File Game2DLayer.c
FileList > engine > src > gameframework > layers > Game2D > Game2DLayer.c
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#include "Game2DLayer.h"#include "GameFramework.h"#include "Atlas.h"#include <stdlib.h>#include <string.h>#include "BinarySerializer.h"#include "DrawContext.h"#include "AssertLib.h"#include "DynArray.h"#include <cglm/cglm.h>#include "GameFrameworkEvent.h"#include "Scripting.h"#include "XMLUIGameLayer.h"#include "FreeLookCameraMode.h"#include "EntityQuadTree.h"#include "FloatingPointLib.h"#include "Camera2D.h"#include "Network.h"#include "Log.h"#include "Game2DLayerNetwork.h"
Classes
| Type | Name |
|---|---|
| struct | InitEntitiesCtx |
| struct | InputEntityContext |
| struct | PostPhysEntityContext |
| struct | UpdateEntityContext |
Public Attributes
| Type | Name |
|---|---|
| int | gTilesRendered = 0 |
Public Static Attributes
| Type | Name |
|---|---|
| struct Entity2DCollection * | gEntityCollectionCurrent = NULL |
Public Functions
| Type | Name |
|---|---|
| void | Et2D_Transform2DToMat3 (struct Transform2D * pTrans, mat3 out) convert a transform2D to a matrix |
| void | G2D_SaveLevelDataInternal (struct GameLayer2DData * pData, struct BinarySerializer * pBS) |
| void | Game2DLayer_Get (struct GameFrameworkLayer * pLayer, struct Game2DLayerOptions * pOptions, DrawContext * pDC) |
| void | Game2DLayer_OnPop (struct GameFrameworkLayer * pLayer, DrawContext * drawContext, InputContext * inputContext) |
| void | Game2DLayer_SaveLevelFile (struct GameLayer2DData * pData, const char * outputFilePath) |
| void | GameLayer2D_OnPush (struct GameFrameworkLayer * pLayer, DrawContext * drawContext, InputContext * inputContext) |
| void | OutputSpriteVertices (AtlasSprite * pSprite, VECTOR(Worldspace2DVert) * pOutVert, VECTOR(VertIndexT) * pOutInd, VertIndexT * pNextIndex, int col, int row, struct Transform2D * pTMLayerTransform) |
| void | TilemapLayer_GetTLBR (vec2 tl, vec2 br, struct TileMapLayer * pTMLayer) |
| VECTOR (HEntity2D) |
Public Static Functions
| Type | Name |
|---|---|
| void | ActivateFreeLookMode (InputContext * inputContext, struct GameLayer2DData * pData) |
| void | Draw (struct GameFrameworkLayer * pLayer, DrawContext * context) |
| int | EntityDrawOrderCompare (const void * a, const void * b) |
| bool | InitEntities (struct Entity2D * pEnt, int i, void * pUser) |
| void | Input (struct GameFrameworkLayer * pLayer, InputContext * context) |
| bool | InputEntities (struct Entity2D * pEnt, int i, void * pUser) |
| void | LoadLayerAssets (struct GameLayer2DData * pData, DrawContext * pDC) |
| void | LoadLevelData (struct TileMap * pTileMap, const char * tilemapFilePath, DrawContext * pDC, hAtlas atlas, struct GameLayer2DData * pData) |
| void | LoadLevelDataFromServer (struct TileMap * pTileMap, DrawContext * pDC, hAtlas atlas, struct GameLayer2DData * pData) |
| void | LoadLevelDataInternal (struct TileMap * pTileMap, struct BinarySerializer * pBs, DrawContext * pDC, hAtlas atlas, struct GameLayer2DData * pData) |
| void | LoadLevelDataV1 (struct TileMap * pTileMap, struct BinarySerializer * pBS, struct GameLayer2DData * pData) |
| void | LoadTilesRLEV1 (struct TileMapLayer * pTileMap, struct BinarySerializer * pBS) |
| void | LoadTilesUncompressedV1 (struct TileMapLayer * pLayer, struct BinarySerializer * pBS) |
| bool | NetworkUpdateWorldstateCallback (struct SDTimer * pTimer) |
| void | OnDebugLayerPushed (void * pUserData, void * pEventData) |
| void | OnWindowDimsChange (struct GameFrameworkLayer * pLayer, int newW, int newH) |
| void | OutputTilemapLayerVertices (hAtlas atlas, struct TileMapLayer * pLayer, VECTOR(Worldspace2DVert) * outVerts, VECTOR(VertIndexT) * outInds, VertIndexT * pNextIndex, vec2 viewportTL, vec2 viewportBR) |
| void | OutputVertices (struct TileMap * pData, struct Transform2D * pCam, VECTOR(Worldspace2DVert) * outVerts, VECTOR(VertIndexT) * outIndices, struct GameLayer2DData * pLayerData, struct GameFrameworkLayer * pLayer) |
| bool | PostPhysicsEntities (struct Entity2D * pEnt, int i, void * pUser) |
| void | PublishDebugMessage (struct GameLayer2DData * pData) |
| void | Update (struct GameFrameworkLayer * pLayer, float deltaT) |
| bool | UpdateEntities (struct Entity2D * pEnt, int i, void * pUser) |
Public Attributes Documentation
variable gTilesRendered
int gTilesRendered;
Public Static Attributes Documentation
variable gEntityCollectionCurrent
