40 string substr(uint32 start = 0, int32 count = -1);
41 int32
findFirst(
const string&, uint32 start = 0);
44 int32
findLast(
const string&, int32 start = -1);
45 int32
findLastOf(
const string&, int32 start = -1);
47 void insert(uint32 pos,
const string& other);
48 void erase(uint32 pos, int32 count = -1);
52 void insert(int32 index,
string str);
53 void erase(int32 start, int32 length);
62 void insertAt(uint32 index,
const T& value);
63 void insertAt(uint32 index,
const array<T>& arr);
64 void insertLast(
const T& value);
65 void removeAt(uint32 index);
67 void removeRange(uint32 start, uint32 count);
69 void reserve(uint32 length);
70 void resize(uint32 length);
72 void sortAsc(uint32 startAt, uint32 count);
74 void sortDesc(uint32 startAt, uint32 count);
76 int32 find(
const T& value);
77 int32 find(uint32 startAt,
const T& value);
78 int32 findByRef(
const T& value);
79 int32 findByRef(uint32 startAt,
const T& value);
93 explicit operator void();
94 explicit operator void();
95 explicit operator int64();
96 explicit operator double();
102 void set(
const string&,
const AnyType&);
103 bool get(
const string&,
AnyType&);
104 void set(
const string&,
const int64&);
105 bool get(
const string&, int64&);
106 void set(
const string&,
const double&);
107 bool get(
const string&,
double&);
108 bool exists(
const string&);
111 bool delete(
const string&);
120 explicit operator void();
121 ref opHndlAssign(
const ref&);
135 int32
findFirst(
const string&, uint32 start = 0);
136 int32
findLast(
const string&, int32 start = -1);
156 vec2 operator-=(
const float&);
157 vec2 operator*=(
const float&);
158 vec2 operator/=(
const float&);
183 vec3 operator-=(
const float&);
184 vec3 operator*=(
const float&);
185 vec3 operator/=(
const float&);
213 vec4 operator-=(
const float&);
214 vec4 operator*=(
const float&);
215 vec4 operator/=(
const float&);
237 ivec2 operator-=(
const float&);
238 ivec2 operator*=(
const float&);
239 ivec2 operator/=(
const float&);
261 ivec3 operator-=(
const float&);
262 ivec3 operator*=(
const float&);
263 ivec3 operator/=(
const float&);
286 ivec4 operator-=(
const float&);
287 ivec4 operator*=(
const float&);
288 ivec4 operator/=(
const float&);
305 mat3 operator-=(
const float&);
306 mat3 operator*=(
const float&);
307 mat3 operator/=(
const float&);
325 mat4 operator-=(
const float&);
326 mat4 operator*=(
const float&);
327 mat4 operator/=(
const float&);
366 void TagAsDebris(uint8 importance);
374 vec3 GetInterpolatedPosition(int32 idt);
375 void SetPosition(
const vec3& pos,
bool smooth =
false);
376 void SetPosition(
float x,
float y,
float z,
bool smooth =
false);
377 void SetPositionZ(
float z,
bool smooth =
false);
378 void SetLayer(int32 layer);
382 ref GetScriptBehavior();
383 uint32 GetRoughPingDistance();
384 void SetUpdateDistanceLimit(int32
dist);
387 void SetUnitScene(
string name,
bool resetTime);
388 void SetUnitScene(
UnitScene* scene,
bool resetTime);
392 int32 GetUnitSceneTime();
393 void SetUnitSceneTime(int32 time);
394 float GetUnitTimeScale();
395 void SetUnitTimeScale(
float scale);
396 vec2 FetchLocator(
string name);
397 SValue* FetchData(
string name);
404 string GetDebugName();
406 void SetHidden(
bool hidden);
412 void SetShouldCollide(
bool collides);
413 bool ShouldCollide();
414 void SetShouldCollideWithSame(
bool collides);
415 bool ShouldCollideWithSame();
416 void SetCollisionTeam(uint16 team);
417 uint16 GetCollisionTeam();
446 void EnableLagCompensation(
bool enable);
453 array<vec2>* Pathfind(
const vec2& from,
const vec2& to, int32 diameter,
float maxDistance = -1,
float maxRange = -1);
454 void QueuePathfind(
UnitPtr owner,
const vec2& from,
const vec2& to, int32 diameter,
float maxDistance = -1,
