| Nboost | |
| Ntype_erasure | |
| Cserializable | |
| Ncmpnt | |
| CSorter | |
| Nfmt | |
| Cformatter< nlohmann::json > | |
| Ngfx | |
| CIndexBuffer | |
| CLine | |
| CMesh | |
| CShader | |
| CTexture | Holds and manages textures for use with meshes in sprites |
| CVAO | |
| CVertex | |
| CVertexBuffer | Buffer that holds data for the vertices for OpenGL |
| Ngobj | Namespace for things relating to GameObject, other than GameObject itself |
| CPath | An object that represents where a GameObject or a range of GameObjects exists in the Engine. |
| Citerator | Iterator member class for Path |
| CPathBase | Starts a range with an arbitrary GameObject |
| CPathDir | Given a range of GameObjects, generates a range of all of those GameObjects children |
| CPathFilter | Internal PathNode that takes a range of GameObjects on the left, and filters the range to only GameObjects fulfilling a predicate |
| CPathName | Internal PathNode that takes a range of GameObjects on the left, and filters the range to only GameObjects matching a given name |
| CPathNode | Internal type for computing Paths |
| Cpath_iterator | Iterator type, refers to a GameObject, and holds onto a reference to a PathNode to determine its range |
| CPathRoot | Path Node that represents the Root object in the Engine, and provides a starting point for a Path |
| CPathUp | Internal Path Node that takes a range of GameObjects on the left, and transforms the range into the parent of every GameObject in the range |
| Nsys | Type of elements in a basic_json container |
| CPlayerTurn | |
| CScoring | Component that is responsible for managing the gameplay board, where cards are placed by Players. |
| CTable | The system responsible for facilitating communication between gameplay components (Players, Deck, and Board). |
| CAudioSystem | |
| CColliderSystem | |
| CDebugDraw | |
| CEditor | |
| CInput | System responsible for handling inputs and sending messages when they occur. |
| CJson | |
| CMessaging | Component that is responsible for managing the gameplay board, where cards are placed by Players. |
| CnewSystemStub | |
| CVertex | |
| COpenGL | |
| COptions | |
| CParticleManager | System to store, render, and manage particles |
| CSceneManager | |
| CTestRunner | |
| Nth | |
| CFactory | |
| CLibrary | |
| CBezier | |
| CMemberFunction | |
| CAction | |
| CActionList | Component that stores all actions currently affecting the parent entity. |
| CAffineMatrix | |
| CAudioObject | Audio system using FMOD with all declarations needed for basic audio playback |
| CBackground | The component tthat holds the texture behind everything. |
| CBehavior | |
| CBoard | Component that is responsible for managing the gameplay board, where cards are placed by Players. |
| CBroadcastMessageAction | An action that broadcasts a message once it has finished executing. |
| CButton | A class that can be "activated" to broadcast a message. |
| CButtonMessage | |
| CCard | |
| CCardBehavior | |
| CCategorizedHand | |
| CChangeColorAction | An action that changes the color (and alpha) of a sprite. |
| CChangeOpacityAction | An action that changes the opacity of an entity (as compared to ChangeColorAction, which changes the entire color). |
| CChildrenHandeler | A container for child objects |
| CCollider | |
| CCollisionMessage | |
| CComponent | |
| CConfirmDestructiveActionScene | |
| CControllerButton | Helper class used by Controllers to handle the logic of knowing when a button is pressed down or not. |
| CControllerHoldButton | Derived version of ControllerButton. |
| CcontrollerInputTracker | |
| CControllers | Class that detects whenever controllers are plugged in and broadcasts whenever any of them do an input. |
| CControllerStick | Helper class that assists Controllers by managing when a stick should be considered pressed or not. |
| CCreditsScene | |
| CDeck | Component that represents a deck of playing cards. |
| CDrawCardMessage | |
| CEngine | |
| CEntity | |
| CFilteredSelector | A derived version of selector that only selects from Input if the inputtingDeviceID matches a value inside the internal filter. |
| CFlags | |
| CGameObject | the base class for the engine, most things inherit from this. |
| CKey | Key class to be used as a key when holding GameObjects (or unique pointers to game objects) in <key, value> datasets |
| CGameRules | An indicator that loops through a parents' nodes children and can "select" them on keypress. |
| CHandBehavior | |
| CHandFinder | |
| CHandRating | |
| CKeyPressedMessage | |
| CKeys | Class that can interact with the keyboard. |
| CLoadSceneAction | An action that broadcasts a message once it has finished executing. |
| CLogging | |
| CMainMenuScene | |
| CMainScene | |
| CMenu | A menu that organizes its parents' children (in the node) either horizontally or vertically. |
| CPositioningInformation | |
| CMenuPosition | Menu Position is a component that simply stores where in a menu an item/entity is. |
| CMessage | |
| CMouse | Class that tracks mouse position and detects whenever a mouse button is pressed. |
| CMoveEntityAction | An action that moves an Entity based on its current position. |
| CMoveToPointAction | An action that moves an object to a specific point in the game world. |
| CMoveVerticalAction | Moves an entity vertically from where it is currently positioned. |
| CNewActionStub | BRIEF. |
| CNewComponentStub | |
| CNewMessageStub | |
| CNode | Manages the heirarchical structure between Systems and Entities. |
| COptionsScene | |
| CParticle | Struct for passing around all the data a particle has, before a particle is added to a Particle Block |
| CParticleBlock | A container for holding and updating particles that are all the same type |
| CParticleEmitter | An object that manages many of a single type of particle |
| CParticleGenerator | A Component that generates several types of particles, by holding several ParticleEmitters |
| CParticleSpawner | Creates Particles, based on initial conditions set in the editor, with potential randomness |
| CPathException | |
| CPauseScene | |
| CPhysics | |
| CPlayAudioMessage | |
| CPlayCardMessage | |
| CPlayer | The component responsible for storing information relevant to the player. |
| CPlayerCountScene | |
| CPlayerHand | |
| CPlayerJoinScene | Component that handles players connecting / disconnecting input devices in the "connect controllers" scene. |
| CRoot | |
| CScene | |
| CSceneState | |
| CSelectable | |
| CSelector | An indicator that loops through a parents' nodes children and can "select" them on keypress. |
| CSetMessageEnabledAction | Sets receive messages to either disabled or enabled. |
| CSplashScreenScene | |
| CSprite | A component that renders an image on an entity, or text |
| CSystem | |
| CTransform | |
| CTutorialScene | |
| CVector4D | |
| CVertex | |
| CWinScreenScene | An indicator that loops through a parents' nodes children and can "select" them on keypress. |