AngeliA
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    Class Game

    Represent an AngeliA game

    Constructors

    Game(params string[])

    Create a game instance with command-line arguments

    Declaration
    public Game(params string[] args)

    Fields

    Fonts

    Instance pool for all available font

    Declaration
    public static readonly List<FontData> Fonts

    MusicPool

    Instance pool for all available background music

    Declaration
    public static readonly Dictionary<int, MusicData> MusicPool

    SoundPool

    Instance pool for all available sound effect

    Declaration
    public static readonly Dictionary<int, SoundData> SoundPool

    Properties

    BuiltInFontCount

    Declaration
    public static int BuiltInFontCount { get; }

    CurrentBGM

    Instance that represent the background music

    Declaration
    public static object CurrentBGM { get; protected set; }

    CurrentMonitor

    Get index of the monitor which this application window currently in

    Declaration
    public static int CurrentMonitor { get; }

    CurrentMusicID

    Audio ID of the current loaded background music

    Declaration
    public static int CurrentMusicID { get; }

    CursorInScreen

    True if the mouse cursor is currently inside application window

    Declaration
    public static bool CursorInScreen { get; }

    CursorVisible

    True if the mouse cursor is currently visible

    Declaration
    public static bool CursorVisible { get; }

    DoodleFrame

    Doodle pixels should be rendered of the global frame is less or equal to (this value + 1)

    Declaration
    protected int DoodleFrame { get; }

    DoodleOnTopOfUiFrame

    Doodle pixels should cover the UI rendering layer if current global frame less than this value

    Declaration
    protected int DoodleOnTopOfUiFrame { get; }

    DoodleScreenPadding

    Border size in screen space for the doodle canvas

    Declaration
    public static Int4 DoodleScreenPadding { get; set; }

    FontCount

    Total count of loaded fonts

    Declaration
    public static int FontCount { get; }

    GamepadLeftStickDirection

    Get the specific direction of the left gamepad stick

    Declaration
    public static Float2 GamepadLeftStickDirection { get; }

    GamepadRightStickDirection

    Get the specific direction of the right gamepad stick

    Declaration
    public static Float2 GamepadRightStickDirection { get; }

    GizmosOnTopOfUiFrame

    Gizmos should cover the UI rendering layer if current global frame less than this value

    Declaration
    protected int GizmosOnTopOfUiFrame { get; }

    GlobalFrame

    Frame number that grows every 1/60 second

    Declaration
    public static int GlobalFrame { get; }

    IgnoreArtworkPixels

    True if the application don't need pixel data from artwork sheet

    Declaration
    public static bool IgnoreArtworkPixels { get; }

    IsGamepadAvailable

    True if any gamepad device is currently available to use

    Declaration
    public static bool IsGamepadAvailable { get; }

    IsKeyboardAvailable

    True is the keyboard device is currently available to use

    Declaration
    public static bool IsKeyboardAvailable { get; }

    IsMouseAvailable

    True if the mouse device is currently available to use

    Declaration
    public static bool IsMouseAvailable { get; }

    IsMouseLeftHolding

    True if the mouse left button is currently holding

    Declaration
    public static bool IsMouseLeftHolding { get; }

    IsMouseMidHolding

    True if the mouse middle button is currently holding

    Declaration
    public static bool IsMouseMidHolding { get; }

    IsMouseRightHolding

    True if the mouse right button is currently holding

    Declaration
    public static bool IsMouseRightHolding { get; }

    IsMusicPlaying

    True if the background music is currently playing

    Declaration
    public static bool IsMusicPlaying { get; }

    IsPausing

    True if the game is currently pausing

    Declaration
    public static bool IsPausing { get; }

    IsPlaying

    True if the game is currently not pausing

    Declaration
    public static bool IsPlaying { get; }

    IsToolApplication

    True if the application should be treated as tool instead of game

    Declaration
    public static bool IsToolApplication { get; }

    IsWindowDecorated

    If the application window has title bar and border frame or not

    Declaration
    public static bool IsWindowDecorated { get; set; }

    IsWindowFocused

    True if the application window is currently focused

    Declaration
    public static bool IsWindowFocused { get; }

    IsWindowMaximized

    If the application window is currently maximized

    Declaration
    public static bool IsWindowMaximized { get; set; }

    IsWindowMinimized

    If the application window is currently minimized

    Declaration
    public static bool IsWindowMinimized { get; set; }

    IsWindowResizable

    If the application window can be resize by the user

    Declaration
    public static bool IsWindowResizable { get; set; }

    IsWindowTopmost

    If the application window renders on top of all other windows

    Declaration
    public static bool IsWindowTopmost { get; set; }

    MonitorHeight

    Height of the monitor which the application currently inside

    Declaration
    public static int MonitorHeight { get; }

    MonitorWidth

    Width of the monitor which the application currently inside

    Declaration
    public static int MonitorWidth { get; }

    MouseScreenPosition

    Mouse position in screen space. (0,0) means top-left corner

    Declaration
    public static Int2 MouseScreenPosition { get; }

    MouseScrollDelta

    Mouse wheel scrolling value at current frame. Return negative value when the page scrolls down (the content appears to move upward)

    Declaration
    public static int MouseScrollDelta { get; }

    MusicVolume

    Volume amount for the background music (0 for mute, 1000 for loudest)

    Declaration
    public static int MusicVolume { get; set; }

    PauselessFrame

    Frame number that still grows when the game is pausing

    Declaration
    public static int PauselessFrame { get; }

    ProcedureAudioVolume

    Audio volume used by internal script

    Declaration
    public static int ProcedureAudioVolume { get; set; }

    ScaledMusicVolume

    Music volume that effect by the internal procedure audio volume

    Declaration
    public static float ScaledMusicVolume { get; }

    ScaledSoundVolume

    Sound volume that effect by the internal procedure audio volume

    Declaration
    public static float ScaledSoundVolume { get; }

    ScreenEffectPadding

    Border size of all screen effects

    Declaration
    public static Int4 ScreenEffectPadding { get; set; }

    ScreenHeight

    Height of the application window

    Declaration
    public static int ScreenHeight { get; }

    ScreenWidth

    Width of the application window

    Declaration
    public static int ScreenWidth { get; }

    SettleFrame

    Frame number that could be reset by the stage

    Declaration
    public static int SettleFrame { get; }

    ShowingDoodle

    True if the doodle pixels are displaying at this frame

    Declaration
    public static bool ShowingDoodle { get; }

    SoundVolume

    Volume amount for the sound effect (0 for mute, 1000 for loudest)

    Declaration
    public static int SoundVolume { get; set; }

    Methods

    CancelDoodleOnTopOfUI()

    Do not make doodle pixels cover UI rendering layer anymore.

