Gondwana Game Engine Version 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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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123456]
 NGondwana
 NAssets
 NAudio
 NAvalonia
 NBlazor
 NConfiguration
 NDiagnostics
 NDrawing
 NEffects
 NExtensibility
 NHosting
 NInput
 NLogging
 NPhysics
 NRendering
 NScenes
 NTimers
 NVideo
 NWidgets
 NWinForms
 CCyclesPerSecondCalculatedEventArgsProvides the compatibility payload for legacy cycles-per-second (CPS) performance notifications. This event args class contains both gross and net cycle counts, their corresponding rates per second, and the sampling time period. Net CPS typically represents the effective frame rate (FPS) of the engine, while gross CPS includes all cycles regardless of whether they resulted in rendered frames
 CEngineRepresents the core game engine singleton responsible for managing the main update loop, input systems, rendering, timing, and subsystem coordination
 CEngineDispatcherProvides thread-safe dispatching of actions to the engine's background thread. This dispatcher allows external code to safely post work items that should execute on the engine's dedicated update loop thread, ensuring thread-safe access to engine state
 CEngineInputSystemsProvides centralized access to all the input systems of the engine, including gamepad, keyboard, mouse, and touch input
 CEngineManagersProvides centralized access to all engine resource managers
 CEngineStateRepresents the complete serializable state of the game engine, including assets, scenes, sprites, audio resources, and custom data. This class provides functionality to save and load engine state to/from files with support for selective state management, compression, and merge operations. The state can be persisted as JSON and optionally compressed using GZip compression
 CEngineStateSaveOptionsPersistence choices for an EngineState save
 CIEngineDispatcherDefines a contract for dispatching actions to the engine's background thread in a thread-safe manner. Implementations of this interface provide mechanisms for posting work items from any thread to be executed on the engine's dedicated update loop thread, ensuring thread-safe access to engine state
 CIUiDispatcherDefines a contract for dispatching actions to the UI thread in a thread-safe manner. Implementations of this interface provide mechanisms for posting or sending work items from any thread to be executed on the application's main UI thread, ensuring thread-safe access to UI components and controls
 CTypedValueBagA flexible, strongly-typed value container intended for runtime-attached metadata and ephemeral engine state
 CUiDispatcherProvides a concrete implementation of IUiDispatcher for dispatching actions to the UI thread using a SynchronizationContext. This class enables thread-safe marshalling of operations from background threads to the application's main UI thread