命名空间 | |
| namespace | animation |
| namespace | audio |
| namespace | avatar |
| namespace | building |
| 建筑放置模块入口:定义 / 放置世界 / 鬼影 / 变更事件的脚本绑定点。 设计文档:docs/dev/建筑放置系统设计.md | |
| namespace | buildingfx |
| namespace | camera |
| namespace | cap |
| namespace | caps |
| namespace | card |
| namespace | cmd |
| namespace | cmdline |
Minimal streaming ZIP writer used by eve zip / eve package to produce a PhysFS-mountable game archive (.eve). Entries are DEFLATE-compressed (method 8) using zlib's raw deflate. The output is a standard ZIP readable by PhysFS. | |
| namespace | data |
| namespace | database |
| namespace | daynight |
| namespace | debug |
| namespace | demo |
| namespace | dev |
| namespace | dialogue |
| namespace | editor |
| namespace | event |
| namespace | filesystem |
| namespace | font |
| namespace | gpgpu |
| namespace | graphics |
| 卡牌游戏 UI 工具模块:工厂 + 脚本绑定入口。 功能参考 ycarowr/UiCard:扇形手牌布局、抽牌/洗牌、悬浮放大、拖拽到落牌区、 敌方手牌(背面/偷看)、费用不足置灰,以及可实时调节的布局参数。 数据模型与渲染/交互逻辑见 CardTypes.h。 | |
| namespace | grid |
| namespace | housegen |
| namespace | i18n |
| namespace | ik |
| namespace | image |
| namespace | inventory |
| 运行时容器:固定格数的背包 / 箱子 / 商店栏等。 行为由 InventorySystem 提供;本类暴露便于脚本绑定的薄封装方法。 | |
| namespace | joystick |
| namespace | json |
| namespace | keyboard |
| namespace | map |
| 放置世界:格子占用(多通道)+ 地形语义 + 已放置建筑实例。 行为由 PlacementSystem 提供;本类暴露便于脚本绑定的薄封装方法。 坐标换算统一走 eve::grid(支持 rectangle / iso / staggered / hex 与 XY/XZ 平面轴)。 | |
| namespace | math |
| namespace | model3d |
| namespace | mouse |
| namespace | network |
| namespace | particles |
| namespace | physics |
| namespace | plugins |
| namespace | procgen |
| namespace | rpg |
| RPG 模块入口:属性 / 效果 / 状态 / 技能 / 结算五套系统的脚本绑定与帧调度点。 | |
| namespace | rx |
| namespace | scene |
| namespace | sceneloader |
| namespace | script |
| namespace | sound |
| namespace | spatial |
| namespace | spritestack |
| namespace | stylize |
| namespace | system |
| namespace | tensor |
| namespace | thread |
| namespace | timer |
| namespace | touch |
| namespace | ui |
| namespace | virtualgeometry |
| namespace | voxel |
| 方块类型定义:名字、各面图集纹理、方向性、组合声明。 方向性方块在注册时按 orientation 绕 Y 轴展开成多个"具体类型"变体, 每个变体持有旋转后的各面纹理;渲染端只消费纹理 id,不接触 orientation。 | |
| namespace | weather |
| namespace | window |
类 | |
| class | Data |
| class | Exception |
| class | IAudioQuery |
| Audio control surface (provided by the audio module). 更多... | |
| class | IEditorHost |
| Declarative editor-host control (provided by the ui module). 更多... | |
| class | IParticlesQuery |
| Particle system query surface (provided by the particles module). 更多... | |
| class | IPhysicsQuery |
| 2D physics world query surface (provided by the physics module). 更多... | |
| class | IProcgenQuery |
| Procedural generation query surface (provided by the procgen module). 更多... | |
| class | IRenderCapture |
| Frame capture + camera + visible-entity inspection (graphics). 更多... | |
| class | ISceneQuery |
| Scene graph query/mutation surface (provided by the scene module). 更多... | |
| class | IWindowSurfaceHost |
| Render-surface host for the window module (provided by graphics). 更多... | |
| class | Model |
| Script-backed model: wraps a Squirrel object (table/class instance). 更多... | |
| class | ModelClass |
| Model with a list of Squirrel attribute objects. 更多... | |
| class | ModelManager |
| Registry tracking Model → Object relationships. 更多... | |
| class | ModelMap |
| Model that maps to a Squirrel table (key/value). 更多... | |
| class | ModelVector |
| Model that maps to a Squirrel array. 更多... | |
| class | Module |
| class | ModuleManager |
| struct | ModuleRegister |
| class | Object |
| Object is the base class for all game objects. It provides reference counting and dirty flag for update. 更多... | |
| struct | RayHitInfo |
| Ray-cast result (value type). 更多... | |
| struct | Rect |