    Declaration
    public static void CancelDoodleOnTopOfUI()

    CancelForceTargetFramerate()

    Do not override the target framerate anymore

    Declaration
    public static void CancelForceTargetFramerate()

    CancelGizmosOnTopOfUI()

    Do not make gizmos cover UI rendering layer anymore.

    Declaration
    public static void CancelGizmosOnTopOfUI()

    CenterCursor()

    Move the mouse cursor to the center of screen. This works when mouse cursor is hidding.

    Declaration
    public static void CenterCursor()

    ClearAndUnloadAudioPool()

    Reset audio pool and unload the data in the memory

    Declaration
    public static void ClearAndUnloadAudioPool()

    CreateNewFontData()

    Create a new instance of the internal data for font

    Declaration
    protected abstract FontData CreateNewFontData()

    DoodleRect(FRect, Color32)

    Doodle the given color as pixels into the screen-space canvas. Pixels remains on screen until you hide all doodle or reset the canvas.

    Declaration
    public static void DoodleRect(FRect screenRect, Color32 color)
    Parameters
    Type Name Description
    FRect screenRect

    Rect position in screen space

    DoodleRectSwap(FRect, Color32)

    Doodle the given color as pixels into the screen-space canvas. Pixels remains on screen until you hide all doodle or reset the canvas.

    Declaration
    public static void DoodleRectSwap(FRect screenRect, Color32 color)
    Parameters
    Type Name Description
    FRect screenRect

    Rect position in screen space that swap around when out of range

    DoodleWorld(IBlockSquad, FRect, IRect, int, bool, bool, bool, bool)

    Doodle the given map data on screen based on summary tint from rendering sheet

    Declaration
    public static void DoodleWorld(IBlockSquad squad, FRect screenRect, IRect worldUnitRange, int z, bool ignoreLevel = false, bool ignoreBG = false, bool ignoreEntity = false, bool ignoreElement = true)
    Parameters
    Type Name Description
    IBlockSquad squad

    Source of the map block data

    FRect screenRect

    Position rect in screen space for the given world-unit-range

    IRect worldUnitRange

    Rect range on the map in unit space

    int z

    Position Z on the map

    bool ignoreLevel

    True if level blocks should be ignored

    bool ignoreBG

    True if background blocks should be ignored

    bool ignoreEntity

    True if entity blocks should be ignored

    bool ignoreElement

    True if element blocks should be ignored

    DrawGizmosFrame(IRect, Color32, Int4, Int4)

    Draw a holo rectangle as gizmos for current frame

    Declaration
    public static void DrawGizmosFrame(IRect rect, Color32 color, Int4 thickness, Int4 gap = default)
    Parameters
    Type Name Description
    IRect rect

    Rect position in global space

    Color32 color

    Color tint

    Int4 thickness

    Border size in global space

    Int4 gap

    How big the fracture part in the middle in global space

    DrawGizmosFrame(IRect, Color32, int, int)

    Draw a holo rectangle as gizmos for current frame

    Declaration
    public static void DrawGizmosFrame(IRect rect, Color32 color, int thickness, int gap = 0)
    Parameters
    Type Name Description
    IRect rect

    Rect position in global space

    Color32 color

    Color tint

    int thickness

    Border size in global space

    int gap

    How big the fracture part in the middle in global space

    DrawGizmosLine(int, int, int, int, int, Color32)

    Draw a line as gizmos for current frame

    Declaration
    public static void DrawGizmosLine(int startX, int startY, int endX, int endY, int thickness, Color32 color)
    Parameters
    Type Name Description
    int startX

    Start point of the line in global space

    int startY

    Start point of the line in global space

    int endX

    End point of the line in global space

    int endY

    End point of the line in global space

    int thickness

    Thickness in global space

    Color32 color

    Color tint

    DrawGizmosRect(IRect, Color32)

    Draw a rectangle as gizmos for current frame

    Declaration
    public static void DrawGizmosRect(IRect rect, Color32 color)
    Parameters
    Type Name Description
    IRect rect

    Rect position in global space

    Color32 color

    Color tint

    DrawGizmosRect(IRect, Color32, Color32)

    Draw a rectangle as gizmos for current frame

    Declaration
    public static void DrawGizmosRect(IRect rect, Color32 colorT, Color32 colorB)
    Parameters
    Type Name Description
    IRect rect

    Rect position in global space

    Color32 colorT

    Color tint

    Color32 colorB

    Color tint

    DrawGizmosRect(IRect, Color32, Color32, Color32, Color32)

    Draw a rectangle as gizmos for current frame

    Declaration
    public static void DrawGizmosRect(IRect rect, Color32 colorTL, Color32 colorTR, Color32 colorBL, Color32 colorBR)
    Parameters
    Type Name Description
    IRect rect

    Rect position in global space

    Color32 colorTL

    Color tint

    Color32 colorTR

    Color tint

    Color32 colorBL

    Color tint

    Color32 colorBR

    Color tint

    DrawGizmosTexture(IRect, FRect, object, Color32, bool, bool, bool)

    Draw the given texture as gizmos for current frame

    Declaration
    public static void DrawGizmosTexture(IRect rect, FRect uv, object texture, Color32 tint, bool inverse = false, bool flipX = false, bool flipY = false)
    Parameters
    Type Name Description
    IRect rect

    Rect position

    FRect uv

    Which part of this texture should be draw. (0, 0, 1, 1) means all of them. (0, 0, 0.5f, 1) means left half.

    Color32 tint

    Color tint

    bool inverse

    True if the texture display as the inversed color of the current rendered pixel on screen.

    DrawGizmosTexture(IRect, FRect, object, bool, bool, bool)

    Draw the given texture as gizmos for current frame

    Declaration
    public static void DrawGizmosTexture(IRect rect, FRect uv, object texture, bool inverse = false, bool flipX = false, bool flipY = false)
    Parameters
    Type Name Description
    IRect rect

    Rect position

    FRect uv

    Which part of this texture should be draw. (0, 0, 1, 1) means all of them. (0, 0, 0.5f, 1) means left half.

    bool inverse

    True if the texture display as the inversed color of the current rendered pixel on screen.

    DrawGizmosTexture(IRect, object, Color32, bool, bool, bool)

    Draw the given texture as gizmos for current frame

    Declaration
    public static void DrawGizmosTexture(IRect rect, object texture, Color32 tint, bool inverse = false, bool flipX = false, bool flipY = false)
    Parameters
    Type Name Description
    IRect rect

    Rect position

    Color32 tint

    Color tint

    bool inverse

    True if the texture display as the inversed color of the current rendered pixel on screen.

