| Non source doxygen pages | |
| The House | |
| source | |
| Actions | |
| Action.cpp | A class that changes a variable over a set duration |
| Action.h | A class that changes a variable over a set duration |
| BroadcastMessageAction.cpp | An action that broadcasts a message once it has finished executing |
| BroadcastMessageAction.h | An action that broadcasts a message once it has finished executing |
| ChangeColorAction.cpp | An action that changes the color (and alpha) of a sprite |
| ChangeColorAction.h | An action that changes the color (and alpha) of a sprite |
| ChangeOpacityAction.cpp | An action that changes the opacity of an entity (as compared to ChangeColorAction, which changes the entire color) |
| ChangeOpacityAction.h | An action that changes the opacity of an entity (as compared to ChangeColorAction, which changes the entire color) |
| LoadSceneAction.cpp | An action that broadcasts a message once it has finished executing |
| LoadSceneAction.h | An action that broadcasts a message once it has finished executing |
| MoveEntityAction.cpp | An action that moves an Entity based on its current position |
| MoveEntityAction.h | An action that moves an Entity based on its current position |
| MoveToPointAction.cpp | An action that moves an object to a specific point in the game world |
| MoveToPointAction.h | An action that moves an object to a specific point in the game world |
| MoveVerticalAction.cpp | Moves an entity vertically from where it is currently positioned |
| MoveVerticalAction.h | Moves an entity vertically from where it is currently positioned |
| NewActionStub.cpp | BRIEF |
| NewActionStub.h | BRIEF |
| SetMessageEnabledAction.cpp | |
| SetMessageEnabledAction.h | Sets receive messages to either disabled or enabled |
| Audio | |
| AudioObject.cpp | |
| AudioObject.h | |
| Component | |
| ActionList.cpp | Component that stores all actions currently affecting the parent entity |
| ActionList.h | Component that stores all actions currently affecting the parent entity |
| Background.cpp | Brief here my cool brief, background is cool |
| Background.h | The component tthat holds the texture behind everything |
| Behavior.cpp | |
| Behavior.h | |
| Board.cpp | Component that is responsible for managing the gameplay board, where cards are placed by Players |
| Board.h | Component that is responsible for managing the gameplay board, where cards are placed by Players |
| Button.cpp | A class that can be "activated" to broadcast a message |
| Button.h | A class that can be "activated" to broadcast a message |
| Card.cpp | |
| Card.h | The card component that is moved around on the board |
| CardBehavior.h | |
| Collider.cpp | Collider that can check if a given point lies within the entity |
| Collider.h | Collider that can check if a given point lies within the entity |
| ConfirmDestructiveActionScene.cpp | The component in main menu scene used for storing specific scene behaviors |
| ConfirmDestructiveActionScene.h | The component in main menu scene used for storing specific scene behaviors |
| CreditsScene.cpp | The component for the credits scene for specific scene behaviors |
| CreditsScene.h | The component in credits scene used for storing specific scene behaviors |
| Deck.cpp | Component that represents a deck of playing cards |
| Deck.h | Component that represents a deck of playing cards |
| FilteredSelector.cpp | |
| FilteredSelector.h | A derived version of selector that only selects from Input if the inputtingDeviceID matches a value inside the internal filter |
| Flags.cpp | |
| Flags.h | |
| HandBehavior.h | |
| MainMenuScene.cpp | The component in main menu scene used for storing specific scene behaviors |
| MainMenuScene.h | The component in main menu scene used for storing specific scene behaviors |
| MainScene.cpp | The component for the pause scene for specific scene behaviors |
| MainScene.h | The component for the pause scene for specific scene behaviors |
| Menu.cpp | A menu that organizes its parents' children (in the node) either horizontally or vertically |
| Menu.h | A menu that organizes its parents' children (in the node) either horizontally or vertically |
| MenuPosition.cpp | Menu Position is a component that simply stores where in a menu an item/entity is |
| MenuPosition.h | Menu Position is a component that simply stores where in a menu an item/entity is |
| NewComponentStub.cpp | BRIEF |
| NewComponentStub.h | BRIEF |
| OptionsScene.cpp | The component in main menu scene used for storing specific scene behaviors |
| OptionsScene.h | The component in options scene used for storing specific scene behaviors |
| ParticleGenerator.cpp | A Component that generates several types of particles, by holding several ParticleEmitters |
| ParticleGenerator.h | A Component that generates several types of particles, by holding several ParticleEmitters |
| PauseScene.cpp | The component for the pause scene for specific scene behaviors |
| PauseScene.h | The component in pause scene used for storing specific scene behaviors |
| Physics.cpp | |
| Physics.h | |
| Player.cpp | The component responsible for storing information relevant to the player |
| Player.h | The component responsible for storing information relevant to the player |
