Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
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![]() ![]() ![]() ![]() | A type-unsafe stack for storing different types of data |
![]() ![]() ![]() | C-runtime library allocator |
![]() ![]() ![]() | Default memory allocator used by the parser and DOM |
![]() ![]() ![]() ![]() | Chunk header for perpending to each chunk |
![]() ![]() ![]() | Represents a JSON value. Use Value for UTF8 encoding and default allocator |
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![]() ![]() ![]() ![]() | Name-value pair in an object |
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![]() ![]() ![]() | A document for parsing JSON text as DOM |
![]() ![]() ![]() | Input byte stream wrapper with a statically bound encoding |
![]() ![]() ![]() | Output byte stream wrapper with statically bound encoding |
![]() ![]() ![]() | Input stream wrapper with dynamically bound encoding and automatic encoding detection |
![]() ![]() ![]() | Output stream wrapper with dynamically bound encoding and automatic encoding detection |
![]() ![]() ![]() | UTF-8 encoding |
![]() ![]() ![]() | UTF-16 encoding |
![]() ![]() ![]() | UTF-16 little endian encoding |
![]() ![]() ![]() | UTF-16 big endian encoding |
![]() ![]() ![]() | UTF-32 encoding |
![]() ![]() ![]() | UTF-32 little endian enocoding |
![]() ![]() ![]() | UTF-32 big endian encoding |
![]() ![]() ![]() | Dynamically select encoding according to stream's runtime-specified UTF encoding type |
![]() ![]() ![]() | Encoding conversion |
![]() ![]() ![]() | Specialization of Transcoder with same source and target encoding |
![]() ![]() ![]() | File byte stream for input using fread() |
![]() ![]() ![]() | (Depreciated) Wrapper of C file stream for input or output |
![]() ![]() ![]() | Wrapper of C file stream for input using fread() |
![]() ![]() ![]() | Writer with indentation and spacing |
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![]() ![]() ![]() | Read-only string stream |
![]() ![]() ![]() | A read-write string stream |
![]() ![]() ![]() | Default implementation of Handler |
![]() ![]() ![]() | SAX-style JSON parser. Use Reader for UTF8 encoding and default allocator |
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![]() ![]() ![]() | Represents an in-memory output stream |
![]() ![]() ![]() | JSON writer |
![]() ![]() ![]() ![]() | Information for each nested level |
![]() ![]() ![]() | Concept for allocating, resizing and freeing memory block |
![]() ![]() ![]() | Concept for encoding of Unicode characters |
![]() ![]() ![]() | Concept for reading and writing characters |
![]() ![]() ![]() | Concept for receiving events from GenericReader upon parsing |
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![]() ![]() ![]() ![]() | Spriter data |
![]() ![]() ![]() ![]() | Folder |
![]() ![]() ![]() ![]() | File |
![]() ![]() ![]() ![]() | Entity |
![]() ![]() ![]() ![]() | Character map |
![]() ![]() ![]() ![]() | Map instruction |
![]() ![]() ![]() ![]() | Animation |
![]() ![]() ![]() ![]() | Mainline key |
![]() ![]() ![]() ![]() | Ref |
![]() ![]() ![]() ![]() | Timeline |
![]() ![]() ![]() ![]() | Timeline key |
![]() ![]() ![]() ![]() | Spatial info |
![]() ![]() ![]() ![]() | Spatial timeline key |
![]() ![]() ![]() ![]() | Bone timeline key |
![]() ![]() ![]() ![]() | Sprite timeline key |
![]() ![]() ![]() ![]() | Spriter instance |
![]() ![]() ![]() | Script array class |
![]() ![]() ![]() | Script dictionary value |
![]() ![]() ![]() | Script dictionary class |
![]() ![]() ![]() ![]() | STL style iterator for Script dictionary class |
![]() ![]() ![]() | Scripting subsystem. Allows execution of AngelScript |
![]() ![]() ![]() | Delay-executed function or method call |
![]() ![]() ![]() | Interface class for allowing script objects or functions to subscribe to events |
![]() ![]() ![]() | Script file resource |
![]() ![]() ![]() | Helper class for forwarding events to script objects that are not part of a scene |
![]() ![]() ![]() | Script object component |
![]() ![]() ![]() | Audio subsystem |