    DrawGizmosTexture(IRect, object, bool, bool, bool)

    Draw the given texture as gizmos for current frame

    Declaration
    public static void DrawGizmosTexture(IRect rect, object texture, bool inverse = false, bool flipX = false, bool flipY = false)
    Parameters
    Type Name Description
    IRect rect

    Rect position

    bool inverse

    True if the texture display as the inversed color of the current rendered pixel on screen.

    FillPixelsIntoTexture(Color32[], object)

    Set the given pixel data into the given texture instance.

    Declaration
    public static void FillPixelsIntoTexture(Color32[] pixels, object texture)

    FillResizedTexture(object, object, bool)

    Copy data from source texture into target texture. Stretch resize the content if two textures have different size.

    Declaration
    public static void FillResizedTexture(object sourceTexture, object targetTexture, bool nearestNeighbor = true)
    bool nearestNeighbor

    True if the misaligned pixels should be averaged with it's nearby pixels

    ForAllPressingCharsThisFrame()

    Iterate through all pressing character at current frame. Not include non-character keys

    Declaration
    public static IEnumerable<char> ForAllPressingCharsThisFrame()

    ForAllPressingKeysThisFrame()

    Iterate through all pressing keyboard keys at current frame. Include non-character keys

    Declaration
    public static IEnumerable<KeyboardKey> ForAllPressingKeysThisFrame()

    ForceDoodleOnTopOfUI(int)

    Make doodle pixels cover UI rendering layer for given frames long.

    Declaration
    public static void ForceDoodleOnTopOfUI(int duration = 0)

    ForceGizmosOnTopOfUI(int)

    Make gizmos cover UI rendering layer for given frames long.

    Declaration
    public static void ForceGizmosOnTopOfUI(int duration = 0)

    ForceTargetFramerate(int, int)

    Override the target framerate for specified frames long

    Declaration
    public static void ForceTargetFramerate(int framerate, int duration = 1)

    GetCameraRectFromViewRect(IRect)

    Calculate the camera rect based on given view rect

    Declaration
    public static IRect GetCameraRectFromViewRect(IRect viewRect)

    GetCharPressed()

    Get the current pressing charcter and remove it from internal queue. Return '\0' if no character is pressed.

    Declaration
    protected abstract char GetCharPressed()

    GetCharSprite(int, char, out CharSprite)

    Get artwork sprite for rendering a text character

    Declaration
    public static bool GetCharSprite(int fontIndex, char c, out CharSprite result)
    Returns
    Type Description
    bool

    True if the sprite is successfuly required

    GetClipboardText()

    Text content of the current system clipboard

    Declaration
    public static string GetClipboardText()

    GetEffectEnable(int)

    True if the given screen effect is currently enabled.

    Declaration
    public static bool GetEffectEnable(int effectIndex)
    Parameters
    Type Name Description
    int effectIndex

    Use Const.SCREEN_EFFECT_XXXX for this index

    GetKeyPressed()

    Get the current pressing keyboard key and remove it from internal queue. Return null if no key is pressed.

    Declaration
    protected abstract KeyboardKey? GetKeyPressed()

    GetMonitorHeight(int)

    Get height of the current monitor. Use Game.CurrentMonitor to get the monitor index

    Declaration
    public static int GetMonitorHeight(int monitor)

    GetMonitorWidth(int)

    Get width of the current monitor. Use Game.CurrentMonitor to get the monitor index

    Declaration
    public static int GetMonitorWidth(int monitor)

    GetPixelsFromTexture(object)

    Create a new instance of Color32 array from the given texture

    Declaration
    public static Color32[] GetPixelsFromTexture(object texture)
    Returns
    Type Description
    Color32[]

    Return [] when invalid. Don't throw exception.

    GetResizedTexture(object, int, int, bool)

    Create a new instance of texture which is the resized version of the given texture.

    Declaration
    public static object GetResizedTexture(object texture, int newWidth, int newHeight, bool nearestNeighbor = true)
    bool nearestNeighbor

    True if the misaligned pixels should be averaged with it's nearby pixels

    Returns
    Type Description
    object

    Return null if invalid. Don't throw exception.

    GetScreenRenderingTexture()

    Get the instance of the internal texture that holds the pixel data on screen

    Declaration
    public static object GetScreenRenderingTexture()

    GetTargetFramerate()

    Declaration
    public static int GetTargetFramerate()

    GetTextureFromPixels(Color32[], int, int)

    Create a new instance of texture from given pixels data.

    Declaration
    public static object GetTextureFromPixels(Color32[] pixels, int width, int height)
    Parameters
    Type Name Description
    Color32[] pixels

    Pixel data. 0 means bottom-left corner. 1 makes it goes right for 1 pixel.

    int width

    Width of the pixel data in pixel

    int height

    Heigh of the pixel data in pixel

    Returns
    Type Description
    object

    Never return null and Don't throw exception.

    GetTextureID(object)

    Get internal ID of the given texture instance.

    Declaration
    public static uint? GetTextureID(object texture)

    GetTextureSize(object)

    Get the size in pixel of the given texture instance

    Declaration
    public static Int2 GetTextureSize(object texture)
    Returns
    Type Description
    Int2

    Return default when invalid. Don't throw exception.

    GetViewWidthFromViewHeight(int)

    Calculate view rect width based on given view rect height

    Declaration
    public static int GetViewWidthFromViewHeight(int viewHeight)

    GetWindowPosition()

    Get application window position. (0,0) is top-left corner

    Declaration
    public static Int2 GetWindowPosition()

    HideCursor()

    Make the mouse cursor disappear (not only for the current frame)

    Declaration
    public static void HideCursor()

    HideDoodle()

    Do not display doodled pixels

    Declaration
    public static void HideDoodle()

    IgnoreGizmos(int)

    Hide all gizmos for given frames long.

    Declaration
    public static void IgnoreGizmos(int duration = 0)

    Initialize()

    Call this function once to initialize the game. Must be called before any Update function called.

