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<td id="projectlogo"><img alt="Logo" src="otterlogosmall.png"/></td>
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<div id="projectname">Otter
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 <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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<li><a href="classes.html"><span>Class Index</span></a></li>
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<a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(0)"><span class="SelectionMark"> </span>All</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(1)"><span class="SelectionMark"> </span>Classes</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(2)"><span class="SelectionMark"> </span>Namespaces</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(3)"><span class="SelectionMark"> </span>Functions</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(4)"><span class="SelectionMark"> </span>Variables</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(5)"><span class="SelectionMark"> </span>Enumerations</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(6)"><span class="SelectionMark"> </span>Properties</a></div>
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<div class="title">Class List</div> </div>
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<div class="contents">
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<div class="textblock">Here are the classes, structs, unions and interfaces with brief descriptions:</div><div class="directory">
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<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span><span onclick="javascript:toggleLevel(3);">3</span>]</div><table class="directory">
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<tr id="row_0_" class="even"><td class="entry"><img id="arr_0_" src="ftv2pnode.png" alt="o" width="16" height="22" onclick="toggleFolder('0_')"/><img src="ftv2ns.png" alt="N" width="24" height="22" /><a class="el" href="namespace_otter.html" target="_self">Otter</a></td><td class="desc"></td></tr>
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<tr id="row_0_0_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_box_collider.html" target="_self">BoxCollider</a></td><td class="desc"><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>. </td></tr>
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<tr id="row_0_1_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_circle_collider.html" target="_self">CircleCollider</a></td><td class="desc">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>. </td></tr>
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<tr id="row_0_2_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_collider.html" target="_self">Collider</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_3_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_grid_collider.html" target="_self">GridCollider</a></td><td class="desc"><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>. </td></tr>
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<tr id="row_0_4_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_line_collider.html" target="_self">LineCollider</a></td><td class="desc">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>. </td></tr>
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<tr id="row_0_5_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_pixel_collider.html" target="_self">PixelCollider</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_6_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_point_collider.html" target="_self">PointCollider</a></td><td class="desc"><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>. </td></tr>
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<tr id="row_0_7_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_polygon_collider.html" target="_self">PolygonCollider</a></td><td class="desc"><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! </td></tr>
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<tr id="row_0_8_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_alarm.html" target="_self">Alarm</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_9_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_auto_timer.html" target="_self">AutoTimer</a></td><td class="desc">A timer that automatically counts on an increment. Useful for handling things like cooldowns. </td></tr>
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<tr id="row_0_10_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_axis.html" target="_self">Axis</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_11_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img id="arr_0_11_" src="ftv2pnode.png" alt="o" width="16" height="22" onclick="toggleFolder('0_11_')"/><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_bone.html" target="_self">Bone</a></td><td class="desc"></td></tr>
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<tr id="row_0_11_0_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2lastnode.png" alt="\" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_otter_1_1_bone_1_1_bone_slot.html" target="_self">BoneSlot</a></td><td class="desc"></td></tr>
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<tr id="row_0_12_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_button.html" target="_self">Button</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_13_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_component.html" target="_self">Component</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_14_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_controller.html" target="_self">Controller</a></td><td class="desc"><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 </td></tr>
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<tr id="row_0_15_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_controller_p_s3.html" target="_self">ControllerPS3</a></td><td class="desc"></td></tr>
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<tr id="row_0_16_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_controller_xbox360.html" target="_self">ControllerXbox360</a></td><td class="desc"></td></tr>
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<tr id="row_0_17_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_countdown.html" target="_self">Countdown</a></td><td class="desc"></td></tr>
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<tr id="row_0_18_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_counter.html" target="_self">Counter</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_19_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_event_processor.html" target="_self">EventProcessor</a></td><td class="desc"></td></tr>
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<tr id="row_0_20_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_event_processor_event.html" target="_self">EventProcessorEvent</a></td><td class="desc"></td></tr>
