Skylicht Engine
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Skylicht Namespace Reference

Everything in the Skylicht Engine. You can start by looking at the topics. More...

Namespaces

namespace  Audio
 Handles all core audio functionality.
namespace  Graph
 Component that manages the navigation lifecycle, including NavMesh generation and pathfinding.
namespace  Lightmapper
 Supports classes for baking lighting into Spherical Harmonics (SH) or Lightmap data.
namespace  System
 The foundation for thread and process handling.
namespace  UI
 Classes used to build the User Interface (UI).

Classes

class  C2TCoordColorInstancing
class  C3rdCamera
 This is an object class that provides additional support for the camera, such as looking at a specific target or rotating around that target object. More...
class  CAccelerometer
class  CActivator
 Runtime factory that creates registered objects by type name. More...
class  CAndroidClipboard
class  CAndroidInAppReview
class  CAndroidTextField
class  CAnimation
 Container for a collection of animation clips. More...
class  CAnimationClip
 Represents an animation clip containing multiple animation tracks for different entities. More...
class  CAnimationController
 Component that manages and updates animation skeletons for a GameObject. More...
class  CAnimationData
 Container for PRS (Position, Rotation, Scale) animation data. More...
class  CAnimationManager
 Singleton manager for loading, caching, and exporting animations. More...
class  CAnimationTimeline
 Manages the playback state of an animation (current time, speed, loop state). More...
class  CAnimationTrack
 Handles interpolation and data retrieval for a single animation track. More...
class  CAnimationTransformData
 ECS data component that holds animation and transform state for an entity within a skeleton. More...
class  CApplication
 Class that manages the lifecycle and events of the application in Skylicht Engine. More...
class  CAppStoreController
class  CAreaLight
 This object holds the parameters for area lights. More...
class  CAreaLightBakeRP
class  CArrayKeyFrame
 Container for an array of keyframes with interpolation support. More...
class  CArraySerializable
class  CArrayTypeSerializable
class  CAssetResource
class  CAtlas
class  CBaseApp
 Base class for managing the application lifecycle, rendering, and event system in Skylicht Engine. More...
class  CBaseMeshImporter
class  CBaseRP
class  CBaseShaderCallback
class  CBBTriangleSelector
class  CBlendShape
 Represents a morph target (blend shape) for a mesh. More...
class  CBoolProperty
class  CBoundShadowMaps
class  CBuildConfig
class  CCamera
 This is an object class used to set up the camera, including its position, viewing angle, and viewing distance. More...
class  CCameraBrain
 This is an object class that makes it easier to switch between multiple cameras. More...
class  CCameraReflect
 This is an object class that sets up a camera to be symmetrical with a selected camera. It's used for rendering planar reflections. More...
class  CCanvas
 This class manages GUI components, including creating and deleting images and sprites. More...
class  CCapsule
 Component for rendering capsule primitives. More...
class  CCapsuleMesh
class  CCascadedShadowMaps
class  CColladaAnimLoader
class  CColladaLoader
class  CCollisionBuilder
class  CCollisionManager
class  CCollisionNode
class  CColor
 Utility functions for converting and parsing engine colors. More...
class  CColorProperty
class  CComponentCategory
class  CComponentSystem
 This is an abstract class that describes a component that is called to update continuously. You can add multiple components to a GameObject to handle its updates. More...
class  CConsoleLog
class  CContainerObject
 It's an object class used to manage multiple objects. More...
class  CCrashHandler
class  CCube
 Component for rendering cube primitives. More...
class  CCullingBBoxData
class  CCullingData
class  CCullingSystem
class  CCylinder
 Component for rendering cylinder primitives. More...
class  CCylinderMesh
class  CDateTimeProperty
class  CDateTimeUtils
 Utility functions for converting between date/time representations and seconds. More...
class  CDebugRenderer
class  CDecalData
class  CDecalRenderData
class  CDecals
class  CDecalsRenderer
class  CDeferredLightmapRP
class  CDeferredRP
 This object class will perform draw commands using "Deferred rendering". More...
class  CDependentComponent
class  CDesktopClipboard
class  CDirectionalLight
 This object holds the parameters for directional lights, also known as outdoor lighting. More...
class  CDirectionalLightBakeRP
class  CDoubleProperty
class  CEditorCamera
 This is an object class that can perform mouse operations to move the camera. It is used on operating systems with a mouse, such as Windows, Mac, and within the engine's Editor. More...
class  CEditorMoveCamera