![]() ![]() ![]() | Sound stream that supports manual buffering of data from the main thread |
![]() ![]() ![]() | Ogg Vorbis sound stream |
![]() ![]() ![]() | Sound resource |
![]() ![]() ![]() | Sound listener component |
![]() ![]() ![]() | Sound source component with stereo position |
![]() ![]() ![]() | Sound source component with three-dimensional position |
![]() ![]() ![]() | Base class for sound streams |
![]() ![]() ![]() | Allocator memory block |
![]() ![]() ![]() | Allocator node |
![]() ![]() ![]() | Allocator template class. Allocates objects of a specific class |
![]() ![]() ![]() | Shared array pointer template class. Uses non-intrusive reference counting |
![]() ![]() ![]() | Weak array pointer template class. Uses non-intrusive reference counting |
![]() ![]() ![]() | Hash set/map node base class |
![]() ![]() ![]() | Hash set/map iterator base class |
![]() ![]() ![]() | Hash set/map base class |
![]() ![]() ![]() | Hash map template class |
![]() ![]() ![]() ![]() | Hash map node const iterator |
![]() ![]() ![]() ![]() | Hash map node iterator |
![]() ![]() ![]() ![]() | Hash map key-value pair with const key |
![]() ![]() ![]() ![]() | Hash map node |
![]() ![]() ![]() | Hash set template class |
![]() ![]() ![]() ![]() | Hash set node const iterator |
![]() ![]() ![]() ![]() | Hash set node iterator |
![]() ![]() ![]() ![]() | Hash set node |
![]() ![]() ![]() | Singly-linked list node base class |
![]() ![]() ![]() | Singly-linked list template class. Elements must inherit from LinkedListNode |
![]() ![]() ![]() | Doubly-linked list template class |
![]() ![]() ![]() ![]() | List const iterator |
![]() ![]() ![]() ![]() | List iterator |
![]() ![]() ![]() ![]() | List node |
![]() ![]() ![]() | Doubly-linked list node base class |
![]() ![]() ![]() | Doubly-linked list iterator base class |
![]() ![]() ![]() | Doubly-linked list base class |
![]() ![]() ![]() | Pair template class |
![]() ![]() ![]() | Shared pointer template class with intrusive reference counting |
![]() ![]() ![]() | Weak pointer template class with intrusive reference counting. Does not keep the object pointed to alive |
![]() ![]() ![]() | Reference count structure |
![]() ![]() ![]() | Base class for intrusively reference-counted objects. These are noncopyable and non-assignable |
![]() ![]() ![]() | String class |
![]() ![]() ![]() | Wide character string. Only meant for converting from String and passing to the operating system where necessary |
![]() ![]() ![]() | Vector template class |
![]() ![]() ![]() | Vector template class for POD types. Does not call constructors or destructors and uses block move |
![]() ![]() ![]() | Random access iterator |
![]() ![]() ![]() | Random access const iterator |
![]() ![]() ![]() | Vector base class |
![]() ![]() ![]() | Abstract base class for invoking attribute accessors |
![]() ![]() ![]() | Description of an automatically serializable variable |
![]() ![]() ![]() | Condition on which a thread can wait |
![]() ![]() ![]() | Urho3D execution context. Provides access to subsystems, object factories and attributes, and event receivers |
![]() ![]() ![]() | Operating system mutual exclusion primitive |
![]() ![]() ![]() | Lock that automatically acquires and releases a mutex |
![]() ![]() ![]() | Type info |
![]() ![]() ![]() | Base class for objects with type identification, subsystem access and event sending/receiving capability |
![]() ![]() ![]() | Base class for object factories |
![]() ![]() ![]() | Template implementation of the object factory |
![]() ![]() ![]() | Internal helper class for invoking event handler functions |
![]() ![]() ![]() | Template implementation of the event handler invoke helper (stores a function pointer of specific class.) |
![]() ![]() ![]() | Profiling data for one block in the profiling tree |
![]() ![]() ![]() | Hierarchical performance profiler subsystem |
![]() ![]() ![]() | Helper class for automatically beginning and ending a profiling block |
![]() ![]() ![]() | Spline class to get a point on it based off the interpolation mode |
