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Ritchie's Abstractions 0.2
Platform abstractions that make Toolbox work
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| ▼NInertia | |
| ▼NPlatform | |
| ▼NInput | |
| CKeyEventArgs | ` A class containiung information about a keyboard event |
| CMouseButtonEventArgs | A class containing information about a mouse button event |
| CMouseEventArgs | Base class for all mouse events. Contains information about the mouse position |
| CMouseMoveEventArgs | A class containing informaation about a mouse movement event |
| CMouseState | Structure containing information about the state of a mouse |
| CMouseWheelEventArgs | Class containing information about a mouse scroll wheel movement event |
| CTextEventArgs | A class containing information about a text input event |
| ▼NRitchie | |
| ▼NGraphics | |
| ▼NPlatforms | |
| ▼NOpenGL | |
| COpenGLSettings | Settings for initializing an OpenGL backend |
| ▼NSDL | |
| CSdlDisplay | Class representing a physical display (monitor) on the SDL3 platform |
| CSdlFileChooser | |
| CSdlFolderChooser | A class that implements SDL3's folder chooser API. This class allows you to prompt the user for folders on their computer |
| ▼CSdlPlatform | A simple direct abstraction layer for the simple direct media layer |
| CSdlResource | Base class for all SDL3-related objects |
| CSdlPositionValue | Value representing an SDL3 position |
| CSdlWindow | Class representing a window inside SDL3 |
| CSdlWindowPosition | Structure representing a desired window position in SDL3 |
| CSdlWindowProperties | Class containing all settings for creating an SDL window |
| ▼NWindowing | |
| CDisplayMode | Structure representing a screen display mode |
| CIDisplay | Interface representing a physical screen |
| CIWindow | Interface representing a platform window |
| CBlendState | Structure defining how the GPU should perform blending when outputting pixels onto a surface |
| CCacheState | An object that can be used to track the state of a cache |
| CColor | A structure representing a single RGB color with an alpha channel, one byte per channel |
| CConstantBuffer | An area of GPU memory to store shader constants (in other words, material parameters) |
| CDepthStencilState | A structure defining how a GPU should perform depth testing and stencil testing |
| CFrameBuffer | A graphics frame buffer. This is a 2-dimensional surface that can both be used as a texture and used as a destination for rendering |
| ▼CGraphicsDevice | Abstraction of a 3D graphics rendering backend |
| CGraphicsResource | Base type for all graphics-related resources |
| CGraphicsObject | Base 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 |
| CHsvColor | A color expressed in hue-saturation-value format |
| CIGraphicsContext | Interface representing a graphics display |
| CIndexBuffer< TElement > | A graphics buffer containing vertex indices |
| CIResourceHandle | Interface for all platform resources |
| CMathHelper | Static class containing various mathematical constants and functions |
| CPlatform | The base class for the foundation on which all life sits atop |
| CPoint | Structure representing a point in 2D space, usually expressed as pixel values |
| CRasterizerState | Structure containing settings for a graphics device's rasterization stage |
| CRectangle | Structure representing a 2D axis-aligned bounding rectangle |
| CSamplerState | Structure containing settings for a texture sampler |
| CShader | Class representing a single stage within a shader pipeline (such as a single vertex shader) |
| CShaderPipeline | A class representing an entire shader pipeline |
| CTexture | Class representing a graphics texture |
| CTexture2D | Class representing a 2D image |
| CVertexAttribute | Structure 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 |
| CVertexFieldUsageAttribute | An attribute that can be applied to fields of a vertex structure in order to explicitly state how a graphics device should treat the field |