRW(); the programmer must + be responsible for managing that memory in their **close** method. + + \param area the SDL_RWops structure to be freed + + \since This function is available since SDL 2.0.0. + + \sa SDL_AllocRW + + + + Use this function to allocate an empty, unpopulated SDL_RWops structure. + + Applications do not need to use this function unless they are providing + their own SDL_RWops implementation. If you just need a SDL_RWops to + read/write a common data source, you should use the built-in + implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc. + + You must free the returned pointer with SDL_FreeRW(). Depending on your + operating system and compiler, there may be a difference between the + malloc() and free() your program uses and the versions SDL calls + internally. Trying to mix the two can cause crashing such as segmentation + faults. Since all SDL_RWops must free themselves when their **close** + method is called, all SDL_RWops must be allocated through this function, so + they can all be freed correctly with SDL_FreeRW(). + + \returns a pointer to the allocated memory on success, or NULL on failure; + call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_FreeRW + + + + Use this function to prepare a read-only memory buffer for use with RWops. + + This function sets up an SDL_RWops struct based on a memory area of a + certain size. It assumes the memory area is not writable. + + Attempting to write to this RWops stream will report an error without + writing to the memory buffer. + + This memory buffer is not copied by the RWops; the pointer you provide must + remain valid until you close the stream. Closing the stream will not free + the original buffer. + + If you need to write to a memory buffer, you should use SDL_RWFromMem() + with a writable buffer of memory instead. + + \param mem a pointer to a read-only buffer to feed an SDL_RWops stream + \param size the buffer size, in bytes + \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWseek + \sa SDL_RWtell + + + + Use this function to prepare a read-write memory buffer for use with + SDL_RWops. + + This function sets up an SDL_RWops struct based on a memory area of a + certain size, for both read and write access. + + This memory buffer is not copied by the RWops; the pointer you provide must + remain valid until you close the stream. Closing the stream will not free + the original buffer. + + If you need to make sure the RWops never writes to the memory buffer, you + should use SDL_RWFromConstMem() with a read-only buffer of memory instead. + + \param mem a pointer to a buffer to feed an SDL_RWops stream + \param size the buffer size, in bytes + \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWseek + \sa SDL_RWtell + \sa SDL_RWwrite + + + + Use this function to create an SDL_RWops structure from a standard I/O file + pointer (stdio.h's `FILE*`). + + This function is not available on Windows, since files opened in an + application on that platform cannot be used by a dynamically linked + library. + + On some platforms, the first parameter is a `void*`, on others, it's a + `FILE*`, depending on what system headers are available to SDL. It is + always intended to be the `FILE*` type from the C runtime's stdio.h. + + \param fp the `FILE*` that feeds the SDL_RWops stream + \param autoclose SDL_TRUE to close the `FILE*` when closing the SDL_RWops, + SDL_FALSE to leave the `FILE*` open when the RWops is + closed + \returns a pointer to the SDL_RWops structure that is created, or NULL on + failure; call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFile + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWseek + \sa SDL_RWtell + \sa SDL_RWwrite + + + + \name RWFrom functions + + Functions to create SDL_RWops structures from various data streams. + + Use this function to create a new SDL_RWops structure for reading from + and/or writing to a named file. + + The `mode` string is treated roughly the same as in a call to the C + library's fopen(), even if SDL doesn't happen to use fopen() behind the + scenes. + + Available `mode` strings: + + - "r": Open a file for reading. The file must exist. + - "w": Create an empty file for writing. If a file with the same name + already exists its content is erased and the file is treated as a new + empty file. + - "a": Append to a file. Writing operations append data at the end of the + file. The file is created if it does not exist. + - "r+": Open a file for update both reading and writing. The file must + exist. + - "w+": Create an empty file for both reading and writing. If a file with + the same name already exists its content is erased and the file is + treated as a new empty file. + - "a+": Open a file for reading and appending. All writing operations are + performed at the end of the file, protecting the previous content to be + overwritten. You can reposition (fseek, rewind) the internal pointer to + anywhere in the file for reading, but writing operations will move it + back to the end of file. The file is created if it does not exist. + + **NOTE**: In order to open a file as a binary file, a "b" character has to + be included in the `mode` string. This additional "b" character can either + be appended at the end of the string (thus making the following compound + modes: "rb", "wb", "ab", "r+b", "w+b", "a+b") or be inserted between the + letter and the "+" sign for the mixed modes ("rb+", "wb+", "ab+"). + Additional characters may follow the sequence, although they should have no + effect. For example, "t" is sometimes appended to make explicit the file is + a text file. + + This function supports Unicode filenames, but they must be encoded in UTF-8 + format, regardless of the underlying operating system. + + As a fallback, SDL_RWFromFile() will transparently open a matching filename + in an Android app's `assets`. + + Closing the SDL_RWops will close the file handle SDL is holding internally. + + \param file a UTF-8 string representing the filename to open + \param mode an ASCII string representing the mode to be used for opening + the file. + \returns a pointer to the SDL_RWops structure that is created, or NULL on + failure; call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_RWclose + \sa SDL_RWFromConstMem + \sa SDL_RWFromFP + \sa SDL_RWFromMem + \sa SDL_RWread + \sa SDL_RWseek + \sa SDL_RWtell + \sa SDL_RWwrite + + + +Return the size of the file in this rwops, or -1 if unknown + + + Seek to \c offset relative to \c whence, one of stdio's whence values: + RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END + + \return the final offset in the data stream, or -1 on error. + + + Read up to \c maxnum objects each of size \c size from the data + stream to the area pointed at by \c ptr. + + \return the number of objects read, or 0 at error or end of file. + + + Write exactly \c num objects each of size \c size from the area + pointed at by \c ptr to data stream. + + \return the number of objects written, or 0 at error or end of file. + + + Close and free an allocated SDL_RWops structure. + + \return 0 if successful or -1 on write error when flushing data. + + + + Clear any previous error message for this thread. + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetError + \sa SDL_SetError + + + + Get the last error message that was set for the current thread. + + This allows the caller to copy the error string into a provided buffer, but + otherwise operates exactly the same as SDL_GetError(). + + \param errstr A buffer to fill with the last error message that was set for + the current thread + \param maxlen The size of the buffer pointed to by the errstr parameter + \returns the pointer passed in as the `errstr` parameter. + + \since This function is available since SDL 2.0.14. + + \sa SDL_GetError + + + + Retrieve a message about the last error that occurred on the current + thread. + + It is possible for multiple errors to occur before calling SDL_GetError(). + Only the last error is returned. + + The message is only applicable when an SDL function has signaled an error. + You must check the return values of SDL function calls to determine when to + appropriately call SDL_GetError(). You should *not* use the results of + SDL_GetError() to decide if an error has occurred! Sometimes SDL will set + an error string even when reporting success. + + SDL will *not* clear the error string for successful API calls. You *must* + check return values for failure cases before you can assume the error + string applies. + + Error strings are set per-thread, so an error set in a different thread + will not interfere with the current thread's operation. + + The returned string is internally allocated and must not be freed by the + application. + + \returns a message with information about the specific error that occurred, + or an empty string if there hasn't been an error message set since + the last call to SDL_ClearError(). The message is only applicable + when an SDL function has signaled an error. You must check the + return values of SDL function calls to determine when to + appropriately call SDL_GetError(). + + \since This function is available since SDL 2.0.0. + + \sa SDL_ClearError + \sa SDL_SetError + + + + Calculate a 256 entry gamma ramp for a gamma value. + + \param gamma a gamma value where 0.0 is black and 1.0 is identity + \param ramp an array of 256 values filled in with the gamma ramp + + \since This function