Skip to main content Crate dora_ssr Copy item path Source ml platformer args cycle dora_object p sleep wait Action Represents an action that can be run on a node. ActionDef AlignNode A node used for aligning layout elements. App A struct representing an application. Array An array data structure that supports various operations. Audio A interface of an audio player. AudioBus A class that represents an audio bus. AudioSource A class that represents an audio source node. BitFlags Represents a set of flags of some type T.
T must have the #[bitflags] attribute applied. BlendFunc Body A struct represents a physics body in the world. BodyDef A struct to describe the properties of a physics body. Buffer Cache A interface for managing various game resources. CallStack An argument stack for passing values to a function.
The stack is used to pass arguments to a function and to receive return values from a function. Camera A struct for Camera object in the game engine. Camera2D A struct for 2D camera object in the game engine. CameraOtho A struct for an orthographic camera object in the game engine. ClipNode A Node that can clip its children based on the alpha values of its stencil. Color A color with red, green, blue, and alpha channels. Color3 A color with red, green and blue channels. Content The Content is a static struct that manages file searching,
loading and other operations related to resources. Controller An interface for handling game controller inputs. Coroutine DB A struct that represents a database. DBParams DBQuery DBRecord Dictionary A struct for storing pairs of string keys and various values. Director A struct manages the game scene trees and provides access to root scene nodes for different game uses. DragonBone An implementation of the ‘Playable’ record using the DragonBones animation system. DrawNode A scene node that draws simple shapes such as dots, lines, and polygons. Ease A struct that defines a set of easing functions for use in animations. Effect A struct for managing multiple render pass objects.
Effect objects allow you to combine multiple passes to create more complex shader effects. EffekNode A struct for playing Effekseer effects. Entity A struct representing an entity for an ECS game system. FixtureDef GSlot An interface for providing Dora SSR built-in global event names. Grabber A grabber which is used to render a part of the scene to a texture
by a grid of vertices. Grid A struct used to render a texture as a grid of sprites, where each sprite can be positioned, colored, and have its UV coordinates manipulated. Group A struct representing a group of entities in the ECS game systems. HttpClient An HTTP client interface for asynchronous HTTP requests.
All requests run on background threads and return a request id that can be used with cancel() or isRequestActive().
Completion and progress callbacks are dispatched back to the logic thread. ImGui Joint A struct that can be used to connect physics bodies together. JointDef A struct that defines the properties of a joint to be created. Keyboard An interface for handling keyboard inputs. Label A node for rendering text using a TrueType font. Line A struct provides functionality for drawing lines using vertices. Math Model Another implementation of the ‘Playable’ animation interface. MotorJoint A joint that applies a rotational or linear force to a physics body. Mouse An interface for handling mouse inputs. MoveJoint A type of joint that allows a physics body to move to a specific position. Node Struct used for building a hierarchical tree structure of game objects. Nvg Object Observer A struct representing an observer of entity changes in the game systems. Particle Represents a particle system node that emits and animates particles. Pass A struct representing a shader pass. Path Helper struct for file path operations. PhysicsWorld A struct that represents a physics world in the game. Playable An interface for an animation model system. Rect A rectangle object with a left-bottom origin position and a size. RenderTarget A RenderTarget is a buffer that allows you to render a Node into a texture. SVG A struct used for Scalable Vector Graphics rendering. Scheduler A scheduler that manages the execution of scheduled tasks. Sensor A struct to represent a physics sensor object in the game world. Size A size object with a given width and height. Slot An interface for providing Dora SSR built-in node event names. Spine An implementation of an animation system using the Spine engine. Sprite A struct to render texture in game scene tree hierarchy. SpriteEffect A struct that is a specialization of Effect for rendering 2D sprites. TIC80Node Texture2D A struct represents a 2D texture. TileNode The TileNode class to render Tilemaps from TMX file in game scene tree hierarchy. Touch Represents a touch input or mouse click event. VGNode A node for rendering vector graphics. VGPaint Value Vec2 A record representing a 2D vector with an x and y component. VertexColor VideoNode View A struct that provides access to the 3D graphic view. Waiter WorkBook WorkSheet AttenuationModel AxisName BFunc BodyType ButtonName DoraValue EaseType EntityEvent ImGuiChildFlag ImGuiCol ImGuiColorEditFlag ImGuiCond ImGuiInputTextFlag ImGuiItemFlag ImGuiPopupButton ImGuiPopupFlag ImGuiSelectableFlag ImGuiSliderFlag ImGuiStyleVar ImGuiStyleVec2 ImGuiTabBarFlag ImGuiTabItemFlag ImGuiTableColumnFlag ImGuiTableFlag ImGuiTableRowFlag ImGuiTreeNodeFlag ImGuiWindowFlag KeyName NvgArcDir NvgHAlign NvgImageFlag NvgLineCap NvgLineJoin NvgVAlign NvgWinding Property ShaderStage TextAlign TextureFilter TextureWrap IBody ICamera IEffect IJoint INode IObject IPhysicsWorld IPlayable ISprite IntoValue call_function cast deref_function dora_wasm_version emit Emits a global event with the given name and arguments to all listeners registered by node.gslot() function. once print print_error print_warning thread