CMOAIBitmapFontReader | |
CMOAIBox2DArbiter | Box2D Arbiter |
CMOAIBox2DFixture | Box2D fixture |
►CMOAIBox2DJoint | Box2D joint |
CMOAIBox2DDistanceJoint | Box2D distance joint |
CMOAIBox2DFrictionJoint | Box2D friction joint |
CMOAIBox2DGearJoint | Box2D gear joint |
CMOAIBox2DMotorJoint | Box2D motor joint |
CMOAIBox2DMouseJoint | Box2D 'mouse' joint |
CMOAIBox2DPrismaticJoint | Box2D prismatic joint |
CMOAIBox2DPulleyJoint | Box2D pulley joint |
CMOAIBox2DRevoluteJoint | Box2D revolute joint |
CMOAIBox2DRopeJoint | Box2D rope joint |
CMOAIBox2DWeldJoint | Box2D weld joint |
CMOAIBox2DWheelJoint | Box2D wheel joint |
CMOAIDataBuffer | Buffer for loading and holding data. Data operations may be performed without additional penalty of marshalling buffers between Lua and C |
►CMOAIDeck | Base class for all decks |
CMOAIDrawDeck | Scriptable deck objectf for immediate mode drawing with MOAIDraw |
CMOAIMesh | Loads a texture and renders the contents of a vertex buffer. Grid drawing not supported |
CMOAIMetaTileDeck2D | This deck renders 'metatiles' which are sampled from a tile map. The tile map is specified by the attached grid and deck. Each 'brush' defines a rectangle of tiles to draw and an offset |
CMOAISpriteDeck2D | Deck of lists of textured quads. UV and model space quads are specified independently and associated via pairs. Pairs are referenced by lists sequentially. There may be multiple pairs with the same UV/model quad indices if geometry is used in multiple lists |
CMOAIStretchPatch2D | Moai implementation of a 9-patch. Textured quad with any number of stretchable and non-stretchable 'bands.' Grid drawing not supported |
CMOAITileDeck2D | Subdivides a single texture into uniform tiles enumerated from the texture's left top to right bottom |
►CMOAIEventSource | Base class for all Lua-bound Moai objects that emit events and have an event table |
►CMOAIGlobalEventSource | Derivation of MOAIEventSource for global Lua objects |
►CZLContextClass< MOAIAppAndroid, MOAIGlobalEventSource > | |
CMOAIAppAndroid | Wrapper for base application class on Android devices. Exposed to Lua via MOAIApp on all mobile platforms |
►CZLContextClass< MOAIEnvironment, MOAIGlobalEventSource > | |
CMOAIEnvironment | |
►CZLContextClass< MOAIGfxMgr, MOAIGlobalEventSource > | |
CMOAIGfxMgr | Interface to the graphics singleton |
►CZLContextClass< MOAIKeyboardAndroid, MOAIGlobalEventSource > | |
CMOAIKeyboardAndroid | |
►CZLContextClass< MOAIKeyboardIOS, MOAIGlobalEventSource > | |
CMOAIKeyboardIOS | |
►CZLContextClass< MOAISim, MOAIGlobalEventSource > | |
CMOAISim | Sim timing and settings class |
►CMOAIInstanceEventSource | Derivation of MOAIEventSource for non-global Lua objects |
►CMOAIAction | Base class for actions |
CMOAIActionTree | Tree of MOAIAction objects. Formerly a singleton; not yet ready for general purpose use |
CMOAIBox2DWorld | Box2D world |
CMOAICameraFitter2D | Action to dynamically fit a camera transform to a set of targets given a viewport and world space constraints |
CMOAICoroutine | Binds a Lua coroutine to a MOAIAction |
►CMOAIParticleEmitter | Particle emitter |
CMOAIParticleDistanceEmitter | Particle emitter |
CMOAIParticleTimedEmitter | Particle emitter |
CMOAIParticleSystem | Particle system |
CMOAITextLabel | |
►CMOAITimer | Timer class for driving curves and animations |
CMOAIAnim | Bind animation curves to nodes and provides timer controls for animation playback |
CMOAIEaseDriver | Action that applies simple ease curves to node attributes |
CMOAIAudioSamplerCocoa | Audio sampler singleton |
CMOAIFont | |
►CMOAIGfxResource | Base class for graphics resources owned by OpenGL. Implements resource lifecycle including restoration from a lost graphics context (if possible) |