| PlayerCountScene.cpp | The component in main menu scene used for storing specific scene behaviors |
| PlayerCountScene.h | The component in main menu scene used for storing specific scene behaviors |
| PlayerJoinScene.cpp | |
| PlayerJoinScene.h | Component that handles players connecting / disconnecting input devices in the "connect controllers" scene |
| Scene.cpp | |
| Scene.h | |
| Selectable.cpp | |
| Selectable.h | |
| Selector.cpp | An indicator that loops through a parents' nodes children and can "select" them on keypress |
| Selector.h | An indicator that loops through a parents' nodes children and can "select" them on keypress |
| Splash Screen Scene.cpp | |
| Splash Screen Scene.h | |
| Sprite.cpp | |
| Sprite.h | |
| Transform.cpp | |
| Transform.h | |
| TutorialScene.cpp | The component for the tutorial scene for specific scene behaviors |
| TutorialScene.h | The component in tutorial scene used for storing specific scene behaviors |
| WinScreenScene.cpp | Component that handles behavior for the Win Screen |
| WinScreenScene.h | Component that handles behavior for the Win Screen |
| examples | |
| ActionExample.cpp | An explanation of what Actions are and how to use them |
| PathExample.cpp | A demonstration of the different ways to use Paths |
| Framework | |
| ChildrenHandeler.cpp | |
| ChildrenHandeler.h | The class containing Json implemenation for building components |
| Component.cpp | |
| Component.h | The base class for components, holding all of their shared All components should inherit from this |
| Controllers.cpp | Class that detects whenever controllers are plugged in and broadcasts whenever any of them do an input |
| Controllers.h | Class that detects whenever controllers are plugged in and broadcasts whenever any of them do an input |
| Engine.cpp | The class that holds the top node, and manages the main game loop, as well as startup and shutdown |
| Engine.h | The class that holds the top node, and manages the main game loop, as well as startup and shutdown |
| Entity.cpp | The class containing all entity elements |
| Entity.h | The class containing all entity elements |
| Factory.cpp | |
| Factory.h | |
| GameObject.cpp | |
| GameObject.h | Base class for the engine, most things inherit from this |
| Keys.cpp | Class that can interact with the keyboard |
| Keys.h | Class that can interact with the keyboard |
| Library.cpp | |
| Library.h | |
| Mouse.cpp | Class that tracks mouse position and detects whenever a mouse button is pressed |
| Mouse.h | Class that tracks mouse position and detects whenever a mouse button is pressed |
| Node.cpp | |
| Node.h | Manages the heirarchical structure between Systems and Entities |
| Root.cpp | |
| Root.h | |
| System.cpp | |
| System.h | |
| Gameplay | |
| Classes | |
| CategorizedHand.cpp | |
| CategorizedHand.h | Holds a hand after it has been ranked, storing the only important cards |
| Framework | |
| HandFinder.cpp | |
| HandFinder.h | |
| HandRating.cpp | |
| HandRating.h | A class that can get the score of a hand |
| Systems | |
| PlayerTurn.cpp | The system that handles gameplay functions to communicate back to Table |
| PlayerTurn.h | The system that handles gameplay functions to communicate back to Table |
| Scoring.cpp | System that can get the score of a board |
| Scoring.h | System that can get the score of a board |
| Table.cpp | The system responsible for facilitating communication between gameplay components (Players, Deck, and Board) |
| Table.h | The system responsible for facilitating communication between gameplay components (Players, Deck, and Board) |
| Graphics | |
| IndexBuffer.cpp | |
| IndexBuffer.h | |
| Line.cpp | |
| Line.h | |
| Mesh.cpp | |
| Mesh.h | A object to hold and manage meshes in opengl |
| Particle.h | Public object interface for a particle, to be passed to Particle system and for saving and loading |
| ParticleBlock.cpp | A container for holding and updating particles that are all the same type |
| ParticleBlock.h | A container for holding and updating particles that are all the same type |
| ParticleEmitter.cpp | An object that manages many of a single type of particle |
| ParticleEmitter.h | An object that manages many of a single type of particle |
| ParticleSpawner.cpp | Creates Particles, based on initial conditions set in the editor, with potential randomness |
| ParticleSpawner.h | Creates Particles, based on initial conditions set in the editor, with potential randomness |
| Shader.cpp | |
| Shader.h | |
| Texture.cpp | Holds and manages textures for use with meshes in sprites |
| Texture.h | Holds and manages textures for use with meshes in sprites |
| VAO.cpp | |
| VAO.h | |
| Vertex.cpp | |
| Vertex.h | A struct for stroing vertexes and handing them to opengl |
| VertexBuffer.cpp | |
| VertexBuffer.h | Buffer that holds data for the vertices for OpenGL |
| System | |
| AudioSystem.cpp | |
| AudioSystem.h | |
| Camera.cpp | |
| Camera.h | |
| ColliderSystem.cpp | System that facilitates when colliders are clicked on |
| ColliderSystem.h | System that facilitates when colliders are clicked on |
| DebugDraw.cpp | Description: A system to collect lines and render them all at once each frame for debug information |
