All Classes

Class Description
Atlas
Represents a texture atlas (or sprite sheet) that will provide the texture coordinates of sub-images within a larger Texture.
Audio
Provides an abstraction of the OpenAL API through which sound effects and music may be played.
BufferType
Represents a GLSL data type that will be used to allocate a data buffer of corresponding size.
Camera
Abstract class which can be used to create specialized objects that will render the current perspective of a Viewport.
Color
An immutable object used to represent color.
Command
Abstraction of the Gang of Four pattern by the same name- command objects serve as a point at which a Control from an InputDevice can be coupled to various player actions and passed to a Puppet object.
Control
Represents an interactive component on a Gamepad such as an analog stick, button, or trigger.
Entity
Abstract class which can be used to represent dynamic game objects within the game world.
ErrorUtils
Provides convenience methods for locating errors encountered by the engine at runtime.
Event
Objects of this type represent a game or engine event (such as a pause, cutscene, or error) that temporarily disrupts the normal flow of execution.
Font
Supplies the data parsed from a font file as an immutable object which can be passed to the drawString() method of a Widget to render text in some desired font.
Game
Provides utilities for managing high-level game logic.
GLCaps
Supplies a Model object with user-defined OpenGL capabilities.
GLProgram
Represents a completed shader program comprised of multiple Shader objects that specify how data sent to the GPU will be processed at different rendering stages while the program is active.
Graphics
Component object that supplies implementing objects with the following: A vertex buffer object - As a default buffer through which the implementing class may supply its vertex data to the graphics pipeline. A index buffer object - To discourage data redundancy by specifying which vertices to reuse for the objects model mesh. A vertex array object - For providing convenient access to the default vertex buffer in addition to any the implementation may define.
Hardware
Provides utilities to manage the state of various connected peripheral devices not directly related to user input.
Icon
Represents a quickly comprehensible symbol included to help users better understand an interface.
Input
Provides a single point of access through which the state of peripheral input devices may be managed.
Instance2D
Defines a set of reusable vertex data that can be utilized to represent a 2D object that makes use of instanced rendering techniques.
Light
Represents a source of visible light at some point in 3D space.
Logger
A lightweight application logger comprised of a single static class which can be used to keep a chronological record of significant events occurring within the application at runtime.
Mesh
Represents a 3D polygonal collection of vertices, edges, and faces that will define the shape of a Model.
Model
Represents a 3D model.
Monitor
Represents a visual display device such as a computer monitor or television.
Observable
A Component object which can be used to relay information about state changes occurring in the implementing object to one or more observers located anywhere in the codebase.
Point  
Polygon
Objects of this class can be used as part of a larger UI widget to represent a regular 2D shape such as a pentagon, hexagon, or circle by utilizing the number of sides specified through its constructor.
PostProcessShader
These objects are used to apply post-processing effects to the framebuffer texture of a viewport.
Puppet
Component object that enables implementing objects to make use of input actions captured from an input device by coupling interactive components to some meaningful action.
Rectangle
Data structure used by RectangleBatch objects to draw single color rectangles.
RectangleBatch
Used to batch render rectangles.
Scene
A 3D representation of the game world that contains entities, light sources, and camera objects.
Shader
Encapsulates an OpenGL shader object.
ShadowMap
Shadow maps generate a 2D texture that is then projected over the scene to create the appearance of dynamic shadows.
Skybox
Enables a Scene to exhibit a greater level of detail in its environment by projecting a 3D texture onto the corresponding faces of a cuboid mesh, creating the illusion of an infinitely distant sky.
Song
Represents a musical composition, may or may not contain an intro which is played once before entering a looping body section.
Sound
Supplies the data parsed from an audio file into a new sound object that can be used by the Audio class to play sound effects.
Speaker
Represents a peripheral audio output device such as a speaker, headset, or headphones.
Split
Represents a way in which the screen can be divided during split screen mode.
SpriteAnimation
Represents a 2D sprite animation that iterates over a series of sub-images from a texture atlas in sequence to create the illusion of movement.
StopWatch
Provides a simple timing mechanism that exhibits greater accuracy than Game.tick(int) alone by capturing the timestamp of the initial game tick from which StopWatch.tick(int,int,boolean) was called and comparing it to subsequent ticks until the specified number of cycles have passed.
TerminalCommand
Abstract class used to define additional commands for the Terminal.
TerminalOutput
A data structure which contains information pertaining to a commands response when executed.
Text
Provides utilities for rendering text to the screen.
Texture
Supplies the data parsed from an image file into a new two-dimensional texture object that can be used by the graphics pipeline.
Timer
A simple monotonic timing mechanism.
Widget
An abstract class which can be used to define subclasses that will comprise individual elements of a user interface.
Window
Provides a point of access which can be used to alter the properties of the game window at runtime.
XJGE
Represents the game engine in its broadest sense and provides a point at which its functionality may be extended to better suit the individual requirements of the implementation.