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<tr id="row_0_21_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_event_queue.html" target="_self">EventQueue</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_22_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_event_stack.html" target="_self">EventStack</a></td><td class="desc"></td></tr>
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<tr id="row_0_23_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_grid_counter.html" target="_self">GridCounter</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_24_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_i_r_c.html" target="_self">IRC</a></td><td class="desc"><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! </td></tr>
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<tr id="row_0_25_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_lerper.html" target="_self">Lerper</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_26_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_basic_movement.html" target="_self">BasicMovement</a></td><td class="desc"><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 </td></tr>
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<tr id="row_0_27_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_movement.html" target="_self">Movement</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_28_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_platforming_movement.html" target="_self">PlatformingMovement</a></td><td class="desc"><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>. </td></tr>
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<tr id="row_0_29_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_sine_wave.html" target="_self">SineWave</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_30_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_skeleton.html" target="_self">Skeleton</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_31_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_snake.html" target="_self">Snake</a></td><td class="desc"></td></tr>
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<tr id="row_0_32_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_state_machine_3_01_t_state_01_4.html" target="_self">StateMachine< TState ></a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_33_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_state.html" target="_self">State</a></td><td class="desc">Used in StateMachine. Contains functions for enter, update, and exit. </td></tr>
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<tr id="row_0_34_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img id="arr_0_34_" src="ftv2pnode.png" alt="o" width="16" height="22" onclick="toggleFolder('0_34_')"/><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_vertebra.html" target="_self">Vertebra</a></td><td class="desc">Class representing one piece of a <a class="el" href="class_otter_1_1_snake.html">Snake</a>. </td></tr>
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<tr id="row_0_34_0_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2lastnode.png" alt="\" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_otter_1_1_vertebra_1_1_vertebra_slot.html" target="_self">VertebraSlot</a></td><td class="desc">A struct containing the final transformation of the <a class="el" href="class_otter_1_1_vertebra.html" title="Class representing one piece of a Snake. ">Vertebra</a> from the <a class="el" href="class_otter_1_1_snake.html">Snake</a>. </td></tr>
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<tr id="row_0_35_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_entity.html" target="_self">Entity</a></td><td class="desc">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>. </td></tr>
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<tr id="row_0_36_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_game.html" target="_self">Game</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_37_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_input.html" target="_self">Input</a></td><td class="desc">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>. </td></tr>
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<tr id="row_0_38_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_music.html" target="_self">Music</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_39_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_scene.html" target="_self">Scene</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_40_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_session.html" target="_self">Session</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_41_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_sound.html" target="_self">Sound</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_42_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_anim.html" target="_self">Anim</a></td><td class="desc">Class used for animations in Spritemap. </td></tr>
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<tr id="row_0_43_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_atlas.html" target="_self">Atlas</a></td><td class="desc">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> </td></tr>
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<tr id="row_0_44_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_atlas_texture.html" target="_self">AtlasTexture</a></td><td class="desc">Class used for representing a texture on a texture atlas. </td></tr>
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<tr id="row_0_45_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_color.html" target="_self">Color</a></td><td class="desc">Class that represents a color with red, green, blue, and alpha channels. </td></tr>
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<tr id="row_0_46_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_decals.html" target="_self">Decals</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_47_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_gradient.html" target="_self">Gradient</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_48_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_graphic.html" target="_self">Graphic</a></td><td class="desc">Base abstract class used for anything that can be rendered. </td></tr>
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<tr id="row_0_49_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_graphic_list.html" target="_self">GraphicList</a></td><td class="desc"></td></tr>
