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<div id="projectname">Otter
&#160;<span id="projectnumber">0.9.8.91</span>
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<div id="projectbrief">2d Game Development Framework based on SFML.Net</div>
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Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_box_collider.html">BoxCollider</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="struct_otter_1_1_rectangle.html" title="Struct for representing a Rectangle. ">Rectangle</a> <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. <a href="class_otter_1_1_box_collider.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_circle_collider.html">CircleCollider</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Circle <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. <a href="class_otter_1_1_circle_collider.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_collider.html">Collider</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The base class used for collision detection. Entities contain Colliders that can check for collisions which each other. Note that some functions for detecting collisions can take generic Enums as their tags. Be aware that these functions are slightly slower than casting your Enums to int for the int tags functions. <a href="class_otter_1_1_collider.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_grid_collider.html">GridCollider</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_grid.html" title="Graphic that renders as a checkerboard type grid that fills the defined area using two alternating co...">Grid</a> <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. Can be mainly used to create collision to correspond to a <a class="el" href="class_otter_1_1_tilemap.html" title="Graphic used for loading and rendering a tilemap. Renders tiles using a vertex array. ">Tilemap</a>. <a href="class_otter_1_1_grid_collider.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_line_collider.html">LineCollider</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Line <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. <a href="class_otter_1_1_line_collider.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_pixel_collider.html">PixelCollider</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> that can use an image as a mask. This is not recommended to use for most cases as it can be pretty expensive to process. <a href="class_otter_1_1_pixel_collider.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_point_collider.html">PointCollider</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="struct_otter_1_1_point.html" title="Struct for representing a Point. ">Point</a> <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. <a href="class_otter_1_1_point_collider.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_polygon_collider.html">PolygonCollider</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_polygon.html" title="Class representing a Polygon. ">Polygon</a> <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. Only works with convex polygons! <a href="class_otter_1_1_polygon_collider.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_alarm.html">Alarm</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> that counts down and executes a function. After it has executed it removes itself. <a href="class_otter_1_1_alarm.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_auto_timer.html">AutoTimer</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A timer that automatically counts on an increment. Useful for handling things like cooldowns. <a href="class_otter_1_1_auto_timer.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_axis.html">Axis</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> that represents an axis of input. Interprets both X and Y from -1 to 1. Can use multiple sources of input like keyboard, mouse buttons, or joystick axes and buttons. <a class="el" href="class_otter_1_1_input.html" title="Class used for managing input from the keyboard, mouse, and joysticks. Updated by the active Game...">Input</a> can also be delivered from code. <a href="class_otter_1_1_axis.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_bone.html">Bone</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_button.html">Button</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> used for interpreting input as a button. It can recieve input from multiple sources including keyboard, mouse buttons, or joystick buttons and axes. The button input can also be controlled in code. <a href="class_otter_1_1_button.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html">Component</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Base <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> class. Components can be added to Entities. <a href="class_otter_1_1_component.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_controller.html">Controller</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> representing a group of <a class="el" href="class_otter_1_1_button.html" title="Component used for interpreting input as a button. It can recieve input from multiple sources includi...">Button</a> and <a class="el" href="class_otter_1_1_axis.html" title="Component that represents an axis of input. Interprets both X and Y from -1 to 1. Can use multiple so...">Axis</a> classes. The controller updates all buttons and axes manually. This is used by the <a class="el" href="class_otter_1_1_session.html" title="Class that represents a player session. Use this for maintaining and using information about a player...">Session</a> class to manage player input. <a href="class_otter_1_1_controller.