jade-engine
0.0
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Public Attributes | |
uint32_t | renderingResolutionWidth |
uint32_t | renderingResolutionHeight |
std::string | windowName |
std::string | appName |
std::vector< uint32_t > | fontSizes |
SDL_Color | backgroundColor |
std::vector< GameInitParamsTextureEntry > | textures |
std::vector< GameInitParamsFontEntry > | fonts |
std::vector< GameInitParamsSoundEntry > | sounds |
std::vector< GameInitParamsCursorEntry > | cursors |
std::vector< GameInitParamsSpriteSheetEntry > | spritesheets |
std::vector< GameInitParamsKeyBindingEntry > | keybindings |
bool | settingPersistenceEnabled |
std::string | author |
int32_t | copyrightYear |
int32_t | majorVersion |
int32_t | minorVersion |
std::string | hashVersion |
std::string JadeEngine::GameInitParams::appName |
String representing the game name used for the settings file name.
Will be used in file operations and should be a valid file and folder name for the targeted system. Note the jade-engine will create a folder with this name in AppData for Windows and create settings file with the same name there.
std::string JadeEngine::GameInitParams::author |
Name of person or organization behind the game.
Displayed in MainMenuScene inside copyright text.
SDL_Color JadeEngine::GameInitParams::backgroundColor |
Background color of the game screen, alpha component is ignored.
Each rendering frame following operation SDL_SetRenderDrawColor(backgroundColor) -> SDL_RenderClear happen as the very first thing. Note that this is RGBA as uint8_t, i.e. 0-255.
int32_t JadeEngine::GameInitParams::copyrightYear |
Year for copyright text displayed in MainMenuScene.
std::vector<GameInitParamsCursorEntry> JadeEngine::GameInitParams::cursors |
List of cursor texture files to load during game initialization and create cursors out of them.
Cursors are loaded using SDL2 IMG library, namely IMG_Load() function and then passed to SDL2 SDL_CreateColorCursor().
std::vector<GameInitParamsFontEntry> JadeEngine::GameInitParams::fonts |
List of font files to load during game initialization.
Fonts are generally referenced using the std::string originating in FontStyleEntry::assetName and uint32_t size that has been listed in GameInitParams::fontSizes.
Fonts are loaded using SDL2 TTF library, namely TTF_OpenFont() function.
std::vector<uint32_t> JadeEngine::GameInitParams::fontSizes |
List of font sizes that will be generated for each font in fonts member.
It is not currently possible to add font sizes during runtime.
std::string JadeEngine::GameInitParams::hashVersion |
std::vector<GameInitParamsKeyBindingEntry> JadeEngine::GameInitParams::keybindings |
List of key-bindings that can be used with Input class.
Key-bindings are stored in settings files to persist across sessions and are displayed and configurable in OptionsMenuScene.
int32_t JadeEngine::GameInitParams::majorVersion |
Major version of the game.
Used together with minor version in settings file to determine whether the settings is compatible. Both majorVersion and minorVersion stored in the settings file have to be equal to those passed in GameInitParams otherwise the settings file we be recreated. Displayed in the in MainMenuScene.
int32_t JadeEngine::GameInitParams::minorVersion |
Minor version of the game.
Used together with major version in settings file to determine whether the settings is compatible. Both majorVersion and minorVersion stored in the settings file have to be equal to those passed in GameInitParams otherwise the settings file we be recreated. Displayed in the in MainMenuScene.
uint32_t JadeEngine::GameInitParams::renderingResolutionHeight |
Height in pixels of "rendering" resolution that will be used to draw all game objects.
uint32_t JadeEngine::GameInitParams::renderingResolutionWidth |
Width in pixels of "rendering" resolution that will be used to draw all game objects.
What is presented on the screen is potentially scaled version of that depending on the user chosen "display" resolution. All assets should be targeting this rendering resolution.
bool JadeEngine::GameInitParams::settingPersistenceEnabled |
Whether setting values will be persist between sessions.
If set to true
the game will create a setting file in AppData.
std::vector<GameInitParamsSoundEntry> JadeEngine::GameInitParams::sounds |
List of sound files to load during game initialization.
Sounds are loaded using SDL2 Mixer library, namely Mix_LoadWAV() function.
std::vector<GameInitParamsSpriteSheetEntry> JadeEngine::GameInitParams::spritesheets |
List of sprite-sheets to load during game initialization.
Sprite-sheets are collection of textures packed into one texture with corresponding configuration file specifying the layout. jade-engine can read configuration JSON files produced by free version TexturePacker.
The texture parts are loaded using SDL2 IMG library, namely IMG_Load() function.
std::vector<GameInitParamsTextureEntry> JadeEngine::GameInitParams::textures |
List of textures to load during game initialization.
Textures are loaded using SDL2 IMG library, namely IMG_Load() function.
std::string JadeEngine::GameInitParams::windowName |
String displayed in the title of window.