bs Namespace Reference

Commonly used types. More...

Classes

class  AABox
 Axis aligned box represented by minimum and maximum point. More...
 
struct  AnimatedSceneObject
 Contains a mapping between a scene object and an animation curve it is animated with. More...
 
struct  AnimatedSceneObjectInfo
 Contains information about a scene object that is animated by a specific animation curve. More...
 
class  Animation
 Handles animation playback. More...
 
class  AnimationClip
 Contains animation curves for translation/rotation/scale of scene objects/skeleton bones, as well as curves for generic property animation. More...
 
struct  AnimationClipInfo
 Internal information about a single playing animation clip within Animation. More...
 
struct  AnimationClipState
 Contains information about a currently playing animation clip. More...
 
struct  AnimationCurveMapping
 Contains indices for position/rotation/scale animation curves. More...
 
struct  AnimationCurves
 A set of animation curves representing translation/rotation/scale and generic animation. More...
 
struct  AnimationEvent
 Event that is triggered when animation reaches a certain point. More...
 
class  AnimationManager
 Keeps track of all active animations, queues animation thread tasks and synchronizes data between simulation, core and animation threads. More...
 
struct  AnimationProxy
 Represents a copy of the Animation data for use specifically on the animation thread. More...
 
struct  AnimationSplitInfo
 Information about how to split an AnimationClip into multiple separate clips. More...
 
struct  AnimationState
 Contains information about a single playing animation clip. More...
 
struct  AnimationStateLayer
 Contains animation states for a single animation layer. More...
 
class  AnimationUtility
 Helper class for dealing with animations, animation clips and curves. More...
 
class  Any
 Class capable of storing any general type, and safely extracting the proper type from the internal data. More...
 
class  Application
 Primary entry point for Banshee engine. More...
 
class  AsyncOp
 Object you may use to check on the results of an asynchronous operation. More...
 
struct  AsyncOpEmpty
 Flag used for creating async operations signaling that we want to create an empty AsyncOp with no internal memory storage. More...
 
class  AsyncOpSyncData
 Thread synchronization primitives used by AsyncOps and their callers. More...
 
class  Audio
 Provides global functionality relating to sounds and music. More...
 
struct  AUDIO_CLIP_DESC
 Descriptor used for initializing an audio clip. More...
 
class  AudioClip
 Audio clip stores audio data in a compressed or uncompressed format. More...
 
class  AudioClipImportOptions
 Contains import options you may use to control how an audio clip is imported. More...
 
struct  AudioDataInfo
 Meta-data describing a chunk of audio. More...
 
class  AudioDecoder
 Interface used for implementations that parse audio formats into a set of PCM samples. More...
 
struct  AudioDevice
 Identifier for a device that can be used for playing audio. More...
 
class  AudioFactory
 Creates and destroys a specific audio system implementation. More...
 
class  AudioListener
 Represents a listener that hears audio sources. More...
 
class  AudioManager
 Takes care of loading, initializing and shutting down of a particular audio system implementation. More...
 
class  AudioSource
 Represents a source for emitting audio. More...
 
class  AudioUtility
 Provides various utility functionality relating to audio. More...
 
struct  AutoExposureSettings
 Settings that control automatic exposure (eye adaptation) post-process. More...
 
class  BaseConnectionData
 Data common to all event connections. More...
 
class  BinaryCloner
 Helper class that performs cloning of an object that implements RTTI. More...
 
class  BinaryDiff
 Generates and applies "diffs". More...
 
class  BinarySerializer
 Encodes all the fields of the provided object into a binary format. More...
 
class  BitmapWriter
 Utility class for generating BMP images. More...
 
class  Bitwise
 Class for manipulating bit patterns. More...
 
struct  Blend1DInfo
 Defines a 1D blend where multiple animation clips are blended between each other using linear interpolation. More...
 
struct  Blend2DInfo
 Defines a 2D blend where two animation clips are blended between each other using bilinear interpolation. More...
 
struct  BLEND_STATE_DESC
 Structure that describes render pipeline blend states. More...
 
struct  BlendClipInfo
 Represents an animation clip used in 1D blending. More...
 
class  BlendProperties
 Properties of a BlendState. More...
 
class  BlendState
 Render system pipeline state that allows you to modify how an object is rendered. More...
 
struct  BONE_DESC
 Information about a single bone used for constructing a skeleton. More...
 
struct  BoneWeight
 Contains per-vertex bone weights and indexes used for skinning, for up to four bones. More...
 
class  Bounds
 Bounds represented by an axis aligned box and a sphere. More...
 
class  BoxCollider
 Collider with box geometry. More...
 
class  BSLFXCompiler
 Transforms a source file written in BSL FX syntax into a Shader object. More...
 
struct  BSLFXCompileResult
 Contains the results of compilation returned from the BSLFXCompiler. More...
 
class  BuildData
 Contains build information for a specific platform to be used by the build manager. More...
 
class  BuildManager
 Handles building of the game executable and related files. More...
 
struct  BuiltinComponentInfo
 Information about a builtin component wrapped as a script object. More...
 
class  BuiltinEditorResources
 Contains a set of built-in resources used by the editor. More...
 
struct  BuiltinResourceInfo
 Information about a builtin resource wrapped as a script object. More...
 
class  BuiltinResources
 Holds references to built-in resources used by the core engine. More...
 
class  BuiltinResourcesHelper
 Provides various methods commonly used for managing builtin resources. More...
 
struct  ButtonEvent
 Contains data about a button input event. More...
 
class  Camera
 Camera determines how is world geometry projected onto a 2D surface. More...
 
class  CameraBase
 Camera determines how is world geometry projected onto a 2D surface. More...
 
class  CAnimation
 Animation clips, skeletal and blend shape animation, animation playback, blending and other features. More...
 
class  Capsule
 Represents a capsule with a line segment and a radius. More...
 
class  CapsuleCollider
 Collider with a capsule geometry. More...
 
class  CAudioListener
 Represents a listener that hears audio sources. More...
 
class  CAudioSource
 Represents a source for emitting audio. More...
 
class  CBone
 Component that maps animation for specific bone also be applied to the SceneObject this component is attached to. More...
 
class  CBoxCollider
 Collider with box geometry. More...
 
class  CCamera
 Camera determines how is world geometry projected onto a 2D surface. More...
 
class  CCapsuleCollider
 Collider with a capsule geometry. More...
 
class  CCharacterController
 Special physics controller meant to be used for game characters. More...
 
class  CCollider
 Collider represents physics geometry that can be in multiple states: More...
 
class  CD6Joint
 Represents the most customizable type of joint. More...
 
class  CDistanceJoint
 A joint that maintains an upper or lower (or both) bound on the distance between two bodies. More...
 
class  CFixedJoint
 Physics joint that will maintain a fixed distance and orientation between its two attached bodies. More...
 
class  CGUIWidget
 Component wrapper for GUIWidget. More...
 
struct  CHAR_CONTROLLER_DESC
 Contains all the information required for initializing a character controller. More...
 
struct  CHAR_DESC
 Describes a single character in a font of a specific size. More...
 
class  CharacterController
 Special physics controller meant to be used for game characters. More...
 
class  CHingeJoint
 Hinge joint removes all but a single rotation degree of freedom from its two attached bodies (for example a door hinge). More...
 
class  CJoint
 Base class for all Joint types. More...
 
class  CLight
 Illuminates a portion of the scene covered by a light. More...
 
class  CmdBreakPrefab
 A command used for undo/redo purposes. More...
 
class  CmdCloneSO
 A command used for undo/redo purposes. More...
 
class  CmdCreateSO
 A command used for undo/redo purposes. More...
 
class  CmdDeleteSO
 A command used for undo/redo purposes. More...
 
class  CmdInputFieldValueChange
 A command used for undo/redo purposes. More...
 
class  CmdInstantiateSO
 A command used for undo/redo purposes. More...
 
class  CmdManaged
 A command used for undo/redo purposes. More...
 
class  CmdRecordSO
 A command used for undo/redo purposes. More...
 
class  CmdReparentSO
 A command used for undo/redo purposes. More...
 
class  CMeshCollider
 A collider represented by an arbitrary mesh. More...
 
class  CodeEditor
 Interface that classes interacting with external code editors needs to implement. More...
 
class  CodeEditorFactory
 Interface for factory that creates a specific implementation(s) of a code editor. More...
 
class  CodeEditorManager
 Handles connectivity of the editor with external code editing tools. More...
 
struct  CodeProjectData
 Contains data about a single project in an external editor solution. More...
 
struct  CodeProjectReference
 Contains data about a reference to a project in an external editor solution. More...
 
struct  CodeSolutionData
 Contains data about an external editor solution, including all projects contained. More...
 
class  Collider
 Collider represents physics geometry that can be in multiple states: More...
 
struct  CollisionData
 Information about a collision between two physics objects. More...
 
class  Color
 Color represented as 4 components, each being a floating point value ranging from 0 to 1. More...
 
struct  ColorGradingSettings
 Settings that control color grading post-process. More...
 
class  CommandQueue
 Constructor. More...
 
class  CommandQueueBase
 Manages a list of commands that can be queued for later execution on the core thread. More...
 
class  CommandQueueNoSync
 Command queue policy that provides no synchonization. More...
 
class  CommandQueueSync
 Command queue policy that provides synchonization. More...
 
class  Component
 Components represent primary logic elements in the scene. More...
 
struct  ComponentBackupData
 Contains serialized component data buffer. More...
 
class  Compression
 Performs generic compression and decompression on raw data. More...
 
struct  CompressionOptions
 Options used to control texture compression. More...
 
class  ComputePipelineState
 Describes the state of the GPU pipeline that determines how are compute programs executed. More...
 
class  ConsoleTestOutput
 Outputs unit test failures to stdout. More...
 
struct  ContactPoint
 Information about a single contact point during physics collision. More...
 
struct  ControllerColliderCollision
 Contains data about a collision of a character controller and a collider. More...
 
struct  ControllerCollision
 Contains data about a collision of a character controller and another object. More...
 
struct  ControllerControllerCollision
 Contains data about a collision between two character controllers. More...
 
class  ConvexVolume
 Represents a convex volume defined by planes representing the volume border. More...
 
class  CoreApplication
 Represents the primary entry point for the core systems. More...
 
class  CoreObject
 Core objects provides functionality for dealing with objects that need to exist on both simulation and core thread. More...
 
class  CoreObjectManager
 Manager that keeps track of all active CoreObjects. More...
 
class  CoreSyncData
 Helper class for syncing dirty data from sim CoreObject to core CoreObject and other way around. More...
 
class  CoreThread
 Manager for the core thread. More...
 
class  CoreThreadQueueBase
 Contains base functionality used for CoreThreadQueue. More...
 
class  CPlaneCollider
 A collider with plane geometry. More...
 
class  CProfilerOverlay
 Handles rendering of Profiler information as an overlay in a viewport. More...
 
struct  CPUProfilerBasicSamplingEntry
 Profiling entry containing information about a single CPU profiling block containing timing information. More...
 
struct  CPUProfilerPreciseSamplingEntry
 Profiling entry containing information about a single CPU profiling block containing CPU cycle count based information. More...
 
class  CPUProfilerReport
 CPU profiling report containing all profiling information for a single profiling session. More...
 
class  CrashHandler
 Saves crash data and notifies the user when a crash occurs. More...
 
class  CReflectionProbe
 Specifies a location at which a pre-computed texture containing scene radiance will be generated. More...
 
class  CRenderable
 Renderable represents any visible object in the scene. More...
 
class  CRigidbody
 Rigidbody is a dynamic physics object that can be moved using forces (or directly). More...
 
class  CSkybox
 
class  CSliderJoint
 Joint that removes all but a single translational degree of freedom. More...
 
class  CSphereCollider
 A collider with sphere geometry. More...
 
class  CSphericalJoint
 A spherical joint removes all translational degrees of freedom but allows all rotational degrees of freedom. More...
 
class  Cursor
 Allows you to manipulate the platform cursor in various ways. More...
 
class  D3D11RenderTexture
 DirectX 11 implementation of a render texture. More...
 
class  D3D11RenderWindow
 Render window implementation for Windows and DirectX 11. More...
 
class  D3D11RenderWindowManager
 Handles creation and internal updates relating to render windows. More...
 
class  D3D11RenderWindowProperties
 Contains various properties that describe a render window. More...
 
class  D3D11TextureManager
 Handles creation of DirectX 11 textures. More...
 
struct  D6_JOINT_DESC
 Structure used for initializing a new D6Joint. More...
 
class  D6Joint
 Represents the most customizable type of joint. More...
 
class  DataStream
 General purpose class used for encapsulating the reading and writing of data from and to various sources using a common interface. More...
 
class  Debug
 Utility class providing various debug functionality. More...
 
class  DefaultShaderIncludeHandler
 Implements shader include finding by converting the shader include name into a path that the resource will be loaded from. More...
 
class  DeferredCallManager
 Allows you to queue calls that can get executed later. More...
 
class  Degree
 Wrapper class which indicates a given angle value is in degrees. More...
 
struct  DEPTH_STENCIL_STATE_DESC
 Descriptor structured used for initializing DepthStencilState. More...
 
class  DepthStencilProperties
 Properties of DepthStencilState. More...
 
class  DepthStencilState
 Render system pipeline state that allows you to modify how an object is rendered. More...
 
struct  DISTANCE_JOINT_DESC
 Structure used for initializing a new DistanceJoint. More...
 
class  DistanceJoint
 A joint that maintains an upper or lower (or both) bound on the distance between two bodies. More...
 
class  DockManager
 GUI element that allows editor widgets to be docked in it using arbitrary layouts. More...
 
class  DockManagerLayout
 Used for storing a layout of widgets in a dock manager. More...
 
class  DragAndDropManager
 Handles GUI drag and drop operations. More...
 
struct  DragCallbackInfo
 Holds data returned by DragAndDropManager callbacks. More...
 
struct  DraggedResources
 Contains paths to resources currently involved in a drag and drop operation. More...
 
struct  DraggedSceneObjects
 Contains SceneObjects currently involved in a drag and drop operation. More...
 
class  DrawHelper
 Helper class for immediate drawing of common geometric shapes. More...
 
struct  DriverVersion
 Holds data about render system driver version. More...
 
struct  DROP_DOWN_BOX_DESC
 A set of parameters used for initializing a drop down box. More...
 
class  DropDownAreaPlacement
 Determines how will the drop down box be positioned. More...
 
class  DropDownWindow
 This is a generic GUI drop down window class that can be used for displaying custom drop down content. More...
 
class  DropDownWindowManager
 Handles opening and closing of a drop down window. More...
 
class  DynLib
 Class that holds data about a dynamic library. More...
 
class  DynLibManager
 This manager keeps a track of all the open dynamic-loading libraries, opens them and returns references to already-open libraries. More...
 
class  EditorApplication
 Primary editor class containing the editor entry point. More...
 
class  EditorCommand
 A command used for undo/redo purposes. More...
 
class  EditorResourceLoader
 Handles loading of game resources when the editor is running. More...
 
class  EditorScriptLibrary
 Handles initialization/shutdown of the script systems and loading/refresh of engine and editor-specific assemblies. More...
 
class  EditorScriptManager
 Handles all editor script modules, updates editor windows and similar. More...
 
class  EditorSettings
 Contains various globally accessible editor preferences. More...
 
class  EditorShaderIncludeHandler
 Shader include handler for the editor. More...
 
class  EditorTestSuite
 Contains a set of unit tests for the editor. More...
 
class  EditorUtility
 Contains miscellaneous helper methods. More...
 
class  EditorWidget
 Editor widget template class that widgets can inherit from. More...
 
class  EditorWidgetBase
 Editor widget represents a single "window" in the editor. More...
 
class  EditorWidgetContainer
 A GUI object that contains one or multiple editor widgets. More...
 
class  EditorWidgetLayout
 Contains stored positions and sizes of all editor widgets, whether docked or floating. More...
 
class  EditorWidgetManager
 Handles opening and closing of EditorWidgets. More...
 
class  EditorWindow
 A draggable and resizeable window that has a single widget container you may use for docking editor widgets in. More...
 
class  EditorWindowBase
 A base class for all editor window. More...
 
class  EditorWindowManager
 Manages that handles creation, destruction and updates of editor windows. More...
 
class  EngineScriptLibrary
 Handles initialization/shutdown of the script systems and loading/refresh of engine-specific assemblies. More...
 
class  EngineShaderIncludeHandler
 Shader include handler for the engine. More...
 
struct  EnumClassHash
 Hash for enum types, to be used instead of std::hash<T> when T is an enum. More...
 
class  Event
 Events allows you to register method callbacks that get notified when the event is triggered. More...
 
class  Event< RetType(Args...) >
 Events allows you to register method callbacks that get notified when the event is triggered. More...
 
struct  EventInternalData
 Internal data for an Event, storing all connections. More...
 
class  Exception
 Base class for all Banshee exceptions. More...
 
class  ExceptionTestOutput
 Outputs unit test results so that failures are reported as exceptions. More...
 
struct  FBXAnimationClip
 Animation clip containing a set of bone or blend shape animations. More...
 
struct  FBXAnimationClipData
 All information required for creating an animation clip. More...
 
struct  FBXBlendShape
 Contains all geometry for a single blend shape. More...
 
struct  FBXBlendShapeAnimation
 Animation curve required to animate a blend shape. More...
 
struct  FBXBlendShapeFrame
 Contains geometry from one blend shape frame. More...
 
struct  FBXBone
 Contains data about a single bone in a skinned mesh. More...
 
struct  FBXBoneAnimation
 Animation curves required to animate a single bone. More...
 
struct  FBXBoneInfluence
 Contains a set of bone weights and indices for a single vertex, used in a skinned mesh. More...
 
class  FBXImporter
 Importer implementation that handles FBX/OBJ/DAE/3DS file import by using the FBX SDK. More...
 
struct  FBXImportMesh
 Imported mesh data. More...
 
struct  FBXImportNode
 Represents a single node in the FBX transform hierarchy. More...
 
struct  FBXImportOptions
 Options that control FBX import. More...
 
struct  FBXImportScene
 Scene information used and modified during FBX import. More...
 
class  FBXUtility
 Various helper methods to use during FBX import. More...
 
class  FCollider
 Provides common functionality used by all Collider types. More...
 
class  FileDataStream
 Data stream for handling data from standard streams. More...
 
class  FileDecoder
 Decodes objects from the specified file using the RTTI system. More...
 
class  FileEncoder
 Encodes the provided object to the specified file using the RTTI system. More...
 
class  FileNotFoundException
 Exception for signaling file system errors when file could not be found. More...
 
class  FileSystem
 Utility class for dealing with files. More...
 
class  FileSystemTestSuite
 
struct  FIXED_JOINT_DESC
 Structure used for initializing a new FixedJoint. More...
 
class  FixedJoint
 Physics joint that will maintain a fixed distance and orientation between its two attached bodies. More...
 
class  FJoint
 Provides common functionality used by all Joint types. More...
 
class  FLACDecoder
 Decodes FLAC audio data into raw PCM samples. More...
 
struct  FLACDecoderData
 Data used by the FLAC decoder. More...
 
class  Flags
 Wrapper around an enum that allows simple use of bitwise logic operations. More...
 
union  Float10
 10-bit floating point number broken down into components for easier access. More...
 
union  Float11
 11-bit floating point number broken down into components for easier access. More...
 
union  Float754
 Floating point number broken down into components for easier access. More...
 
class  FMODAudio
 Global manager for the audio implementation using FMOD as the backend. More...
 
class  FMODAudioClip
 FMOD implementation of an AudioClip. More...
 
class  FMODAudioListener
 FMOD implementation of an AudioListener. More...
 
class  FMODAudioSource
 FMOD implementation of an AudioSource. More...
 
class  FMODImporter
 Importer using for importing WAV/FLAC/OGGVORBIS audio files. More...
 
struct  FMODOggDecompressorData
 Contains data used for decompressing an Ogg Vorbis stream. More...
 
class  FolderMonitor
 Allows monitoring a file system folder for changes. More...
 
class  Font
 Font resource containing data about textual characters and how to render text. More...
 
struct  FONT_DESC
 Describes a font. More...
 
struct  FontBitmap
 Contains textures and data about every character for a bitmap font of a specific size. More...
 
class  FontImporter
 Importer implementation that handles font import by using the FreeType library. More...
 
class  FontImportOptions
 Import options that allow you to control how is a font imported. More...
 
class  FontManager
 Handles creation of fonts. More...
 
class  FPhysicsMesh
 Foundation that contains a specific implementation of a PhysicsMesh. More...
 
class  FPhysXCollider
 PhysX implementation of FCollider. More...
 
class  FPhysXJoint
 PhysX implementation of an FJoint. More...
 
class  FPhysXMesh
 PhysX implementation of the PhysicsMesh foundation, FPhysicsMesh. More...
 
class  FrameAlloc
 Frame allocator. More...
 
class  FreeImgImporter
 Importer implementation that handles various import for various image formats using the FreeImg library. More...
 
class  GameObject
 Type of object that can be referenced by a GameObject handle. More...
 
class  GameObjectHandle
 A handle that can point to various types of game objects. More...
 
class  GameObjectHandleBase
 A handle that can point to various types of game objects. More...
 
struct  GameObjectHandleData
 Internal data shared between GameObject handles. More...
 
struct  GameObjectInstanceData
 Contains instance data that is held by all GameObject handles. More...
 
class  GameObjectManager
 Tracks GameObject creation and destructions. More...
 
class  GamepadEventListener
 Listens for events from a specific OIS joystick device. More...
 
class  GameResourceManager
 Keeps track of resources that can be dynamically loaded during runtime. More...
 
class  GameSettings
 Contains settings used for controlling game start-up, as well as persisting various other properties through game sessions. More...
 
class  GenAlloc
 General allocator provided by the OS. More...
 
struct  GetRTTIType
 Template that returns RTTI type of the specified type, unless the specified type is IReflectable in which case it returns a null. More...
 
struct  GetRTTIType< IReflectable >
 Specialization for root class of RTTI hierarchy - IReflectable. More...
 
class  GizmoManager
 Handles the rendering and picking of gizmo elements. More...
 
class  GLRenderTexture
 OpenGL implementation of a render texture. More...
 
class  GLRenderWindowManager
 Manager that handles window creation for OpenGL. More...
 
class  GLTextureManager
 Handles creation of OpenGL textures. More...
 
struct  GPU_BUFFER_DESC
 Descriptor structure used for initialization of a GpuBuffer. More...
 
struct  GPU_PIPELINE_PARAMS_DESC
 Helper structure used for initializing GpuPipelineParamInfo. More...
 
struct  GPU_PROGRAM_DESC
 Descriptor structure used for initialization of a GpuProgram. More...
 
class  GpuBuffer
 Handles a generic GPU buffer that you may use for storing any kind of data you wish to be accessible to the GPU. More...
 
class  GpuBufferProperties
 Information about a GpuBuffer. More...
 
struct  GpuDataParamInfos
 Contains a lookup table for various information of all types used for data GPU parameters. More...
 
class  GpuParamBlockBuffer
 Represents a GPU parameter block buffer. More...
 
struct  GpuParamBlockDesc
 Describes a GPU program parameter block (collection of GPU program data parameters). More...
 
struct  GpuParamDataDesc
 Describes a single GPU program data (for example int, float, Vector2) parameter. More...
 
struct  GpuParamDataTypeInfo
 Contains data about a type used for GPU data parameters. More...
 
struct  GpuParamDesc
 Contains all parameter information for a GPU program, including data and object parameters, plus parameter blocks. More...
 
struct  GpuParamObjectDesc
 Describes a single GPU program object (for example texture, sampler state) parameter. More...
 
class  GpuParams
 Contains descriptions for all parameters in a set of programs (ones for each stage) and allows you to write and read those parameters. More...
 
class  GpuParamsBase
 Contains functionality common for both sim and core thread version of GpuParams. More...
 
class  GpuParamsSet
 Sim thread version of TGpuParamsSet<Core>. More...
 