float maxRange = -1);
456 array<UnitPtr>* FetchAllUnitsWithBehavior(
string behavior,
bool includeInherited =
false);
457 array<UnitPtr>* FetchAllUnitsWithBehavior(
string behavior,
vec2 center, int32 radius,
bool includeInherited =
false);
460 void QueueFetchActorsWithOtherTeam(
UnitPtr owner, uint32 team,
vec2 center, uint32 radius);
461 void QueueFetchActorsWithTeam(
UnitPtr owner, uint32 team,
vec2 center, uint32 radius);
486 SValue* GetDictionaryEntry(
string name);
495 void PushDictionary();
496 void PopDictionary();
498 void PushBoolean(
bool val);
499 void PushFloat(
float val);
500 void PushInteger(int32 val);
501 void PushString(
const string& val);
502 void PushVector2(
vec2 val);
503 void PushVector3(
vec3 val);
504 void PushVector4(
vec4 val);
505 void PushDictionary(
string name);
506 void PushArray(
string name);
507 void PushNull(
string name);
508 void PushBoolean(
string name,
bool val);
509 void PushFloat(
string name,
float val);
510 void PushInteger(
string name, int32 val);
511 void PushString(
string name,
const string& val);
512 void PushVector2(
string name,
vec2 val);
513 void PushVector3(
string name,
vec3 val);
514 void PushVector4(
string name,
vec4 val);
544 void SetLinearVelocity(
const vec2& velocity);
545 void SetLinearVelocity(
float x,
float y);
546 vec2 GetLinearVelocity();
548 void SetStatic(
bool static);
550 void SetActive(
bool static,
Scene* scene = null);
551 int32 GetEstimatedRadius();
557 void AddOnEnter(
ref script,
string func);
558 void AddOnExit(
ref script,
string func);
572 SValue* FetchData(
string name);
578 UnitPtr Produce(
Scene* scene,
const vec3& pos, int32
id = 0, uint32 rnd = 0);
579 string GetDebugName();
580 uint32 GetResourceHash();
592 void AddScene(
UnitScene* scene, int32 timeOffset,
vec2 posOffset, int16 layerOffset, int16 uLayerOffset);
601 void Set(
string name,
float value);
611 void SetPosition(
vec3 pos);
615 void SetPaused(
bool paused);
617 void SetLooped(
bool looped);
619 void SetVolume(
float volume);
621 void SetParameter(
string name,
float value);
666 void SetColor(
const vec4& color);
674 vec2 MeasureText(
string text, int32 width = -1);
684 vec4 GetFrame(int32 time);
690 void Begin(int32 width, int32 height,
float scale,
bool grayscale =
false);
692 void SetGrayscale(
bool grayscale);
693 void PushTransformation(
const mat3& transform,
const vec2& pivot);
694 void PushTransformation(
const mat4& transform);
695 void PopTransformation();
696 void PushClipping(
const vec4& rect,
bool inverse =
false);
698 void PauseClipping();
699 void ResumeClipping();
701 void DrawLine(
const vec2& from,
const vec2& to,
float thickness,
const vec4& color);
702 void DrawSprite(
const vec2& pos,
Sprite* sprite, uint32 time,
const vec4& color =
vec4(1,1,1,1));
704 void DrawSpriteRadial(
const vec2& pos,
Sprite* sprite, uint32 time,
float r,
const vec4& color =
vec4(1,1,1,1));
706 void DrawRectangle(
const vec4& rect,
const vec4& color, int32 thickness = 1);
707 void FillRectangle(
const vec4& rect,
const vec4& color);
708 void DrawUnitScene(
const vec2& pos,
const vec2& size,
UnitScene* scene, uint32 time);
742 void ClientExecute(
SValue* param);
744 int32 GetTriggerTimes();
746 void SetTriggerTimes(int32 triggerTimes);
747 void SetEnabled(
bool enabled);
766 Sprite* GetSprite(
const string& name);
775 bool GetBoolean(
const string& name,
bool required =
true,
bool def =
false);
776 float GetFloat(
const string& name,
bool required =
true,
float def = 0.);
777 int32 GetInteger(
const string& name,
bool required =
true, int32 def = 0);
778 string GetString(
const string& name,
bool required =
true,
const string& def =
"");
779 vec2 GetVector2(
const string& name,
bool required =
true,
const vec2& def =
vec2());
