Ritchie's Abstractions 0.2
Platform abstractions that make Toolbox work
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123456]
 NInertia
 NPlatform
 NInput
 CKeyEventArgs` A class containiung information about a keyboard event
 CMouseButtonEventArgsA class containing information about a mouse button event
 CMouseEventArgsBase class for all mouse events. Contains information about the mouse position
 CMouseMoveEventArgsA class containing informaation about a mouse movement event
 CMouseStateStructure containing information about the state of a mouse
 CMouseWheelEventArgsClass containing information about a mouse scroll wheel movement event
 CTextEventArgsA class containing information about a text input event
 NRitchie
 NGraphics
 NPlatforms
 NOpenGL
 COpenGLSettingsSettings for initializing an OpenGL backend
 NSDL
 CSdlDisplayClass representing a physical display (monitor) on the SDL3 platform
 CSdlFileChooser
 CSdlFolderChooserA class that implements SDL3's folder chooser API. This class allows you to prompt the user for folders on their computer
 CSdlPlatformA simple direct abstraction layer for the simple direct media layer
 CSdlResourceBase class for all SDL3-related objects
 CSdlPositionValueValue representing an SDL3 position
 CSdlWindowClass representing a window inside SDL3
 CSdlWindowPositionStructure representing a desired window position in SDL3
 CSdlWindowPropertiesClass containing all settings for creating an SDL window
 NWindowing
 CDisplayModeStructure representing a screen display mode
 CIDisplayInterface representing a physical screen
 CIWindowInterface representing a platform window
 CBlendStateStructure defining how the GPU should perform blending when outputting pixels onto a surface
 CCacheStateAn object that can be used to track the state of a cache
 CColorA structure representing a single RGB color with an alpha channel, one byte per channel
 CConstantBufferAn area of GPU memory to store shader constants (in other words, material parameters)
 CDepthStencilStateA structure defining how a GPU should perform depth testing and stencil testing
 CFrameBufferA graphics frame buffer. This is a 2-dimensional surface that can both be used as a texture and used as a destination for rendering
 CGraphicsDeviceAbstraction of a 3D graphics rendering backend
 CGraphicsResourceBase type for all graphics-related resources
 CGraphicsObjectBase class for all graphics-related objects. These objects, when constructed, are bound to the GraphicsDevice.Current. Therefore, do not create these when no device is current
 CHsvColorA color expressed in hue-saturation-value format
 CIGraphicsContextInterface representing a graphics display
 CIndexBuffer< TElement >A graphics buffer containing vertex indices
 CIResourceHandleInterface for all platform resources
 CMathHelperStatic class containing various mathematical constants and functions
 CPlatformThe base class for the foundation on which all life sits atop
 CPointStructure representing a point in 2D space, usually expressed as pixel values
 CRasterizerStateStructure containing settings for a graphics device's rasterization stage
 CRectangleStructure representing a 2D axis-aligned bounding rectangle
 CSamplerStateStructure containing settings for a texture sampler
 CShaderClass representing a single stage within a shader pipeline (such as a single vertex shader)
 CShaderPipelineA class representing an entire shader pipeline
 CTextureClass representing a graphics texture
 CTexture2DClass representing a 2D image
 CVertexAttributeStructure that contains information about how a graphics device should interpret a vertex type's fields
 CVertexBuffer< TElement >A buffer of graphics memory containing structured vertex data
 CVertexFieldUsageAttributeAn attribute that can be applied to fields of a vertex structure in order to explicitly state how a graphics device should treat the field