repo_name
stringlengths
5
122
path
stringlengths
3
232
text
stringlengths
6
1.05M
npruehs/block-burst
Source/BlockBurst/BlockBurst/BlockBurst.Shared/Block.h
<gh_stars>0 #pragma once using namespace DirectX; namespace BlockBurst { enum BlockType { Good, Bad, Dead }; struct Block { XMFLOAT3 position; XMFLOAT3 velocity; float rotation; VertexPositionColor vertices[8]; int indexOffset; BlockType blockType; float size; }; }
npruehs/block-burst
Source/BlockBurst/BlockBurst/BlockBurst.Shared/BlockBurstMain.h
#pragma once #include "Common\StepTimer.h" #include "Common\DeviceResources.h" #include "Content\Sample3DSceneRenderer.h" #include "Content\ScoreTextRenderer.h" #include "Block.h" // Renders Direct2D and 3D content on the screen. namespace BlockBurst { class BlockBurstMain : public DX::IDeviceNotify { public: ...
npruehs/block-burst
Source/BlockBurst/BlockBurst/BlockBurst.Shared/Content/Sample3DSceneRenderer.h
#pragma once #include "..\Common\DeviceResources.h" #include "ShaderStructures.h" #include "..\Common\StepTimer.h" #include "../Block.h" namespace BlockBurst { // This sample renderer instantiates a basic rendering pipeline. class Sample3DSceneRenderer { public: Sample3DSceneRenderer(const std::shared_ptr<DX:...
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/clock.c
#include "pins.h" #include "LCD1602.h" #include "DS1302.h" #include "DS18B20.h" #include "EEPROM.h" //Sytem variable, time, state, flag. //--------------------------- enum system_state {DEFAULT, SETTING}; //Define the system state. enum system_state present_state; unsigned char cursor_index; //Define th...
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/SONG.c
#define _SONG_C #include "pins.h" #include "SONG.h" //Using timer1 to play song. void song_delay(unsigned char t) { unsigned char i,j; for(i=0;i<t;i++) for(j=0;j<8200;j++); TR1 = 1; } void song_begin(void){ unsigned char song_time = 1; unsigned char i,k = 0; TMOD = 0x10; TH1 = 0x00; ...
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/LCD1602.h
#ifndef _LCD1602_H #define _LCD1602_H #ifndef _LCD1602_C //External varaible defined at here. #endif //External function defined at here. void lcd_write_cmd(unsigned char command); void lcd_write_data(unsigned char dat); void lcd_set_cursor(unsigned char x, unsigned char y); void lcd_show_string(unsigned char...
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/DS18B20.c
<reponame>lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051- #define _DS18B20_C #include "pins.h" #include "DS18B20.h" //Delay 10us, input is how many times of 10us for instance x=5, delay 50us. void delay10us(unsigned char x) { unsigned char i = 0; for(i=0;i<x;i++) { _nop_(); _nop_(); ...
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/LCD1602.c
<gh_stars>0 #define _LCD1602_C #include "pins.h" #include "LCD1602.h" void Delay(unsigned char x) { unsigned int i,j; for(i=x;i>0;i--) { for(j=120;j>0;j--) {} } } //Check if LCD is ready, assistant function. void lcd_ready(void){ unsigned char a; P0 = 0xff; //To read the busy pin, set 1 ...
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/DS1302.h
<reponame>lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-<gh_stars>0 #ifndef _DS1302_H #define _DS1302_H //Struct to store the time of date of the whole program. struct time_and_date { unsigned int year; unsigned char month; unsigned char day; unsigned char hour; unsigned char minute; ...
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/IR.h
#ifndef _IR_H #define _IR_H #ifndef _IR_C #endif //Define the IR function at here.Using the timer0 to calculate the time. void ir_init(void); #endif
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/IR.c
#define _IR_C #include "pins.h" #include "IR.h" struct time_and_date SetTime; bit ir_finish = 0; //Ir flag if recieved data, set to 1, else set to 0. unsigned char ir_data[4]; //Data buffer since there are 4 bytes need to be recieved. const uint8 code ir_map[][2] = { //???????PC?????? {0x45,0x00}, {0x46,0...
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/SONG.h
<reponame>lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051- #ifndef _SONG_H #define _SONG_H #ifndef _SONG_C #endif code unsigned char FH[] = {0xF2,0xF3,0xF5,0xF5,0xF6,0xF7,0xF8, 0xF9,0xF9,0xFA,0xFA,0xFB,0xFB,0xFC, 0xFC,0xFC,0xFD,0xFD,0xFD,0xFD,0xFE, 0xFE,0xFE,0xFE,0xFE,0xFE,0xFE,0xFF}; c...
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/pins.h
<reponame>lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051- #ifndef _PINS_H #define _PINS_H #include <reg52.h> #include <intrins.h> #include <ctype.h> #include <stdio.h> //Define pins, used in this clock project. typedef signed char int8; typedef signed int int16; ty...