    Declaration
    public void Initialize()

    InvokeFileDropped(string)

    Invoke OnFileDropped event

    Declaration
    protected void InvokeFileDropped(string path)
    Parameters
    Type Name Description
    string path

    Path of the dropped file

    InvokeGameQuitting()

    Invoke the OnGameQuitting event

    Declaration
    protected void InvokeGameQuitting()

    InvokeGameTryingToQuit()

    Invoke the OnGameTryingToQuit event

    Declaration
    protected bool InvokeGameTryingToQuit()
    Returns
    Type Description
    bool

    True if the game should quit

    InvokeWindowFocusChanged(bool)

    Invoke OnGameFocus/OnGameLostFocus event

    Declaration
    protected void InvokeWindowFocusChanged(bool focus)

    IsGamepadKeyHolding(GamepadKey)

    True if the given gamepad button is currently holding

    Declaration
    public static bool IsGamepadKeyHolding(GamepadKey key)

    IsGamepadLeftStickHolding(Direction4)

    True if the left gamepad stick is tilting to given direction

    Declaration
    public static bool IsGamepadLeftStickHolding(Direction4 direction)

    IsGamepadRightStickHolding(Direction4)

    True if the right gamepad stick is tilting to given direction

    Declaration
    public static bool IsGamepadRightStickHolding(Direction4 direction)

    IsKeyboardKeyHolding(KeyboardKey)

    True if the given keyboard key is currently holding

    Declaration
    public static bool IsKeyboardKeyHolding(KeyboardKey key)

    IsTextureReady(object)

    True if the given texture instance is ready to use

    Declaration
    public static bool IsTextureReady(object texture)

    LoadFontsIntoPool(string, bool)

    Load font file into system pool from given folder

    Declaration
    public static void LoadFontsIntoPool(string rootPath, bool builtIn)
    bool builtIn

    True if the fonts are used for built-in font

    MakeWindowFocused()

    Make the application window focused

    Declaration
    public static void MakeWindowFocused()

    OpenUrl(string)

    Open the given url with OS default application

    Declaration
    public static void OpenUrl(string url)

    PassEffect(int, int)

    Active screen effect for given frames long.

    Declaration
    public static void PassEffect(int effectIndex, int duration = 0)
    Parameters
    Type Name Description
    int effectIndex

    Use Const.SCREEN_EFFECT_XXXX for this index

    PassEffect_Greyscale(int)

    Enable greyscale screen effect

    Declaration
    public static void PassEffect_Greyscale(int duration = 0)
    Examples
    using AngeliA;
    
    namespace AngeliaGame;
    
    public class Example {
    
    	[OnGameUpdate]
    	internal static void OnGameUpdate () {
    		Game.PassEffect_Greyscale(1);
    	}
    
    }

    PassEffect_Invert(int)

    Enable invert screen effect

    Declaration
    public static void PassEffect_Invert(int duration = 0)
    Examples
    using AngeliA;
    
    namespace AngeliaGame;
    
    public class Example {
    
    	[OnGameUpdate]
    	internal static void OnGameUpdate () {
    		Game.PassEffect_Invert(1);
    	}
    
    }

    PassEffect_RetroDarken(float, float, int)

    Enable darken screen effect and set the params

    Declaration
    public static void PassEffect_RetroDarken(float amount, float step = 8, int duration = 0)
    Parameters
    Type Name Description
    float amount

    0 means no darken, 1 means full darken

    float step

    How intermittent the darken should be. Default 8 steps.

    Examples
    using AngeliA;
    
    namespace AngeliaGame;
    
    public class Example {
    
    	[OnGameUpdate]
    	internal static void OnGameUpdate () {
    		Game.PassEffect_RetroDarken(
    			QTest.Float("amount", 0f, 0f, 1f),
    			QTest.Float("step", 8f, 2f, 16f),
    			1
    		);
    	}
    
    }

    PassEffect_RetroLighten(float, float, int)

    Enable lighten screen effect and set the params

    Declaration
    public static void PassEffect_RetroLighten(float amount, float step = 8, int duration = 0)
    Parameters
    Type Name Description
    float amount

    0 means no lighten, 1 means full lighten

    float step

    How intermittent the lighten should be. Default 8 steps.

    Examples
    using AngeliA;
    
    namespace AngeliaGame;
    
    public class Example {
    
    	[OnGameUpdate]
    	internal static void OnGameUpdate () {
    		Game.PassEffect_RetroLighten(
    			QTest.Float("amount", 0f, 0f, 1f),
    			QTest.Float("step", 8f, 2f, 16f),
    			1
    		);
    	}
    
    }

    PassEffect_Tint(Color32, int)

    Enable color tint screen effect and set the params

    Declaration
    public static void PassEffect_Tint(Color32 color, int duration = 0)
    Examples
    using AngeliA;
    
    namespace AngeliaGame;
    
    public class Example {
    
    	[OnGameUpdate]
    	internal static void OnGameUpdate () {
    		var color = new Color32(
    			(byte)QTest.Int("r", 255, 0, 255),
    			(byte)QTest.Int("g", 255, 0, 255),
    			(byte)QTest.Int("b", 255, 0, 255)
    		);
    		Game.PassEffect_Tint(color, 1);
    	}
    
    }

    PassEffect_Vignette(float, float, float, float, float, int)

    Enable vignette screen effect and set the params

    Declaration
    public static void PassEffect_Vignette(float radius, float feather, float offsetX, float offsetY, float round, int duration = 0)
    Parameters
    Type Name Description
    float radius

    Size of the circle view. 0 means no view. 1 means the view covers whole screen.

    float feather

    How smooth is the edge of the circle view. 0 means sharp edge. 1 means smooth edge.

    float offsetX

    Position offset of the circle view. 0 means view's center at left edge of screen. 1 for right edge.

    float offsetY

    Position offset of the circle view. 0 means view's center at bottom edge of screen. 1 for top edge.

    float round

    How perfect the circle view is. 0 means the aspect ratio is the same with window aspect ratio. 1 means perfect circle.

    Examples
    using AngeliA;
    
    namespace AngeliaGame;
    
    public class Example {
    
    	[OnGameUpdate]
    	internal static void OnGameUpdate () {
    		Game.PassEffect_Vignette(
    			QTest.Float("radius", 1f, 0f, 1f),
    			QTest.Float("feather", 0f, 0f, 1f),
    			QTest.Float("x", 0f, -1f, 1f),
    			QTest.Float("y", 0f, -1f, 1f),
    			QTest.Float("round", 0f, 0f, 1f),
    			1
    		);
    	}
    
    }

    PauseGame()

    Pause the game from playing

    Declaration
    public static void PauseGame()

    PauseMusic()

    Pause the background music

    Declaration
    public static void PauseMusic()

    PlayMusic(int, bool)

    Load the music file, create the stream and play it as the background music

    Declaration
    public static void PlayMusic(int id, bool fromStart = false)
    Parameters
    Type Name Description
    int id

    ID of the audio

    bool fromStart

    True if seek the music to start

    PlaySound(int, float, float, float)

    Play a sound

    Declaration
    public static void PlaySound(int id, float volume = 1, float pitch = 1, float pan = 0.5)
    Parameters
    Type Name Description
    int id

    Audio ID

    PngBytesToTexture(byte[])

    Create a new instance of texture from a byte array load from png file.