| DebugDraw.h | |
| Editor.cpp | |
| Editor.h | |
| Input.cpp | System responsible for handling inputs across Mouse, Keys, and Controllers |
| Input.h | System responsible for handling inputs and sending messages when they occur |
| Json.cpp | |
| Json.h | |
| Logging.cpp | |
| Logging.h | |
| Messaging.cpp | |
| Messaging.h | |
| newSystemStub.cpp | |
| newSystemStub.h | |
| opengl.cpp | |
| opengl.h | |
| Options.cpp | System that stores volume levels and flags |
| Options.h | System that stores volume levels and flags |
| ParticleManager.cpp | System to store, render, and manage particles Realistically just holds on to particleBlocks and calls update on them |
| ParticleManager.h | System to store, render, and manage particles Realistically just holds on to particleBlocks and calls update on them |
| SceneManager.cpp | |
| SceneManager.h | |
| TestRunner.cpp | Holds utility code for running tests, setting initial conditions, and building assets |
| TestRunner.h | Holds utility code for running tests, setting initial conditions, and building assets |
| Utility | |
| ControllerInputs | |
| ControllerButton.cpp | Helper class used by Controllers to handle the logic of knowing when a button is pressed down or not |
| ControllerButton.h | Helper class used by Controllers to handle the logic of knowing when a button is pressed down or not |
| ControllerHoldButton.cpp | Derived version of ControllerButton |
| ControllerHoldButton.h | Derived version of ControllerButton |
| controllerInputTracker.cpp | Helper struct used by Controllers to handle the trouble of storing all the buttons and sticks |
| controllerInputTracker.h | Helper struct used by Controllers to handle the trouble of storing all the buttons and sticks |
| ControllerStick.cpp | Helper class that assists Controllers by managing when a stick should be considered pressed or not |
| ControllerStick.h | Helper class that assists Controllers by managing when a stick should be considered pressed or not |
| Curve | |
| imgui_bezier.cpp | |
| imgui_bezier.hpp | |
| Math | |
| AffineMatrix.cpp | |
| AffineMatrix.h | |
| Bezier.cpp | |
| Bezier.h | Wrapper for cubic bezier curve class |
| Vector4D.cpp | |
| Vector4D.h | |
| Messages | |
| Button Messages | |
| ButtonMessage.cpp | Base class for messages emitted by buttons |
| ButtonMessage.h | Base class for messages emitted by buttons |
| CollisionMessage.cpp | |
| CollisionMessage.h | A message for when a collision occurs |
| DrawCardMessage.cpp | |
| DrawCardMessage.h | |
| KeyPressedMessage.cpp | |
| KeyPressedMessage.h | |
| Message.cpp | |
| Message.h | |
| NewMessageStub.cpp | |
| NewMessageStub.h | |
| PlayAudioMessage.cpp | |
| PlayAudioMessage.h | |
| PlayCardMessage.cpp | |
| PlayCardMessage.h | |
| Path | |
| private | |
| PathBase.cpp | One of the beginnings of a Path, where the Path starts at an arbitrary GameObject |
| PathBase.h | One of the beginnings of a Path, where the Path starts at an arbitrary GameObject |
| PathDir.cpp | Given a range of GameObjects, generates a range of all of those GameObjects children |
| PathDir.h | Given a range of GameObjects, generates a range of all of those GameObjects children |
| PathFilter.cpp | Internal PathNode that takes a range of GameObjects on the left, and filters the range to only GameObjects fulfilling a predicate |
| PathFilter.h | Internal PathNode that takes a range of GameObjects on the left, and filters the range to only GameObjects fulfilling a predicate |
| PathName.cpp | Internal PathNode that takes a range of GameObjects on the left, and filters the range to only GameObjects matching a given name |
| PathName.h | Internal PathNode that takes a range of GameObjects on the left, and filters the range to only GameObjects matching a given name |
| PathNode.cpp | Base class for a linked list of Path sections, which altogether represent the logic of a Path, and calculate the final range |
| PathNode.h | Base class for a linked list of Path sections, which altogether represent the logic of a Path, and calculate the final range |
| PathRoot.cpp | Path Node that represents the Root object in the Engine, and provides a starting point for a Path |
| PathRoot.h | Path Node that represents the Root object in the Engine, and provides a starting point for a Path |
| PathUp.cpp | 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 |
| PathUp.h | 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 |
| Path.h | An object that represents where a GameObject or a range of GameObjects exists in the Engine |
| PathException.h | Excption emittited by Path s and their associated classes |
| Any_Serializable.h | |
| GameRules.cpp | A helper struct that contains all relevant rules for gameplay for the Table |
| GameRules.h | A helper struct that contains all relevant rules for gameplay for the Table |
| MemberFunction.cpp | |
| MemberFunction.h | |
| PublicLambdas.cpp | |
| PublicLambdas.h | A large unordered map that stores a lot of various, general purpose lambdas for game objects to use |
| StringUtils.cpp | |
| StringUtils.h | Utilities for dealing with strings |
| framework.h | |
| glad.c | |
| Resource.h | |
| targetver.h | |
| The House.cpp | |
| The House.h | |