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 Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 1234567]
 CGondwana.Physics.Collisions.AabbRepresents an axis-aligned bounding box (AABB) defined by its minimum and maximum coordinates along the X and Y axes. This is the collision area of a Drawing.Tile."
 CGondwana.Drawing.Animation.GANI.AnimationDefinitionRepresents the root definition of an animation in the GANI (Gondwana Animation) file format
 CGondwana.Drawing.Animation.GANI.AnimationDefinitionSourceCaptures provenance details for an animation definition
 CGondwana.Drawing.Animation.GANI.AnimationFrameDefinitionIdentifies one tilesheet frame used by a GANI animation
 CGondwana.Drawing.Animation.GANI.AnimationTilesheetSourceDefinitionDescribes an authoring-time source for a logical tilesheet referenced by a GANI definition. Runtime materialization continues to resolve frames through the registered tilesheet name
 CGondwana.Assets.AssetsFileIdentifierRepresents an identifier for a specific asset within a file, including its type and name
 CGondwana.Audio.GSND.AudioDefinitionRoot definition for the GSND (Gondwana Sound) file format
 CGondwana.Audio.GSND.AudioDefinitionSourceCaptures provenance details for a Gondwana audio (.gsnd) definition
 CGondwana.Audio.GSND.AudioResourceDefinitionDefines one named audio resource in a GSND file
 CGondwana.Audio.Browser.BrowserAudioManagerCompatibility facade for browser audio. New code may use AudioResourceManager directly after calling Engine.UseBrowserAudio()
 CGondwana.Audio.Browser.BrowserAudioPlayerCompatibility wrapper around the common AudioResource browser implementation
 CGondwana.Rendering.Views.CameraRepresents a world-space camera for a Scene. The camera tracks a world-space upper-left position in pixels and is used by Views to determine which part of the Scene is visible. It supports snapping, smooth follow, dead zones, and clamping to world bounds
 CGondwana.Physics.Collisions.ColliderRegistryManages registration and querying of colliders, separating them into static and dynamic collections for efficient collision detection
 CGondwana.Physics.Collisions.CollisionGroupRegistryManages collision group definitions and provides bitwise mask values for collision filtering. Groups are represented as bit flags to allow efficient collision detection using bitwise operations
 CGondwana.Physics.Collisions.CollisionProfileDescribes a reusable, scene-level collision-filtering role using collision group names rather than scene-specific integer masks
 CGondwana.Physics.Collisions.CollisionProfileRegistryStores named collision-filtering profiles for a scene. Profiles resolve their group names through the scene's CollisionGroupRegistry
 CComponentBase
 CControl
 CGondwana.Effects.DisplayEffectBase class for transient effects applied to a View or SceneLayer
 CGondwana.Configuration.EngineConfigurationSettings used by the engine when cycling
 CGondwana.EngineInputSystemsProvides centralized access to all the input systems of the engine, including gamepad, keyboard, mouse, and touch input
 CGondwana.EngineManagersProvides centralized access to all engine resource managers
 CGondwana.EngineStateRepresents 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
 CGondwana.EngineStateSaveOptionsPersistence choices for an EngineState save
 CEventArgs
 CGondwana.Drawing.FrameRepresents the source Tilesheet and its coordinates to render on a destination
 CGondwana.Input.Gamepad.GamepadEventPollerProvides centralized polling and event management for gamepad button inputs across multiple gamepad devices. This singleton class monitors registered buttons on connected gamepads and raises events when buttons are pressed, with support for event throttling and pause states at both global and per-button levels
 CGondwana.Input.Gamepad.GamepadStickStateRepresents the state of an analog stick on a gamepad, including both normalized floating-point values for convenient use in game logic and raw integer values from the underlying input system. This immutable struct provides methods for deadzone processing, direction detection, and magnitude calculation
 CGondwana.Audio.IAudioBackendCreates backend-specific playback handles for the engine's common audio API
 CICloneable
 CGondwana.Physics.Collisions.IColliderWorld-space axis-aligned collider used by the collision system
 CGondwana.Physics.Collisions.ICollisionEntityRepresents an entity that participates in the collision system and has a defined collision area
 CIComparable
 CGondwana.Drawing.Direct.IDirectCompositeContainerDefines a container that can hold and manage a collection of direct composite children