    Declaration
    public static object PngBytesToTexture(byte[] bytes)
    Returns
    Type Description
    object

    Never return null and Don't throw exception.

    QuitApplication()

    Make the application quit without any confirmation

    Declaration
    public static void QuitApplication()

    ResetDoodle()

    Clear the doodle pixels canvas

    Declaration
    public static void ResetDoodle()

    RestartGame()

    Invoke the OnGameRestart event. The game-play logic will be reset after this is called

    Declaration
    public static void RestartGame()

    SetClipboardText(string)

    Set the text content of the system clipboard

    Declaration
    public static void SetClipboardText(string text)

    SetCursor(int)

    Set the appearance of the mouse cursor. Use Const.CURSOR_XXX for the index param

    Declaration
    public static void SetCursor(int index)

    SetCursorToNormal()

    Set the mouse cursor to default

    Declaration
    public static void SetCursorToNormal()

    SetDoodleOffset(Float2)

    Set position offset of the doodle pixels. x=1 means right shift the whole screen width.

    Declaration
    public static void SetDoodleOffset(Float2 screenOffset)

    SetDoodleZoom(float)

    Set zoom amount of the doodle pixels. 1 means general size. 2 means zoom-in to double the size.

    Declaration
    public static void SetDoodleZoom(float zoom)

    SetEffectEnable(int, bool)

    Make given screen effect enable of disable.

    Declaration
    public static void SetEffectEnable(int effectIndex, bool enable)
    Parameters
    Type Name Description
    int effectIndex

    Use Const.SCREEN_EFFECT_XXXX for this index

    SetEventWaiting(bool)

    Set to true to make the application only repaint when a user input happens

    Declaration
    public static void SetEventWaiting(bool enable)

    SetMusicVolume(int)

    Set volume for the background music (0 means mute, 1000 means loudest)

    Declaration
    public static void SetMusicVolume(int volume)

    SetSoundVolume(int)

    Set volume for all sound effects

    Declaration
    public static void SetSoundVolume(int volume)

    SetWindowIcon(int)

    Set the icon of the application window using a loaded artwork sprite from the main sheet

    Declaration
    public static void SetWindowIcon(int spriteID)

    SetWindowMinSize(int)

    Set the minimal size limitation of the application window

    Declaration
    public static void SetWindowMinSize(int size)

    SetWindowPosition(int, int)

    Set application window position. (0,0) is top-left corner

    Declaration
    public static void SetWindowPosition(int x, int y)

    SetWindowSize(int, int)

    Set application window size. Use Game.GetMonitorWidth and Game.GetMonitorHeight to get the size of screen size

    Declaration
    public static void SetWindowSize(int x, int y)

    SetWindowTitle(string)

    Set to title text of the application window

    Declaration
    public static void SetWindowTitle(string title)

    Settle()

    Mark the game frame as settled.

    Declaration
    public static void Settle()

    ShowCursor()

    Make the mouse cursor appear (not only for the current frame)

    Declaration
    public static void ShowCursor()

    ShowDoodle(int)

    Display the doodled pixels

    Declaration
    public static void ShowDoodle(int duration = 0)

    StopAllSounds()

    Stop all sound effects that currently playing

    Declaration
    public static void StopAllSounds()

    StopMusic()

    Stop the music stream and unload from memory

    Declaration
    public static void StopMusic()

    SyncAudioPool(params string[])

    Update audio files between system pool and file

    Declaration
    public static void SyncAudioPool(params string[] universeRoots)
    Parameters
    Type Name Description
    string[] universeRoots

    Folder path of the universe

    SyncFontsWithPool(string)

    Reload font file if any font is modified

    Declaration
    public static bool SyncFontsWithPool(string rootPath)

    TextureToPngBytes(object)

    Encode the given texture instance into png byte array.

    Declaration
    public static byte[] TextureToPngBytes(object texture)
    Returns
    Type Description
    byte[]

    Return [] when invalid. Don't throw exception.

    UnloadFontsFromPool(bool)

    Unload fonts from system pool

    Declaration
    public static void UnloadFontsFromPool(bool ignoreBuiltIn = true)

    UnloadTexture(object)

    Unload the given texture instance from memory

    Declaration
    public static void UnloadTexture(object texture)

    UnpauseGame()

    Continue game from pausing

    Declaration
    public static void UnpauseGame()

    UnpauseMusic()

    Resume the background music

    Declaration
    public static void UnpauseMusic()

    Update()

    Call this function 60 times per second. Only call this after Initialize has been called.

    Declaration
    public void Update()

    _AfterAllLayersUpdate()

    This function is called after all rendering layer get updated

    Declaration
    protected abstract void _AfterAllLayersUpdate()

    _BeforeAllLayersUpdate()

    This function is called before any rendering layer get updated

    Declaration
    protected abstract void _BeforeAllLayersUpdate()

    _CenterCursor()

    Move the mouse cursor to the center of screen. This works when mouse cursor is hidding.

    Declaration
    protected abstract void _CenterCursor()

    _CursorInScreen()

    True if the mouse cursor is currently inside application window

    Declaration
    protected abstract bool _CursorInScreen()

    _CursorVisible()

    True if the mouse cursor is currently visible

    Declaration
    protected abstract bool _CursorVisible()

    _DoodleRect(FRect, Color32)

    Doodle the given color as pixels into the screen-space canvas. Pixels remains on screen until you hide all doodle or reset the canvas.

    Declaration
    protected abstract void _DoodleRect(FRect screenRect, Color32 color)
    Parameters
    Type Name Description
    FRect screenRect

    Rect position in screen space

    _DoodleWorld(IBlockSquad, FRect, IRect, int, bool, bool, bool, bool)

    Doodle the given map data on screen based on summary tint from rendering sheet

    Declaration
    protected abstract void _DoodleWorld(IBlockSquad squad, FRect screenRect, IRect worldUnitRange, int z, bool ignoreLevel = false, bool ignoreBG = false, bool ignoreEntity = false, bool ignoreElement = true)
    Parameters
    Type Name Description
    IBlockSquad squad

    Source of the map block data

    FRect screenRect

    Position rect in screen space for the given world-unit-range

    IRect worldUnitRange

    Rect range on the map in unit space

    int z

    Position Z on the map

    bool ignoreLevel

    True if level blocks should be ignored

    bool ignoreBG

    True if background blocks should be ignored

    bool ignoreEntity

    True if entity blocks should be ignored

    bool ignoreElement

    True if element blocks should be ignored

    _DrawGizmosLine(int, int, int, int, int, Color32)