 The object class supports camera movement with arrow keys, but only when the right mouse button is pressed and held. More...
class  CEntity
 This is the object class that describes an entity. More...
class  CEntityChildsData
class  CEntityDataTypeManager
class  CEntityGroup
 The object class is designed to optimize entity queries. More...
class  CEntityHandleData
 This is DATA linked to an entity, allowing you to look up the component of the game object that originally created and is now managing the entity. More...
class  CEntityHandler
 In the Skylicht-Engine, any components with the functionality to manage multiple entities like creating or deleting entities will inherit from the CEntityHandler class. More...
class  CEntityManager
 This object class manages all entities within a scene. More...
class  CEntityPrefab
 This object class is created to store data in an array of multiple CEntities. More...
class  CEntityTransformSerializable
class  CEnumProperty
class  CEnumPropertyData
class  CEventManager
class  CFastArray
class  CFBXAnimLoader
class  CFBXMeshLoader
class  CFileArraySerializable
class  CFilePathProperty
class  CFloatProperty
class  CFolderPathProperty
class  CFontManager
 This is an object class that supports the management and loading of .font files. More...
class  CFontSource
 This is the object class that describes .font file information. More...
class  CForwardRP
 This object class will perform draw commands using "Forwarder rendering". More...
class  CFpsMoveCamera
 The object class supports camera movement with arrow keys. More...
class  CFrameSourceProperty
class  CGameCenterSignIn
class  CGameObject
 This object class stores information for a GameObject. More...
class  CGetFileURL
class  CGlyphFont
 This object class loads fonts from .ttf and .otf files, converting them into sprite images. More...
class  CGlyphFreetype
class  CGradientBandInterpolation
 Helper class for blending multiple animations based on a parameter vector. More...
class  CGraphic2DRenderer
 This is a Render System object class that supports 2D drawing. More...
class  CGraphics2D
 The object class supports 2D drawing on the screen. More...
class  CGridPlane
class  CGridPlaneData
class  CGridPlaneRender
class  CGroupComponent
class  CGroupMesh
class  CGroupSkinnedInstancing
class  CGroupTransform
class  CGroupVisible
class  CGUIAlignData
class  CGUIChildLayoutData
class  CGUIDResourceProperty
class  CGUIElement
 This is the base object class from which other GUIs inherit. It's an empty GUI and can contain child GUIs in a tree structure. More...
class  CGUIElipse
 This is the object class for displaying an ellipse. More...
class  CGUIExporter
 Utility class for exporting Canvas and GUI element trees to files or serializable data. More...
class  CGUIFactory
class  CGUIFitSprite
 This is the object class for displaying a frame image in sprite. But it will scale the image size while minimizing image distortion. More...
class  CGUIImage
 This is the object class for displaying a texture image. More...
class  CGUIImporter
 This object class helps initialize GUI components for the CCanvas from files and data.The CGUIImporter class helps load, import, and initialize GUI components for a CCanvas, from .gui files or serializable data, typically exported by CGUIExporter or designed in the Skylicht-Editor. More...
class  CGUILayout
 This is the object class that arranges other GUIs horizontally or vertically. More...
class  CGUILayoutData
class  CGUILayoutSystem
class  CGUIMask
 This is the object class that represents a masked rectangle, and other GUIs will only display within that rectangle. Any drawing outside of this mask rectangle will be clipped. More...
class  CGUIOpacitySystem
class  CGUIRect
 This is the object class for displaying a rectangle. More...
class  CGUIRenderData
class  CGUISprite
 This is the object class for displaying a frame image in sprite. More...
class  CGUIText
 This is the object class for displaying a text. More...
class  CGUITransformData
class  CIKSolver
 Simple 2-bone Inverse Kinematics (IK) solver. More...
class  CImageSourceProperty
class  CIndirectLighting
 This object holds the parameters for indirect lighting like SH or AmbientColor or Lightmap. More...
class  CIndirectLightingData
class  CIndirectLightingSystem
class  CInstancingMaterialData
class  CInterpolateFloatSerializable
class  CInterpolateSerializable
class  CInterpolator
 Keyframe interpolator for scalar, vector, and color values. More...
class  CIntProperty
class  CIOSInAppReview
class  CIOSTextField
class  CJointAnimationSystem
class  CJointData
class  CJoystick
class  CKDTree3f
 3D KD-tree for nearest-neighbor lookup of user data. More...
class  CKeyFrameData
 Template for keyframe data. More...
class  CLathe
 Base class for rotational (lathe) primitive components like Capsules and Cylinders. More...
class  CLatheMesh
 Base class for procedurally generating lathe-based meshes (rotational geometry). More...
class  CLight