![]() ![]() ![]() | Operating system thread |
![]() ![]() ![]() | Low-resolution operating system timer |
![]() ![]() ![]() | High-resolution operating system timer used in profiling |
![]() ![]() ![]() | Time and frame counter subsystem |
![]() ![]() ![]() | Union for the possible variant values. Also stores non-POD objects such as String and math objects (excluding Matrix) which must not exceed 16 bytes in size. Objects exceeding 16 bytes size are stored in the heap pointed by _ptr |
![]() ![]() ![]() | Typed resource reference |
![]() ![]() ![]() | List of typed resource references |
![]() ![]() ![]() | Variable that supports a fixed set of types |
![]() ![]() ![]() | Work queue item |
![]() ![]() ![]() | Work queue subsystem for multithreading |
![]() ![]() ![]() | Database subsystem. Manage database connections |
![]() ![]() ![]() | Database connection |
![]() ![]() ![]() | Database query result |
![]() ![]() ![]() | Base class for creating applications which initialize the Urho3D engine and run a main loop until exited |
![]() ![]() ![]() | Console window with log history and command line prompt |
![]() ![]() ![]() | Displays rendering stats and profiling information |
![]() ![]() ![]() | Urho3D engine. Creates the other subsystems |
![]() ![]() ![]() | Animated model component |
![]() ![]() ![]() | Skeletal animation keyframe |
![]() ![]() ![]() | Skeletal animation track, stores keyframes of a single bone |
![]() ![]() ![]() | Animation trigger point |
![]() ![]() ![]() | Skeletal animation resource |
![]() ![]() ![]() | Control data for an animation |
![]() ![]() ![]() | Component that drives an AnimatedModel's animations |
![]() ![]() ![]() | Animation instance per-track data |
![]() ![]() ![]() | Animation instance |
![]() ![]() ![]() | Queued 3D geometry draw call |
![]() ![]() ![]() | Data for one geometry instance |
![]() ![]() ![]() | Instanced 3D geometry draw call |
![]() ![]() ![]() | Instanced draw call grouping key |
![]() ![]() ![]() | Queue that contains both instanced and non-instanced draw calls |
![]() ![]() ![]() | Queue for shadow map draw calls |
![]() ![]() ![]() | Queue for light related draw calls |
![]() ![]() ![]() | One billboard in the billboard set |
![]() ![]() ![]() | Billboard component |
![]() ![]() ![]() | Camera component |
![]() ![]() ![]() | Custom geometry vertex |
![]() ![]() ![]() | Custom geometry component |
![]() ![]() ![]() | Debug rendering line |
![]() ![]() ![]() | Debug render triangle |
![]() ![]() ![]() | Debug geometry rendering component. Should be added only to the root scene node |
![]() ![]() ![]() | Decal vertex |
![]() ![]() ![]() | One decal in a decal set |
![]() ![]() ![]() | Decal renderer component |
![]() ![]() ![]() | Rendering frame update parameters |
![]() ![]() ![]() | Source data for a 3D geometry draw call |
![]() ![]() ![]() | Base class for visible components |
![]() ![]() ![]() | Defines one or more vertex buffers, an index buffer and a draw range |
![]() ![]() ![]() | Shadow depth bias parameters |
![]() ![]() ![]() | Cascaded shadow map parameters |
![]() ![]() ![]() | Shadow map focusing parameters |
![]() ![]() ![]() | Light component |
![]() ![]() ![]() | Material's shader parameter definition |
![]() ![]() ![]() | Material's technique list entry |
![]() ![]() ![]() | Material's shader parameter animation instance |
![]() ![]() ![]() | Describes how to render 3D geometries |
![]() ![]() ![]() | Vertex buffer morph data |
![]() ![]() ![]() | Definition of a model's vertex morph |
![]() ![]() ![]() | Description of vertex buffer data for asynchronous loading |
![]() ![]() ![]() | Description of index buffer data for asynchronous loading |
![]() ![]() ![]() | Description of a geometry for asynchronous loading |
![]() ![]() ![]() | 3D model resource |
![]() ![]() ![]() | Occlusion hierarchy depth value |
![]() ![]() ![]() | Per-thread occlusion buffer data |
![]() ![]() ![]() | Stored occlusion render job |
![]() ![]() ![]() | Software renderer for occlusion |
![]() ![]() ![]() | Octree octant |
![]() ![]() ![]() | Octree component. Should be added only to the root scene node |
