Crate dora_ssr

Source

Modules§

Macros§

Structs§

  • 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.

Enums§

Traits§

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