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/EEPROM.h
#ifndef _EEPROM_H #define _EEPROM_H #ifndef _EEPROM_C #endif //I2C and EEPROM Operate function. unsigned char eeprom_read_byte(unsigned char addr); void eeprom_write_byte(unsigned char addr, unsigned char dat); void eeprom_read_multi(unsigned char *buffer, unsigned char addr, unsigned char len); void eeprom_w...
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/DS1302.c
<filename>code/DS1302.c #define _DS1302_C #include "pins.h" #include "DS1302.h" //Write one byte to DS1302. void ds1302_write_byte(unsigned char reg, unsigned char dat){ unsigned char i, addr; //Temp value. DS_CE = 0; _nop_(); DS_CK = 0; _nop_(); DS_CE = 1; //Select the DS1302 _nop_(); addr...
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/EEPROM.c
#define _EEPROM_C #include "pins.h" #include "EEPROM.h" //The delay function. #define I2Cdelay() {_nop_();_nop_();_nop_();_nop_();} //Procedure to initialize I2C void startConfig(){ SDA = 1; SCL = 1; I2Cdelay(); SDA = 0; I2Cdelay(); SCL = 0; } //Procedure to stop I2C void stopConfig(){ SCL ...
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/main.c
#include "pins.h" #include "LCD1602.h" #include "DS1302.h" #include "DS18B20.h" #include "EEPROM.h" struct time_and_date SetTime; //Infrared. //-------------------------------------------------------------------------------------- bit ir_finish = 0; //Ir flag if recieved data, set to 1, else set to 0. unsi...
lirui-shanghaitech/A-multi-functions-digital-clock-based-on-8051-
code/DS18B20.h
#ifndef _DS18B20_H #define _DS18B20_H #ifndef _DS18B20_C #endif //Function define.(API) bit ds18b20_get_temp(int *temperature); bit ds18b20_start_transition(); void ds18b20_write_byte(unsigned char dat); unsigned char ds18b20_read_byte(); #endif
BryceStandley/TNAH
core/src/TNAH/Physics/PhysicsEvents.h
<gh_stars>1-10 #pragma once #pragma warning(push, 0) #include <reactphysics3d/reactphysics3d.h> #include <entt/entt.hpp> #pragma warning(pop) namespace tnah { namespace Physics { /** * @class PhysicsEvents * * @brief The physics event class that inherits from the react physics 3d eventListener class * ...
BryceStandley/TNAH
core/src/TNAH/Physics/PhysicsEngine.h
#pragma once #pragma warning(push, 0) #include <reactphysics3d/reactphysics3d.h> #pragma warning(pop) #include <entt/entt.hpp> #include "CollisionDetectionEngine.h" #include "PhysicsStructures.h" #include "Rigidbody.h" #include "TNAH/Physics/PhysicsTimestep.h" #include "TNAH/Scene/Components/Components.h" #include ...
BryceStandley/TNAH
core/src/TNAH/Physics/Collider.h
#pragma once #include "PhysicsStructures.h" #include "TNAH/Core/Math.h" #pragma warning(push, 0) #include <reactphysics3d/reactphysics3d.h> #pragma warning(pop) namespace tnah::Physics { /** * @class Collider * @brief Class to contain the required information about Colliders * @author <NAME> * @date ...
BryceStandley/TNAH
core/src/TNAH/Scene/SceneCamera.h
#pragma once #include "TNAH/Renderer/Camera.h" namespace tnah { class TransformComponent; class SceneCamera : public Camera { public: enum class ProjectionType { Perspective = 0, Orthographic = 1 }; public: /** * * \fn void SetPerspective * * \brief Sets the perspective of the camera * *...
BryceStandley/TNAH
core/src/TNAH/Events/Event.h
#pragma once #include <tnahpch.h> namespace tnah { /** * @enum EventType * * @brief Values that represent event types */ enum class EventType { None = 0, WindowClose, WindowResize, WindowFocus, WindowLostFocus, WindowMoved, AppTick, AppUpdate, AppRender, KeyPressed, KeyReleased, KeyTyped, MouseB...
BryceStandley/TNAH
core/src/TNAH/Physics/PhysicsTimestep.h
#pragma once namespace tnah { /** * @class PhysicsTimestep * * @brief The physics timestep class is designed to make sure the frame rate of the physics is 60 frames per second * * @author <NAME> * @date 11/09/2021 */ class PhysicsTimestep { public: PhysicsTi...
BryceStandley/TNAH
core/src/TNAH/Core/Ref.h
#pragma once #include <stdint.h> #include <atomic> namespace tnah { /** * @class RefCounted * * @brief A wrapper for shared pointers * * @author <NAME> * @date 7/09/2021 */ class RefCounted { public: /** * * \fn void IncRefCount * * \brief Increase the ref count * * \author...
