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Fillwave
10.0.0
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Android implementation specific. More...
#include <EngineAndroid.h>
Public Member Functions | |
| EngineAndroid (const std::string &rootPath) | |
| EngineAndroid (ANativeActivity *activity) | |
Public Member Functions inherited from flw::Engine | |
| Engine (const std::string &runtimeBinaryFilePath, bool isEveryExtensionSuccessfullyLoaded) | |
| void | configDebugger (EDebuggerState state) |
| void | configFileLogging (std::string fileName="") |
| void | configFPSCounter (std::string fontName="", glm::vec2 position=glm::vec2(-0.95, 0.95), GLfloat size=100.0) |
| void | configBackgroundColor (glm::vec3 color) |
| void | configTime (GLfloat timeFactor) |
| void | draw () |
| void | drawLines () |
| void | drawPoints () |
| void | drawTexture (flc::Texture2D *t, flc::Program *p) |
| void | drawTexture (flc::Texture2D *t) |
| void | detach (ps< flf::Text > text) |
| void | detach (flf::LightSpot *light) |
| void | detach (flf::LightDirectional *light) |
| void | detach (flf::LightPoint *light) |
| void | detachLights () |
| void | detach (flf::Entity *) |
| void | getPhysicalMeshBuffer (const std::string &path, flf::PhysicsMeshBuffer &buffer) |
| const std::string | getGlobalPath (const std::string &localPath) |
| void | setCurrentScene (pu< flf::Scene > &&scene) |
| pn< flf::Scene > | getCurrentScene () const |
| GLuint | getAndResetRenderedFramesCount () |
| template<GLuint T> | |
| flc::Shader * | storeShader (const std::string &shaderPath) |
| template<GLuint T> | |
| flc::Shader * | storeShader (const std::string &shaderPath, const std::string &shaderSource) |
| flc::Program * | storeProgram (const std::string &name, const vec< flc::Shader * > &shaders, bool isSkipLinking=false) |
| flc::Texture2D * | storeTexture (const std::string &path) |
| flc::Texture2DRenderable * | storeTextureRenderable () |
| flc::Texture2DRenderableDynamic * | storeTextureDynamic (const std::string &fragmentShaderPath) |
| flf::LightSpot * | storeLightSpot (glm::vec3 pos, glm::quat rot, glm::vec4 col, Moveable *followed=nullptr) |
| flf::LightPoint * | storeLightPoint (glm::vec3 position, glm::vec4 color, Moveable *followed=nullptr) |
| flf::LightDirectional * | storeLightDirectional (glm::vec3 pos, glm::quat rot, glm::vec4 col, Moveable *m=nullptr) |
| ps< flf::Text > | storeText (const std::string &text, const std::string &font, glm::vec2 pos, GLfloat scale=1.0f, glm::vec4 color=glm::vec4(1.0f, 1.0f, 1.0f, 1.0f), ETextEffect effect=ETextEffect::none) |
| flc::VertexArray * | storeVAO (flf::IReloadable *user, flc::VertexArray *vao=nullptr) |
| template<class T , typename... S> | |
| T * | storeBuffer (flc::VertexArray *vao, S...p) |
| template<class T , typename... S> | |
| T * | storeBuffers (flc::VertexArray *vao, size_t idx, S...p) |
| void | removeBuffer (flc::VertexArray *vao) |
| void | removeBufferIndex (flc::VertexArray *vao) |
| void | removeBufferIndexParticles (flc::VertexArray *vao) |
| void | removeBufferBasic (flc::VertexArray *vao) |
| void | removeBufferText (flc::VertexArray *vao) |
| void | captureFramebufferToFile (const std::string &name) |
| void | captureFramebufferToBuffer (GLubyte *buf, GLint *sizeInBytes, GLuint format=GL_RGBA, GLint bytesPerPixel=4) |
| flf::LightSystem & | getLightSystem () const |
| flf::TextureSystem & | getTextureSystem () const |
| glm::ivec2 | getScreenSize () const |
| GLfloat | getScreenAspectRatio () const |
| void | log () |
| void | addPostProcess (const std::string &fragmentShaderPath, GLfloat lifeTime=flf::FILLWAVE_ENDLESS) |
| void | reload () |
| void | onEvent (const flf::Event &event) |
| void | onResizeScreen (GLuint width, GLuint height) |
| void | onPick (GLuint xScreenSpace, GLuint yScreenSpace) |
| void | attachHandler (std::function< void(const flf::Event &)> &&h, flf::EEventType type) |
| void | detachHandlers () |
| flc::Texture3D * | storeTexture3D (const std::string &posX, const std::string &negX, const std::string &posY, const std::string &negY, const std::string &posZ, const std::string &negZ) |
| flc::Sampler * | storeSO (GLint textureUnit) |
Additional Inherited Members | |
Public Attributes inherited from flw::Engine | |
| GLuint | mWindowWidth |
| GLuint | mWindowHeight |
| GLfloat | mWindowAspectRatio |
| flf::FontLoader | mFontLoader |
| flf::FileLoader | mFileLoader |
| flf::ProgramLoader | mProgramLoader |
| ModelLoader | mModelLoader |
| flc::Texture2DRenderable * | mPickingRenderableTexture |
| pu< flc::PixelBuffer > | mPickingPixelBuffer |
| flf::CacheShader | mShaders |
| flf::CacheProgram | mPrograms |
| flf::CacheSampler | mSamplers |
| flf::CacheBuffer | mBuffers |
| pu< flf::TextureSystem > | mTextures |
| pu< flf::LightSystem > | mLights |
| vec< flc::PostProcessingPass > | mPostProcessingPasses |
| flc::Program * | mProgramTextureLookup |
| vec< ps< Font > > | mFontManager |
| vec< ps< flf::Text > > | mTextManager |
| pu< flc::Fence > | mFence |
| pu< flf::MeshOcclusion > | mOcclusion |
| vec< flf::EventHandler > | mHandlers |
| pu< flf::Scene > | mScene |
| pu< flf::Debugger > | mDebugger |
| GLuint | mFrameCounter |
| GLfloat | mTimeFactor |
| ps< flf::Text > | mFPSText |
| bool | mIsOQ |
| glm::vec3 | mBackgroundColor |
Android implementation specific.
1.8.11