Brunot
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
 Nboost
 Ncmpnt
 Nfmt
 Ngfx
 NgobjNamespace for things relating to GameObject, other than GameObject itself
 Nnlohmann
 NsysType of elements in a basic_json container
 Nth
 CAction
 CActionListComponent that stores all actions currently affecting the parent entity.
 CAddActionToEntityActionAttaches an action to an entity passed into the constructor.
 CAddedComponentMessage
 CAffineMatrix
 CAudioObjectAudio system using FMOD with all declarations needed for basic audio playback
 CBackdropThe component that belongs to the entity that all entities are children to, inside a scene.
 CBackgroundThe component that holds the texture behind everything.
 CBlockingActionAction that does nothing, used solely for blocking.
 CBoardComponent that is responsible for managing the gameplay board, where cards are placed by Players.
 CBroadcastMessageActionAn action that broadcasts a message once it has finished executing.
 CButtonA class that can be "activated" to broadcast a message.
 CButtonMessage
 CCallFunctionActionCalls a function with void return type passed as parameter.
 CCard
 CCardScoredMessage
 CCategorizedHand
 CChangeColorActionAn action that changes the color (and alpha) of a sprite.
 CChangeOpacityActionAn action that changes the opacity of an entity (as compared to ChangeColorAction, which changes the entire color).
 CChangeRotationActionAn action that changes the rotation of an entity.
 CChangeScaleActionChanges the scale of an entity over time.
 CChangeZLayerActionMoves an entity's z layer from where it is currently positioned.
 CChildrenHandelerA container for child objects
 CCollider
 CCollisionMessage
 CComponent
 CConfirmDestructiveActionScene
 CControllerButtonHelper class used by Controllers to handle the logic of knowing when a button is pressed down or not.
 CControllerHoldButtonDerived version of ControllerButton.
 CcontrollerInputTracker
 CControllersClass that detects whenever controllers are plugged in and broadcasts whenever any of them do an input.
 CControllerStickHelper class that assists Controllers by managing when a stick should be considered pressed or not.
 CCreateAnimationSequenceActionCalls AnimationSequence to adjust values automatically.
 CCreditsScene
 CDeckComponent that represents a deck of playing cards.
 CDrawCardMessage
 CEngine
 CEntity
 CFilteredSelectorA derived version of selector that only selects from Input if the inputtingDeviceID matches a value inside the internal filter.
 CFlashColorQuickly changes the color of a sprite, before changing it back to its original color.
 CFlipCardActionAction that shrinks an entity horizontally to zero, before changing its sprite and returning it to its normal scale.
 CGameObjectthe base class for the engine, most things inherit from this.
 CHandFinder
 CHandRating
 CKeyPressedMessage
 CKeysClass that can interact with the keyboard.
 CLoadSceneActionAn action that broadcasts a message once it has finished executing.
 CLogging
 CLuaMessage
 CMainMenuScene
 CMainScene
 CMenuA menu that organizes its parents' children (in the node) either horizontally or vertically.
 CMenuPositionMenu Position is a component that simply stores where in a menu an item/entity is.
 CMessage
 CMouseClass that tracks mouse position and detects whenever a mouse button is pressed.
 CMoveEntityActionAn action that moves an Entity based on its current position.
 CMoveHorizontalActionMoves an entity Horizontally from where it is currently positioned.
 CMoveToMenuPositionActionMoves an entity to where it should be positioned based on the menu its inside of.
 CMoveToPointActionAn action that moves an object to a specific point in the game world.
 CMoveToVerticalPointActionMoves an entity to a specific point vertically.
 CMoveVerticalActionMoves an entity vertically from where it is currently positioned.
 CNewActionStubBRIEF.
 CNewComponentStub
 CNewMessageStub
 CNodeManages the heirarchical structure between Systems and Entities.
 COptionsScene
 CParticleStruct for passing around all the data a particle has, before a particle is added to a Particle Block
 CParticleBlockA container for holding and updating particles that are all the same type
 CParticleEmitterAn object that manages many of a single type of particle
 CParticleGeneratorA Component that generates several types of particles, by holding several ParticleEmitters
 CParticleSpawnerCreates Particles, based on initial conditions set in the editor, with potential randomness
 CPathException
 CPauseScene
 CPhysics
 CPlayAudioAction
 CPlayAudioMessage
 CPlayCardMessage
 CPlayerThe component responsible for storing information relevant to the player.
 CPlayerCountScene
 CPlayerHand
 CPlayerJoinSceneComponent that handles players connecting / disconnecting input devices in the "connect controllers" scene.
 CRoot
 CScaleEntityAction
 CScaleUpAndDownActionScales up to halfway through the action, then scales down.
 CScene
 CSceneState
 CScript
 CScriptHolder
 CSelectorAn indicator that loops through a parents' nodes children and can "select" them on keypress.
 CSetMessageEnabledActionSets receive messages to either disabled or enabled.
 CSetPositionActionAn Action that sets an entities position to a specific value.
 CSplashScreenScene
 CSpriteA component that renders an image on an entity, or text
 CSystem
 CTransform
 CTutorialScene
 CVector4D
 CVertex
 CWinScreenSceneAn indicator that loops through a parents' nodes children and can "select" them on keypress.