![]() ![]() ![]() | Base class for octree queries |
![]() ![]() ![]() | Point octree query |
![]() ![]() ![]() | Sphere octree query |
![]() ![]() ![]() | Bounding box octree query |
![]() ![]() ![]() | Frustum octree query |
![]() ![]() ![]() | General octree query result. Used for Lua bindings only |
![]() ![]() ![]() | Raycast result |
![]() ![]() ![]() | Raycast octree query |
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![]() ![]() ![]() | Hardware constant buffer |
![]() ![]() ![]() | Base class for GPU resources |
![]() ![]() ![]() | CPU-side scratch buffer for vertex data updates |
![]() ![]() ![]() | Graphics subsystem. Manages the application window, rendering state and GPU resources |
![]() ![]() ![]() | Cached state of a frame buffer object |
![]() ![]() ![]() | Graphics subsystem implementation. Holds API-specific objects |
![]() ![]() ![]() | Hardware index buffer |
![]() ![]() ![]() | Color or depth-stencil surface that can be rendered into |
![]() ![]() ![]() | Shader parameter definition |
![]() ![]() ![]() | Linked shader program on the GPU |
![]() ![]() ![]() | Vertex or pixel shader on the GPU |
![]() ![]() ![]() | Base class for texture resources |
![]() ![]() ![]() | 2D texture resource |
![]() ![]() ![]() | 3D texture resource |
![]() ![]() ![]() | Cube texture resource |
![]() ![]() ![]() | Hardware vertex buffer |
![]() ![]() ![]() | Color animation frame definition |
![]() ![]() ![]() | Texture animation frame definition |
![]() ![]() ![]() | Particle effect definition |
![]() ![]() ![]() | One particle in the particle system |
![]() ![]() ![]() | Particle emitter component |
![]() ![]() ![]() | High-level rendering subsystem. Manages drawing of 3D views |
![]() ![]() ![]() | Rendertarget definition |
![]() ![]() ![]() | Rendering path command |
![]() ![]() ![]() | Rendering path definition |
![]() ![]() ![]() | Shader resource consisting of several shader variations |
![]() ![]() ![]() | Utility class for collecting used shader combinations during runtime for precaching |
![]() ![]() ![]() | Bone in a skeleton |
![]() ![]() ![]() | Hierarchical collection of bones |
![]() ![]() ![]() | Static model component with fixed position in relation to the camera |
![]() ![]() ![]() | Static model per-geometry extra data |
![]() ![]() ![]() | Static model component |
![]() ![]() ![]() | Renders several object instances while culling and receiving light as one unit. Can be used as a CPU-side optimization, but note that also regular StaticModels will use instanced rendering if possible |
![]() ![]() ![]() | Material rendering pass, which defines shaders and render state |
![]() ![]() ![]() | Material technique. Consists of several passes |
![]() ![]() ![]() | Heightmap terrain component |
![]() ![]() ![]() | Individually rendered part of a heightmap terrain |
![]() ![]() ![]() | Intermediate light processing result |
![]() ![]() ![]() | Scene render pass info |
![]() ![]() ![]() | Per-thread geometry, light and scene range collection structure |
![]() ![]() ![]() | Internal structure for 3D rendering work. Created for each backbuffer and texture viewport, but not for shadow cameras |
![]() ![]() ![]() | Viewport definition either for a render surface or the backbuffer |
![]() ![]() ![]() | Component that describes global rendering properties |
![]() ![]() ![]() | Controls sent over the network |
![]() ![]() ![]() | Input state for a finger touch |
![]() ![]() ![]() | Input state for a joystick |
![]() ![]() ![]() | Input subsystem. Converts operating system window messages to input state and events |
![]() ![]() ![]() | Abstract stream for reading |
![]() ![]() ![]() | File opened either through the filesystem or from within a package file |
![]() ![]() ![]() | Subsystem for file and directory operations and access control |
![]() ![]() ![]() | Watches a directory and its subdirectories for files being modified |
![]() ![]() ![]() | Stored log message from another thread |
![]() ![]() ![]() | Logging subsystem |
![]() ![]() ![]() | Memory area that can be read and written to as a stream |