►CMOAIGfxBuffer | Base class for MOAIVertexBuffer and MOAIIndexBuffer |
CMOAIIndexBuffer | Buffer for vertex indices |
CMOAIVertexBuffer | Buffer for vertices |
CMOAIShaderProgram | Programmable shader class. This represents the shader program itself, which may be shared by one or more MOAIShader instances. The shader program holds the graphics resource, and the shader instances apply the (non-global) uniform values |
►CMOAITextureBase | Base class for texture resources |
CMOAIFrameBufferTexture | This is an implementation of a frame buffer that may be attached to a MOAIPartitionViewLayer for offscreen rendering. It is also a texture that may be bound and used like any other |
CMOAIImageTexture | Binds an image (CPU memory) to a texture (GPU memory). Regions of the texture (or the entire texture) may be invalidated. Invalidated regions will be reloaded into GPU memory the next time the texture is bound |
CMOAITexture | Texture class |
►CMOAINode | Base for all attribute bearing Moai objects and dependency graph nodes |
►CMOAIAnimCurveBase | Piecewise animation function with one input (time) and one output (value). This is the base class for typed animation curves (float, quaternion, etc.) |
CMOAIAnimCurve | Implementation of animation curve for floating point values |
CMOAIAnimCurveQuat | Implementation of animation curve for rotation (via quaternion) values |
CMOAIAnimCurveVec | Implementation of animation curve for 3D vector values |
CMOAICameraAnchor2D | Attaches fitting information to a transform. Used by MOAICameraFitter2D |
CMOAICameraFitter2D | Action to dynamically fit a camera transform to a set of targets given a viewport and world space constraints |
►CMOAIColor | Color vector with animation helper methods |
►CMOAIGraphicsPropBase | Base class for graphics props |
CMOAITextLabel | |
►CMOAIDeckPropBase | Base class for props |
CMOAIGridPropBase | Base class for props |
CMOAIDeckRemapper | Remap deck indices. Most useful for controlling animated tiles in tilemaps. All indices are exposed as attributes that may be connected by setAttrLink or driven using MOAIAnim or MOAIAnimCurve |
CMOAIScriptNode | User scriptable dependency node. User may specify Lua callback to handle node updating as well as custom floating point attributes |
CMOAIShader | This represents the "instance" of a shader program. Its purpose is to enable sharing of a single program across multiple sets of uniform values and to expose uniform values as MOAINode attributes |
CMOAITextStyle | Represents a style that may be applied to a text box or a section of text in a text box using a style escape |
CMOAITimer | Timer class for driving curves and animations |
►CMOAITransformBase | Base class for 2D affine transforms |
CMOAIBox2DBody | Box2D body |
►CMOAITransform | Transformation hierarchy node |
CMOAICamera | Perspective or orthographic camera |
CMOAIParticleEmitter | Particle emitter |
CMOAIParticleForce | Particle force |
►CMOAIPartitionHull | Base class for props |
CMOAIGraphicsPropBase | Base class for graphics props |
CMOAIPinTransform | 2D transform for connecting transforms across layers. Useful for HUD overlay items and map pins |
CMOAIScissorRect | Class for clipping props when drawing |
CMOAIUntzSound | Untz sound object |
CMOAIFoo | Example class for extending Moai using MOAILuaObject. Copy this object, rename it and add your own stuff. Just don't forget to register it with the runtime using the REGISTER_LUA_CLASS macro (see moaicore.cpp) |
