Classes | |
struct | AudioNode |
This structure is responsible for encapsulating a 3D sound within our game world. More... | |
class | AudioEngine |
This object is used to encapsulate our audio hardware. More... | |
class | Billboard |
This object represents a billboarded quad within our scene. More... | |
class | EngineCore |
This is our main entry object for the Peon library. More... | |
class | FileLogger |
This object is just used to output any needed log messages to a file. More... | |
class | IActor |
This "Actor" object is meant to be the root object of entities in our game world which can move and interact with others. More... | |
class | IApplication |
This object is responsible for containing any "application global" structures or handles. More... | |
class | IApplicationState |
This base object is responsible for containing everything and anything that belongs in its own state during the lifetime of the game. More... | |
class | IniConfigReader |
This object is usefull for loading and storing any information we might need for our game contained in an .INI file. More... | |
class | InputEngine |
This object keeps an eye on the input received by SDL. More... | |
class | ISceneObject |
This base object for our scene. More... | |
class | ISingleton |
Template class for creating single-instance global classes. More... | |
class | IUnknown |
This object represents a base level object that we can derive other objects from in the Peon library. More... | |
class | Matrix44 |
This is a bare-bones Matrix object which is of size 4x4. More... | |
class | Plane |
struct | DiffusePrim |
This scene primitive type is our basic starting point for getting geometry rendered to our screen. More... | |
struct | DiffuseTexPrim |
This scene primitive is a starting point for displaying geometry that can contain texture coordinates. More... | |
struct | NormalDiffuseTexPrim |
This scene primitive is a starting point for displaying any type of geometry in our game world. More... | |
class | Quaternion |
class | Ray |
This object is used to represent a Ray in our gameworld. More... | |
class | SceneCamera |
This object acts as a wrapper around modifying the view matrix of the scene (aka the view transformation stage of the pipeline). More... | |
class | SceneFont |
This object of the Peon library is meant to encapsulate a textured font object for your game. More... | |
class | SceneLight |
This object acts as a crude container for our lighting modes we wish to inject into the graphics pipeline. More... | |
class | SceneRenderer |
This object is responsible for processing our rendering commands to the underlying video hardware. More... | |
class | SceneRoot |
This object represents the "Base node" of a scene graph for you to play with. More... | |
class | SceneTexture |
This object encapsulates the "magic" behind loading and manipulating texture data. More... | |
class | Sphere |
This is a bare bones implementation of an object used for calculating spheres in our engine. More... | |
class | Timer |
This object as a way to properly control animation and other effects in our scene relying on the "timing" in the game. More... | |
class | Vector3 |
This object is used to represent a 3-tuple entity for use mostly during object positioning in a 3D gameworld. More... | |
class | Vector4 |
This object is used as a 4-tuple. More... | |
Typedefs | |
typedef unsigned int | uint32 |
typedef unsigned short | uint16 |
typedef unsigned char | uint8 |
typedef std::string | _StringBase |
The following block of preprocessor statements try to create a common interface for using the std::string object. | |
typedef const char * | _StringPtrBase |
typedef _StringBase | String |
typedef _StringPtrBase | StringPtr |
This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details.
You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Erik Yuzwa peon AT wazooinc DOT com
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The following block of preprocessor statements try to create a common interface for using the std::string object. If we are targeting a UNICODE build, then this will substitute all the std::string objects with std::wstring. |