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<tr id="row_0_50_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_grid.html" target="_self">Grid</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_51_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_image.html" target="_self">Image</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_52_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_image_set.html" target="_self">ImageSet</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_53_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_nine_slice.html" target="_self">NineSlice</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_54_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_spritemap_3_01_t_anim_type_01_4.html" target="_self">Spritemap< TAnimType ></a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_55_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_square_clock.html" target="_self">SquareClock</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_56_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_surface.html" target="_self">Surface</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_57_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_tilemap.html" target="_self">Tilemap</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_58_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_tile_info.html" target="_self">TileInfo</a></td><td class="desc">A class containing all the info to describe a specific tile. </td></tr>
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<tr id="row_0_59_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_vertices.html" target="_self">Vertices</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_60_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_shader.html" target="_self">Shader</a></td><td class="desc">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> </td></tr>
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<tr id="row_0_61_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_bitmap_font.html" target="_self">BitmapFont</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_62_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_char_data.html" target="_self">CharData</a></td><td class="desc"></td></tr>
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<tr id="row_0_63_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_bitmap_font_config.html" target="_self">BitmapFontConfig</a></td><td class="desc"></td></tr>
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<tr id="row_0_64_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_font.html" target="_self">Font</a></td><td class="desc"></td></tr>
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<tr id="row_0_65_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_base_font.html" target="_self">BaseFont</a></td><td class="desc"></td></tr>
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<tr id="row_0_66_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_rich_text.html" target="_self">RichText</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_67_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_rich_text_character.html" target="_self">RichTextCharacter</a></td><td class="desc">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>. </td></tr>
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<tr id="row_0_68_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_rich_text_config.html" target="_self">RichTextConfig</a></td><td class="desc">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, ... };" </td></tr>
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<tr id="row_0_69_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_text.html" target="_self">Text</a></td><td class="desc"><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. </td></tr>
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<tr id="row_0_70_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_texture.html" target="_self">Texture</a></td><td class="desc">Class representing a texture. Can perform pixel operations on the CPU, but those will be pretty slow and shouldn't be used that much. </td></tr>
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<tr id="row_0_71_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_transformation.html" target="_self">Transformation</a></td><td class="desc"></td></tr>
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<tr id="row_0_72_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_vert.html" target="_self">Vert</a></td><td class="desc">Class that represents a Vertex. Just a wrapper for an SFML Vertex. </td></tr>
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<tr id="row_0_73_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_files.html" target="_self">Files</a></td><td class="desc">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 </td></tr>
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<tr id="row_0_74_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_sounds.html" target="_self">Sounds</a></td><td class="desc">Class that manages the cache of sounds. </td></tr>
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<tr id="row_0_75_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_fonts.html" target="_self">Fonts</a></td><td class="desc">Class that manages the cache of fonts. </td></tr>
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<tr id="row_0_76_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_textures.html" target="_self">Textures</a></td><td class="desc">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>. </td></tr>
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<tr id="row_0_77_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_coroutine.html" target="_self">Coroutine</a></td><td class="desc">Class that manages Coroutines. </td></tr>
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<tr id="row_0_78_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_data_saver.html" target="_self">DataSaver</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_79_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_debugger.html" target="_self">Debugger</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_80_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_otter_command.html" target="_self">OtterCommand</a></td><td class="desc"></td></tr>
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<tr id="row_0_81_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_debug_input.html" target="_self">DebugInput</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_82_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_draw.html" target="_self">Draw</a></td><td class="desc">Class used for rendering graphics. </td></tr>
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<tr id="row_0_83_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_flash.html" target="_self">Flash</a></td><td class="desc"><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 }; </td></tr>
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<tr id="row_0_84_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_particle.html" target="_self">Particle</a></td><td class="desc"><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 }; </td></tr>
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<tr id="row_0_85_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_glide_lerper.html" target="_self">GlideLerper</a></td><td class="desc"></td></tr>
