All Classes and Interfaces

Class
Description
This class is called when loading into the game.
Enum used to store the necesarry data to load the files into the Texture processing and VAO's.
 
 
 
 
Button enumerator which stores the type of the button for rendering purposes.
Camera class uses the positional data and methods of the Entity to store its position in the 3D world This class handles the movement of the Camera as well as its speed of movement and direction Uses the mouse and keyboard class to check the key callbacks for movement.
Simple data structure class holding information about a certain glyph in the font texture atlas.
 
 
 
 
 
 
 
 
 
 
 
 
This class contains all methods needed to set up, maintain and close a LWJGL display
 
 
Represents any 3D entity's textured model, position and rotation within the 3D world.
This class is responsible for rendering anything considered an entity.
Extends the ShaderProgram and is responsible for handling the shaders for all 3D entities.
 
 
 
 
class for FontRendering
Class for the Font Shader extending the Shader Program used mainly for texts
Represents a font.
 
 
 
 
GUI Renderer is responsible for rendering all UIComponents to the screen.
Extends the ShaderProgram and is responsible for handling the shaders for all 2D UI components.
Represents a piece of text in the game.
 
 
 
 
 
Keyboard class to detect when a key is pressed.
 
 
Light class is used by the shaders to illuminate all objects in the world.
Represents a line of text during the loading of a text.
Loader class is used to load the VBO's for each VAO of all Assets, UIComponents, Terrains and Texts in the game.
 
 
The main renderer class which starts all individual renderers and prepares the array of objects for each.
Class used to create the Matrices needed by the shaders for calculations.
 
Provides functionality for getting the values from a font file.
The modelData class is storing the data of the object to load it later.
Class responsible for showing the MoneyStatistics upon clicking on the money extending the Menu Class
 
the Mouse class is designed to get the mouse position in the screen Detects when the mouse buttons create input events and pass them on.
Mousepicker class is used to know with which Tile in the world the mouse is intersecting.
The OBJFileLoader class is responsible for reading in the .obj file for an asset and converting the data in the file to usable arrays of vertices, indices, normals and texture coordinates.
 
 
 
 
 
This is a utility to make a decision: YES or NO, according to the given probability (0-1)
 
 
Stores the ID of the VAO of an asset and the number of vertices.
 
 
 
 
 
 
 
TODO Parent class of this and terrain so that code is not copied Selector Object which is the square which appears when hovering over a cell.
This class is responsible for rendering the selector square used to select a zone.
Extends the ShaderProgram and is responsible for handling the shaders for the selector square used for selecting a zone.
 
Abstract class from which all shaders inherit.
 
 
 
 
Class for showing the statistic Menu during the game
Terrain Object which is makes up each cell of grass on the grid.
This class is responsible for rendering all terrain elements on the grid.
Extends the ShaderProgram and is responsible for handling the shaders for all terrain objects.
 
the Class of the Text rendering
Class to create the Text Mesh of a text , character by character
Stores the vertex data for all the quads on which a text will be rendered.
 
Represents the texture which will be used to texture a model
Represents a textured model Contains a raw model and a model texture
Single Tile class contains all necessary data for one tile of the grid.
 
Button component which extends UIComponent.
Parent class for UI components on screen such as tabs, buttons and text fields.
Extension of the UI Component Non-clickable tab which is a rectangular object with Texture.
 
 
Vertex Class is loading the object's vertices,texture and normals
 
During the loading of a text this represents one word in the text.
Stores the entire grid of tiles in a matrix.
 
 
 
 
 
 
 
TODO Parent class of this and terrain so that code is not copied Selector Object which is the square which appears when hovering over a cell.