SUNENGINE 0.0.2
A simple and bright C++ game engine.
 
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12]
 C_StaticMem
 CAlarmableBase class for objects that can have alarms triggered in the game loop
 CAlarmableAttorneyProvides controlled access to the Alarmable class for specific classes
 CAlarmableManagerManages the registration and processing of alarms for GameObjects
 CAlarmDeregistrationCommandCommand to deregister an alarm for a GameObject
 CAlarmRegistrationCommandCommand to register an alarm for a GameObject
 CAlign16
 CButtonA clickable UI button component
 CCameraManagerManages the current and default cameras for both 3D and 2D views
 CCanvasA UI container for managing and rendering UI components
 CCollidableBase class for objects that can participate in collision detection
 CCollidableAttorneyProvides controlled access to the Collidable class for specific classes
 CCollidableGroupManages a collection of collidable objects
 CCollisionDeregistrationCommandCommand to handle the deregistration of a collidable object for collision detection
 CCollisionDispatchHandles the dispatching of collision callbacks between two collidable objects
 CCollisionDispatchBaseBase class for handling collision dispatching between collidable objects
 CCollisionDispatchTerrainHandles the dispatching of collision callbacks between two collidable objects
 CCollisionManagerManages the registration and processing of collisions for GameObjects
 CCollisionRegistrationCommandCommand to handle the registration of a collidable object for collision detection
 CCollisionTerrainCommandCommand to handle collision tests within a single collidable group
 CCollisionTestCommandBaseBase class for collision test commands
 CCollisionTestPairCommandCommand to handle collision tests between two collidable groups
 CCollisionTestSelfCommandCommand to handle collision tests within a single collidable group
 CCollisionVolumeBase class for collision volumes
 CCollisionVolumeAABBRepresents an axis-aligned bounding box (AABB) collision volume
 CCollisionVolumeBSphereRepresents a bounding sphere collision volume
 CCollisionVolumeOBBRepresents an Oriented Bounding Box (OBB) collision volume
 CCommandBaseBase class for all command objects
 CDrawableBase class for objects that can be drawn in the game loop
 CDrawableAttorneyProvides controlled access to the Drawable class for specific classes
 CDrawableManagerManages the registration and processing of drawable GameObjects
 CDrawDeregistrationCommandCommand to deregister a drawable object from drawing
 CDrawRegistrationCommandCommand to register a drawable object for drawing
 CDropdown
 CFileIO
 CFreeCameraRepresents a free-moving camera in the scene
 CFreezeTimeManages the freezing and single frame stepping of the game time
 CGameObjectBase class for all GameObjects in the engine
 CGameObjectAttorneyProvides controlled access to the GameObject class for specific classes
 CGameObjectEntryCommandCommand to handle the entry of a GameObject into the scene
 CGameObjectExitCommandCommand to handle the exit of a GameObject from the scene
 CImageManagerManages the loading, retrieval, and deletion of Image objects
 CImageManagerAttorneyProvides access to the ImageManager's private methods for specific classes
 CInputableBase class for objects that can handle keyboard input events
 CInputableAttorneyProvides controlled access to the Inputable class for specific classes
 CKeyboardEventManagerManages the registration and processing of keyboard events for GameObjects
 CKeyDeregistrationCommandCommand to handle the deregistration of a key event for an Inputable object
 CKeyRegistrationCommandCommand to handle the registration of a key event for an Inputable object
 CMemTrace
 CModelManagerManages the loading, retrieval, and deletion of Model objects
 CModelManagerAttorneyProvides access to the ModelManager's private methods for specific classes
 CMouseKeyDeregistrationCommandCommand to handle the deregistration of a key event for an Inputable object
 CMouseKeyEventManagerManages the registration and processing of mouse key events for GameObjects