struct Entity2DCollection* gEntityCollectionCurrent;
Public Functions Documentation
function Et2D_Transform2DToMat3
convert a transform2D to a matrix
void Et2D_Transform2DToMat3 (
struct Transform2D * pTrans,
mat3 out
)
Parameters:
pTransinput transformoutoutput matrix
function G2D_SaveLevelDataInternal
void G2D_SaveLevelDataInternal (
struct GameLayer2DData * pData,
struct BinarySerializer * pBS
)
Parameters:
pDatapBS
function Game2DLayer_Get
void Game2DLayer_Get (
struct GameFrameworkLayer * pLayer,
struct Game2DLayerOptions * pOptions,
DrawContext * pDC
)
function Game2DLayer_OnPop
void Game2DLayer_OnPop (
struct GameFrameworkLayer * pLayer,
DrawContext * drawContext,
InputContext * inputContext
)
function Game2DLayer_SaveLevelFile
void Game2DLayer_SaveLevelFile (
struct GameLayer2DData * pData,
const char * outputFilePath
)
function GameLayer2D_OnPush
void GameLayer2D_OnPush (
struct GameFrameworkLayer * pLayer,
DrawContext * drawContext,
InputContext * inputContext
)
function OutputSpriteVertices
void OutputSpriteVertices (
AtlasSprite * pSprite,
VECTOR( Worldspace2DVert ) * pOutVert,
VECTOR(VertIndexT) * pOutInd,
VertIndexT * pNextIndex,
int col,
int row,
struct Transform2D * pTMLayerTransform
)
function TilemapLayer_GetTLBR
void TilemapLayer_GetTLBR (
vec2 tl,
vec2 br,
struct TileMapLayer * pTMLayer
)
function VECTOR
VECTOR (
HEntity2D
)
Public Static Functions Documentation
function ActivateFreeLookMode
static void ActivateFreeLookMode (
InputContext * inputContext,
struct GameLayer2DData * pData
)
function Draw
static void Draw (
struct GameFrameworkLayer * pLayer,
DrawContext * context
)
function EntityDrawOrderCompare
static int EntityDrawOrderCompare (
const void * a,
const void * b
)
function InitEntities
static bool InitEntities (
struct Entity2D * pEnt,
int i,
void * pUser
)
function Input
static void Input (
struct GameFrameworkLayer * pLayer,
InputContext * context
)
function InputEntities
static bool InputEntities (
struct Entity2D * pEnt,
int i,
void * pUser
)
function LoadLayerAssets
static void LoadLayerAssets (
struct GameLayer2DData * pData,
DrawContext * pDC
)
function LoadLevelData
static void LoadLevelData (
struct TileMap * pTileMap,
const char * tilemapFilePath,
DrawContext * pDC,
hAtlas atlas,
struct GameLayer2DData * pData
)
function LoadLevelDataFromServer
static void LoadLevelDataFromServer (
struct TileMap * pTileMap,
DrawContext * pDC,
hAtlas atlas,
struct GameLayer2DData * pData
)
function LoadLevelDataInternal
static void LoadLevelDataInternal (
struct TileMap * pTileMap,
struct BinarySerializer * pBs,
DrawContext * pDC,
hAtlas atlas,
struct GameLayer2DData * pData
)
function LoadLevelDataV1
static void LoadLevelDataV1 (
struct TileMap * pTileMap,
struct BinarySerializer * pBS,
struct GameLayer2DData * pData
)
function LoadTilesRLEV1
static void LoadTilesRLEV1 (
struct TileMapLayer * pTileMap,
struct BinarySerializer * pBS
)
function LoadTilesUncompressedV1
static void LoadTilesUncompressedV1 (
struct TileMapLayer * pLayer,
struct BinarySerializer * pBS
)
function NetworkUpdateWorldstateCallback
static bool NetworkUpdateWorldstateCallback (
struct SDTimer * pTimer
)
function OnDebugLayerPushed
static void OnDebugLayerPushed (
void * pUserData,
void * pEventData
)
function OnWindowDimsChange
static void OnWindowDimsChange (
struct GameFrameworkLayer * pLayer,
int newW,
int newH
)
function OutputTilemapLayerVertices
static void OutputTilemapLayerVertices (
hAtlas atlas,
struct TileMapLayer * pLayer,
VECTOR( Worldspace2DVert ) * outVerts,
VECTOR(VertIndexT) * outInds,
VertIndexT * pNextIndex,
vec2 viewportTL,
vec2 viewportBR
)
function OutputVertices
static void OutputVertices (
struct TileMap * pData,
struct Transform2D * pCam,
VECTOR( Worldspace2DVert ) * outVerts,
VECTOR(VertIndexT) * outIndices,
struct GameLayer2DData * pLayerData,
struct GameFrameworkLayer * pLayer
)
function PostPhysicsEntities
static bool PostPhysicsEntities (
struct Entity2D * pEnt,
int i,
void * pUser
)
function PublishDebugMessage
static void PublishDebugMessage (
struct GameLayer2DData * pData
)
function Update
static void Update (
struct GameFrameworkLayer * pLayer,
float deltaT
)
function UpdateEntities
static bool UpdateEntities (
struct Entity2D * pEnt,
int i,
void * pUser
)
The documentation for this class was generated from the following file /home/runner/work/2DFarmingRPG/2DFarmingRPG/Stardew/engine/src/gameframework/layers/Game2D/Game2DLayer.c