ceramic

..
AllApi

AlphaColor

RGBA Color stored as integer. Can be decomposed to Color/Int (RGB) + Float (A) and constructed from Color/Int (RGB) + Float (A).

AntialiasedTriangle

A variant of Triangle using a bit more vertices to simulate antialiasing (without multisampling)

App

App class is the root instance of any ceramic app.

AppXUpdatesHandler

Arc

Convenience mesh subclass to draw arc, pie, ring or disc geometry

ArcadeSortGroupBottomTop

ArcadeSortGroupBottomTop provides a stable implementation of merge sort through its sort method. It should be used instead of Array.sort in cases where the order of equal elements has to be retained on all targets.

ArcadeSortGroupLeftRight

ArcadeSortGroupLeftRight provides a stable implementation of merge sort through its sort method. It should be used instead of Array.sort in cases where the order of equal elements has to be retained on all targets.

ArcadeSortGroupRightLeft

ArcadeSortGroupLeftRight provides a stable implementation of merge sort through its sort method. It should be used instead of Array.sort in cases where the order of equal elements has to be retained on all targets.

ArcadeSortGroupTopBottom

ArcadeSortGroupTopBottom provides a stable implementation of merge sort through its sort method. It should be used instead of Array.sort in cases where the order of equal elements has to be retained on all targets.

ArcadeSystem

ArcadeWorld

ArrayPool

Assert

Asset

AssetId

AssetOptions

AssetPathInfo

Information extracted from a raw asset path

AssetStatus

Assets

AssetsLoadMethod

AssetsScheduleMethod

Audio

AudioMixer

AutoCollections

AutoTileKind

Specifies which kind of auto tiling to use with AutoTiler component

AutoTiler

BackgroundQueue

An utility to enqueue functions and execute them in bbackground, in a serialized way, meaning it is garanteed that no function in this queue will be run in parallel. An enqueued function will always be started after every previous function has finished executing.

BezierEasing

Bezier curve easing, ported from https://github.com/gre/bezier-easing then extended to work with both cubic and quadratic settings

BinaryAsset

BindSlotOptions

BitmapFont

BitmapFontCharacter

BitmapFontData

BitmapFontDistanceFieldData

BitmapFontParser

Blending

Border

A rectangle visual that display a border

BorderPosition

Camera

ChildrenDepth

Control how children depth is sorted.

ChokidarWatchedFileStatus

Click

Closure

Collection

CollectionEntry

CollectionImpl

CollectionUtils

CollectionView

CollectionViewDataSource

CollectionViewFlowLayout

CollectionViewItemFrame

CollectionViewItemPosition

CollectionViewItemsBehavior

CollectionViewLayout

Color

Class representing a color, based on Int. Provides a variety of methods for creating and converting colors.

ColumnLayout

A layout that arranges its children vertically in a single column. This class is a LinearLayout subclass, restricted to its vertical direction.

Component

A Component is and Entity that can be bound to another Entity. Any Entity can be used as a Component, given that it implement Component interface. A Component must be an Entity subclass.

ComputeFps

ConvertArray

ConvertComponentMap

ConvertField

Interface to convert basic type T to field type U and vice versa.

ConvertFont

ConvertFragmentData

ConvertIntBoolMap

ConvertMap

ConvertSpineData

ConvertTexture

ConvertTilemapData

Csv

Utilities to parse CSV and related

CustomAssetKind

DatabaseAsset

DebugRendering

DialogsPlugin

DoubleClick

Easing

EasingUtils

EditText

Either

Useful to limit a Dynamic function argument's type to the specified type parameters. This does NOT make the use of Dynamic type-safe in any way (the underlying type is still Dynamic and Std.isOfType() checks + casts are necessary).

Entity

Enums

Equal

Errors

Extensions

A bunch of static extensions to make life easier.

FieldInfo

Extract field information from a given class type. This is expected to only work with Entity subclasses marked with @editable, @fieldInfo or @autoFieldInfo or classes using FieldInfoMacro.

FileWatcher

A file watcher for ceramic compatible with interpret.Watcher.

Files

Filesystem-related utilities. Only work on sys targets and/or nodejs depending on the methods

Filter

A visuals that displays its children through a filter. A filter draws its children into a RenderTexture allowing to process the result through a shader, apply blending or alpha on the final result...