class  GpuPipelineParamInfo
 Holds meta-data about a set of GPU parameters used by a single pipeline state. More...
 
class  GpuPipelineParamInfoBase
 Contains code common to both sim and core thread implementations of GpuPipelineParamInfo. More...
 
struct  GPUProfilerReport
 Profiler report containing information about GPU sampling data from a single frame. More...
 
struct  GPUProfileSample
 Contains various profiler statistics about a single GPU profiling sample. More...
 
class  GpuProgram
 Contains a GPU program such as vertex or fragment program which gets compiled from the provided source code. More...
 
class  GpuProgramManager
 Manager responsible for creating GPU programs. More...
 
class  GpuProgramProperties
 Data describing a GpuProgram. More...
 
class  GpuResourceData
 You can use this class as a storage for reading and writing from/to various GPU resources. More...
 
class  GraphicsPipelineState
 Describes the state of the GPU pipeline that determines how are primitives rendered. More...
 
class  GroupAlloc
 Provides an easy way to group multiple allocations under a single (actual) allocation. More...
 
class  GUIButton
 GUI button that can be clicked. More...
 
class  GUIButtonBase
 Base class for a clickable GUI button element. More...
 
class  GUICanvas
 A GUI element that allows the user to draw custom graphics. More...
 
class  GUIColor
 GUI element that displays the set color. More...
 
class  GUIColorField
 A composite GUI object representing an editor field. More...
 
class  GUICommandEvent
 Holds data about a GUI command event. More...
 
class  GUIContent
 Holds data used for displaying content in a GUIElement. More...
 
struct  GUIContentImages
 Contains separate GUI content images for every possible GUI element state. More...
 
class  GUIContextMenu
 Manages display and logic for a context menu. More...
 
struct  GUIDimensions
 Options that control how an element is positioned and sized. More...
 
class  GUIDockSlider
 GUI element used by the dock manager to display a slider between two different dock containers. More...
 
class  GUIDropButton
 GUI element that accepts a drag and drop operation of a specified type. More...
 
class  GUIDropDownBoxManager
 Manages opening and closing of a drop down box. More...
 
class  GUIDropDownContent
 GUI element that is used for representing entries in a drop down menu. More...
 
struct  GUIDropDownData
 Contains items used for initializing one level in a drop down box hierarchy. More...
 
class  GUIDropDownDataEntry
 Represents a single entry in a drop down box. More...
 
class  GUIDropDownHitBox
 Helper class used for detecting when a certain area is in focus, and getting notified when that state changes. More...
 
class  GUIDropDownMenu
 This is a generic GUI drop down box class that can be used for: list boxes, menu bars or context menus. More...
 
class  GUIElement
 Represents parent class for all visible GUI elements. More...
 
class  GUIElementBase
 Base class for all GUI elements (visible or layout). More...
 
class  GUIElementContainer
 Base for GUI elements that combine multiple GUI elements into one more complex element. More...
 
struct  GUIElementStyle
 GUI element style that determines the look of a GUI element, as well as the element's default layout options. More...
 
class  GUIFieldBase
 Base class for all editor GUI fields. More...
 
class  GUIFixedSpace
 GUI element that may be inserted into layouts in order to make a space of a fixed size. More...
 
class  GUIFlexibleSpace
 GUI element that may be inserted into layouts to make a space of a flexible size. More...
 
class  GUIFloatField
 A composite GUI object representing an editor field. More...
 
class  GUIGameObjectField
 GUI object that displays a field in which a GameObject can be dragged and dropped. More...
 
class  GUIHelper
 Contains various helper methods used by GUI. More...
 
class  GUIHoverHitBox
 Helper class used for detecting when mousing over a certain and getting notified when that state changes. More...
 
class  GUIInputBox
 Input box is a GUI element that accepts Unicode textual input. More...
 
class  GUIInputCaret
 Helper class for dealing with caret for text input boxes and similar controls. More...
 
class  GUIInputLineDesc
 Represents a single line of text used by the input tools. More...
 
class  GUIInputSelection
 Helper class for dealing with text selection for text input boxes and similar controls. More...
 
class  GUIInputTool
 Base class for input helper tools, like caret and text selection. More...
 
class  GUIIntField
 A composite GUI object representing an editor field. More...
 
class  GUILabel
 GUI element that displays text and optionally a content image. More...
 
class  GUILayout
 Base class for layout GUI element. More...
 
struct  GUILayoutData
 Contains all attributes that are output by GUI layouts and assigned to GUI elements. More...
 
class  GUILayoutUtility
 Helper class that performs various operations related to GUILayout and GUI element sizing/placement. More...
 
class  GUILayoutX
 Represents a horizontal layout that will layout out its child elements left to right. More...
 
class  GUILayoutY
 Represents a vertical layout that will layout out its child elements top to bottom. More...
 
class  GUIListBox
 List box GUI element which when active opens a drop down selection with provided elements. More...
 
class  GUIListBoxField
 A composite GUI object representing an editor field. More...
 
class  GUIManager
 Manages the rendering and input of all GUI widgets in the scene. More...
 
class  GUIMenu
 Class that allows creation of menus with drop down functionality. More...
 
class  GUIMenuBar
 A menu bar GUI element that contains a horizontal list of elements that can each be expanded into a hierarchical sub-menus, as well as a list of tool bar buttons. More...
 
class  GUIMenuItem
 Holds information about a single element in a GUI menu. More...
 
struct  GUIMenuItemComparer
 Used for comparing GUI menu items in order to determine the order in which they are presented. More...
 
class  GUIMouseEvent
 Contains data about a GUI mouse input event. More...
 
class  GUIOption
 Controls GUI element layout options, possibly by overriding the default options specified in GUI element style. More...
 
class  GUIOptions
 Container for a list of options used for controlling GUI element properties. More...
 
class  GUIPanel
 Represents a GUI panel that you can use for free placement of GUI elements within its bounds. More...
 
class  GUIProgressBar
 GUI element containing a background image and a fill image that is scaled depending on the percentage set by the caller. More...
 
class  GUIRenderTexture
 Allows you to display a render texture in the GUI. More...
 
class  GUIResourceField
 GUI object that displays a field in which a Resource can be dragged and dropped. More...
 
class  GUIResourceTreeView
 GUI element that displays all resources in the active project in a tree view. More...
 
class  GUISceneTreeView
 GUI element that displays all SceneObjects in the current scene in the active project in a tree view. More...
 
class  GUIScrollArea
 A GUI element container with support for vertical & horizontal scrolling. More...
 
class  GUIScrollBar
 GUI element representing an element with a draggable handle of a variable size. More...
 
class  GUIScrollBarHorz
 Specialization of a GUIScrollBar for horizontal scrolling. More...
 
class  GUIScrollBarVert
 Specialization of a GUIScrollBar for vertical scrolling. More...
 
class  GUISkin
 Holds a set of styles that control how are GUI element types positioned and displayed in the GUI. More...
 
class  GUISlider
 A slider with a draggable handle that can be vertical or horizontal. More...
 
class  GUISliderField
 A composite GUI object representing an editor field. More...
 
class  GUISliderHandle
 A handle that can be dragged from its predefined minimum and maximum position, either horizontally or vertically. More...
 
class  GUISliderHorz
 A horizontal slider with a draggable handle. More...
 
class  GUISliderVert
 A vertical slider with a draggable handle. More...
 
class  GUIStatusBar
 Editor window status bar that displays log messages and various other information. More...
 
class  GUITabbedTitleBar
 Tabbed title bar to be used in editor windows. More...
 
class  GUITabButton
 Specialization of a GUIToggle element used for displaying tabs in a GUITabbedTitleBar. More...
 
class  GUITextField
 A composite GUI object representing an editor field. More...
 
class  GUITextInputEvent
 A text input event representing input of a single character. More...
 
class  GUITexture
 A GUI element that displays a texture. More...
 
class  GUITextureField
 GUI object that displays a field in which a Texture can be dragged and dropped. More...
 
class  GUIToggle
 GUI element representing a toggle (on/off) button. More...
 
class  GUIToggleField
 A composite GUI object representing an editor field. More...
 
class  GUIToggleGroup
 Object that allows you to group multiple GUI toggle buttons. More...
 
class  GUITooltip
 GUI widget that renders a tooltip overlaid over other GUI elements. More...
 
class  GUITooltipManager
 Manages displaying tooltips over GUI elements. More...
 
class  GUITreeView
 GUI element that displays some contents in a tree-view where elements are placed vertically above/beneath each other, and different elements may be nested within other elements. More...
 
class  GUITreeViewEditBox
 Input box used for renaming elements in a TreeView. More...
 
class  GUIVector2Field
 A composite GUI object representing an editor field. More...
 
class  GUIVector3Field
 A composite GUI object representing an editor field. More...
 
class  GUIVector4Field
 A composite GUI object representing an editor field. More...
 
class  GUIViewport
 Displays a Camera view in the form of a GUI element. More...
 
class  GUIVirtualButtonEvent
 Holds data about a GUI event that happens when a virtual button is pressed. More...
 
class  GUIWidget
 A top level container for all types of GUI elements. More...
 
class  GUIWindowFrame
 GUI element used for displaying a border on an editor window edge. More...
 
class  HandleDrawManager
 Allows you to easily draw various kinds of simple shapes, primarily used for drawing handles in the scene view. More...
 
class  HandleManager
 The central place for interacting with and drawing handles. More...
 
class  HandleSlider
 Base class for all handle sliders. More...
 
class  HandleSliderDisc
 Handle slider that returns a delta value as you drag the pointer along a disc. More...
 
class  HandleSliderLine
 Handle slider that returns a delta value as you drag the pointer along a line. More...
 
class  HandleSliderManager
 Controls all instantiated HandleSliders. More...
 
class  HandleSliderPlane
 Handle slider that returns a delta value as you drag the pointer along a plane. More...
 
class  HardwareBuffer
 Abstract class defining common features of hardware buffers. More...
 
class  HardwareBufferManager
 Handles creation of various hardware buffers. More...
 
class  HEString
 Helper class used for constructing HStrings that references the engine string table. More...
 
class  HEvent
 Event handle. More...
 
struct  HINGE_JOINT_DESC
 Structure used for initializing a new HingeJoint. More...
 
class  HingeJoint
 Hinge joint removes all but a single rotation degree of freedom from its two attached bodies (for example a door hinge). More...
 
class  HMessage
 Handle to a subscription for a specific message in the global messaging system. More...
 
class  HString
 String handle. More...
 
class  HThread
 Handle to a thread managed by ThreadPool. More...
 
class  IconUtility
 Manipulates icons in executable files. More...
 
class  IDiff
 Represents an interface RTTI objects need to implement if they want to provide custom "diff" generation and applying. More...
 
class  IGameResourceLoader
 Interface that can be implemented by the resource loaders required by GameResourceManager. More...
 
struct  IMAGE_SPRITE_DESC
 Image sprite description structure used for initializing or updating an image sprite. More...
 
class  ImageSprite
 A sprite consisting of a single image represented by a sprite texture. More...
 
struct  ImportedAnimationEvents
 A set of animation events that will be added to an animation clip during animation import. More...
 
class  Importer
 Module responsible for importing various asset types and converting them to types usable by the engine. More...
 
class  ImportOptions
 Base class for creating import options from. More...
 
struct  INDEX_BUFFER_DESC
 Descriptor structure used for initialization of an IndexBuffer. More...
 
class  IndexBuffer
 Hardware buffer that hold indices that reference vertices in a vertex buffer. More...
 
class  IndexBufferProperties
 Contains information about an index buffer. More...
 
struct  InitRTTIOnStart
 Used for initializing a certain type as soon as the program is loaded. More...
 
struct  InitRTTIOnStart< Type, IReflectable >
 Specialization for root class of RTTI hierarchy - IReflectable. More...
 
struct  InitScriptObjectOnStart
 Helper class to initialize all script interop objects as soon as the library is loaded. More...
 
class  INonCopyable
 Interface that prevents copies be made of any type that implements it. More...
 
class  Input
 Primary module used for dealing with input. More...
 
class  InputConfiguration
 Contains virtual <-> physical key mappings. More...
 
class  InputHandlerOIS
 Raw input handler using OIS library for acquiring input. More...
 
class  InternalErrorException
 Exception for signaling an internal error, normally something that shouldn't have happened or wasn't anticipated by the programmers of that system. More...
 
class  InvalidParametersException
 Exception for signaling not some parameters you have provided are not valid. More...
 
class  InvalidStateException
 Exception for signaling not currently executing code in not in a valid state. More...
 
class  IOException
 Exception for signaling general IO errors. More...
 
class  IReflectable
 Interface implemented by classes that provide run time type information. More...
 
class  IResourceListener
 Interface that allows the implementing class to be notified when the resources it is referencing change. More...
 
class  IShaderIncludeHandler
 Interface that provides a method for finding a shader include resource based on the name of the include that was provided in a shader file. More...
 
class  Joint
 Base class for all Joint types. More...
 
struct  JOINT_DESC
 Structure used for initializing a new Joint. More...
 
struct  KerningPair
 Kerning pair representing larger or smaller offset between a specific pair of characters. More...
 
struct  LanguageData
 Data for a single language in the string table. More...
 
struct  LayoutSizeRange
 Contains valid size range for a GUI element in a GUI layout. More...
 
class  Light
 Illuminates a portion of the scene covered by a light. More...
 
class  LightBase
 Base class for both sim and core thread Light implementations. More...
 
struct  LimitAngularRange
 Represents a joint limit between two angles. More...
 
struct  LimitCommon
 Contains common values used by all Joint limit types. More...
 
struct  LimitConeRange
 Represents a joint limit that contraints movement to within an elliptical cone. More...
 
struct  LimitLinear
 Represents a joint limit between zero a single distance value. More...
 
struct  LimitLinearRange
 Represents a joint limit between two distance values. More...
 
class  Line2
 A line in 2D space represented with an origin and direction. More...
 
class  LineSegment3
 Represents a line segment in three dimensional space defined by a start and an end point. More...
 
struct  LocalizedStringData
 Internal data used for representing a localized string instance. More...
 
struct  LocalSkeletonPose
 Contains local translation, rotation and scale values for each bone in a skeleton, after being evaluated at a specific time of an animation. More...
 
class  Log
 Used for logging messages. More...
 
class  LogEntry
 A single log entry, containing a message and a channel the message was recorded on. More...
 
struct  MACAddress
 Represents a MAC (ethernet) address. More...
 
class  MainEditorWindow
 Primary editor window, containing the menu bar, status bar and the dock area. More...
 
class  ManagedComponent
 Component that internally wraps a Mono component object that can be of user-defined type. More...
 
class  ManagedDiff
 Diff handler that performs RTTI object diff for managed objects. More...
 
class  ManagedDropDownWindow
 Managed implementation of a DropDownWindow. More...
 
class  ManagedModalWindow
 Modal window implementation that handles managed modal window implementations. More...
 
class  ManagedResource
 Resource that internally wraps a managed resource object that can be of user-defined type. More...
 
class  ManagedResourceManager
 Keeps track of all loaded managed resources. More...
 
class  ManagedResourceMetaData
 Resource meta-data for user-defined managed resources. More...
 
class  ManagedSerializableArray
 Allows access to an underlying managed array, or a cached version of that array that can be serialized/deserialized. More...
 
class  ManagedSerializableAssemblyInfo
 Contains information about all managed serializable objects in a specific managed assembly. More...
 
class  ManagedSerializableDictionary
 Allows access to an underlying managed dictionary, or a cached version of that dictionary that can be serialized/deserialized. More...
 
struct  ManagedSerializableDictionaryKeyValue
 Contains key and value data used for serializing a managed dictionary. More...
 
class  ManagedSerializableDiff
 Handles creation and applying of managed diffs. More...
 
class  ManagedSerializableFieldData
 Contains value of a single field in a managed object. More...
 
class  ManagedSerializableFieldDataArray
 Contains array field data. More...
 
class  ManagedSerializableFieldDataBool
 Contains boolean field data. More...
 
class  ManagedSerializableFieldDataChar
 Contains wide character field data. More...
 
class  ManagedSerializableFieldDataDictionary
 Contains dictionary field data. More...
 
class  ManagedSerializableFieldDataDouble
 Contains double precision floating point field data. More...
 
class  ManagedSerializableFieldDataEntry
 Contains type and value of a single field in an object. More...
 
class  ManagedSerializableFieldDataFloat
 Contains single precision floating point field data. More...
 
class  ManagedSerializableFieldDataGameObjectRef
 Contains game object reference field data. More...
 
class  ManagedSerializableFieldDataI16
 Contains signed 16-bit integer field data. More...
 
class  ManagedSerializableFieldDataI32
 Contains signed 32-bit integer field data. More...
 
class  ManagedSerializableFieldDataI64
 Contains signed 64-bit integer field data. More...
 
class  ManagedSerializableFieldDataI8
 Contains signed 8-bit integer field data. More...
 
class  ManagedSerializableFieldDataList
 Contains list field data. More...
 
class  ManagedSerializableFieldDataObject
 Contains complex object field data. More...
 
class  ManagedSerializableFieldDataResourceRef
 Contains resource reference field data. More...
 
class  ManagedSerializableFieldDataString
 Contains wide character string field data. More...
 
class  ManagedSerializableFieldDataU16
 Contains unsigned 16-bit field data. More...
 
class  ManagedSerializableFieldDataU32
 Contains unsigned 32-bit integer field data. More...
 
class  ManagedSerializableFieldDataU64
 Contains unsigned 64-bit integer field data. More...
 
class  ManagedSerializableFieldDataU8
 Contains unsigned 8-bit integer field data. More...
 
class  ManagedSerializableFieldInfo
 Contains data about a single field in a managed complex object. More...
 
class  ManagedSerializableFieldKey
 Contains data that can be used for identifying a field in an object when cross referenced with the object type. More...
 
class  ManagedSerializableList
 Allows access to an underlying managed list, or a cached version of that list that can be serialized/deserialized. More...
 
class  ManagedSerializableMemberInfo
 Contains data about a single member in a managed complex object. More...
 
class  ManagedSerializableObject
 Allows access to an underlying managed object, or a cached version of that object that can be serialized/deserialized. More...
 
class  ManagedSerializableObjectInfo
 Contains data about fields of a complex object, and the object's class hierarchy if it belongs to one. More...
 
class  ManagedSerializablePropertyInfo
 Contains data about a single property in a managed complex object. More...
 
class  ManagedSerializableTypeInfo
 Contains information about a type of a managed serializable object. More...
 
class  ManagedSerializableTypeInfoArray
 Contains information about a type of a managed serializable Array. More...
 
class  ManagedSerializableTypeInfoDictionary
 Contains information about a type of a managed serializable Dictionary. More...
 
class  ManagedSerializableTypeInfoList
 Contains information about a type of a managed serializable List. More...
 
class  ManagedSerializableTypeInfoObject
 Contains information about a type of a managed serializable complex object (for example struct or class). More...
 
class  ManagedSerializableTypeInfoPrimitive
 Contains information about a type of a managed serializable primitive (for example int, float, etc.). More...
 
class  ManagedSerializableTypeInfoRef
 Contains information about a type of a managed serializable game object or resource reference. More...
 
class  Material
 Material that controls how objects are rendered. More...
 
class  MaterialBase
 Material that controls how objects are rendered. More...
 
class  MaterialManager
 Material manager handles material creation. More...
 
class  MaterialParamBufferData
 Data for a single buffer parameter. More...
 
class  MaterialParamBufferDataCore
 Data for a single buffer parameter. More...
 
class  MaterialParams
 Contains all parameter values set in a Material. More...
 
class  MaterialParamSamplerStateData
 Data for a single sampler state parameter. More...
 
class  MaterialParamSamplerStateDataCore
 Data for a single sampler state parameter. More...
 
class  MaterialParamsBase
 Common functionality for MaterialParams and ct::MaterialParams. More...
 
class  MaterialParamStructData
 Raw data for a single structure parameter. More...
 
class  MaterialParamStructDataCore
 Raw data for a single structure parameter. More...
 
class  MaterialParamTextureData
 Data for a single texture parameter. More...
 
class  MaterialParamTextureDataCore
 Data for a single texture parameter. More...
 
class  Math
 Utility class providing common scalar math operations. More...
 
class  Matrix3
 A 3x3 matrix. More...
 
class  Matrix4
 Class representing a 4x4 matrix. More...
 
class  MatrixNxM
 Class representing a NxM matrix. More...
 
class  MemoryAllocator
 Memory allocator providing a generic implementation. More...
 
class  MemoryAllocator< FrameAlloc >
 Specialized memory allocator implementations that allows use of a global frame allocator in normal new/delete/free/dealloc operators. More...
 
class  MemoryAllocator< ProfilerAlloc >
 Memory allocator providing a generic implementation. More...
 
class  MemoryAllocator< StackAlloc >
 Specialized memory allocator implementations that allows use of a stack allocator in normal new/delete/free/dealloc operators. More...
 
class  MemoryAllocatorBase
 Base class all memory allocators need to inherit. More...
 
class  MemoryCounter
 Thread safe class used for storing total number of memory allocations and deallocations, primarily for statistic purposes. More...
 
class  MemoryDataStream
 Data stream for handling data from memory. More...
 
class  MemorySerializer
 Encodes/decodes an IReflectable object from/to memory. More...
 
class  MemStack
 One of the fastest, but also very limiting type of allocator. More...
 
class  MemStackInternal
 Describes a memory stack of a certain block capacity. More...
 
class  MenuItemManager
 Tracks main menu items that are registered in managed code using the MenuItem attribute. More...
 
class  Mesh
 Primary class for holding geometry. More...
 
struct  MESH_DESC
 Descriptor object used for creation of a new Mesh object. More...
 
class  MeshBase
 Base class all mesh implementations derive from. More...
 
class  MeshCollider
 A collider represented by an arbitrary mesh. More...
 
class  MeshData
 Contains mesh vertex and index data used for initializing, updating and reading mesh data from Mesh. More...
 
class  MeshHeap
 Mesh heap allows you to quickly allocate and deallocate a large amounts of temporary meshes without the large overhead of normal Mesh creation. More...
 
class  MeshImportOptions
 Contains import options you may use to control how is a mesh imported from some external format into engine format. More...
 
class  MeshManager
 Manager that handles creation of Meshes. More...
 
class  MeshProperties
 Properties of a Mesh. More...
 
class  MeshUtility
 Performs various operations on mesh geometry. More...
 
class  MessageHandler
 Allows you to transparently pass messages between different systems. More...
 
class  MessageId
 Identifier for message used with the global messaging system. More...
 
struct  MipMapGenOptions
 Options used to control texture mip map generation. More...
 
class  ModalWindow
 Base implementation of a window that when open doesn't allow you to interact with other windows. More...
 
class  Module
 Represents one engine module. More...
 
class  MonoAssembly
 Contains information about a single Mono (managed) assembly. More...
 
class  MonoClass
 Contains information about a single Mono (managed) class. More...
 
class  MonoField
 Encapsulates information about a single Mono (managed) field belonging to some managed class. More...
 
class  MonoManager
 Loads Mono script assemblies and manages script objects. More...
 
class  MonoMethod
 Encapsulates information about a single Mono (managed) method belonging to some managed class. More...
 
class  MonoProperty
 Encapsulates information about a single Mono (managed) property belonging to some managed class. More...
 
class  MonoUtil
 Utility class containing methods for various common Mono/Script related operations. More...
 
class  MorphChannel
 A collection of morph shapes that are sequentially blended together. More...
 
struct  MorphChannelInfo
 Information about a set of morph shapes blended sequentially. More...
 
class  MorphShape
 A set of vertices representing a single shape in a morph target animation. More...
 
struct  MorphShapeInfo
 Morph shape and its contribution to the final shape. More...
 
class  MorphShapes
 Contains a set of morph channels used for morph target animation. More...
 
struct  MorphVertex
 A single vertex used for morph target animation. More...
 
struct  NativeCursorData
 Encapsulate native cursor data so we can avoid including windows.h as it pollutes the global namespace. More...
 
