All Classes and Interfaces

Class
Description
String splitting class that parses strings by whitespace and quote wrapping (single, double, or "backtick") and returns them as different formats.
Annotation for console command entry points.
Exception thrown when a console command cannot be completed or an exception occurs during a console command invocation.
Exception thrown when a console command or variable cannot be added for some reason.
Exception thrown when a console variable cannot be set/retrieved or an exception occurs during a set/get.
Annotation for variables accessible to the engine.
Defines the resource file's resource type name for reading resource definitions.
The main engine, created as the centerpoint of the communication between components or as a main mediator between system components.
Configuration for the Engine, which declares basic principles for its application setup.
Adapter class for engine configs.
The manager that can call and get/set elements available to the console.
Mapping for console commands to methods.
Mapping for console variables to methods.
Describes a device started by the engine after object creation and configuration script execution.
Annotation for classes that should be instantiated as singletons for the Engine.
Annotation on EngineElements that signify the constructor for this component (rather than using the default).
Main file system tree for Engine applications.
This interface describes an object that should receive an input listener to attach itself to in order to pass input events along to the active EngineInputListeners.
This class is designed to be the class that implementors of EngineInputBroadcaster use to fire input events to the engine.
Input handler methods.
This interface describes an object that should receive input events.
Some kind of logger for logging messages.
A logger driver that outputs to Standard Out.
A logging output driver that outputs messages to a log when it receives a set of inputs.
A logging driver that writes to a text file.
Logger interface for all log writing.
Logging levels.
A standard logger for outputting to a print stream.
This interface describes an object that should receive a message listener to attach itself to in order to pass messages along to the active EngineMessageListeners.
Any EngineElement that implements this interface is automatically added to the message broadcaster.
This class is designed to be the class that implementors of EngineMessageBroadcaster use to fire messages to the engine and its visible components.
This is a component that has a method invoked on it after startup to kickstart the application (set gamestates and such).
Describes a resource descriptor that the engine stores and indexes in its resource banks.
Describes an object to instantiate at engine startup that generates resources on startup.
The thing that holds and manages all engine resources (by class).
Mapping of name-to-resource and id-to-resource.
Index type.
Value getter thing for ease of use.
This is a component that has methods invoked on it when persistent settings are saved and loaded.
Exception thrown when a problem happens during engine component creation.
This is a component that has a method invoked on it when the engine is shutting down.
An update thread class that updates all updatable objects on a set interval.
Update handler methods.
Defines an engine component that is added to the main engine ticker.
Engine utility class.
This interface describes an object that should receive a window listener to attach itself to in order to pass window events along to the EngineListeners.
This class is designed to be the class that implementors of EngineWindowBroadcaster use to fire window events to the engine.
Describes a component that is automatically added to a listener group that has its functions called whenever important engine things happen.
A hash map that stores deques of a particular type.
Annotation that tells the resource loader to create a searchable index for the value returned by this method.
A special properties type that returns keys in lexicographical order.
An annotation to be used on Engine Role objects to influence the ordering.
Simple OS utility functions.
Assists in endian reading from an input stream.
Assists in endian writing to an output stream.
Defines an engine state that can be pushed or popped from the StateManager.
A state configuration object.
The state manager class for maintaining exclusive, updatable states.
State entry.
A tree map that stores deques of a particular type.
A factory that produces type profiles for POJOs and data objects.
An interface for figuring out whether to ignore certain fields or methods on an object that a profile is being generated for (if they are already going to pass testing for includable fields).
Type profile for an unknown object that has an ambiguous signature for applying values to POJOs and beans.
Field information.
Method signature.
Various utility functions.