#include "IntTypes.h"
#include "DynArray.h"
#include "HandleDefs.h"
#include <cglm/cglm.h>
#include "InputContext.h"
#include "FreeLookCameraMode.h"
#include "Entity2DCollection.h"
#include "TimerPool.h"
Go to the source code of this file.
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| void | TilemapLayer_GetTLBR (vec2 tl, vec2 br, struct TileMapLayer *pTMLayer) |
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| void | Game2DLayer_Get (struct GameFrameworkLayer *pLayer, struct Game2DLayerOptions *pOptions, DrawContext *pDC) |
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| void | Game2DLayer_SaveLevelFile (struct GameLayer2DData *pData, const char *outputFilePath) |
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| void | GameLayer2D_OnPush (struct GameFrameworkLayer *pLayer, DrawContext *drawContext, InputContext *inputContext) |
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| void | Game2DLayer_OnPop (struct GameFrameworkLayer *pLayer, DrawContext *drawContext, InputContext *inputContext) |
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| void | G2D_SaveLevelDataInternal (struct GameLayer2DData *pData, struct BinarySerializer *pBS) |
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◆ MAX_GAME_LAYER_ASSET_FILE_PATH_LEN
| #define MAX_GAME_LAYER_ASSET_FILE_PATH_LEN 128 |
◆ DrawContext
◆ InputMapping
◆ LevelDataHandlerExtenderFn
◆ LevelDataPacketExtenderFn
Extend the writing of the level data packet that servers send to clients.
◆ LevelDataRequestHandlerExtenderFn
- Extend the handling of a level data request packet that the server reciever
- the client can send extra data by extending the G2D_Enqueue_RequestLevelData function by calling G2D_Extend_RequestLevelDataMessage and registering an extender
◆ PreFirstInitFn
◆ PreLoadLevelFn
◆ ObjectLayer2DDrawOrder
| Enumerator |
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| DrawOrder_TopDown | |
| DrawOrder_Index | |
◆ G2D_SaveLevelDataInternal()
◆ Game2DLayer_Get()
◆ Game2DLayer_OnPop()
◆ Game2DLayer_SaveLevelFile()
| void Game2DLayer_SaveLevelFile |
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struct GameLayer2DData * |
pData, |
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const char * |
outputFilePath |
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) |
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◆ GameLayer2D_OnPush()
◆ TilemapLayer_GetTLBR()
| void TilemapLayer_GetTLBR |
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vec2 |
tl, |
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vec2 |
br, |
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struct TileMapLayer * |
pTMLayer |
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) |
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