struct  NativeDropTargetData
 Encapsulate drop target data so we can avoid including windows.h as it pollutes the global namespace. More...
 
struct  NonClientResizeArea
 Represents a specific non client area used for window resizing. More...
 
class  NotImplementedException
 Exception for signaling not implemented parts of the code. More...
 
class  OAAudio
 Global manager for the audio implementation using OpenAL as the backend. More...
 
class  OAAudioClip
 OpenAudio implementation of an AudioClip. More...
 
class  OAAudioListener
 OpenAL implementation of an AudioListener. More...
 
class  OAAudioSource
 OpenAL implementation of an AudioSource. More...
 
class  OAImporter
 Importer using for importing WAV/FLAC/OGGVORBIS audio files. More...
 
struct  OggDecoderData
 Information used by the active decoder. More...
 
class  OggVorbisDecoder
 Used for reading Ogg Vorbis audio data. More...
 
class  OggVorbisEncoder
 Used for encoding PCM to Ogg Vorbis audio data. More...
 
class  OSDropTarget
 Drop targets allow you to register a certain portion of a window as a drop target that accepts certain drop types from the OS (platform) specific drag and drop system. More...
 
class  OSInputHandler
 Represents a specific way of acquiring OS input. More...
 
struct  OSPointerButtonStates
 Describes pointer (mouse, touch) states as reported by the OS. More...
 
union  PackedNormal
 Normal packed in a 32-bit structure. More...
 
class  Pass
 Class defining a single pass of a technique (of a material). More...
 
struct  PASS_DESC
 Descriptor structure used for initializing a shader pass. More...
 
class  Path
 Class for storing and manipulating file paths. More...
 
class  Paths
 Contains common engine paths. More...
 
class  PersistentScriptObjectBase
 Base class for all persistent interop objects. More...
 
class  Physics
 Provides global physics settings, factory methods for physics objects and scene queries. More...
 
struct  PHYSICS_INIT_DESC
 Contains parameters used for initializing the physics system. More...
 
class  PhysicsFactory
 Creates and destroys a specific physics implementation. More...
 
class  PhysicsManager
 Takes care of loading, initializing and shutting down of a particular physics implementation. More...
 
class  PhysicsMaterial
 Physics material that controls how objects react when they collide. More...
 
class  PhysicsMesh
 Represents a physics mesh that can be used for physics MeshColliders. More...
 
struct  PhysicsObjectOwner
 Contains information about a parent for a physics object. More...
 
struct  PhysicsQueryHit
 Hit information from a physics query. More...
 
class  PhysX
 NVIDIA PhysX implementation of Physics. More...
 
class  PhysXBoxCollider
 PhysX implementation of a BoxCollider. More...
 
class  PhysXCapsuleCollider
 PhysX implementation of a CapsuleCollider. More...
 
class  PhysXCharacterController
 PhysX specific implementation if a CharacterController. More...
 
class  PhysXD6Joint
 PhysX implementation of a D6 joint. More...
 
class  PhysXDistanceJoint
 PhysX implementation of a DistanceJoint. More...
 
class  PhysXFixedJoint
 PhysX implementation of a FixedJoint. More...
 
class  PhysXHingeJoint
 PhysX implementation of a HingeJoint. More...
 
class  PhysXMaterial
 PhysX implementation of a PhysicsMaterial. More...
 
class  PhysXMesh
 PhysX implementation of a PhysicsMesh. More...
 
class  PhysXMeshCollider
 PhysX implementation of a MeshCollider. More...
 
class  PhysXPlaneCollider
 PhysX implementation of the PlaneCollider. More...
 
class  PhysXRigidbody
 PhysX implementation of a Rigidbody. More...
 
class  PhysXSliderJoint
 PhysX implementation of a SliderJoint. More...
 
class  PhysXSphereCollider
 PhysX implementation of a SphereCollider. More...
 
class  PhysXSphericalJoint
 PhysX implementation of a SphericalJoint. More...
 
struct  PickResults
 Contains the results of a scene picking action. More...
 
struct  PIPELINE_STATE_DESC
 Descriptor structure used for initializing a GPU pipeline state. More...
 
class  PixelData
 A buffer describing a volume (3D), image (2D) or line (1D) of pixels in memory. More...
 
class  PixelUtil
 Utility methods for converting and managing pixel data and formats. More...
 
struct  PixelVolume
 Represents a 3D region of pixels used for referencing pixel data. More...
 
class  PlainText
 A resource containing plain text data. More...
 
class  PlainTextImporter
 Imports plain text files (.txt, .xml, .json). More...
 
class  Plane
 A plane represented by a normal and a distance. More...
 
class  PlaneCollider
 A collider with plane geometry. More...
 
class  Platform
 Provides access to various operating system functions, including the main message pump. More...
 
struct  PlatformInfo
 Contains per-platform information used primarily for build purposes. More...
 
class  PlatformUtility
 Provides access to various operating system specific utility functions. More...
 
class  PlayInEditorManager
 Handles functionality specific to running the game in editor. More...
 
struct  PointerEvent
 Event that gets sent out when user interacts with the screen in some way, usually by moving the mouse cursor or using touch input. More...
 
class  PooledThread
 Wrapper around a thread that is used within ThreadPool. More...
 
struct  PostProcessSettings
 Base class whose implementations contain settings that control post-process operations during rendering. More...
 
class  Prefab
 Prefab is a saveable hierarchy of scene objects. More...
 
struct  PrefabComponentDiff
 Contains differences between two components of the same type. More...
 
class  PrefabDiff
 Contains modifications between an prefab and its instance. More...
 
struct  PrefabObjectDiff
 Contains a set of prefab differences for a single scene object. More...
 
class  PrefabUtility
 Performs various prefab specific operations. More...
 
class  ProfilerAlloc
 Specialized allocator for profiler so we can avoid tracking internal profiler memory allocations which would skew profiler results. More...
 
class  ProfilerCPU
 Provides various performance measuring methods. More...
 
class  ProfilerGPU
 Profiler that measures time and amount of various GPU operations. More...
 
class  ProfilerOverlayInternal
 Handles rendering of Profiler information as an overlay in a viewport. More...
 
struct  ProfilerReport
 Contains data about a profiling session. More...
 
class  ProfilingManager
 Tracks CPU profiling information with each frame for sim and core threads. More...
 
class  ProjectFileMeta
 Contains meta-data for a file stored in the ProjectLibrary. More...
 
class  ProjectLibrary
 Project library is the primary location for interacting with all the resources in the current project. More...
 
class  ProjectLibraryEntries
 Contains a list of entries used by the ProjectLibrary. More...
 
class  ProjectResourceMeta
 Contains meta-data for a resource stored in the ProjectLibrary. More...
 
class  ProjectSettings
 Contains various globally accessible project-specific preferences. More...
 
class  Quaternion
 Represents a quaternion used for 3D rotations. More...
 
struct  QueuedCommand
 Represents a single queued command in the command list. More...
 
class  Radian
 Wrapper class which indicates a given angle value is in radians. More...
 
struct  RASTERIZER_STATE_DESC
 Structure that describes pipeline rasterizer state. More...
 
class  RasterizerProperties
 Properties of RasterizerState. More...
 
class  RasterizerState
 Render system pipeline state that allows you to modify how an object is rasterized (how are polygons converted to pixels). More...
 
struct  RawAxisState
 Contains relative and absolute position of an input axis. More...
 
class  RawInputHandler
 Represents a specific way of acquiring low-level input. More...
 
class  Ray
 A ray in 3D space represented with an origin and direction. More...
 
struct  RecentProject
 Data about a recently loaded project. More...
 
class  Rect2
 Represents a 2D rectangle using real values. More...
 
class  Rect2I
 Represents a 2D rectangle using integer values. More...
 
class  Rect3
 Represents a rectangle in three dimensional space. More...
 
struct  RectOffset
 Rectangle represented in the form of offsets from some parent rectangle. More...
 
class  ReflectionProbe
 Specifies a location at which a pre-computed texture containing scene radiance will be generated. More...
 
class  ReflectionProbeBase
 Base class for both core and sim thread implementations of a reflection probe. More...
 
struct  RegisterWidgetOnStart
 Helper class that registers a widget creation callback with the widget manager. More...
 
struct  RENDER_SURFACE_DESC
 Structure that contains information about what part of the texture represents the render surface. More...
 
struct  RENDER_TARGET_BLEND_STATE_DESC
 Structure that describes blend states for a single render target. More...
 
struct  RENDER_TEXTURE_DESC
 Structure that describes a render texture color and depth/stencil surfaces. More...
 
struct  RENDER_WINDOW_DESC
 Structure that is used for initializing a render window. More...
 
class  Renderable
 Renderable represents any visible object in the scene. More...
 
class  RenderAPI
 Provides access to ct::RenderAPI from the simulation thread. More...
 
class  RenderAPICapabilities
 Holds information about render hardware and driver capabilities and allows you to easily set and query those capabilities. More...
 
class  RenderAPIFactory
 Factory class that you may specialize in order to start up a specific render system. More...
 
class  RenderAPIInfo
 Contains properties specific to a render API implementation. More...
 
class  RenderAPIManager
 Manager that handles render system start up. More...
 
class  RenderBeastFactory
 Renderer factory implementation that creates and initializes the default Banshee renderer. More...
 
struct  RendererAnimationData
 Contains skeleton poses for all animations evaluated on a single frame. More...
 
class  RendererExtension
 Interface that can be implemented in order to provide custom rendering code to the renderer. More...
 
class  RendererFactory
 Factory class for creating Renderer objects. More...
 
class  RendererManager
 Allows you to change and retrieve the active renderer. More...
 
class  RendererMaterialManager
 Initializes and handles all renderer materials. More...
 
class  RendererMeshData
 Wrapper around MeshData that constructs the default mesh data structure expected by the renderer and other engine systems. More...
 
class  RenderingAPIException
 Exception for signaling an error in a rendering API. More...
 
class  RenderStateManager
 Handles creation of various render states. More...
 
class  RenderStats
 Tracks various render system statistics. More...
 
struct  RenderStatsData
 Object that stores various render statistics. More...
 
class  RenderTarget
 Render target is a frame buffer or a texture that the render system renders the scene to. More...
 
class  RenderTargetProperties
 Contains various properties that describe a render target. More...
 
class  RenderTexture
 Render target specialization that allows you to render into one or multiple textures. More...
 
class  RenderTextureProperties
 Contains various properties that describe a render texture. More...
 
class  RenderWindow
 Operating system window with a specific position, size and style. More...
 
class  RenderWindowManager
 Handles creation and internal updates relating to render windows. More...
 
class  RenderWindowProperties
 Contains various properties that describe a render window. More...
 
class  Resource
 Base class for all resources. More...
 
struct  ResourceBackupData
 Contains serialized resource data buffer. More...
 
struct  ResourceDependency
 Contains information about a resource dependency, including the dependant resource and number of references to it. More...
 
class  ResourceHandleBase
 Represents a handle to a resource. More...
 
struct  ResourceHandleData
 Data that is shared between all resource handles. More...
 
class  ResourceListenerManager
 Handles all active implementations of IResourceListener interface and notifies them when events they're listening to occur. More...
 
class  ResourceManifest
 Serializable class that contains UUID <-> file path mapping for resources. More...
 
class  ResourceMapping
 Provides a way to map one resource path to another path. More...
 
class  ResourceMetaData
 Class containing meta-information describing a resource. More...
 
class  Resources
 Manager for dealing with all engine resources. More...
 
class  Rigidbody
 Rigidbody is a dynamic physics object that can be moved using forces (or directly). More...
 
struct  RootMotion
 Contains a set of animation curves used for moving and rotating the root bone. More...
 
struct  RTTIField
 Structure that keeps meta-data concerning a single class field. More...
 
struct  RTTIManagedDataBlockField
 Class containing a managed data block field containing a specific type. More...
 
struct  RTTIManagedDataBlockFieldBase
 Base class containing common functionality for a managed data block class field. More...
 
struct  RTTIPlainField
 Represents a plain class field containing a specific type. More...
 
struct  RTTIPlainFieldBase
 Base class containing common functionality for a plain class field. More...
 
struct  RTTIPlainType
 Template that you may specialize with a class if you want to provide simple serialization for it. More...
 
struct  RTTIReflectableField
 Reflectable field containing a specific type with RTTI implemented. More...
 
struct  RTTIReflectableFieldBase
 Base class containing common functionality for a reflectable class field. More...
 
struct  RTTIReflectablePtrField
 Reflectable field containing a pointer to a specific type with RTTI implemented. More...
 
struct  RTTIReflectablePtrFieldBase
 Base class containing common functionality for a reflectable pointer class field. More...
 
class  RTTIType
 Allows you to provide a run-time type information for a specific class, along with support for serialization/deserialization. More...
 
class  RTTITypeBase
 Provides an interface for accessing fields of a certain class. More...
 
struct  SAMPLER_STATE_DESC
 Structure used for initializing a SamplerState. More...
 
class  SamplerProperties
 Properties of SamplerState. More...
 
class  SamplerState
 Class representing the state of a texture sampler. More...
 
class  SavedResourceData
 Contains information about a resource saved to the disk. More...
 
struct  SceneCameraData
 Contains information about a camera managed by the scene manager. More...
 
class  SceneGrid
 Handles rendering of the grid in the scene view. More...
 
struct  SceneLightData
 Contains information about a light managed by the scene manager. More...
 
class  SceneManager
 Manages active SceneObjects and provides ways for querying and updating them or their components. More...
 
class  SceneObject
 An object in the scene graph. More...
 
class  ScenePicking
 Handles picking of scene objects with a pointer in scene view. More...
 
struct  SceneReflectionProbeData
 Contains information about a reflection probe managed by the scene manager. More...
 
struct  SceneRenderableData
 Contains information about a renderable managed by the scene manager. More...
 
class  ScopedSpinLock
 Provides a safer method for locking a spin lock as the lock will get automatically locked when this objected is created and unlocked as soon as it goes out of scope. More...
 
class  ScriptAnimation
 Interop class between C++ & CLR for Animation. More...
 
class  ScriptAnimationClip
 Interop class between C++ & CLR for AnimationClip. More...
 
class  ScriptAnimationCurve
 Interop class between C++ & CLR for AnimationCurve. More...
 
class  ScriptAnimationCurves
 Interop class between C++ & CLR for AnimationCurves. More...
 
class  ScriptAnimationEvent
 Interop class between C++ & CLR for AnimationEvent. More...
 
class  ScriptAnimationSplitInfo
 Helper class for dealing with AnimationSplitInfo structure. More...
 
class  ScriptArray
 Helper class for creating and parsing managed arrays. More...
 
class  ScriptAssemblyManager
 Stores data about managed serializable objects in specified assemblies. More...
 
class  ScriptAudio
 Interop class between C++ & CLR for Audio. More...
 
class  ScriptAudioClip
 Interop class between C++ & CLR for AudioClip. More...
 
class  ScriptAudioClipImportOptions
 Interop class between C++ & CLR for AudioClipImportOptions. More...
 
class  ScriptAudioDevice
 Interop class between C++ & CLR for AudioDevice. More...
 
class  ScriptAudioListener
 Interop class between C++ & CLR for AudioListener. More...
 
class  ScriptAudioSource
 Interop class between C++ & CLR for AudioSource. More...
 
class  ScriptAutoExposureSettings
 Interop class between C++ & CLR for AutoExposureSettings. More...
 
class  ScriptBlend1DInfo
 Helper class for dealing with Blend1DInfo structure. More...
 
class  ScriptBlend2DInfo
 Helper class for dealing with Blend2DInfo structure. More...
 
class  ScriptBlendClipInfo
 Helper class for dealing with BlendSequentialClipInfo structure. More...
 
class  ScriptBoneInfo
 Helper class for dealing with SkeletonBoneInfo structure. More...
 
class  ScriptBoneWeight
 Interop class between C++ & CLR for BoneWeight. More...
 
class  ScriptBoxCollider
 Interop class between C++ & CLR for BoxCollider. More...
 
class  ScriptBrowseDialog
 Interop class between C++ & CLR for browse dialog methods in Platform. More...
 
class  ScriptBuildManager
 Interop class between C++ & CLR for BuildManager. More...
 
class  ScriptBuiltin
 Interop class between C++ & CLR for BuiltinResources. More...
 
class  ScriptCamera
 Interop class between C++ & CLR for Camera. More...
 
class  ScriptCapsuleCollider
 Interop class between C++ & CLR for CapsuleCollider. More...
 
class  ScriptCharacterController
 Interop class between C++ & CLR for CharacterController. More...
 
struct  ScriptCharDesc
 Describes a single character in a font of a specific size. More...
 
class  ScriptCharRange
 Interop class between C++ & CLR for CharRange. More...
 
class  ScriptCmdManaged
 Interop class between C++ & CLR for CmdManaged. More...
 
class  ScriptCode
 Resource containing script source code. More...
 
class  ScriptCodeEditor
 Interop class between C++ & CLR for CodeEditorManager. More...
 
class  ScriptCodeImporter
 Imports C# script source code files (.cs). More...
 
class  ScriptCodeImportOptions
 Contains import options you may use to control how is a file containing script source code importer. More...
 
class  ScriptCollider
 Interop class between C++ & CLR for Collider. More...
 
class  ScriptColliderBase
 Base class for all Collider interop objects. More...
 
struct  ScriptCollisionData
 Interop struct between C++ & CLR for CollisionData. More...
 
class  ScriptCollisionDataHelper
 Helper class for dealing with CollisionData structure. More...
 
class  ScriptColor
 Interop class between C++ & CLR for ScriptColor. More...
 
class  ScriptColorGradingSettings
 Interop class between C++ & CLR for ColorGradingSettings. More...
 
struct  ScriptCommonJointData
 Used for passing common Joint initialization data between native and managed code. More...
 
class  ScriptComponent
 Interop class between C++ & CLR for Component. More...
 
class  ScriptComponentBase
 Base class for all Component interop classes. More...
 
class  ScriptContactPointHelper
 Helper class for dealing with ContactPoint structure. More...
 
class  ScriptContextMenu
 Interop class between C++ & CLR for GUIContextMenu. More...
 
struct  ScriptControllerCollision
 Interop struct between C++ & CLR for ControllerCollision. More...
 
class  ScriptControllerCollisionHelper
 Helper class for dealing with ControllerCollision structure. More...
 
class  ScriptCursor
 Interop class between C++ & CLR for Cursor. More...
 
class  ScriptD6JointDrive
 Helper class for dealing with D6Joint::Drive structure. More...
 
class  ScriptDebug
 Interop class between C++ & CLR for Debug. More...
 
class  ScriptDirectoryEntry
 Interop class between C++ & CLR for DirectoryEntry. More...
 
class  ScriptDistanceJoint
 Interop class between C++ & CLR for DistanceJoint. More...
 
struct  ScriptDistanceJointData
 Used for passing common Joint initialization data between native and managed code. More...
 
class  ScriptDragDrop
 Interop class between C++ & CLR for DragAndDropManager. More...
 
class  ScriptDragDropManager
 Handles managed drag and drop operations. More...
 
class  ScriptDropDownWindow
 Interop class between C++ & CLR for types deriving from DropDownWindow. More...
 
class  ScriptEditorApplication
 Interop class between C++ & CLR for EditorApplication. More...
 
class  ScriptEditorBuiltin
 Interop class between C++ & CLR for BuiltinEditorResources. More...
 
class  ScriptEditorInput
 Interop class between C++ & CLR for Editor. More...
 
class  ScriptEditorSettings
 Interop class between C++ & CLR for EditorSettings stored in EditorApplication. More...
 
class  ScriptEditorTestSuite
 Performs editor managed unit tests. More...
 
class  ScriptEditorUtility
 Interop class between C++ & CLR for EditorUtility. More...
 
class  ScriptEditorVirtualInput
 Interop class between C++ & CLR for EditorVirtualInput. More...
 
class  ScriptEditorWidget
 Editor widget implementation that handles managed editor window implementations. More...
 
class  ScriptEditorWindow
 Interop class between C++ & CLR for ScriptEditorWidget. More...
 
class  ScriptFileEntry
 Interop class between C++ & CLR for ResourceEntry. More...
 
class  ScriptFolderMonitor
 Interop class between C++ & CLR for FolderMonitor. More...
 
class  ScriptFolderMonitorManager
 Manages all active managed folder monitor objects. More...
 
class  ScriptFont
 Interop class between C++ & CLR for Font. More...
 
class  ScriptFontBitmap
 Interop class between C++ & CLR for FontBitmap. More...
 
class  ScriptFontImportOptions
 Interop class between C++ & CLR for FontImportOptions. More...
 
class  ScriptGameObject
 Interop class between C++ & CLR for GameObject. More...
 
class  ScriptGameObjectBase
 Base class for all GameObject interop classes. More...
 
class  ScriptGameObjectManager
 Manages all active GameObject interop objects. More...
 
class  ScriptGizmoManager
 Manages all active managed gizmo methods. More...
 
class  ScriptGizmos
 Interop class between C++ & CLR for GizmoManager. More...
 
class  ScriptGUI
 Interop class between C++ & CLR for a global always-accessible GUIWidget. More...
 
class  ScriptGUIButton
 Interop class between C++ & CLR for GUIButton. More...
 
class  ScriptGUICanvas
 Interop class between C++ & CLR for GUICanvas. More...
 
class  ScriptGUIColorField
 Interop class between C++ & CLR for GUIColorField. More...
 
class  ScriptGUIContent
 Interop class between C++ & CLR for GUIContent. More...
 
class  ScriptGUIContentImages
 Interop class between C++ & CLR for GUIContentImages. More...
 
class  ScriptGUIElement
 Interop class between C++ & CLR for GUIElement. More...
 
class  ScriptGUIElementBaseTBase
 Interop class between C++ & CLR for all elements inheriting from GUIElementBase. More...
 
class  ScriptGUIElementStateStyle
 Performs conversion between managed GUIElementStateStyle and native GUIElementStyle::GUIElementStateStyle. More...
 
struct  ScriptGUIElementStateStyleStruct
 Contains native representation of the GUIElementStateStyle structure. More...
 
class  ScriptGUIElementStyle
 Interop class between C++ & CLR for GUIElementStyle. More...
 
class  ScriptGUIElementTBase
 Interop class between C++ & CLR for all elements inheriting from GUIElement. More...
 
class  ScriptGUIEnumField
 Interop class between C++ & CLR for GUIListBoxField, with some specific functionality meant for displaying managed enumeration values. More...
 
class  ScriptGUIFixedSpace
 Interop class between C++ & CLR for GUIFixedSpace. More...
 
class  ScriptGUIFlexibleSpace
 Interop class between C++ & CLR for GUIFlexibleSpace. More...
 
class  ScriptGUIFloatField
 Interop class between C++ & CLR for GUIFloatField. More...
 
class  ScriptGUIGameObjectField
 Interop class between C++ & CLR for GUIGameObjectField. More...
 
class  ScriptGUIInputBox
 Interop class between C++ & CLR for GUIInputBox. More...
 
class  ScriptGUIIntField
 Interop class between C++ & CLR for GUIIntField. More...
 
class  ScriptGUILabel
 Interop class between C++ & CLR for GUILabel. More...
 
class  ScriptGUILayout
 Interop class between C++ & CLR for GUILayout derived classes. More...
 
class  ScriptGUILayoutUtility
 Interop class between C++ & CLR for GUILayoutUtility. More...
 
class  ScriptGUIListBox
 Interop class between C++ & CLR for GUIListBox. More...
 
class  ScriptGUIListBoxField
 Interop class between C++ & CLR for GUIListBoxField. More...
 
class  ScriptGUIPanel
 Interop class between C++ & CLR for GUIPanel. More...
 
class  ScriptGUIProgressBar
 Interop class between C++ & CLR for GUIProgressBar. More...
 
class  ScriptGUIRenderTexture
 Interop class between C++ & CLR for GUIRenderTexture. More...
 
class  ScriptGUIResizeableScrollBarH
 Interop class between C++ & CLR for GUIResizeableScrollBarH. More...
 