is available since SDL 2.0.0. + + \sa SDL_SetWindowGammaRamp + + + + Get RGBA values from a pixel in the specified format. + + This function uses the entire 8-bit [0..255] range when converting color + components from pixel formats with less than 8-bits per RGB component + (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, + 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). + + If the surface has no alpha component, the alpha will be returned as 0xff + (100% opaque). + + \param pixel a pixel value + \param format an SDL_PixelFormat structure describing the format of the + pixel + \param r a pointer filled in with the red component + \param g a pointer filled in with the green component + \param b a pointer filled in with the blue component + \param a a pointer filled in with the alpha component + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetRGB + \sa SDL_MapRGB + \sa SDL_MapRGBA + + + + Get RGB values from a pixel in the specified format. + + This function uses the entire 8-bit [0..255] range when converting color + components from pixel formats with less than 8-bits per RGB component + (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, + 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). + + \param pixel a pixel value + \param format an SDL_PixelFormat structure describing the format of the + pixel + \param r a pointer filled in with the red component + \param g a pointer filled in with the green component + \param b a pointer filled in with the blue component + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetRGBA + \sa SDL_MapRGB + \sa SDL_MapRGBA + + + + Map an RGBA quadruple to a pixel value for a given pixel format. + + This function maps the RGBA color value to the specified pixel format and + returns the pixel value best approximating the given RGBA color value for + the given pixel format. + + If the specified pixel format has no alpha component the alpha value will + be ignored (as it will be in formats with a palette). + + If the format has a palette (8-bit) the index of the closest matching color + in the palette will be returned. + + If the pixel format bpp (color depth) is less than 32-bpp then the unused + upper bits of the return value can safely be ignored (e.g., with a 16-bpp + format the return value can be assigned to a Uint16, and similarly a Uint8 + for an 8-bpp format). + + \param format an SDL_PixelFormat structure describing the format of the + pixel + \param r the red component of the pixel in the range 0-255 + \param g the green component of the pixel in the range 0-255 + \param b the blue component of the pixel in the range 0-255 + \param a the alpha component of the pixel in the range 0-255 + \returns a pixel value + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetRGB + \sa SDL_GetRGBA + \sa SDL_MapRGB + + + + Map an RGB triple to an opaque pixel value for a given pixel format. + + This function maps the RGB color value to the specified pixel format and + returns the pixel value best approximating the given RGB color value for + the given pixel format. + + If the format has a palette (8-bit) the index of the closest matching color + in the palette will be returned. + + If the specified pixel format has an alpha component it will be returned as + all 1 bits (fully opaque). + + If the pixel format bpp (color depth) is less than 32-bpp then the unused + upper bits of the return value can safely be ignored (e.g., with a 16-bpp + format the return value can be assigned to a Uint16, and similarly a Uint8 + for an 8-bpp format). + + \param format an SDL_PixelFormat structure describing the pixel format + \param r the red component of the pixel in the range 0-255 + \param g the green component of the pixel in the range 0-255 + \param b the blue component of the pixel in the range 0-255 + \returns a pixel value + + \since This function is available since SDL 2.0.0. + + \sa SDL_GetRGB + \sa SDL_GetRGBA + \sa SDL_MapRGBA + + + + Free a palette created with SDL_AllocPalette(). + + \param palette the SDL_Palette structure to be freed + + \since This function is available since SDL 2.0.0. + + \sa SDL_AllocPalette + + + + Set a range of colors in a palette. + + \param palette the SDL_Palette structure to modify + \param colors an array of SDL_Color structures to copy into the palette + \param firstcolor the index of the first palette entry to modify + \param ncolors the number of entries to modify + \returns 0 on success or a negative error code if not all of the colors + could be set; call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_AllocPalette + \sa SDL_CreateRGBSurface + + + + Set the palette for a pixel format structure. + + \param format the SDL_PixelFormat structure that will use the palette + \param palette the SDL_Palette structure that will be used + \returns 0 on success or a negative error code on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_AllocPalette + \sa SDL_FreePalette + + + + Create a palette structure with the specified number of color entries. + + The palette entries are initialized to white. + + \param ncolors represents the number of color entries in the color palette + \returns a new SDL_Palette structure on success or NULL on failure (e.g. if + there wasn't enough memory); call SDL_GetError() for more + information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_FreePalette + + + + Free an SDL_PixelFormat structure allocated by SDL_AllocFormat(). + + \param format the SDL_PixelFormat structure to free + + \since This function is available since SDL 2.0.0. + + \sa SDL_AllocFormat + + + + Create an SDL_PixelFormat structure corresponding to a pixel format. + + Returned structure may come from a shared global cache (i.e. not newly + allocated), and hence should not be modified, especially the palette. Weird + errors such as `Blit combination not supported` may occur. + + \param pixel_format one of the SDL_PixelFormatEnum values + \returns the new SDL_PixelFormat structure or NULL on failure; call + SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_FreeFormat + + + + Convert a bpp value and RGBA masks to an enumerated pixel format. + + This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't + possible. + + \param bpp a bits per pixel value; usually 15, 16, or 32 + \param Rmask the red mask for the format + \param Gmask the green mask for the format + \param Bmask the blue mask for the format + \param Amask the alpha mask for the format + \returns one of the SDL_PixelFormatEnum values + + \since This function is available since SDL 2.0.0. + + \sa SDL_PixelFormatEnumToMasks + + + + Convert one of the enumerated pixel formats to a bpp value and RGBA masks. + + \param format one of the SDL_PixelFormatEnum values + \param bpp a bits per pixel value; usually 15, 16, or 32 + \param Rmask a pointer filled in with the red mask for the format + \param Gmask a pointer filled in with the green mask for the format + \param Bmask a pointer filled in with the blue mask for the format + \param Amask a pointer filled in with the alpha mask for the format + \returns SDL_TRUE on success or SDL_FALSE if the conversion wasn't + possible; call SDL_GetError() for more information. + + \since This function is available since SDL 2.0.0. + + \sa SDL_MasksToPixelFormatEnum + + + + Get the human readable name of a pixel format. + + \param format the pixel format to query + \returns the human readable name of the specified pixel format or + `SDL_PIXELFORMAT_UNKNOWN` if the format isn't recognized. + + \since This function is available since SDL 2.0.0. + + + +\note Everything in the pixel format structure is read-only. + + + +The bits of this structure can be directly reinterpreted as an integer-packed +color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 +on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems). + + + + If a + b would overflow, return -1. Otherwise store a + b via ret + and return 0. + + \since This function is available since SDL 2.24.0. + + + + If a * b would overflow, return -1. Otherwise store a * b via ret + and return 0. + + \since This function is available since SDL 2.24.0. + + + + This function converts a string between encodings in one pass, returning a + string that must be freed with SDL_free() or NULL on error. + + \since This function is available since SDL 2.0.0. + + + + Get the number of outstanding (unfreed) allocations + + \since This function is available since SDL 2.0.7. + + + + Replace SDL's memory allocation functions with a custom set + + \since This function is available since SDL 2.0.7. + + + + Get the current set of SDL memory functions + + \since This function is available since SDL 2.0.7. + + + + Get the original set of SDL memory functions + + \since This function is available since SDL 2.24.0. + + + +\endcond + \file begin_code.h + + This file sets things up for C dynamic library function definitions, + static inlined functions, and structures aligned at 4-byte alignment. + If you don't like ugly C preprocessor code, don't look at this file. :) + + + +\name Floating-point constants + +\cond + + +\brief An unsigned 64-bit integer type. + + + +\brief A signed 64-bit integer type. + + + +\brief An unsigned 32-bit integer type. + + + +\brief A signed 32-bit integer type. + + + +\brief An unsigned 16-bit integer type. + + + +\brief A signed 16-bit integer type. + + + +\brief An unsigned 8-bit integer type. + + + +\brief A signed 8-bit integer type. + + + + \file close_code.h + + This file reverses the effects of begin_code.h and should be included + after you finish any function and structure declarations in your headers + + + + \file SDL_stdinc.h + + This is a general header that includes C language support. + + \file SDL_platform.h + + Try to get a standard set of platform defines. + + \file begin_code.h + + This file sets things up for C dynamic library function definitions, + static inlined functions, and structures aligned at 4-byte alignment. + If you don't like ugly C preprocessor code, don't look at this file. :) + + Get the name of the platform. + + Here are the names returned for some (but not all) supported platforms: + + - "Windows" + - "Mac OS X" + - "Linux" + - "iOS" + - "Android" + + \returns the name of the platform. If the correct platform name is not + available, returns a string beginning with the text "Unknown". + + \since This function is available since SDL 2.0.0. + + + +*!