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_controller_p_s3.html">ControllerPS3</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_controller_xbox360.html">ControllerXbox360</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_countdown.html">Countdown</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_counter.html">Counter</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> used for a value with built in min, max, and wrapping capabilities. Can be useful for making menus. <a href="class_otter_1_1_counter.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_processor.html">EventProcessor</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_processor_event.html">EventProcessorEvent</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_queue.html">EventQueue</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> to manage and process queue of events. <a href="class_otter_1_1_event_queue.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_event_stack.html">EventStack</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_grid_counter.html">GridCounter</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_counter.html" title="Component used for a value with built in min, max, and wrapping capabilities. Can be useful for makin...">Counter</a> in which the value can be moved in both an X and Y direction. Probably most useful for making menus that are grids which the player can move around in. <a href="class_otter_1_1_grid_counter.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_i_r_c.html">IRC</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> for connecting to and interacting with an <a class="el" href="class_otter_1_1_i_r_c.html" title="Component for connecting to and interacting with an IRC server. Contains only very basic functionalit...">IRC</a> server. Contains only very basic functionality. Probably not very useable yet! <a href="class_otter_1_1_i_r_c.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_lerper.html">Lerper</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> that will slowly interpolate a value toward a target using a speed and acceleration. This component can move the value and does not know about time at all. <a href="class_otter_1_1_lerper.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_basic_movement.html">BasicMovement</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_movement.html" title="A base class for Movement Components to extend. ">Movement</a> <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> that can be used by an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to provide simple top-down style movement. This class requires an <a class="el" href="class_otter_1_1_axis.html" title="Component that represents an axis of input. Interprets both X and Y from -1 to 1. Can use multiple so...">Axis</a> component be assigned to it, and that <a class="el" href="class_otter_1_1_axis.html" title="Component that represents an axis of input. Interprets both X and Y from -1 to 1. Can use multiple so...">Axis</a> must be also updated by another source. A simple way to do this is to just have the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> have an <a class="el" href="class_otter_1_1_axis.html" title="Component that represents an axis of input. Interprets both X and Y from -1 to 1. Can use multiple so...">Axis</a> component as well as the movement component, and then pass a reference to the axis into the movement. <a href="class_otter_1_1_basic_movement.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_movement.html">Movement</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A base class for <a class="el" href="class_otter_1_1_movement.html" title="A base class for Movement Components to extend. ">Movement</a> Components to extend. <a href="class_otter_1_1_movement.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_platforming_movement.html">PlatformingMovement</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_movement.html" title="A base class for Movement Components to extend. ">Movement</a> <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> that adds platforming movement behavior to an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. This is built for fixed framerate applications. Make sure you have the <a class="el" href="class_otter_1_1_axis.html" title="Component that represents an axis of input. Interprets both X and Y from -1 to 1. Can use multiple so...">Axis</a>, JumpButton, and <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> assigned before using it! If you want to use jump through platforms, you'll also need to use the JumpThroughCollider, which should be a 1 pixel tall collider at the bottom of your <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="class_otter_1_1_platforming_movement.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_sine_wave.html">SineWave</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> that controls a sine wave. Can be useful for special effects and such. <a href="class_otter_1_1_sine_wave.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html">Skeleton</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> that can manage a set of <a class="el" href="class_otter_1_1_bone.html">Bone</a> Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. <a href="class_otter_1_1_skeleton.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_snake.html">Snake</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_state_machine_3_01_t_state_01_4.html">StateMachine&lt; TState &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_state.html" title="Used in StateMachine. Contains functions for enter, update, and exit. ">State</a> machine that uses a specific type. This is really meant for using an enum as your list of states. If an enum is used, the state machine will automatically populate the states using methods in the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> that match the name of the enum values. <a href="class_otter_1_1_state_machine_3_01_t_state_01_4.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_state.html">State</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Used in StateMachine. Contains functions for enter, update, and exit. <a href="class_otter_1_1_state.