BryceStandley/TNAH
core/src/TNAH/Core/Buffer.h
#pragma once #include "TNAH/Core/Core.h" namespace tnah { /** * @struct Buffer * * @brief A buffer struct * * @author <NAME> * @date 7/09/2021 */ struct Buffer { /** @brief A pointer to the data */ void* Data; /** @brief The size */ uint32_t Size; /** * @fn Buffer() * * @brief ...
BryceStandley/TNAH
core/src/Platform/Windows/WinWindow.h
<reponame>BryceStandley/TNAH #pragma once #include "TNAH/Core/Window.h" #include "TNAH/Events/ApplicationEvent.h" #include "TNAH/Events/MouseEvent.h" #include "TNAH/Events/KeyEvent.h" #include "Platform/OpenGL/OpenGLGraphicsContext.h" #include <GLFW/glfw3.h> namespace tnah { /** * @class WinWindow * * @bri...
BryceStandley/TNAH
core/src/TNAH/Core/FileStructures.h
#pragma once #include <unordered_map> #include "Utility.h" #include <filesystem> namespace tnah { /** * @struct File * * @brief Structure of a file, contains a name and a extension. * * @author <NAME> * @date 7/09/2021 */ struct File { std::string FileName; std::string Extension; std::string...
BryceStandley/TNAH
core/src/TNAH/Core/Input.h
#pragma once #include "TNAH/Core/Core.h" namespace tnah { /** * @class Input * * @brief An Input * * @author <NAME> * @date 7/09/2021 */ class Input { public: /** * @fn inline static bool Input::IsKeyPressed(int keycode) * * @brief Query if 'keycode' is key pressed * * @author <N...
BryceStandley/TNAH
core/src/TNAH/Physics/Rigidbody.h
#pragma once #include "PhysicsStructures.h" #include "Collider.h" #include "TNAH/Scene/Components/Components.h" namespace tnah::Physics { /** * @class RigidBody * * @brief A class that defines all rigidbody physics body properties. * * @author <NAME> * @date 20/10/2021 * ...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/AnimatorComponent.h
#pragma once #include "TNAH/Renderer/Animation.h" namespace tnah { /**********************************************************************************************//** * @class AnimatorComponent * * @brief An animator component. * * @author Chris * @date 10/09/2021 *************************************...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/AI/Emotion.h
<filename>core/src/TNAH/Scene/Components/AI/Emotion.h #pragma once namespace tnah { /** * @brief each emotional state is represented in this enum class */ enum class Emotion { Neutral = 0, Excited, Delighted, Happy, // High Arousal - Positive Valence Content, Relaxed, Calm, // Low Arousal - Positive Val...
BryceStandley/TNAH
core/src/TNAH/Core/Singleton.h
<gh_stars>1-10 #pragma once namespace tnah { /** * @class singleton * @brief A templated class that uses the singleton design pattern to provide one instance of any specified class. * * @author <NAME> * @version 01 * @date 30/03/2021 <NAME>, Started * * **/ template<class T...
BryceStandley/TNAH
core/src/TNAH/Core/Log.h
#pragma once #include "Core.h" #pragma warning(push, 0) #include <memory> #define SPDLOG_ACTIVE_LEVEL SPDLOG_LEVEL_TRACE //#define SPDLOG_FUNCTION #include <spdlog/spdlog.h> #include <spdlog/sinks/stdout_color_sinks.h> #include "spdlog/fmt/ostr.h" #pragma warning(pop) namespace tnah { /** * @class Log * * @bri...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/SkyboxComponent.h
#pragma once #include "TNAH/Core/Core.h" #include <glm/glm.hpp> #include "ComponentIdentification.h" #include "TNAH/Renderer/RenderingBuffers.h" #include "TNAH/Renderer/Material.h" #include "TNAH/Renderer/VertexArray.h" #include "TNAH/Renderer/Texture.h" namespace tnah { /******************************************...
BryceStandley/TNAH
core/src/Platform/OpenGL/OpenGLGraphicsContext.h
#pragma once #include "TNAH/Renderer/GraphicsContext.h" /** * @struct GLFWwindow * * @brief Form for viewing the glfw. * * @author <NAME> * @date 7/09/2021 */ struct GLFWwindow; namespace tnah { /** * @class OpenGLGraphicsContext * * @brief An OpenGlGraphicsContext class that inherbits from a bas...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/PhysicsComponents.h
<gh_stars>1-10 #pragma once #include "TNAH/Physics/PhysicsEngine.h" #include "TNAH/Renderer/Mesh.h" #include "ComponentIdentification.h" namespace tnah{ class GameObject; /**********************************************************************************************//** * @class RigidBodyComponent * * @brief ...