![]() ![]() ![]() | File entry within the package file |
![]() ![]() ![]() | Stores files of a directory tree sequentially for convenient access |
![]() ![]() ![]() | Template wrapper class for using Serializer / Deserializer or their subclasses through SDL's RWOps structure |
![]() ![]() ![]() | Abstract stream for writing |
![]() ![]() ![]() | Dynamically sized buffer that can be read and written to as a stream |
![]() ![]() ![]() | Lua file |
![]() ![]() ![]() | C++ representation of Lua function object |
![]() ![]() ![]() | Lua script subsystem |
![]() ![]() ![]() | Lua script event invoker |
![]() ![]() ![]() | Lua script event listener |
![]() ![]() ![]() | Lua script object component |
![]() ![]() ![]() | Rectangular area allocator |
![]() ![]() ![]() | Three-dimensional axis-aligned bounding box |
![]() ![]() ![]() | RGBA color |
![]() ![]() ![]() | Convex constructed of 6 planes |
![]() ![]() ![]() | 3x3 matrix for rotation and scaling |
![]() ![]() ![]() | 3x4 matrix for scene node transform calculations |
![]() ![]() ![]() | 4x4 matrix for arbitrary linear transforms including projection |
![]() ![]() ![]() | Surface in three-dimensional space |
![]() ![]() ![]() | A convex volume built from polygon faces |
![]() ![]() ![]() | Rotation represented as a four-dimensional normalized vector |
![]() ![]() ![]() | Infinite straight line in three-dimensional space |
![]() ![]() ![]() | Two-dimensional bounding rectangle |
![]() ![]() ![]() | Two-dimensional bounding rectangle with integer values |
![]() ![]() ![]() | Sphere in three-dimensional space |
![]() ![]() ![]() | 32-bit hash value for a string |
![]() ![]() ![]() | Two-dimensional vector |
![]() ![]() ![]() | Two-dimensional vector with integer values |
![]() ![]() ![]() | Three-dimensional vector |
![]() ![]() ![]() | Four-dimensional vector |
![]() ![]() ![]() | Crowd agent component, requires a CrowdManager component in the scene. When not set explicitly, agent's radius and height are defaulted to navigation mesh's agent radius and height, respectively |
![]() ![]() ![]() | Parameter structure for obstacle avoidance params (copied from DetourObstacleAvoidance.h in order to hide Detour header from Urho3D library users) |
![]() ![]() ![]() | Crowd manager scene component. Should be added only to the root scene node |
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![]() ![]() ![]() | Navigation area stub |
![]() ![]() ![]() | Navigation build data |
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![]() ![]() ![]() | Component which tags geometry for inclusion in the navigation mesh. Optionally auto-includes geometry from child nodes |
![]() ![]() ![]() | Description of a navigation mesh geometry component, with transform and bounds information |
![]() ![]() ![]() | Navigation mesh component. Collects the navigation geometry from child nodes with the Navigable component and responds to path queries |
![]() ![]() ![]() | Obstacle for dynamic navigation mesh |
![]() ![]() ![]() | A link between otherwise unconnected regions of the navigation mesh |
![]() ![]() ![]() | Queued remote event |
![]() ![]() ![]() | Package file receive transfer |
![]() ![]() ![]() | Package file send transfer |
![]() ![]() ![]() | Connection to a remote network host |
![]() ![]() ![]() | An HTTP connection with response data stream |
![]() ![]() ![]() | Network subsystem. Manages client-server communications using the UDP protocol |
![]() ![]() ![]() | Network interest management settings component |
![]() ![]() ![]() | Base class for collision shape geometry data |
![]() ![]() ![]() | Triangle mesh geometry data |
![]() ![]() ![]() | Convex hull geometry data |
![]() ![]() ![]() | Heightfield geometry data |
![]() ![]() ![]() | Physics collision shape component |
![]() ![]() ![]() | Physics constraint component. Connects two rigid bodies together, or one rigid body to a static point |
![]() ![]() ![]() | Physics raycast hit |
![]() ![]() ![]() | Delayed world transform assignment for parented rigidbodies |
![]() ![]() ![]() | Physics simulation world component. Should be added only to the root scene node |