    Draw a line as gizmos for current frame

    Declaration
    protected abstract void _DrawGizmosLine(int startX, int startY, int endX, int endY, int thickness, Color32 color)
    Parameters
    Type Name Description
    int startX

    Start point of the line in global space

    int startY

    Start point of the line in global space

    int endX

    End point of the line in global space

    int endY

    End point of the line in global space

    int thickness

    Thickness in global space

    Color32 color

    Color tint

    _DrawGizmosRect(IRect, Color32)

    Draw a rectangle as gizmos for current frame

    Declaration
    protected abstract void _DrawGizmosRect(IRect rect, Color32 color)
    Parameters
    Type Name Description
    IRect rect

    Rect position in global space

    Color32 color

    Color tint

    _DrawGizmosRect(IRect, Color32, Color32)

    Draw a rectangle as gizmos for current frame

    Declaration
    protected abstract void _DrawGizmosRect(IRect rect, Color32 colorT, Color32 colorB)
    Parameters
    Type Name Description
    IRect rect

    Rect position in global space

    Color32 colorT

    Color tint

    Color32 colorB

    Color tint

    _DrawGizmosRect(IRect, Color32, Color32, Color32, Color32)

    Draw a rectangle as gizmos for current frame

    Declaration
    protected abstract void _DrawGizmosRect(IRect rect, Color32 colorTL, Color32 colorTR, Color32 colorBL, Color32 colorBR)
    Parameters
    Type Name Description
    IRect rect

    Rect position in global space

    Color32 colorTL

    Color tint

    Color32 colorTR

    Color tint

    Color32 colorBL

    Color tint

    Color32 colorBR

    Color tint

    _DrawGizmosTexture(IRect, FRect, object, Color32, bool, bool, bool)

    Draw the given texture as gizmos for current frame

    Declaration
    protected abstract void _DrawGizmosTexture(IRect rect, FRect uv, object texture, Color32 tint, bool inverse, bool flipX, bool flipY)
    Parameters
    Type Name Description
    IRect rect

    Rect position

    FRect uv

    Which part of this texture should be draw. (0, 0, 1, 1) means all of them. (0, 0, 0.5f, 1) means left half.

    Color32 tint

    Color tint

    bool inverse

    True if the texture display as the inversed color of the current rendered pixel on screen.

    _Effect_SetDarkenParams(float, float)

    Enable darken screen effect and set the params

    Declaration
    protected abstract void _Effect_SetDarkenParams(float amount, float step)
    Parameters
    Type Name Description
    float amount

    0 means no darken, 1 means full darken

    float step

    How intermittent the darken should be. Default 8 steps.

    Examples
    using AngeliA;
    
    namespace AngeliaGame;
    
    public class Example {
    
    	[OnGameUpdate]
    	internal static void OnGameUpdate () {
    		Game.PassEffect_RetroDarken(
    			QTest.Float("amount", 0f, 0f, 1f),
    			QTest.Float("step", 8f, 2f, 16f),
    			1
    		);
    	}
    
    }

    _Effect_SetLightenParams(float, float)

    Enable lighten screen effect and set the params

    Declaration
    protected abstract void _Effect_SetLightenParams(float amount, float step)
    Parameters
    Type Name Description
    float amount

    0 means no lighten, 1 means full lighten

    float step

    How intermittent the lighten should be. Default 8 steps.

    Examples
    using AngeliA;
    
    namespace AngeliaGame;
    
    public class Example {
    
    	[OnGameUpdate]
    	internal static void OnGameUpdate () {
    		Game.PassEffect_RetroLighten(
    			QTest.Float("amount", 0f, 0f, 1f),
    			QTest.Float("step", 8f, 2f, 16f),
    			1
    		);
    	}
    
    }

    _Effect_SetTintParams(Color32)

    Enable color tint screen effect and set the params

    Declaration
    protected abstract void _Effect_SetTintParams(Color32 color)
    Examples
    using AngeliA;
    
    namespace AngeliaGame;
    
    public class Example {
    
    	[OnGameUpdate]
    	internal static void OnGameUpdate () {
    		var color = new Color32(
    			(byte)QTest.Int("r", 255, 0, 255),
    			(byte)QTest.Int("g", 255, 0, 255),
    			(byte)QTest.Int("b", 255, 0, 255)
    		);
    		Game.PassEffect_Tint(color, 1);
    	}
    
    }

    _Effect_SetVignetteParams(float, float, float, float, float)

    Enable vignette screen effect and set the params

    Declaration
    protected abstract void _Effect_SetVignetteParams(float radius, float feather, float offsetX, float offsetY, float round)
    Parameters
    Type Name Description
    float radius

    Size of the circle view. 0 means no view. 1 means the view covers whole screen.

    float feather

    How smooth is the edge of the circle view. 0 means sharp edge. 1 means smooth edge.

    float offsetX

    Position offset of the circle view. 0 means view's center at left edge of screen. 1 for right edge.

    float offsetY

    Position offset of the circle view. 0 means view's center at bottom edge of screen. 1 for top edge.

    float round

    How perfect the circle view is. 0 means the aspect ratio is the same with window aspect ratio. 1 means perfect circle.

    Examples
    using AngeliA;
    
    namespace AngeliaGame;
    
    public class Example {
    
    	[OnGameUpdate]
    	internal static void OnGameUpdate () {
    		Game.PassEffect_Vignette(
    			QTest.Float("radius", 1f, 0f, 1f),
    			QTest.Float("feather", 0f, 0f, 1f),
    			QTest.Float("x", 0f, -1f, 1f),
    			QTest.Float("y", 0f, -1f, 1f),
    			QTest.Float("round", 0f, 0f, 1f),
    			1
    		);
    	}
    
    }

    _FillPixelsIntoTexture(Color32[], object)

    Set the given pixel data into the given texture instance.

    Declaration
    protected abstract void _FillPixelsIntoTexture(Color32[] pixels, object texture)

    _FillResizedTexture(object, object, bool)

    Copy data from source texture into target texture. Stretch resize the content if two textures have different size.

    Declaration
    protected abstract void _FillResizedTexture(object sourceTexture, object targetTexture, bool nearestNeighbor = true)
    bool nearestNeighbor

    True if the misaligned pixels should be averaged with it's nearby pixels

    _GetCharSprite(int, char, out CharSprite)

    Get artwork sprite for rendering a text character

    Declaration
    protected abstract bool _GetCharSprite(int fontIndex, char c, out CharSprite result)
    Returns
    Type Description
    bool

    True if the sprite is successfuly required

    _GetClipboardText()

    Text content of the current system clipboard

    Declaration
    protected abstract string _GetClipboardText()

    _GetCurrentMonitor()

    Get index of the monitor which this application window currently in

    Declaration
    protected abstract int _GetCurrentMonitor()

    _GetCurrentMusicID()

    Audio ID of the current loaded background music

    Declaration
    protected abstract int _GetCurrentMusicID()

    _GetEffectEnable(int)

    True if the given screen effect is currently enabled.