BryceStandley/TNAH
core/src/TNAH/Core/Math.h
<filename>core/src/TNAH/Core/Math.h #pragma once #define USE_MATH_DEFINES #include "TNAH/Core/Core.h" #pragma warning(push, 0) #define GLM_ENABLE_EXPERIMENTAL #include <glm/gtx/matrix_decompose.hpp> #include <glm/gtx/norm.hpp> #include <glm/gtx/quaternion.hpp> #include <corecrt_math_defines.h> #include <IrrKlang/irrK...
BryceStandley/TNAH
core/src/TNAH/Events/ApplicationEvent.h
#pragma once #include <sstream> #include "TNAH/Events/Event.h" namespace tnah { /** * @class WindowResizeEvent * * @brief A window resize event class that inherits from the base event class * * @author <NAME> * @date 10/09/2021 */ class WindowResizeEvent : public Event { public: /** * @fn Wi...
BryceStandley/TNAH
core/src/TNAH/Renderer/RenderCommand.h
<reponame>BryceStandley/TNAH #pragma once #include "RendererAPI.h" namespace tnah { /** * @class RenderCommand * * @brief A render command class that makes use of the renderer API to perform openGL renderer actions * * @author <NAME> * @date 12/09/2021 */ class RenderCommand { public: /** * @...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/AI/Actions.h
/*****************************************************************//** * \file Actions.h * \brief * * \author chris * \date November 2021 *********************************************************************/ #pragma once namespace tnah { /** \enum Actions The actions the objects can affo...
BryceStandley/TNAH
core/src/TNAH/Audio/Audio.h
<filename>core/src/TNAH/Audio/Audio.h #pragma once #include "TNAH/Core/Core.h" #include "TNAH/Scene/Components/AudioComponents.h" #include "Platform/MiniAudio/MiniAudio.h" namespace tnah { /** * @class Audio * * @brief An audio class responisble for handling the audio engine * * @author ...
BryceStandley/TNAH
core/src/TNAH/Layers/Widgets.h
<reponame>BryceStandley/TNAH #pragma once #include "imgui.h" #include "imgui_internal.h" //---------------------------------------------------------------------------------- // Custom Functions added to ImGui // Incorporated by <NAME> // Any functions within this file are licenced under the MIT licence //-------------...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/AI/AStar.h
<reponame>BryceStandley/TNAH /*****************************************************************//** * @file AStar.h * @brief Astar algorithm * * @author chris * @date November 2021 *********************************************************************/ #pragma once #include <stack> namespace tnah { /**...
BryceStandley/TNAH
core/src/TNAH/Renderer/Renderer.h
#pragma once #include "TNAH/Renderer/RenderCommand.h" #include "TNAH/Scene/SceneCamera.h" #include "TNAH/Scene/Components/Components.h" #include "TNAH/Renderer/Material.h" #include "Light.h" #include "Mesh.h" #include "Texture.h" namespace tnah { /** * @class Renderer * * @brief A renderer class responsible ...
BryceStandley/TNAH
core/src/TNAH/Renderer/RenderingBuffers.h
<filename>core/src/TNAH/Renderer/RenderingBuffers.h #pragma once #include <glm/glm.hpp> #include <glm/gtc/type_ptr.hpp> #include "TNAH/Core/Ref.h" namespace tnah { /** * @enum ShaderDataType * * @brief Values that represent shader data types */ enum class ShaderDataType { None = 0, Float, Float2, Float...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/AI/EmotionComponent.h
<filename>core/src/TNAH/Scene/Components/AI/EmotionComponent.h #pragma once #include "Emotion.h" namespace tnah { /** * @class EmotionComponent * * @brief The EmotionComponent class repsonsible for the managing of emotions, mood and personality. Can be attached as a component to give a gameobject the ability...
BryceStandley/TNAH
core/src/TNAH/Scene/Light/DirectionalLight.h
#pragma once #include "TNAH/Renderer/Light.h" namespace tnah { class DirectionLight : public Light { public: /** * * \fn void DirectionLight * * \brief Default constructor * * \author <NAME> * \date 13/9/2021 * ...
BryceStandley/TNAH
core/src/Platform/OpenGL/OpenGLVertexArray.h
<filename>core/src/Platform/OpenGL/OpenGLVertexArray.h #pragma once #include "TNAH/Core/Ref.h" #include "TNAH/Renderer/VertexArray.h" namespace tnah { /** * @class OpenGLVertexArray * * @brief An OpenGLVertexArray class that inherits from base class VertexArray. * * @author <NAME> * @date 7/09/2021 *...
BryceStandley/TNAH
core/src/TNAH/Events/DebugEvent.h
<reponame>BryceStandley/TNAH<gh_stars>1-10 #pragma once #include "TNAH/Core/Core.h" #include "TNAH/Events/Event.h" namespace tnah { /** * @class DebugEvent * * @brief A debug event class that inherits from the base event class * * @author <NAME> * @date 10/09/2021 */ class DebugEvent : public Event ...
