NGN.H
Main class that encapsulates the entire library. It is the entry point for initializing and accessing all of the engine's subsystems.
Methods
NGN_SYSTEM.H
Manages the main application events, the window lifecycle, and global properties like the FPS counter or the quit request.
Methods
Properties
NGN_GRAPHICS.H
Controls the graphics context, window creation, screen modes, vertical synchronization, and viewport management.
Methods
Properties
NGN_LOAD.H
Handles the loading of all game resources, such as textures, sprites, tile backgrounds, fonts, collision maps, and audio, from disk or file packages.
Methods
NGN_RESOURCES.H
Allows for efficient resource management through a repository system, facilitating the loading and access of assets during runtime.
Methods
NGN_RENDER.H
Central class for drawing all graphical elements (textures, sprites, backgrounds, etc.) to the current rendering target (screen, viewport, or texture).
Methods
NGN_CAMERA.H
Implements a 2D camera with support for multiple layers (parallax), sprite tracking, and management of all graphical elements in the scene.
Methods
Properties
NGN_SPRITE.H
Defines the "Sprite" object, which manages the position, size, rotation, animation, and collisions of a graphical entity.
Methods
Properties
NGN_TEXTURE.H
Represents a simple graphic texture. It manages its position, size, rotation, and color, and can be used as a rendering target.
Methods
Properties
NGN_TILEDBG.H
Defines a graphic background composed of tiles, optimized for large scenes with repetitive patterns.
Methods
Properties
NGN_CANVAS.H
Provides a dynamic drawing surface (canvas) that allows rendering of graphic primitives such as points, lines, boxes, and circles.
Canvas methods
Canvas properties
Drawing methods
NGN_TEXT_LAYER.H
Allows for the creation and management of complex text layers, with support for different fonts, colors, formatting, and backgrounds.
Text layer methods
Text layer properties
Text writing methods
Text writing properties
NGN_SOUND.H
Manages all audio playback, including sound effects (SFX) and streaming music (BGM), with control over volume, pitch, panning, and mixer channels.
Methods
NGN_INPUT.H
Provides a unified interface for reading the state of the keyboard, mouse, and up to 8 X-Input type game controllers (joysticks/gamepads).
Sections
Methods
NGN_COLLISIONS.H
Contains functions for collision detection, including bounding box checks (HitBox), pixel-perfect checks, and collision map queries.
Methods
NGN_MATH.H
Offers a collection of mathematical utilities, including a comprehensive class for 2D vectors and functions for calculating distances, angles, and random numbers.
Sections
NGN_IMAGE.H
Provides tools for advanced image manipulation, such as converting between RAW and texture formats, and applying masks.
Methods
NGN_DISK.H
Utility class for file input/output operations, allowing reading and writing of files in both binary and text formats.
Methods
NGN_LOG.H
Provides an event logging system for writing debug messages to the console and to a text file.
Methods
NGN_TOOLBOX.H
A collection of various utility functions, primarily for converting data types like numbers to strings and handling text encodings.