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_vertebra.html">Vertebra</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class representing one piece of a <a class="el" href="class_otter_1_1_snake.html">Snake</a>. <a href="class_otter_1_1_vertebra.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html">Entity</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class used for a game object. The bread and butter of your game. Entities are added to Scenes which are controlled by the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a>. <a href="class_otter_1_1_entity.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html">Game</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">ᶜ(ᵔᴥᵔ)ᵓ Core class <a class="el" href="namespace_otter.html">Otter</a>. Create a <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a>, and then use <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Game.Start()</a>; to run it. <a href="class_otter_1_1_game.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_input.html">Input</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class used for managing input from the keyboard, mouse, and joysticks. Updated by the active <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a>. <a href="class_otter_1_1_input.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_music.html">Music</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class used to load and play music files. <a class="el" href="class_otter_1_1_music.html" title="Class used to load and play music files. Music is streamed from the file source, or an IO stream...">Music</a> is streamed from the file source, or an IO stream. <a href="class_otter_1_1_music.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_scene.html">Scene</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class used to manage Entities. The active <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> should update the active <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>, which then updates all of the contained Entities. <a href="class_otter_1_1_scene.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_session.html">Session</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class that represents a player session. Use this for maintaining and using information about a player. For example a two player game might have two sessions, one for each player, each with their own controls configured and save data. <a href="class_otter_1_1_session.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_sound.html">Sound</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class used to play a sound from a file or an IO Stream. <a class="el" href="class_otter_1_1_sounds.html" title="Class that manages the cache of sounds. ">Sounds</a> are cached if loaded from a file. <a href="class_otter_1_1_sound.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_anim.html">Anim</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class used for animations in Spritemap. <a href="class_otter_1_1_anim.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_atlas.html">Atlas</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class used for loading textures from an <a class="el" href="class_otter_1_1_atlas.html" title="Class used for loading textures from an Atlas, or a set of Atlases. This class is built to support at...">Atlas</a>, or a set of Atlases. This class is built to support atlases created with Sparrow/Starling exporting from TexturePacker <a href="http://www.codeandweb.com/texturepacker">http://www.codeandweb.com/texturepacker</a> <a href="class_otter_1_1_atlas.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_atlas_texture.html">AtlasTexture</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class used for representing a texture on a texture atlas. <a href="class_otter_1_1_atlas_texture.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_color.html">Color</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class that represents a color with red, green, blue, and alpha channels. <a href="class_otter_1_1_color.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_decals.html">Decals</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> that can render a bunch of static images all at once. Images must use the same texture as the <a class="el" href="class_otter_1_1_decals.html" title="Graphic that can render a bunch of static images all at once. Images must use the same texture as the...">Decals</a> object in order to be baked together properly. <a href="class_otter_1_1_decals.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_gradient.html">Gradient</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> that renders as a simple gradient between 4 points. <a href="class_otter_1_1_gradient.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_graphic.html">Graphic</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Base abstract class used for anything that can be rendered. <a href="class_otter_1_1_graphic.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_graphic_list.html">GraphicList</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_grid.html">Grid</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> that renders as a checkerboard type grid that fills the defined area using two alternating colors. <a href="class_otter_1_1_grid.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_image.html">Image</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> type that is used to represent a static image. <a href="class_otter_1_1_image.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_image_set.html">ImageSet</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> that renders part of a sprite sheet, but does not automatically animate it at all. <a href="class_otter_1_1_image_set.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_nine_slice.html">NineSlice</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> type used to render a panel made up of 9 slices of an image. Handy for rendering panels with border graphics. <a href="class_otter_1_1_nine_slice.