 This is the base class for all types of lights. More...
class  CLightBakeRP
class  CLightCullingData
class  CLightCullingSystem
class  CLightmap
class  CLightmapData
class  CLightProbe
class  CLightProbeData
class  CLightProbeRender
class  CLightProbes
 Light probes are objects that store SH illumination. These SH values are baked from environmental texture maps, such as a skybox or skydome. More...
class  CLightSystem
class  CLine3D
class  CLineDrawData
class  CLineRenderData
class  CLineRenderer
class  CLOD
class  CLODData
class  CLODSystem
class  CMaterial
 The object class describes material information such as which shader it's associated with, which texture it uses, and what its color parameters are. More...
class  CMaterialManager
 Singleton class for loading, caching, exporting, and managing materials in Skylicht-Engine. More...
class  CMatrixProperty
class  CMemoryStream
 In-memory byte stream for binary serialization and deserialization. More...
class  CMesh
class  CMeshManager
 This object class manages, load and converts model resources like .fbx, .dae, and .obj into a CEntityPrefab. More...
class  CMeshRenderer
class  CMeshRendererInstancing
class  CMeshRenderSystem
class  CMeshSystem
class  CMeshTriangleSelector
class  CMeshUtils
class  CNullComponent
class  CObjectSerializable
class  COBJMeshFileExporter
class  COBJMeshFileLoader
class  COcclusionQuery
class  COcclusionQueryData
class  COcclusionQueryRenderer
class  COcclusionQuerySceneNode
class  COctreeBuilder
class  COctreeNode
class  CPath
 Path manipulation helpers for engine resource and file paths. More...
class  CPlane
 Component for rendering plane primitives. More...
class  CPlayGamesSignIn
class  CPlayStoreController
class  CPointLight
 This object holds the parameters for point lights. More...
class  CPointLightBakeRP
class  CPointLightShadowBakeRP
class  CPolygonDrawData
class  CPostProcessorRP
 The object class supports post-processing such as Glow effects, Antialiasing using FXAA, and Exposure, Reflection... More...
class  CPrimitive
 Base class for primitive shape components (Cube, Sphere, Plane). Supports multi-instance rendering within a single component, custom materials, and hardware instancing. More...
class  CPrimitiveBaseRenderer
class  CPrimitiveRenderer
class  CPrimitiveRendererInstancing
class  CPrimitiveSerializable
class  CPrimiviteData
class  CProbeSerializable
class  CProjective
class  CQuaternionProperty
class  CRandomID
 Helper for generating random hexadecimal IDs and deterministic hash IDs. More...
class  CReflectionProbe
 The object class enables mapping reflection onto the Object. More...
class  CReflectionProbeData
class  CReflectionProbeRender
class  CReflectionProbeSystem
class  CRenderLine
class  CRenderMesh
 The object class helps to initialize a model from a path or prefab, and gets the model's material to draw it on the screen. More...
class  CRenderMeshData
class  CRenderMeshInstancing
 This object class is similar to CRenderMesh but is designed for optimized instanced rendering. More...
class  CRenderMeshInstancingVAT
class  CRenderSkinnedInstancing
class  CRenderTextData
class  CRenderToTextureRP
 This is the object class that performs the draw call onto a texture. It's used in cases where you need to display planar reflections. More...
class  CScene
 This object class manages all other objects, it represents the data of a scene. More...
class  CSceneDebug
 A helper class that allows you to draw lines, circles, text... etc., for debugging. More...
class  CSceneExporter
class  CSceneImporter
class  CSerializableActivator
class  CSerializableLoader
class  CShader
 Represents a programmable shader, including uniforms, UI, resources, instancing and platform-specific options. More...
class  CShaderCamera
class  CShaderDeferred
class  CShaderLighting
class  CShaderManager
 Centralized manager for loading, caching, rebuilding, and controlling shader objects in Skylicht-Engine. More...
class  CShaderMaterial
class  CShaderParams
class  CShaderParticle
class  CShaderRTT
class  CShaderSH
class  CShaderShadow
class  CShaderTransformTexture
class  CShadowBakeRP
class  CShadowMapBakeRP
class  CShadowMapRP
 Shadow mapping pipeline for generating depth maps. More...
class  CShadowMaps
class  CShadowRTTManager
class  CSkeleton
 Manages a hierarchy of animated entities, handling keyframe updates and animation blending. More...
class  CSkinnedInstanceAnimationSystem
class  CSkinnedInstanceData
class  CSkinnedMesh
class  CSkinnedMeshRenderer
class  CSkinnedMeshRendererInstancing
class  CSkinnedMeshSystem
class  CSkinTBNSGInstancing
class  CSkyBox
class  CSkyBoxData
class  CSkyBoxRender
class  CSkyDome
class  CSkyDomeData
class  CSkyDomeRender
class  CSkylichtAnimExporter
class  CSkylichtAnimLoader
class  CSkylichtMeshExporter
class  CSkylichtMeshLoader
class  CSkySun
class  CSkySunData
class  CSkySunRender
class  CSoftwareBlendShapeSystem
class  CSoftwareSkinningSystem
