Global Namespace

Overview

// namespaces

namespace EE;
    namespace EE::Audio;
    namespace EE::Graphics;
    namespace EE::Math;
        namespace EE::Math::easing;
    namespace EE::Network;
        namespace EE::Network::SSL;
    namespace EE::Scene;
        namespace EE::Scene::Actions;
    namespace EE::System;
    namespace EE::UI;
        namespace EE::UI::Abstract;
        namespace EE::UI::CSS;
        namespace EE::UI::Doc;
        namespace EE::UI::Models;
        namespace EE::UI::Tools;
    namespace EE::Window;
namespace std;

// global functions

template <typename... T>
std::size_t hashCombine(std::size_t h1, std::size_t h2, T... other);

// macros

#define AXIS_MAX
#define AXIS_MIN
#define EEPP_CODENAME
#define EEPP_COMPILEDVERSION
#define EEPP_MAJOR_VERSION
#define EEPP_MINOR_VERSION
#define EEPP_PATCH_LEVEL
#define EEPP_VERSION(x)
#define EEPP_VERSIONNUM(X, Y, Z)
#define EEPP_VERSION_ATLEAST(X, Y, Z)
#define EE_180_PI
#define EE_1B
#define EE_1GB
#define EE_1KB
#define EE_1MB
#define EE_1TB
#define EE_360_PI
#define EE_API
#define EE_APPACTIVE
#define EE_APPINPUTFOCUS
#define EE_APPMOUSEFOCUS
#define EE_BACKEND_SDL_ACTIVE
#define EE_BIG_ENDIAN
#define EE_BUTTON_MASK(X)
#define EE_DEBUG
#define EE_ENDIAN
#define EE_KEYS_NUM
#define EE_KEYS_SPACE
#define EE_LITTLE_ENDIAN
#define EE_MAIN_FUNC
#define EE_MAX_FINGERS
#define EE_MAX_PLANES
#define EE_MAX_TEXTURE_UNITS
#define EE_PI
#define EE_PI2
#define EE_PI_180
#define EE_PI_360
#define EE_PLATFORM_ANDROID
#define EE_PLATFORM_BSD
#define EE_PLATFORM_EMSCRIPTEN
#define EE_PLATFORM_HAIKU
#define EE_PLATFORM_IOS
#define EE_PLATFORM_LINUX
#define EE_PLATFORM_MACOS
#define EE_PLATFORM_SOLARIS
#define EE_PLATFORM_WIN
#define EE_SCREEN_KEYBOARD_ENABLED
#define EE_SHADERS_SUPPORTED
#define EE_SUPPORT_EXCEPTIONS
#define EE_TEXTURE_ATLAS_EXTENSION
#define EE_TEXTURE_ATLAS_MAGIC
#define EE_TEXT_INPUT_SIZE
#define GL_FP
#define GL_MULTISAMPLE
#define HDR_HASH_SIZE
#define HDR_NAME_SIZE
#define HDR_TEXTUREREGION_FLAG_FLIPED
#define HDR_TEXTURE_ATLAS_ALLOW_FLIPPING
#define HDR_TEXTURE_ATLAS_POW_OF_TWO
#define HDR_TEXTURE_ATLAS_REMOVE_EXTENSION
#define HDR_TEXTURE_ATLAS_SCALABLE_SVG
#define HDR_TEXTURE_ATLAS_VERSION
#define KEYMOD_ALT
#define KEYMOD_COUNT
#define KEYMOD_CTRL
#define KEYMOD_CTRL_SHIFT_ALT_META
#define KEYMOD_DEFAULT_MODIFIER
#define KEYMOD_META
#define KEYMOD_SHIFT
#define KEY_SCANCODE_MASK
#define MAX_JOYSTICKS
#define MAX_SUB_SYNTAXS
#define SCANCODE_TO_KEYCODE(X)
#define SINGLETON_DECLARE_HEADERS(T)
#define SINGLETON_DECLARE_IMPLEMENTATION(T)
#define SYNTAX_TOKENIZER_STATE_NONE
#define THREADS_AUTO
#define UI_HALIGN_LEFT
#define UI_HALIGN_MASK
#define UI_MESSAGE_BOX_DEFAULT_FLAGS
#define UI_VALIGN_MASK
#define UI_VALIGN_TOP
#define VERTEX_FLAGS_COUNT
#define VERTEX_FLAGS_COUNT_ARR
#define VERTEX_FLAGS_DEFAULT
#define VERTEX_FLAGS_PRIMITIVE
#define VERTEX_FLAG_GET(X)
#define VERTEX_FLAG_QUERY(F, X)
#define VERTEX_FLAG_SET(F, X)
#define eeARRAY_SIZE(__array)
#define eeASSERT(expr)
#define eeASSERTM(expr, msg)
#define eeCOMMA
#define eeDelete(data)
#define eeDeleteArray(data)
#define eeFree(data)
#define eeINDEX_NOT_FOUND
#define eeMalloc(amount)
#define eeNew(classType, constructor)
#define eeNewArray(classType, amount)
#define eeNewInPlace(place, classType, constructor)
#define eeNewTracked(classType, constructor)
#define eeRealloc(ptr, amount)
#define eeSAFE_DELETE(p)
#define eeSAFE_DELETE_ARRAY(p)
#define eeSAFE_FREE(p)
#define eeabs
#define eeacos
#define eeatan2
#define eeceil
#define eecos
#define eeexp
#define eefloor
#define eemod
#define eepow
#define eesin
#define eesqrt
#define eetan
#define eevsnprintf(str, size, format, args)
#define likely(x)
#define unlikely(x)

Detailed Documentation

Macros

#define EEPP_VERSION(x)

The compiled version of the library

#define EE_BACKEND_SDL_ACTIVE

Since EE just use basic POSIX stuff, declare as POSIX some OS that are mostly POSIX-compliant.

Activate at least one backend for the compilation

#define GL_MULTISAMPLE

GL2 and GL3 ( PC platform )

Wrap GLES2 functions Exclusive only when its compiling only for GLES2 Exclusive when its compiling only for GLES1

#define SINGLETON_DECLARE_HEADERS(T)

Internally we gonna use the macro singleton because it works with the engine compiled as dynamic libraries

#define VERTEX_FLAGS_DEFAULT

Vertex data will have position, color and texture UV.

#define VERTEX_FLAGS_PRIMITIVE

Vertex data will have position and color.

#define eesqrt

The internal floating point used on EE++.

This can help to improve compatibility with some platforms.

And helps for an easy change from single precision to double precision.