All Classes and Interfaces

Class
Description
Utility class for constructing ANSI escape sequences.
2D application using the LWJGL library.
Utility class for building applications.
Logger for the core application.
Static utility methods for checking certain conditions before operation on arrays.
 
Tool for building games made with the Pine engine.
 
 
 
 
 
 
 
Initializes controllable cameras by settings their keybindings and initial positions and zoom.
Handles input for controllable cameras.
Updates controllable cameras based on their target positions and zoom and their velocity.
 
Initializes cameras by displaying their background color and settings their size based on the window's dimensions.
 
Resizes cameras based on the window's dimensions.
 
Prefab for UI elements.
A component that groups multiple canvas elements together and aligns them.
 
Arranges children of canvas groups based on their size and the alignment.
Initializes canvas groups by fetching their children.
Updates the passThrough properties of canvas groups based on their background color.
Renders canvas groups to the screen.
Resizes canvas groups based on the sizes of their children.
Prefab for user interfaces.
A component for rendering user interfaces.
Prepares the rendering of canvas elements.
Resizes canvases based on the window's dimensions.
Abstract interface for cloneable objects.
Represents an RGBA color.
Contains a partition of the data of an entity.
 
 
The default components of a prefab for an entity.
Manages configuration of the application.
Represents a key used to identify a configuration option.
Represents an option of the application's configuration.
 
Represents an abstract container with items.
Prefab for UI elements that contain other elements.
 
Mappings for GLFW integer values for cursor types.
Dimension of a UI element, defined by the combination of a value and a unit or by a function that computes the value of a dimension.
 
 
 
 
 
 
Base class for dimensions of UI elements.
Abstract class for a function that compares two dimensions.
Represents a 2-dimensional direction.
Represents a pair of dimensions (X and Y) for a UI element.
Base class for entity, component and system managers.
1-dimensional anchor point relative to the left side of a line with length 1f.
Represents a unique entity in the world with a list of components.
A wrapper for an entity and its components that match a system's query.
 
 
 
Utility class for querying entities with specific components to be processed by a system.
Represents a pool that creates and stores entity queries.
 
 
Utility class for manipulating files and directories.
 
Contains a font texture for drawing text.
Represents an OpenGL frame buffer.
 
 
 
 
Represents a font glyph.
2-dimensional anchor point relative to the bottom-left corner of a square with width and height 1f.
A component that groups 2D tiles together and aligns them in a grid pattern.
 
 
Prefab for 2D tile grids.
Represents an STB image with a width and a height.
Prefab for image buttons in the UI.
A component for rendering buttons with images on the canvas.
 
 
 
Prefab for images in the UI.
A component for rendering images on the canvas.
 
 
System for initializing entity data.
Base class for systems responsible for handling entity data initialization.
Utility class for building initialization systems.
 
Handles the GLFW input system.
System for updating entity data based on input.
Base class for systems responsible for updating entity data based on input.
Utility class for building input systems.
 
Thrown to indicate that a method has been passed an invalid array.
Thrown to indicate that a method has been passed an invalid number value.
Thrown to indicate that a method has been passed an invalid string.
Mappings for GLFW integer values for keyboard keys.
Handles key bindings for the input system.
Defines the lifecycle methods for various objects.
Manages configuration options related to logging.
Represents the main access points for logging.
Interface for log handlers that write logs.
 
 
Represents a 2x2-Matrix.
Represents a 3x3-Matrix.
Represents a 4x4-Matrix.
Interface for application modifications (mods).
Represents a modification (mod) loaded by the ModManager.
Class responsible for loading and keeping track of modifications (mods).
Object representation of mod metadata which is stored in JSON format.
 
Utility class for random noise generation.
Static utility methods for checking certain conditions before operation on numbers.
 
 
 
 
 
 
 
Utility class for handling path strings.
Abstract class representing a prefab for creating entities with predefined components and values.
Abstract interface for printable objects.
Represents four dimensions (X, Y, Z and W) for a UI element.
 
 
 
 
 
Handles clicks on canvas elements.
 
A component for rendering rectangular shapes on the canvas.
Renders canvas elements to the screen.
A base component for positioning canvas elements.
Positions canvas elements based on their offset and anchor point inside the canvas.
Manages configuration options related to rendering.
Handles rendering process.
 
System for rendering entities to the screen.
Base class for systems responsible for rendering entities to the screen.
Utility class for building render systems.
 
Represents a pool that manages resources efficiently, by avoiding loading resources multiple times.
Utility class for handling resources.
 
Represents an OpenGL shader.
Represents an OpenGL shader program.
Prefab for 2D sprite entities.
A component for rendering 2D sprites in the world.
Renders sprites to the screen.
Standard log handler that uses System.err.
Standard log handler that uses System.out.
Static utility methods for checking certain conditions before operation on strings.
Base class for system responsible for handling logic and behaviour for entities that match a query based on their components.
 
A wrapper for systems of the same type.
 
Prefab for text buttons in the UI.
A component for rendering buttons with text on the canvas.
 
 
Initializes text elements by calculating their initial size.
Prefab for text elements in the UI.
A component for rendering text on the canvas.
Renders text elements to the screen.
 
Represents an OpenGL texture.
Updates the position of tiles based on their coordinate.
Prefab for 2D tiles.
A component for rendering 2D square tiles in the world.
Keeps track of time and time-related values like FPS and UPS.
Keeps track of the application's statistics.
 
Units used in dimensions of UI elements.
System for updating entity data.
Base class for systems responsible for updating entity data.
Utility class for building update systems.
 
 
Abstract class for vectors.
2-dimensional vector with floating point precision.
2-dimensional vector with integer precision.
3-dimensional vector with floating point precision.
3-dimensional vector with integer precision.
4-dimensional vector with floating point precision.
4-dimensional vector with integer precision.
Abstract class for vectors with floating point precision.
Abstract class for vectors with integer precision.
Represents a Vertex Array Object (VAO).
Represents a Vertex Buffer Object (VBO).
Represents a GLFW window object.
 
An isolated collection of entities, components and systems that live inside a scene.