 CMouseKeyRegistrationCommandCommand to handle the registration of a key event for an Inputable object
 CPerformanceTimer
 CSceneRepresents a scene in the engine
 CSceneAttorneyProvides controlled access to the Scene class for specific classes
 CSceneChangeNullStrategyNull strategy for scene changes
 CSceneChangeStartStrategyStrategy for starting a scene change
 CSceneChangeStrategyBase class for scene change strategies
 CSceneManagerManages the current scene and handles scene transitions
 CSceneNullNull implementation of a scene
 CSceneRegistrationBrokerManages the registration and execution of commands for scene registration
 CScreenLogManages logging messages to the screen
 CScreenLogAttorney
 CScreenLogCommand
 CScreenLogCommandPoolManages a pool of ScreenLogCommand objects for efficient reuse
 CScrollListA scrollable list of UI buttons
 CShaderManagerManages the loading, retrieval, and deletion of ShaderObject objects
 CShaderManagerAttorneyProvides access to the ShaderManager's private methods for specific classes
 CSingleKeyEventManagerManages the registration and processing of a single key event for GameObjects
 CSliderA draggable UI slider component
 CSpriteFontRepresents a font in the SUNENGINE
 CSpriteFontManagerManages the loading and retrieval of SpriteFont objects
 CSpriteFontManagerAttorneyProvides access to the SpriteFontManager's private methods for specific classes
 CSpriteStringRepresents a string of sprites in the SUNENGINE
 CSUNENGINEMain engine class for the SUNENGINE application
 CSUNENGINEAttorneyProvides controlled access to the SUNENGINE class for specific classes
 CSUNENGINEMathToolsProvides mathematical tools for collision detection and vector operations
 CSUNENGINESpriteRepresents a sprite in the SUNENGINE
 CTerrainRepresents a 3D terrain generated from a heightmap
 CTerrainAttorneyProvides controlled access to the Terrain class for specific classes
 CTerrainManagerManages the active Terrain instance in the scene
 CTerrainObjectManagerManages Terrain objects and their associated keys
 CTerrainObjectManagerAttorneyProvides access to the TerrainObjectManager's private methods for specific classes
 CTerrainRectangleAreaRepresents a rectangular area of terrain cells for iteration
 CTest
 CTestRegistry
 CTextboxA UI text input field component
 CTextureManagerManages the loading, retrieval, and deletion of Texture objects
 CTextureManagerAttorneyProvides access to the TextureManager's private methods for specific classes
 CTimeManagerManages the timing and delta time for the game
 CTimeManagerAttorneyProvides controlled access to the TimeManager class for specific classes
 CTrace
 CUIAttorneyAttorney class for controlled access to UIComponent internals
 CUICommandAbstract base class for UI-related command objects
 CUIComponentAbstract base class for all UI components
 CUIDropdownCommandCommand class for handling dropdown selection events
 CUnitData
 CUnitSLink
 CUnitStats
 CUnitTrace
 CUnitUtility
 CUpdatableBase class for objects that can be updated in the game loop
 CUpdatableAttorneyProvides controlled access to the Updatable class for specific classes
 CUpdatableManagerManages the registration and processing of updatable GameObjects
 CUpdateDeregistrationCommandCommand to deregister an updatable object from updates
 CUpdateRegistrationCommandCommand to register an updatable object for updates
 CVisualizerVisualizes collision volumes for debugging purposes
 CVisualizerAABBCommandCommand class for visualizing an Axis-Aligned Bounding Box (AABB)
 CVisualizerAttorney
 CVisualizerBSphereCommandCommand to visualize a collision volume bounding sphere
 CVisualizerCommandBaseBase class for collision visualizer commands
 CVisualizerCommandPoolManages a pool of visualizer commands for efficient reuse
 CVisualizerLineCommandCommand for visualizing a line in the collision visualizer
 CVisualizerMinMaxCommandCommand for visualizing a box defined by min/max points in the collision visualizer
 CVisualizerOBBCommandCommand class for visualizing an OBB (Oriented Bounding Box) in the scene