BryceStandley/TNAH
core/src/TNAH/Renderer/RendererAPI.h
<gh_stars>1-10 #pragma once #include <TNAH/Core/Core.h> #include "TNAH/Renderer/VertexArray.h" namespace tnah { /** * @enum CullMode * * @brief Values that represent cull modes */ enum class CullMode { Front = 0, Back = 1, Front_And_Back = 2, Disabled = 3 }; /** * @enum DepthFunc * * @bri...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/Components.h
<filename>core/src/TNAH/Scene/Components/Components.h #pragma once #include <TNAH/Core/Core.h> #include "TNAH/Core/KeyCodes.h" #include "TNAH/Core/UUID.h" #include "ComponentIdentification.h" #include "TNAH/Scene/SceneCamera.h" #include "SkyboxComponent.h" #include "TerrainComponent.h" #include "PhysicsComponents.h" #...
BryceStandley/TNAH
core/src/Platform/Windows/WinInput.h
<filename>core/src/Platform/Windows/WinInput.h #pragma once #include "TNAH/Core/Core.h" #include "TNAH/Core/Input.h" #include <GLFW/glfw3.h> namespace tnah { /** * @class WinInput * * @brief A Window Input class that inherits from the base Input class * * @author <NAME> * @date 7/09/2021 */ class Wi...
BryceStandley/TNAH
core/src/TNAH/Renderer/Camera.h
#pragma once #include <glm/glm.hpp> namespace tnah { /** * @class Camera * * @brief A camera class responsible for setting up the application camera * * @author <NAME> * @date 12/09/2021 */ class Camera { public: /** * @fn Camera::Camera() = default; * * @brief Defaulted constructor ...
BryceStandley/TNAH
core/src/TNAH/Renderer/Shader.h
<reponame>BryceStandley/TNAH #pragma once #include <string> #include <glm/glm.hpp> #include "TNAH/Core/Ref.h" namespace tnah { /** * @enum ShaderUniformType * * @brief Values that represent shader uniform types */ enum class ShaderUniformType { None = 0, Bool, Int, UInt, Float, Vec2, Vec3, Vec4, Mat3...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/AI/CharacterComponent.h
<gh_stars>1-10 #pragma once namespace tnah { /** * @brief enums that represent the three NPC types */ enum class CharacterNames { None = 0, Rubbish = 1, StudentAi = 2, DogAi = 3 }; struct CharacterComponent { /** * @fn CharacterComponent * ...
BryceStandley/TNAH
core/src/TNAH/Renderer/Bone.h
#pragma once #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtx/quaternion.hpp> #include <vector> #include <string> #include <Assimp/anim.h> namespace tnah { /** * @struct KeyPosition * * @brief A key position. * * @author <NAME> * @date 12/09/2021 */ struct KeyPosition...
BryceStandley/TNAH
core/src/TNAH/Layers/Layer.h
<filename>core/src/TNAH/Layers/Layer.h #pragma once #include "TNAH/Core/Core.h" #include "TNAH/Events/Event.h" #include "TNAH/Core/Timestep.h" #include "TNAH/Physics/PhysicsTimestep.h" namespace tnah { /** * @class Layer * * @brief The layer class is used to allow for the creation of layers, which allow for th...
BryceStandley/TNAH
core/src/TNAH/Renderer/Material.h
#pragma once #include "TNAH/core/Core.h" #include "TNAH/Renderer/Shader.h" #include "TNAH/Renderer/Texture.h" namespace tnah { /** * @struct MaterialProperties * * @brief A material properties struct. * * @author <NAME> * @date 12/09/2021 */ struct MaterialProperties { /** @brief The shininess ...
BryceStandley/TNAH
core/src/TNAH/Audio/AudioAPI.h
#pragma #include "TNAH/Scene/Components/AudioComponents.h" #include "TNAH/Scene/Components/Components.h" namespace tnah { /** * @class AudioAPI * * @brief An abstract audioAPI class that contains virtual functions that the audio class will inherit * * @author <NAME> * @date 7/09/2021...
BryceStandley/TNAH
core/src/TNAH/Events/MouseEvent.h
#pragma once #include "TNAH/Events/Event.h" #include "TNAH/Core/MouseCodes.h" namespace tnah { /** * @class MouseMovedEvent * * @brief A mouse moved event class that inherits from the base event class * * @author <NAME> * @date 10/09/2021 */ class MouseMovedEvent : public Event { public: /** ...
