All Classes and Interfaces

Class
Description
 
Some small methods to speed up binary file reading and writing
Post Processing Pipeline to apply a bloom effect to a Texture.
A Post Processing Step that only renders bright parts of the scene
 
Azurite
 
The shape implementation of a circle.
Describes an object that can collide with others.
A component to handle and react to collisions using a collider.
 
A class to pass down information about a collision detection for further response.
Azurite
Azurite
 
 
A basic polygon shape.
Represents a Line which can be rendered by DebugRenderer The most basic primitive for Debug Rendering
A Primitive that consists of a bunch of lines.
A Rectangle Primitive for the Debug Renderer
Azurite
Azurite
Deprecated.
 
The Dynamics manage movement of a GameObject.
 
A base class to be extended by classes that are going to function as Data for the Event System
Event Data for the Key Event
Event Data for the Mouse Button Event
Event Data for the Mouse Scroll Event
Event Data for the Trigger Enter Event.
Event Data for the Trigger Exit Event.
Event Data for the Window Resized Event
A Simple listener interface
A class which can handle Event listeners.
Collection of Event Nodes for various Events
 
Can contain all tools for parsing a specific file format from text or byte input to an object.
 
This class contains a font texture for drawing text.
Can be applied to a Dynamics and should be a unique instance for each object in most cases.
A Post Processing Step that renders the texture as-is to another framebuffer.
This class is heavily inspired from TheCherno's Hazel Engine's Framebuffer API
Azurite
A GameObject is the root of the Entity Component system used to store all entities in Azurite games.
 
 
This class represents a font glyph.
 
Azurite
A Post Processing Step that renders the texture with a Horizontal Blur.
Azurite
 
 
 
 
 
 
The shape implementation of a line.
 
A Map describes the complete state of a finite graph and offers a start and target node to be processed by a pathfinding algorithm.
An util class containing a lot of useful methods to do maths and physics calculations.
 
A Node describes a single node of a finite graph and does knows all paths to its neighbors.
A LinkedList override to create an order-preserving list to improve speed in a special use case:
You want to remove and add object from/to a list and keep the elements in the list sorted without having to re-sort each time.
A Pair is a tupel of two different values with potentially two different types.
 
Describes a path from one node to another with a fixed path cost value.
This class contains currently 2 pathfinding methods: - a-star (A*) - dijkstra
The GJKSM shape implementation of a single point.
A Point Light Component is essentially a location in the world that emits light in all directions.
A polygon collider for a GameObject.
Some Utility methods
This class should be used if you want to chain multiple steps
 
Denotes A Step in Post Processing
Enum to show where to render.
 
Azurite
The PrimitiveShape is implicitly described by all its support vectors.
The shape implementation of a rectangle.
 
Azurite
Azurite
 
The result of a pathfinding algorithm containing a full path from start to target.
 
 
Azurite
 
Represents a datatype in GLSL
Util methods to create PrimitiveShape on the fly.
 
Contains the texture and UV coordinates used by openGL to render an image
Azurite
SpriteRenderer is a component that can be added to a GameObject.
 
Defines a state inside a StateMachine and can basically do anything inside its boundaries.
A flexible implementation of a statemachine.
 
 
 
This is a class for an OpenGL texture
Azurite
What type of data is to be stored in the attachment
How will the texture be resized if it has to be rendered to a bigger area or smaller area
How will the texture be wrapped
 
Azurite
What is this?
 
 
 
A handy structure to perform the lexical analysis on a given String.
Represents the position in X and Y coordinates, rotation and the scale (width and height)
The shape implementation of a triangle.
A Triple is a tupel of three different values with potentially three different types.
 
 
 
A Post Processing Step that renders the texture with a Vertical Blur.
A Post Processing Step that combines two textures multiplying them with corresponding weights and then adding them
 
 
A simple XML string parsing class.