************************************************************************* + + + +Marks the application to stop at the end of the current frame. + + + + +Whether or not the application is currently in fullscreen mode or not. + + + + +Retrieves the designated height of the current window. + + + + +Retrieves the designated width of the current window. + + + + +Whether or not the engine is in a paused state where script updates and +physics are not in play. + + + + +Whether or not the engine is playing. This will always be true on Publish. +On Debug/Release builds, this is true when the editor is in Play Mode. It +will also be true even if the editor is in Play Mode but is paused. + + + + +Static class that contains useful properties for querying the state of the +engine. + + + + +Sets the parent of this Transform component. + + +Entity that contains the Transform component that this Transform will be +parented to. If null, unparenting will occur. + + +If true, the transform values of this Transform component will retain their +pre-parent-change global transforms. The local transform values will be +modified to ensure that the global transforms do not change. + + + + +Parent Transform that affects this Transform. + + + + +Global scale stored by this Transform. + + + + +Global euler angle rotations stored by this Transform. + + + + +Global rotation quaternion stored by this Transform. + + + + +Global position stored by this Transform. + + + + +Local scale stored by this Transform. + + + + +Local euler angle rotations stored by this Transform. + + + + +Local rotation quaternion stored by this Transform. + + + + +Local position stored by this Transform. + + + + +Constructs a Transform Component that represents a native Transform component +tied to the specified Entity. + + Entity that this Component will be tied to. + + + +CLR version of the SHADE Engine's TransformComponent. + + + + +Compares if two float values are close enough to be the same with the +specified tolerance value. + + One of the values to compare. + The other value to compare. + Tolerance for floating point comparison. + True if a and b are practically the same. + + + +Compares if two float values are close enough to be the same with a tolerance +of Epsilon. + + One of the values to compare. + The other value to compare. + True if a and b are practically the same. + + + +Calculates the linear parameter t that produces the interpolant value within +the range [a, b]. + + Start value. + End value. + Value between start and end. + Percentage of value between start and end. + + + +Linearly interpolates between a and b by t. +The parameter t is not clamped and a value based on a and b is supported. +If t is less than zero, or greater than one, then LerpUnclamped will result +in a return value outside the range a to b. + + The start value. + The end value. + The interpolation value between the two float. + The interpolated float result between the two float values. + + + +Linearly interpolates between a and b by t. +The parameter t is clamped to the range [0, 1]. + + The start value. + The end value. + The interpolation value between the two float. + The interpolated float result between the two float values. + + + +Converts an angle from radian representation to degree representation. + + Radian-based angle to convert. + The specified angle in degrees. + + + +Converts an angle from degree representation to radian representation. + + Degree-based angle to convert. + The specified angle in radians. + + + +Wraps a value if they get to low or too high. + + Value to wrap. + Minimum value to wrap at. + Maximum value to wrap at. + Wrapped value. + + + +Small value used for single precision floating point comparisons. + + + + +Radians-to-degrees conversion constant + + + + +Degrees-to-radians conversion constant + + + + +Contains utility Math functions. + + + + +Logs a native exception that is formatted nicely to the output. + + Native exception to log. + Name of the one responsible for the exception. + + + +Logs an exception that is formatted nicely to the output. + + Name of the one responsible for the exception. + Exception to log. + + + +Logs a native exception that is formatted nicely to the output. +Equivalent to calling +LogException(exception, Convert::ToNative(thrower->GetType()->Name)); + + Native exception to log. + +Object that threw the exception to label the exception message. +The name of the object will be used. + + + + +Logs an exception that is formatted nicely to the output. + + Exception to log. + +Object that threw the exception to label the exception message. +The name of the object will be used. + + + + +Logs an exception that is formatted nicely to the output. + + Exception to log. + + + +Logs a error message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Name of the object that threw the error to label the error message. +The name of the object will be used. + + + + +Logs a error message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Name of the object that threw the error to label the error message. +The name of the object will be used. + + + + +Logs a error message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Object that threw the error to label the error message. +The name of the object will be used. + + + + +Logs a error message to the output. + + The string to output. + + + +Logs a error message to the output. + + The string to output. + + + +Logs a warning message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Name of the object that threw the warning to label the warning message. +The name of the object will be used. + + + + +Logs a warning message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Name of the object that threw the warning to label the warning message. +The name of the object will be used. + + + + +Logs a warning message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Object that threw the warning to label the warning message. +The name of the object will be used. + + + + +Logs a warning message to the output. + + The string to output. + + + +Logs a warning message to the output. + + The string to output. + + + +Logs a message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Name of the object that sent the message to label the message. +The name of the object will be used. + + + + +Logs a message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Name of the object that sent the message to label the message. +The name of the object will be used. + + + + +Logs a message to the output with a label such that it looks like this: +"[Label] Message" + + The string to output. + +Object that sent the message to label the message. +The name of the object will be used. + + + + +Logs a message to the output. + + The string to output. + + + +Logs a message to the output. + + The string to output. + + + +Static class that contains the functions for working with time. + + + + +Material used to render this Renderable. + + + + +Material used to render this Renderable. + + + + +Mesh used to render this Renderable. + + + + +Constructs a Renderable Component that represents a native Renderable +component tied to the specified Entity. + + Entity that this Component will be tied to. + + + +CLR version of the SHADE Engine's SHRenderableComponent. + + + + +Retrieves the value of a specified property on the material. + + Type of property to get. + Name of the property to get. + Value of that property on the material. + +If this Material object is invalid. + + +If the name or type was specified that does not match the material's shader's +defined properties. + + + + +Set the value of a specific property. + + Type of property to set. + Name of the property to set. + Value to set te property to. + +If this Material object is invalid. + + +If the name or type was specified that does not match the material's shader's +defined properties. + + + + +Constructor for the Material + + Handle to the native material object. + + + +Managed counterpart of the native MaterialInstance object containing material +data that can be fed to Renderables for rendering. + + + + +Constructor for the Mesh + + Handle to the mesh object. + + + +Managed counterpart of the native Mesh object containing vertex data that can +be fed to Renderables for rendering. + + + +@brief Decomposes a transformation matrix into translation, orientation and scale. +@param[out] scale The scaling factor of the matrix. +@param[out] orientation