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Gondwana Game Engine Development (master) - 2.6.1
Gondwana is a cross-platform 2.5D game and rendering engine written in C#/.NET 8. It provides fine-grained control over rendering, timing, and scene composition, with built-in support for parallax, z-ordering, pixel overhang, collision detection, and particle effects. Gondwana targets desktop and web platforms using SkiaSharp for graphics and pluggable audio backends for desktop and browser targets.
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Namespaces | |
| namespace | ImageLayer |
| namespace | Particles |
Classes | |
| class | DirectComposite |
| Represents a movable composite that owns other movable direct drawables and keeps their positions relative to a shared anchor. More... | |
| class | DirectDarknessOverlay |
| Renders a view-space darkness / fog overlay with optional world-space reveal sources. More... | |
| class | DirectDrawingBase |
| Provides the base implementation for direct drawing objects that can be rendered to the backbuffer with support for opacity, fade transitions, reveal animations, and flexible positioning modes. More... | |
| class | DirectDrawingManager |
| Manages the lifecycle, registration, and retrieval of all direct drawing objects in the Gondwana engine. More... | |
| class | DirectDrawingMovableBase |
| Provides an abstract base class for direct drawings that support physics-based movement. More... | |
| class | DirectImage |
| Renders a bitmap or image to a rectangular region with support for scaling modes, source clipping, tinting, opacity, blend modes, and rotation. More... | |
| class | DirectLightLayer |
| Convenience owner for a group of scene-layer radial lights. More... | |
| class | DirectRadialLight |
| Draws a bounded, radial light effect as a scene-layer direct drawing. More... | |
| class | DirectRectangle |
| Renders a configurable rectangle with support for fill, border, rounded corners, dash patterns, color pulsing, and pattern fills. More... | |
| class | DirectSceneLayerDarknessOverlay |
| Renders a world-bounded darkness/fog overlay as a scene-layer direct drawing. More... | |
| class | DirectSvg |
| Renders an SVG resource directly by rasterizing lazily and caching the bitmap per destination size. More... | |
| class | DirectVideo |
| Draws video frames provided by IVideoPlayer onto the backbuffer. Audio is handled by the IVideoPlayer implementation (e.g., VLC system output on desktop). Construct, control, update, draw and dispose on the engine/UI thread. More... | |
| interface | IDirectCompositeChild |
| Defines a movable direct drawable that may be owned by a DirectComposite. More... | |
| interface | IDirectCompositeContainer |
| Defines a container that can hold and manage a collection of direct composite children. More... | |
| interface | IDirectDrawable |
| Represents any drawable object (movable or static) that can render directly to a RenderSurfaceHost, report its position and bounds, and optionally support movement or composition. More... | |
| class | TextBlock |
| A retained-mode text drawable with wrapping, multi-line ( ) support, horizontal/vertical alignment, padding, optional shadow/outline effects, and auto-shrink to fit. More... | |
Enumerations | |
| enum | StretchMode { None , Fill , Uniform , UniformToFill } |
| Defines how video content should be stretched or scaled to fit within its display bounds. More... | |
| enum | DirectDrawingMode { SceneLayer , View } |
| Specifies where direct drawing operations are applied within the rendering pipeline. More... | |
Specifies where direct drawing operations are applied within the rendering pipeline.
This mode determines the coordinate space and lifecycle of direct drawing:
| Enumerator | |
|---|---|
| SceneLayer | Performs direct drawing within a scene layer using world-space coordinates. Drawing in this mode is affected by camera position, zoom, and layer parallax, and participates in the normal scene rendering and refresh logic. |
| View | Performs direct drawing at the view level using screen-space coordinates. Drawing in this mode is independent of camera movement and world transforms, making it ideal for HUD elements, overlays, and diagnostic rendering. |
Definition at line 25 of file DirectDrawingMode.cs.
Defines how video content should be stretched or scaled to fit within its display bounds.
Definition at line 6 of file StretchMode.cs.