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Moteur3D Namespace Reference


Classes

struct  KeyPressed
 Structure that remembers which special keys are held down. More...
class  AppStarter_3DApplication
 AppStarter_3DApplication is an application starter that gives you the required minimum to start an application. It consists in a blank window, functions to handle this window as well as inputs (mouse and keyboard) and events (resize, draw...). Most if not all of these functions are overridable. More...
class  AppStarter_ObjectViewer
 AppStarter_ObjectViewer is an application starter that gives you the required minimum to start an application, plus some features. It consists in a window displaying an orthonormal base that you can rotate around using the mouse, functions to handle this window as well as inputs (mouse and keyboard) and events (resize, draw...). Most if not all of these functions are overridable. More...
class  Camera
 The Camera class is designed to provide simple transformations in situations where you want your scene to be "filmed" from a position and in a specified direction. This is the most common situation. More...
class  SphericalCamera
 The SphericalCamera class is an enhancement of its base Camera class. It provides functionnalities for rotating the camera around its destination point and nearing it. More...
class  BaseLogger
 Base class for handling logging. Every logger should derive from this class. More...
class  FileLogger
 This logger simply outputs everything into a file. More...
class  Math
 The Math class is a placeholder for general math functions. More...
class  Matrix2
 Matrix2 handles 2D matrix operations. More...
class  Matrix3
class  Matrix4
class  Quaternion
class  Vector2
 The Vector2 class represents a 2-dimensions vector. More...
class  Vector3
 The Vector3 class represents a 3-dimensions vector. More...
class  Vector4
 The Vector4 class represents a 4-dimensions vector. More...
class  MemoryAllocator
 The MemoryAllocator class allows you to allocate a whole memory block at once and distribute it when needed. Its main purpose is to remove the malloc overhead each time you want to allocate and deallocate memory. More...
class  SGLeaf
class  SGNode
class  SGTransformation
struct  TestResult
class  BaseTexture
class  ITexture
class  MasterTimer
 the MasterTimer class is (or should be) an "invisible" class for the application. It only cares of managing the timers' tick times. Internally it stores each timer in a TimerEntry structure that holds a pointer to the timer itself, and the absolute time it will tick. All these TimerEntry instances go into an ordered priority queue, which means only (n+1) checks are made each frame, where n is the number of timer for which the countdown is elapsed. So no matter how many timers that are currently running. More...
class  Timer
 The Timer class is the base class that will allow you to implement your own timers. It works in an easy way : set the delay (in milliseconds) with SetDelay(), call Start(), and when the time is elapsed, the OnTick() event will be triggered. The resolution of this timer is about 15-20 milliseconds, and depends on the framerate : at 60fps, the resolution is about 16ms. It should be more than enough for most applications. More...
class  UIBaseComponent
 This class is the base class for all the UI windows components. More...
class  UICButton
 Basic button that holds clicks. More...
class  UICCloseButton
 Close button, derived from UICButton, that sends a close request when clicked. More...
class  UICLabel
class  BasicANSIFont
class  IFont
class  UIBaseWindow
 The class UIBaseWindow represents a fully functional 2D window inside our application. It supports display, dragging and adding component, but not yet resizing. Its default interface is simple and quite ugly, nevertheless it's been made with evolution in mind, and can the class itself can easily be derived in order to change its look and behavior. More...
class  UserInterface
 this class is responsible for the management of the whole 2D interface management. It include adding and removing windows, checking mouse events and focus change, as well as displaying windows. It must be linked to the window manager. More...
class  IEventManager
 IEventManager is an abstract class that guarantees to the Window class that any implementation of IEventManager will handle every event the Window instance will trigger. More...
class  Window
struct  WindowsWindowParams
 Parameters Windows(tm) needs in order to display a window. More...
struct  MouseInformations
 This structure holds all the mouse states available through the program. More...

