sgdk: Class List

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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:

_collision |
Animation | Sprite animation structure
AnimationFrame | Sprite animation frame structure
Bitmap | Genesis 4bpp Bitmap structure definition. Use the unpackBitmap() method to unpack if compression is enabled
Box | Simple Box structure
BoxCollision | Simple Box structure for collision
Circle | Simple Circle structure
CircleCollision | Simple Circle structure (can be used for collision detection)
Collision | Collision definition union
Context3D | Structure hosting settings / context for the 3D transform engine
DMAOpInfo | DMA transfer definition (used for DMA queue)
FrameVDPSprite | Single VDP sprite info structure for sprite animation frame
Image | Image structure which contains all data to define an image in a background plane. Use the unpackImage() method to unpack if compression is enabled in TileSet or TileMap structure
Line | Line definition
Map | Map structure containing information for large background/plane update based on MapDefinition
MapDefinition | MapDefinition structure which contains data for large level background. It's optimized to encode large map using 128x128 block chunk (block chunk are organized in metatile)
Mat2D_f16 | 2x2 Matrice structure - f16 (fix16) type. Internally uses 2 2D vectors
Mat2D_f32 | 2x2 Matrice structure - f32 (fix32) type. Internally uses 2 2D vectors
Mat3D_f16 | 3x3 Matrice structure - f16 (fix16) type. Internally uses 3 3D vectors
Mat3D_f32 | 3x3 Matrice structure - f32 (fix32) type. Internally uses 3 3D vectors
Mat4D_f16 | 4x4 Matrice structure - f16 (fix16) type. Internally uses 4 4D vectors
Mat4D_f32 | 4x4 Matrice structure - f32 (fix32) type. Internally uses 4 4D vectors
Palette | Palette structure contains color data
Pixel | Pixel definition
ROMHeader |
Sprite | Sprite structure used by the Sprite Engine to store state for a sprite. WARNING: always use the SPR_addSprite(..) method to allocate Sprite object.
SpriteDefinition | Sprite definition structure
TileMap | TileMap structure which contains tilemap background definition. Use the unpackTileMap() method to unpack if compression is enabled
TileSet | Tile set structure which contains tiles definition. Use the unpackTileSet() method to unpack if compression is enabled
Transformation3D | 3D transformation object - f16 (fix16) type. This object define the global 3D transformation informations and associated cached data. If rotation information is modified the rebuildMat flag should be set to 1. Rotation and translation objects are reference so don't forget to set them
Triangle | Triangle definition
VDPSprite | VDP sprite definition structure replicating VDP hardware sprite
Vect2D_f16 | 2D Vector structure - f16 (fix16) type
Vect2D_f32 | 2D Vector structure - f32 (fix32) type
Vect2D_s16 | 2D Vector structure - s16 type
Vect2D_s32 | 2D Vector structure - s32 type
Vect2D_u16 | 2D Vector structure - u16 type
Vect2D_u32 | 2D Vector structure - u32 type
Vect3D_f16 | 3D Vector structure - f16 (fix16) type
Vect3D_f32 | 3D Vector structure - f32 (fix32) type
Vect3D_s16 | 3D Vector structure - s16 type
Vect3D_s32 | 3D Vector structure - s32 type
Vect3D_u16 | 3D Vector structure - u16 type
Vect3D_u32 | 3D Vector structure - u32 type
Vect4D_f16 | 4D Vector structure - f16 (fix16) type
Vect4D_f32 | 4D Vector structure - f32 (fix32) type
VRAMRegion | VRAM region structure

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