class  ScriptGUIResizeableScrollBarV
 Interop class between C++ & CLR for GUIResizeableScrollBarV. More...
 
class  ScriptGUIResourceField
 Interop class between C++ & CLR for GUIResourceField. More...
 
class  ScriptGUISceneTreeView
 Interop class between C++ & CLR for GUISceneTreeView. More...
 
class  ScriptGUIScrollArea
 Interop class between C++ & CLR for GUIScrollArea. More...
 
class  ScriptGUIScrollAreaLayout
 Specialized ScriptGUILayout that is used only in GUI scroll areas. More...
 
class  ScriptGUIScrollBar
 Interop class between C++ & CLR for GUIScrollBar. More...
 
class  ScriptGUIScrollBarH
 Interop class between C++ & CLR for GUIScrollBarH. More...
 
class  ScriptGUIScrollBarV
 Interop class between C++ & CLR for GUIScrollBarV. More...
 
class  ScriptGUISkin
 Interop class between C++ & CLR for GUISkin. More...
 
class  ScriptGUISliderField
 Interop class between C++ & CLR for GUISliderField. More...
 
class  ScriptGUISliderH
 Interop class between C++ & CLR for GUISliderH. More...
 
class  ScriptGUISliderV
 Interop class between C++ & CLR for GUISliderV. More...
 
class  ScriptGUITextField
 Interop class between C++ & CLR for GUITextField. More...
 
class  ScriptGUITexture
 Interop class between C++ & CLR for GUITexture. More...
 
class  ScriptGUITextureField
 Interop class between C++ & CLR for GUITextureField. More...
 
class  ScriptGUIToggle
 Interop class between C++ & CLR for GUIToggle. More...
 
class  ScriptGUIToggleField
 Interop class between C++ & CLR for GUIToggleField. More...
 
class  ScriptGUIToggleGroup
 Interop class between C++ & CLR for GUIToggleGroup. More...
 
class  ScriptGUIVector2Field
 Interop class between C++ & CLR for GUIVector2Field. More...
 
class  ScriptGUIVector3Field
 Interop class between C++ & CLR for GUIVector3Field. More...
 
class  ScriptGUIVector4Field
 Interop class between C++ & CLR for GUIVector4Field. More...
 
class  ScriptGUIWidget
 Interop class between C++ & CLR for GUIWidget. More...
 
class  ScriptHandleDrawing
 Interop class between C++ & CLR for HandleDrawManager. More...
 
class  ScriptHandleManager
 Renders, updates and manipulates handles declared in managed code. More...
 
class  ScriptHandleSlider
 Interop class between C++ & CLR for HandleSlider. More...
 
class  ScriptHandleSliderBase
 Base class for all C++/CLR interop objects that deal with handle sliders. More...
 
class  ScriptHandleSliderDisc
 Interop class between C++ & CLR for HandleSliderDisc. More...
 
class  ScriptHandleSliderLine
 Interop class between C++ & CLR for HandleSliderLine. More...
 
class  ScriptHandleSliderManager
 Tracks all managed handle sliders. More...
 
class  ScriptHandleSliderPlane
 Interop class between C++ & CLR for HandleSliderPlane. More...
 
class  ScriptHingeJointDrive
 Helper class for dealing with HingeJoint::Drive structure. More...
 
class  ScriptHString
 Interop class between C++ & CLR for HString. More...
 
class  ScriptImportedAnimationEvents
 Helper class for dealing with ImportedAnimationEvents structure. More...
 
class  ScriptImportOptions
 Interop class between C++ & CLR for ImportOptions. More...
 
class  ScriptImportOptionsBase
 Base class for all C++/CLR interop objects wrapping various implementations of ImportOptions. More...
 
class  ScriptInput
 Interop class between C++ & CLR for Input. More...
 
class  ScriptInputConfiguration
 Interop class between C++ & CLR for InputConfiguration. More...
 
class  ScriptInspectorUtility
 Interop class between C++ & CLR that deals with custom inspectors. More...
 
class  ScriptJoint
 Interop class between C++ & CLR for Joint. More...
 
class  ScriptJointBase
 Base class for all Joint interop objects. More...
 
class  ScriptKerningPair
 Interop class between C++ & CLR for KerningPair. More...
 
class  ScriptKeyFrame
 Interop class between C++ & CLR for KeyFrame. More...
 
class  ScriptLibrary
 Abstraction that handles a specific set of script libraries. More...
 
class  ScriptLibraryEntry
 Interop class between C++ & CLR for LibraryEntry. More...
 
class  ScriptLibraryEntryBase
 Base class for C++/CLR interop objects used for wrapping LibraryEntry implementations. More...
 
class  ScriptLight
 Interop class between C++ & CLR for Light. More...
 
class  ScriptLimitAngularRange
 Helper class for dealing with LimitAngularRange structure. More...
 
class  ScriptLimitConeRange
 Helper class for dealing with LimitConeRange structure. More...
 
class  ScriptLimitLinear
 Helper class for dealing with LimitLinear structure. More...
 
class  ScriptLimitLinearRange
 Helper class for dealing with LimitLinearRange structure. More...
 
class  ScriptLogEntry
 Interop class between C++ & CLR for LogEntry. More...
 
class  ScriptManagedComponent
 Interop class between C++ & CLR for ManagedComponent. More...
 
class  ScriptManagedResource
 Interop class between C++ & CLR for ManagedResource. More...
 
class  ScriptManager
 Handles initialization of a scripting system. More...
 
class  ScriptMaterial
 Interop class between C++ & CLR for Material. More...
 
class  ScriptMesh
 Interop class between C++ & CLR for Mesh. More...
 
class  ScriptMeshCollider
 Interop class between C++ & CLR for MeshCollider. More...
 
class  ScriptMeshData
 Interop class between C++ & CLR for RendererMeshData. More...
 
class  ScriptMeshImportOptions
 Interop class between C++ & CLR for MeshImportOptions. More...
 
struct  ScriptMeta
 Contains information required for initializing and handling a single script class. More...
 
class  ScriptModalWindow
 Interop class between C++ & CLR for ManagedModalWindow. More...
 
class  ScriptMorphChannel
 Interop class between C++ & CLR for MorphChannel. More...
 
class  ScriptMorphShape
 Interop class between C++ & CLR for MorphShape. More...
 
class  ScriptMorphShapes
 Interop class between C++ & CLR for MorphShapes. More...
 
class  ScriptNamedFloatCurve
 Interop class between C++ & CLR for NamedFloatCurve. More...
 
class  ScriptNamedVector3Curve
 Interop class between C++ & CLR for NamedVector3Curve. More...
 
class  ScriptObject
 Template version of ScriptObjectBase populates the object meta-data on library load. More...
 
struct  ScriptObjectBackup
 Contains backed up interop object data. More...
 
class  ScriptObjectBase
 Base class for all script interop objects. More...
 
class  ScriptObjectImpl
 Interop class between C++ & CLR for ScriptObject. More...
 
class  ScriptObjectManager
 Keeps track of all script interop objects and handles assembly refresh. More...
 
class  ScriptOSDropTarget
 Interop class between C++ & CLR for OSDropTarget. More...
 
class  ScriptPhysics
 Interop class between C++ & CLR for Physics. More...
 
class  ScriptPhysicsMaterial
 Interop class between C++ & CLR for PhysicsMaterial. More...
 
class  ScriptPhysicsMesh
 Interop class between C++ & CLR for PhysicsMesh. More...
 
struct  ScriptPhysicsQueryHit
 Interop struct between C++ & CLR for PhysicsQueryHit. More...
 
class  ScriptPhysicsQueryHitHelper
 Helper class for dealing with PhysicsQueryHit structure. More...
 
class  ScriptPixelUtility
 Interop class between C++ & CLR for PixelUtility. More...
 
class  ScriptPlainText
 Interop class between C++ & CLR for PlainText. More...
 
class  ScriptPlaneCollider
 Interop class between C++ & CLR for PlaneCollider. More...
 
class  ScriptPlatformInfo
 Interop class between C++ & CLR for PlatformInfo. More...
 
class  ScriptPlatformInfoBase
 Base class for all C++/CLR interop objects dealing with specific PlatformInfo implementations. More...
 
class  ScriptPostProcessSettings
 Interop class between C++ & CLR for PostProcessSettings. More...
 
class  ScriptPrefab
 Interop class between C++ & CLR for Prefab. More...
 
class  ScriptPrefabUtility
 Interop class between C++ & CLR for PrefabUtility. More...
 
class  ScriptProfilerOverlayInternal
 Interop class between C++ & CLR for ProfilerOverlayInternal. More...
 
class  ScriptProjectLibrary
 Interop class between C++ & CLR for ProjectLibrary. More...
 
class  ScriptProjectSettings
 Interop class between C++ & CLR for ProjectSettings stored in EditorApplication. More...
 
class  ScriptQuaternionCurve
 Interop class between C++ & CLR for QuaternionCurve. More...
 
class  ScriptRange
 Interop class between C++ & CLR for the Range attribute. More...
 
class  ScriptRenderable
 Interop class between C++ & CLR for Renderable. More...
 
class  ScriptRenderTarget
 Interop class between C++ & CLR for RenderTarget. More...
 
class  ScriptRenderTargetBase
 Base interop class for any types deriving from RenderTarget. More...
 
class  ScriptRenderTexture
 Interop class between C++ & CLR for RenderTexture. More...
 
class  ScriptRenderTexture2D
 Interop class between C++ & CLR for a single or multi RenderTexture using a 2D texture. More...
 
class  ScriptResource
 Interop class between C++ & CLR for Resource. More...
 
class  ScriptResourceBase
 Base class for all resource interop objects. More...
 
class  ScriptResourceDragDropData
 Interop class between C++ & CLR for ResourceDragDropData. More...
 
class  ScriptResourceManager
 Handles creation and lookup of script interop objects for resources. More...
 
class  ScriptResourceMeta
 Interop class between C++ & CLR for ResourceMeta. More...
 
class  ScriptResourceRef
 Interop class between C++ & CLR for ResourceRef. More...
 
class  ScriptResources
 Interop class between C++ & CLR for Resources & GameResourceManager. More...
 
class  ScriptRigidbody
 Interop class between C++ & CLR for Rigidbody. More...
 
class  ScriptRootMotion
 Interop class between C++ & CLR for RootMotion. More...
 
class  ScriptScene
 Interop class between C++ & CLR for SceneManager. More...
 
class  ScriptSceneGizmos
 Interop class between C++ & CLR for SceneGizmos. More...
 
class  ScriptSceneGrid
 Interop class between C++ & CLR for SceneGrid. More...
 
class  ScriptSceneHandles
 Interop class between C++ & CLR for SceneHandles. More...
 
class  ScriptSceneObject
 Interop class between C++ & CLR for SceneObject. More...
 
class  ScriptSceneObjectDragDropData
 Interop class between C++ & CLR for SceneObjectDragDropData. More...
 
class  ScriptSceneSelection
 Interop class between C++ & CLR for SceneSelection. More...
 
class  ScriptScriptCode
 Interop class between C++ & CLR for ScriptCode. More...
 
class  ScriptScriptCodeImportOptions
 Interop class between C++ & CLR for ScriptCodeImportOptions. More...
 
class  ScriptSelection
 Interop class between C++ & CLR for Selection. More...
 
class  ScriptSerializableArray
 Interop class between C++ & CLR for ManagedSerializableArray. More...
 
class  ScriptSerializableDictionary
 Interop class between C++ & CLR for ManagedSerializableDictionary. More...
 
class  ScriptSerializableField
 Interop class between C++ & CLR for ManagedSerializableFieldInfo. More...
 
class  ScriptSerializableList
 Interop class between C++ & CLR for ManagedSerializableList. More...
 
class  ScriptSerializableObject
 Interop class between C++ & CLR for ManagedSerializableObject. More...
 
class  ScriptSerializableProperty
 Interop class between C++ & CLR for SerializableProperty (not implemented as its own class, but instead implemented directly in the inerop object). More...
 
class  ScriptSerializableUtility
 Implements external methods for the SerializableUtility managed class. More...
 
class  ScriptSerializedDiff
 Interop class between C++ & CLR for SerializedDiff. More...
 
class  ScriptSerializedObject
 Interop class between C++ & CLR for SerializedObject. More...
 
class  ScriptSerializedSceneObject
 Interop class between C++ & CLR for SerializedSceneObject. More...
 
class  ScriptShader
 Interop class between C++ & CLR for Shader. More...
 
class  ScriptShaderInclude
 Interop class between C++ & CLR for ShaderInclude. More...
 
class  ScriptSkeleton
 Interop class between C++ & CLR for Skeleton. More...
 
class  ScriptSphereCollider
 Interop class between C++ & CLR for SphereCollider. More...
 
class  ScriptSpriteTexture
 Interop class between C++ & CLR for SpriteTexture. More...
 
class  ScriptStep
 Interop class between C++ & CLR for Step attribute. More...
 
class  ScriptStringTable
 Interop class between C++ & CLR for StringTable. More...
 
class  ScriptStringTableManager
 Interop class between C++ & CLR for StringTableManager. More...
 
class  ScriptSubMesh
 Interop class between C++ & CLR for SubMesh. More...
 
class  ScriptTextureImportOptions
 Interop class between C++ & CLR for TextureImportOptions. More...
 
class  ScriptTime
 Interop class between C++ & CLR for Time. More...
 
class  ScriptTonemappingSettings
 Interop class between C++ & CLR for TonemappingSettings. More...
 
class  ScriptUndoRedo
 Interop class between C++ & CLR for UndoRedo. More...
 
class  ScriptUnitTests
 Interop class between C++ & CLR for various managed unit tests. More...
 
class  ScriptVector2
 Interop class between C++ & CLR for Vector2. More...
 
class  ScriptVector2I
 Interop class between C++ & CLR for Vector2I. More...
 
class  ScriptVector3
 Interop class between C++ & CLR for Vector3. More...
 
class  ScriptVector3Curve
 Interop class between C++ & CLR for Vector3Curve. More...
 
class  ScriptVector4
 Interop class between C++ & CLR for Vector4. More...
 
class  ScriptVirtualAxis
 Interop class between C++ & CLR for VirtualAxis. More...
 
class  ScriptVirtualButton
 Interop class between C++ & CLR for VirtualButton. More...
 
class  ScriptVirtualInput
 Interop class between C++ & CLR for VirtualInput. More...
 
class  ScriptWhiteBalanceSettings
 Interop class between C++ & CLR for WhiteBalanceSettings. More...
 
class  ScriptWinPlatformInfo
 Interop class between C++ & CLR for WinPlatformInfo. More...
 
class  Selection
 Handles scene object and resource selection. More...
 
class  SelectionRenderer
 Handles rendering of the selected SceneObjects overlay. More...
 
struct  SerializableMemberStyle
 Contains information about a style of a serializable field. More...
 
struct  SerializedArray
 A serialized array containing a list of all its entries. More...
 
struct  SerializedArrayEntry
 A serialized value representing a single entry in an array. More...
 
struct  SerializedDataBlock
 Contains data for a serialized value of a data block field. More...
 
struct  SerializedEntry
 An intermediate serialized data for a single field in an object. More...
 
struct  SerializedField
 Contains data for a serialized value of a specific field or array entry. More...
 
struct  SerializedInstance
 Base class for intermediate representations of objects that are being decoded with BinarySerializer. More...
 
struct  SerializedObject
 A serialized object consisting of multiple sub-objects, one for each inherited class. More...
 
struct  SerializedSubObject
 A serialized portion of an object belonging to a specific class in a class hierarchy. More...
 
class  ServiceLocator
 A locator system that allows you to quickly find a service of a specific type. More...
 
class  Settings
 Contains a serializable set of generic key-value pairs. More...
 
class  Shader
 Shader represents a collection of techniques that control object rendering. More...
 
struct  SHADER_DATA_PARAM_DESC
 Describes a single data (int, Vector2, etc.) shader parameter. More...
 
struct  SHADER_OBJECT_PARAM_DESC
 Describes a single object (texture, sampler state, etc.) shader parameter. More...
 
struct  SHADER_PARAM_BLOCK_DESC
 Describes a shader parameter block. More...
 
class  ShaderDefines
 Allows you to specify defines that can control shader compilation. More...
 
class  ShaderImportOptions
 Contains import options you may use to control how is a shader imported. More...
 
class  ShaderInclude
 Raw text resource that serves as an include file for shaders. More...
 
class  ShaderIncludeImporter
 Importer using for importing GPU program (shader) include files. More...
 
class  ShaderManager
 A global manager that handles various shader specific operations. More...
 
class  ShaderMetaData
 Shader specific resource meta-data containing information about referenced include files. More...
 
class  ShapeMeshes2D
 Helper class for easily creating common 2D shapes. More...
 
class  ShapeMeshes3D
 Helper class for easily creating common 3D shapes. More...
 
struct  ShortcutKey
 A key combination that is used for triggering keyboard shortcuts. More...
 
class  ShortcutManager
 Allows you to register global keyboard shortcuts that trigger callbacks when a certain key, or a key combination is pressed. More...
 
class  Skeleton
 Contains information about bones required for skeletal animation. More...
 
struct  SkeletonBoneInfo
 Contains internal information about a single bone in a Skeleton. More...
 
class  SkeletonMask
 Contains a bitfield that determines which skeleton bones are enabled or disabled during skeletal animation. More...
 
class  SkeletonMaskBuilder
 Builds a SkeletonMask for a specific skeleton. More...
 
class  Skybox
 Allows you to specify an environment map to use for sampling radiance of the sky. More...
 
class  SkyboxBase
 Base class for both core and sim thread implementations of a skybox. More...
 
struct  SLIDER_JOINT_DESC
 Structure used for initializing a new SliderJoint. More...
 
class  SliderJoint
 Joint that removes all but a single translational degree of freedom. More...
 
class  SLImporter
 Importer using for importing a shader written using the BSL syntax. More...
 
struct  SnapData
 Contains the data of a scene picking action. More...
 
class  SpecificImporter
 Abstract class that is to be specialized for converting a certain asset type into an engine usable resource (for example a .png file into an engine usable texture). More...
 
class  Sphere
 A sphere represented by a center point and a radius. More...
 
class  SphereCollider
 A collider with sphere geometry. More...
 
struct  SPHERICAL_JOINT_DESC
 Structure used for initializing a new SphericalJoint. More...
 
class  SphericalJoint
 A spherical joint removes all translational degrees of freedom but allows all rotational degrees of freedom. More...
 
class  SpinLock
 Synchronization primitive with low overhead. More...
 
class  SplashScreen
 Displays a splash screen with Banshee Engine logo. More...
 
struct  Spring
 Controls spring parameters for a physics joint limits. More...
 
class  Sprite
 Generates geometry and contains information needed for rendering a two dimensional element. More...
 
class  SpriteImageOpaqueMaterial
 Sprite material used for rendering opaque images. More...
 
class  SpriteImageTransparentMaterial
 Sprite material used for rendering transparent images. More...
 
class  SpriteLineMaterial
 Sprite material used for antialiased lines. More...
 
class  SpriteManager
 Contains materials used for sprite rendering. More...
 
class  SpriteMaterial
 Interfaced implemented by materials used for rendering sprites. More...
 
struct  SpriteMaterialExtraInfo
 Extension structure that can be used by SpriteMaterials to access specialized data. More...
 
struct  SpriteMaterialInfo
 Contains information for initializing a sprite material. More...
 
struct  SpriteRenderElement
 Contains information about a single sprite render element, including its geometry and material. More...
 
class  SpriteTextMaterial
 Sprite material used for rendering text. More...
 
class  SpriteTexture
 Texture interface that encapsulates underlying texture which allows us to create a sprite texture atlas (for example multiple SpriteTextures referencing different parts of a single Texture). More...
 
class  StackAlloc
 Allows use of a stack allocator by using normal new/delete/free/dealloc operators. More...
 
class  StandaloneResourceLoader
 Handles loading of game resources when the standalone game is running. More...
 
struct  StandardPostProcessSettings
 Settings that control the post-process operations. More...
 
struct  START_UP_DESC
 Structure containing parameters for starting the application. More...
 
class  StaticAlloc
 Static allocator that attempts to perform zero heap (dynamic) allocations by always keeping an active preallocated buffer. More...
 
class  StdAlloc
 Allocator for the standard library that internally uses Banshee memory allocator. More...
 
class  StdFrameAlloc
 Allocator for the standard library that internally uses a frame allocator. More...
 
class  StringFormat
 Helper class used for string formatting operations. More...
 
class  StringID
 A string identifier that provides very fast comparisons to other string identifiers. More...
 
class  StringTable
 Used for string localization. More...
 
class  StringTableManager
 Manages string tables used for localizing text. More...
 
class  StringUtil
 Utility class for manipulating Strings. More...
 
struct  SubMesh
 Data about a sub-mesh range and the type of primitives contained in the range. More...
 
struct  SubMeshData
 Contains data about a portion of a mesh inside MeshData. More...
 
struct  SubResource
 Contains a resource that was imported from a file that contains multiple resources (for example an animation from an FBX file). More...
 
struct  SubResourceRaw
 Contains a resource that was imported from a file that contains multiple resources (for example an animation from an FBX file). More...
 
class  TAnimationCurve
 Animation spline represented by a set of keyframes, each representing an endpoint of a cubic hermite curve. More...
 
class  Task
 Represents a single task that may be queued in the TaskScheduler. More...
 
class  TaskScheduler
 Represents a task scheduler running on multiple threads. More...
 
class  TComputePipelineState
 Templated version of ComputePipelineState so it can be used for both core and non-core versions of the pipeline state. More...
 
class  TCoreThreadQueue
 Queue that allows the calling thread to queue commands for execution on the core thread. More...
 
struct  TCurveCache
 Holds cached information used for animation curve evaluation so that sequential evaluations can be sped up. More...
 
class  Technique
 Technique is a set of shading passes bindable to the GPU pipeline. More...
 
class  TechniqueBase
 Base class that is used for implementing both sim and core versions of Technique. More...
 
class  TestOutput
 Abstract interface used for outputting unit test results. More...
 
class  TestSuite
 Primary class for unit testing. More...
 
class  TEvent
 Events allows you to register method callbacks that get notified when the event is triggered. More...
 
struct  TEXT_SPRITE_DESC
 Text sprite description structure used for initializing or updating a text sprite. More...
 
class  TextData
 Initializes a new text data using the specified string and font. More...
 
class  TextDataBase
 This object takes as input a string, a font and optionally some constraints (like word wrap) and outputs a set of character data you may use for rendering or metrics. More...
 
struct  TextInputEvent
 Event that gets sent out when user inputs some text. More...
 
class  TextSprite
 A sprite consisting of a quads representing a text string. More...
 
class  Texture
 Abstract class representing a texture. More...
 
struct  TEXTURE_DESC
 Descriptor structure used for initialization of a Texture. More...
 
class  TextureAtlasLayout
 Organizes a set of textures into a single larger texture (an atlas) by minimizing empty space. More...
 
class  TextureAtlasUtility
 Utility class used for texture atlas layouts. More...
 
class  TextureImportOptions
 Contains import options you may use to control how is a texture imported. More...
 
class  TextureManager
 Defines interface for creation of textures. More...
 
class  TextureProperties
 Properties of a Texture. More...
 
struct  TextureSurface
 References a subset of surfaces within a texture. More...
 
struct  TGpuBufferType
 
struct  TGpuBufferType< false >
 
struct  TGpuBufferType< true >
 
class  TGpuDataParam
 A handle that allows you to set a GpuProgram parameter. More...
 
struct  TGpuDataParamInfo
 Helper structure whose specializations convert an engine data type into a GPU program data parameter type. More...
 