 CIDisposable
 CGondwana.Drawing.IDrawableRepresents an object that can be drawn on a visual surface, with properties for visibility and stacking order
 CGondwana.IEngineDispatcherDefines 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
 CGondwana.Extensibility.IEnginePluginDefines lifecycle hooks for extending engine startup, simulation, rendering, and shutdown behavior
 CIEnumerable
 CIEquatable
 CGondwana.Widgets.Controls.IExternalUriLauncherDefines a platform-specific service for opening external URIs
 CGondwana.Input.Gamepad.IGamepadAdapterDefines an adapter interface for accessing gamepad input state and information
 CGondwana.Input.Gamepad.IGamepadManager< out T >Interface to track a collection of IGamepadAdapter gamepad adapters
 CGondwana.Input.Keyboard.IKeyboardAdapterRepresents an adapter for keyboard input, providing access to the currently pressed keys and active modifier states
 CILoggerProvider
 CGondwana.Drawing.Direct.ImageLayer.ImageInstanceRepresents a single image instance rendered by an ImageInstanceLayer
 CIMessageFilter
 CGondwana.Input.Mouse.IMouseAdapterDefines an adapter interface for accessing mouse device state, including cursor position, button presses, scroll wheel input, and keyboard modifier states. Implementations of this interface provide abstraction over various mouse input APIs to provide unified access to mouse hardware across different platforms
 CGondwana.Physics.Movement.IMovableDefines an object that can be moved within a specific coordinate space
 CIMovableOnSceneLayer
 CGondwana.Input.InputEventConfigurationBaseProvides a base class for input event configuration that implements throttling and pause functionality for various input types (keyboard, mouse, gamepad). This abstract class manages timing between events using high-resolution ticks and tracks the last event occurrence to enable event rate limiting. Derived classes extend this functionality for specific input device types
 CISampleProvider
 CGondwana.Input.Touch.ITouchAdapterDefines a passive adapter interface for accessing touch device state. Implementations update their internal state in response to platform events and expose that state for polling by TouchEventPoller. No events are raised directly from an adapter; all event routing is handled by the poller
 CGondwana.Input.Touch.ITouchInputRepresents a touch input source that tracks active contact points and raises lifecycle events when fingers (or pointer-emulated contacts) begin, move, or end on a surface
 CGondwana.IUiDispatcherDefines 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
 CGondwana.Input.Keyboard.KeyboardEventPollerCross-platform singleton keyboard handler with throttling and manual input state feeding
 CGondwana.Widgets.Menus.KeyGestureA host key code and an exact combination of keyboard modifiers
 CGondwana.Widgets.Menus.MenuBarMenuAssociates one top-level menu header with its dropdown
 CGondwana.Input.Mouse.MouseButtonStateRepresents the current and transitional state of a mouse button, tracking whether the button is currently held down and whether press or release events occurred in the current polling interval. This structure is typically used to detect button state changes and differentiate between continuous button holds and momentary press/release actions
 CGondwana.Physics.Movement.MovementStateRepresents the current motion state of an IMovable object, including velocity, acceleration, damping, and active scripted movements. This structure is used by MovementController to track and manage both physics-based (integrated) and scripted motion behaviors
 COpenGlControlBase
 CGondwana.Drawing.Direct.Particles.ParticleRepresents a single particle instance in the particle system
 CGondwana.Drawing.Direct.Particles.ParticleEmitterConfigures how particles are spawned over time at a given location
 CGondwana.Widgets.Hud.ProfilerWidgetExtensionContextProvides detached telemetry and rendering context to a ProfilerWidget.AdditionalLinesProvider callback
 CGondwana.Widgets.Controls.RadioButtonGroupCoordinates mutually exclusive RadioButtonWidget instances
 CGondwana.Rendering.RenderSurfaceAdapterBaseRepresents the abstract base class for render surface adapters that present backbuffer output to a destination surface
 CGondwana.Rendering.RenderSurfaceAdapterResizedEventArgsProvides data for the RenderSurfaceAdapterBase.Resized event
 CGondwana.Drawing.Direct.DirectDarknessOverlay.RevealSourceRepresents a single world-space reveal source used by a DirectDarknessOverlay
 CGondwana.Drawing.Direct.DirectSceneLayerDarknessOverlay.RevealSourceRepresents a single world-space reveal source used by a DirectSceneLayerDarknessOverlay