►CMOAIFrameBuffer | MOAIFrameBuffer is responsible for drawing a list of MOAIRenderable objects. MOAIRenderable is the base class for any object that can be drawn. This includes MOAIProp and MOAIPartitionViewLayer. To use MOAIFrameBuffer pass a table of MOAIRenderable objects to setRenderTable (). The table will usually be a stack of MOAIPartitionViewLayer objects. The contents of the table will be rendered the next time a frame is drawn. Note that the table must be an array starting with index 1. Objects will be rendered counting from the base index until 'nil' is encountered. The render table may include other tables as entries. These must also be arrays indexed from 1 |
CMOAIFrameBufferTexture | This is an implementation of a frame buffer that may be attached to a MOAIPartitionViewLayer for offscreen rendering. It is also a texture that may be bound and used like any other |
►CMOAIGlyphCache | |
CMOAIDynamicGlyphCache | |
CMOAIStaticGlyphCache | This is the default implementation of a static glyph cache. All is does is accept an image via setImage () and create a set of textures from that image. It does not implement getImage () |
CMOAIGridPathGraph | Pathfinder graph adapter for MOAIGrid |
►CMOAIGridSpace | Represents spatial configuration of a grid. The grid is made up of cells. Inside of each cell is a tile. The tile can be larger or smaller than the cell and also offset from the cell. By default, tiles are the same size of their cells and are no offset |
►CMOAIGrid | Grid data object. Grid cells are indexed starting and (1,1). Grid indices will wrap if out of range |
CMOAIFancyGrid | "Fancy" grid which supports data for color alterations when drawing |
CMOAITileDeck2D | Subdivides a single texture into uniform tiles enumerated from the texture's left top to right bottom |
►CMOAIHttpTaskBase | Object for performing asynchronous HTTP/HTTPS tasks |
CMOAIHttpTaskNaCl | Implementation of MOAIHttpTask based on NaCl |
CMOAIHttpTaskNSURL | Implementation of MOAIHttpTask based on libcurl |
►CMOAIImage | Image/bitmap class |
CMOAIImageTexture | Binds an image (CPU memory) to a texture (GPU memory). Regions of the texture (or the entire texture) may be invalidated. Invalidated regions will be reloaded into GPU memory the next time the texture is bound |
CMOAIInputDevice | Manager class for input bindings. Has no public methods |
CMOAIMaterialBatch | This is an indexed set of materials. A material is a shader, a texture and an optional hit mask. A material batch may be attached to a prop or a deck to change the materials used when rendering deck indices. Some decks also allow multiple material batch indicies to be specified per deck item. This is useful when rendering compound objects that need elements form multiple shaders and textures |
►CMOAIParticlePlugin | Allows custom particle processing |
CMOAIParticleCallbackPlugin | Allows custom particle processing via C language callbacks |
CMOAIParticleScript | Particle script. A particle script contains a series of operations, which can perform simple computations on values. Values can be hard-coded using packConst to create constant values, or stored in registers. There is a set of innate registers, accessed through the packReg() function, and a second set of "live" registers which allow setting values from external code using the setReg() function |
CMOAIParticleState | Particle state |
CMOAIPartition | Class for optimizing spatial queries against sets of primitives. Configure for performance; default behavior is a simple list |
CMOAIPartitionResultBuffer | Class for optimizing spatial queries against sets of primitives. Configure for performance; default behavior is a simple list |
CMOAIPartitionViewLayer | Scene controls class |
CMOAIPathFinder | Object for maintaining pathfinding state |