780 vec3 GetVector3(
const string& name,
bool required =
true,
const vec3& def =
vec3());
781 vec4 GetVector4(
const string& name,
bool required =
true,
const vec4& def =
vec4());
782 vec3 GetColorRGB(
const string& name,
bool required =
true,
const vec3& def =
vec3(1,1,1));
783 vec4 GetColorRGBA(
const string& name,
bool required =
true,
const vec4& def =
vec4(1,1,1,1));
784 SValue* GetParams(
const string& name,
bool required =
true);
804 void SendToPeer(int32 peer);
805 void SendToAllExcept(int32 peer);
825 void OpenUserProfile(uint64
id);
826 void InviteToGame(uint64
id,
const string& connString);
827 bool IsMultiplayerAvailable();
828 void UnlockAchievement(
const string& key);
829 void SetStatInt(
const string& key, int32
set);
830 void SetStatFloat(
const string& key,
float set);
831 void IncreaseStatInt(
const string& key, int32 add);
832 void IncreaseStatFloat(
const string& key,
float add);
833 void ResetAllStats();
834 void InMenus(
bool menus);
835 bool ControllerInterface(uint64 handle);
858 pint operator-=(
const int32&);
859 pint operator*=(
const int32&);
860 pint operator/=(
const int32&);
883 pfloat operator-=(
const float&);
884 pfloat operator*=(
const float&);
885 pfloat operator/=(
const float&);
939 int32 GetTextInputCount();
972 bool get_SteamController();
981 void AddStaging(
ControllerType type, int32 key,
const string& action);
983 void CommitStaging();
993 void ExpectTextInput();
994 void StopExpectTextInput();
1014 string GetLockedBy();
1015 bool GetDefaultOn();
1016 string GetRadioGroup();
1025 string GetDescription();
1193 string formatInt(int64 val,
const string& options =
"", uint32 width = 0);
1194 string formatUInt(uint64 val,
const string& options =
"", uint32 width = 0);
1195 string formatFloat(
double val,
const string& options =
"", uint32 width = 0, uint32 precision = 0);
1196 int64
parseInt(
const string&, uint32 base = 10, uint32& byteCount = 0);
1197 uint64
parseUInt(
const string&, uint32 base = 10, uint32& byteCount = 0);
1198 double parseFloat(
const string&, uint32& byteCount = 0);
1214 float atan(
float y,
float x);
1217 float sqrt(
float a);
1218 uint32
sqrt(uint32 a);
1219 int32
sqrt(int32 a);
1220 float pow(
float a,
float e);
1221 float round(
float a);
1222 float round(
float a, int32 n);
1223 float floor(
float a);
1224 float ceil(
float a);
1244 int32
randi(int32 max);
1269 void AddVar(
string name, int32 def,
OnChangedInt* onChanged = null, uint32 flags = 0);
1296 void SetVar(
string name,
const int32& val);
1297 void SetVar(
string name,
const float& val);
1298 void SetVar(
string name,
const bool& val);
1299 void SetVar(
string name,
const string& val);
1307 void SaveControls(int32 playerNum,
string newControls);
1308 void SaveVar(
string cvar,
string value);
1360 void print(
const string&);
1395 void SetLobbyData(
const string& key,
const string& value);
1412 bool Load(
string filename);
1413 void Rename(
string filename,
string newname);
1414 void Delete(
string filename);
1419 void PauseGame(
bool pause,
bool localOnly);
NetSyncMode
Definition: engine_docs.h:1087
bool GetVarBoolDefault(string name)
Definition: engine_docs.h:1120
string operator+=(const string &)
bool IsPlayerLocal(uint8 peer)
ScenarioInfo * Scenario
Definition: engine_docs.h:1044
Definition: engine_docs.h:1092
Definition: engine_docs.h:1109
Definition: engine_docs.h:1091
Definition: engine_docs.h:753
float y
Definition: engine_docs.h:171
cvar_flags
Definition: engine_docs.h:1074
Definition: engine_docs.h:1172
float y
Definition: engine_docs.h:148
Definition: engine_docs.h:1125
A custom unit scene that can contain multiple UnitScene objects.
Definition: engine_docs.h:586
int32 z
Definition: engine_docs.h:253
A network message that can be sent to peers.