class  CSoftwareSkinningUtils
class  CSphere
 Component for rendering sphere primitives. More...
class  CSpotLight
 This object holds the parameters for spot lights. More...
class  CSprite
class  CSpriteAtlas
 The object class holds data on an image, including the locations of sprites and frames on it. More...
class  CSpriteDrawData
class  CSpriteFont
 This object class is designed to load fonts, which are created using the BMFont software (https://www.angelcode.com/products/bmfont). More...
class  CSpriteFrame
 The object class holds data on an image, including the locations of sprites and frames on it. More...
class  CSpriteManager
 This object class supports managing multiple Sprites.. More...
class  CSpriteRenderer
class  CStandardColorInstancing
class  CStandardSGInstancing
class  CStringImp
 Low-level string helper functions used by engine utilities. More...
class  CStringProperty
class  CTBNSGInstancing
class  CTestStoreController
class  CTextBillboardManager
class  CTextBillboardRenderer
class  CTextureArraySerializable
class  CTextureManager
 Texture Manager class provides APIs to load, retrieve, check, and release textures within the engine. More...
class  CTouchIdentify
class  CTouchManager
class  CTrailSerializable
 Serialization helper for particle trails. More...
class  CTransform
 An abstract object class for classes that describe a GameObject's Transform. More...
class  CTransformComponentData
class  CTransformEuler
 This is object class for classes that describe a GameObject's Transform. More...
class  CTransformMatrix
 This is an object class that describes a transform, but the input data is a matrix. More...
class  CTransformTextureData
class  CTriangleSelector
class  CTween
class  CTweenColor
class  CTweenFloat
class  CTweenManager
class  CTweenMatrix4
class  CTweenQuaternion
class  CTweenVector2df
class  CTweenVector3df
class  CUIntProperty
class  CValueProperty
class  CValuePropertyTemplate
class  CVector
 Common vector and quaternion math helpers. More...
class  CVector2Property
class  CVector3Property
class  CVertexAnimTextureData
class  CVisibleData
class  CVisibleSystem
class  CWindowConfig
class  CWorldInverseTransformData
class  CWorldInverseTransformSystem
class  CWorldTransformData
class  CWorldTransformSystem
class  CXMLSpreadsheet
 Reader for XML spreadsheet and CSV table data. More...
class  CXMLTableData
 Table adapter that maps spreadsheet rows to serializable objects. More...
class  CZipAudioFileStream
class  CZipAudioFileStreamCursor
class  CZipAudioStreamFactory
class  CZone
 It's the primary container object for the CScene; all CGameObject have a CZone as their root parent. More...
class  IActivatorObject
 Base interface for objects created by CActivator. More...
class  IAnimationExporter
class  IAnimationImporter
class  IApplicationEventReceiver
class  IClipboard
 The IClipboard interface provides methods for interacting with the system clipboard. More...
class  IEntityData
 This is the Interface for object classes that describe data to be attached to an entity. More...
class  IEntityManagerCallback
class  IEntitySystem
 This is the interface for object classes responsible for processing Entity data. More...
class  IEventProcessor
class  IFont
class  IInAppReview
class  ILateUpdate
class  IMeshExporter
class  IMeshImporter
class  IPostProcessor
class  IRenderPipeline
class  IRenderSystem
 It serves as the interface for object classes that render 3D scenes. More...
class  IShaderCallback
 Interface for shader callbacks, used to set constants in user-extended shaders. More...
class  IShaderInstancing
 Abstract base class for GPU instancing logic in Skylicht-Engine. More...
class  ISignIn
class  IStoreController
class  ITextField
struct  SAssetHeader
struct  SBBoxAndMaterial
struct  SBoxDebug
 Structure to hold debug box information. More...
struct  SControlPoint
 Bezier control point used to generate interpolation graph entries. More...
struct  SDepthShadowRTT
struct  SEntityAnim
struct  SFaceEntity
struct  SFrame
struct  SFrustumSplit
struct  SGlyphEntity
struct  SImage
struct  SInstancingVertexBuffer
struct  SInterpolatorEntry
 One keyed interpolation value. More...
struct  SLineDebug
 Structure to hold debug line information. More...
struct  SLineStripDebug
 Structure to hold debug linestrip information. More...
struct  SMargin
struct  SMeshInstancing
struct  SMeshInstancingGroup
struct  SModuleOffset
struct  SModuleRect
struct  SObjMtl
struct  SPrimitiveGroup
struct  SPrimitiveMeshInstancing
struct  SShaderMesh
struct  SSkeletonAnimation
struct  STriDebug
 Structure to hold debug triangle information. More...
struct  SUniform
 Structure describing a shader uniform. Holds name, type, values, binding info and platform specifics. More...
struct  SVtxColorInstancing
struct  SVtxIndirectLighting
struct  SVtxSGInstancing
struct  SVtxSkinSGInstancing
struct  SVtxTex2ColorInstancing
struct  SVtxTransform