The orientation of the matrix. +@param[out] translation The translation of the matrix. +@return True if decomposition was successful. + + + +@brief Decomposes a transformation matrix into translation, euler angles and scale. +@param[out] scale The scaling factor of the matrix. +@param[out] rotation The euler angles of the matrix. +@param[out] translation The translation of the matrix. +@return True if decomposition was successful. + + + +@brief Interface for a Column-Major Row Vector 4x4 Matrix. + + + + +Constructs a RigidBody Component that represents a native +SHRigidBodyComponent component tied to the specified Entity. + + Entity that this Component will be tied to. + + + +CLR version of the the SHADE Engine's SHRigidBodyComponent. + + + + +Creates an instance of the Managed representation of a Component with a +native Entity. + + Type of Component to create. + Native Entity that this Component is tied to. + The created Managed representation of the Component. + + + +Static constructor to initialize static data + + + + +Pointer to a function for Component manipulation operations. + + +Contains a set of Component related data used for resolving operations for +each Component. + + + + +Removes a Component from the specified Entity. + + Type of the Component to remove. + +Entity object that should have the specified Component removed from/ + + + + +Checks if the specified Entity has the specified Component. + + Type of the Component to check for. + Entity object to check for the Component. + +True if the specified Entity has the specified Component. False otherwise. + + + + +Ensures a Component on the specified Entity. + + Type of the Component to ensure. + Entity object to ensure the Component on. + Reference to the Component. + + + +Retrieves the first Component from the specified GameObjectt's children that +matches the specified type. + + Type of the Component to get. + Entity object to get the Component from. + +Reference to the Component or null if the Entity does not have the +specified Component. + + + + +Gets a Component from the specified Entity. + + Type of the Component to get. + Entity object to get the Component from. + +Reference to the Component or null if the Entity does not have the +specified Component. + + + + +Adds a Component to the specified Entity. + + Type of the Component to add. + +Entity object that should have the specified Component added to. + + Reference to the Component that was added. + + + +Static class which contains functions that map Pls::ECS's Component manipulation +functions to managed generic functions. + + + + +Gets a unique hash for this object. + + Unique hash for this object. + + + +Compares equality with another unboxed object. + + The unboxed object to compare with. + True if both objects are the same. + + + +Compares equality with an object of the same type. + + The object to compare with. + True if both objects are the same. + + + +Entity that this Component belongs to. + + + + +Constructor for BaseComponent to tie it to a specific Entity. +Constructors of derived Components should call this Constructor. + + Entity that this Component will be tied to. + + + +Implicit conversion operator to enable checking if a component is null. + + Component to check. + + + +Removes all Scripts of the specified type from this GameObject. + + Type of PLushieScripts to remove. + + + +Retrieves a immutable list of Scripts of the specified type from this +GameObject. + + Type of Scripts to Get. + Immutable list of Scripts of the specified type. + + + +Retrieves a Script of the specified type from this GameObject. +If multiple Scripts of the same specified type are added on the same +GameObject, this will retrieve the first one added. + + Type of Script to add. + Reference to the Script to retrieve. + + + +Adds a Script of the specified type to this GameObject. + + Type of Script to add. + Reference to the created Script. + + + +Removes a Component from this GameObject. If no Component exists to begin +with, nothing happens. + + Type of the Component to get. + + + +Gets a Component from this GameObject. + + Type of the Component to get. + +Reference to the Component or null if this GameObject does not have the +specified Component. + + + + +Adds a Component to this GameObject. + + Type of the Component to add. + Reference to the Component that was added. + + + +Retrieves the GameObject that this Component belongs to. + + + + +Class that serves as the base for a wrapper class to Components in native code. + + + + +Called when the attached GameObject has a Collider and leaves a +collision with another GameObject with a Collider2D. + + Information on the collision event. + + + +Called when the attached GameObject has a Collider and collides with +another GameObject with a Collider in subsequent frames of collision. + + Information on the collision event. + + + +Called when the attached GameObject has a Collider and collides with +another GameObject with a Collider in the first frame of collision. + + Information on the collision event. + + + +Called when the attached GameObject has a trigger Collider and leaves a +collision with another GameObject with a Collider2D. + + Information on the collision event. + + + +Called when the attached GameObject has a trigger Collider and collides with +another GameObject with a Collider in subsequent frames of collision. + + Information on the collision event. + + + +Called when the attached GameObject has a trigger Collider and collides with +another GameObject with a Collider in the first frame of collision. + + Information on the collision event. + + + +Called just before the end of the frame where the attached GameObject or +this script is destroyed directly or indirectly due to destruction of the +owner. + + + + +Called every frame after physics and collision resolution but before +rendering. + + + + +Called every frame before physics and collision resolution. + + + + +Called every frame in sync with Physics update steps and thus in most cases +will execute more than update() will. This will be called immediately before +a Physics update step. + + + + +Called on the first frame that the attached GameObject is active but always +after Awake(). + + + + +Called on the first frame that the attached GameObject is active if they are +a part of the scene. + + + + +Called immediately once this script is detached from a GameObject. + + + + +Called immediately once this script is attached to a GameObject. + + + + +Constructor for Script to tie it to a specific GameObject. +Constructors of derived Scripts should call this Constructor. + + +GameObject that this Script will be tied to. + + + + +Used to call onTriggerExit(). This should be called when a trigger-type +collision is detected between the attached GameObject and another GameObject. + + Information on the collision event. + + + +Used to call onTriggerStay(). This should be called when a trigger-type +collision is detected between the attached GameObject and another GameObject. + + Information on the collision event. + + + +Used to call onTriggerEnter(). This should be called when a trigger-type +collision is detected between the attached GameObject and another GameObject. + + Information on the collision event. + + + +Used to call onCollisionExit(). This should be called when a collision ends +between the attached GameObject and another GameObject. + + Information on the collision event. + + + +Used to call onCollisionStay(). This should be called when a collision is +persistent between the attached GameObject and another GameObject. + + Information on the collision event. + + + +Used to call onCollisionEnter(). This should be called when a collision is +detected between the attached GameObject and another GameObject. + + Information on the collision event. + + + +Used to call onDestroy(). This should be called at the end of the frame +where the attached GameObject or this script is destroyed directly or +indirectly due to destruction of the owner. + + + + +Used to call lateUpdate(). This should be called every frame after physics +and collision resolution but before rendering. + + + + +Used to call update(). This should be called every frame before physics and +collision resolution. + + + + +Used to call fixedUpdate(). This should be called in sync with Physics +update steps and thus in most cases will execute more than Update() will. +This will be called immediately before a Physics update step. + + + + +Used to call start(). This should be called on the first frame that the +attached GameObject is active but always after Awake(). + + + + +Used to call awake(). This should be called on the first frame that the +attached GameObject is active if they are a part of the scene. + + + + +Used to call onDetached(). This is called immediately when this script is +detached from a GameObject. + + + + +Used to call onAttached(). This is called immediately when this script is +attached to a GameObject. + + + + +Implicit conversion operator to enable checking if a component is null. + + Component to check. + + + +Removes all Scripts of the specified type from this GameObject. + + +Type of script to remove. +This needs to be a default constructable Script. + + + + +Retrieves a immutable list of scripts from the specified Entity that +matches the specified type. +
+Note that this function allocates. It should be used sparingly. +