struct  TGpuDataParamInfo< Color >
 
struct  TGpuDataParamInfo< float >
 
struct  TGpuDataParamInfo< int >
 
struct  TGpuDataParamInfo< Matrix2 >
 
struct  TGpuDataParamInfo< Matrix2x3 >
 
struct  TGpuDataParamInfo< Matrix2x4 >
 
struct  TGpuDataParamInfo< Matrix3 >
 
struct  TGpuDataParamInfo< Matrix3x2 >
 
struct  TGpuDataParamInfo< Matrix3x4 >
 
struct  TGpuDataParamInfo< Matrix4 >
 
struct  TGpuDataParamInfo< Matrix4x2 >
 
struct  TGpuDataParamInfo< Matrix4x3 >
 
struct  TGpuDataParamInfo< Vector2 >
 
struct  TGpuDataParamInfo< Vector2I >
 
struct  TGpuDataParamInfo< Vector3 >
 
struct  TGpuDataParamInfo< Vector3I >
 
struct  TGpuDataParamInfo< Vector4 >
 
struct  TGpuDataParamInfo< Vector4I >
 
struct  TGpuParamBlockBufferPtrType
 
struct  TGpuParamBlockBufferPtrType< false >
 
struct  TGpuParamBlockBufferPtrType< true >
 
struct  TGpuParamBlockBufferType
 
struct  TGpuParamBlockBufferType< false >
 
struct  TGpuParamBlockBufferType< true >
 
class  TGpuParamBuffer
 A handle that allows you to set a GpuProgram parameter. More...
 
struct  TGpuParamBufferType
 
struct  TGpuParamBufferType< false >
 
struct  TGpuParamBufferType< true >
 
class  TGpuParamLoadStoreTexture
 A handle that allows you to set a GpuProgram parameter. More...
 
class  TGpuParams
 Templated version of GpuParams that contains functionality for both sim and core thread versions of stored data. More...
 
struct  TGpuParamSamplerStateType
 
struct  TGpuParamSamplerStateType< false >
 
struct  TGpuParamSamplerStateType< true >
 
class  TGpuParamSampState
 A handle that allows you to set a GpuProgram parameter. More...
 
struct  TGpuParamsPtrType
 
struct  TGpuParamsPtrType< false >
 
struct  TGpuParamsPtrType< true >
 
class  TGpuParamsSet
 Contains a set of GpuParams used for a single technique within a Material. More...
 
struct  TGpuParamsSetType
 
struct  TGpuParamsSetType< false >
 
struct  TGpuParamsSetType< true >
 
class  TGpuParamStruct
 A handle that allows you to set a GpuProgram parameter. More...
 
struct  TGpuParamsType
 
struct  TGpuParamsType< false >
 
struct  TGpuParamsType< true >
 
struct  TGpuParamsTypes
 
struct  TGpuParamsTypes< false >
 
struct  TGpuParamsTypes< true >
 
class  TGpuParamTexture
 A handle that allows you to set a GpuProgram parameter. More...
 
struct  TGpuParamTextureType
 
struct  TGpuParamTextureType< false >
 
struct  TGpuParamTextureType< true >
 
struct  TGpuPipelineStateTypes
 Contains all data used by a GPU pipeline state, templated so it may contain both core and sim thread data. More...
 
struct  TGpuPipelineStateTypes< false >
 
struct  TGpuPipelineStateTypes< true >
 
struct  TGpuProgramType
 
struct  TGpuProgramType< false >
 
struct  TGpuProgramType< true >
 
class  TGraphicsPipelineState
 Templated version of GraphicsPipelineState so it can be used for both core and non-core versions of the pipeline state. More...
 
class  TGUIField
 Templated GUI field class that provides common methods needed for constructing an editor field. More...
 
class  ThreadBansheePolicy
 Banshee thread policy that performs special startup/shutdown on threads managed by thread pool. More...
 
class  ThreadNoPolicy
 Policy used for thread start & end used by the ThreadPool. More...
 
class  ThreadPool
 Class that maintains a pool of threads we can easily retrieve and use for any task. More...
 
class  Time
 Manages all time related functionality. More...
 
class  Timer
 Timer class used for querying high precision timers. More...
 
struct  TKeyframe
 Animation keyframe, represented as an endpoint of a cubic hermite spline. More...
 
class  TMaterial
 Material that controls how objects are rendered. More...
 
class  TMaterialDataParam
 A handle that allows you to set a Material parameter. More...
 
class  TMaterialParamBuffer
 A handle that allows you to set a Material parameter. More...
 
class  TMaterialParamLoadStoreTexture
 A handle that allows you to set a Material parameter. More...
 
class  TMaterialParams
 Common code that may be specialized for both MaterialParams and ct::MaterialParams. More...
 
class  TMaterialParamSampState
 A handle that allows you to set a Material parameter. More...
 
class  TMaterialParamStruct
 A handle that allows you to set a Material parameter. More...
 
struct  TMaterialParamsType
 
struct  TMaterialParamsType< false >
 
struct  TMaterialParamsType< true >
 
struct  TMaterialParamsTypes
 Helper typedefs that reference types used by either core or sim thread implementation of TMaterialParams<Core>. More...
 
struct  TMaterialParamsTypes< false >
 
struct  TMaterialParamsTypes< true >
 
class  TMaterialParamTexture
 A handle that allows you to set a Material parameter. More...
 
struct  TMaterialPtrType
 
struct  TMaterialPtrType< false >
 
struct  TMaterialPtrType< true >
 
struct  TMaterialType
 
struct  TMaterialType< false >
 
struct  TMaterialType< true >
 
struct  TMeshType
 
struct  TMeshType< false >
 
struct  TMeshType< true >
 
struct  TNamedAnimationCurve
 An animation curve and its name. More...
 
struct  TonemappingSettings
 Settings that control tonemap post-process. More...
 
class  ToolbarItemManager
 Tracks toolbar items that are registered in managed code using the ToolbarItem attribute. More...
 
class  Torus
 Represents a torus at the world center. More...
 
class  TPass
 Class defining a single pass of a technique (of a material). More...
 
struct  TPassType
 
struct  TPassType< false >
 
struct  TPassType< true >
 
struct  TPassTypes
 Contains all data used by a pass, templated so it may contain both core and sim thread data. More...
 
struct  TPassTypes< false >
 
struct  TPassTypes< true >
 
class  TPooledThread
 Wrapper around a thread that is used within ThreadPool. More...
 
class  TransientMesh
 Represents a single mesh entry in the MeshHeap. More...
 
struct  TransposePolicy
 Policy class that allows us to re-use this template class for matrices which might need transposing, and other types which do not. More...
 
struct  TransposePolicy< Matrix3 >
 Transpose policy for 3x3 matrix. More...
 
struct  TransposePolicy< Matrix4 >
 Transpose policy for 4x4 matrix. More...
 
struct  TransposePolicy< MatrixNxM< N, M > >
 Transpose policy for NxM matrix. More...
 
class  TReflectionProbe
 Templated base class for both core and sim thread implementations of a reflection probe. More...
 
class  TRenderable
 Renderable represents any visible object in the scene. More...
 
class  TResourceHandle
 Represents a handle to a resource. More...
 
class  TResourceHandleBase
 Represents a handle to a resource. More...
 
class  TResourceHandleBase< false >
 Specialization of TResourceHandleBase for normal (non-weak) handles. More...
 
class  TResourceHandleBase< true >
 Specialization of TResourceHandleBase for weak handles. More...
 
struct  TSamplerStateType
 
struct  TSamplerStateType< false >
 
struct  TSamplerStateType< true >
 
class  TScriptCollider
 A more specialized version of ScriptObject that allows the constructor to set the native collider. More...
 
class  TScriptComponent
 Base class for a specific builtin component's interop object. More...
 
class  TScriptGUIElement
 A more specialized implementation of ScriptGUIElementTBase that references a specific GUI element type instead of the generic GUIElement. More...
 
class  TScriptGUIElementBase
 A more specialized implementation of ScriptGUIElementBaseTBase that references a specific GUI element type instead of the generic GUIElementBase. More...
 
class  TScriptJoint
 A more specialized version of ScriptObject that allows the constructor to set the native joint. More...
 
class  TScriptResource
 Base class for a specific resource's interop object. More...
 
class  TShader
 Templated version of Shader used for implementing both sim and core thread variants. More...
 
struct  TSHADER_DESC
 Structure used for initializing a shader. More...
 
struct  TShaderType
 
struct  TShaderType< false >
 
struct  TShaderType< true >
 
class  TSkybox
 Templated base class for both core and sim thread implementations of a skybox. More...
 
class  TTechnique
 Templated class that is used for implementing both sim and core versions of Technique. More...
 
struct  TTechniqueType
 
struct  TTechniqueType< false >
 
struct  TTechniqueType< true >
 
struct  TTextureType
 
struct  TTextureType< false >
 
struct  TTextureType< true >
 
class  TThreadPool
 Constructs a new thread pool. More...
 
class  UndoRedo
 Provides functionality to undo or redo recently performed operations in the editor. More...
 
class  UnitTestException
 Exception for signaling an error in an unit test. More...
 
class  Utility
 Static class containing various utility methods that do not fit anywhere else. More...
 
class  UUIDGenerator
 Utility class for generating universally unique identifiers. More...
 
struct  UVWAddressingMode
 Texture addressing mode, per component. More...
 
class  Vector2
 A two dimensional vector. More...
 
struct  Vector2I
 A two dimensional vector with integer coordinates. More...
 
class  Vector3
 A three dimensional vector. More...
 
class  Vector4
 A four dimensional vector. More...
 
struct  VectorNI
 A N dimensional vector with integer coordinates. More...
 
struct  VERTEX_BUFFER_DESC
 Descriptor structure used for initialization of a VertexBuffer. More...
 
class  VertexBuffer
 Specialization of a hardware buffer used for holding vertex data. More...
 
class  VertexBufferProperties
 Contains information about a vertex buffer buffer. More...
 
class  VertexDataDesc
 Contains information about layout of vertices in a buffer. More...
 
class  VertexDeclaration
 Describes a set of vertex elements, used for describing contents of a vertex buffer or inputs to a vertex GPU program. More...
 
class  VertexDeclarationProperties
 Contains information about a vertex declaration. More...
 
class  VertexElement
 Describes a single vertex element in a vertex declaration. More...
 
class  VertexElemIter
 Iterator that allows you to easily populate or read vertex elements in MeshData. More...
 
class  VideoMode
 Video mode contains information about how a render window presents its information to an output device like a monitor. More...
 
class  VideoModeInfo
 Contains information about available output devices (for example monitor) and their video modes. More...
 
class  VideoOutputInfo
 Contains information about a video output device, including a list of all available video modes. More...
 
class  Viewport
 Viewport provides you with a way to render to only a part of a RenderTarget. More...
 
class  ViewportBase
 Viewport provides you with a way to render to only a part of a RenderTarget. More...
 
struct  VIRTUAL_AXIS_DESC
 Describes a virtual axis. More...
 
struct  VIRTUAL_BUTTON_DESC
 Describes a virtual button. More...
 
class  VirtualAxis
 Identifier for a virtual axis. More...
 
class  VirtualButton
 Identifier for a virtual button. More...
 
class  VirtualInput
 Handles virtual input that allows you to receive virtual input events that hide the actual physical input, allowing you to easily change the input keys while being transparent to the external code. More...
 
class  VSCodeEditor
 Code editor implementation that handles interacting with Microsoft Visual Studio. More...
 
class  VSCodeEditorFactory
 Code editor factory used for creating specific instances of the Visual Studio code editor object. More...
 
class  VulkanRenderTexture
 Vulkan implementation of a render texture. More...
 
class  VulkanRenderWindowManager
 Handles creation and internal updates relating to render windows. More...
 
class  VulkanTextureManager
 Handles creation of Vulkan textures. More...
 
class  WaveDecoder
 Decodes .WAV audio data into raw PCM format. More...
 
struct  WhiteBalanceSettings
 Settings that control white balance post-process. More...
 
class  Win32DropTarget
 Called by the OS when various drag and drop actions are performed over a window this control is registered for. More...
 
class  Win32Platform
 Contains the main message loop. More...
 
class  Win32PlatformUtility
 Provides access to various Windows specific utility functions. More...
 
class  Win32RenderWindow
 Render window implementation for Windows. More...
 
class  Win32RenderWindowProperties
 Contains various properties that describe a render window. More...
 
class  Win32Window
 Represents a Windows native window. More...
 
struct  WINDOW_DESC
 Descriptor used for creating a platform specific native window. More...
 
class  WindowFrameWidget
 A GUIWidget specialization that when attached to a window will create a window border, window background and provide resize functionality. More...
 
struct  WindowNonClientAreaData
 Contains a list of window move and resize non client areas. More...
 
struct  WinPlatformInfo
 Contains Windows specific per-platform information used primarily for build purposes. More...
 

Typedefs

typedef UINT32 RGBA
 
typedef UINT32 ARGB
 
typedef UINT32 ABGR
 
typedef UINT32 BGRA
 
typedef List< SPtr< DataStream > > DataStreamList
 
typedef SPtr< DataStreamList > DataStreamListPtr
 
typedef std::basic_string< char, std::char_traits< char >, StdAlloc< char, FrameAlloc > > FrameString
 String allocated with a frame allocator. More...
 
typedef std::basic_string< wchar_t, std::char_traits< wchar_t >, StdAlloc< wchar_t, FrameAlloc > > FrameWString
 WString allocated with a frame allocator. More...
 
template<typename T , typename A = StdAlloc<T, FrameAlloc>>
using FrameVector = std::vector< T, A >
 Vector allocated with a frame allocator. More...
 
template<typename T , typename A = StdAlloc<T, FrameAlloc>>
using FrameStack = std::stack< T, std::deque< T, A > >
 Stack allocated with a frame allocator. More...
 
template<typename T , typename A = StdAlloc<T, FrameAlloc>>
using FrameQueue = std::queue< T, std::deque< T, A >>
 Queue allocated with a frame allocator. More...
 
template<typename T , typename P = std::less<T>, typename A = StdAlloc<T, FrameAlloc>>
using FrameSet = std::set< T, P, A >
 Set allocated with a frame allocator. More...
 
template<typename K , typename V , typename P = std::less<K>, typename A = StdAlloc<std::pair<const K, V>, FrameAlloc>>
using FrameMap = std::map< K, V, P, A >
 Map allocated with a frame allocator. More...
 
template<typename T , typename H = std::hash<T>, typename C = std::equal_to<T>, typename A = StdAlloc<T, FrameAlloc>>
using FrameUnorderedSet = std::unordered_set< T, H, C, A >
 UnorderedSet allocated with a frame allocator. More...
 
template<typename K , typename V , typename H = std::hash<K>, typename C = std::equal_to<K>, typename A = StdAlloc<std::pair<const K, V>, FrameAlloc>>
using FrameUnorderedMap = std::unordered_map< K, V, H, C, A >
 UnorderedMap allocated with a frame allocator. More...
 
typedef MatrixNxM< 2, 2 > Matrix2
 
typedef MatrixNxM< 2, 3 > Matrix2x3
 
typedef MatrixNxM< 2, 4 > Matrix2x4
 
typedef MatrixNxM< 3, 2 > Matrix3x2
 
typedef MatrixNxM< 3, 4 > Matrix3x4
 
typedef MatrixNxM< 4, 2 > Matrix4x2
 
typedef MatrixNxM< 4, 3 > Matrix4x3
 
typedef Vector< PlanePlaneList
 
template<typename Key >
using HashType = typename std::conditional< std::is_enum< Key >::value, EnumClassHash, std::hash< Key >>::type
 
template<typename T , typename A = StdAlloc<T>>
using Deque = std::deque< T, A >
 Double ended queue. More...
 
template<typename T , typename A = StdAlloc<T>>
using Vector = std::vector< T, A >
 Dynamically sized array that stores element contigously. More...
 
template<typename T , typename A = StdAlloc<T>>
using List = std::list< T, A >
 Container that supports constant time insertion and removal, but without fast random access to elements. More...
 
template<typename T , typename A = StdAlloc<T>>
using Stack = std::stack< T, std::deque< T, A >>
 First-in, last-out data structure. More...
 
template<typename T , typename A = StdAlloc<T>>
using Queue = std::queue< T, std::deque< T, A >>
 First-in, first-out data structure. More...
 
template<typename T , typename P = std::less<T>, typename A = StdAlloc<T>>
using Set = std::set< T, P, A >
 An associative container containing an ordered set of elements. More...
 
template<typename K , typename V , typename P = std::less<K>, typename A = StdAlloc<std::pair<const K, V>>>
using Map = std::map< K, V, P, A >
 An associative container containing an ordered set of key-value pairs. More...
 
template<typename K , typename V , typename P = std::less<K>, typename A = StdAlloc<std::pair<const K, V>>>
using MultiMap = std::multimap< K, V, P, A >
 An associative container containing an ordered set of key-value pairs where multiple elements can have the same key. More...
 
template<typename T , typename H = HashType<T>, typename C = std::equal_to<T>, typename A = StdAlloc<T>>
using UnorderedSet = std::unordered_set< T, H, C, A >
 An associative container containing an unordered set of elements. More...
 
template<typename K , typename V , typename H = HashType<K>, typename C = std::equal_to<K>, typename A = StdAlloc<std::pair<const K, V>>>
using UnorderedMap = std::unordered_map< K, V, H, C, A >
 An associative container containing an ordered set of key-value pairs. More...
 
template<typename K , typename V , typename H = HashType<K>, typename C = std::equal_to<K>, typename A = StdAlloc<std::pair<const K, V>>>
using UnorderedMultimap = std::unordered_multimap< K, V, H, C, A >
 An associative container containing an ordered set of key-value pairs where multiple elements can have the same key. More...
 
template<typename T >
using SPtr = std::shared_ptr< T >
 Smart pointer that retains shared ownership of an project through a pointer. More...
 
template<typename T , typename Alloc = GenAlloc>
using UPtr = std::unique_ptr< T, decltype(&bs_delete< T, Alloc >)>
 Smart pointer that retains shared ownership of an project through a pointer. More...
 
template<typename T >
using BasicString = std::basic_string< T, std::char_traits< T >, StdAlloc< T > >
 Basic string that uses Banshee memory allocators. More...
 
template<typename T >
using BasicStringStream = std::basic_stringstream< T, std::char_traits< T >, StdAlloc< T > >
 Basic string stream that uses Banshee memory allocators. More...
 
typedef BasicString< wchar_t > WString
 Wide string used primarily for handling Unicode text. More...
 
typedef BasicString< char > String
 Narrow string used primarily for handling ASCII text. More...
 
typedef BasicStringStream< wchar_t > WStringStream
 Wide string stream used for primarily for constructing strings consisting of Unicode text. More...
 
typedef BasicStringStream< char > StringStream
 Wide string stream used for primarily for constructing strings consisting of ASCII text. More...
 
typedef char INT8
 
typedef unsigned char UINT8
 
typedef short INT16
 
typedef unsigned short UINT16
 
typedef int INT32
 
typedef unsigned int UINT32
 
typedef unsigned long long UINT64
 
typedef long long INT64
 
typedef VectorNI< 3 > Vector3I
 
typedef VectorNI< 4 > Vector4I
 
typedef Flags< AnimDirtyStateFlagAnimDirtyState
 
typedef Flags< AnimationCurveFlagAnimationCurveFlags
 
typedef Flags< CameraFlagCameraFlags
 
typedef Flags< CharacterCollisionFlagCharacterCollisionFlags
 Reports in which directions is the character colliding with other objects. More...
 
typedef Flags< RenderSurfaceMaskBitsRenderSurfaceMask
 
typedef Map< String, StringNameValuePairList
 
typedef Flags< ComponentFlagComponentFlags
 
typedef TCoreThreadQueue< CommandQueueNoSyncCoreThreadQueue
 
typedef ResourceHandle< ResourceHResource
 
typedef ResourceHandle< TextureHTexture
 
typedef ResourceHandle< MeshHMesh
 
typedef ResourceHandle< MaterialHMaterial
 
typedef ResourceHandle< ShaderIncludeHShaderInclude
 
typedef ResourceHandle< FontHFont
 
typedef ResourceHandle< ShaderHShader
 
typedef ResourceHandle< PrefabHPrefab
 
typedef ResourceHandle< StringTableHStringTable
 
typedef ResourceHandle< PhysicsMaterialHPhysicsMaterial
 
typedef ResourceHandle< PhysicsMeshHPhysicsMesh
 
typedef ResourceHandle< AudioClipHAudioClip
 
typedef ResourceHandle< AnimationClipHAnimationClip
 
typedef GameObjectHandle< GameObjectHGameObject
 
typedef GameObjectHandle< SceneObjectHSceneObject
 
typedef GameObjectHandle< ComponentHComponent
 
typedef GameObjectHandle< CCameraHCamera
 
typedef GameObjectHandle< CRenderableHRenderable
 
typedef GameObjectHandle< CLightHLight
 
typedef GameObjectHandle< CAnimationHAnimation
 
typedef GameObjectHandle< CBoneHBone
 
typedef GameObjectHandle< CRigidbodyHRigidbody
 
typedef GameObjectHandle< CColliderHCollider
 
typedef GameObjectHandle< CBoxColliderHBoxCollider
 
typedef GameObjectHandle< CSphereColliderHSphereCollider
 
typedef GameObjectHandle< CCapsuleColliderHCapsuleCollider
 
typedef GameObjectHandle< CPlaneColliderHPlaneCollider
 
typedef GameObjectHandle< CJointHJoint
 
typedef GameObjectHandle< CHingeJointHHingeJoint
 
typedef GameObjectHandle< CSliderJointHSliderJoint
 
typedef GameObjectHandle< CDistanceJointHDistanceJoint
 
typedef GameObjectHandle< CSphericalJointHSphericalJoint
 
typedef GameObjectHandle< CFixedJointHFixedJoint
 
typedef GameObjectHandle< CD6JointHD6Joint
 
typedef GameObjectHandle< CCharacterControllerHCharacterController
 
typedef GameObjectHandle< CReflectionProbeHReflectionProbe
 
typedef GameObjectHandle< CSkyboxHSkybox
 
typedef std::basic_string< char, std::char_traits< char >, StdAlloc< char, ProfilerAlloc > > ProfilerString
 
template<typename T , typename A = StdAlloc<T, ProfilerAlloc>>
using ProfilerVector = std::vector< T, A >
 
template<typename T , typename A = StdAlloc<T, ProfilerAlloc>>
using ProfilerStack = std::stack< T, std::deque< T, A >>
 
typedef Flags< CoreThreadQueueFlagCoreThreadQueueFlags
 
typedef SPtr< GameObjectInstanceDataGameObjectInstanceDataPtr
 
typedef TGpuDataParam< float, false > GpuParamFloat
 
typedef TGpuDataParam< Vector2, false > GpuParamVec2
 
typedef TGpuDataParam< Vector3, false > GpuParamVec3
 
typedef TGpuDataParam< Vector4, false > GpuParamVec4
 
typedef TGpuDataParam< int, false > GpuParamInt
 
typedef TGpuDataParam< Vector2I, false > GpuParamVec2I
 
typedef TGpuDataParam< Vector3I, false > GpuParamVec3I
 
typedef TGpuDataParam< Vector4I, false > GpuParamVec4I
 
typedef TGpuDataParam< Matrix3, false > GpuParamMat3
 
typedef TGpuDataParam< Matrix4, false > GpuParamMat4
 
typedef TGpuDataParam< Color, false > GpuParamColor
 
typedef TGpuParamStruct< false > GpuParamStruct
 
typedef TGpuParamTexture< false > GpuParamTexture
 
typedef TGpuParamBuffer< false > GpuParamBuffer
 
typedef TGpuParamSampState< false > GpuParamSampState
 
typedef TGpuParamLoadStoreTexture< false > GpuParamLoadStoreTexture
 
typedef TMaterialDataParam< float, false > MaterialParamFloat
 
typedef TMaterialDataParam< Vector2, false > MaterialParamVec2
 
typedef TMaterialDataParam< Vector3, false > MaterialParamVec3
 
typedef TMaterialDataParam< Vector4, false > MaterialParamVec4
 
typedef TMaterialDataParam< int, false > MaterialParamInt
 
typedef TMaterialDataParam< Vector2I, false > MaterialParamVec2I
 
typedef TMaterialDataParam< Vector3I, false > MaterialParamVec3I
 
typedef TMaterialDataParam< Vector4I, false > MaterialParamVec4I
 
typedef TMaterialDataParam< Matrix3, false > MaterialParamMat3
 
typedef TMaterialDataParam< Matrix4, false > MaterialParamMat4
 
typedef TMaterialDataParam< Color, false > MaterialParamColor
 
typedef TMaterialParamStruct< false > MaterialParamStruct
 
typedef TMaterialParamTexture< false > MaterialParamTexture
 
typedef TMaterialParamLoadStoreTexture< false > MaterialParamLoadStoreTexture
 
typedef TMaterialParamBuffer< false > MaterialParamBuffer
 
typedef TMaterialParamSampState< false > MaterialParamSampState
 
typedef Flags< PhysicsFlagPhysicsFlags
 Reports in which directions is the character colliding with other objects. More...
 