 CGondwana.Scenes.GSCN.SceneAnimationSourceDefinitionDescribes an authoring-time source for a logical animation key referenced by a GSCN definition. Runtime scene materialization continues to resolve animations through the cycle registry
 CGondwana.Scenes.GSCN.SceneCollisionProfileDefinitionDefines one named scene collision profile using group names rather than runtime masks
 CGondwana.Scenes.GSCN.SceneDefinitionRepresents the root definition of a scene in the GSCN (Gondwana Scene) file format
 CGondwana.Scenes.GSCN.SceneDefinitionSourceCaptures provenance details for a GSCN scene definition
 CGondwana.Scenes.GSCN.SceneFrameDefinitionStores a lightweight reference to one frame in a registered tilesheet
 CGondwana.Scenes.GSCN.SceneLayerDefinitionDefines one layer in a GSCN scene
 CGondwana.Scenes.GSCN.SceneLayerTileDefinitionDefines persistent state for one tile cell in a GSCN scene layer
 CGondwana.Scenes.GSCN.SceneTilesheetSourceDefinitionDescribes an authoring-time source for a logical tilesheet referenced by a GSCN definition. Runtime scene materialization continues to resolve frame references through the tilesheet registry
 CGondwana.Physics.Movement.Scripted.ScriptedMovementRepresents the state and parameters of a scripted movement operation applied to an object. Supports two movement modes: tween-based interpolation (MovementScriptType.TweenTo) and continuous directional movement (MovementScriptType.Toward)
 Cglobal.SkiaSharpViews.Blazor.SKGLView
 CGondwana.Drawing.Sprites.GSPR.SpriteDefinitionA collection of authored sprites. Empty collections are valid
 CGondwana.Drawing.Sprites.GSPR.SpriteDefinitionSourceCaptures provenance details for a GSPR scene definition
 CGondwana.Drawing.Sprites.GSPR.SpriteFrameDefinitionStores a lightweight reference to one frame in a registered tilesheet
 CGondwana.Drawing.Sprites.GSPR.SpriteInstanceDefinitionStable authored state for one sprite, without runtime object graphs
 CGondwana.Drawing.Sprites.GSPR.SpriteSceneSourceDefinitionDescribes an authoring-time source for a logical scene referenced by a GSPR definition. Runtime sprite materialization resolves scene identities against already loaded scenes
 CGondwana.Drawing.Sprites.GSPR.SpriteTilesheetSourceDefinitionDescribes an authoring-time source for a logical tilesheet referenced by a GSPR definition. Runtime scene materialization continues to resolve frame references through the tilesheet registry
 CGondwana.Drawing.Tilesheets.GTS.TilesheetDefinitionRepresents the root definition of a tilesheet in the GTS (Gondwana Tilesheet) file format
 CGondwana.Drawing.Tilesheets.GTS.TilesheetDefinitionSourceCaptures provenance details for a tilesheet definition
 CGondwana.Drawing.Tilesheets.GTS.TilesheetFrameDefinitionDefines collision metadata for one frame in a tilesheet region
 CGondwana.Drawing.Tilesheets.GTS.TilesheetImageDefinitionRepresents the image source definition for a tilesheet, specifying where the image data can be loaded from
 CGondwana.Drawing.Tilesheets.GTS.TilesheetMaskDefinitionDefines a color mask used to identify and process specific colors within a tilesheet image
 CGondwana.Drawing.Tilesheets.GTS.TilesheetRegionDefinitionDefines a rectangular region within a tilesheet, including layout and collision metadata
 CUserControl
 CGondwana.Video.VideoSourceA URI, borrowed/owned stream, or GAF asset to open with a video backend
 CGondwana.Rendering.Views.ViewRepresents a rendered view of a scene, combining a camera position with a viewport configuration to control what portion of the world is visible and how it is displayed on screen. Multiple views can be used to create split-screen, picture-in-picture, or other multi-viewport rendering scenarios
 CGondwana.Rendering.Views.ViewManagerManages a collection of views for a render surface, handling view creation, removal, ordering, and multi-viewport layouts. Each view combines a camera and viewport to control what portion of the scene is rendered and where it appears on screen
 CGondwana.Rendering.Views.ViewportA rectangular window on the render target with its own zoom and placement. Viewport never moves the world; it only scales and positions the drawing
 CGondwana.Rendering.Views.ViewportResizedEventArgsProvides data for the Viewport.TargetRectChanged event, which is raised when a viewport's target rectangle is resized or repositioned on the render surface
 CGondwana.Rendering.Views.ViewportZoomChangedEventArgsProvides data for the Viewport.ZoomChanged event, which is raised when a viewport's zoom level changes either through direct assignment or animated zoom transitions
 CWaveStream