+ +Type of scripts to get. +This needs to be a default constructable Script. + + +Immutable list of references to scripts of the specified type. + +
+ + +Retrieves the first Script from this GameObject's children that matches the +specified type. + + +Type of script to get. +This needs to be a default constructable Script. + + Reference to the script added + + + +Retrieves the first Script from this GameObject that matches the specified +type. + + +Type of script to get. +This needs to be a default constructable Script. + + Reference to the script added + + + +Adds a Script to this GameObject. + + +Type of script to add. +This needs to be a default constructable Script. + + Reference to the script added + + + +Removes a Component from the GameObject that this Script belongs to. + + +Type of the Component to remove. Must be derived from BaseComponent. + + + + +Ensures a Component on the GameObject that this Script belongs to. + + +Type of the Component to ensure. Must be derived from BaseComponent. + + Reference to the Component. + + + +Retrieves the first Component from this GameObject's children that matches +the specified type. + + +Type of the Component to get. Must be derived from BaseComponent. + + Reference to the Component that was retrieved. + + + +Gets a Component from the GameObject that this Script belongs to. + + +Type of the Component to get. Must be derived from BaseComponent. + + Reference to the Component that was retrieved. + + + +Adds a Component to the GameObject that this Script belongs to. + + +Type of the Component to add. Must be derived from BaseComponent. + + Reference to the Component that was added. + + + +GameObject that this Script belongs to. + + + + +Class that forms the basis of all "script"-objects that can be attached to +Entities to update each Entity's Components via C# code. + + + + +The RigidBody that you are colliding with. + + + + +The CollisionShape of the Collider that you are colliding with. + + + + +The Collider that you are colliding with. + + + + +The GameObject whose collider you are colliding with. + + + + +Struct that describes a collision + + + + +Checks if two GameObject references are different. + + GameObject to check. + Another GameObject to check with. + True if both Components are different. + + + +Checks if two GameObject references are the same. + + GameObject to check. + Another GameObject to check with. + True if both Components are the same. + + + +Gets a unique hash for this object. + + Unique hash for this object. + + + +Compares equality with another unboxed object. + + The unboxed object to compare with. + True if both objects are the same. + + + +Compares equality with an object of the same type. + + The object to compare with. + True if both objects are the same. + + + +Retrieves the native Entity object that this GameObject represents. + + Native Entity object that this GameObject represents. + + + +Retrieves the CLR Entity object that this GameObject represents. + + Entity object that this GameObject represents. + + + +Constructor for the GameObject. + + +Managed numerical representation of the ECS Entity that this GameObject +should represent. + + + + +Constructor for the GameObject. + + +The ECS Entity that this GameObject should represent. + + + + +Removes all Scripts of the specified type from this GameObject. + + Type of PLushieScripts to remove. + + + +Retrieves a immutable list of Scripts of the specified type from this +GameObject. + + Type of Scripts to retrieve. + Immutable list of Scripts of the specified type. + + + +Retrieves a Script of the specified type from child GameObjects. +If multiple Scripts of the same specified type are added on the same +child GameObject, this will retrieve the first one added. + + Type of Script to retrieve. + Reference to the Script to retrieve. + + + +Retrieves a Script of the specified type from this GameObject. +If multiple Scripts of the same specified type are added on the same +GameObject, this will retrieve the first one added. + + Type of Script to retrieve. + Reference to the Script to retrieve. + + + +Adds a Script of the specified type to this GameObject. + + Type of Script to add. + Reference to the created Script. + + + +Removes a Component from this GameObject. If no Component exists to begin +with, nothing happens. + + Type of the Component to get. + + + +Ensures a Component on this GameObject. + + Type of the Component to ensure. + +Reference to the Component. + + + + +Retrieves the first Component from this GameObject's children that matches +the specified type. + + Type of the Component to get. + +Reference to the Component or null if neither of this GameObject's children +does not have the specified Component. + + + + +Gets a Component from this GameObject. + + Type of the Component to get. + +Reference to the Component or null if this GameObject does not have the +specified Component. + + + + +Adds a Component to this GameObject. + + Type of the Component to add. + Reference to the Component that was added. + + + +Sets the active state of this GameObject. +
+The actual "activeness" of this GameObject is still dependent on the parents' +active states. +
+ +Whether to activate or deactivate this GameObject. + +
+ + +Sets the name of this GameObject. + + The name to set. + + + +Native Entity ID value for this GameObject. + + + + +Whether or not this Entity is active in the Scene hierarchy. + + + + +Whether or not this Entity alone, is active. This does not mean that this +object is active in the scene. For example, if this Entity's parent is not +active, then this Entity would also be not active. + + + + +Name of the object that this Entity represents. + + + + +Retrieves a GameObject with the specified name. If there are multiple +GameObjects with the same name, the first found GameObject will be retrieved. +There is no guaranteed order of which GameObject is considered "first". + + Name of the GameObject to find. + GameObject that has the specified name. Null if not found. + + + +Destroys the specified GameObject. Note that the specified GameObject will no +longer be a valid GameObject after this function is called. + + The GameObject to be destroyed. + + + +Creates a new GameObject in the current Scene. If multiple Scenes are loaded, +and you would like to create an object in a specific Scene, call the Scene's +CreateGameObject(). + + GameObject that represents the newly created GameObject. + + + +Lightweight object for an PlushieEngine Entity that allows for easy access +to Component and Script operations. + + + + +Constructor for a Tooltip attribute that fills in the description. + + Text to be shown when a field is hovered. + + + +Maximum value for the Ranged field. + + + + +Minimum value for the Ranged field. + + + + +Simple attribute to constrain the range of values for a field on the editor. + + + + +Converts from a native std::Stringto a managed String. + + The native std::string to convert from. + Managed copy of a native std::string. + + + +Converts from a managed String to a native std::string. + + The managed String to convert from. + Native copy of a managed String. + + + +Converts from a native Vector2 to a managed Vector2. + + The native Vector2 to convert from. + Managed copy of a native Vector2. + + + +Converts from a native Quaternion to a managed Quaternion. + + The native Quaternion to convert from. + Managed copy of a native Quaternion. + + + +Converts from a managed Quaternion to a native Quaternion. + + The managed Quaternion to convert from. + Native copy of a managed Quaternion. + + + +Converts from a native Vector2 to a managed Vector2. + + The native Vector2 to convert from. + Managed copy of a native Vector2. + + + +Converts from a managed Vector2 to a native Vector2. + + The managed Vector2 to convert from. + Native copy of a managed Vector2. + + + +Converts from a native Vector3 to a managed Vector3. + + The native Vector3 to convert from. + Managed copy of a native Vector3. + + + +Converts from a managed Vector3 to a native Vector3. + + The managed Vector3 to convert from. + Native copy of a managed Vector3. + + + +Converts from a native Entity to a managed Entity (UInt32). + + Native Entity to convert from. + Managed representation of the specified Entity. + + + +Provides functions easy and consistent syntax for converting between custom +managed and native types that are aligned. + + + + +Converts to true if this is a valid Handle. + + + + +The library that the handle was issued by. + + + + +The internal ID of the handle. + + + + +Creates a ray starting at origin along direction. + + Source of the ray. + Direction the ray travels in. + + + +The direction that a ray travels in. + + + + +The start point of the ray. + + + + +CLR version of the the SHADE Engine's Ray class that represents a ray in +3-Dimensional space. + + + + +Are two quaternions equal to each other? + + Left-hand side quaternion. + Right-hand side quaternion. + + + +Combines rotations lhs and rhs. + + Left-hand side quaternion. + Right-hand side quaternion. + + + +Spherically interpolates between a and b by t. The parameter t is not clamped. + + + + +Spherically interpolates between quaternions a and b by ratio t. The parameter t is clamped to the range [0, 1]. + + Start value, returned when t = 0. + End value, returned when t = 1. + Interpolation ratio. + A quaternion spherically interpolated between quaternions a and b. + + + +Rotates a rotation from towards to.
