AGK for Pascal
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Classes

The following table lists classes in this documentation.

 
Name 
Description 
 
Class for AGK exception 
 
TAgk 
Static class with various utilities. 
 
Static class for universal, platform independent, accelerometer input. 
 
An advert for revenue generation 
 
Main application class. Contains application-wide settings and utilities. 
 
Static class with benchmarking information. 
 
A broadcast listener class. 
 
Represents a (web) camera on a device or connected to a device. 
 
Static class for working with directories. 
 
A distance joint which keeps the sprites a certain distance apart whilst being allowed to rotate freely around the anchor points. 
 
An edit box that can be positioned anywhere on screen. 
 
Abstract base class for TAgkFileReader and TAgkFileWriter 
 
A class for reading files. 
 
A class for writing (and creating) files. 
 
A force that affects phsyics sprites (see TAgkSprite
 
A gear joint that allows appearence of two existing joints to be locked together in perfect friction. 
 
A HTTP connection 
 
Abstract base class for AGK objects that have an ID 
 
Maps an AGK ID to an object. 
 
Represents an AGK image 
 
 
 
Abstract base class for different kinds of joints. 
 
Static class for universal, platform independent, joystick input. 
 
Abstract base class for line joints (TAgkLineJoint), revolute joints (TAgkRevoluteJoint) and prismatic joints (TAgkPrismaticJoint
 
A line joint that allows the sprites to only move along a given axis relative to each other whilst rotating freely at either end. 
 
A mouse joint that is typically used when dragging a shape with the mouse pointer, and attempts to move the sprite towards the given point using a force up to the maximum given. 
 
Represents a music stream, commonly used for background music. 
 
A class for joining or hosting AGK networks. 
 
A client in a TAgkNetwork
 
 
 
Abstract base class for AGK objects 
 
 
 
A particle emitter. 
 
Static class for setting global, application-wide physics settings. Also provides ray casting methods and methods for iterating over contacts. Each TAgkSprite has its own physics attributes. Other, non-global physics objects include Forces (TAgkForce) and Joints (TAgkJoint). 
 
Static class for universal, platform independent, pointer input. 
 
A prismatic joint that allows the sprites to only move along a given axis relative to each other. 
 
A pulley joint. 
 
Static class for platform-specific accelerometer input. 
 
Static class for platform-specific joystick input. 
 
Static class for platform-specific keyboard input. 
 
Static class for platform-specific mouse input. 
 
Static class for platform-specific multi-touch input. 
 
A revolute joint that allows the sprites to only rotate around the given point. 
 
Abstract base class for scenes in your application. Your application should have at least 1 (main) scene that you run using the TAgkApplication.SetScene method. 
 
Represents a (short) sound, commonly used for sound effects. 
 
Represents an AGK sprite 
 
Text objects for displaying text on screen. 
 
Static class for universal, platform independent, text input. 
 
Universal on-screen button that can be controlled by a touch screen, mouse, or other pointer device. 
 
Class for universal, platform independent, on-screen joystick input. 
 
A weld joint that attempts to limit all relative movement and rotation between the two sprites. 
 
A ZIP file 
 
Name 
Description 
 
A color structure. 
 
Information about a physics contact as returned by TAgkPhysics.GetFirstContact and TAgkPhysics.GetNextContact
 
Record for working with dates and time 
 
Returns information about a physics collision as used by TAgkSprite.PhysicsCollidesWith and TAgkSprite.PhysicsCollision 
 
A 2D point structure (or vector). 
 
Internal record for communicating with AGK APIs that requires a uString objects. The layout of this record *MUST* match the uString class in uString.h. 
Copyright (c) 2012. All rights reserved.