Typedefs

typedef core::array< CPrimiviteData * > ArrayPrimitives
typedef core::array< CSkinnedInstanceData * > ArraySkinnedMesh
typedef CKeyFrameData< core::vector3df > CPositionKey
typedef CKeyFrameData< core::quaternion > CRotationKey
typedef CKeyFrameData< core::vector3df > CScaleKey
typedef std::vector< CGameObject * > ArrayGameObject
typedef std::vector< CGameObject * >::iterator ArrayGameObjectIter
typedef std::vector< CComponentSystem * > ArrayComponent
typedef std::vector< CComponentSystem * >::iterator ArrayComponentIter
typedef std::vector< CZone * > ArrayZone
typedef std::vector< CZone * >::iterator ArrayZoneIter
typedef std::vector< CMaterial * > ArrayMaterial
typedef CObjectSerializable *(* SerializableCreateInstance) ()
typedef IActivatorObject *(* ActivatorCreateInstance) ()
 Function pointer used to construct an activator object.
typedef core::array< core::vector2df > ArrayPoint2df
 Dynamic array of 2D points used for generated curve segments.

Enumerations

enum  EAppEvent {
  AppEventUpdate , AppEventRender , AppEventPostRender , AppEventPause ,
  AppEventResume , AppEventBack , AppEventQuit , AppEventInit ,
  AppEventResize
}
 Enumeration of application event types for event receiver system.
enum  EExportAsset { Unknown = 0 , AssetModel , AssetAnimation }
enum class  EGUIVerticalAlign { Top , Middle , Bottom }
enum class  EGUIHorizontalAlign { Left , Center , Right }
enum class  EGUIDock {
  NoDock , DockLeft , DockRight , DockTop ,
  DockBottom , DockFill
}
enum  EUniformType {
  VIEW_PROJECTION , WORLD_VIEW_PROJECTION , VIEW , WORLD ,
  WORLD_INVERSE , WORLD_INVERSE_TRANSPOSE , WORLD_TRANSPOSE , BONE_MATRIX ,
  BONE_COUNT , SHADOW_MAP_MATRIX , SHADOW_MAP_DISTANCE , SHADOW_BIAS ,
  WORLD_CAMERA_POSITION , LIGHT_COLOR , LIGHT_AMBIENT , WORLD_LIGHT_DIRECTION ,
  POINT_LIGHT_COLOR , POINT_LIGHT_POSITION , POINT_LIGHT_ATTENUATION , SPOT_LIGHT_COLOR ,
  SPOT_LIGHT_DIRECTION , SPOT_LIGHT_POSITION , SPOT_LIGHT_ATTENUATION , AREA_LIGHT_POSITION ,
  AREA_LIGHT_DIR_X , AREA_LIGHT_DIR_Y , AREA_LIGHT_SIZE , AREA_LIGHT_COLOR ,
  AREA_LIGHT_SHADOW_MATRIX , MATERIAL_PARAM , DEFAULT_VALUE , SHADER_VEC2 ,
  SHADER_VEC3 , SHADER_VEC4 , SH_CONST , CUSTOM_VALUE ,
  TEXTURE_MIPMAP_COUNT , TEXTURE_WIDTH_HEIGHT , DEFERRED_VIEW , DEFERRED_PROJECTION ,
  DEFERRED_VIEW_PROJECTION , TIME_STEP , PARTICLE_VIEW_UP , PARTICLE_VIEW_LOOK ,
  PARTICLE_ORIENTATION_UP , PARTICLE_ORIENTATION_NORMAL , LIGHTMAP_INDEX , TIME ,
  COLOR_INTENSITY , RENDER_TEXTURE_MATRIX , NUM_SHADER_TYPE
}
 Enum for all supported uniform types in shaders. See documentation page: Shader information structure.
enum class  EReflectionType { Static , Baked }
enum class  EReflectionSize {
  X64 , X128 , X256 , X512 ,
  X1024 , X2048
}
enum  EPropertyDataType {
  String , StringW , Integer , UInteger ,
  Float , Double , DateTime , Bool ,
  Vector3 , Vector2 , Quaternion , Color ,
  Matrix4 , Object , FilePath , FolderPath ,
  ImageSource , FrameSource , Enum , NumType
}
enum  EPropertyObjectType {
  None , ObjectArray , ObjectInterpolate , FileArray ,
  TextureArray , NumObjectType
}

Functions

CBaseAppgetApplication ()
IClipboardgetOSClipboard ()
 Returns the platform-specific clipboard implementation.
IInAppReviewgetInAppReview ()
ISignIngetOSSignIn ()
IStoreControllergetStoreController (bool isTesting=false)
ITextFieldgetOSTextField ()
 DECLARE_PRIVATE_DATA_TYPE_INDEX (CDecalRenderData)
 DECLARE_PRIVATE_DATA_TYPE_INDEX (CDecalData)
 DECLARE_COMPONENT_DATA_TYPE_INDEX (CGridPlaneData)
 DECLARE_COMPONENT_DATA_TYPE_INDEX (CPrimiviteData)
