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template<typename CoordinateType , logical_coordinate_system CoordinateSystem> |
game::mesh const & | neogfx::to_ecs_component (game::mesh &aResult, const basic_rect< CoordinateType, CoordinateSystem > &aRect, mesh_type aMeshType=mesh_type::Triangles, optional_mat44 const &aTransformation={}, uint32_t aOffset=0) |
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template<typename CoordinateType , logical_coordinate_system CoordinateSystem> |
game::mesh const & | neogfx::to_ecs_component (const basic_rect< CoordinateType, CoordinateSystem > &aRect, mesh_type aMeshType=mesh_type::Triangles, optional_mat44 const &aTransformation={}, uint32_t aOffset=0) |
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template<typename T , std::size_t D> |
std::array< basic_vector< T, D >, 4 > | neogfx::center_quad (const std::array< basic_vector< T, D >, 4 > &aQuad, basic_vector< T, D > &aCenteringTranslation) |
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game::mesh const & | neogfx::to_ecs_component (game::mesh &aResult, const quad &aQuad, mesh_type aMeshType=mesh_type::Triangles, optional_mat44 const &aTransformation={}, uint32_t aOffset=0) |
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game::mesh const & | neogfx::to_ecs_component (const quad &aQuad, mesh_type aMeshType=mesh_type::Triangles, optional_mat44 const &aTransformation={}, uint32_t aOffset=0) |
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game::mesh const & | neogfx::to_ecs_component (game::mesh &aResult, const quad_2d &aQuad, mesh_type aMeshType=mesh_type::Triangles, optional_mat44 const &aTransformation={}, uint32_t aOffset=0) |
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game::mesh const & | neogfx::to_ecs_component (const quad_2d &aQuad, mesh_type aMeshType=mesh_type::Triangles, optional_mat44 const &aTransformation={}, uint32_t aOffset=0) |
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game::mesh | neogfx::to_ecs_component (const vertices &aVertices, mesh_type aSourceMeshType=mesh_type::TriangleFan, mesh_type aDestinationMeshType=mesh_type::Triangles) |
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game::color | neogfx::to_ecs_component (const color &aColor) |
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game::gradient | neogfx::to_ecs_component (const gradient &aGradient) |
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game::material | neogfx::to_ecs_component (const text_color &aTextColor) |
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shader_effect | neogfx::to_ecs_component (text_effect_type aEffectType) |
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game::material | neogfx::to_ecs_component (const brush &aBrush) |
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std::optional< game::filter > | neogfx::to_ecs_component (blurring_algorithm aAlgorithm, scalar aParameter1, scalar aParameter2) |
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game::texture | neogfx::to_ecs_component (const i_texture &aTexture) |
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game::texture | neogfx::to_ecs_component (const i_texture &aTexture, const rect &aTextureRect) |
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game::texture | neogfx::to_ecs_component (const i_image &aImage) |
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game::texture | neogfx::to_ecs_component (const i_image &aImage, const rect &aTextureRect) |
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game::material | neogfx::image_to_material (game::i_ecs &aEcs, std::string const &aName, const neogfx::image &aImage) |
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game::material | neogfx::image_to_material (game::i_ecs &aEcs, std::string const &aName, std::string const &aImageResource) |
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game::animation | neogfx::regular_sprite_sheet_to_animation (const vec2u32 &aSpriteSheetExtents, const vec2u32 &aCells, const vec2u32 &aCellIndexTopLeft, const vec2u32 &aCellIndexBottomRight, scalar aDefaultDuration=0.0) |
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game::animation | neogfx::regular_sprite_sheet_to_animation (const vec2u32 &aSpriteSheetExtents, const vec2u32 &aCells, scalar aDefaultFrameDuration=0.0) |
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game::animation | neogfx::regular_sprite_sheet_to_animation (const game::material &aSpriteSheet, const vec2u32 &aCells, const vec2u32 &aCellIndexTopLeft, const vec2u32 &aCellIndexBottomRight, scalar aDefaultFrameDuration=0.0) |
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game::animation | neogfx::regular_sprite_sheet_to_animation (const game::material &aSpriteSheet, const vec2u32 &aCells, scalar aDefaultFrameDuration=0.0) |
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renderable_animation | neogfx::regular_sprite_sheet_to_renderable_animation (game::i_ecs &aEcs, std::string const &aName, const neogfx::image &aSpriteSheet, const vec2u32 &aCells, scalar aDefaultFrameDuration=0.0) |
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renderable_animation | neogfx::regular_sprite_sheet_to_renderable_animation (game::i_ecs &aEcs, std::string const &aName, std::string const &aSpriteSheetResource, const vec2u32 &aCells, scalar aDefaultFrameDuration=0.0) |
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void | neogfx::add_patch (game::mesh &aMesh, game::mesh_renderer &aMeshRenderer, const quad &aQuad, const neogfx::i_texture &aTexture, const mat33 &aTextureTransform=mat33::identity()) |
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void | neogfx::add_patch (game::mesh &aMesh, game::mesh_renderer &aMeshRenderer, const quad_2d &aQuad, const neogfx::i_texture &aTexture, const mat33 &aTextureTransform=mat33::identity()) |
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void | neogfx::add_patch (game::mesh &aMesh, game::mesh_renderer &aMeshRenderer, const rect &aRect, const neogfx::i_texture &aTexture, const mat33 &aTextureTransform=mat33::identity()) |
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