BryceStandley/TNAH
core/src/TNAH/Layers/UI.h
<reponame>BryceStandley/TNAH<filename>core/src/TNAH/Layers/UI.h #pragma once #include "TNAH/Renderer/Texture.h" namespace tnah { /** * @class UI * * @brief UI elements based on ImGui. Predefined wrappers to make creating UI faster and more * consistent this class is designed to wrap as many ...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/AI/AIComponent.h
/*****************************************************************//** * @file AIComponent.h * @brief Holds the AI information * * @author chris * @date November 2021 *********************************************************************/ #pragma once # define PI 3.14159265358979323846 #include "A...
BryceStandley/TNAH
core/src/TNAH/Core/UUID.h
<gh_stars>1-10 #pragma once #include "Core.h" #include <xhash> namespace tnah { /** * @class UUID * * @brief An unique identifer class used for gameobjects * * @author <NAME> * @date 7/09/2021 */ class UUID { public: /** * @fn UUID::UUID(); * * @brief Default constructor ...
BryceStandley/TNAH
core/src/TNAH/Renderer/VertexArray.h
#pragma once #include <memory> #include "TNAH/Renderer/RenderingBuffers.h" namespace tnah { /** * @class VertexArray * * @brief VertexArray class that allows for the setup of a VAO * * @author <NAME> * @date 12/09/2021 */ class VertexArray : public RefCounted { public: /** * @fn virtual Vert...
BryceStandley/TNAH
core/src/TNAH/Core/Timestep.h
<filename>core/src/TNAH/Core/Timestep.h #pragma once namespace tnah { /** * @class Timestep * * @brief A timestep class that handles the time * * @author <NAME> * @date 7/09/2021 */ class Timestep { public: /** * @fn Timestep::Timestep(float time = 0.0f) * * @brief Constructor * *...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/ComponentIdentification.h
<filename>core/src/TNAH/Scene/Components/ComponentIdentification.h #pragma once namespace tnah { /**********************************************************************************************//** * @enum ComponentVariations * * @brief Values that represent component types **************************************...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/AI/Affordance.h
/*****************************************************************//** * @file Affordance.h * @brief Affordances * * @author chris * @date November 2021 *********************************************************************/ #pragma once #include "Actions.h" #include <unordered_map> namespace tnah { class Aff...
BryceStandley/TNAH
core/src/TNAH/Core/AABB.h
<filename>core/src/TNAH/Core/AABB.h #pragma once #include <glm/glm.hpp> namespace tnah { /** * @struct AABB * * @brief An aabb bounding box * * @author <NAME> * @date 7/09/2021 */ struct AABB { /** @brief The minimum value and maximum value */ ...
BryceStandley/TNAH
core/src/Platform/OpenGL/OpenGLTexture.h
<filename>core/src/Platform/OpenGL/OpenGLTexture.h #pragma once #include "TNAH/Renderer/Texture.h" #include <glad/glad.h> namespace tnah { /** * @class OpenGLTexture2D * * @brief An OpenGLTexture2D class that inherits from the Texture2D class * * @author <NAME> * @date 7/09/2021 */ class OpenGLTex...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/AI/PlayerInteractions.h
/*****************************************************************//** * @file PlayerInteractions.h * @brief * * @author chris * @date November 2021 *********************************************************************/ #pragma once namespace tnah { struct PlayerInteractions { PlayerIntera...
BryceStandley/TNAH
core/src/TNAH/Renderer/Texture.h
#pragma once #pragma warning(push, 0) #include <string> #include <ktx.h> #pragma warning(pop) #include "TNAH/Core/Core.h" #include "TNAH/Core/FileStructures.h" #include "TNAH/Core/Ref.h" namespace tnah { #pragma region Enums using uchar8_t = unsigned char; /** * @enum ImageLoadFormat * * @brief Values t...
BryceStandley/TNAH
core/src/TNAH/Core/Timer.h
<reponame>BryceStandley/TNAH #pragma once #include <chrono> namespace tnah { /** * @class Timer * * @brief A timer class used to manage aspects of time * * @author <NAME> * @date 7/09/2021 */ class Timer { public: /** * @fn Timer::Timer() * * @brief Default constructor * * @autho...
BryceStandley/TNAH
core/src/Platform/OpenGL/OpenGLShader.h
<filename>core/src/Platform/OpenGL/OpenGLShader.h #pragma once #include "TNAH/Renderer/Shader.h" #include <glm/glm.hpp> // TODO: REMOVE! typedef unsigned int GLenum; namespace tnah { class OpenGLShader : public Shader { public: /** * @fn OpenGLShader::OpenGLShader(const std::string& shaderFilePath); * ...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/AI/Character.h
#pragma once #include "Actions.h" #include "EmotionComponent.h" #include "StateMachine.h" namespace tnah { /** * @class Character * * @brief * * @author <NAME> * @date 2/11/2021 */ class Character : public RefCounted { public: /** * @fn OnUpdat...