| Axis-aligned integer rectangle (screen/tile space). 更多... | |
| class | ref |
| ref is a smart pointer that automatically calls ref() and unref() on the object. Type T must be a subclass of Object. 更多... | |
| struct | ReflectedAttribute |
| struct | ReflectedClass |
| struct | ReflectedMember |
| struct | RenderStatusInfo |
| Render surface / frame state snapshot (value type). 更多... | |
| class | Resource |
| Resource is a game object that is managed by the ResourceManager. It can be loaded from a file or generated at runtime. If the resource is loaded from file, a monitor will be created to watch the file changes. When the file is modified, the resource will be reloaded. If the resource is generated at runtime, it can depend on a few other resources and the ResourceManager will update the resource when the dependencies are changed. 更多... | |
| class | ResourceManager |
| ResourceManager is a singleton that manages all resources in the game. It provides a way to load, reload, and unload resources. 更多... | |
| class | Runtime |
| struct | SceneNodeInfo |
| Serializable snapshot of one scene node (value type, no scene types). 更多... | |
| class | ScriptException |
| Exception raised at the public Runtime boundary. 更多... | |
| struct | ScriptInfo |
| class | StartupStage |
| class | StateValue |
| JSON-compatible state value tree used by state hot reload. 更多... | |
概念 | |
| concept | DerivedFromObject |
类型定义 | |
| using | CppEntityViewFn = std::function< void(ssq::Array &out)> |
| C++ 实体 → 脚本 eve.view() 桥接。 用 registerCppEntityView(typeid(T*).hash_code(), fn) 登记 T 的收集函数; 脚本 eve.view(cls) 沿类链找到登记的 C++ 类型后调用 fn 填充输出数组。 | |
| using | PostEcsHook = std::function< void(ssq::Table &table)> |
| 在脚本 ECS 基类(eve.Component / eve.Entity / eve.System)注入之后执行的回调。 模块用它注入"extends eve.Entity"的脚本基类(例如 eve.SceneEntity)。 在 exposeECS / exposeECSToVM 末尾运行,早于任何游戏脚本。 | |
枚举 | |
| enum class | ScriptState { Compiled , Running , Loaded , Unloading , Unloaded , Failed } |
| enum class | ScriptStage { Compile , Execute , Reflect , Unload , Shutdown } |
函数 | |
| char * | b64_encode (const char *src, size_t srclen, size_t linelen, size_t &dstlen) |
| Base64-encode data. | |
| char * | b64_decode (const char *src, size_t srclen, size_t &dstlen) |
| Decode base64 encoded data. | |
| void | exposeECS (ssq::Table &table) |
| 脚本侧 ECS:Entity / Component / System / ShaderSystem / view(见 ECS.cpp)。 C++ 游戏实体仍直接用 ECS.hpp 的 ENTITY / COMPONENT / View。 GPU System:eve.ShaderSystem + gpgpu::ShaderSystem / EcsGpu.h。 | |
| void | registerCppEntityView (size_t typeHash, CppEntityViewFn fn) |
| void | registerPostEcsHook (PostEcsHook fn) |
| void | exposeECSToVM (ssq::VM &vm) |
| 在 ModuleManager::expose 之后调用;保证 eve.Component 等不被其它模块覆盖。 | |
| size_t | utf8_codepoint_count (const std::string &s) |
| Count UTF-8 code points in a string. Invalid / truncated sequences stop the scan. | |
| size_t | utf8_byte_offset_for_codepoints (const std::string &s, size_t codepoints) |
| Byte offset of the N-th UTF-8 code point (0-based count of code points). Returns s.size() if there are fewer than N code points. | |
变量 | |
| const char * | boot_content |
| 嵌入式脚本 / 着色器源码常量(构建时由集成脚本生成)。 | |
| const char * | load_content |
| const char * | module_list_content |
| const char * | async_content |
| const char * | scene_director_content |
| const char * | demo_content |
| const char * | vertex_content |
| const char * | fragment_content |
类型定义说明
◆ CppEntityViewFn
| using eve::CppEntityViewFn = typedef std::function<void(ssq::Array& out)> |
◆ PostEcsHook
| using eve::PostEcsHook = typedef std::function<void(ssq::Table& table)> |
枚举类型说明
◆ ScriptStage
|
strong |
◆ ScriptState
|
strong |
函数说明
◆ b64_decode()
| char * eve::b64_decode | ( | const char * | src, |
| size_t | srclen, | ||
| size_t & | dstlen | ||
| ) |
Decode base64 encoded data.