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_spritemap_3_01_t_anim_type_01_4.html">Spritemap&lt; TAnimType &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> that is used for an animated sprite sheet. <a href="class_otter_1_1_spritemap_3_01_t_anim_type_01_4.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_square_clock.html">SquareClock</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> that is used to create a square image with a radial mask based on a value of 0 to 1. Something like the cool down timers on icons in various games. <a href="class_otter_1_1_square_clock.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_surface.html">Surface</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> that represents a render target. By default the game uses a master surface to render the game to the window. Be aware of graphics card limiations of render textures when creating surfaces. <a href="class_otter_1_1_surface.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_tilemap.html">Tilemap</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> used for loading and rendering a tilemap. Renders tiles using a vertex array. <a href="class_otter_1_1_tilemap.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_tile_info.html">TileInfo</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A class containing all the info to describe a specific tile. <a href="class_otter_1_1_tile_info.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_vertices.html">Vertices</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> used for rendering a set of <a class="el" href="class_otter_1_1_vert.html" title="Class that represents a Vertex. Just a wrapper for an SFML Vertex. ">Vert</a> objects. Basically a wrapper for SFML's VertexArray. <a href="class_otter_1_1_vertices.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_shader.html">Shader</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class representing a shader written in GLSL. Warning: Visual Studio encoding must be set to Western European (Windows) Codepage 1252 when editing shaders! More details here: <a href="http://blog.pixelingene.com/2008/07/file-encodings-matter-when-writing-pixel-shaders/">http://blog.pixelingene.com/2008/07/file-encodings-matter-when-writing-pixel-shaders/</a> <a href="class_otter_1_1_shader.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_bitmap_font.html">BitmapFont</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_font.html">Font</a> used for loading premade textures of characters, usually arcade fonts and stuff like that. Currently supports fonts created with BMFont, Littera, and CBFG. <a href="class_otter_1_1_bitmap_font.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_char_data.html">CharData</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_bitmap_font_config.html">BitmapFontConfig</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_font.html">Font</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_base_font.html">BaseFont</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_rich_text.html">RichText</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> that renders text with some more options than normal <a class="el" href="class_otter_1_1_text.html" title="Graphic used to display simple text. Much faster than RichText, but more limited options. ">Text</a>. <a class="el" href="class_otter_1_1_rich_text.html" title="Graphic that renders text with some more options than normal Text. RichText can be very slow to rende...">RichText</a> can be very slow to render with large strings of text so be careful! For large blocks of text use the normal <a class="el" href="class_otter_1_1_text.html" title="Graphic used to display simple text. Much faster than RichText, but more limited options. ">Text</a> graphic. <a href="class_otter_1_1_rich_text.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_rich_text_character.html">RichTextCharacter</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Internal class for managing characters in <a class="el" href="class_otter_1_1_rich_text.html" title="Graphic that renders text with some more options than normal Text. RichText can be very slow to rende...">RichText</a>. <a href="class_otter_1_1_rich_text_character.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_rich_text_config.html">RichTextConfig</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A utility class used for storing default values for a <a class="el" href="class_otter_1_1_rich_text.html" title="Graphic that renders text with some more options than normal Text. RichText can be very slow to rende...">RichText</a> object. Set the values by using "var config = new RichTextConfig() { Font = "MyFont.ttf", FontSize = 16, ... };" <a href="class_otter_1_1_rich_text_config.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_text.html">Text</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> used to display simple text. Much faster than <a class="el" href="class_otter_1_1_rich_text.html" title="Graphic that renders text with some more options than normal Text. RichText can be very slow to rende...">RichText</a>, but more limited options. <a href="class_otter_1_1_text.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_texture.html">Texture</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class representing a texture. Can perform pixel operations on the CPU, but those will be pretty slow and shouldn't be used that much. <a href="class_otter_1_1_texture.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_transformation.html">Transformation</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_vert.html">Vert</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class that represents a Vertex. Just a wrapper for an SFML Vertex. <a href="class_otter_1_1_vert.