![]() ![]() ![]() | Physics rigid body component |
![]() ![]() ![]() | Queue item for background loading of a resource |
![]() ![]() ![]() | Background loader of resources. Owned by the ResourceCache |
![]() ![]() ![]() | Compressed image mip level |
![]() ![]() ![]() | Image resource |
![]() ![]() ![]() | JSON document resource |
![]() ![]() ![]() | JSON value class |
![]() ![]() ![]() | Localization subsystem. Stores all the strings in all languages |
![]() ![]() ![]() | PList value |
![]() ![]() ![]() | Property list (plist) |
![]() ![]() ![]() | Base class for resources |
![]() ![]() ![]() | Container of resources with specific type |
![]() ![]() ![]() | Optional resource request processor. Can deny requests, re-route resource file names, or perform other processing per request |
![]() ![]() ![]() | Resource cache subsystem. Loads resources on demand and stores them for later access |
![]() ![]() ![]() | Element in an XML file |
![]() ![]() ![]() | XPath query result set |
![]() ![]() ![]() | XPath query |
![]() ![]() ![]() | XML document resource |
![]() ![]() ![]() | Attribute animation instance |
![]() ![]() ![]() | Base class for animatable object, an animatable object can be set animation on it's attributes, or can be set an object animation to it |
![]() ![]() ![]() | Base class for components. Components can be created to scene nodes |
![]() ![]() ![]() | Helper base class for user-defined game logic components that hooks up to update events and forwards them to virtual functions similar to ScriptInstance class |
![]() ![]() ![]() | Scene node that may contain components and child nodes |
![]() ![]() ![]() | Object animation class, an object animation include one or more attribute animations and theirs wrap mode and speed for an Animatable object |
![]() ![]() ![]() | Dirty attribute bits structure for network replication |
![]() ![]() ![]() | Per-object attribute state for network replication, allocated on demand |
![]() ![]() ![]() | Base class for per-user network replication states |
![]() ![]() ![]() | Per-user component network replication state |
![]() ![]() ![]() | Per-user node network replication state |
![]() ![]() ![]() | Per-user scene network replication state |
![]() ![]() ![]() | Asynchronous loading progress of a scene |
![]() ![]() ![]() | Root scene node, represents the whole scene |
![]() ![]() ![]() | Utility class that resolves node & component IDs after a scene or partial scene load |
![]() ![]() ![]() | Base class for objects with automatic serialization through attributes |
![]() ![]() ![]() | Template implementation of the enum attribute accessor invoke helper class |
![]() ![]() ![]() | Attribute trait (default use const reference for object type) |
![]() ![]() ![]() | Int attribute trait |
![]() ![]() ![]() | Unsigned attribute trait |
![]() ![]() ![]() | Bool attribute trait |
![]() ![]() ![]() | Float attribute trait |
![]() ![]() ![]() | Mixed attribute trait (use const reference for set function only) |
![]() ![]() ![]() | Template implementation of the attribute accessor invoke helper class |
![]() ![]() ![]() | Transform smoothing component for network updates |
![]() ![]() ![]() | Spline for creating smooth movement based on Speed along a set of Control Points modified by the Interpolation Mode |
![]() ![]() ![]() | Placeholder for allowing unregistered components to be loaded & saved along with scenes |
![]() ![]() ![]() | Value animation key frame |
![]() ![]() ![]() | Value animation event frame |
![]() ![]() ![]() | Value animation class |
![]() ![]() ![]() | Base class for a value animation instance, which includes animation runtime information and updates the target object's value automatically |
![]() ![]() ![]() | Image UI element with optional border |
![]() ![]() ![]() | Push button UI element |
![]() ![]() ![]() | UI element that can be toggled between unchecked and checked state |
![]() ![]() ![]() | Cursor image and hotspot information |
![]() ![]() ![]() | Mouse cursor UI element |
![]() ![]() ![]() | Menu UI element that displays a popup list view |