- 参数
-
src The string containing the base64 data. srclen The length of the string. dstlen The size of the binary data is stored here.
- 返回
- A chunk of memory containing the binary data (allocated with new[]).
被这些函数引用 eve::data::decode().
◆ b64_encode()
| char * eve::b64_encode | ( | const char * | src, |
| size_t | srclen, | ||
| size_t | linelen, | ||
| size_t & | dstlen | ||
| ) |
Base64-encode data.
- 参数
-
src The data to encode. srclen The size in bytes of the data. linelen The maximum length of each line in the encoded string. 0 indicates no maximum length. dstlen The length of the encoded string is stored here.
- 返回
- A string containing the base64-encoded data (allocated with new[]).
被这些函数引用 eve::data::encode().
◆ exposeECS()
| void eve::exposeECS | ( | ssq::Table & | table | ) |
脚本侧 ECS:Entity / Component / System / ShaderSystem / view(见 ECS.cpp)。 C++ 游戏实体仍直接用 ECS.hpp 的 ENTITY / COMPONENT / View。 GPU System:eve.ShaderSystem + gpgpu::ShaderSystem / EcsGpu.h。
被这些函数引用 exposeECSToVM() , 以及 eve::ModuleManager::exposeVM().
◆ exposeECSToVM()
| void eve::exposeECSToVM | ( | ssq::VM & | vm | ) |
在 ModuleManager::expose 之后调用;保证 eve.Component 等不被其它模块覆盖。
引用了 exposeECS() , 以及 vm.
◆ registerCppEntityView()
| void eve::registerCppEntityView | ( | size_t | typeHash, |
| CppEntityViewFn | fn | ||
| ) |
◆ registerPostEcsHook()
| void eve::registerPostEcsHook | ( | PostEcsHook | fn | ) |
◆ utf8_byte_offset_for_codepoints()
| size_t eve::utf8_byte_offset_for_codepoints | ( | const std::string & | s, |
| size_t | codepoints | ||
| ) |
◆ utf8_codepoint_count()
| size_t eve::utf8_codepoint_count | ( | const std::string & | s | ) |
Count UTF-8 code points in a string. Invalid / truncated sequences stop the scan.
被这些函数引用 eve::dialogue::Dialogue::getVisibleText(), eve::dialogue::Dialogue::skipTyping() , 以及 eve::dialogue::Dialogue::update().
变量说明
◆ async_content
|
extern |
被这些函数引用 eve::cmd::Cmdline::Run().
◆ boot_content
|
extern |
嵌入式脚本 / 着色器源码常量(构建时由集成脚本生成)。
◆ demo_content
|
extern |
被这些函数引用 eve::cmd::Cmdline::Run().
◆ fragment_content
|
extern |
◆ load_content
|
extern |
被这些函数引用 eve::cmd::RunArgs::parse().
◆ module_list_content
|
extern |
Generated slot -> class table for the modules in this build.
被这些函数引用 eve::cmd::Cmdline::Run().
◆ scene_director_content
|
extern |
被这些函数引用 eve::cmd::Cmdline::Run().
◆ vertex_content
|
extern |