Menu

SourceCode_0_1_ClassList

NicroHobak
  • Basic:

    • uchar -- A unicode 'char' class
      • achar -- ANSI-enabled uchar
    • String -- A pure-virtual template class to create an std::string-like implementation for any type of "char"
  • Foundational:

    • Spacial:
      • Point2D -- A 2-dimensional point
        • Area2D -- A 2-dimensional area
          • FixedArea2D -- A 2-dimensional area fixed to a to a 3-dimensional point in space
        • Point3D -- A 3-dimensional point
          • Area3D -- A 3-dimensional area
            2-dimensional point in space
      • Note: Typedefs exist for backwards compatibility and ease of use: Point defaults to Point2D, Area to Area2D and FixedArea to FixedArea2D
    • "Physical":
      • Pixel -- The primary building block for all visible objects, most notably for our Surface class
      • Surface -- The primary/basic rendering target used throughout AnsiGL
  • Objects:

    • Content -- Anything that we might want to display; pure-virtual base-class for all objects, derived from Surface
      • Context -- Anything that can contain content (this itself is content, so we can have nested viewports, etc.)
        • Window -- A special context that serves as a viewport over a larger logical surface size, with optional borders
      • Image -- An "image" (ANSI/FANSI art, or whatever might constitute an image in text); essentially a Content-based Surface
      • Text -- The basic text class
  • Object "Add-On" Parts Classes:

    • UIPart -- Allows an object to accept user input (probably replace with an event system, if this is ultimately needed)