Definition: engine_docs.h:799
A font that can be used to create BitmapString objects.
Definition: engine_docs.h:670
void AddVar(string name, int32 def, OnChangedInt *onChanged=null, uint32 flags=0)
string operator=(const string &)
string GetResourceName(uint32 filenameHash)
Definition: engine_docs.h:1139
NetworkMessage Message(const string &)
mat4 scale(const mat4 &, const vec3 &)
int32 findFirstOf(const string &, uint32 start=0)
UnitEventType
Definition: engine_docs.h:1079
int32 y
Definition: engine_docs.h:229
2-dimensional integer vector.
Definition: engine_docs.h:225
3-dimensional integer vector.
Definition: engine_docs.h:248
int32 min
Definition: engine_docs.h:342
4-dimensional integer vector.
Definition: engine_docs.h:272
string operator+(string, const string &)
float x
Definition: engine_docs.h:198
Definition: engine_docs.h:1175
float fraction
Definition: engine_docs.h:720
The world scene. This contains all units.
Definition: engine_docs.h:439
Definition: engine_docs.h:85
Definition: engine_docs.h:1173
ctime gmtime(uint64 time)
int32 GetParamInt(UnitPtr owner, SValue *params, string &name, bool required=true, int32 def=0)
float r
Definition: engine_docs.h:202
bool GetParamBool(UnitPtr owner, SValue *params, string &name, bool required=true, bool def=false)
uint64 CurrPlaytimeTotal()
int32 y
Definition: engine_docs.h:276
Definition: engine_docs.h:1137
void SetScenario(ScenarioInfo *scenario, GameDifficulty diff, array< string > *mods)
uint64 Timestamp
Definition: engine_docs.h:1041
int32 year
Definition: engine_docs.h:346
BitmapFont * GetBitmapFont(uint32 filenameHash)
Definition: engine_docs.h:1148
float x
Definition: engine_docs.h:147
void SetLevel(string level)
Definition: engine_docs.h:56
int32 GetVarIntDefault(string name)
Definition: engine_docs.h:1122
void(* OnCFunctionCall1Param)(cvar_t *arg0)
Definition: engine_docs.h:1182
float b
Definition: engine_docs.h:204
void SetLobbyData(const string &key, const string &value)
int32 mon
Definition: engine_docs.h:345
int32 findLastNotOf(const string &, int32 start=-1)
Texture2D * GetTexture2D(uint32 filenameHash)
Definition: engine_docs.h:1084
Definition: engine_docs.h:594
GameSaveInfo ReadInfo(string filename)
Definition: engine_docs.h:1090
float a
Definition: engine_docs.h:205
SValue * GetParamDictionary(UnitPtr owner, SValue *params, string &name, bool required=true)
Definition: engine_docs.h:1143
void erase(uint32 pos, int32 count=-1)
int32 w
Definition: engine_docs.h:278
Definition: engine_docs.h:1115
Definition: engine_docs.h:1089
int32 GetPlayerPing(uint8 peer)
Definition: engine_docs.h:1096
ControlBindings * GetControlBindings()
Definition: engine_docs.h:1107
void SaveControls(int32 playerNum, string newControls)
int32 GetLobbyPlayerCount(uint64 id)
int32 yday
Definition: engine_docs.h:348
string GetVarString(string name)
Information about a point in the tileset.
Definition: engine_docs.h:725
string formatInt(int64 val, const string &options="", uint32 width=0)
float GetVarFloatDefault(string name)
Definition: engine_docs.h:1202
float GetParamFloat(UnitPtr owner, SValue *params, string &name, bool required=true, float def=0.)
int32 x
Definition: engine_docs.h:228
Definition: engine_docs.h:98
Tileset * GetTileset(uint32 filenameHash)
Definition: engine_docs.h:1057
void(* OnCFunctionCall9Param)(cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5, cvar_t *arg6, cvar_t *arg7, cvar_t *arg8)
Definition: engine_docs.h:1190
bool VarExists(string name)
double parseFloat(const string &, uint32 &byteCount=0)
void(* OnCFunctionCall10Param)(cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5, cvar_t *arg6, cvar_t *arg7, cvar_t *arg8, cvar_t *arg9)
Definition: engine_docs.h:1191
float z
Definition: engine_docs.h:200
bool operator==(const string &)
Definition: engine_docs.h:1129
Definition of a GUI resource.