    Declaration
    protected abstract bool _GetEffectEnable(int effectIndex)
    Parameters
    Type Name Description
    int effectIndex

    Use Const.SCREEN_EFFECT_XXXX for this index

    _GetFontCount()

    Total count of loaded fonts

    Declaration
    protected abstract int _GetFontCount()

    _GetGamepadLeftStickDirection()

    Get the specific direction of the left gamepad stick

    Declaration
    protected abstract Float2 _GetGamepadLeftStickDirection()

    _GetGamepadRightStickDirection()

    Get the specific direction of the right gamepad stick

    Declaration
    protected abstract Float2 _GetGamepadRightStickDirection()

    _GetMonitorHeight(int)

    Get height of the current monitor. Use Game.CurrentMonitor to get the monitor index

    Declaration
    protected abstract int _GetMonitorHeight(int monitor)

    _GetMonitorWidth(int)

    Get width of the current monitor. Use Game.CurrentMonitor to get the monitor index

    Declaration
    protected abstract int _GetMonitorWidth(int monitor)

    _GetMouseScreenPosition()

    Mouse position in screen space. (0,0) means top-left corner

    Declaration
    protected abstract Int2 _GetMouseScreenPosition()

    _GetMouseScrollDelta()

    Mouse wheel scrolling value at current frame. Return negative value when the page scrolls down (the content appears to move upward)

    Declaration
    protected abstract int _GetMouseScrollDelta()

    _GetPixelsFromTexture(object)

    Create a new instance of Color32 array from the given texture

    Declaration
    protected abstract Color32[] _GetPixelsFromTexture(object texture)
    Returns
    Type Description
    Color32[]

    Return [] when invalid. Don't throw exception.

    _GetResizedTexture(object, int, int, bool)

    Create a new instance of texture which is the resized version of the given texture.

    Declaration
    protected abstract object _GetResizedTexture(object texture, int newWidth, int newHeight, bool nearestNeighbor = true)
    bool nearestNeighbor

    True if the misaligned pixels should be averaged with it's nearby pixels

    Returns
    Type Description
    object

    Return null if invalid. Don't throw exception.

    _GetScreenHeight()

    Height of the application window

    Declaration
    protected abstract int _GetScreenHeight()

    _GetScreenRenderingTexture()

    Declaration
    protected abstract object _GetScreenRenderingTexture()

    _GetScreenWidth()

    Width of the application window

    Declaration
    protected abstract int _GetScreenWidth()

    _GetTextureFromPixels(Color32[], int, int)

    Create a new instance of texture from given pixels data.

    Declaration
    protected abstract object _GetTextureFromPixels(Color32[] pixels, int width, int height)
    Parameters
    Type Name Description
    Color32[] pixels

    Pixel data. 0 means bottom-left corner. 1 makes it goes right for 1 pixel.

    int width

    Width of the pixel data in pixel

    int height

    Heigh of the pixel data in pixel

    Returns
    Type Description
    object

    Never return null and Don't throw exception.

    _GetTextureID(object)

    Get internal ID of the given texture instance.

    Declaration
    protected abstract uint? _GetTextureID(object texture)

    _GetTextureSize(object)

    Get the size in pixel of the given texture instance

    Declaration
    protected abstract Int2 _GetTextureSize(object texture)
    Returns
    Type Description
    Int2

    Return default when invalid. Don't throw exception.

    _GetWindowDecorated()

    True if the application window is currently having Title bar and border frame

    Declaration
    protected abstract bool _GetWindowDecorated()

    _GetWindowMaximized()

    True if the application window is currently maximized

    Declaration
    protected abstract bool _GetWindowMaximized()

    _GetWindowMinimized()

    True if the application window is currently minimized

    Declaration
    protected abstract bool _GetWindowMinimized()

    _GetWindowPosition()

    Get application window position. (0,0) is top-left corner

    Declaration
    protected abstract Int2 _GetWindowPosition()

    _GetWindowResizable()

    True if the application window can be resize by the user

    Declaration
    protected abstract bool _GetWindowResizable()

    _GetWindowTopmost()

    True if the application window renders on top of all other windows

    Declaration
    protected abstract bool _GetWindowTopmost()

    _HideCursor()

    Make the mouse cursor disappear (not only for the current frame)

    Declaration
    protected abstract void _HideCursor()

    _IgnoreGizmos(int)

    Hide all gizmos for given frames long.

    Declaration
    protected abstract void _IgnoreGizmos(int duration = 0)

    _IsGamepadAvailable()

    True if any gamepad device is currently available to use

    Declaration
    protected abstract bool _IsGamepadAvailable()

    _IsGamepadKeyHolding(GamepadKey)

    True if the given gamepad button is currently holding

    Declaration
    protected abstract bool _IsGamepadKeyHolding(GamepadKey key)

    _IsGamepadLeftStickHolding(Direction4)

    True if the left gamepad stick is tilting to given direction

    Declaration
    protected abstract bool _IsGamepadLeftStickHolding(Direction4 direction)

    _IsGamepadRightStickHolding(Direction4)

    True if the right gamepad stick is tilting to given direction

    Declaration
    protected abstract bool _IsGamepadRightStickHolding(Direction4 direction)

    _IsKeyboardAvailable()

    True is the keyboard device is currently available to use

    Declaration
    protected abstract bool _IsKeyboardAvailable()

    _IsKeyboardKeyHolding(KeyboardKey)

    True if the given keyboard key is currently holding

    Declaration
    protected abstract bool _IsKeyboardKeyHolding(KeyboardKey key)

    _IsMouseAvailable()

    True if the mouse device is currently available to use

    Declaration
    protected abstract bool _IsMouseAvailable()

    _IsMouseLeftHolding()

    True if the mouse left button is currently holding

    Declaration
    protected abstract bool _IsMouseLeftHolding()

    _IsMouseMidHolding()

    True if the mouse middle button is currently holding

    Declaration
    protected abstract bool _IsMouseMidHolding()

    _IsMouseRightHolding()

    True if the mouse right button is currently holding

    Declaration
    protected abstract bool _IsMouseRightHolding()

    _IsMusicPlaying()

    True if the background music is currently playing

    Declaration
    protected abstract bool _IsMusicPlaying()

    _IsTextureReady(object)

    True if the given texture instance is ready to use

    Declaration
    protected abstract bool _IsTextureReady(object texture)

    _IsWindowFocused()

    True if the application window is currently focused

    Declaration
    protected abstract bool _IsWindowFocused()

    _LoadSound(string)

    Load a audio file as sound effect

    Declaration
    protected abstract object _LoadSound(string filePath)

    _LoadSoundAlias(object)

    Copy a sound instance that shares the same audio data with given sound object

    Declaration
    protected abstract object _LoadSoundAlias(object source)

    _MakeWindowFocused()

    Make the application window focused

    Declaration
    protected abstract void _MakeWindowFocused()

    _OnLayerUpdate(int, Cell[], int)

    This function holds the logic to draw all rendering cells for the current frame.