Enumerations

enum  UICMessage { UICM_BtnClick = 0, UICM_Close = 1 }
 Message identifier that is sent by a component to its embedding window. More messages will be needed soon... More...
enum  MouseButton {
  LeftButton, RightButton, MiddleButton, OptButton1,
  OptButton2
}
 All the mouse buttons the program haldles : left, right and middle button (generally a click on the wheel), and 2 optional buttons (which must be handled by the OS). More...
enum  KeyList {
  Backspace = VK_BACK, Tab = VK_TAB, Enter = VK_RETURN, Shift = VK_SHIFT,
  Ctrl = VK_CONTROL, Alt = VK_MENU, Pause = VK_PAUSE, Esc = VK_ESCAPE,
  Space = VK_SPACE, PageUp = VK_PRIOR, PageDown = VK_NEXT, End = VK_END,
  Home = VK_HOME, KeypadLeft = VK_LEFT, KeypadUp = VK_UP, KeypadRight = VK_RIGHT,
  KeypadDown = VK_DOWN, PrintScreen = VK_SNAPSHOT, Insert = VK_INSERT, Delete = VK_DELETE,
  Digit_0 = 0x30, Digit_1 = 0x31, Digit_2 = 0x32, Digit_3 = 0x33,
  Digit_4 = 0x34, Digit_5 = 0x35, Digit_6 = 0x36, Digit_7 = 0x37,
  Digit_8 = 0x38, Digit_9 = 0x39, Key_A = 0x41, Key_B = 0x42,
  Key_C = 0x43, Key_D = 0x44, Key_E = 0x45, Key_F = 0x46,
  Key_G = 0x47, Key_H = 0x48, Key_I = 0x49, Key_J = 0x4A,
  Key_K = 0x4B, Key_L = 0x4C, Key_M = 0x4D, Key_N = 0x4E,
  Key_O = 0x4F, Key_P = 0x50, Key_Q = 0x51, Key_R = 0x52,
  Key_S = 0x53, Key_T = 0x54, Key_U = 0x55, Key_V = 0x56,
  Key_W = 0x57, Key_X = 0x58, Key_Y = 0x59, Key_Z = 0x5A,
  Keypad0 = VK_NUMPAD0, Keypad1 = VK_NUMPAD1, Keypad2 = VK_NUMPAD2, Keypad3 = VK_NUMPAD3,
  Keypad4 = VK_NUMPAD4, Keypad5 = VK_NUMPAD5, Keypad6 = VK_NUMPAD6, Keypad7 = VK_NUMPAD7,
  Keypad8 = VK_NUMPAD8, Keypad9 = VK_NUMPAD9, Keypad_Mul = VK_MULTIPLY, Keypad_Add = VK_ADD,
  Keypad_Sub = VK_SUBTRACT, Keypad_Dot = VK_DECIMAL, Keypad_Div = VK_DIVIDE, F1 = VK_F1,
  F2 = VK_F2, F3 = VK_F3, F4 = VK_F4, F5 = VK_F5,
  F6 = VK_F6, F7 = VK_F7, F8 = VK_F8, F9 = VK_F9,
  F10 = VK_F10, NumLock = VK_NUMLOCK, ScrollLock = VK_SCROLL
}
 KeyList is the list of "natural" keys and system keys the program handles. More...

Functions

void * operator new (size_t bytes, Moteur3D::MemoryAllocator &ma)
void * operator new (size_t bytes, Moteur3D::MemoryAllocator *ma)
void operator delete (void *p, Moteur3D::MemoryAllocator &ma)
void operator delete (void *p, Moteur3D::MemoryAllocator *ma)


Enumeration Type Documentation

enum Moteur3D::KeyList
 

KeyList is the list of "natural" keys and system keys the program handles.

Enumerator:
Backspace 
Tab 
Enter 
Shift 
Ctrl 
Alt 
Pause 
Esc 
Space 
PageUp 
PageDown 
End 
Home 
KeypadLeft 
KeypadUp 
KeypadRight 
KeypadDown 
PrintScreen 
Insert 
Delete 
Digit_0 
Digit_1 
Digit_2 
Digit_3 
Digit_4 
Digit_5 
Digit_6 
Digit_7 
Digit_8 
Digit_9 
Key_A 
Key_B 
Key_C 
Key_D 
Key_E 
Key_F 
Key_G 
Key_H 
Key_I 
Key_J 
Key_K 
Key_L 
Key_M 
Key_N 
Key_O 
Key_P 
Key_Q 
Key_R 
Key_S 
Key_T 
Key_U 
Key_V 
Key_W 
Key_X 
Key_Y 
Key_Z 
Keypad0 
Keypad1 
Keypad2 
Keypad3 
Keypad4 
Keypad5 
Keypad6 
Keypad7 
Keypad8 
Keypad9 
Keypad_Mul 
Keypad_Add 
Keypad_Sub 
Keypad_Dot 
Keypad_Div 
F1 
F2 
F3 
F4 
F5 
F6 
F7 
F8 
F9 
F10 
NumLock 
ScrollLock 

enum Moteur3D::MouseButton
 

All the mouse buttons the program haldles : left, right and middle button (generally a click on the wheel), and 2 optional buttons (which must be handled by the OS).

Enumerator:
LeftButton 
RightButton 
MiddleButton 
OptButton1 
OptButton2 

enum Moteur3D::UICMessage
 

Message identifier that is sent by a component to its embedding window. More messages will be needed soon...

Enumerator:
UICM_BtnClick 
UICM_Close 


Function Documentation

void Moteur3D::operator delete void *  p,
Moteur3D::MemoryAllocator ma
[inline]
 

void Moteur3D::operator delete void *  p,
Moteur3D::MemoryAllocator ma
[inline]
 

void* Moteur3D::operator new size_t  bytes,
Moteur3D::MemoryAllocator ma
[inline]
 

void* Moteur3D::operator new size_t  bytes,
Moteur3D::MemoryAllocator ma
[inline]
 


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