Definition: engine_docs.h:763
Definition: engine_docs.h:1167
void(* OnCFunctionCall3Param)(cvar_t *arg0, cvar_t *arg1, cvar_t *arg2)
Definition: engine_docs.h:1184
MenuMessage
Definition: engine_docs.h:1152
void AnyType
Definition: engine_docs.h:3
A fetcher of units from various sources. Can be connected to units or UnitSource objects in the edito...
Definition: engine_docs.h:432
vec4 tocolor(const vec4 &srgb)
Convert a color from srgb to linear.
int32 sec
Definition: engine_docs.h:341
array< string > * GetSaves()
vec3 ToWorldspace(vec2 pos)
void(* OnChangedBool)(bool val)
Definition: engine_docs.h:1179
Definition: engine_docs.h:1076
void(* OnCFunctionCall5Param)(cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4)
Definition: engine_docs.h:1186
string EscapeString(const string &s)
Adds slashes for characters that have to be escaped in translatable strings.
mat3 shearX(const mat3 &, const float y)
Definition: engine_docs.h:126
Definition: engine_docs.h:1085
uint32 GetSlot(string name)
Bitmap2D * GetBitmap2D(uint32 filenameHash)
Definition: engine_docs.h:1366
References a unit in the scene.
Definition: engine_docs.h:354
void PauseGame(bool pause, bool localOnly)
uint32 HashString(string str)
string GetParamString(UnitPtr owner, SValue *params, string &name, bool required=true, string &def="")
void print(const string &)
bool Multiplayer
Definition: engine_docs.h:1048
int32 x
Definition: engine_docs.h:251
Container for effect parameters.
Definition: engine_docs.h:598
void SendChatMessage(string msg)
void SetRestartCount(int32 count)
void JoinLobby(uint64 id)
int32 findLast(const string &, int32 start=-1)
mat4 translate(const mat4 &, const vec3 &)
void(* OnChangedFloat)(float val)
Definition: engine_docs.h:1178
float distsq(const vec2 &, const vec2 &)
int32 GetVarInt(string name)
An area containing enter and exit events.
Definition: engine_docs.h:554
Definition: engine_docs.h:1138
void Rename(string filename, string newname)
mat4 inverse(const mat4 &)
TextAlignment
Definition: engine_docs.h:1094
string GetLobbyMemberData(uint8 peer, const string &key)
uint32 ScenarioID
Definition: engine_docs.h:1043
StartMode
Definition: engine_docs.h:1170
vec3 GetParamVec3(UnitPtr owner, SValue *params, string &name, bool required=true, vec3 def=vec3())
SoundEvent * GetSoundEvent(string filename)
Definition: engine_docs.h:1064
A physics body.
Definition: engine_docs.h:541
Definition: engine_docs.h:1303
uint64 PlaytimeLevel
Definition: engine_docs.h:1046
string GetLobbyData(uint64 id, const string &key)
Context used when building a GUI resource.
Definition: engine_docs.h:769
cvar_type GetVarType(string name)
int32 GetHostPing(uint8 peer)
int32 findFirst(const string &, uint32 start=0)
bool GetVarBool(string name)
float g
Definition: engine_docs.h:174
void ChangeLevel(string level)
Definition: engine_docs.h:1174
A rendered string of text from a font.
Definition: engine_docs.h:660
Definition: engine_docs.h:1018
bool IsPlayerHost(uint8 peer)
string GetString(string str, const dictionary ¶ms)
float pow(float a, float e)
Definition: engine_docs.h:1140
A sound resource. This can play sounds in 2D and 3D. Creates SoundInstance objects.
Definition: engine_docs.h:624
Definition: engine_docs.h:1058
Definition: engine_docs.h:1168
Definition: engine_docs.h:1002
Definition: engine_docs.h:1161
Definition: engine_docs.h:1103
int32 isdst
Definition: engine_docs.h:349
Class used for building GUI from definitions.
Definition: engine_docs.h:787
Class that can create SValue objects.
