File Game2DLayer.h
FileList > engine > include > Game2DLayer.h
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#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"
Classes
| Type | Name |
|---|---|
| struct | Game2DLayerOptions |
| struct | GameLayer2DData |
| struct | TileMap |
| struct | TileMapLayer |
| struct | Transform2D |
Public Types
| Type | Name |
|---|---|
| typedef struct DrawContext | DrawContext |
| typedef struct InputMapping | InputMapping |
| typedef void(* | LevelDataHandlerExtenderFn |
| typedef void(* | LevelDataPacketExtenderFn Extend the writing of the level data packet that servers send to clients. |
| typedef void(* | LevelDataRequestHandlerExtenderFn |
| enum | ObjectLayer2DDrawOrder |
| typedef void(* | PreFirstInitFn |
| typedef void(* | PreLoadLevelFn |
Public Attributes
| Type | Name |
|---|---|
| struct Entity2DCollection * | pCollection |
| struct Entity2DCollection vec2 vec2 | regionBR |
| struct Entity2DCollection vec2 | regionTL |
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 | TilemapLayer_GetTLBR (vec2 tl, vec2 br, struct TileMapLayer * pTMLayer) |
| VECTOR (HEntity2D) Query which dynamic entities are in a given region (their bounding boxes intersect with the region) |
Macros
| Type | Name |
|---|---|
| define | MAX_GAME_LAYER_ASSET_FILE_PATH_LEN 128 |
Public Types Documentation
typedef DrawContext
typedef struct DrawContext DrawContext;
typedef InputMapping
typedef struct InputMapping InputMapping;
typedef LevelDataHandlerExtenderFn
typedef void(* LevelDataHandlerExtenderFn) (struct GameLayer2DData *pGameLayerData, struct BinarySerializer *pBS);
typedef LevelDataPacketExtenderFn
Extend the writing of the level data packet that servers send to clients.
typedef void(* LevelDataPacketExtenderFn) (struct GameLayer2DData *pGameLayerData, struct BinarySerializer *pBS);
typedef LevelDataRequestHandlerExtenderFn
typedef void(* LevelDataRequestHandlerExtenderFn) (struct GameLayer2DData *pGameLayerData, struct BinarySerializer *pBS);
- 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
enum ObjectLayer2DDrawOrder
enum ObjectLayer2DDrawOrder {
DrawOrder_TopDown,
DrawOrder_Index
};
typedef PreFirstInitFn
typedef void(* PreFirstInitFn) (struct GameLayer2DData *pGameLayerData);
typedef PreLoadLevelFn
typedef void(* PreLoadLevelFn) (struct GameLayer2DData *pGameLayerData);
Public Attributes Documentation
variable pCollection
struct Entity2DCollection* pCollection;
variable regionBR
struct Entity2DCollection vec2 vec2 regionBR;
variable regionTL
struct Entity2DCollection vec2 regionTL;
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 TilemapLayer_GetTLBR
void TilemapLayer_GetTLBR (
vec2 tl,
vec2 br,
struct TileMapLayer * pTMLayer
)
function VECTOR
Query which dynamic entities are in a given region (their bounding boxes intersect with the region)
VECTOR (
HEntity2D
)
Parameters:
pLayerpCollectionregionTLregionBRpOutEntities
Returns:
Macro Definition Documentation
define MAX_GAME_LAYER_ASSET_FILE_PATH_LEN
#define MAX_GAME_LAYER_ASSET_FILE_PATH_LEN `128`
The documentation for this class was generated from the following file /home/runner/work/2DFarmingRPG/2DFarmingRPG/Stardew/engine/include/Game2DLayer.h