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<tr id="row_0_86_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img id="arr_0_86_" src="ftv2pnode.png" alt="o" width="16" height="22" onclick="toggleFolder('0_86_')"/><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_tween.html" target="_self">Tween</a></td><td class="desc"></td></tr>
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<tr id="row_0_86_0_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2lastnode.png" alt="\" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_tween_1_1_tweener_impl.html" target="_self">TweenerImpl</a></td><td class="desc"></td></tr>
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<tr id="row_0_87_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_tweener.html" target="_self">Tweener</a></td><td class="desc"></td></tr>
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<tr id="row_0_88_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_line2.html" target="_self">Line2</a></td><td class="desc">Class for a simple line with two points. </td></tr>
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<tr id="row_0_89_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_otter_1_1_matrix.html" target="_self">Matrix</a></td><td class="desc">Struct for representing a <a class="el" href="struct_otter_1_1_matrix.html" title="Struct for representing a Matrix. ">Matrix</a>. </td></tr>
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<tr id="row_0_90_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_otter_1_1_point.html" target="_self">Point</a></td><td class="desc">Struct for representing a <a class="el" href="struct_otter_1_1_point.html" title="Struct for representing a Point. ">Point</a>. </td></tr>
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<tr id="row_0_91_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_otter_1_1_quaternion.html" target="_self">Quaternion</a></td><td class="desc">Struct for representing a <a class="el" href="struct_otter_1_1_quaternion.html" title="Struct for representing a Quaternion. ">Quaternion</a>. </td></tr>
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<tr id="row_0_92_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_otter_1_1_rectangle.html" target="_self">Rectangle</a></td><td class="desc">Struct for representing a <a class="el" href="struct_otter_1_1_rectangle.html" title="Struct for representing a Rectangle. ">Rectangle</a>. </td></tr>
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<tr id="row_0_93_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_otter_1_1_vector2.html" target="_self">Vector2</a></td><td class="desc">Struct for representing a <a class="el" href="struct_otter_1_1_vector2.html" title="Struct for representing a Vector2. ">Vector2</a>. </td></tr>
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<tr id="row_0_94_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_otter_1_1_vector3.html" target="_self">Vector3</a></td><td class="desc">Struct for representing a <a class="el" href="struct_otter_1_1_vector3.html" title="Struct for representing a Vector3. ">Vector3</a>. </td></tr>
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<tr id="row_0_95_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_otter_1_1_vector4.html" target="_self">Vector4</a></td><td class="desc">Struct for representing a <a class="el" href="struct_otter_1_1_vector4.html" title="Struct for representing a Vector4. ">Vector4</a>. </td></tr>
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<tr id="row_0_96_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_ogmo_project.html" target="_self">OgmoProject</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_97_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_ogmo_layer.html" target="_self">OgmoLayer</a></td><td class="desc">Class representing a layer loaded from Ogmo. </td></tr>
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<tr id="row_0_98_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_ogmo_data.html" target="_self">OgmoData</a></td><td class="desc">A simple data class that just extends Dictionary. </td></tr>
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<tr id="row_0_99_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_polygon.html" target="_self">Polygon</a></td><td class="desc">Class representing a <a class="el" href="class_otter_1_1_polygon.html" title="Class representing a Polygon. ">Polygon</a>. </td></tr>
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<tr id="row_0_100_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_range.html" target="_self">Range</a></td><td class="desc">Class used to represent a range using a min and max. </td></tr>
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<tr id="row_0_101_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_speed.html" target="_self">Speed</a></td><td class="desc">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. </td></tr>
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<tr id="row_0_102_" style="display:none;"><td class="entry"><img src="ftv2vertline.png" alt="|" width="16" height="22" /><img src="ftv2lastnode.png" alt="\" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_otter_1_1_sprite_batch.html" target="_self">SpriteBatch</a></td><td class="desc">NOT YET SUPPORTED Very WIP class, probably internal for <a class="el" href="namespace_otter.html">Otter</a>, don't use it yet. </td></tr>
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<tr id="row_1_"><td class="entry"><img id="arr_1_" src="ftv2plastnode.png" alt="\" width="16" height="22" onclick="toggleFolder('1_')"/><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_event_router.html" target="_self">EventRouter</a></td><td class="desc">Class for broadcasting messages to subscribers. Clients of the <a class="el" href="class_event_router.html" title="Class for broadcasting messages to subscribers. Clients of the EventRouter register themselves by cal...">EventRouter</a> register themselves by calling Subscribe and passing in the even they are interested in along with a delegate to be called back when the event is received. Events are published via the Publish method which allows arbitrary data to be passed along with the event to be interpreted by the event receiver. Events do not have to be pre-defined </td></tr>
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<tr id="row_1_0_" class="even" style="display:none;"><td class="entry"><img src="ftv2blank.png" alt=" " width="16" height="22" /><img src="ftv2lastnode.png" alt="\" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="class_event_router_1_1_event.html" target="_self">Event</a></td><td class="desc"><a class="el" href="class_event_router_1_1_event.html" title="Event data class, passed in to the subscriber whenever an event occours. ">Event</a> data class, passed in to the subscriber whenever an event occours. </td></tr>
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<li class="footer">Generated on Thu May 12 2016 18:16:53 for Otter by
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<img class="footer" src="doxygen.png" alt="doxygen"/></a> 1.8.5 </li>
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