Definition: engine_docs.h:490
WorldScript * GetWorldScript(Scene &scene, ref script)
ivec2 GetVarIvec2(string name)
Definition: engine_docs.h:1160
const float PI
Definition: engine_docs.h:1434
Definition: engine_docs.h:1108
array< SValue * > * GetParamArray(UnitPtr owner, SValue *params, string &name, bool required=true)
ivec2 ParseVarIvec2(string str)
ref(* WidgetProducer)(WidgetLoadingContext &ctx)
Definition: engine_docs.h:1192
Definition: engine_docs.h:866
RaycastType
Definition: engine_docs.h:1105
Definition: engine_docs.h:1118
UnitScene * GetEffect(uint32 filenameHash)
Definition: engine_docs.h:1123
void SetLobbyMemberData(const string &key, const string &value)
void(* OnChangedString)(string val)
Definition: engine_docs.h:1180
Definition: engine_docs.h:1159
Definition: engine_docs.h:1059
float g
Definition: engine_docs.h:203
Definition: engine_docs.h:1119
string join(const array< string > &, const string &)
uint32 Version
Definition: engine_docs.h:1042
ScenarioModificationVisual
Definition: engine_docs.h:1164
MenuState
Definition: engine_docs.h:1146
An instance of a sound. A played sound can be located in the world, and controlled via this class...
Definition: engine_docs.h:608
Definition: engine_docs.h:1110
A refcounted texture handle.
Definition: engine_docs.h:645
Definition: engine_docs.h:117
float w
Definition: engine_docs.h:201
GameDifficulty Difficulty
Definition: engine_docs.h:1045
A unit resource. This creates UnitPtr objects.
Definition: engine_docs.h:575
Definition: engine_docs.h:1037
void(* OnCFunctionCall8Param)(cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5, cvar_t *arg6, cvar_t *arg7)
Definition: engine_docs.h:1189
An emitting source of units. UnitFeed objects can get units from this.
Definition: engine_docs.h:423
Definition: engine_docs.h:1083
Definition: engine_docs.h:1121
string LevelFilename
Definition: engine_docs.h:1049
void DumpStack()
Dump the current scripting call stack to the console.
int32 GetLobbyPing(uint64 id)
ivec2 GetVarIvec2Default(string name)
UnitProducer * GetUnitProducer(uint32 filenameHash)
float y
Definition: engine_docs.h:199
Definition: engine_docs.h:1126
int32 findLastOf(const string &, int32 start=-1)
GameDifficulty GetDifficulty()
Definition: engine_docs.h:1056
void KickPlayer(uint8 peer)
string GetVarStringDefault(string name)
array< string > * GetModifiers()
An animated scene of a unit.
Definition: engine_docs.h:567
SValue * GetSValue(uint32 filenameHash)
void SetListener(vec3 pos, vec3 look, vec3 up)
GameDifficulty
Definition: engine_docs.h:1157
array< string > * split(const string &)
Definition: engine_docs.h:1071
float r
Definition: engine_docs.h:173
Definition: engine_docs.h:1135
void PROFILE_START(const string &)
Definition: engine_docs.h:1124
vec2 point
Definition: engine_docs.h:718
Definition: engine_docs.h:1327
Definition: engine_docs.h:1154
string formatUInt(uint64 val, const string &options="", uint32 width=0)
3 by 3 matrix of floats.
Definition: engine_docs.h:297
4 by 4 matrix of floats.
Definition: engine_docs.h:317
vec4 GetParamVec4(UnitPtr owner, SValue *params, string &name, bool required=true, vec4 def=vec4())
Definition: engine_docs.h:1136
Definition: engine_docs.h:1114
Definition: engine_docs.h:1065
Definition: engine_docs.h:1081
int32 mday
Definition: engine_docs.h:344
bool Load(string filename)
Definition: engine_docs.h:1141
void RumbleGamepad(float strength, int32 length)
A texture handle used for rendering PNG images.
Definition: engine_docs.h:638
vec4 ParseColorRGBA(const string &s)
const float TwoPI
Definition: engine_docs.h:1435
Result of a raycast.
Definition: engine_docs.h:715
Definition: engine_docs.h:1408
void(* OnCFunctionCall6Param)(cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5)
Definition: engine_docs.h:1187
int32 wday
Definition: engine_docs.h:347
void AddFunction(string name, OnCFunctionCall0Param *onCalled, uint32 flags=0)
vec2 GetParamVec2(UnitPtr owner, SValue *params, string &name, bool required=true, vec2 def=vec2())
int32 y
Definition: engine_docs.h:252
uint64 PlaytimeTotal
Definition: engine_docs.h:1047
Definition: engine_docs.h:1060
Definition: engine_docs.h:1055
Definition: engine_docs.h:1317
Rendering object for rendering things on the GUI.