typedef Flags< MirrorModeBitsMirrorMode
 
typedef Flags< RenderAPIFeatureFlagRenderAPIFeatures
 
template<typename T >
using ResourceHandle = TResourceHandle< T, false >
 Represents a handle to a resource. More...
 
template<typename T >
using WeakResourceHandle = TResourceHandle< T, true >
 Represents a handle to a resource. More...
 
typedef Flags< ResourceLoadFlagResourceLoadFlags
 
typedef TSHADER_DESC< false > SHADER_DESC
 
typedef Flags< GUISliderHandleFlagGUISliderHandleFlags
 
typedef GameObjectHandle< CGUIWidgetHGUIWidget
 
typedef GameObjectHandle< CProfilerOverlayHProfilerOverlay
 
typedef ResourceHandle< SpriteTextureHSpriteTexture
 
typedef ResourceHandle< PlainTextHPlainText
 
typedef ResourceHandle< ScriptCodeHScriptCode
 
typedef ResourceHandle< GUISkinHGUISkin
 
typedef ServiceLocator< GUIResourceTreeViewResourceTreeViewLocator
 
typedef ServiceLocator< GUISceneTreeViewSceneTreeViewLocator
 
typedef Flags< PhysXObjectFilterFlagPhysXObjectFilterFlags
 Flags used on PhysX shape filters. More...
 
typedef Flags< ScriptFieldFlagScriptFieldFlags
 
typedef GameObjectHandle< ManagedComponentHManagedComponent
 
typedef ResourceHandle< ManagedResourceHManagedResource
 

Enumerations

enum  FrustumPlane {
  FRUSTUM_PLANE_NEAR = 0, FRUSTUM_PLANE_FAR = 1, FRUSTUM_PLANE_LEFT = 2, FRUSTUM_PLANE_RIGHT = 3,
  FRUSTUM_PLANE_TOP = 4, FRUSTUM_PLANE_BOTTOM = 5
}
 Clip planes that form the camera frustum (visible area). More...
 
enum  StringEncoding { UTF8 = 1, UTF16 = 2 }
 Supported encoding types for strings. More...
 
enum  DebugChannel {
  Debug, Warning, Error, CompilerWarning,
  CompilerError
}
 Available types of channels that debug messages can be logged to. More...
 
enum  EulerAngleOrder {
  XYZ, XZY, YXZ, YZX,
  ZXY, ZYX
}
 Values that represent in which order are euler angles applied when used in transformations. More...
 
enum  BS_ZERO { BsZero }
 Enum used for object construction specifying the object should be zero initializes. More...
 
enum  BS_IDENTITY { BsIdentity }
 Enum used for matrix/quaternion constructor specifying it should be initialized with an identity value. More...
 
enum  WindowBorder { Normal, None, Fixed }
 Enum that defines possible window border styles. More...
 
enum  TypeID_Utility {
  TID_Abstract = 50, TID_WString = 51, TID_Path = 52, TID_Vector = 53,
  TID_Map = 54, TID_UnorderedMap = 55, TID_Pair = 56, TID_Set = 57,
  TID_StringID = 58, TID_SerializedInstance = 59, TID_SerializedField = 60, TID_SerializedObject = 61,
  TID_SerializedArray = 62, TID_SerializedEntry = 63, TID_SerializedArrayEntry = 64, TID_SerializedSubObject = 65,
  TID_UnorderedSet = 66, TID_SerializedDataBlock = 67, TID_Flags = 68, TID_IReflectable = 69
}
 
enum  FileDialogType {
  OpenFile = 0x0, OpenFolder = 0x1, Save = 0x2, Multiselect = 0x10000,
  TypeMask = 0xFFFF
}
 Possible type of platform file dialogs. More...
 
enum  SerializableFieldType { SerializableFT_Plain, SerializableFT_DataBlock, SerializableFT_Reflectable, SerializableFT_ReflectablePtr }
 Types of fields we can serialize: More...
 
enum  RTTIFieldFlag { RTTI_Flag_WeakRef = 0x01, RTTI_Flag_SkipInReferenceSearch = 0x02 }
 Various flags you can assign to RTTI fields. More...
 
enum  TaskPriority {
  VeryLow = 98, Low = 99, Normal = 100, High = 101,
  VeryHigh = 102
}
 Task priority. More...
 
enum  AnimWrapMode { Loop, Clamp }
 Determines how an animation clip behaves when it reaches the end. More...
 
enum  AnimDirtyStateFlag {
  Clean = 0, Value = 1 << 0, Layout = 1 << 1, All = 1 << 2,
  Culling = 1 << 3, MorphWeights = 1 << 4
}
 Flags that determine which portion of Animation was changed and needs to be updated. More...
 
enum  AnimPlaybackType { Normal, Sampled, None }
 Type of playback for animation clips. More...
 
enum  CurveType {
  Position, Rotation, Scale, Generic,
  MorphFrame, MorphWeight, Count
}
 Types of curves in an AnimationClip. More...
 
enum  AnimationCurveFlag { ImportedCurve = 1 << 0, MorphFrame = 1 << 1, MorphWeight = 1 << 2 }
 Flags that described an TAnimationCurve<T>. More...
 
enum  AudioFormat { PCM, VORBIS }
 Valid internal engine audio formats. More...
 
enum  AudioReadMode { LoadDecompressed, LoadCompressed, Stream }
 Modes that determine how and when is audio data read. More...
 
enum  AudioSourceState { Playing, Paused, Stopped }
 Valid states in which AudioSource can be in. More...
 
enum  CameraDirtyFlag { Transform = 1<<0, Everything = 1<<1, PostProcess = 1<<2 }
 Signals which portion of a Camera is dirty. More...
 
enum  CameraFlag { Overlay = 1 << 0, HDR = 1 << 1, NoLighting = 1 << 2 }
 Flags that describe a camera. More...
 
enum  CharacterClimbingMode { Normal, Constrained }
 Controls climbing behaviour for a capsule character controller. More...
 
enum  CharacterNonWalkableMode { Prevent, PreventAndSlide }
 Controls behaviour when a character controller reaches a slope thats larger than its slope offset. More...
 
enum  CharacterCollisionFlag { Sides = 0x1, Up = 0x2, Down = 0x4 }
 Reports in which directions is the character colliding with other objects. More...
 
enum  BlendFactor {
  BF_ONE, BF_ZERO, BF_DEST_COLOR, BF_SOURCE_COLOR,
  BF_INV_DEST_COLOR, BF_INV_SOURCE_COLOR, BF_DEST_ALPHA, BF_SOURCE_ALPHA,
  BF_INV_DEST_ALPHA, BF_INV_SOURCE_ALPHA
}
 Factors used when blending new pixels with existing pixels. More...
 
enum  BlendOperation {
  BO_ADD, BO_SUBTRACT, BO_REVERSE_SUBTRACT, BO_MIN,
  BO_MAX
}
 Operations that determines how are blending factors combined. More...
 
enum  CompareFunction {
  CMPF_ALWAYS_FAIL, CMPF_ALWAYS_PASS, CMPF_LESS, CMPF_LESS_EQUAL,
  CMPF_EQUAL, CMPF_NOT_EQUAL, CMPF_GREATER_EQUAL, CMPF_GREATER
}
 Comparison functions used for the depth/stencil buffer. More...
 
enum  TextureAddressingMode { TAM_WRAP, TAM_MIRROR, TAM_CLAMP, TAM_BORDER }
 Types of texture addressing modes that determine what happens when texture coordinates are outside of the valid range. More...
 
enum  FilterType { FT_MIN, FT_MAG, FT_MIP }
 Types of available filtering situations. More...
 
enum  FilterOptions {
  FO_NONE = 0, FO_POINT = 1, FO_LINEAR = 2, FO_ANISOTROPIC = 3,
  FO_USE_COMPARISON = 4
}
 Filtering options for textures. More...
 
enum  FrameBufferType { FBT_COLOR = 0x1, FBT_DEPTH = 0x2, FBT_STENCIL = 0x4 }
 Types of frame buffers. More...
 
enum  CullingMode { CULL_NONE = 0, CULL_CLOCKWISE = 1, CULL_COUNTERCLOCKWISE = 2 }
 Types of culling that determine how (and if) hardware discards faces with certain winding order. More...
 
enum  PolygonMode { PM_WIREFRAME = 1, PM_SOLID = 2 }
 Polygon mode to use when rasterizing. More...
 
enum  StencilOperation {
  SOP_KEEP, SOP_ZERO, SOP_REPLACE, SOP_INCREMENT,
  SOP_DECREMENT, SOP_INCREMENT_WRAP, SOP_DECREMENT_WRAP, SOP_INVERT
}
 Types of action that can happen on the stencil buffer. More...
 
enum  DrawOperationType {
  DOT_POINT_LIST = 1, DOT_LINE_LIST = 2, DOT_LINE_STRIP = 3, DOT_TRIANGLE_LIST = 4,
  DOT_TRIANGLE_STRIP = 5, DOT_TRIANGLE_FAN = 6
}
 Describes operation that will be used for rendering a certain set of vertices. More...
 
enum  IndexType { IT_16BIT, IT_32BIT }
 Type of the indices used, used for determining size. More...
 
enum  GpuLockOptions {
  GBL_READ_WRITE, GBL_WRITE_ONLY_DISCARD, GBL_WRITE_ONLY_DISCARD_RANGE, GBL_READ_ONLY,
  GBL_WRITE_ONLY_NO_OVERWRITE, GBL_WRITE_ONLY
}
 These values represent a hint to the driver when locking a hardware buffer. More...
 
enum  GpuProgramType {
  GPT_VERTEX_PROGRAM, GPT_FRAGMENT_PROGRAM, GPT_GEOMETRY_PROGRAM, GPT_DOMAIN_PROGRAM,
  GPT_HULL_PROGRAM, GPT_COMPUTE_PROGRAM, GPT_COUNT
}
 Types of programs that may run on GPU. More...
 
enum  GpuBufferUsage { GBU_STATIC = 0x01, GBU_DYNAMIC = 0x02 }
 Values that represent hardware buffer usage. More...
 
enum  GpuBufferType {
  GBT_STANDARD, GBT_STRUCTURED, GBT_RAW, GBT_INDIRECTARGUMENT,
  GBT_APPENDCONSUME
}
 Types of generic GPU buffers that may be attached to GPU programs. More...
 
enum  GpuBufferFormat {
  BF_16X1F, BF_16X2F, BF_16X4F, BF_32X1F,
  BF_32X2F, BF_32X3F, BF_32X4F, BF_8X1,
  BF_8X2, BF_8X4, BF_16X1, BF_16X2,
  BF_16X4, BF_8X1S, BF_8X2S, BF_8X4S,
  BF_16X1S, BF_16X2S, BF_16X4S, BF_32X1S,
  BF_32X2S, BF_32X3S, BF_32X4S, BF_8X1U,
  BF_8X2U, BF_8X4U, BF_16X1U, BF_16X2U,
  BF_16X4U, BF_32X1U, BF_32X2U, BF_32X3U,
  BF_32X4U, BF_COUNT, BF_UNKNOWN = 0xffff
}
 Types of valid formats used for standard GPU buffers. More...
 
enum  GpuViewUsage { GVU_DEFAULT = 0x01, GVU_RENDERTARGET = 0x02, GVU_DEPTHSTENCIL = 0x04, GVU_RANDOMWRITE = 0x08 }
 Different types of GPU views that control how GPU sees a hardware buffer. More...
 
enum  GpuDeviceFlags {
  GDF_DEFAULT = 0, GDF_PRIMARY = 0x01, GDF_GPU2 = 0x02, GDF_GPU3 = 0x04,
  GDF_GPU4 = 0x08, GDF_GPU5 = 0x10
}
 Combineable set of bits that describe a set of physical GPU's. More...
 
enum  GpuParamBlockUsage { GPBU_STATIC, GPBU_DYNAMIC }
 Type of parameter block usages. More...
 
enum  GpuParamType { GPT_DATA, GPT_TEXTURE, GPT_BUFFER, GPT_SAMPLER }
 Type of a parameter in a GPU program. More...
 
enum  GpuParamDataType {
  GPDT_FLOAT1 = 1, GPDT_FLOAT2 = 2, GPDT_FLOAT3 = 3, GPDT_FLOAT4 = 4,
  GPDT_MATRIX_2X2 = 11, GPDT_MATRIX_2X3 = 12, GPDT_MATRIX_2X4 = 13, GPDT_MATRIX_3X2 = 14,
  GPDT_MATRIX_3X3 = 15, GPDT_MATRIX_3X4 = 16, GPDT_MATRIX_4X2 = 17, GPDT_MATRIX_4X3 = 18,
  GPDT_MATRIX_4X4 = 19, GPDT_INT1 = 20, GPDT_INT2 = 21, GPDT_INT3 = 22,
  GPDT_INT4 = 23, GPDT_BOOL = 24, GPDT_STRUCT = 25, GPDT_COLOR = 26,
  GPDT_COUNT = 27, GPDT_UNKNOWN = 0xffff
}
 Type of GPU data parameters that can be used as inputs to a GPU program. More...
 
enum  TextureType { TEX_TYPE_1D = 1, TEX_TYPE_2D = 2, TEX_TYPE_3D = 3, TEX_TYPE_CUBE_MAP = 4 }
 Available texture types. More...
 
enum  ProjectionType { PT_ORTHOGRAPHIC, PT_PERSPECTIVE }
 Projection type to use by the camera. More...
 
enum  GpuParamObjectType {
  GPOT_SAMPLER1D = 1, GPOT_SAMPLER2D = 2, GPOT_SAMPLER3D = 3, GPOT_SAMPLERCUBE = 4,
  GPOT_SAMPLER2DMS = 5, GPOT_TEXTURE1D = 11, GPOT_TEXTURE2D = 12, GPOT_TEXTURE3D = 13,
  GPOT_TEXTURECUBE = 14, GPOT_TEXTURE2DMS = 15, GPOT_BYTE_BUFFER = 32, GPOT_STRUCTURED_BUFFER = 33,
  GPOT_RWTYPED_BUFFER = 41, GPOT_RWBYTE_BUFFER = 42, GPOT_RWSTRUCTURED_BUFFER = 43, GPOT_RWSTRUCTURED_BUFFER_WITH_COUNTER = 44,
  GPOT_RWAPPEND_BUFFER = 45, GPOT_RWCONSUME_BUFFER = 46, GPOT_RWTEXTURE1D = 50, GPOT_RWTEXTURE2D = 51,
  GPOT_RWTEXTURE3D = 52, GPOT_RWTEXTURE2DMS = 53, GPOT_TEXTURE1DARRAY = 54, GPOT_TEXTURE2DARRAY = 55,
  GPOT_TEXTURECUBEARRAY = 56, GPOT_TEXTURE2DMSARRAY = 57, GPOT_RWTEXTURE1DARRAY = 58, GPOT_RWTEXTURE2DARRAY = 59,
  GPOT_RWTEXTURE2DMSARRAY = 60, GPOT_UNKNOWN = 0xffff
}
 Type of GPU object parameters that can be used as inputs to a GPU program. More...
 
enum  GpuQueueType { GQT_GRAPHICS, GQT_COMPUTE, GQT_UPLOAD, GQT_COUNT }
 Types of GPU queues. More...
 
enum  BufferWriteType { BWT_NORMAL, BWT_DISCARD, BTW_NO_OVERWRITE }
 These values represent a hint to the driver when writing to a GPU buffer. More...
 
enum  QueuePriority { Opaque = 100000, Transparent = 90000, Skybox = 80000, Overlay = 70000 }
 Suggested queue priority numbers used for sorting objects in the render queue. More...
 
enum  QueueSortType { FrontToBack, BackToFront, None }
 Type of sorting to perform on an object when added to a render queue. More...
 
enum  ShaderFlags { Transparent = 0x1 }
 Flags that may be assigned to a shader that let the renderer know how to interpret the shader. More...
 
enum  PhysicsMeshType { Triangle, Convex }
 Valid types of a mesh used for physics. More...
 
enum  CubemapSourceType { Single, Faces, Spherical, Cylindrical }
 Determines the type of the source image for generating cubemaps. More...
 
enum  RenderSurfaceMaskBits {
  RT_NONE = 0, RT_COLOR0 = 1 << 0, RT_COLOR1 = 1 << 1, RT_COLOR2 = 1 << 2,
  RT_COLOR3 = 1 << 3, RT_COLOR4 = 1 << 4, RT_COLOR5 = 1 << 5, RT_COLOR6 = 1 << 6,
  RT_COLOR7 = 1 << 7, RT_DEPTH = 1 << 31, RT_ALL = 0xFF
}
 Bits that map to a specific surface of a render target. More...
 
enum  ObjectMobility { Movable, Immovable, Static }
 Controls what kind of mobility restrictions a scene object has. More...
 
enum  ComponentFlag { AlwaysRun = 1 }
 Flags that control behavior of a Component. More...
 
enum  TypeID_Core {
  TID_Texture = 1001, TID_Mesh = 1002, TID_MeshData = 1003, TID_VertexDeclaration = 1004,
  TID_VertexElementData = 1005, TID_Component = 1006, TID_ResourceHandle = 1009, TID_GpuProgram = 1010,
  TID_ResourceHandleData = 1011, TID_CgProgram = 1012, TID_Pass = 1014, TID_Technique = 1015,
  TID_Shader = 1016, TID_Material = 1017, TID_SamplerState = 1021, TID_BlendState = 1023,
  TID_RasterizerState = 1024, TID_DepthStencilState = 1025, TID_BLEND_STATE_DESC = 1034, TID_SHADER_DATA_PARAM_DESC = 1035,
  TID_SHADER_OBJECT_PARAM_DESC = 1036, TID_SHADER_PARAM_BLOCK_DESC = 1047, TID_ImportOptions = 1048, TID_Font = 1051,
  TID_FONT_DESC = 1052, TID_CHAR_DESC = 1053, TID_FontImportOptions = 1056, TID_FontBitmap = 1057,
  TID_SceneObject = 1059, TID_GameObject = 1060, TID_PixelData = 1062, TID_GpuResourceData = 1063,
  TID_VertexDataDesc = 1064, TID_MeshBase = 1065, TID_GameObjectHandleBase = 1066, TID_ResourceManifest = 1067,
  TID_ResourceManifestEntry = 1068, TID_EmulatedParamBlock = 1069, TID_TextureImportOptions = 1070, TID_ResourceMetaData = 1071,
  TID_ShaderInclude = 1072, TID_Viewport = 1073, TID_ResourceDependencies = 1074, TID_ShaderMetaData = 1075,
  TID_MeshImportOptions = 1076, TID_Prefab = 1077, TID_PrefabDiff = 1078, TID_PrefabObjectDiff = 1079,
  TID_PrefabComponentDiff = 1080, TID_CGUIWidget = 1081, TID_ProfilerOverlay = 1082, TID_StringTable = 1083,
  TID_LanguageData = 1084, TID_LocalizedStringData = 1085, TID_MaterialParamColor = 1086, TID_WeakResourceHandle = 1087,
  TID_TextureParamData = 1088, TID_StructParamData = 1089, TID_MaterialParams = 1090, TID_MaterialRTTIParam = 1091,
  TID_PhysicsMaterial = 1092, TID_CCollider = 1093, TID_CBoxCollider = 1094, TID_CSphereCollider = 1095,
  TID_CCapsuleCollider = 1096, TID_CPlaneCollider = 1097, TID_CRigidbody = 1098, TID_PhysicsMesh = 1099,
  TID_CMeshCollider = 1100, TID_CJoint = 1101, TID_CFixedJoint = 1102, TID_CDistanceJoint = 1103,
  TID_CHingeJoint = 1104, TID_CSphericalJoint = 1105, TID_CSliderJoint = 1106, TID_CD6Joint = 1107,
  TID_CCharacterController = 1108, TID_FPhysicsMesh = 1109, TID_ShaderImportOptions = 1110, TID_AudioClip = 1111,
  TID_AudioClipImportOptions = 1112, TID_CAudioListener = 1113, TID_CAudioSource = 1114, TID_AnimationClip = 1115,
  TID_AnimationCurve = 1116, TID_KeyFrame = 1117, TID_NamedAnimationCurve = 1118, TID_Skeleton = 1119,
  TID_SkeletonBoneInfo = 1120, TID_AnimationSplitInfo = 1121, TID_CAnimation = 1122, TID_AnimationEvent = 1123,
  TID_ImportedAnimationEvents = 1124, TID_CBone = 1125, TID_MaterialParamData = 1126, TID_PostProcessSettings = 1127,
  TID_MorphShape = 1128, TID_MorphShapes = 1129, TID_MorphChannel = 1130, TID_ReflectionProbe = 1131,
  TID_CReflectionProbe = 1132, TID_CachedTextureData = 1133, TID_Skybox = 1134, TID_CSkybox = 1135,
  TID_CCamera = 30000, TID_Camera = 30003, TID_CRenderable = 30001, TID_Renderable = 30004,
  TID_Light = 30011, TID_CLight = 30012
}
 
enum  CoreThreadQueueFlag { CTQF_Default = 0, CTQF_InternalQueue = 1 << 0, CTQF_BlockUntilComplete = 1 << 1 }
 Flags that control how is a command submitted to the command queue. More...
 
enum  JointBody { Target, Anchor }
 Specifies first or second body referenced by a Joint. More...
 
enum  FontRenderMode { Smooth, Raster, HintedSmooth, HintedRaster }
 Determines how is a font rendered into the bitmap texture. More...
 
enum  TransformChangedFlags { TCF_None = 0x00, TCF_Transform = 0x01, TCF_Parent = 0x02, TCF_Mobility = 0x04 }
 Flags used for notifying child scene object and components when a transform has been changed. More...
 
enum  GameObjectHandleDeserializationMode {
  GODM_UseOriginalIds = 0x01, GODM_UseNewIds = 0x02, GODM_RestoreExternal = 0x04, GODM_BreakExternal = 0x08,
  GODM_KeepMissing = 0x10
}
 Possible modes to use when deserializing games objects. More...
 
enum  GpuProgramProfile {
  GPP_NONE, GPP_FS_1_1, GPP_FS_1_2, GPP_FS_1_3,
  GPP_FS_1_4, GPP_FS_2_0, GPP_FS_2_x, GPP_FS_2_a,
  GPP_FS_2_b, GPP_FS_3_0, GPP_FS_3_x, GPP_FS_4_0,
  GPP_FS_4_1, GPP_FS_5_0, GPP_VS_1_1, GPP_VS_2_0,
  GPP_VS_2_x, GPP_VS_2_a, GPP_VS_3_0, GPP_VS_4_0,
  GPP_VS_4_1, GPP_VS_5_0, GPP_GS_4_0, GPP_GS_4_1,
  GPP_GS_5_0, GPP_HS_5_0, GPP_DS_5_0, GPP_CS_5_0
}
 GPU program profiles representing supported feature sets. More...
 