BryceStandley/TNAH
core/src/TNAH/Scene/Serializer.h
#pragma once #include "Scene.h" #include "Components/AI/Affordance.h" #include "Components/AI/AIComponent.h" #include "Components/AI/CharacterComponent.h" #include "TNAH/Physics/Collider.h" namespace tnah { class Serializer { public: /** * @brief Public serializer save scene function ...
BryceStandley/TNAH
core/src/TNAH/Core/EntryPoint.h
#pragma once #include "TNAH/Core/Core.h" #ifdef TNAH_PLATFORM_WINDOWS /** * @fn extern tnah::Application* tnah::CreateApplication(); * * @brief Creates the application * * @author <NAME> * @date 7/09/2021 * * @returns Null if it fails, else the new application. */ extern tnah::Application* tnah:...
BryceStandley/TNAH
core/src/TNAH/Debug/Debug.h
#pragma once /** * @namespace tnah::Debug {} * * @brief Debug Sub-namespace */ namespace tnah::Debug{ /** * @brief Debugs info as core info of a vec3 with a message * @author <NAME> * @date 07-11-2021 */ static void CoreInfo(const glm::vec3& value, const std::string& message = "") { TNAH_C...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/AI/StateMachine.h
<gh_stars>1-10 #pragma once namespace tnah { /** * @class state * @brief An abstract class that provides a common interface to all state classes. It is templated so that class can be reused in any state machine. * * @author <NAME> * @version 01 * @date 25/04/2021 <NAME>, Started * * **/ template<class enti...
BryceStandley/TNAH
core/src/TNAH/Renderer/Light.h
#pragma once #include <TNAH/Core/Core.h> #include <glm/glm.hpp> #include "Shader.h" namespace tnah { /** * @class Light * * @brief A light class that inherits from the refCounted class to allow the use of ref pointers. Responsible for lighting in applications * * @author <NAME> * @...
BryceStandley/TNAH
core/src/TNAH/Core/Application.h
#pragma once #include <queue> #include "TNAH/Core/Core.h" #include "TNAH/Core/Window.h" #include "TNAH/Events/ApplicationEvent.h" #include "TNAH/Layers/LayerStack.h" #include "TNAH/Layers/UI.h" #include "Timestep.h" #include "TNAH/Layers/ImGuiLayer.h" #include "TNAH/Renderer/Shader.h" #include "TNAH/Renderer/Rend...
BryceStandley/TNAH
core/src/TNAH/Renderer/GraphicsContext.h
#pragma once namespace tnah { /** * @class GraphicsContext * * @brief The graphics context * * @author <NAME> * @date 12/09/2021 */ class GraphicsContext { public: /** * @fn virtual GraphicsContext::~GraphicsContext() = default; * * @brief Defaulted destructor * * @author <NAME> ...
BryceStandley/TNAH
core/src/TNAH/Physics/PhysicsCollision.h
<gh_stars>1-10 #pragma once #include <queue> #pragma warning(push, 0) #include <reactphysics3d/reactphysics3d.h> #pragma warning(pop) #include "Rigidbody.h" namespace tnah { class GameObject; namespace Physics { /** * @class PhysicsCollision * @brief Class to hold information about a collision * @a...
BryceStandley/TNAH
core/src/TNAH/Editor/EditorUI.h
#pragma once #include "TNAH/Scene/GameObject.h" namespace tnah { /** * @class EditorUI * * @brief An editor user interface. * * @author <NAME> * @date 7/09/2021 */ class EditorUI { public: /** * @fn static void DrawComponentProperties(GameObject...
BryceStandley/TNAH
core/src/TNAH/Renderer/Image.h
<reponame>BryceStandley/TNAH #pragma once #include "Texture.h" namespace tnah { /** * @class Image * * @brief An image class that inherits from the texture2D class * * @author <NAME> * @date 12/09/2021 */ class Image : public Texture2D { public: /** ...
BryceStandley/TNAH
core/src/TNAH/Scene/GameObject.h
<gh_stars>1-10 #pragma once #include <TNAH/Core/Core.h> #include "Components/Components.h" #include "Scene.h" #pragma warning(push, 0) #include <entt/entt.hpp> #pragma warning(pop) namespace tnah { /** * @class GameObject * * @brief The GameObject class is used for creating gameobjects * * @author <NAME> ...
BryceStandley/TNAH
core/src/TNAH/Core/Core.h
#pragma once #include <memory> #ifdef TNAH_PLATFORM_WINDOWS #if TNAH_DYNAMIC_LINK #ifdef TNAH_BUILD_DLL #define TNAH_API _declspec(dllexport) #else #define TNAH_API _declspec(dllimport) #endif #else #define TNAH_API #endif #else #error TNAH-Engine only supports Windows x64! #endif #define TNAH_EXPA...
BryceStandley/TNAH
core/src/TNAH/Scene/Light/PointLight.h
<gh_stars>1-10 #pragma once #include "TNAH/Renderer/Light.h" namespace tnah { /**********************************************************************************************//** * @class PointLight * * @brief A point light * * @author <NAME> * @date 10/09/2021 * ************************************...