 DECLARE_COMPONENT_DATA_TYPE_INDEX (CLineRenderData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CSkinnedInstanceData)
 DECLARE_COMPONENT_DATA_TYPE_INDEX (CTransformTextureData)
 DECLARE_COMPONENT_DATA_TYPE_INDEX (CVertexAnimTextureData)
 DECLARE_COMPONENT_DATA_TYPE_INDEX (CSkyBoxData)
 DECLARE_COMPONENT_DATA_TYPE_INDEX (CSkyDomeData)
 DECLARE_COMPONENT_DATA_TYPE_INDEX (CSkySunData)
 DECLARE_COMPONENT_DATA_TYPE_INDEX (CSpriteDrawData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CAnimationTransformData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CCullingBBoxData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CCullingData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CVisibleData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CEntityChildsData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CEntityHandleData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CGUIAlignData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CGUILayoutData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CGUIChildLayoutData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CGUIRenderData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CGUITransformData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CIndirectLightingData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CInstancingMaterialData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CLightCullingData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CLightmapData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CLightProbeData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CLODData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (COcclusionQueryData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CReflectionProbeData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CJointData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CRenderMeshData)
void initSkylicht (IrrlichtDevice *device, bool server=false)
 Initialize the Skylicht Engine core systems and all required managers.
void releaseSkylicht ()
 Release and clean up all Skylicht Engine core resources and managers.
void updateSkylicht ()
 Update input managers and tween system, clear debug scenes.
IrrlichtDevice * getIrrlichtDevice ()
 Get the currently active Irrlicht device.
IVideoDriver * getVideoDriver ()
 Get the video driver used for rendering.
float getTimeStep ()
 Get the current time step in milliseconds, scaled by the time scale.
void setTimeStep (float timestep)
 Set the time step for the current frame.
void setTotalTime (float t)
 Set the total elapsed application time in milliseconds.
float getNonScaledTimestep ()
 Get the current time step in milliseconds, without time scale applied.
float getTotalTime ()
 Get the total elapsed application time in milliseconds.
void enableFixedTimeStep (bool b)
 Enable or disable the use of fixed time step for updates.
void setFixedTimeStep (float s)
 Set the value of the fixed time step in milliseconds.
void setTimeScale (float scale)
 Set the time scale multiplier for time-based updates.
float getTimeScale ()
 Get the current time scale multiplier.
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CTransformComponentData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CWorldInverseTransformData)
 DECLARE_PUBLIC_DATA_TYPE_INDEX (CWorldTransformData)
bool operator< (const SInterpolatorEntry &entry0, const SInterpolatorEntry &entry1)
 Sort interpolation entries by their X key.
bool operator== (const SInterpolatorEntry &entry0, const SInterpolatorEntry &entry1)
 Compare interpolation entries by their X key.