+The from quaternion is rotated towards to by an angular step of maxDegreesDelta (but note that the rotation will not overshoot). +Negative values of maxDegreesDelta will move away from to until the rotation is exactly the opposite direction. +
+
+ + +Converts this quaternion to one with the same orientation but with a magnitude of 1. + + + + +Creates a rotation with the specified forward and upwards directions.
+Z axis will be aligned with forward, X axis aligned with cross product between forward and upwards, and Y axis aligned with cross product between Z and X. +
+
+ + +Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped. + + + + +Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1]. + + Start value, returned when t = 0. + End value, returned when t = 1. + Interpolation ratio. + A quaternion interpolated between quaternions a and b. + + + +Returns the Inverse of rotation. + + + + +Creates a rotation which rotates from fromDirection to toDirection. + + + + +Returns a rotation that rotates y degrees around the y axis, x degrees around the x axis, and z degrees around the z axis; applied in that order. + + + + +The dot product between two rotations. + + + + +Creates a rotation which rotates angle degrees around axis. + + + + +Returns the angle in degrees between two rotations a and b.
+ The angle in degrees between the two vectors. +
+ + +Gets a unique hash for this object. + + Unique hash for this object. + + + +Compares equality with another unboxed object. + + The unboxed object to compare with. + True if both objects are the same. + + + +Compares equality with an object of the same type. + + The object to compare with. + True if both objects are the same. + + + +Converts a rotation to angle-axis representation (angles in degrees). + + + + +Creates a rotation with the specified forward and upwards directions.
+The result is applied to this quaternion. +If used to orient a Transform, the Z axis will be aligned with forward and the Y axis with upwards, assuming these vectors are orthogonal. +Logs an error if the forward direction is zero. +
+ The direction to look in. + The vector that defines in which direction up is. +
+ + +Creates a rotation which rotates from fromDirection to toDirection.
+Use this to create a rotation which starts at the first Vector (fromDirection) and rotates to the second Vector (toDirection). +These Vectors must be set up in a script. +
+
+ + +Constructor to construct a Quaternion with the specified components. + + X-coordinate to set. + Y-coordinate to set. + Z-coordinate to set. + W-coordinate to set. + + + +W-component of the Quaternion. Do not directly modify quaternions. + + + + +Z-component of the Quaternion. +Don't modify this directly unless you know quaternions inside out. + + + + +Y-component of the Quaternion. +Don't modify this directly unless you know quaternions inside out. + + + + +X-component of the Quaternion. +Don't modify this directly unless you know quaternions inside out. + + + + +Shorthand for writing Quaternion(0, 0, 0, 1). + + + + +CLR version of SHADE's Quaternion class that represents an orientation. +Designed to closely match Unity's Quaternion struct. + + + + +Explicit conversion operator to enable explicit casting from a Vector2 to a +Vector3. + + Vector2 to convert from. + + + +Explicit conversion operator to enable explicit casting from a Vector3 to a +Vector2. + + Vector3 to convert from. + + + +Checks if two Vector3s are not approximately equal. This is equivalent to +calling !Vector3.IsNear() with default tolerance values. + + Vector3 to compare. + Another Vector3 to compare. + +True if all components are not approximately equal within the default +tolerance value. + + + + +Checks if two Vector3s are approximately equal. This is equivalent to +calling Vector3.IsNear() with default tolerance values. + + Vector3 to compare. + Another Vector3 to compare. + +True if all components are approximately equal within the default +tolerance value. + + + + +Calculates the division of a Vector3 with a scalar value and returns +the result. + + Scalar to divide with. + Vector3 to divide with. + The result of the scalar division. + + + +Calculates the multiplication of a Vector3 with a scalar value and returns +the result. + + Vector3 to multiply with. + Scalar to multiply with. + The result of the scalar multiplication. + + + +Calculates the division of a Vector3 with a scalar value and returns +the result. + + Scalar to divide with. + Vector3 to divide with. + The result of the scalar division. + + + +Calculates the multiplication of a Vector3 with a scalar value and returns +the result. + + Vector3 to multiply with. + Scalar to multiply with. + The result of the scalar multiplication. + + + +Calculates the component-wise multiplication of two Vector3s and returns the +result. + + Vector3 to multiply with. + Another Vector3 to multiply with. + The result of rhs subtracted from lhs. + + + +Subtracts a Vector3 from another Vector3 and returns the result. + + Vector3 to subtract from. + Another Vector3 to subtract. + The result of rhs subtracted from lhs. + + + +Adds two Vector3s together and returns the result. + + Vector3 to add. + Another Vector3 to add. + The result of lhs added to rhs + + + +Moves a point current towards target. +Similar to Lerp(), however, the function will ensure that the distance never +exceeds maxDistanceDelta. Negative values of maxDistanceDelta pushes the +vector away from target + + The current position of the point. + The target position to move to. + Maximum distance moved per call. + Vector representing the moved point. + + + +Linearly interpolates between two specified points. +This is most commonly used to find a point some fraction of the way along a +line between two endpoints. +Unlike Lerp(), t is not clamped to a range at all. + + The start Vector3, returned when t = 0.0f. + The end Vector3, returned when t = 1.0f. + Value used to interpolate between a and b. + The interpolated Vector3. + + + +Linearly interpolates between two specified points. +This is most commonly used to find a point some fraction of the way along a +line between two endpoints. + + The start Vector3, returned when t = 0.0f. + The end Vector3, returned when t = 1.0f. + +Value used to interpolate between a and b which is clamped to +the range[0, 1]. + + The interpolated Vector3. + + + +Computes and returns a Vector3 that is made from the largest components of +the two specified Vector3s. + + Vector3 to calculate maximum Vector3 with. + Another Vector3 to calculate maximum Vector3 with. + +The Vector3 that contains the largest components of the two specified +Vector3s. + + + + +Computes and returns a Vector3 that is made from the smallest components of +the two specified Vector3s. + + Vector3 to calculate minimum Vector3 with. + Another Vector3 to calculate minimum Vector3 with. + +The Vector3 that contains the smallest components of the two specified +Vector3s. + + + + +Rotates a Vector3 on the Z-axis by a specified angle in an anti-clockwise +direction. + + A Vector3 to rotate. + +Angle to rotate the vector by in an anti-clockwise direction in degrees. + + The Vector3 that represents the rotated vector. + + + +Rotates a Vector3 on the Z-axis by a specified angle in an anti-clockwise +direction. + + A Vector3 to rotate. + +Angle to rotate