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_files.html">Files</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Manages files used for game assets. Can use a packed data file of paths and byte arrays. The game will attempt to use local files before the packed data file. Packed data is expected as: bool: true to continue reading, false to stop string: the path of the file that was packed int32: the size of the file that was packed bytes: the actual data from the file <a href="class_otter_1_1_files.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_sounds.html">Sounds</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class that manages the cache of sounds. <a href="class_otter_1_1_sounds.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_fonts.html">Fonts</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class that manages the cache of fonts. <a href="class_otter_1_1_fonts.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_textures.html">Textures</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class that manages the cache of <a class="el" href="class_otter_1_1_textures.html" title="Class that manages the cache of Textures. ">Textures</a>. <a href="class_otter_1_1_textures.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_coroutine.html">Coroutine</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class that manages Coroutines. <a href="class_otter_1_1_coroutine.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_data_saver.html">DataSaver</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class that is used for storing strings, ints, floats, or bools with keys of enum or string. The saver can output data in an semi-encrypted format, and also an editable config file format. <a href="class_otter_1_1_data_saver.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_debugger.html">Debugger</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The debug console. Only exists when the game is built in Debug Mode. The game will handle using this class. Can be summoned by default with the ~ key. <a href="class_otter_1_1_debugger.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_otter_command.html">OtterCommand</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_debug_input.html">DebugInput</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class that is used for debug input. Wraps the <a class="el" href="class_otter_1_1_input.html" title="Class used for managing input from the keyboard, mouse, and joysticks. Updated by the active Game...">Input</a> class but only works when debug input is enabled. <a href="class_otter_1_1_debug_input.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_draw.html">Draw</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class used for rendering graphics. <a href="class_otter_1_1_draw.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_flash.html">Flash</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> that acts as a screen flash. Best used when using the constructor that allows for initial parameters be set: <a class="el" href="class_otter_1_1_flash.html" title="Entity that acts as a screen flash. Best used when using the constructor that allows for initial para...">Flash</a>(Color.Red) { Alpha = 0.5, Blend = BlendMode.Add }; <a href="class_otter_1_1_flash.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_particle.html">Particle</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> that is a quick way to make a particle. Has lots of parameters that can be set, so use this with that constructor where you do { } and put a bunch of properties inside. var p = new <a class="el" href="class_otter_1_1_particle.html" title="Entity that is a quick way to make a particle. Has lots of parameters that can be set...">Particle</a>(0, 0, "particle.png", 100, 100) { LifeSpan = 30, Angle = 10, FinalScaleX = 0, LockScaleRatio = true }; <a href="class_otter_1_1_particle.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>Extensions</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Various extensions for classes are in here. <br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>Ease</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Static class with useful easer functions that can be used by Tweens. <br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>GlideInfo</b></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_glide_lerper.html">GlideLerper</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_tween.html">Tween</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_tweener.html">Tweener</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>IntExtensions</b></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>FloatExtensions</b></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>IEnumerableExtensions</b></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>ArrayExtensions</b></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>ListExtensions</b></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>DictionaryExtensions</b></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>StringExtensions</b></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>TypeExtensions</b></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>EnumExtensions</b></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_line2.html">Line2</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class for a simple line with two points. <a href="class_otter_1_1_line2.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>MathHelper</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Contains commonly used precalculated values and mathematical operations. <br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_otter_1_1_matrix.html">Matrix</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Struct for representing a <a class="el" href="struct_otter_1_1_matrix.html" title="Struct for representing a Matrix. ">Matrix</a>. <a href="struct_otter_1_1_matrix.