CMOAIPathTerrainDeck | Terrain specifications for use with pathfinding graphs. Contains indexed terrain types for graph nodes |
►CMOAISensor | Base class for sensors |
CMOAIButtonSensor | Button sensor |
CMOAICompassSensor | Device heading sensor |
CMOAIJoystickSensor | Analog and digital joystick sensor |
CMOAIKeyboardSensor | Hardware keyboard sensor |
CMOAILocationSensor | Location services sensor |
CMOAIMotionSensor | Gravity/acceleration sensor |
CMOAIPointerSensor | Pointer sensor |
CMOAITouchSensor | Multitouch sensor. Tracks up to 16 simultaneous touches |
CMOAIVectorSensor | General purpose 3-tuple |
CMOAIWheelSensor | Hardware wheel sensor |
CMOAISerializer | Manages serialization state of Lua tables and Moai objects. The serializer will produce a Lua script that, when executed, will return the ordered list of objects added to it using the serialize () function |
►CMOAIStream | Interface for reading/writing binary data |
CMOAIByteStream | MOAIByteStream implements a stream with a fixed-size internal buffer |
CMOAIDataBufferStream | MOAIDataBufferStream locks an associated MOAIDataBuffer for reading and writing |
CMOAIFileStream | MOAIFileStream opens a system file handle for reading or writing |
CMOAIGfxBuffer | Base class for MOAIVertexBuffer and MOAIIndexBuffer |
CMOAIMemStream | MOAIMemStream implements an in-memory stream and grows as needed. The memory stream expands on demands by allocating additional 'chunks' or memory. The chunk size may be configured by the user. Note that the chunks are not guaranteed to be contiguous in memory |
►CMOAIStreamAdapter | MOAIStreamAdapter may be attached to another stream for the purpose of encoding/decoding and/or compressing/decompressing bytes read in that stream using a given algorithm (such as base64 or 'deflate') |
►CMOAIHashWriter | MOAIHashWriter may be attached to another stream for the purpose of computing a hash while writing data to the other stream |
CMOAIHashWriterCrypto | MOAIHashWriterCrypto may be attached to another stream for the purpose of computing a hash while writing data to the other stream. Currently only MD5 and SHA are available |
CMOAIStreamReader | This class has been deprecated. Use MOAIStreamAdapter instead |
CMOAIStreamWriter | This class has been deprecated. Use MOAIStreamAdapter instead |
CMOAITextBundle | A read-only lookup table of strings suitable for internationalization purposes. This currently wraps a loaded gettext() style MO file (see http://www.gnu.org/software/gettext/manual/gettext.html). So you are going to want to generate the .mo file from one of the existing tools such as poedit or msgfmt, and then load that file using this class. Then you can lookup strings using MOAITextBundle->Lookup() |
CMOAIUntzSampleBuffer | Uncompressed WAV data held in memory. May be shared between multiple MOAIUntzSound objects |
CMOAIVectorTesselator | Convert vector primitives into triangles |
CMOAIVertexFormat | Vertex format class |
CMOAIViewport | Viewport object |
►CZLContextClass< TYPE, SUPER > | Base class for Moai singletons |
CMOAIMoviePlayerIOS | Wrapper for simple video playback. Exposed to Lua via MOAIMoviePlayer on all mobile platforms |
CZLContextClass< AKUContext > | |
CZLContextClass< MOAIActionStackMgr > | |
►CZLContextClass< MOAIBillingAndroid, MOAILuaObject > | |
CMOAIBillingAndroid | Wrapper for in-app purchase integration on Android devices using either Google Play or Amazon. Exposed to Lua via MOAIBilling on all mobile platforms, but API differs on iOS and Android |
►CZLContextClass< MOAIBrowserAndroid, MOAILuaObject > | |
CMOAIBrowserAndroid | Wrapper for access to the native web browser. Exposed to Lua via MOAIBrowser on all mobile platforms |
CZLContextClass< MOAIDebugLinesMgr, MOAILuaObject > | |