enum  ButtonCode : UINT32 {
  BC_UNASSIGNED = 0x00, BC_ESCAPE = 0x01, BC_1 = 0x02, BC_2 = 0x03,
  BC_3 = 0x04, BC_4 = 0x05, BC_5 = 0x06, BC_6 = 0x07,
  BC_7 = 0x08, BC_8 = 0x09, BC_9 = 0x0A, BC_0 = 0x0B,
  BC_MINUS = 0x0C, BC_EQUALS = 0x0D, BC_BACK = 0x0E, BC_TAB = 0x0F,
  BC_Q = 0x10, BC_W = 0x11, BC_E = 0x12, BC_R = 0x13,
  BC_T = 0x14, BC_Y = 0x15, BC_U = 0x16, BC_I = 0x17,
  BC_O = 0x18, BC_P = 0x19, BC_LBRACKET = 0x1A, BC_RBRACKET = 0x1B,
  BC_RETURN = 0x1C, BC_LCONTROL = 0x1D, BC_A = 0x1E, BC_S = 0x1F,
  BC_D = 0x20, BC_F = 0x21, BC_G = 0x22, BC_H = 0x23,
  BC_J = 0x24, BC_K = 0x25, BC_L = 0x26, BC_SEMICOLON = 0x27,
  BC_APOSTROPHE = 0x28, BC_GRAVE = 0x29, BC_LSHIFT = 0x2A, BC_BACKSLASH = 0x2B,
  BC_Z = 0x2C, BC_X = 0x2D, BC_C = 0x2E, BC_V = 0x2F,
  BC_B = 0x30, BC_N = 0x31, BC_M = 0x32, BC_COMMA = 0x33,
  BC_PERIOD = 0x34, BC_SLASH = 0x35, BC_RSHIFT = 0x36, BC_MULTIPLY = 0x37,
  BC_LMENU = 0x38, BC_SPACE = 0x39, BC_CAPITAL = 0x3A, BC_F1 = 0x3B,
  BC_F2 = 0x3C, BC_F3 = 0x3D, BC_F4 = 0x3E, BC_F5 = 0x3F,
  BC_F6 = 0x40, BC_F7 = 0x41, BC_F8 = 0x42, BC_F9 = 0x43,
  BC_F10 = 0x44, BC_NUMLOCK = 0x45, BC_SCROLL = 0x46, BC_NUMPAD7 = 0x47,
  BC_NUMPAD8 = 0x48, BC_NUMPAD9 = 0x49, BC_SUBTRACT = 0x4A, BC_NUMPAD4 = 0x4B,
  BC_NUMPAD5 = 0x4C, BC_NUMPAD6 = 0x4D, BC_ADD = 0x4E, BC_NUMPAD1 = 0x4F,
  BC_NUMPAD2 = 0x50, BC_NUMPAD3 = 0x51, BC_NUMPAD0 = 0x52, BC_DECIMAL = 0x53,
  BC_OEM_102 = 0x56, BC_F11 = 0x57, BC_F12 = 0x58, BC_F13 = 0x64,
  BC_F14 = 0x65, BC_F15 = 0x66, BC_KANA = 0x70, BC_ABNT_C1 = 0x73,
  BC_CONVERT = 0x79, BC_NOCONVERT = 0x7B, BC_YEN = 0x7D, BC_ABNT_C2 = 0x7E,
  BC_NUMPADEQUALS = 0x8D, BC_PREVTRACK = 0x90, BC_AT = 0x91, BC_COLON = 0x92,
  BC_UNDERLINE = 0x93, BC_KANJI = 0x94, BC_STOP = 0x95, BC_AX = 0x96,
  BC_UNLABELED = 0x97, BC_NEXTTRACK = 0x99, BC_NUMPADENTER = 0x9C, BC_RCONTROL = 0x9D,
  BC_MUTE = 0xA0, BC_CALCULATOR = 0xA1, BC_PLAYPAUSE = 0xA2, BC_MEDIASTOP = 0xA4,
  BC_VOLUMEDOWN = 0xAE, BC_VOLUMEUP = 0xB0, BC_WEBHOME = 0xB2, BC_NUMPADCOMMA = 0xB3,
  BC_DIVIDE = 0xB5, BC_SYSRQ = 0xB7, BC_RMENU = 0xB8, BC_PAUSE = 0xC5,
  BC_HOME = 0xC7, BC_UP = 0xC8, BC_PGUP = 0xC9, BC_LEFT = 0xCB,
  BC_RIGHT = 0xCD, BC_END = 0xCF, BC_DOWN = 0xD0, BC_PGDOWN = 0xD1,
  BC_INSERT = 0xD2, BC_DELETE = 0xD3, BC_LWIN = 0xDB, BC_RWIN = 0xDC,
  BC_APPS = 0xDD, BC_POWER = 0xDE, BC_SLEEP = 0xDF, BC_WAKE = 0xE3,
  BC_WEBSEARCH = 0xE5, BC_WEBFAVORITES = 0xE6, BC_WEBREFRESH = 0xE7, BC_WEBSTOP = 0xE8,
  BC_WEBFORWARD = 0xE9, BC_WEBBACK = 0xEA, BC_MYCOMPUTER = 0xEB, BC_MAIL = 0xEC,
  BC_MEDIASELECT = 0xED, BC_MOUSE_LEFT = 0x800000EE, BC_MOUSE_RIGHT = 0x800000EF, BC_MOUSE_MIDDLE = 0x800000F0,
  BC_MOUSE_BTN4 = 0x800000F1, BC_MOUSE_BTN5 = 0x800000F2, BC_MOUSE_BTN6 = 0x800000F3, BC_MOUSE_BTN7 = 0x800000F4,
  BC_MOUSE_BTN8 = 0x800000F5, BC_MOUSE_BTN9 = 0x800000F6, BC_MOUSE_BTN10 = 0x800000F7, BC_MOUSE_BTN11 = 0x800000F8,
  BC_MOUSE_BTN12 = 0x800000F9, BC_MOUSE_BTN13 = 0x800000FA, BC_MOUSE_BTN14 = 0x800000FB, BC_MOUSE_BTN15 = 0x800000FC,
  BC_MOUSE_BTN16 = 0x800000FD, BC_MOUSE_BTN17 = 0x800000FE, BC_MOUSE_BTN18 = 0x800000FF, BC_MOUSE_BTN19 = 0x80000101,
  BC_MOUSE_BTN20 = 0x80000102, BC_MOUSE_BTN21 = 0x80000103, BC_MOUSE_BTN22 = 0x80000104, BC_MOUSE_BTN23 = 0x80000105,
  BC_MOUSE_BTN24 = 0x80000106, BC_MOUSE_BTN25 = 0x80000107, BC_MOUSE_BTN26 = 0x80000108, BC_MOUSE_BTN27 = 0x80000109,
  BC_MOUSE_BTN28 = 0x8000010A, BC_MOUSE_BTN29 = 0x8000010B, BC_MOUSE_BTN30 = 0x8000010C, BC_MOUSE_BTN31 = 0x8000010D,
  BC_MOUSE_BTN32 = 0x8000010E, BC_GAMEPAD_A = 0x4000010F, BC_GAMEPAD_B = 0x40000110, BC_GAMEPAD_X = 0x40000111,
  BC_GAMEPAD_Y = 0x40000112, BC_GAMEPAD_LB = 0x40000113, BC_GAMEPAD_RB = 0x40000114, BC_GAMEPAD_LS = 0x40000115,
  BC_GAMEPAD_RS = 0x40000116, BC_GAMEPAD_BACK = 0x40000117, BC_GAMEPAD_START = 0x40000118, BC_GAMEPAD_DPAD_LEFT = 0x40000119,
  BC_GAMEPAD_DPAD_RIGHT = 0x4000011A, BC_GAMEPAD_DPAD_UP = 0x4000011B, BC_GAMEPAD_DPAD_DOWN = 0x4000011C, BC_GAMEPAD_BTN1 = 0x4000011D,
  BC_GAMEPAD_BTN2 = 0x4000011E, BC_GAMEPAD_BTN3 = 0x4000011F, BC_GAMEPAD_BTN4 = 0x40000120, BC_GAMEPAD_BTN5 = 0x40000121,
  BC_GAMEPAD_BTN6 = 0x40000122, BC_GAMEPAD_BTN7 = 0x40000123, BC_GAMEPAD_BTN8 = 0x40000124, BC_GAMEPAD_BTN9 = 0x40000125,
  BC_GAMEPAD_BTN10 = 0x40000126, BC_GAMEPAD_BTN11 = 0x40000127, BC_GAMEPAD_BTN12 = 0x40000128, BC_GAMEPAD_BTN13 = 0x40000129,
  BC_GAMEPAD_BTN14 = 0x4000012A, BC_GAMEPAD_BTN15 = 0x4000012B, BC_GAMEPAD_BTN16 = 0x4000012C, BC_GAMEPAD_BTN17 = 0x4000012D,
  BC_GAMEPAD_BTN18 = 0x4000012E, BC_GAMEPAD_BTN19 = 0x4000012F, BC_GAMEPAD_BTN20 = 0x40000130, BC_Count = 304,
  BC_NumKeys = 238, BC_NumMouse = 32, BC_NumGamepad = 34
}
 Contains all possible input buttons, including keyboard scan codes, mouse buttons and gamepad buttons. More...
 
enum  PointerEventButton { Left, Middle, Right, Count }
 Pointer buttons. More...
 
enum  PointerEventType { CursorMoved, ButtonPressed, ButtonReleased, DoubleClick }
 Type of pointer event. More...
 
enum  InputCommandType {
  CursorMoveLeft, CursorMoveRight, CursorMoveUp, CursorMoveDown,
  SelectLeft, SelectRight, SelectUp, SelectDown,
  Escape, Delete, Backspace, Return,
  Confirm
}
 Types of special input commands. More...
 
enum  InputDevice { Keyboard, Mouse, Gamepad, Count }
 Types of input devices. More...
 
enum  InputAxis {
  MouseX, MouseY, MouseZ, LeftStickX,
  LeftStickY, RightStickX, RightStickY, LeftTrigger,
  RightTrigger, Count
}
 Common input axis types. More...
 
enum  ButtonModifier {
  None = 0x00, Shift = 0x01, Ctrl = 0x02, Alt = 0x04,
  ShiftCtrl = 0x03, CtrlAlt = 0x06, ShiftAlt = 0x05, ShiftCtrlAlt = 0x07
}
 Modifiers used with along with keyboard buttons. More...
 
enum  LightType { Directional, Radial, Spot }
 Light type that determines how is light information parsed by the renderer and other systems. More...
 
enum  LightDirtyFlag { Transform = 0x01, Everything = 0x02, Mobility = 0x04 }
 Signals which portion of a light is dirty. More...
 
enum  MaterialDirtyFlags { Normal, ResourceChanged }
 Flags that signal in what way did the Material change. More...
 
enum  MeshUsage { MU_STATIC, MU_DYNAMIC, MU_CPUCACHED = 0x1000 }
 Planned usage for the mesh. More...
 
enum  CollisionMeshType { None, Normal, Convex }
 Controls what type of collision mesh should be imported during mesh import. More...
 
enum  PhysicsFlag { CCT_OverlapRecovery = 1<<0, CCT_PreciseSweeps = 1<<1, CCT_Tesselation = 1<<2, CCD_Enable = 1<<3 }
 Flags for controlling physics behaviour globally. More...
 
enum  PhysicsOwnerType { None, Component, Script }
 Determines what parent, if any, owns a physics object. More...
 
enum  CollisionReportMode { None, Report, ReportPersistent }
 Determines which collision events will be reported by physics objects. More...
 
enum  PixelFormat {
  PF_UNKNOWN = 0, PF_R8 = 1, PF_R8G8 = 2, PF_R8G8B8 = 3,
  PF_B8G8R8 = 4, PF_B8G8R8A8 = 7, PF_R8G8B8A8 = 8, PF_BC1 = 13,
  PF_BC1a = 14, PF_BC2 = 15, PF_BC3 = 16, PF_BC4 = 17,
  PF_BC5 = 18, PF_BC6H = 19, PF_BC7 = 20, PF_FLOAT16_R = 21,
  PF_FLOAT16_RG = 22, PF_FLOAT16_RGB = 23, PF_FLOAT16_RGBA = 24, PF_FLOAT32_R = 25,
  PF_FLOAT32_RG = 26, PF_FLOAT32_RGB = 27, PF_FLOAT32_RGBA = 28, PF_D32_S8X24 = 29,
  PF_D24S8 = 30, PF_D32 = 31, PF_D16 = 32, PF_FLOAT_R11G11B10 = 33,
  PF_UNORM_R10G10B10A2 = 34, PF_COUNT = 35
}
 Pixel formats usable by images, textures and render surfaces. More...
 
enum  PixelFormatFlags {
  PFF_HASALPHA = 0x00000001, PFF_COMPRESSED = 0x00000002, PFF_FLOAT = 0x00000004, PFF_DEPTH = 0x00000008,
  PFF_NATIVEENDIAN = 0x00000010
}
 Flags defining some properties of pixel formats. More...
 
enum  PixelComponentType {
  PCT_BYTE = 0, PCT_SHORT = 1, PCT_FLOAT16 = 2, PCT_FLOAT32 = 3,
  PCT_PACKED_R11G11B10 = 4, PCT_PACKED_R10G10B10A2 = 5, PCT_COUNT = 4
}
 Types used for individual components of a pixel. More...
 
enum  TextureFilter { TF_NEAREST, TF_BILINEAR }
 Determines how are texture pixels filtered during sampling. More...
 
enum  CubemapFace {
  CF_PositiveX, CF_NegativeX, CF_PositiveY, CF_NegativeY,
  CF_PositiveZ, CF_NegativeZ
}
 A list of cubemap faces. More...
 
enum  CompressionQuality { Fastest, Normal, Production, Highest }
 Types of texture compression quality. More...
 
enum  AlphaMode { None, Transparency, Premultiplied }
 Mode of the alpha channel in a texture. More...
 
enum  MipMapWrapMode { Mirror, Repeat, Clamp }
 Wrap mode to use when generating mip maps. More...
 
enum  MipMapFilter { Box, Triangle, Kaiser }
 Filter to use when generating mip maps. More...
 
enum  MirrorModeBits { X = 1 << 0, Y = 1 << 1, Z = 1 << 2 }
 Determines on which axes to mirror an image. More...
 
enum  PlatformCursorType {
  Arrow, Wait, IBeam, Help,
  Hand, SizeAll, SizeNESW, SizeNS,
  SizeNWSE, SizeWE
}
 Contains values representing default mouse cursor types. More...
 
enum  NonClientAreaBorderType {
  TopLeft, Top, TopRight, Left,
  Right, BottomLeft, Bottom, BottomRight
}
 Contains values reprenting window non client areas. More...
 
enum  OSMouseButton { Left, Middle, Right, Count }
 Types of mouse buttons provided by the OS. More...
 
enum  OSDropType { FileList, None }
 Type of drop event type. More...
 
enum  SceneObjectDiffFlags {
  Name = 0x01, Position = 0x02, Rotation = 0x04, Scale = 0x08,
  Active = 0x10
}
 Flags that mark which portion of a scene-object is modified. More...
 
enum  ProfiledThread { Sim, Core }
 Type of thread used by the profiler. More...
 
enum  ReflectionProbeType { Box, Sphere }
 Light type that determines how is light information parsed by the renderer and other systems. More...
 
enum  ReflectionProbeDirtyFlag { Transform = 0x01, Everything = 0x02 }
 Signals which portion of a reflection probe is dirty. More...
 
enum  RenderableDirtyFlag { Transform = 0x01, Everything = 0x02, Mobility = 0x04 }
 Signals which portion of a Renderable is dirty. More...
 
enum  RenderableAnimType {
  None, Skinned, Morph, SkinnedMorph,
  Count
}
 Type of animation that can be applied to a renderable object. More...
 
enum  RenderAPIFeatureFlag {
  VertexColorFlip = 1 << 0, UVYAxisUp = 1 << 1, NDCYAxisDown = 1 << 2, ColumnMajorMatrices = 1 << 3,
  MultiThreadedCB = 1 << 4, MSAAImageStores = 1 << 5
}
 Feature flags that describe which render API specific features are enabled. More...
 
enum  CapabilitiesCategory : UINT64 {
  CAPS_CATEGORY_COMMON = 0, CAPS_CATEGORY_GL = 1, CAPS_CATEGORY_D3D11 = 2, CAPS_CATEGORY_VULKAN = 3,
  CAPS_CATEGORY_COUNT = 32
}
 Categories of render API capabilities. More...
 
enum  Capabilities : UINT64 {
  RSC_TEXTURE_COMPRESSION_BC = BS_CAPS_VALUE(CAPS_CATEGORY_COMMON, 0), RSC_TEXTURE_COMPRESSION_ETC2 = BS_CAPS_VALUE(CAPS_CATEGORY_COMMON, 1), RSC_TEXTURE_COMPRESSION_ASTC = BS_CAPS_VALUE(CAPS_CATEGORY_COMMON, 2), RSC_GEOMETRY_PROGRAM = BS_CAPS_VALUE(CAPS_CATEGORY_COMMON, 3),
  RSC_TESSELLATION_PROGRAM = BS_CAPS_VALUE(CAPS_CATEGORY_COMMON, 4), RSC_COMPUTE_PROGRAM = BS_CAPS_VALUE(CAPS_CATEGORY_COMMON, 5)
}
 Enum describing the different hardware capabilities we can check for. More...
 
enum  GPUVendor {
  GPU_UNKNOWN = 0, GPU_NVIDIA = 1, GPU_AMD = 2, GPU_INTEL = 3,
  GPU_VENDOR_COUNT = 4
}
 Types of GPU vendors. More...
 
enum  RenderLocation { PreBasePass, PostBasePass, PostLightPass, Overlay }
 A set of available locations at which the renderer can call RendererExtension's render() method. More...
 
enum  VertexLayout {
  Position = 0x01, Color = 0x02, Normal = 0x04, Tangent = 0x08,
  BoneWeights = 0x10, UV0 = 0x20, UV1 = 0x40, PC = Position | Color,
  PU = Position | UV0, PCU = Position | Color | UV0, PCN = Position | Color | Normal, PCNU = Position | Color | Normal | UV0,
  PCNT = Position | Color | Normal | Tangent, PCNTU = Position | Color | Normal | Tangent | UV0, PN = Position | Normal, PNU = Position | Normal | UV0,
  PNT = Position | Normal | Tangent, PNTU = Position | Normal | Tangent | UV0
}
 Available vertex layouts (Combinations other than those provided are allowed). More...
 
enum  RenderStatResourceType {
  RenderStatObject_IndexBuffer, RenderStatObject_VertexBuffer, RenderStatObject_GpuBuffer, RenderStatObject_GpuParamBuffer,
  RenderStatObject_Texture, RenderStatObject_GpuProgram, RenderStatObject_Query
}
 Common object types to track resource statistics for. More...
 
enum  ResourceLoadFlag {
  None = 0, LoadDependencies = 1 << 0, KeepInternalRef = 1 << 1, KeepSourceData = 1 << 2,
  Default = LoadDependencies | KeepInternalRef
}
 Flags that can be used to control resource loading. More...
 
enum  ForceMode { Force, Impulse, Velocity, Acceleration }
 Type of force or torque that can be applied to a rigidbody. More...
 
enum  PointForceMode { Force, Impulse }
 Type of force that can be applied to a rigidbody at an arbitrary point. More...
 
enum  ComponentState { Running, Paused, Stopped }
 Possible states components can be in. More...
 
enum  SceneObjectFlags { SOF_DontInstantiate = 0x01, SOF_DontSave = 0x02, SOF_Persistent = 0x04, SOF_Internal = 0x08 }
 Possible modifiers that can be applied to a SceneObject. More...
 
enum  SkyboxDirtyFlag { Texture = 0x01, Everything = 0x02 }
 Signals which portion of a skybox is dirty. More...
 
enum  Language {
  Afar, Abkhazian, Avestan, Afrikaans,
  Akan, Amharic, Aragonese, Arabic,
  Assamese, Avaric, Aymara, Azerbaijani,
  Bashkir, Belarusian, Bulgarian, Bihari,
  Bislama, Bambara, Bengali, Tibetan,
  Breton, Bosnian, Catalan, Chechen,
  Chamorro, Corsican, Cree, Czech,
  ChurchSlavic, Chuvash, Welsh, Danish,
  German, Maldivian, Bhutani, Ewe,
  Greek, EnglishUK, EnglishUS, Esperanto,
  Spanish, Estonian, Basque, Persian,
  Fulah, Finnish, Fijian, Faroese,
  French, WesternFrisian, Irish, ScottishGaelic,
  Galician, Guarani, Gujarati, Manx,
  Hausa, Hebrew, Hindi, HiriMotu,
  Croatian, Haitian, Hungarian, Armenian,
  Herero, Interlingua, Indonesian, Interlingue,
  Igbo, SichuanYi, Inupiak, Ido,
  Icelandic, Italian, Inuktitut, Japanese,
  Javanese, Georgian, Kongo, Kikuyu,
  Kuanyama, Kazakh, Kalaallisut, Cambodian,
  Kannada, Korean, Kanuri, Kashmiri,
  Kurdish, Komi, Cornish, Kirghiz,
  Latin, Luxembourgish, Ganda, Limburgish,
  Lingala, Laotian, Lithuanian, LubaKatanga,
  Latvian, Malagasy, Marshallese, Maori,
  Macedonian, Malayalam, Mongolian, Moldavian,
  Marathi, Malay, Maltese, Burmese,
  Nauru, NorwegianBokmal, Ndebele, Nepali,
  Ndonga, Dutch, NorwegianNynorsk, Norwegian,
  Navaho, Nyanja, Provencal, Ojibwa,
  Oromo, Oriya, Ossetic, Punjabi,
  Pali, Polish, Pushto, Portuguese,
  Quechua, Romansh, Kirundi, Romanian,
  Russian, Kinyarwanda, Sanskrit, Sardinian,
  Sindhi, NorthernSami, Sangro, Sinhalese,
  Slovak, Slovenian, Samoan, Shona,
  Somali, Albanian, Serbian, Swati,
  Sesotho, Sundanese, Swedish, Swahili,
  Tamil, Telugu, Tajik, Thai,
  Tigrinya, Turkmen, Tagalog, Setswana,
  Tonga, Turkish, Tsonga, Tatar,
  Twi, Tahitian, Uighur, Ukrainian,
  Urdu, Uzbek, Venda, Vietnamese,
  Volapuk, Walloon, Wolof, Xhosa,
  Yiddish, Yoruba, Zhuang, Chinese,
  Zulu, Count
}
 Loosely based on ISO 639-1 two letter language codes.
 
enum  TextureUsage {
  TU_STATIC = GBU_STATIC, TU_DYNAMIC = GBU_DYNAMIC, TU_RENDERTARGET = 0x200, TU_DEPTHSTENCIL = 0x400,
  TU_LOADSTORE = 0x800, TU_CPUCACHED = 0x1000, TU_CPUREADABLE = 0x2000, TU_DEFAULT = TU_STATIC
}
 Flags that describe how is a texture used. More...
 
enum  TextureMipmap { MIP_UNLIMITED = 0x7FFFFFFF }
 Texture mipmap options. More...
 
enum  VertexElementSemantic {
  VES_POSITION = 1, VES_BLEND_WEIGHTS = 2, VES_BLEND_INDICES = 3, VES_NORMAL = 4,
  VES_COLOR = 5, VES_TEXCOORD = 6, VES_BITANGENT = 7, VES_TANGENT = 8,
  VES_POSITIONT = 9, VES_PSIZE = 10
}
 Semantics that are used for identifying the meaning of vertex buffer elements. More...
 
enum  VertexElementType {
  VET_FLOAT1 = 0, VET_FLOAT2 = 1, VET_FLOAT3 = 2, VET_FLOAT4 = 3,
  VET_COLOR = 4, VET_SHORT1 = 5, VET_SHORT2 = 6, VET_SHORT4 = 8,
  VET_UBYTE4 = 9, VET_COLOR_ARGB = 10, VET_COLOR_ABGR = 11, VET_UINT4 = 12,
  VET_INT4 = 13, VET_USHORT1 = 14, VET_USHORT2 = 15, VET_USHORT4 = 17,
  VET_INT1 = 18, VET_INT2 = 19, VET_INT3 = 20, VET_UINT1 = 21,
  VET_UINT2 = 22, VET_UINT3 = 23, VET_UBYTE4_NORM = 24, VET_COUNT,
  VET_UNKNOWN = 0xffff
}
 Types used to identify base types of vertex element contents. More...
 
