Contains almost all Coherent namespaces, classes and functions. More...
Namespaces | |
EventAction | |
Holds the possible actions when deciding if to handle an input event. | |
InputEventPhase | |
Holds information for input event PhaseType. | |
MemTags | |
All allocations in Hummingbird are tagged per-subsystem. | |
TextInputControlType | |
Enum containing the text input types. | |
VMemFlags | |
Enum for memory flags: ProtectionChange, Reserve, Commit, Decommit and Release. The only flags that can be combined are Reserve and Commit, all other flags are to be used exclusively and can't be combined with others. | |
VMemProtection | |
Enum for memory access levels: None (forbidden), Read, Write and Execute. Read, Write and Execute can be combined, the only exclusive flag that can't be combined with others is None(forbidden) | |
Classes | |
class | ArgumentsBinder |
Class for communicating between EventHandler and the scripting. More... | |
struct | ArrayInfo |
Represents a array of a type exposed to the scripting. More... | |
class | Binder |
Provides binding between C++ and the UI. More... | |
struct | BitmapFontDescription |
Struct representing bitmap font data. More... | |
struct | CachedResourcesWatermarks |
Watermarks used for the image cache management. More... | |
struct | DebugDump |
Debugging class used for dumping the whole structure of the page DOM. More... | |
struct | EventModifiersState |
The state of the key modifiers when an event happens. More... | |
struct | EventMouseModifiersState |
The state of the mouse modifiers when an event happens. More... | |
struct | FrameCapture |
Debugging class holding debug frame captured data and size. Passed to FrameCaptureCallback on View::BeginCaptureDebugFrame and View::CaptureSingleDebugFrame methods. More... | |
class | FunctorTraits |
Provides information about function objects. More... | |
struct | GamepadPoseState |
Represents the pose of a motion tracking controller. More... | |
struct | GamepadState |
Represents the entire state of a single gamepad. More... | |
struct | GamepadStateExtended |
Extended representation of the gamepad state, including information for controllers that support motion tracking. More... | |
struct | GestureEventData |
A gesture event. More... | |
class | IAllocator |
Allocator interface used by Hummingbird for all memory allocations. The user has to provide an object that imlements this interface. Memory allocations in Hummingbird are tagged, so the user knows the relative distribution of memory among subsystems. More... | |
class | IAsyncResourceHandler |
Class that will handle all asynchronous resource requests. More... | |
class | IAsyncResourceRequest |
Encapsulates an asynchrounous resource request. More... | |
class | IAsyncResourceResponse |
Response that the application should use when the resource has been loaded You can keep a reference to this object as long as needed and call Finish afterwards. More... | |
class | IAsyncResourceStreamResponse |
Response that the application should use when the resource stream has been created You can keep a reference to this object as long as needed and call Finish afterwards. More... | |
class | IDataStorageHandler |
Class that will handle data storage requests. More... | |
class | IDataStorageRequest |
Encapsulates a data storage request. More... | |
class | IDataStorageResponse |
Response that the application should use when the data storage has been read. More... | |
class | IFileSystemReader |
Class that allows Hummingbird to interface with the local file system. It allows enumerating floders and opening streams to local resources. More... | |
class | ILocalizationManager |
Takes care of translating text between different locales. More... | |
class | INodeProxy |
Represents a DOM element in the View - i.e. a DIV, the BODY etc. More... | |
class | ISyncStreamReader |
Class for synchronously reading local resources. More... | |
class | IViewListener |
Interface that allows to listen for various events in the View. More... | |
struct | KeyEventData |
A keyboard event. More... | |
class | Library |
This class encapsulates the global Hummingbird library. More... | |
struct | LibraryParams |
Initialization parameters of the Hummingbird library. More... | |
struct | ObjectInfo |
Represents a object of a type exposed to the scripting. More... | |
struct | PlatformSpecificParams |
Platform-specific initialization parameters of the Hummingbird library. More... | |
class | Property |
Represents a property of a type exposed to the scripting. More... | |
struct | ScreenInfo |
Holds the information about current screen. More... | |
class | System |
A System owns multiple Views. These Views share resources among them. It is usually enough to have just one System per application run. More... | |
class | SystemCacheStats |
Statistics of the current state of the internal caches of the system NB: Remember to Release the object when done with it to avoid memory leaks. More... | |
class | SystemRenderer |
The SystemRenderer lives on the render thread and holds all resources shared between mutliple Views belonging to the same System (font atlases, texture caches etc.) More... | |
struct | SystemSettings |
Settings for a System. More... | |
struct | TouchEventData |
A touch event. More... | |
class | TypeDescription |
Helper class for describing types. More... | |
class | View |
The View represents a UI page with its DOM, styles and JavaScript context. Think of the View as a whole UI or UI element. The View for instance could be the whole HUD of a game. More... | |
class | ViewRenderer |
The ViewRenderer is in charge of drawing a View in a user-supplied texture. More... | |
struct | ViewSettings |
Settings used when initializing a View. More... | |
Typedefs | |
typedef void(* | OnWorkAvailableFunc) (void *userData, WorkType type, TaskFamilyId family) |
Called when a new task is available and should be executed later on. | |
typedef void(* | FrameCaptureCallback) (void *userData, FrameCapture *capture) |
Function signature of callback used in View::BeginCaptureDebugFrame and View::CaptureSingleDebugFrame. More... | |
Enumerations | |
enum | WorkExecutionMode { , WEM_UntilQuit } |
The enumeration tells the Library how much work to execute in the invocation Please refer to the asynchronous work documentation for details. More... | |
enum | GamepadHand { GH_None = 0, GH_Left, GH_Right } |
Enumeration that represent binding of a gamepad to a specific hand. Used for motion tracking controllers which are used in pairs, one controller per hand. More... | |
enum | ValueType |
The primitive types coming from JS. | |
Functions | |
Event handlers | |
Creating event handlers from C++ functors | |
template<typename Functor > | |
IEventHandler * | MakeHandler (Functor functor) |
Create event handler from generic C++ functor. More... | |
template<typename Method > | |
IEventHandler * | MakeHandler (void *object, Method method) |
Create event handler from C++ method. More... | |
Contains almost all Coherent namespaces, classes and functions.
typedef void(* cohtml::FrameCaptureCallback) (void *userData, FrameCapture *capture) |
Function signature of callback used in View::BeginCaptureDebugFrame and View::CaptureSingleDebugFrame.
userData | The user data passed to View::BeginCaptureDebugFrame and View::CaptureSingleDebugFrame calls |
capture | Object containing pointer to the data and the size. Must call Release() when finished using it. |
enum cohtml::GamepadHand |
Enumeration that represent binding of a gamepad to a specific hand. Used for motion tracking controllers which are used in pairs, one controller per hand.
Enumerator | |
---|---|
GH_None | Gamepad either does not support distinguishing hands, or cannot be determined. |
GH_Left | Gamepad is bound to the left hand. |
GH_Right | Gamepad is bound to the right hand. |
The enumeration tells the Library how much work to execute in the invocation Please refer to the asynchronous work documentation for details.
IEventHandler* cohtml::MakeHandler | ( | Functor | functor | ) |
Create event handler from generic C++ functor.
functor | generic C++ functor, i.e. pointer to static function or object with operator() |
IEventHandler* cohtml::MakeHandler | ( | void * | object, |
Method | method | ||
) |
Create event handler from C++ method.
object | pointer to the instance with which the method will be invoked |
method | the C++ method to be invoked |
cohtml::ViewListener::OnBindingsReleased
is called. Therefore the pointer must remain valid until then.