Flags

Float32Array

FontAsset

Fragment

A fragment is a group of visuals rendered from data (.fragment file)

FragmentData

FragmentItem

Fragments

FragmentsAsset

GamepadAxis

GamepadButton

GeometryUtils

Geometry-related utilities.

GifCapture

GlyphQuad

Group

A group of entities, which is itself an entity.

HashedString

An utility to encode strings with hashes, allowing to check their validity on decode.

ImGuiImplJS

ImGuiPlugin

ImGuiSystem

ImageAsset

ImageView

A view to display and layout images.

ImageViewScaling

Immediate

InitSettings

Same as Settings, but for app startup (inside Project.new(settings)). Read-only values can still be edited at that stage.

Input

IntBoolMap

IntFloatMap

IntIntMap

IntMap

An object map that uses integers as key.

Interp

Json

Key

KeyAcceleratorItem

KeyBinding

KeyBindings

KeyCode

Layer

Just a regular quad (transparent by default) with a few addition to make it more convenient when used as a layer

LayersLayout

LayoutAlign

LayoutDirection

LayoutHorizontalAlign

LayoutVerticalAlign

Lazy

Lazy allows to mark any property as lazy. Lazy properties are initialized only at first access.

Line

Display lines composed of multiple segments, curves...

LineCap

LineJoin

LinearLayout

A layout that arranges its children either horizontally in a single column or vertically in a single row.

LongPress

LowRes

A container to display visuals at low resolution, with the possibility to use antialiasing (supersampling).

Mesh

Draw anything composed of triangles/vertices.

MeshColorMapping

MeshExtensions

Static extension with additional helpers for ceramic.Mesh

MeshPool

An utility to reuse meshes at application level.

MouseButton

A typed (mouse) button id

NapeSystem

Ngon

ParticleEmitter

A particle emitter.

ParticleItem

A particle item. You should not instanciate this yourself as it is managed by a Particles emitter object.

Particles

ParticlesLaunchMode

How particles should be launched. If CIRCLE, particles will use launchAngle and speed. Otherwise, particles will just use velocityX and velocityY.

ParticlesStatus

Which status a Particles emitter object has.

Path

This class provides a convenient way of working with paths. It supports the common path formats:

PersistentData

PixelArt

A filter configured to display pixel art content. Uses a shader to get a nicer rendering of upscaled pixel art. Better than NEAREST or LINEAR texture filtering. (see https://colececil.io/blog/2017/scaling-pixel-art-without-destroying-it/)

Pixels

Utilities to manipulate RGBA pixels.

PlatformSpecific

An internal class that encapsulate platform-specific code. We usually want platform-specific code to be located in a backend, but it may happen that sometimes creating a backend interface is overkill. That's where this comes handy.

Point

Pool

A generic object pool utility.

PremultiplyAlpha

Quad

ReadOnlyArray

Copyright (c) 2012-2017 Alexander Gordeyko . All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY ALEXANDER GORDEYKO AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ALEXANDER GORDEYKO OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

ReadOnlyMap

ReadOnlyPoint

Rect

RenderTexture

Renderer

An implementation-independant GPU 2D renderer. To be used in pair with a draw backend implementation.

ReusableArray

A reusable array to use in places that need a temporary array many times. Changing array size only increases the backing array size but never decreases it.

RowLayout

A layout that arranges its children horizontally in a single row. This class is a LinearLayout subclass, restricted to its horizontal direction.

Runner

A simple Haxe class for easily running threads and calling functions on the primary thread. from https://github.com/underscorediscovery/

RuntimeAssets

Runtime utilities to compute asset lists/names from raw (relative) file list. Code is very similar to AssetsMacro, but for runtime execution, with any list of asset.

ScanCode

Scene

SceneStatus

SceneSystem

System managing scenes display and lifecycle. Use it to structure your app in different scenes.

Screen

ScreenOrientation

ScreenScaling

Script

ScriptContent

ScriptModule

For now, just a way to identify a script module as a type, to resolve fields dynamically from scripts. Might be extended later to link with "script converted to haxe compiled code"

ScriptUtils

ScrollDirection

ScrollView

Scroller

ScrollerStatus

SeedRandom

Seeded random number generator to get reproducible sequences of values.

