While the content system is the most important module of the Delta Engine, it is usually completely hidden from the programmer because he will just use the content. Artist and game designers will use the Content Manager Tool to get their content uploaded for their game to use. Accessing content works just as easy, you just say which content name you need and the content system will return it in the format you need for your platform (see PlatformSettings below). This is a fundamentally different thing from all other engines and applications you can find elsewhere! Content is still created and managed by artists and game designers (e.g. they have the editable content, .max or .psd files), but once they upload the final files to use (e.g. .png files for images, .fbx files for 3D models, we call these raw content) they will live in the Delta Engine Content System cloud.
For more information see http://DeltaEngine.net/Features/ContentManager
For more information see http://DeltaEngine.net/Features/ContentManager
Classes
Class | Description | |
---|---|---|
ContentData |
Base class for all content classes. Content is loaded and cached by the ContentLoader.
Content can also be part of an entity as a component. Loading and saving content components
will however only store and retrieve the content name and type, but not any internal data.
View code on GitHub | |
ContentData ContentNameMissing | ||
ContentData DoesNotMatchMetaDataType | ||
ContentData MustBeCalledFromContentLoader | ||
ContentLoader |
Loads content types like images, sounds, xml files, levels, etc. Returns cached useable
instances and provides quick and easy access to all cached data plus creation of dynamic data.
View code on GitHub | |
ContentLoader CachedResourceExistsButIsOfTheWrongType | ||
ContentLoader ContentFileDoesNotExist | ||
ContentLoader ContentLoaderAlreadyExistsItIsOnlyAllowedToSetBeforeTheAppStarts | ||
ContentLoader ContentNameShouldNotHaveExtension | ||
ContentLoader ContentNotFound | ||
ContentLoaderResolver |
Simple factory to provide access to create content data on demand without any resolver.
Once the is started it will replace this functionality.
ResolverView code on GitHub | |
ContentMetaData |
Content files get this meta data enties generated by the ContentService or DiskContentLoader.
View code on GitHub | |
FogSettings | ||
Image |
Used in Sprites and 3D models to draw image textures on screen via .
MaterialView code on GitHub | |
Image InvalidNumberOfBytes | ||
Image InvalidNumberOfColors | ||
ImageAnimation |
Bunch of images used in a sprite animation. Its ContentMetaData entry contains only images.
View code on GitHub | |
ImageAnimation NoImagesGivenNeedAtLeastOne | ||
ImageCreationData |
Provides a way to create an dynamically and fill it with custom pixels.
ImageView code on GitHub | |
Material |
Displays images or shapes via shaders in 2D or 3D. Always need a shader and a diffuse map,
which can be a single , an , or a
ImageImageAnimationSpriteSheetView code on GitHub | |
RenderingCalculator |
Given an AtlasRegion and desired UV, DrawArea and FlipMode, it will return the true UV
and DrawArea.
View code on GitHub | |
RenderingData |
Returned by RenderingCalculator and tells how an image should be rendered.
View code on GitHub | |
Shader |
Tells the GPU how to render 2D or 3D material data on screen. Usually loaded from content.
This base class has no functionality, some common functionality can be found in
ShaderWithFormat. Provide multiple framework specific shader codes if creating manually.
View code on GitHub | |
Shader ShaderCreationHasFailed | ||
ShaderCreationData |
Creates shaders from flags, specific framework implemantation can be found in graphics.
View code on GitHub | |
SpriteSheetAnimation |
Holds frames inside a single image as opposed to ImageAnimation for rendering animated sprites
View code on GitHub | |
SpriteSheetAnimationCreationData | ||
SunLight |
Interfaces
Interface | Description | |
---|---|---|
ContentCreationData |
Allows to create some content types dynamically, for example framework dependant images.
View code on GitHub |
Enumerations
Enumeration | Description | |
---|---|---|
ContentType |
Content type for ContentData, for details see http://deltaengine.net/Features/ContentFormats
View code on GitHub | |
RenderSizeMode |
Normally image sizes for sprites are rendered in the size they were saved, e.g. a 200x100
image is rendered in that size. For easier lay-outing rescaling is possible, e.g. a 256x256
image in 800x480 is rendered as 256x256 in 800x480 resolution or 614x614 pixels in 1920x1080.
View code on GitHub | |
ShaderFlags |
Multiple values are combined to define a shader. This data is mainly used for fallback
generation. For more details see the ShaderEditor to view and edit materials and shaders.
For details about shader flags, see https://deltaengine.fogbugz.com/default.asp?W282
View code on GitHub |