Crate dora_ssr

Crate dora_ssr 

Source

Modules§

ml
platformer

Macros§

args
cycle
dora_object
p
sleep
wait

Structs§

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.
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.
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
View
A struct that provides access to the 3D graphic view.
Waiter
WorkBook
WorkSheet

Enums§

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
TextAlign
TextureFilter
TextureWrap

Traits§

IBody
ICamera
IEffect
IJoint
INode
IObject
IPhysicsWorld
IPlayable
IntoValue

Functions§

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