Definition: engine_docs.h:687
int64 parseInt(const string &, uint32 base=10, uint32 &byteCount=0)
void(* OnCFunctionCall2Param)(cvar_t *arg0, cvar_t *arg1)
Definition: engine_docs.h:1183
mat3 shearY(const mat3 &, const float x)
Definition: engine_docs.h:1149
GradientDirection
Definition: engine_docs.h:1100
void SaveVar(string cvar)
void SetVar(string name, const int32 &val)
Definition: engine_docs.h:1082
string formatFloat(double val, const string &options="", uint32 width=0, uint32 precision=0)
TextInputControlEventType
Definition: engine_docs.h:1112
GUIDef * GetGUIDef(uint32 filenameHash)
int32 hour
Definition: engine_docs.h:343
Definition: engine_docs.h:1063
int32 operator<(const string &)
Definition: engine_docs.h:1102
Definition: engine_docs.h:1062
float dot(const vec2 &, const vec2 &)
uint64 GetUniquePeerId(uint8 peer)
vec2 ToScreenspace(vec3 pos)
float atan(float y, float x)
bool Valid
Definition: engine_docs.h:1040
Definition: engine_docs.h:1008
float lengthsq(const vec2 &)
void PrintError(string message)
Print an error message to the console.
float x
Definition: engine_docs.h:170
Definition: engine_docs.h:1127
uint64 parseUInt(const string &, uint32 base=10, uint32 &byteCount=0)
Definition: engine_docs.h:1144
float b
Definition: engine_docs.h:175
uint64 CurrPlaytimeLevel()
cvar_type
Definition: engine_docs.h:1067
void SetPrivate(bool priv)
ControllerType
Definition: engine_docs.h:1132
Definition: engine_docs.h:1128
string substr(uint32 start=0, int32 count=-1)
Definition: engine_docs.h:5
void(* OnChangedInt)(int32 val)
Definition: engine_docs.h:1177
vec2 normalize(const vec2 &)
Definition: engine_docs.h:1142
Definition: engine_docs.h:1069
Definition: engine_docs.h:1077
void(* OnCFunctionCall4Param)(cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3)
Definition: engine_docs.h:1185
Definition: engine_docs.h:1322
vec2 normal
Definition: engine_docs.h:719
void(* OnCFunctionCall7Param)(cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5, cvar_t *arg6)
Definition: engine_docs.h:1188
An animated sprite that can be rendered on the GUI.
Definition: engine_docs.h:677
float z
Definition: engine_docs.h:172
Definition: engine_docs.h:1097
int32 findFirstNotOf(const string &, uint32 start=0)
ref InstantiateClass(string name, SValue &val)
Definition: engine_docs.h:1155
int32 GetLobbyPlayerCountMax(uint64 id)
SValueType
Definition: engine_docs.h:1053
Event called for text input.
Definition: engine_docs.h:903
float dist(const vec2 &, const vec2 &)
int32 z
Definition: engine_docs.h:277
string GetPlayerSkin(uint8 peer)
Object containing serialization information. This can be several types of data.
Definition: engine_docs.h:472
void(* OnCFunctionCall0Param)()
Definition: engine_docs.h:1181
A fixture of a physics body.
Definition: engine_docs.h:535
Console variable type. This can be a bool, float, int, or string.
Definition: engine_docs.h:522
void insert(uint32 pos, const string &other)
Definition: engine_docs.h:1098
float GetVarFloat(string name)
int32 x
Definition: engine_docs.h:275
A bitmap handle used for rendering TGA images.
Definition: engine_docs.h:653
Definition: engine_docs.h:839
Definition: engine_docs.h:1061
Definition: engine_docs.h:1162
string GetPlayerName(uint8 peer)
Definition: engine_docs.h:338
Definition: engine_docs.h:1313
string GetCurrentLevelFilename()
2-dimensional vector.
Definition: engine_docs.h:144
3-dimensional vector.
Definition: engine_docs.h:167
4-dimensional vector.
Definition: engine_docs.h:195