Represents an action that can be run on a node.
A node used for aligning layout elements.
A struct representing an application.
An array data structure that supports various operations.
A interface of an audio player.
Represents a set of flags of some type T
.
T
must have the #[bitflags]
attribute applied.
A struct represents a physics body in the world.
A struct to describe the properties of a physics body.
A interface for managing various game resources.
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.
A struct for Camera object in the game engine.
A struct for 2D camera object in the game engine.
A struct for an orthographic camera object in the game engine.
A Node that can clip its children based on the alpha values of its stencil.
A color with red, green, blue, and alpha channels.
A color with red, green and blue channels.
The Content
is a static struct that manages file searching,
loading and other operations related to resources.
An interface for handling game controller inputs.
A struct that represents a database.
A struct for storing pairs of string keys and various values.
A struct manages the game scene trees and provides access to root scene nodes for different game uses.
An implementation of the ‘Playable’ record using the DragonBones animation system.
A scene node that draws simple shapes such as dots, lines, and polygons.
A struct that defines a set of easing functions for use in animations.
A struct for managing multiple render pass objects.
Effect objects allow you to combine multiple passes to create more complex shader effects.
A struct for playing Effekseer effects.
A struct representing an entity for an ECS game system.
An interface for providing Dora SSR built-in global event names.
A grabber which is used to render a part of the scene to a texture
by a grid of vertices.
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.
A struct representing a group of entities in the ECS game systems.
An HTTP client interface.
A struct that can be used to connect physics bodies together.
A struct that defines the properties of a joint to be created.
An interface for handling keyboard inputs.
A node for rendering text using a TrueType font.
A struct provides functionality for drawing lines using vertices.
Another implementation of the ‘Playable’ animation interface.
A joint that applies a rotational or linear force to a physics body.
An interface for handling mouse inputs.
A type of joint that allows a physics body to move to a specific position.
Struct used for building a hierarchical tree structure of game objects.
A struct representing an observer of entity changes in the game systems.
Represents a particle system node that emits and animates particles.
A struct representing a shader pass.
Helper struct for file path operations.
A struct that represents a physics world in the game.
An interface for an animation model system.
A rectangle object with a left-bottom origin position and a size.
A RenderTarget is a buffer that allows you to render a Node into a texture.
A struct used for Scalable Vector Graphics rendering.
A scheduler that manages the execution of scheduled tasks.
A struct to represent a physics sensor object in the game world.
A size object with a given width and height.
An interface for providing Dora SSR built-in node event names.
An implementation of an animation system using the Spine engine.
A struct to render texture in game scene tree hierarchy.
A struct that is a specialization of Effect for rendering 2D sprites.
A struct represents a 2D texture.
The TileNode class to render Tilemaps from TMX file in game scene tree hierarchy.
Represents a touch input or mouse click event.
A node for rendering vector graphics.
A record representing a 2D vector with an x and y component.
A struct that provides access to the 3D graphic view.