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_otter_1_1_point.html">Point</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Struct for representing a <a class="el" href="struct_otter_1_1_point.html" title="Struct for representing a Point. ">Point</a>. <a href="struct_otter_1_1_point.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_otter_1_1_quaternion.html">Quaternion</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Struct for representing a <a class="el" href="struct_otter_1_1_quaternion.html" title="Struct for representing a Quaternion. ">Quaternion</a>. <a href="struct_otter_1_1_quaternion.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_otter_1_1_rectangle.html">Rectangle</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Struct for representing a <a class="el" href="struct_otter_1_1_rectangle.html" title="Struct for representing a Rectangle. ">Rectangle</a>. <a href="struct_otter_1_1_rectangle.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_otter_1_1_vector2.html">Vector2</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Struct for representing a <a class="el" href="struct_otter_1_1_vector2.html" title="Struct for representing a Vector2. ">Vector2</a>. <a href="struct_otter_1_1_vector2.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_otter_1_1_vector3.html">Vector3</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Struct for representing a <a class="el" href="struct_otter_1_1_vector3.html" title="Struct for representing a Vector3. ">Vector3</a>. <a href="struct_otter_1_1_vector3.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_otter_1_1_vector4.html">Vector4</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Struct for representing a <a class="el" href="struct_otter_1_1_vector4.html" title="Struct for representing a Vector4. ">Vector4</a>. <a href="struct_otter_1_1_vector4.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_ogmo_project.html">OgmoProject</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class used for importing <a class="el" href="class_otter_1_1_ogmo_project.html" title="Class used for importing OgmoProject files quickly, and loading levels created in Ogmo Editor (http:/...">OgmoProject</a> files quickly, and loading levels created in Ogmo Editor (<a href="http://ogmoeditor.com">http://ogmoeditor.com</a>) Currently OgmoProjects must export in XML Co-ords for Tiles and Entities, and Bitstring for Grids. <a href="class_otter_1_1_ogmo_project.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_ogmo_layer.html">OgmoLayer</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class representing a layer loaded from Ogmo. <a href="class_otter_1_1_ogmo_layer.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_ogmo_data.html">OgmoData</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A simple data class that just extends Dictionary. <a href="class_otter_1_1_ogmo_data.html#details">More...</a><br/></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_polygon.html">Polygon</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class representing a <a class="el" href="class_otter_1_1_polygon.html" title="Class representing a Polygon. ">Polygon</a>. <a href="class_otter_1_1_polygon.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>Rand</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class full of random number generation related functions. <br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_range.html">Range</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class used to represent a range using a min and max. <a href="class_otter_1_1_range.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>Ref</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class of utility functions for ref related things. <br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_speed.html">Speed</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Class used for tracking an X and Y speed of an object. <a class="el" href="class_otter_1_1_speed.html" title="Class used for tracking an X and Y speed of an object. Speed also has an XMax and YMax that can be us...">Speed</a> also has an XMax and YMax that can be used to clamp the X and Y values automatically. <a href="class_otter_1_1_speed.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_sprite_batch.html">SpriteBatch</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">NOT YET SUPPORTED Very WIP class, probably internal for <a class="el" href="namespace_otter.html">Otter</a>, don't use it yet. <a href="class_otter_1_1_sprite_batch.html#details">More...</a><br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>Util</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Main utility function class. Various useful functions for 2d game development and <a class="el" href="namespace_otter.html">Otter</a> stuff. <br/></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="enum-members"></a>
Enumerations</h2></td></tr>
<tr class="memitem:ae9de0bb4ec2810626f0c403916255510"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_otter.html#ae9de0bb4ec2810626f0c403916255510">AccelType</a> { <b>Ground</b>,
<b>Air</b>
}</td></tr>
<tr class="memdesc:ae9de0bb4ec2810626f0c403916255510"><td class="mdescLeft">&#160;</td><td class="mdescRight">The different acceleration types. <a href="namespace_otter.html#ae9de0bb4ec2810626f0c403916255510">More...</a><br/></td></tr>
<tr class="separator:ae9de0bb4ec2810626f0c403916255510"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae50964d9170cd36fc2b2f3be91efdda0"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_otter.html#ae50964d9170cd36fc2b2f3be91efdda0">AxisButton</a> { <br/>
&#160;&#160;<b>XPlus</b> = 100,
<b>XMinus</b>,
<b>YPlus</b>,
<b>YMinus</b>,
<br/>
&#160;&#160;<b>ZPlus</b>,
<b>ZMinus</b>,
<b>RPlus</b>,
<b>RMinus</b>,
<br/>
&#160;&#160;<b>UPlus</b>,
<b>UMinus</b>,
<b>VPlus</b>,
<b>VMinus</b>,
<br/>
&#160;&#160;<b>PovXPlus</b>,
<b>PovXMinus</b>,
<b>PovYPlus</b>,
<b>PovYMinus</b>,
<br/>
&#160;&#160;<b>Any</b> = 1000
<br/>
}</td></tr>
