Brunot
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Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 1234]
 CAction
 CAddActionToEntityAction< a >Attaches an action to an entity passed into the constructor.
 CBlockingActionAction that does nothing, used solely for blocking.
 CBroadcastMessageActionAn action that broadcasts a message once it has finished executing.
 CCallFunctionAction< T >Calls a function with void return type passed as parameter.
 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.
 CCreateAnimationSequenceAction< a >Calls AnimationSequence to adjust values automatically.
 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.
 CLoadSceneActionAn action that broadcasts a message once it has finished executing.
 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.
 CPlayAudioAction
 CScaleEntityAction
 CScaleUpAndDownActionScales up to halfway through the action, then scales down.
 CSetMessageEnabledActionSets receive messages to either disabled or enabled.
 CSetPositionActionAn Action that sets an entities position to a specific value.
 Cnlohmann::adl_serializer< Script >Template specialization of the json serializer for ScriptHolder, so they can be serialized even though it cannot be default constructed
 CAffineMatrix
 CAudioObjectAudio system using FMOD with all declarations needed for basic audio playback
 Cth::Bezier
 CCategorizedHand
 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.
 Cstd::enable_shared_from_this
 Cgobj::PathNodeInternal type for computing Paths
 CEngine
 Cstd::exceptionSTL class
 CPathException
 Cth::Factory
 Cformatter
 Cfmt::formatter< nlohmann::json >
 CGameObjectthe base class for the engine, most things inherit from this.
 CChildrenHandeler< Component >
 CChildrenHandeler< Node >
 CChildrenHandeler< C >A container for child objects
 CComponent
 CEntity
 CNodeManages the heirarchical structure between Systems and Entities.
 CRoot
 CScript
 CSystem
 CHandFinder
 CHandRating
 Cgfx::IndexBuffer
 Cgobj::Path< Gobj >::iteratorIterator member class for Path
 Csys::Json
 CGameObject::KeyKey class to be used as a key when holding GameObjects (or unique pointers to game objects) in <key, value> datasets
 CKeysClass that can interact with the keyboard.
 Cth::Library
 Cgfx::Line
 CLogging
 Cth::MemberFunction< returnType, parameters >
 Cgfx::Mesh
 CMessage
 CAddedComponentMessage
 CButtonMessage
 CCardScoredMessage
 CCollisionMessage
 CDrawCardMessage
 CKeyPressedMessage
 CLuaMessage
 CNewMessageStub
 CPlayAudioMessage
 CPlayCardMessage
 CMouseClass that tracks mouse position and detects whenever a mouse button is pressed.
 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
 CParticleSpawnerCreates Particles, based on initial conditions set in the editor, with potential randomness
 Cgobj::Path< Gobj >An object that represents where a GameObject or a range of GameObjects exists in the Engine.
 Cgobj::PathNode::path_iteratorIterator type, refers to a GameObject, and holds onto a reference to a PathNode to determine its range
 CPlayerHand
 CMenu::PositioningInformation
 CSceneState
 Csys::ScoringFeedbackActions
 Csys::ScoringFeedbackContext
 Cgfx::Shader
 Ccmpnt::Sorter
 Cgfx::TextureHolds and manages textures for use with meshes in sprites
 Cgfx::VAO
 Cmpl::vector
 Cboost::type_erasure::serializable< T >
 CVector4D
 Cgfx::Vertex
 CVertex
 Cgfx::VertexBufferBuffer that holds data for the vertices for OpenGL