OmegaEngine API  1.0.3
Namespaces | Classes | Enumerations | Functions
OmegaEngine Namespace Reference

Namespaces

namespace  Assets
 Loading and caching file-based assets (textures, models, etc.).
 
namespace  Audio
 3D sound and music playback.
 
namespace  Collections
 Specialized collection types supplementing System.Collections.Generic.
 
namespace  Graphics
 Graphics subsystem of the engine.
 
namespace  Input
 Handlers for mouse, keyboard and touch input.
 
namespace  Storage
 Classes for data storage and serialization (XML and ZIP).
 
namespace  Values
 Data structures and helpers for Value Types.
 

Classes

class  ColorUtils
 Convert colors to different formats, interpolate, invert, ... More...
 
class  DebugConsole
 Provides a generic debug console powered by the Log system and Lua scripting. More...
 
class  DebugForm
 Provides a debug interface for manipulating views, scenes, bodies and lights in the Engine in real-time More...
 
class  Engine
 Provides central control for 3D rendering, sound management, asset caching, etc. More...
 
class  EngineCapabilities
 Methods for determining the rendering capabilities of the graphics hardware. More...
 
struct  EngineConfig
 Stores settings for initializing Engine More...
 
class  EngineEffects
 Turn specific rendering effects in the Engine on or off. More...
 
class  EngineElement
 A common base class for all objects that need an Engine instance. More...
 
class  EngineElementCollection
 A collection of EngineElements. Applies the composite pattern: automatically handles EngineElement.Engine setting and EngineElement.Dispose calling. More...
 
class  EnginePerformance
 Tracks the performance/speed of the Engine. More...
 
class  EngineState
 Represents the current graphics render state of the Engine.Device. More...
 
class  EngineUtilsAnimation
 Provides simple animation helpers for the Engine. More...
 
class  EngineUtilsDraw
 Provides simple draw helpers for the Engine. More...
 
class  GameBase
 Automatically provides an Engine instance with a fullscreen-capable window, render loop, input handling, etc. More...
 
struct  Hardware
 Information about the hardware the Engine is running on. More...
 
struct  HardwareCpu
 
See also
Hardware.Cpu
More...
 
struct  HardwareGpu
 
See also
Hardware.Gpu
More...
 
struct  HardwareRam
 
See also
Hardware.Ram
More...
 
interface  IAudio
 Represents an asset that can playback audio. More...
 
interface  IPositionable
 An interface to objects that have a position. More...
 
interface  IPositionableOffset
 An interface to objects that have an offset that can be subtracted from the IPositionable.Position get an effective position to use for rendering. More...
 
interface  IResetable
 
class  MathUtils
 Designed to keep other code clean of messy spaghetti code required for some math operations. More...
 
class  PerlinNoise
 Perlin noise function. More...
 
class  Profiler
 Helper class with static functions to signal the beginnings and endings of performance profiling events. In Debug builds events are also passed to PIX. More...
 
struct  ProfilerEvent
 Struct that allows you to profile timed execution blocks. More...
 
class  RandomUtils
 Provides helper methods for creating different types of variables with random content. More...
 
class  RenderPanel
 A Panel that automatically provides an OmegaEngine.Engine instance for rendering on it, an optional timer-driver render loop, input handling, etc. More...
 

Enumerations

enum  FrameLog { FrameLog.Off, FrameLog.CpuOnly, FrameLog.CpuGpu }
 
See also
EnginePerformance.LogFrame
More...
 
enum  ZBufferMode { ZBufferMode.Normal, ZBufferMode.ReadOnly, ZBufferMode.Off }
 
See also
EngineState.ZBufferMode
More...
 

Functions

delegate bool MessageEventHandler (Message m)
 

Enumeration Type Documentation

◆ FrameLog

enum OmegaEngine.FrameLog
strong

See also
EnginePerformance.LogFrame

Enumerator
Off 

Do not create a log of the frame

CpuOnly 

Create a log of the frame without stalling the GPU pipeline, measuring only the CPU load

CpuGpu 

Create a log of the frame stalling the GPU pipeline, measuring the CPU and GPU load

◆ ZBufferMode

See also
EngineState.ZBufferMode

Enumerator
Normal 

Test against the ZBuffer before drawing a pixel and write to it afterwards

ReadOnly 

Test against the ZBuffer before drawing a pixel but don't write to it

Off 

Do not use the ZBuffer

Function Documentation

◆ MessageEventHandler()

delegate bool OmegaEngine.MessageEventHandler ( Message  m)
See also
GameBase.GameForm.WindowMessage
Parameters
mThe window message