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 | |