the vector by in an anti-clockwise direction in radians. + + The Vector3 that represents the rotated vector. + + + +Reflects a Vector3 across another Vector3. + + A Vector3 to reflect. + A normal to reflect the Vector3 across. + The Vector3 that represents vec reflected across normal. + + + +Computes and returns a Vector3 projection. + + Vector3 to project. + Vector3 to project onto. + The Vector3 that represents the projected vec onto direction. + + + +Computes and returns the cross product of 2 specified Vector3s. + + Vector3 to calculate cross product with. + Another Vector3 to calculate cross product with. + The cross product of the two Vector3s. + + + +Computes and returns the dot product of 2 specified Vector3s. + + Vector3 to calculate dot product with. + Another Vector3 to calculate dot product with. + Scalar value representing the dot product of the two Vector3s. + + + +Checks if two specified Vector3s are near in value. + + Vector3 to check if is near in value. + Another Vector3 to check if is near in value. + Amount of tolerance to do the comparison with. + +True if the two Vector3s are within the tolerance value specified + + + + +Checks if two specified Vector3s are near in value. + + Vector3 to check if is near in value. + Another Vector3 to check if is near in value. + +True if the two Vector3s are within the tolerance value specified + + + + +Gets a unique hash for this object. + + Unique hash for this object. + + + +Compares equality with another unboxed object. + + The unboxed object to compare with. + True if both objects are the same. + + + +Compares equality with an object of the same type. + + The object to compare with. + True if both objects are the same. + + + +Checks if a specified point is near this Vector3 that represents a point. + + The other point to check if we are near. + +The amount of tolerance before we consider these points as "near". + + +True if this Vector3 representing a point and the specified point are within +the range of the specified tolerance. False otherwise. + + + + +Checks if a specified point is near this Vector3 that represents a point with +a tolerance value of PLS_EPSILON. + + The other point to check if we are near. + +True if this Vector3 representing a point and the specified point are within +the range of the specified tolerance. False otherwise. + + + + +Calculates and returns the angle of this vector from the right vector. This +function returns values between -180.0f and 180.0f. + + Returns the angle of this vector from the right vector in degrees. + + + +Calculates and returns the angle of this vector from the right vector. This +function returns values between -Math.PI and Math.PI. + + Returns the angle of this vector from the right vector in radians. + + + +Calculates and returns the squared magnitude of this Vector3. + + Returns the squared length of this Vector3. + + + +Calculates and returns the magnitude of this Vector3. Note that this function +incurs a performance cost from the square root calculation. If you do not +need the precise magnitude, consider using GetSqrMagnitude() instead. + + Returns the length of this Vector3. + + + +Creates a copy of this Vector3 and returns a normalized version. + + +Returns a normalised copy of this Vector3. +If this Vector3 is a zero vector, a zero vector will be returned. + + + + +Normalises this current Vector3. This changes the data of this Vector3. +If you would like to get a copy, use GetNormalised() instead. +This function does nothing to a zero vector. + + + + +Conversion constructor to construct a Vector3 using a Vector2. + + + + + +Constructor to construct a Vector3 with the specified components. + + X-coordinate to set. + Y-coordinate to set. + Z-coordinate to set. + + + +Constructor to construct a Vector3 with the specified components with the +Z-component set to 0.0f. + + X-coordinate to set. + Y-coordinate to set. + + + +Constructor to construct a Vector3 with the specified components with the +Y and Z-component set to 0.0f. + + X-coordinate to set. + + + +Z-component of the Vector3. + + + + +Y-component of the Vector3. + + + + +X-component of the Vector3. + + + + +Shorthand for writing Vector3(0, 0, 0). + + + + +Shorthand for writing Vector3(0, 1, 0). + + + + +Shorthand for writing Vector3(1, 0, 0). + + + + +Shorthand for writing Vector3(float.PositiveInfinity, +float.PositiveInfinity, float.PositiveInfinity). + + + + +Shorthand for writing Vector3(1, 1, 1). + + + + +Shorthand for writing Vector3(float.NegativeInfinity, +float.NegativeInfinity, float.NegativeInfinity). + + + + +Shorthand for writing Vector3(-1, 0, 0). + + + + +Shorthand for writing Vector3(0, 0, 1). + + + + +Shorthand for writing Vector3(0, -1, 0). + + + + +Shorthand for writing Vector3(0, 0, -1). + + + + +CLR version of SHADE Engine's Vector3 class that represents a 3-Dimensional Vector. +Designed to closely match Unity's Vector3 struct. + + + + +Checks if two Vector2s are not approximately equal. This is equivalent to +calling !Vector2.IsNear() with default tolerance values. + + Vector2 to compare. + Another Vector2 to compare. + +True if all components are not approximately equal within the default +tolerance value. + + + + +Checks if two Vector2s are approximately equal. This is equivalent to +calling Vector2.IsNear() with default tolerance values. + + Vector2 to compare. + Another Vector2 to compare. + +True if all components are approximately equal within the default +tolerance value. + + + + +Calculates the division of a Vector2 with a scalar value and returns +the result. + + Scalar to divide with. + Vector2 to divide with. + The result of the scalar division. + + + +Calculates the multiplication of a Vector2 with a scalar value and returns +the result. + + Vector2 to multiply with. + Scalar to multiply with. + The result of the scalar multiplication. + + + +Calculates the division of a Vector2 with a scalar value and returns +the result. + + Scalar to divide with. + Vector2 to divide with. + The result of the scalar division. + + + +Calculates the multiplication of a Vector2 with a scalar value and returns +the result. + + Vector2 to multiply with. + Scalar to multiply with. + The result of the scalar multiplication. + + + +Calculates the component-wise multiplication of two Vector2s and returns the +result. + + Vector2 to multiply with. + Another Vector2 to multiply with. + The result of rhs subtracted from lhs. + + + +Subtracts a Vector2 from another Vector2 and returns the result. + + Vector2 to subtract from. + Another Vector2 to subtract. + The result of rhs subtracted from lhs. + + + +Adds two Vector2s together and returns the result. + + Vector2 to add. + Another Vector2 to add. + The result of lhs added to rhs + + + +Moves a point current towards target. +Similar to Lerp(), however, the function will ensure that the distance never +exceeds maxDistanceDelta. Negative values of maxDistanceDelta pushes the +vector away from target + + The current position of the point. + The target position to move to. + Maximum distance moved per call. + Vector representing the moved point. + + + +Linearly interpolates between two specified points. +This is most commonly used to find a point some fraction of the way along a +line between two endpoints. +Unlike Lerp(), t is not clamped to a range at all. + + The