    Declaration
    protected abstract void _OnLayerUpdate(int layerIndex, Cell[] cells, int cellCount)
    Parameters
    Type Name Description
    int layerIndex

    Index of the rendering layer

    Cell[] cells

    All rendering cells that may need to be drawn

    int cellCount

    How many rendering cells need to be drawn

    _OpenUrl(string)

    Open the given url with OS default application

    Declaration
    protected abstract void _OpenUrl(string url)

    _PauseMusic()

    Pause the background music

    Declaration
    protected abstract void _PauseMusic()

    _PlayMusic(int, bool)

    Load the music file, create the stream and play it as the background music

    Declaration
    protected abstract void _PlayMusic(int id, bool fromStart)
    Parameters
    Type Name Description
    int id

    ID of the audio

    bool fromStart

    True if seek the music to start

    _PlaySound(int, float, float, float)

    Play a sound

    Declaration
    protected abstract void _PlaySound(int id, float volume, float pitch, float pan)
    Parameters
    Type Name Description
    int id

    Audio ID

    _PngBytesToTexture(byte[])

    Create a new instance of texture from a byte array load from png file.

    Declaration
    protected abstract object _PngBytesToTexture(byte[] bytes)
    Returns
    Type Description
    object

    Never return null and Don't throw exception.

    _QuitApplication()

    Make the application quit without any confirmation

    Declaration
    protected abstract void _QuitApplication()

    _ResetDoodle()

    Clear the doodle pixels canvas

    Declaration
    protected abstract void _ResetDoodle()

    _SetClipboardText(string)

    Set the text content of the system clipboard

    Declaration
    protected abstract void _SetClipboardText(string text)

    _SetCursor(int)

    Set the appearance of the mouse cursor. Use Const.CURSOR_XXX for the index param

    Declaration
    protected abstract void _SetCursor(int index)

    _SetCursorToNormal()

    Set the mouse cursor to default

    Declaration
    protected abstract void _SetCursorToNormal()

    _SetDoodleOffset(Float2)

    Set position offset of the doodle pixels. x=1 means right shift the whole screen width.

    Declaration
    protected abstract void _SetDoodleOffset(Float2 screenOffset)

    _SetDoodleZoom(float)

    Set zoom amount of the doodle pixels. 1 means general size. 2 means zoom-in to double the size.

    Declaration
    protected abstract void _SetDoodleZoom(float zoom)

    _SetEffectEnable(int, bool)

    Make given screen effect enable of disable.

    Declaration
    protected abstract void _SetEffectEnable(int effectIndex, bool enable)
    Parameters
    Type Name Description
    int effectIndex

    Use Const.SCREEN_EFFECT_XXXX for this index

    _SetEventWaiting(bool)

    Set to true to make the application only repaint when a user input happens

    Declaration
    protected abstract void _SetEventWaiting(bool enable)

    _SetFullscreen(bool)

    Set to true to make the application fullscreen

    Declaration
    protected abstract void _SetFullscreen(bool fullScreen)

    _SetMusicVolume(int)

    Set volume for the background music (0 means mute, 1000 means loudest)

    Declaration
    protected abstract void _SetMusicVolume(int volume)

    _SetSoundVolume(int)

    Set volume for all sound effects

    Declaration
    protected abstract void _SetSoundVolume(int volume)

    _SetWindowDecorated(bool)

    Set to true to make the application window have title bar and border frame

    Declaration
    protected abstract void _SetWindowDecorated(bool decorated)

    _SetWindowIcon(int)

    Set the icon of the application window using a loaded artwork sprite from the main sheet

    Declaration
    protected abstract void _SetWindowIcon(int spriteID)

    _SetWindowMaximized(bool)

    Set to true to make the application window is currently maximized

    Declaration
    protected abstract void _SetWindowMaximized(bool maximized)

    _SetWindowMinSize(int)

    Set the minimal size limitation of the application window

    Declaration
    protected abstract void _SetWindowMinSize(int size)

    _SetWindowMinimized(bool)

    Set to true to make the application window is currently minimized

    Declaration
    protected abstract void _SetWindowMinimized(bool minimized)

    _SetWindowPosition(int, int)

    Set application window position. (0,0) is top-left corner

    Declaration
    protected abstract void _SetWindowPosition(int x, int y)

    _SetWindowResizable(bool)

    Set to true to make the application window can be resize by the user

    Declaration
    protected abstract void _SetWindowResizable(bool resizable)

    _SetWindowSize(int, int)

    Set application window size. Use Game.GetMonitorWidth and Game.GetMonitorHeight to get the size of screen size

    Declaration
    protected abstract void _SetWindowSize(int x, int y)

    _SetWindowTitle(string)

    Set to title text of the application window

    Declaration
    protected abstract void _SetWindowTitle(string title)

    _SetWindowTopmost(bool)

    Set to true to make the application window renders on top of all other windows

    Declaration
    protected abstract void _SetWindowTopmost(bool topmost)

    _ShowCursor()

    Make the mouse cursor appear (not only for the current frame)

    Declaration
    protected abstract void _ShowCursor()

    _StopAllSounds()

    Stop all sound effects that currently playing

    Declaration
    protected abstract void _StopAllSounds()

    _StopMusic()

    Stop the music stream and unload from memory

    Declaration
    protected abstract void _StopMusic()

    _TextureToPngBytes(object)

    Encode the given texture instance into png byte array.

    Declaration
    protected abstract byte[] _TextureToPngBytes(object texture)
    Returns
    Type Description
    byte[]

    Return [] when invalid. Don't throw exception.

    _UnPauseMusic()

    Resume the background music

    Declaration
    protected abstract void _UnPauseMusic()

    _UnloadMusic(object)

    Unload the bgm object from memory

    Declaration
    protected abstract void _UnloadMusic(object music)

    _UnloadSound(SoundData)

    Unload the sound object from memory

    Declaration
    protected abstract void _UnloadSound(SoundData sound)

    _UnloadTexture(object)

    Unload the given texture instance from memory

    Declaration
    protected abstract void _UnloadTexture(object texture)
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