![]() ![]() ![]() | File selector's list entry (file or directory.) |
![]() ![]() ![]() | File selector dialog |
![]() ![]() ![]() | Font resource |
![]() ![]() ![]() | Font glyph description |
![]() ![]() ![]() | Font face description |
![]() ![]() ![]() | Bitmap font face description |
![]() ![]() ![]() | Free type font face description |
![]() ![]() ![]() | Single-line text editor UI element |
![]() ![]() ![]() | Scrollable list UI element |
![]() ![]() ![]() | Menu UI element that optionally shows a popup |
![]() ![]() ![]() | Message box dialog |
![]() ![]() ![]() | Scroll bar UI element with forward and back buttons |
![]() ![]() ![]() | Scrollable UI element for showing a (possibly large) child element |
![]() ![]() ![]() | Slider bar UI element |
![]() ![]() ![]() | UI element which allows sub-pixel positioning and size, as well as rotation. Only other Sprites should be added as child elements |
![]() ![]() ![]() | Cached character location and size within text. Used for queries related to text editing |
![]() ![]() ![]() | Glyph and its location within the text. Used when preparing text rendering |
![]() ![]() ![]() | Text UI element |
![]() ![]() ![]() | 3D text component |
![]() ![]() ![]() | Tooltip UI element |
![]() ![]() ![]() | UI subsystem. Manages the graphical user interface |
![]() ![]() ![]() ![]() | Data structure used to represent the drag data associated to a UIElement |
![]() ![]() ![]() | UI rendering draw call |
![]() ![]() ![]() | Base class for UI elements |
![]() ![]() ![]() | UI element which renders a 3D scene |
![]() ![]() ![]() | Window UI element that can optionally by moved or resized |
![]() ![]() ![]() | Animated sprite component, it uses to play animation created by Spine (http://www.esotericsoftware.com) and Spriter (http://www.brashmonkey.com/) |
![]() ![]() ![]() | Spriter animation set, it includes one or more animations, for more information please refer to http://www.esotericsoftware.com and http://www.brashmonkey.com/spriter.htm |
![]() ![]() ![]() | 2D box collision component |
![]() ![]() ![]() | 2D chain collision component |
![]() ![]() ![]() | 2D circle collision component |
![]() ![]() ![]() | 2D edge collision component |
![]() ![]() ![]() | 2D polygon collision component |
![]() ![]() ![]() | 2D collision shape component |
![]() ![]() ![]() | 2D physics constraint component |
![]() ![]() ![]() | 2D distance constraint component |
![]() ![]() ![]() | 2D friction constraint component |
![]() ![]() ![]() | 2D gear constraint component |
![]() ![]() ![]() | 2D motor constraint component |
![]() ![]() ![]() | 2D mouse constraint component |
![]() ![]() ![]() | 2D prismatic constraint component |
![]() ![]() ![]() | 2D pulley constraint component |
![]() ![]() ![]() | 2D revolute constraint component |
![]() ![]() ![]() | 2D rope constraint component |
![]() ![]() ![]() | 2D weld constraint component |
![]() ![]() ![]() | 2D wheel constraint component |
![]() ![]() ![]() | 2D vertex |
![]() ![]() ![]() | 2D source batch |
![]() ![]() ![]() | Base class for 2D visible components |
![]() ![]() ![]() | 2D particle effect resource |
![]() ![]() ![]() | 2D particle |
![]() ![]() ![]() | 2D particle emitter component |
![]() ![]() ![]() | 2D Physics raycast hit |
![]() ![]() ![]() | 2D physics simulation world component. Should be added only to the root scene node |
![]() ![]() ![]() ![]() | Contact info |
![]() ![]() ![]() | 2D view batch info |
![]() ![]() ![]() | 2D renderer component |
![]() ![]() ![]() | 2D rigid body component |
![]() ![]() ![]() | Sprite |
![]() ![]() ![]() | Sprite sheet |
![]() ![]() ![]() | Static sprite component |
![]() ![]() ![]() | Tile map component |
![]() ![]() ![]() | Tile map information |
![]() ![]() ![]() | Property set |
![]() ![]() ![]() | Tile define |
![]() ![]() ![]() | Tile map object |
![]() ![]() ![]() | Tile map component |
![]() ![]() ![]() | Tmx layer |
![]() ![]() ![]() | Tmx tile layer |
![]() ![]() ![]() | Tmx image layer |
![]() ![]() ![]() | Tmx image layer |
![]() ![]() ![]() | Tile map file |