start Vector2, returned when t = 0.0f. + The end Vector2, returned when t = 1.0f. + Value used to interpolate between a and b. + The interpolated Vector2. + + + +Linearly interpolates between two specified points. +This is most commonly used to find a point some fraction of the way along a +line between two endpoints. + + The start Vector2, returned when t = 0.0f. + The end Vector2, returned when t = 1.0f. + +Value used to interpolate between a and b which is clamped to +the range[0, 1]. + + The interpolated Vector2. + + + +Computes and returns a Vector2 that is made from the largest components of +the two specified Vector2s. + + Vector2 to calculate maximum Vector2 with. + Another Vector2 to calculate maximum Vector2 with. + +The Vector2 that contains the largest components of the two specified +Vector2s. + + + + +Computes and returns a Vector2 that is made from the smallest components of +the two specified Vector2s. + + Vector2 to calculate minimum Vector2 with. + Another Vector2 to calculate minimum Vector2 with. + +The Vector2 that contains the smallest components of the two specified +Vector2s. + + + + +Rotates a Vector2 on the Z-axis by a specified angle in an anti-clockwise +direction. + + A Vector2 to rotate. + +Angle to rotate the vector by in an anti-clockwise direction in degrees. + + The Vector2 that represents the rotated vector. + + + +Rotates a Vector2 on the Z-axis by a specified angle in an anti-clockwise +direction. + + A Vector2 to rotate. + +Angle to rotate the vector by in an anti-clockwise direction in radians. + + The Vector2 that represents the rotated vector. + + + +Reflects a Vector2 across another Vector2. + + A Vector2 to reflect. + A normal to reflect the Vector2 across. + The Vector2 that represents vec reflected across normal. + + + +Computes and returns a Vector2 projection. + + Vector2 to project. + Vector2 to project onto. + The Vector2 that represents the projected vec onto direction. + + + +Computes a perpendicular Vector2 to the specified Vector2. + + Vector2 to find a perpendicular of. + +Whether the inward perpendicular Vector is retrieved. If true, the +resultant vector is rotated 90-degrees in a counter-clockwise. + + The perpendicular Vector2 relative to the specified Vector2. + + + + +Computes the inward perpendicular Vector2 to the specified Vector2. +Equivalent to calling Perpendicular(lhs, true). This means, the +resultant Vector2 is rotated 90-degrees in a counter-clockwise. + + Vector2 to find a perpendicular of. + +The perpendicular Vector2 relative to the specified Vector2. + + + + +Computes and returns the dot product of 2 specified Vector2s. + + Vector2 to calculate dot product with. + Another Vector2 to calculate dot product with. + +Scalar value representing the dot product of the two Vector2s. + + + + +Checks if two specified Vector2s are near in value. + + Vector2 to check if is near in value. + Another Vector2 to check if is near in value. + +Amount of tolerance to do the comparison with. + + +True if the two Vector2s are within the tolerance value specified + + + + +Checks if two specified Vector2s are near in value. + + Vector2 to check if is near in value. + Another Vector2 to check if is near in value. + +True if the two Vector2s are within the tolerance value specified + + + + +Gets a unique hash for this object. + + Unique hash for this object. + + + +Compares equality with another unboxed object. + + The unboxed object to compare with. + True if both objects are the same. + + + +Compares equality with an object of the same type. + + The object to compare with. + True if both objects are the same. + + + +Checks if a specified point is near this Vector2 that represents a point. + + The other point to check if we are near. + +The amount of tolerance before we consider these points as "near". + + +True if this Vector2 representing a point and the specified point are within +the range of the specified tolerance. False otherwise. + + + + +Checks if a specified point is near this Vector2 that represents a point with +a tolerance value of PLS_EPSILON. + + The other point to check if we are near. + +True if this Vector2 representing a point and the specified point are within +the range of the specified tolerance. False otherwise. + + + + +Calculates and returns the angle of this vector from the right vector. This +function returns values between -180.0f and 180.0f. + + Returns the angle of this vector from the right vector in degrees. + + + +Calculates and returns the angle of this vector from the right vector. This +function returns values between -Math.PI and Math.PI. + + Returns the angle of this vector from the right vector in radians. + + + +Calculates and returns the squared magnitude of this Vector2. + + Returns the squared length of this Vector2. + + + +Calculates and returns the magnitude of this Vector2. Note that this function +incurs a performance cost from the square root calculation. If you do not +need the precise magnitude, consider using GetSqrMagnitude() instead. + + Returns the length of this Vector2. + + + +Creates a copy of this Vector2 and returns a normalized version. + + +Returns a normalised copy of this Vector2. +If this Vector2 is a zero vector, a zero vector will be returned. + + + + +Normalises this current Vector2. This changes the data of this Vector2. +If you would like to get a copy, use GetNormalised() instead. +This function does nothing to a zero vector. + + + + +Constructor to construct a Vector2 with the specified components.. + + X-coordinate to set. + Y-coordinate to set. + + + +Constructor to construct a Vector2 with the specified components with the +Y-component set to 0.0f. + + X-coordinate to set. + + + +Y-component of the Vector2. + + + + +X-component of the Vector2. + + + + +Shorthand for writing Vector2(0, 0). + + + + +Shorthand for writing Vector2(0, 1). + + + + +Shorthand for writing Vector2(1, 0). + + + + +Shorthand for writing Vector2(float.PositiveInfinity, +float.PositiveInfinity). + + + + +Shorthand for writing Vector2(1, 1). + + + + +Shorthand for writing Vector2(float.NegativeInfinity, +float.NegativeInfinity). + + + + +Shorthand for writing Vector2(-1, 0). + + + + +Shorthand for writing Vector2(0, -1). + + + + +CLR version of SHADE Engine's Vector2 class that represents a 2-Dimensional Vector. +Designed to closely match Unity's Vector2 struct. + + + + +Checks if the specified entity is valid. This is done by checking if it +matches Pls::Entity::INVALID. + + The Entity to check. + True if the specified Entity is valid. + + + +Static class that contains useful utility functions for working with Entity. + + + + +Manages all resources in multiple ResourceLibraries. + + + + +Base class for SHResourceLibrary that holds information about the library type. + + + + +Template Specialization for Handle that represents a type-less Handle. + + + + +Converts to true if this is a valid Handle. + + + + +Native ID type of a handle + + + + +Base implementation of the Handle that is not templated to allow for holding +generic non-type-specific Handles. + + + + +Exception thrown when a generic Handle is being casted to the wrong type. + + + + +Exception thrown when an invalid Handle was dereferenced. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
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