Detailed Description

Everything in the Skylicht Engine. You can start by looking at the topics.

Typedef Documentation

◆ ActivatorCreateInstance

typedef IActivatorObject *(* Skylicht::ActivatorCreateInstance) ()

Function pointer used to construct an activator object.

Returns
Newly allocated activator object. The caller owns the returned pointer.

Function Documentation

◆ enableFixedTimeStep()

void Skylicht::enableFixedTimeStep ( bool b)

Enable or disable the use of fixed time step for updates.

When enabled, the engine will use a fixed time step for all updates instead of the dynamically calculated time step.

Parameters
bTrue to enable fixed time step, false to disable.

◆ getIrrlichtDevice()

IrrlichtDevice * Skylicht::getIrrlichtDevice ( )

Get the currently active Irrlicht device.

Returns
Pointer to the IrrlichtDevice instance used by Skylicht Engine.

◆ getNonScaledTimestep()

float Skylicht::getNonScaledTimestep ( )

Get the current time step in milliseconds, without time scale applied.

Returns
The raw (unscaled) time step value in milliseconds.

◆ getOSClipboard()

IClipboard * Skylicht::getOSClipboard ( )

Returns the platform-specific clipboard implementation.

Returns
A pointer to the IClipboard instance.

◆ getTimeScale()

float Skylicht::getTimeScale ( )

Get the current time scale multiplier.

Returns
The time scale value.

◆ getTimeStep()

float Skylicht::getTimeStep ( )

Get the current time step in milliseconds, scaled by the time scale.

If fixed time step is enabled, returns the fixed time step instead.

Returns
The time step value in milliseconds.

◆ getTotalTime()

float Skylicht::getTotalTime ( )

Get the total elapsed application time in milliseconds.

Returns
The total time since application start.

◆ getVideoDriver()

IVideoDriver * Skylicht::getVideoDriver ( )

Get the video driver used for rendering.

Returns
Pointer to the IVideoDriver instance.

◆ initSkylicht()

void Skylicht::initSkylicht ( IrrlichtDevice * device,
bool server = false )

Initialize the Skylicht Engine core systems and all required managers.

This function must be called once at the start of your application, after creating the Irrlicht device. It sets up input, graphics, animation, shader, mesh, material, and debug managers, and resets random timers.

Parameters
devicePointer to the Irrlicht device to use.
serverSet to true if running in server mode (default: false).

◆ releaseSkylicht()

void Skylicht::releaseSkylicht ( )

Release and clean up all Skylicht Engine core resources and managers.

Call this function before exiting your application to ensure proper resource management and avoid memory leaks.

◆ setFixedTimeStep()

void Skylicht::setFixedTimeStep ( float s)

Set the value of the fixed time step in milliseconds.

Parameters
sThe fixed time step to use.

◆ setTimeScale()

void Skylicht::setTimeScale ( float scale)

Set the time scale multiplier for time-based updates.

This allows for slow-motion or speed-up effects by scaling the time step value.

Parameters
scaleThe time scale multiplier.

◆ setTimeStep()

void Skylicht::setTimeStep ( float timestep)

Set the time step for the current frame.

Parameters
timestepThe time step in milliseconds.

◆ setTotalTime()

void Skylicht::setTotalTime ( float t)

Set the total elapsed application time in milliseconds.

Parameters
tThe total time value to set.

◆ updateSkylicht()

void Skylicht::updateSkylicht ( )

Update input managers and tween system, clear debug scenes.

This function should be called every frame in your application's main loop. It updates touch, accelerometer, joystick, and tween managers, and clears debug visualizations.