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| union | u_color |
| | Union used to store color information. It can be used to store color in RGBA format or as a separate RGB and alpha values. Used for big-endian systems. More...
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| struct | s_img |
| | Structure used to store an image (buffer that contain image, and size). More...
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| struct | s_textures |
| | Structure that handle the textures of the game. More...
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| struct | s_coordinates |
| | Structure used to store the coordinates (positive only). More...
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| struct | s_pos2 |
| | Structure that handle positions in the map. Same as t_coordinates but with signed integers. More...
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| struct | s_vec2 |
| | Structure that handle vector coordinates in 2D space. More...
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| struct | s_input |
| | Structure that handle the input of the player. More...
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| struct | s_player |
| | Structure that handle the player information. More...
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| struct | s_settings |
| | Structure that handle the settings of the game. More...
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| struct | s_mlx |
| | Structure that handle the mlx instance. More...
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| struct | s_map_raoul |
| | Structure to handle the special map needed for rendering. More...
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| struct | s_map |
| | Structure that handle the map informations. More...
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| struct | s_data |
| | Structure used to store the mlx and map structures. More...
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| struct | s_raydata |
| | Structure used to store the raycasting data. It contains all the information needed to cast a ray. More...
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| struct | s_spritedata |
| | Norm-compliant multi-variable holder for math stuff. More...
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| struct | s_args |
| | Structure to handle command-line arguments. More...
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Header file for all the types and structures of the project.