GEO::AARectoid | Axis-aligned 3d rectangle |
NET::Address | Represents an IP address and port |
GFX::AutoBindIndexBuffer | Helper to automatically bind an index buffer then unbind it when the scope ends |
GFX::AutoBindShaderProgram | Helper to automatically bind a shader program then unbind it when it leaves scope |
GFX::AutoBindTexture | Helper to automatically bind a texture then unbind it when the scope ends |
GFX::AutoBindVertexBuffer | Helper to automatically bind a vertex buffer then unbind it when the scope ends |
MPMA::AutoDelete< T > | Automatically free a single object when this loses scope |
MPMA::AutoDeleteArray< T > | Automatically free an array of objects when this loses scope |
GEO::AxisAlignedEllipse | Ellipse aligned to the x and y axis |
MPMA::BlockingObject | An object that can be used to block a thread until another thread signals it to resume. This is a reference counted object, so all copies of the object still refer to the same lock |
AUDIO::Buffer | Represents a container for sound data, and handles the details of storage and streaming. This is a reference counted object, so all copies of the object refer to the same thing, and the object's data will only be freed once all copies are freed |
GEO::Circle | Circle |
AUDIO::EmptySource | Generates nothing |
GFX::EncodedText | Text encoded with color information |
MPMA::Filename | Represents a file name or directory name, which can navigated or created. This can be constructed using a either windows or a linux style path. Names that begin with ~ are relative to the users home directory. A filename may be in relative form or as an absolute path |
MPMA::FileUtils | File system utilities |
AUDIO::FlacFileSource | Reads sound from a .flac file |
GFX::GraphicsSetup | Represents the state of graphics system and its related window. Everything in here can be both changed or read from |
GFX::IndexBuffer | Represents an index buffer object |
MPMA::InitAndShutdown | You MUST declare this (and only 1 of it) at the start of the scope in which you want the framework to be used. It will handle all setup and cleanup required. Most likely you want to do this at the start of main() |
GFX::InterleavedVertexFormat | Represents the combination of vertex components |
GEO::Line | A line or ray |
GEO::Line2D | A line or ray |
AUDIO::LoopSource | Source that creates a streaming infinite length loop from another source. If reading data reaches the end or the loop endpoint, it seeks back to the loop start point |
GEO::Matrix2 | A 2x2 matrix |
GEO::Matrix3 | A 3x3 matrix |
GEO::Matrix4 | A 4x4 matrix |
GEO::MatrixN< rowCount > | Base type of all square matrices (row-based) |
AUDIO::MonoToStereoSource | Combines two mono sources into a stereo source |
INPUT::MOUSE::MousePixelPosition | In absolute mode, this represents the location of the mouse cursor, measured in pixels from the origin, which is the lower left corner of the window. In relative mode this represents the number of pixels the mouse moved in each direction since the last frame |
INPUT::MOUSE::MouseScaledPosition | Represents the location of the mouse cursor, measured from the origin, which is the lower left corner of the window. Both X and Y are a number between 0 and 1. This is only used in absolute mode |
MPMAMemoryManager | The memory manager. This is a global singleton: mpmaMemoryManager. Do not instantiate this yourself |
MPMA::MutexLock | A (re-entrant safe) lock based on the operating system's mutexes |
GEO::Plane | A plane |
AUDIO::Player | Used to play sound buffers. This is a reference counted object, so all copies of the object refer to the same thing, and the object's data will only be freed once all copies are freed |
MPMA::ReferenceCountedData< DataType > | Deriving from this allows multiple instances of a class to share data, which will be automatically freed when the last instance is freed |
MPMA::RouterInput | The program will send it's debug data to instances of this. This will take data and marshell it to all attached outputs |
MPMA::RouterOutput | Implementations of this are output targets which can accept debug data from a RouterInput and output it to anything it likes |
MPMA::RouterOutputFile | A simple RouterInputOutput implementation that writes output to a file (overridding the file) |
MPMA::RouterOutputStdout | A simple RouterInputOutput implementation that writes output to a stdout |
MPMA::RWSleepLock | ReaderWriter sleep-lock (re-entrant safe). Read locks don't block each other, but Write locks are exclusive to all other locks. This is a reference counted object, so all copies of the object still refer to the same lock |
GFX::ScreenSize | Represents a the size of a window or screen |
GFX::ShaderCode | Represents source and compiled shader code pieces |
GFX::ShaderProgram | Represents a shader program |
AUDIO::Source | Represents a source of sound sample data |
GEO::Sphere | A sphere |
MPMA::SpinLock | A light-weight spin-lock (NOT re-entrant safe from the same thread) that reverts to a sleeplock on single cpu systems. This is a reference counted object, so all copies of the object still refer to the same lock |
MPMA::SystemInfo | Information about the system. These are readable anytime after init. Values which are not possible to obtain will be populated with sane defaults |
MPMA::TakeMutexLock | Used to lock/unlock a MutexLock automatically using scope. The lock is released on dustruction |
MPMA::TakeRWSleepLock | Used to lock/unlock a RWSleepLock automatically using scope. The lock is released on dustruction |
MPMA::TakeSpinLock | Used to lock/unlock a spinlock automatically using scope. The lock is released on destruction |
NET::TCPClient | Represents a stream-based reliable connection to another PC |
NET::TCPServer | Listens for new connections and spawns a TCPClient to recieve them |
GFX::TextColor | Represents a text color change |
GFX::Texture2D | Represents a two dimensional texture |
GFX::TextureBase | Base class for the other texture classes |
GFX::TextureCreateParameters | Parameters used in the creation of a texture |
GFX::TextureDimensions | Represents the dimensions of a texture |
GFX::TextWriter | Generates and renders a transparent texture with opaque text |
MPMA::Thread | Represents a thread |
MPMA::ThreadParam | A user-defined parameter passed to the thread procedure |
MPMA::ThreadPool | A pool of pre-created threads |
MPMA::Timer | A timer |
NET::UDPClient | Used to send udp packets |
INPUT::UnifiedButton | Represents an input button from an arbitrary device |
GFX::UniformVariable | Represents a uniform variable in a shader program. The program must be bound before any values may be set |
MPMA::Vary | A variable that can have eithar an integral, real, or string type. It can convert itself between the different types |
MPMA::VaryString | This is the same as Vary, except it is always has the type of "string" |
GEO::Vector2 | A 2d vector or point |
GEO::Vector3 | A 3d vector or point |
GEO::Vector4 | A 4d vector or point |
GEO::VectorN< elemCount > | Base type of all vectors |
GFX::VertexBuffer | Represents a vertex buffer object |
GFX::VertexComponentFormat | An individual vertex component's use, type, and number of elements. One or more of these are combined to make a InterleavedVertexFormat |
AUDIO::VorbisFileSource | Reads sound from a .ogg/.ogm file |
AUDIO::WavFileSource | Reads sound from a .wav file |
AUDIO::WhiteNoiseSource | White noise generator |
GEO::XAlignedUnboundedCylinder | A an unbounded cylendar aligned along the x axis |
GEO::YAlignedEllipsoid | An ellipsoid whose stretch is aligned along the y axis |