API Reference
Browse by category.
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Engine — Core engine functionality. Shared between editor and standalone applications.
- Application — Entry point into the application.
- Animation — Animation clips, skeletal and blend shape animation, animation playback, blending and other features.
- Audio — Audio clips, 3D sound and music reproduction.
- 2D — Two dimensional geometry (sprites).
- Render thread — Core objects and interaction with the render thread.
- Importer — Import of resources into engine friendly format.
- Input — User input (mouse, keyboard, gamepad, etc.).
- Image — Manipulating images.
- Localization — GUI localization.
- Material — Materials, shaders and related functionality.
- Physics — Physics system: colliders, triggers, rigidbodies, joints, scene queries, etc.
- Profiling — Measuring CPU and GPU execution times and memory usage.
- GpuBackend — Interface for interacting with the GPU backend (Vulkan, DirectX, etc.).
- Rendering — Components and related functionality for rendering scene objects.
- Resources — Builtin engine resource types and a manager for such resources.
- Particles — Emission, updates and rendering of particles in the particle system.
- Network — Sending and receiving data over the network.
- GUI — Graphical user interface, including elements, styles, events and GUI manager.
- Scene — Managing scene objects and their hierarchy.
- Text — Generating text geometry.
- Platform — Platform (OS) specific functionality.
- Vector Graphics — Vector shape rendering.
- Mesh — Mesh (vertex, index) management related.
- Renderer — Base API for renderer plugins, provides a way to render renderable scene objects by issuing GpuBackend commands.
- Debug — Various debugging helpers.
- Utility — Various utility methods and types used by the engine layer.
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Utility — Lowest layer of the engine containing various utility and helper classes.
- Containers — Templated commonly used containers.
- Data structures — Templated commonly used data structures.
- Debug — Various debugging helpers.
- Error handling — Handling and reporting errors.
- File system — Manipulating, reading and writing files.
- General — General utility functionality that doesn't fit in any other category.
- Math — Variety of general purpose math functionality.
- Memory — Allocators, deallocators and memory manipulation.
- RTTI — Run-time type information defining and querying.
- Serialization — Serialization and deserialization of native objects.
- String — String manipulation.
- Time — Anything related to time.
- Testing — Running unit tests.
- Template metaprogramming — Helpers for template meta-programming
- Geometry — Anything related to low-level geometry processing.
- Threading — Thread manipulation and synchronization.
- System — Management and helpers for engine systems.
- ECS — All low-level functionality for creating and using the entity component system.
- Script — Helper and utility functionality for exporting native types to scripting.
- Implementation — Very specialized base classes, templates and helper code used for construction of more concrete types.
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Editor — Functionality specific to the Banshee Editor.
- Library — Management of all resources (assets) within a project.
- Application — Entry point into the editor application.
- Build — Building (publishing) the game from within the editor.
- CodeEditor — Integration of the Banshee Editor with external code editors.
- EditorWindow — Creating, managing and interacting with editor windows.
- GUI — Editor specific GUI elements.
- Handles — Creating and interacting with handles (scene tools).
- Scene — Rendering/interacting with the scene view in editor.
- Settings — Persistent settings for editor and project.
- UndoRedo — Undoing and redoing actions within the editor.
- Utility — Various utility methods and types used by the editor layer.
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Script
- Mono — Scripting language backend using Mono's CLR.
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EngineScript — Contains script interop objects and other scripting functionality for the engine layer.
- Interop — Script interop objects for communicating between native code and the managed assembly.
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EditorScript — Contains script interop objects and other scripting functionality for the editor layer.
- Interop — Script interop objects for communicating between native code and MBansheeEditor managed assembly.
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Uncategorized — Symbols that have no
@defgroupor@addtogroupscope assigned.