SelectText

Settings

Shader

ShaderAsset

ShaderAttribute

Shape

Draw shapes by triangulating vertices automatically, with optional holes in it.

Shortcuts

Shortcuts adds convenience identifiers to access ceramic app, screen, ... Use it by adding import ceramic.Shortcuts.*; in your files.

SlotInfo

An object to hold every needed info about updating a slot.

Slug

SlugOptions

SortVisuals

SortVisuals provides a stable implementation of merge sort through its sort method. It should be used instead of Array.sort in cases where the order of equal elements has to be retained on all targets.

SortVisualsByDepth

SortVisuals provides a stable implementation of merge sort through its sort method. It should be used instead of Array.sort in cases where the order of equal elements has to be retained on all targets.

Sound

SoundAsset

SoundPlayer

Spine

SpineAsset

SpineBindVisual

SpineBindVisualOptions

SpineBounds

SpineColors

SpineData

SpineFile

SpineListener

SpineMontage

An utility to group an pre-configure spine animations together as a single montage

SpineMontageAnimation

SpineMontageDefaults

SpineMontageSettings

SpineMontageSpineSettings

SpinePlugin

SpineSystem

SpineTextureLoader

Sprite

SpriteSheet

SpriteSheetAnimation

SpriteSheetFrame

SpriteSheetImage

SpriteSystem

State

StateMachine

StateMachineBase

StateMachineComponent

StateMachineImpl

StateMachineSystem

System

A System is an object assigned to app lifecycle and used to do some work such as dispatching events or manipulating entities. Systems can be ordered with order properties

Systems

Task

Tasks

Text

A visual to layout and display text. Works with UTF-8 strings.

TextAlign

TextAsset

TextInput

TextInputDelegate

TextView

Texture

A texture is an image ready to be drawn.

TextureFilter

TextureTile

TextureTilePacker

Incremental texture tile packer that allows to alloc, release and reuse tiles as needed.

Tilemap

Renders tilemap data. Note: only ORTHOGONAL is supported

TilemapAsset

TilemapData

Tilemap data. Strongly inspired from Tiled TMX format. (https://doc.mapeditor.org/en/stable/reference/tmx-map-format/).

TilemapEditor

TilemapLayer

TilemapLayerData

TilemapOrientation

TilemapParser

TilemapPlugin

TilemapQuad

TilemapRenderOrder

TilemapStaggerAxis

TilemapStaggerIndex

TilemapTile

Tilemaps

Tileset

TilesetGridOrientation

TilesetImage

Timeline

TimelineBoolKeyframe

TimelineBoolTrack

TimelineColorKeyframe

TimelineColorTrack

TimelineDegreesTrack

TimelineFloatArrayKeyframe

TimelineFloatArrayTrack

TimelineFloatKeyframe

TimelineFloatTrack

TimelineKeyframe

TimelineKeyframeData

TimelineTrack

A track meant to be updated by a timeline. Base implementation doesn't do much by itself. Create subclasses to implement details

TimelineTrackData

Timelines

App-level timeline related events. You'll only need to track these events if you want to add new types of timeline tracks & keyframes that can be created from raw data in Fragment instances.

Timer

TimerCallback

Touch

TouchInfo

Touches

TouchesIterator

TrackerBackend

Transform

Transform holds matrix data to make 2d rotate, translate, scale and skew transformations. Angles are in degrees. Representation: | a | c | tx | | b | d | ty | | 0 | 0 | 1 |

TransformPool

An utility to reuse transform matrix object at application level.

Triangle

A simple colored triangle, to fulfill all your triangle-shaped needs. The triangle is facing top and fits exactly in width and height

Triangulate

An utility to triangulate indices from a set of vertices

TriangulateMethod

Tween

UInt8Array

Utils

Various utilities. Some of them are used by ceramic itself or its backends.

Value

An object that can hold any value

ValueEntry

A collection entry that can hold any value

Velocity

View

ViewLayoutMask

ViewSize

View size helpers

ViewSystem

VisibleBounds

An utility to display visible bounds on any visual

Visual

Visuals are the building blocks to display things on screen. A raw visual doesn't display anything but can have children that can be more specialized visuals like Quad, Mesh or Text etc...

VisualArcadePhysics

VisualNapePhysics

VisualTransition

VisualTransitionProperties

WatchDirectory