Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12345]
| NFiea | |
| NEngine | |
| NActions | |
| CAction | |
| CActionAddDatum | |
| CActionCondition | |
| CActionConditionalIncrement | |
| CActionDecrement | |
| CActionDelayed | |
| CActionIncrement | |
| CActionList | |
| CActionListWhileLoop | |
| CActionLoopIncrement | |
| CActionOutput | |
| CActionPreamble | |
| CActionTimed | |
| NClock | |
| CClockService | |
| CITimeProvider | |
| CITimeUpdater | |
| NContent | |
| CActionHandler | |
| CActionListHandler | |
| CActionWhileParamHandler | |
| CAttributed | |
| CContentService | |
| CDatum | |
| CFactoryService | |
| CFloatHandler | |
| CGameObjectHandler | |
| CIAbstractFactory | |
| CIFactoryBase | |
| CIFactoryService | |
| CIJsonConfig | |
| CIJsonParser | |
| CIntHandler | |
| CIParseHandler | |
| CITypeProvider | |
| CITypeRegistrar | |
| CParser | |
| CParseWriter | |
| CPrimitiveTypeHandler | |
| CScope | |
| CScopeFactoryHandler | |
| CScopeHandler | |
| CScopeWriter | |
| CSignature | |
| CSpecialPrimitivesHandler | |
| CStringHandler | |
| CTestWriter | |
| NMemory | |
| CAllocator | |
| CHeap | |
| CIAllocatorProvider | |
| CIDefaultAllocator | |
| CIMemoryService | |
| CMemoryService | |
| CMemoryServiceSingleton | |
| CSystemAllocator | A super-simple allocator to bypass our memory system |
| NTests | |
| NSupport | |
| CAttributeBox | |
| CAttributeBoxPlus | |
| CEmpty | |
| CEmptyChild | |
| CFoo | |
| CFooManager | |
| CIFooMaker | |
| CIFooTaker | |
| CINumAdder | |
| CNumberAdder | |
| CAnimationFrame | This is a data structure containing joint rotations to shift the skeleton from it's default T-pose into another pose |
| CBone | Bone is the heart of this system. Each bone can be visualized as a ball joint, which is anchored at the terminal end of a "Parent" bone and oriented in the specified direction, and with a rod/bone of the specified length extending from it. Bones may only have a single "Parent," but many may be parented to a shared parent (note PELVIS in the data structure below, which has 3 bones extending from it) |
| CHasFind | |
| CHasFind< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().find(std::declval< typename C::value_type >())), void >::value >::type > | |
| CHasPushBack | |
| CHasPushBack< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().push_back(std::declval< typename C::value_type >())), void >::value >::type > | |
| CHasPushFront | |
| CHasPushFront< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().push_front(std::declval< typename C::value_type >())), void >::value >::type > | |
| CHasReserve | |
| CHasReserve< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().reserve(std::declval< typename C::size_type >())), void >::value >::type > | |
| CObj | |
| CSkeleton | Basic skeleton, which is just a collection of bones that will form a tree extending from the root |
| CTestGameObject | |
| CGameClock | A class to wrap the system clock and provide additional functionality |
| CGameObject | |
| CGameTime | A simple struct which can provide indirect access to a snapshot of the clock information, as well as elapsed frame time |
| CList | |
| CIterator | |
| CRTTI | |
| CServiceManager | |
| CServiceProvider | |
| CSingleton | |
| CTimer | A simple wrapper class for doing ad-hoc profiling |
| CTransform | |
| NMicrosoft | |
| NVisualStudio | |
| NCppUnitTestFramework | |
| CAttributeBox | |
| CAttributeBoxPlus | |
| CFoo | |
| CFieaAbortException | |