enum  FolderChange {
  FileName = 0x0001, DirName = 0x0002, Attributes = 0x0004, Size = 0x0008,
  LastWrite = 0x0010, LastAccess = 0x0020, Creation = 0x0040, Security = 0x0080
}
 Types of notifications we would like to receive when we start a FolderMonitor on a certain folder. More...
 
enum  BuiltinMesh {
  Box, Sphere, Cone, Quad,
  Disc
}
 Types of builtin meshes that are always available. More...
 
enum  BuiltinTexture { White, Black, Normal }
 Types of builtin textures that are always available. More...
 
enum  BuiltinShader { Custom, Standard, Transparent }
 Types of builtin shaders that are always available. More...
 
enum  CursorType {
  Arrow, ArrowDrag, ArrowLeftRight, Wait,
  IBeam, SizeNESW, SizeNS, SizeNWSE,
  SizeWE, Deny, Count
}
 Available cursor types. More...
 
enum  TextureScaleMode { StretchToFit, ScaleToFit, CropToFit, RepeatToFit }
 Type of scaling modes for GUI images. More...
 
enum  GUIMeshType { Triangle, Line }
 Types of GUI meshes that can be output by GUI elements. More...
 
enum  GUICommandEventType {
  Redraw, FocusLost, FocusGained, MoveLeft,
  MoveRight, MoveUp, MoveDown, SelectLeft,
  SelectRight, SelectUp, SelectDown, Escape,
  Delete, Backspace, Return, Confirm
}
 Type of valid command events. More...
 
enum  GUIElementState {
  Normal = 0x01, Hover = 0x02, Active = 0x04, Focused = 0x08,
  NormalOn = 0x11, HoverOn = 0x12, ActiveOn = 0x14, FocusedOn = 0x18
}
 Type of GUI element states. More...
 
enum  GUIDimensionFlags { GUIDF_FixedWidth = 0x01, GUIDF_FixedHeight = 0x02, GUIDF_OverWidth = 0x04, GUIDF_OverHeight = 0x08 }
 Flags that identify the type of data stored in a GUIDimensions structure. More...
 
enum  GUIDropDownType { ListBox, MultiListBox, ContextMenu, MenuBar }
 Type of drop down box types. More...
 
enum  GUIImagePosition { Left, Right }
 Possible positions used for positioning content image within a GUI element. More...
 
enum  CaretPos { CARET_BEFORE, CARET_AFTER }
 When paired with a character index determines should the caret be placed before or after it. More...
 
enum  GUIMouseEventType {
  MouseOver, MouseOut, MouseDown, MouseUp,
  MouseDoubleClick, MouseMove, MouseWheelScroll, MouseDrag,
  MouseDragStart, MouseDragEnd, MouseDragAndDropDragged, MouseDragAndDropDropped,
  MouseDragAndDropLeft
}
 Types of GUI mouse events. More...
 
enum  GUIMouseButton { Left, Right, Middle, Count }
 Types of GUI mouse buttons. More...
 
enum  ScrollBarType { ShowIfDoesntFit, AlwaysShow, NeverShow }
 Scroll bar options for a GUI scroll area. More...
 
enum  GUISliderHandleFlag { Horizontal = 1 << 0, Vertical = 1 << 1, JumpOnClick = 1 << 2, Resizeable = 1 << 3 }
 Flags that control how does a slider handle behave. More...
 
enum  TypeID_Banshee {
  TID_SpriteTexture = 30002, TID_PlainText = 30005, TID_ScriptCode = 30006, TID_ScriptCodeImportOptions = 30007,
  TID_GUIElementStyle = 30008, TID_GUISkin = 30009, TID_GUISkinEntry = 30010, TID_GameSettings = 30013,
  TID_ResourceMapping = 30014, TID_StandardPostProcessSettings = 30015, TID_AutoExposureSettings = 30016, TID_TonemappingSettings = 30017,
  TID_WhiteBalanceSettings = 30018, TID_ColorGradingSettings = 30019
}
 RTTI types. More...
 
enum  ProfilerOverlayType { CPUSamples, GPUSamples }
 Determines type of data to display on the profiler overlay. More...
 
enum  SpriteAnchor {
  SA_TopLeft, SA_TopCenter, SA_TopRight, SA_MiddleLeft,
  SA_MiddleCenter, SA_MiddleRight, SA_BottomLeft, SA_BottomCenter,
  SA_BottomRight
}
 Determines position of the sprite in its bounds. More...
 
enum  TextHorzAlign { THA_Left, THA_Center, THA_Right }
 Specifies how is text horizontally aligned within its bounds. More...
 
enum  TextVertAlign { TVA_Top, TVA_Center, TVA_Bottom }
 Specifies how is text vertically aligned within its bounds. More...
 
enum  BuildFolder {
  SourceRoot, DestinationRoot, NativeBinaries, BansheeReleaseAssemblies,
  BansheeDebugAssemblies, Data
}
 Types of various folders used by the build manager. More...
 
enum  ProjectIcon {
  Folder, Mesh, Font, Texture,
  PlainText, ScriptCode, SpriteTexture, Shader,
  ShaderInclude, Material, Prefab, GUISkin,
  PhysicsMaterial, PhysicsMesh, AudioClip, AnimationClip
}
 Types of valid icons used when viewing the project library. More...
 
enum  ToolbarIcon {
  NewCamera, NewRenderable, NewPointLight, NewDirLight,
  NewSpotLight, NewSceneObject, NewCube, NewSphere,
  NewCone, NewQuad, NewMat, NewCSScript,
  NewShader, NewSpriteTex, Pause, Play,
  Step, Undo, Redo, OpenProject,
  SaveProject, SaveScene
}
 Types of icons that may be displayed on the tool bar. More...
 
enum  SceneWindowIcon {
  View, Move, Rotate, Scale,
  Pivot, Center, Local, World,
  MoveSnap, RotateSnap
}
 Types of icons that may be displayed in the scene window. More...
 
enum  InspectorWindowIcon {
  Create, Clone, Clear, Resize,
  Delete, MoveUp, MoveDown, Edit,
  Apply, Add, Cancel
}
 Types of icons that may be displayed in the inspector window. More...
 
enum  LibraryWindowIcon { Home, Up, Clear, Options }
 Types of icons that may be displayed in the library window. More...
 
enum  AnimationWindowIcon {
  Play, Record, FrameForward, FrameBack,
  AddKeyframe, AddEvent, Keyframe, Event
}
 Types of icons that may be displayed in the animation editor window. More...
 
enum  EditorIcon { X, Component, SceneObject }
 Types of icons used in various areas throughout the editor. More...
 
enum  LogMessageIcon { Info, Warning, Error }
 Types of icons to be used along with log messages depending on their severity. More...
 
enum  DragAndDropType { EditorWidget = 10000, SceneObject = 10001, Resources = 10002 }
 Types of drag and drop operations. More...
 
enum  CodeEditorType {
  VS2008, VS2010, VS2012, VS2013,
  VS2015, None
}
 Recognized types of external code editors. More...
 
enum  TypeID_BansheeEditor {
  TID_ProjectFileMeta = 40000, TID_ProjectLibraryEntries = 40001, TID_ProjectLibraryResEntry = 40002, TID_ProjectLibraryDirEntry = 40003,
  TID_DockManagerLayout = 40004, TID_DockManagerLayoutEntry = 40005, TID_EditorWidgetLayout = 40006, TID_EditorWidgetLayoutEntry = 40007,
  TID_TestComponentA = 40008, TID_TestComponentB = 40009, TID_PlatformInfo = 40010, TID_WinPlatformInfo = 40011,
  TID_BuildData = 40012, TID_TestObjectA = 40013, TID_TestObjectB = 40014, TID_TestComponentC = 40015,
  TID_TestComponentD = 40016, TID_EditorSettings = 40017, TID_RecentProject = 40018, TID_Settings = 40019,
  TID_ProjectSettings = 40020, TID_WindowFrameWidget = 40021, TID_ProjectResourceMeta = 40022, TID_FPhysXMesh = 100000
}
 Type IDs used by the RTTI system for the editor library. More...
 
enum  GizmoMeshType {
  Solid, Line, Wire, Text,
  Count
}
 Type of mesh that can be drawn by the gizmo renderer. More...
 
enum  PlatformType { Windows, Count }
 Available platforms we can build for.
 
enum  GridMode {
  Perspective, OrthoX, OrthoY, OrthoZ,
  OrthoNegX, OrthoNegY, OrthoNegZ
}
 Determines how is the scene grid drawn. More...
 
enum  VisualStudioVersion {
  VS2008, VS2010, VS2012, VS2013,
  VS2015
}
 Recognized types of Microsoft Visual Studio versions recognized by VSCodeEditor. More...
 
enum  TypeID_BansheeEditor {
  TID_ProjectFileMeta = 40000, TID_ProjectLibraryEntries = 40001, TID_ProjectLibraryResEntry = 40002, TID_ProjectLibraryDirEntry = 40003,
  TID_DockManagerLayout = 40004, TID_DockManagerLayoutEntry = 40005, TID_EditorWidgetLayout = 40006, TID_EditorWidgetLayoutEntry = 40007,
  TID_TestComponentA = 40008, TID_TestComponentB = 40009, TID_PlatformInfo = 40010, TID_WinPlatformInfo = 40011,
  TID_BuildData = 40012, TID_TestObjectA = 40013, TID_TestObjectB = 40014, TID_TestComponentC = 40015,
  TID_TestComponentD = 40016, TID_EditorSettings = 40017, TID_RecentProject = 40018, TID_Settings = 40019,
  TID_ProjectSettings = 40020, TID_WindowFrameWidget = 40021, TID_ProjectResourceMeta = 40022, TID_FPhysXMesh = 100000
}
 Type IDs used by the RTTI system for the PhysX library. More...
 
enum  PhysXObjectFilterFlag { NoReport = 1 << 0, ReportBasic = 1 << 1, ReportAll = 1 << 2, CCD = 1 << 3 }
 Flags used on PhysX shape filters. More...
 
enum  MonoVersion { v4_5 }
 Available Mono versions. More...
 
enum  MonoPrimitiveType {
  Boolean, Char, I8, U8,
  I16, U16, I32, U32,
  I64, U64, R32, R64,
  String, ValueType, Class, Array,
  Generic, Unknown
}
 A list of all valid Mono primitive types. More...
 
enum  MonoMemberVisibility {
  Private, Protected, Internal, ProtectedInternal,
  Public
}
 Returns the level of member visibility in the class. More...
 
enum  ScriptPrimitiveType {
  Bool, Char, I8, U8,
  I16, U16, I32, U32,
  I64, U64, Float, Double,
  String, Count
}
 Valid serializable script types. More...
 
enum  ScriptReferenceType {
  BuiltinResourceBase, BuiltinResource, ManagedResourceBase, ManagedResource,
  BuiltinComponentBase, BuiltinComponent, ManagedComponentBase, ManagedComponent,
  SceneObject, Count
}
 Valid reference script types. More...
 
enum  ScriptFieldFlag {
  Serializable = 0x01, Inspectable = 0x02, Range = 0x04, Step = 0x08,
  Animable = 0x10
}
 Flags that are used to further define a field in a managed serializable object. More...
 
enum  PlayInEditorState { Stopped, Playing, Paused }
 States the game in editor can be in. More...
 
enum  TypeID_BansheeScript {
  TID_ManagedComponent = 50000, TID_ScriptSerializableObject = 50001, TID_ScriptSerializableArray = 50002, TID_SerializableAssemblyInfo = 50004,
  TID_SerializableObjectInfo = 50005, TID_SerializableMemberInfo = 50006, TID_SerializableTypeInfo = 50007, TID_SerializableTypeInfoPrimitive = 50008,
  TID_SerializableTypeInfoObject = 50009, TID_SerializableTypeInfoArray = 50010, TID_SerializableFieldData = 50011, TID_SerializableFieldKey = 50012,
  TID_SerializableFieldDataEntry = 50013, TID_SerializableFieldDataBool = 50014, TID_SerializableFieldDataChar = 50015, TID_SerializableFieldDataI8 = 50016,
  TID_SerializableFieldDataU8 = 50017, TID_SerializableFieldDataI16 = 50018, TID_SerializableFieldDataU16 = 50019, TID_SerializableFieldDataI32 = 50020,
  TID_SerializableFieldDataU32 = 50021, TID_SerializableFieldDataI64 = 50022, TID_SerializableFieldDataU64 = 50023, TID_SerializableFieldDataFloat = 50024,
  TID_SerializableFieldDataDouble = 50025, TID_SerializableFieldDataString = 50026, TID_SerializableFieldDataResourceRef = 50027, TID_SerializableFieldDataGameObjectRef = 50028,
  TID_SerializableFieldDataObject = 50029, TID_SerializableFieldDataArray = 50030, TID_SerializableFieldDataList = 50031, TID_SerializableFieldDataDictionary = 50032,
  TID_SerializableTypeInfoList = 50033, TID_SerializableTypeInfoDictionary = 50034, TID_ScriptSerializableList = 50035, TID_ScriptSerializableDictionary = 50036,
  TID_ManagedResource = 50037, TID_ManagedResourceMetaData = 50038, TID_ScriptSerializableObjectData = 50039, TID_ScriptSerializableDiff = 50040,
  TID_ScriptModification = 50041, TID_ScriptModifiedObject = 50042, TID_ScriptModifiedArray = 50043, TID_ScriptModifiedDictionary = 50044,
  TID_ScriptModifiedEntry = 50045, TID_ScriptModifiedField = 50046, TID_ScriptModifiedArrayEntry = 50047, TID_ScriptModifiedDictionaryEntry = 50048,
  TID_ScriptSerializableDictionaryKeyValue = 50049, TID_SerializableTypeInfoRef = 50050, TID_SerializableFieldInfo = 50051, TID_SerializablePropertyInfo = 50052
}
 
enum  ScriptResourceType {
  Texture, SpriteTexture, Mesh, Font,
  Shader, ShaderInclude, Material, Prefab,
  PlainText, ScriptCode, StringTable, GUISkin,
  PhysicsMaterial, PhysicsMesh, AudioClip, AnimationClip,
  Undefined
}
 Types of resources accessible from script code. More...
 
enum  MeshTopology {
  PointList = 1, LineList = 2, LineStrip = 3, TriangleList = 4,
  TriangleStrip = 5, TriangleFan = 6
}
 Possible mesh toplogy values. More...
 
enum  ScriptIndexType { Index16, Index32 }
 Valid index types for mesh indices. More...
 
enum  ScriptBuildFolder {
  SourceRoot, DestinationRoot, NativeBinaries, BansheeDebugAssemblies,
  BansheeReleaseAssemblies, FrameworkAssemblies, Mono, Data
}
 Types of various folders used by the managed build manager. More...
 
enum  ScriptDragDropType { Resource, SceneObject, None }
 Types of drag and drop operations supported by the managed drag and drop system. More...
 
enum  DrawGizmoFlags { Selected = 0x01, ParentSelected = 0x02, NotSelected = 0x04, Pickable = 0x08 }
 Available flags to be used when defining gizmos. More...
 

Functions

template<typename ValueType >
ValueType * any_cast (Any *operand)
 Returns a pointer to the internal data of the specified type. More...
 
template<typename ValueType >
const ValueType * any_cast (const Any *operand)
 Returns a const pointer to the internal data of the specified type. More...
 
template<typename ValueType >
ValueType any_cast (const Any &operand)
 Returns a copy of the internal data of the specified type. More...
 
template<typename ValueType >
ValueType any_cast (Any &operand)
 Returns a copy of the internal data of the specified type. More...
 
template<typename ValueType >
const ValueType & any_cast_ref (const Any &operand)
 Returns a reference to the internal data of the specified type. More...
 
template<typename ValueType >
ValueType & any_cast_ref (Any &operand)
 Returns a reference to the internal data of the specified type. More...
 
template<typename ValueType >
ValueType * any_cast_unsafe (Any *operand)
 Casts a type without performing any kind of checks. More...
 
template<typename ValueType >
const ValueType * any_cast_unsafe (const Any *operand)
 Casts a type without performing any kind of checks. More...
 
BS_UTILITY_EXPORT CrashHandlergCrashHandler ()
 Easier way of accessing the CrashHandler. More...
 
BS_UTILITY_EXPORT DebuggDebug ()
 A simpler way of accessing the Debug module. More...
 
BS_UTILITY_EXPORT DynLibManagergDynLibManager ()
 Easy way of accessing DynLibManager. More...
 
template<class T1 , class T2 >
bool operator== (const StdFrameAlloc< T1 > &, const StdFrameAlloc< T2 > &) throw ()
 Return that all specializations of this allocator are interchangeable. More...
 
template<class T1 , class T2 >
bool operator!= (const StdFrameAlloc< T1 > &, const StdFrameAlloc< T2 > &) throw ()
 Return that all specializations of this allocator are interchangeable. More...
 
BS_UTILITY_EXPORT FrameAllocgFrameAlloc ()
 Returns a global, application wide FrameAlloc. More...
 
BS_UTILITY_EXPORT UINT8 * bs_frame_alloc (UINT32 numBytes)
 Allocates some memory using the global frame allocator. More...
 
BS_UTILITY_EXPORT UINT8 * bs_frame_alloc_aligned (UINT32 count, UINT32 align)
 Allocates the specified number of bytes aligned to the provided boundary, using the global frame allocator. More...
 
BS_UTILITY_EXPORT void bs_frame_free (void *data)
 Deallocates memory allocated with the global frame allocator. More...
 
BS_UTILITY_EXPORT void bs_frame_free_aligned (void *data)
 Frees memory previously allocated with bs_frame_alloc_aligned(). More...
 
template<class T >
T * bs_frame_alloc ()
 Allocates enough memory to hold the object of specified type using the global frame allocator, but does not construct the object.
 
template<class T >
T * bs_frame_new (UINT32 count=0)
 Allocates enough memory to hold the object(s) of specified type using the global frame allocator, and constructs them.
 
template<class T , class... Args>
T * bs_frame_new (Args &&...args, UINT32 count=0)
 Allocates enough memory to hold the object(s) of specified type using the global frame allocator, and constructs them.
 
template<class T >
void bs_frame_delete (T *data)
 Destructs and deallocates an object allocated with the global frame allocator. More...
 
template<class T >
void bs_frame_delete (T *data, UINT32 count)
 Destructs and deallocates an array of objects allocated with the global frame allocator. More...
 
BS_UTILITY_EXPORT void bs_frame_mark ()
 Starts a new frame. More...
 
BS_UTILITY_EXPORT void bs_frame_clear ()
 Deallocates all allocated memory since the last call to markFrame() (or all the memory if there was no call to markFrame()). More...
 
void * platformAlignedAlloc16 (size_t size)
 
void platformAlignedFree16 (void *ptr)
 
void * platformAlignedAlloc (size_t size, size_t alignment)
 
void platformAlignedFree (void *ptr)
 
template<class Alloc >
void * bs_alloc (UINT32 count)
 Allocates the specified number of bytes. More...
 
template<class T , class Alloc >
T * bs_alloc ()
 Allocates enough bytes to hold the specified type, but doesn't construct it. More...
 
template<class T , class Alloc >
T * bs_newN (UINT32 count)
 Creates and constructs an array of count elements. More...
 
template<class Type , class Alloc , class... Args>
Type * bs_new (Args &&...args)
 Create a new object with the specified allocator and the specified parameters. More...
 
template<class Alloc >
void bs_free (void *ptr)
 Frees all the bytes allocated at the specified location. More...
 
template<class T , class Alloc = GenAlloc>
void bs_delete (T *ptr)
 Destructs and frees the specified object. More...
 
template<class T , class Alloc = GenAlloc>
void bs_deleteN (T *ptr, UINT32 count)
 Destructs and frees the specified array of objects. More...
 
template<class T >
T * bs_alloc ()
 Allocates enough bytes to hold the specified type, but doesn't construct it. More...
 
void * bs_alloc_aligned (UINT32 count, UINT32 align)
 Allocates the specified number of bytes aligned to the provided boundary. More...
 
void * bs_alloc_aligned16 (UINT32 count)
 Allocates the specified number of bytes aligned to a 16 bytes boundary. More...
 
template<class T >
T * bs_allocN (UINT32 count)
 Allocates enough bytes to hold an array of count elements the specified type, but doesn't construct them. More...
 
template<class T >
T * bs_newN (UINT32 count)
 Creates and constructs an array of count elements. More...
 
template<class Type , class... Args>
Type * bs_new (Args &&...args)
 Create a new object with the specified allocator and the specified parameters. More...
 
void bs_free_aligned (void *ptr)
 Frees memory previously allocated with bs_alloc_aligned(). More...
 
void bs_free_aligned16 (void *ptr)
 Frees memory previously allocated with bs_alloc_aligned16(). More...
 
void * bs_stack_alloc (UINT32 amount)
 Allocates the given amount of memory on the stack. More...
 
template<class T >
T * bs_stack_alloc ()
 Allocates enough memory to hold the specified type, on the stack, but does not initialize the object. More...
 
template<class T >
T * bs_stack_new (UINT32 count=0)
 Allocates enough memory to hold the specified type, on the stack, and constructs the object. More...
 
template<class T , class... Args>
T * bs_stack_new (Args &&...args, UINT32 count=0)
 Allocates enough memory to hold the specified type, on the stack, and constructs the object. More...
 
template<class T >
void bs_stack_delete (T *data)
 Destructs and deallocates last allocated entry currently located on stack. More...
 
template<class T >
void bs_stack_delete (T *data, UINT32 count)
 Destructs an array of objects and deallocates last allocated entry currently located on stack. More...
 
void bs_stack_free (void *data)
 Deallocates the given memory. More...
 
void BS_UTILITY_EXPORT sendMessage (MessageId message)
 Sends a message using the global messaging system. More...
 
template<class ElemType >
UINT32 rttiGetElemSize (const ElemType &data)
 Helper method when serializing known data types that have valid RTTIPlainType specialization. More...
 
template<class ElemType >
char * rttiWriteElem (const ElemType &data, char *memory)
 Helper method when serializing known data types that have valid RTTIPlainType specialization. More...
 
template<class ElemType >
char * rttiWriteElem (const ElemType &data, char *memory, UINT32 &size)
 Helper method when serializing known data types that have valid RTTIPlainType specialization. More...
 
template<class ElemType >
char * rttiReadElem (ElemType &data, char *memory)
 Helper method when serializing known data types that have valid RTTIPlainType specialization. More...
 
template<class ElemType >
char * rttiReadElem (ElemType &data, char *memory, UINT32 &size)
 Helper method when serializing known data types that have valid RTTIPlainType specialization. More...
 
template<class T >
bool rtti_is_of_type (IReflectable *object)
 Returns true if the provided object can be safely cast into type T. More...
 
template<class T >
bool rtti_is_of_type (SPtr< IReflectable > object)
 Returns true if the provided object can be safely cast into type T. More...
 
BS_UTILITY_EXPORT SPtr< IReflectablertti_create (UINT32 rttiId)
 Creates a new object just from its type ID. More...
 
template<class T >
bool rtti_is_subclass (IReflectable *object)
 Checks is the current object a subclass of some type. More...
 
template<class Type , class AllocCategory , class... Args>
SPtr< Type > bs_shared_ptr_new (Args &&...args)
 Create a new shared pointer using a custom allocator category. More...
 
template<class Type , class... Args>
SPtr< Type > bs_shared_ptr_new (Args &&...args)
 Create a new shared pointer using the default allocator category. More...
 
template<class Type , class MainAlloc = GenAlloc, class PtrDataAlloc = GenAlloc>
SPtr< Type > bs_shared_ptr (Type *data)
 Create a new shared pointer from a previously constructed object. More...
</