<tr class="memdesc:ae50964d9170cd36fc2b2f3be91efdda0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Buttons that represent the possible axes on a joystick. <a href="namespace_otter.html#ae50964d9170cd36fc2b2f3be91efdda0">More...</a><br/></td></tr>
<tr class="separator:ae50964d9170cd36fc2b2f3be91efdda0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acfe5ce34857620e033849ef1e09f8431"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_otter.html#acfe5ce34857620e033849ef1e09f8431">MouseButton</a> { <br/>
&#160;&#160;<b>Left</b> = 0,
<b>Right</b> = 1,
<b>Middle</b> = 2,
<b>XButton1</b> = 3,
<br/>
&#160;&#160;<b>XButton2</b> = 4,
<b>ButtonCount</b> = 5,
<b>Any</b> = 1000
<br/>
}</td></tr>
<tr class="memdesc:acfe5ce34857620e033849ef1e09f8431"><td class="mdescLeft">&#160;</td><td class="mdescRight">Mouse buttons. Buttons on your mouse. <a href="namespace_otter.html#acfe5ce34857620e033849ef1e09f8431">More...</a><br/></td></tr>
<tr class="separator:acfe5ce34857620e033849ef1e09f8431"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa20f1ffa9938a60ed5a40868af35d2bf"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_otter.html#aa20f1ffa9938a60ed5a40868af35d2bf">MouseWheelDirection</a> { <b>Up</b> = 0,
<b>Down</b>
}</td></tr>
<tr class="memdesc:aa20f1ffa9938a60ed5a40868af35d2bf"><td class="mdescLeft">&#160;</td><td class="mdescRight">The direction of the mouse wheel. <a href="namespace_otter.html#aa20f1ffa9938a60ed5a40868af35d2bf">More...</a><br/></td></tr>
<tr class="separator:aa20f1ffa9938a60ed5a40868af35d2bf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ada9814b672a9a3b475297439e1159a67"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_otter.html#ada9814b672a9a3b475297439e1159a67">Key</a> { <br/>
&#160;&#160;<b>Unknown</b> = -1,
<b>A</b> = 0,
<b>B</b> = 1,
<b>C</b> = 2,
<br/>
&#160;&#160;<b>D</b> = 3,
<b>E</b> = 4,
<b>F</b> = 5,
<b>G</b> = 6,
<br/>
&#160;&#160;<b>H</b> = 7,
<b>I</b> = 8,
<b>J</b> = 9,
<b>K</b> = 10,
<br/>
&#160;&#160;<b>L</b> = 11,
<b>M</b> = 12,
<b>N</b> = 13,
<b>O</b> = 14,
<br/>
&#160;&#160;<b>P</b> = 15,
<b>Q</b> = 16,
<b>R</b> = 17,
<b>S</b> = 18,
<br/>
&#160;&#160;<b>T</b> = 19,
<b>U</b> = 20,
<b>V</b> = 21,
<b>W</b> = 22,
<br/>
&#160;&#160;<b>X</b> = 23,
<b>Y</b> = 24,
<b>Z</b> = 25,
<b>Num0</b> = 26,
<br/>
&#160;&#160;<b>Num1</b> = 27,
<b>Num2</b> = 28,
<b>Num3</b> = 29,
<b>Num4</b> = 30,
<br/>
&#160;&#160;<b>Num5</b> = 31,
<b>Num6</b> = 32,
<b>Num7</b> = 33,
<b>Num8</b> = 34,
<br/>
&#160;&#160;<b>Num9</b> = 35,
<b>Escape</b> = 36,
<b>LControl</b> = 37,
<b>LShift</b> = 38,
<br/>
&#160;&#160;<b>LAlt</b> = 39,
<b>LSystem</b> = 40,
<b>RControl</b> = 41,
<b>RShift</b> = 42,
<br/>
&#160;&#160;<b>RAlt</b> = 43,
<b>RSystem</b> = 44,
<b>Menu</b> = 45,
<b>LBracket</b> = 46,
<br/>
&#160;&#160;<b>RBracket</b> = 47,
<b>SemiColon</b> = 48,
<b>Comma</b> = 49,
<b>Period</b> = 50,
<br/>
&#160;&#160;<b>Quote</b> = 51,
<b>Slash</b> = 52,
<b>BackSlash</b> = 53,
<b>Tilde</b> = 54,
<br/>
&#160;&#160;<b>Equal</b> = 55,
<b>Dash</b> = 56,
<b>Space</b> = 57,
<b>Return</b> = 58,
<br/>
&#160;&#160;<b>Back</b> = 59,
<b>Tab</b> = 60,
<b>PageUp</b> = 61,
<b>PageDown</b> = 62,
<br/>
&#160;&#160;<b>End</b> = 63,
<b>Home</b> = 64,
<b>Insert</b> = 65,
<b>Delete</b> = 66,
<br/>
&#160;&#160;<b>Add</b> = 67,
<b>Subtract</b> = 68,
<b>Multiply</b> = 69,
<b>Divide</b> = 70,
<br/>
&#160;&#160;<b>Left</b> = 71,
<b>Right</b> = 72,
<b>Up</b> = 73,
<b>Down</b> = 74,
<br/>
&#160;&#160;<b>Numpad0</b> = 75,
<b>Numpad1</b> = 76,
<b>Numpad2</b> = 77,
<b>Numpad3</b> = 78,
<br/>
&#160;&#160;<b>Numpad4</b> = 79,
<b>Numpad5</b> = 80,
<b>Numpad6</b> = 81,
<b>Numpad7</b> = 82,
<br/>
&#160;&#160;<b>Numpad8</b> = 83,
<b>Numpad9</b> = 84,
<b>F1</b> = 85,
<b>F2</b> = 86,
<br/>
&#160;&#160;<b>F3</b> = 87,
<b>F4</b> = 88,
<b>F5</b> = 89,
<b>F6</b> = 90,
<br/>
&#160;&#160;<b>F7</b> = 91,
<b>F8</b> = 92,
<b>F9</b> = 93,
<b>F10</b> = 94,
<br/>
&#160;&#160;<b>F11</b> = 95,
<b>F12</b> = 96,
<b>F13</b> = 97,
<b>F14</b> = 98,
<br/>
&#160;&#160;<b>F15</b> = 99,
<b>Pause</b> = 100,
<b>KeyCount</b> = 101,
<b>Any</b> = 1000
<br/>
}</td></tr>
<tr class="memdesc:ada9814b672a9a3b475297439e1159a67"><td class="mdescLeft">&#160;</td><td class="mdescRight">All the keys on your keyboard. <a href="namespace_otter.html#ada9814b672a9a3b475297439e1159a67">More...</a><br/></td></tr>
<tr class="separator:ada9814b672a9a3b475297439e1159a67"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a87339246dce4e8a3b721e7a58d84245b"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_otter.html#a87339246dce4e8a3b721e7a58d84245b">Direction</a> { <br/>
&#160;&#160;<b>None</b> = 0,
<b>Up</b> = 1 &lt;&lt; 0,
<b>Right</b> = 1 &lt;&lt; 1,
<b>Down</b> = 1 &lt;&lt; 2,
<br/>
&#160;&#160;<b>Left</b> = 1 &lt;&lt; 3,
<b>UpRight</b> = Up | Right,
<b>UpLeft</b> = Up | Left,
<b>DownRight</b> = Down | Right,
<br/>
&#160;&#160;<b>DownLeft</b> = Down | Left
<br/>
}</td></tr>
<tr class="memdesc:a87339246dce4e8a3b721e7a58d84245b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags to represent Direction. <a href="namespace_otter.html#a87339246dce4e8a3b721e7a58d84245b">More...</a><br/></td></tr>
<tr class="separator:a87339246dce4e8a3b721e7a58d84245b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0c52d8244f487375b4061dff5c24907e"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_otter.html#a0c52d8244f487375b4061dff5c24907e">JoyAxis</a> { <br/>
&#160;&#160;<b>X</b>,
<b>Y</b>,
<b>Z</b>,
<b>R</b>,
<br/>
&#160;&#160;<b>U</b>,
<b>V</b>,
<b>PovX</b>,
<b>PovY</b>
<br/>
}</td></tr>
<tr class="memdesc:a0c52d8244f487375b4061dff5c24907e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Axes on a joystick. <a href="namespace_otter.html#a0c52d8244f487375b4061dff5c24907e">More...</a><br/></td></tr>
<tr class="separator:a0c52d8244f487375b4061dff5c24907e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aecf7d2681beb4e3fd83a217c3c688a67"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_otter.html#aecf7d2681beb4e3fd83a217c3c688a67">BlendMode</a> { <br/>
&#160;&#160;<b>Alpha</b>,
<b>Add</b>,
<b>Multiply</b>,