BryceStandley/TNAH
core/src/Platform/OpenGL/OpenGLBuffer.h
#pragma once #include "TNAH/Renderer/RenderingBuffers.h" namespace tnah { /** * @class OpenGLVertexBuffer * * @brief OpenGLVertexBuffer class that inherits from the VertexBuffer class * * @author <NAME> * @date 7/09/2021 */ class OpenGLVertexBuffer : public VertexBuffer { public: /** * @fn Ope...
BryceStandley/TNAH
core/src/TNAH/Layers/ImGuiLayer.h
<reponame>BryceStandley/TNAH<filename>core/src/TNAH/Layers/ImGuiLayer.h #pragma once #include "Layer.h" #include "TNAH/Events/ApplicationEvent.h" #include "TNAH/Events/KeyEvent.h" #include "TNAH/Events/MouseEvent.h" namespace tnah { class TNAH_API ImGuiLayer : public Layer { public: /** * @fn ImGuiLayer::ImG...
BryceStandley/TNAH
core/src/TNAH/Layers/LayerStack.h
<gh_stars>1-10 #pragma once #include "TNAH/Core/Core.h" #include "Layer.h" #include <vector> namespace tnah { /** * @class LayerStack * * @brief The LayerStack class is used to store multiple layers, while allowing for them to be added and removed * * @author <NAME> * @date 10/09/2021 */ class Lay...
BryceStandley/TNAH
core/src/TNAH/Scene/Light/SpotLight.h
#pragma once #include "TNAH/Renderer/Light.h" namespace tnah { /** * * * \brief Spot light type * * \author <NAME> * \date 13/9/2021 */ class SpotLight : public Light { public: /** * * \fn void SpotLight * * \brief Con...
BryceStandley/TNAH
core/src/TNAH/Core/Window.h
<filename>core/src/TNAH/Core/Window.h #pragma once #include <tnahpch.h> #include "TNAH/Events/Event.h" namespace tnah { struct WindowProps { /** @brief The title */ std::string Title; /** @brief The width */ unsigned int Width; /** @brief The height */ unsigned int Height; /** * @fn WindowProps...
BryceStandley/TNAH
core/src/Platform/IrrKlang/Klang.h
#pragma once #include "TNAH/Audio/AudioAPI.h" #pragma warning(push, 0) #include <IrrKlang/irrKlang.h> #include <vector> #include <unordered_map> #include <string> #pragma warning(pop) typedef std::pair<u_int, irrklang::ISoundSource*> AudioSourcePair; typedef std::unordered_map<std::string, irrklang::ISoundSource*> Au...
BryceStandley/TNAH
core/src/TNAH/Physics/CollisionDetectionEngine.h
<filename>core/src/TNAH/Physics/CollisionDetectionEngine.h #pragma once #include "PhysicsCollision.h" #include "TNAH/Physics/PhysicsTimestep.h" #include <queue> namespace tnah { namespace Physics { /** * @class CollisionDetectionEngine * @brief Class to wrap and construct collision information * @aut...
BryceStandley/TNAH
core/src/TNAH.h
#pragma once //This Header MUST be included within the same file as applications derived tnah::Application class is defined #include "TNAH-App.h" // --- Entry Point --- // #include "TNAH/Core/EntryPoint.h"
BryceStandley/TNAH
core/src/TNAH-App.h
#pragma once //This header is a combined header of all components of the engine // Use this header in any applications that require access to structures and classes // within the engine // NOTE any application needs to #include <TNAH.h> in their main Application cpp file // to enable the entry point of the applicat...
BryceStandley/TNAH
core/src/tnahpch.h
#pragma once #define _CRT_SECURE_NO_WARNINGS #pragma warning(push, 0) // Disable warnings for all files within the push/pop #ifdef TNAH_PLATFORM_WINDOWS #include <Windows.h> #endif // --- TNAH Precompiled Header File --- // #include <memory> #include <vector> #include <string> #include <array> #include <unordered_ma...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/AudioComponents.h
#pragma once #include "TNAH/Core/Core.h" #include "TNAH/Core/FileStructures.h" #include "ComponentIdentification.h" namespace tnah { /**********************************************************************************************//** * @class AudioSourceComponent * * @brief An audio source component. * * @a...
BryceStandley/TNAH
core/src/TNAH/Scene/Components/LightComponents.h
#pragma once #include "TNAH/Core/Core.h" #include "TNAH/Renderer/Light.h" #include "TNAH/Scene/Light/DirectionalLight.h" #include "TNAH/Scene/Light/PointLight.h" #include "TNAH/Scene/Light/SpotLight.h" #include "ComponentIdentification.h" namespace tnah { /************************************************************...