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QuasarEngine
Cross-platform 3D engine and editor
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Files | |
| Application.h | |
| The application: it creates the window, owns the layers and runs the main loop. | |
| Base.h | |
| Contains the base definitions and utilities for the Quasar engine. | |
| EntryPoint.h | |
| The function that each program built on the engine provides, to create its application. | |
| GamepadCodes.h | |
| Codes of the gamepads, of their buttons and of their axes, independent from GLFW. | |
| Gamepads.h | |
| The connected gamepads: their state, read once per frame, and the events sent when it changes. | |
| ImGuiLayer.h | |
| The layer that runs Dear ImGui, so that every layer can draw ImGui windows. | |
| ImGuiTheme.h | |
| The look of the ImGui interface: colors, spacing and font. | |
| Input.h | |
| Functions that read the current state of the keyboard, the mouse and the gamepads. | |
| KeyCodes.h | |
| Codes of the keyboard keys, independent from GLFW. | |
| Layer.h | |
| Base class for every part of an application that is updated, rendered and receives events. | |
| LayerStack.h | |
| Ordered list of the layers of an application, with overlays always above regular layers. | |
| Log.h | |
| Engine and application loggers, and the macros to write to them. | |
| MemoryLogSink.h | |
| Log sink that keeps the most recent messages in memory, for the console. | |
| MouseCodes.h | |
| Codes of the mouse buttons, independent from GLFW. | |
| PlatformDetection.h | |
| Detects the platform and the build type at compile time. | |
| ScopedTimer.h | |
| Timer that logs how long a scope took when the scope ends. | |
| Timer.h | |
| A high-resolution (steady) timer for measuring elapsed time. | |
| Timestep.h | |
| Contains the Timestep class, which represents a time duration in seconds. | |
| UUID.h | |
| Unique identifier for entities, assets and any object saved in a file. | |
| Window.h | |
| Application window, created with GLFW. | |