<b>None</b>,
<br/>
&#160;&#160;<b>Null</b>
<br/>
}</td></tr>
<tr class="memdesc:aecf7d2681beb4e3fd83a217c3c688a67"><td class="mdescLeft">&#160;</td><td class="mdescRight">The blendmodes that can be used for graphic rendering. <a href="namespace_otter.html#aecf7d2681beb4e3fd83a217c3c688a67">More...</a><br/></td></tr>
<tr class="separator:aecf7d2681beb4e3fd83a217c3c688a67"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a27048d5f19773c6a1f3cf2a72e63b1d0"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><b>PanelType</b> { <b>Stretch</b>,
<b>Tile</b>
}</td></tr>
<tr class="separator:a27048d5f19773c6a1f3cf2a72e63b1d0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af0f9b1151f7f36d61ad4b8400a308ae4"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><b>PanelSizeMode</b> { <b>All</b>,
<b>Inside</b>
}</td></tr>
<tr class="separator:af0f9b1151f7f36d61ad4b8400a308ae4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2e7eab99f2d24397cc40390020198cfe"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><b>VertexPrimitiveType</b> { <br/>
&#160;&#160;<b>Points</b> = 0,
<b>Lines</b> = 1,
<b>LinesStrip</b> = 2,
<b>Triangles</b> = 3,
<br/>
&#160;&#160;<b>TrianglesStrip</b> = 4,
<b>TrianglesFan</b> = 5,
<b>Quads</b> = 6
<br/>
}</td></tr>
<tr class="separator:a2e7eab99f2d24397cc40390020198cfe"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad0ec85ee317cd94a4a4d69bd8ad6998e"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><b>ShaderType</b> { <b>Vertex</b>,
<b>Fragment</b>
}</td></tr>
<tr class="separator:ad0ec85ee317cd94a4a4d69bd8ad6998e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7efc7f03a197cea1a0e209dc0f720081"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><b>BitmapFontDataType</b> { <br/>
&#160;&#160;<b>None</b>,
<b>BMFontText</b>,
<b>BMFontXml</b>,
<b>Littera</b>,
<br/>
&#160;&#160;<b>CodeheadCSV</b>,
<b>Shoebox</b>
<br/>
}</td></tr>
<tr class="separator:a7efc7f03a197cea1a0e209dc0f720081"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7d54021d1a4d4128fc89e690b7d7bc26"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><b>TextAlign</b> { <b>Left</b>,
<b>Right</b>,
<b>Center</b>
}</td></tr>
<tr class="separator:a7d54021d1a4d4128fc89e690b7d7bc26"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a663c89d011f2363352c60efedc2e430e"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><b>TextStyle</b> { <b>Regular</b> = 0,
<b>Bold</b> = 1,
<b>Italic</b> = 2,
<b>Underlined</b> = 4
}</td></tr>
<tr class="separator:a663c89d011f2363352c60efedc2e430e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6b155b99e7ff4502716ca28ae7667430"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><b>TextOutlineQuality</b> { <b>Good</b> = 45,
<b>Better</b> = 30,
<b>Best</b> = 15,
<b>Absurd</b> = 10
}</td></tr>
<tr class="separator:a6b155b99e7ff4502716ca28ae7667430"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="func-members"></a>
Functions</h2></td></tr>
<tr class="memitem:a882c1ee492ad2d19dbfd81b48f2a3ca8"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a882c1ee492ad2d19dbfd81b48f2a3ca8"></a>
delegate bool&#160;</td><td class="memItemRight" valign="bottom"><b>Predicate&lt; T1, T2 &gt;</b> (T1 item1, T2 item2)</td></tr>
<tr class="separator:a882c1ee492ad2d19dbfd81b48f2a3ca8"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<h2 class="groupheader">Enumeration Type Documentation</h2>
<a class="anchor" id="ae9de0bb4ec2810626f0c403916255510"></a>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">enum <a class="el" href="namespace_otter.html#ae9de0bb4ec2810626f0c403916255510">Otter.AccelType</a></td>
</tr>
</table>
</div><div class="memdoc">
<p>The different acceleration types. </p>
</div>
</div>
<a class="anchor" id="ae50964d9170cd36fc2b2f3be91efdda0"></a>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">enum <a class="el" href="namespace_otter.html#ae50964d9170cd36fc2b2f3be91efdda0">Otter.AxisButton</a></td>
</tr>
</table>
</div><div class="memdoc">
<p>Buttons that represent the possible axes on a joystick. </p>
</div>
</div>
<a class="anchor" id="aecf7d2681beb4e3fd83a217c3c688a67"></a>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">enum <a class="el" href="namespace_otter.html#aecf7d2681beb4e3fd83a217c3c688a67">Otter.BlendMode</a></td>
</tr>
</table>
</div><div class="memdoc">
<p>The blendmodes that can be used for graphic rendering. </p>
</div>
</div>
<a class="anchor" id="a87339246dce4e8a3b721e7a58d84245b"></a>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">enum <a class="el" href="namespace_otter.html#a87339246dce4e8a3b721e7a58d84245b">Otter.Direction</a></td>
</tr>
</table>
</div><div class="memdoc">
<p>Flags to represent Direction. </p>
</div>
</div>
<a class="anchor" id="a0c52d8244f487375b4061dff5c24907e"></a>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">enum <a class="el" href="namespace_otter.html#a0c52d8244f487375b4061dff5c24907e">Otter.JoyAxis</a></td>
</tr>
</table>
</div><div class="memdoc">
<p>Axes on a joystick. </p>
</div>
</div>
<a class="anchor" id="ada9814b672a9a3b475297439e1159a67"></a>
<div class="memitem">
<div class="memproto">
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<td class="memname">enum <a class="el" href="namespace_otter.html#ada9814b672a9a3b475297439e1159a67">Otter.Key</a></td>
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<p>All the keys on your keyboard. </p>
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<td class="memname">enum <a class="el" href="namespace_otter.html#acfe5ce34857620e033849ef1e09f8431">Otter.MouseButton</a></td>
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<p>Mouse buttons. Buttons on your mouse. </p>
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<td class="memname">enum <a class="el" href="namespace_otter.html#aa20f1ffa9938a60ed5a40868af35d2bf">Otter.MouseWheelDirection</a></td>
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<p>The direction of the mouse wheel. </p>
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