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
 CBroadcastMessageActionAn action that broadcasts a message once it has finished executing.
 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).
 CLoadSceneActionAn action that broadcasts a message once it has finished executing.
 CMoveEntityActionAn action that moves an Entity based on its current position.
 CMoveToPointActionAn action that moves an object to a specific point in the game world.
 CMoveVerticalActionMoves an entity vertically from where it is currently positioned.
 CNewActionStubBRIEF.
 CSetMessageEnabledActionSets receive messages to either disabled or enabled.
 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
 CSystem
 CGameRulesAn indicator that loops through a parents' nodes children and can "select" them on keypress.
 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, parameter >
 Cgfx::Mesh
 CMessage
 CButtonMessage
 CCollisionMessage
 CDrawCardMessage
 CKeyPressedMessage
 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
 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
 Csys::Vertex
 CVertex
 Cgfx::VertexBufferBuffer that holds data for the vertices for OpenGL