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Gondwana Game Engine
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, mobile, and web platforms using SkiaSharp for graphics and NAudio for sound.
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Classes | |
| class | GamepadButtonDownEventArgs |
| Provides data for gamepad button down events, containing information about the button configuration and the gamepad adapter that generated the event. More... | |
| class | GamepadButtonEventConfiguration |
| Represents the configuration for gamepad button events, including button identification and timing controls for event throttling. This configuration is used to control how frequently button events are raised and whether event processing is currently paused. More... | |
| class | GamepadEventPoller |
| Provides 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. More... | |
| struct | GamepadStickState |
| Represents 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. More... | |
| interface | IGamepadAdapter |
| Defines an adapter interface for accessing gamepad input state and information. More... | |
| interface | IGamepadManager< out T > |
| Interface to track a collection of gamepad adapters."/> More... | |
Enumerations | |
| enum | StickDirection { None = 0 , Up = 1 << 0 , Down = 1 << 1 , Left = 1 << 2 , Right = 1 << 3 } |
| Represents the directional state of an analog stick on a gamepad. This is a flags enumeration, allowing multiple directions to be combined to represent diagonal movements (e.g., Up | Right for upper-right). More... | |
Represents the directional state of an analog stick on a gamepad. This is a flags enumeration, allowing multiple directions to be combined to represent diagonal movements (e.g., Up | Right for upper-right).
| Enumerator | |
|---|---|
| None | No direction; the analog stick is in the neutral position or within the deadzone threshold. |
| Up | The analog stick is pushed upward (positive Y-axis direction). Can be combined with Left or Right for diagonal directions. |
| Down | The analog stick is pushed downward (negative Y-axis direction). Can be combined with Left or Right for diagonal directions. |
| Left | The analog stick is pushed to the left (negative X-axis direction). Can be combined with Up or Down for diagonal directions. |
| Right | The analog stick is pushed to the right (positive X-axis direction). Can be combined with Up or Down for diagonal directions. |