PixelBullet
0.0.1
A C++ game engine
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level
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►
N
PixelBullet
►
N
Log
C
Channel
C
ConsoleSink
C
FileSink
C
Sink
C
Application
Main application class
C
ApplicationCommandLineArgs
Command-line arguments passed to the application
C
ApplicationSpecification
Contains configuration options for both the game and the engine
C
ApplicationVersion
Represents a version number
C
AppRenderEvent
C
AppTickEvent
C
AppUpdateEvent
C
Archive
C
Attachment
Class that represents an attachment in a renderpass
C
Audio
C
AudioBackend
Abstract interface for an audio backend
C
AVector3
C
Bitmap
A simple
Bitmap
class that loads and writes images using stb
C
Buffer
Interface that represents a buffer
C
Camera
A base 3D camera class with perspective projection
C
CLI
C
Color
A polished
Color
class storing RGBA values in a glm::vec4
C
CommandBuffer
Class that represents a command buffer
C
CommandPool
Class that represents a command pool
C
CommandQueue
A simple thread-safe command queue
C
ComponentStorage
C
ComponentStorageBase
C
Compressor
C
Descriptor
C
DescriptorSet
C
DescriptorsHandler
Class that handles a descriptor set
C
Duration
A lightweight duration class that holds a time span in seconds
C
Elapsed
►
C
EnumerateWrapper
C
iterator
C
Event
C
EventDispatcher
C
File
C
FileEntry
C
Framebuffers
C
Graphics
Module that manages the Vulkan m_Instance,
Surface
,
Window
and the renderpass structure
C
ID
C
Image
A representation of a Vulkan image, sampler, and view
C
Image2D
Resource
that represents a 2D image
C
Image2DArray
C
ImageCube
Resource
that represents a cubemap image
C
ImageDepth
Resource
that represents a depth‑stencil image
C
ImGuiLayer
C
Instance
C
InstanceBuffer
C
is_optional
C
is_optional< std::optional< T > >
C
KeyEvent
C
KeyPressedEvent
C
KeyReleasedEvent
C
KeyTypedEvent
C
Layer
C
LayerStack
C
Link
Manages alias mappings for asset paths. This allows to use short “links” (e.g. @tex) that resolve to full directory paths
C
LogicalDevice
C
MaSoundDeleter
A custom deleter for a dynamically allocated ma_sound
C
MiniaudioBackend
Implementation of the
AudioBackend
interface using the miniaudio engine
C
MouseButtonEvent
C
MouseButtonPressedEvent
C
MouseButtonReleasedEvent
C
MouseMovedEvent
C
MouseScrolledEvent
►
C
Node
Represents a hierarchical node capable of storing various data types and supporting YAML serialization
C
Format
Formatting options for YAML serialization
C
OffsetSize
C
PhysicalDevice
C
Pipeline
Class that is used to represent a pipeline
C
PipelineCompute
Class that represents a compute pipeline
C
PipelineGraphics
Class that represents a graphics pipeline
C
PipelineGraphicsCreate
C
PushHandler
Class that handles a pipeline push constant
C
RenderArea
C
Renderer
Class used to manage
Subrender
objects to create a list of render pass
►
C
Renderpass
C
SubpassDescription
C
RenderStage
C
Resource
Base class for managed resources
C
ResourceLocator
C
Resources
C
Scene
►
C
Shader
Class that loads and processes a shader, and provides reflection
C
Attribute
C
Constant
C
Uniform
C
UniformBlock
C
VertexInput
►
C
SparseSet
C
Entry
C
StorageBuffer
C
StorageHandler
C
String
C
SubpassType
C
Subrender
Represents a render pipeline that is used to render a type of pipeline
C
SubrenderHolder
Manages all registered
Subrender
instances by stage
C
Surface
C
Swapchain
C
ThreadPool
A fixed-size pool of threads
►
C
Timer
A high-resolution timer for measuring elapsed time
C
Impl
C
Transform
C
TypeInfo
C
UniformBuffer
C
UniformHandler
Class that handles a uniform buffer
C
Viewport
C
VirtualPath
C
Window
C
WindowCloseEvent
C
WindowResizeEvent
C
WriteDescriptorSet
C
ShaderIncludeHandler
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