All Classes
Class
Description
Represents any audio.
Represents the audio listener.
Represents an audio-source.
Represents a collider in the shape of an axis-aligned box.
An ECB Behavior.
Represents a bitmap-font made from a texture.
Exception to be thrown by methods that may only be called by the engine runtime if they are called from non-engine-runtime code.
Represents a game camera, responsible for calculating the needed transformations for your vertex positions.
Represents the position and orientation of a camera or audio listener.
Interface for classes that use the CameraConfiguration for configuration.
Represents any collider, a shape that can be tested against other colliders to see if they touch or overlap (collide).
An ECB Component.
Class for managing the RoseQuartz-Console.
Class for managing depth testing.
Represents one of the possible comparison modes for depth testing.
Represents a duration of time.
Class for creating and accessing ECB objects.
An ECB Entity.
Used to create files completely independent of the platform.
Allows the application to request reading and writing files in graphical user interface.
Represents any font.
Represents a physical gamepad.
Represents a gamepad axis (like joystick x or y, or the triggers).
Represents a gamepad button.
Class for general method calls and errors in the 'rosequartz.graphics'-package.
A pipeline capable of making calls to the 'rosequartz.graphics'-packages.
Represents a State in the Graphics Pipeline.
Used to receive input from the user.
Represents a keyboard key.
Prints the amount of FPS.
Represents any 4x4 Matrix.
Class used by ModelInstance to rotate, scale and translate the model.
Represents a 3D-Model from inside a .obj file.
Vertex attributes of a 3D-model.
Represents one instance of a 3D Model.
Represents a moment in time.
Represents a mouse button.
Exception for method calls on an invalid thread.
Represents a gamepad that does not exist.
Represents a camera with orthographic projection, primarily used in 2D games.
Represents a camera with a symmetrical perspective projection, primarily used in 3D games.
An ECB Pipeline.
The main class of your game.
Class used to generate random numbers.
Acts as a target for all graphic rendering to a texture.
Represents a game resource, like an image, an audio file or just a simple test file.
Class for accessing various values and base features.
Represents a shader program, consisting of a vertex shader and a fragment shader.
Represents a collider in the shape of a sphere.
Represents a socket using the TCP protocol.
Represents the current state of the socket.
Represents a texture.
Represents a function used for texture minification / magnification.
Represents a socket using the UDP protocol.
Functional interface for message handler.
Represents the current state of the socket.
Implements various methods for every vector, like scaling or calculating length.
Represents a vector with an x- and a y-component.
Represents a vector with an x-, a y- and a z-component.
Represents a vector with an x-, a y-, a z- and a w-component.
Represents a Vector component.
Represents a vertex array, used to upload vertex data and triangles made from 3 of those vertices to the graphics card.
Used to configure vertex layouts of library classes using OpenGL features.
Interface for vertex layout enums.
Represents a socket using the WebSocket protocol.
Represents the current state of the socket.