►CZLContextClass< MOAIDialogAndroid, MOAILuaObject > | |
CMOAIDialogAndroid | Wrapper for a simple native dialog implementation on Android devices. Exposed to Lua via MOAIDialog on all mobile platforms |
►CZLContextClass< MOAIDialogIOS, MOAILuaObject > | |
CMOAIDialogIOS | Wrapper for a simple native dialog implementation on iOS devices. Exposed to Lua via MOAIDialog on all mobile platforms |
CZLContextClass< MOAIDialogSDL, MOAILuaObject > | |
►CZLContextClass< MOAIDraw, MOAILuaObject > | |
CMOAIDraw | Singleton for performing immediate mode drawing operations. See MOAIDrawDeck |
►CZLContextClass< MOAIEaseType, MOAILuaObject > | |
CMOAIEaseType | Namespace to hold ease modes. Moai ease in/out has opposite meaning of Flash ease in/out |
►CZLContextClass< MOAIFileSystem, MOAILuaObject > | |
CMOAIFileSystem | Functions for manipulating the file system |
►CZLContextClass< MOAIFooMgr, MOAILuaObject > | |
CMOAIFooMgr | Example singleton for extending Moai using MOAILuaObject. Copy this object, rename it and add your own stuff. Just don't forget to register it with the runtime using the REGISTER_LUA_CLASS macro (see moaicore.cpp) |
►CZLContextClass< MOAIGeometryWriter, MOAILuaObject > | |
CMOAIGeometryWriter | Interface for writing and manipulating procedural geometry. Geometry is written as vertices to a stream. Vertex layout is given by a MOAIVertexFormat. Stream cursor is reset to starting location after each write (to make writing multiple passes easier). Operations that affect every vertex of a mesh affect all vertices between the stream cursor and the end of the stream. Once all vertices have been written, stream may be converted into a mesh with an index buffer that is calculated by finding redundant vertices |
CZLContextClass< MOAIImageFormatMgr > | |
►CZLContextClass< MOAIInputMgr, MOAILuaObject > | |
CMOAIInputMgr | Base class for input streams and device sets |
►CZLContextClass< MOAIKeyCode, MOAILuaObject > | |
CMOAIKeyCode | Namespace to hold key codes to be used with MOAIKeyboardSensor |
►CZLContextClass< MOAILogMgr, MOAILuaObject > | |
CMOAILogMgr | Singleton for managing debug log messages and log level |
CZLContextClass< MOAILuaRuntime, MOAILuaObject > | |
►CZLContextClass< MOAILuaUtil, MOAILuaObject > | |
CMOAILuaUtil | Methods for reading and converting Lua bytecode |
CZLContextClass< MOAIMainThreadTaskSubscriber > | |
CZLContextClass< MOAIMaterialMgr > | |
CZLContextClass< MOAIMath, MOAILuaObject > | |
►CZLContextClass< MOAIMoviePlayerAndroid, MOAILuaObject > | |
CMOAIMoviePlayerAndroid | Wrapper for simple video playback. Exposed to Lua via MOAIMoviePlayer on all mobile platforms |
CZLContextClass< MOAINodeMgr, MOAILuaObject > | |
►CZLContextClass< MOAINotificationsAndroid, MOAILuaObject > | |
CMOAINotificationsAndroid | Wrapper for push notification integration on Android devices. Exposed to Lua via MOAINotifications on all mobile platforms |
►CZLContextClass< MOAINotificationsIOS, MOAILuaObject > | |
CMOAINotificationsIOS | Wrapper for push notification integration on iOS devices. Exposed to Lua via MOAINotifications on all mobile platforms |
CZLContextClass< MOAIPartitionResultMgr > | |
CZLContextClass< MOAIRenderMgr, MOAILuaObject > | |
►CZLContextClass< MOAIShaderMgr, MOAILuaObject > | |
CMOAIShaderMgr | Shader presets |
CZLContextClass< MOAITestMgr, MOAILuaObject > | |
►CZLContextClass< MOAITrace, MOAILuaObject > | |
CMOAITrace | Internal debugging and hooking class |
►CZLContextClass< MOAIUntzSystem, MOAILuaObject > | |
CMOAIUntzSystem | Untz system singleton |
CZLContextClass< MOAIUrlMgrNaCl > | |
CZLContextClass< MOAIVertexFormatMgr, MOAILuaObject > | |
CZLContextClass< ZLLog > | |