Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
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Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123456]
 CFiea::Engine::Memory::Allocator
 CFiea::Engine::Tests::AnimationFrameThis is a data structure containing joint rotations to shift the skeleton from it's default T-pose into another pose
 CFiea::Engine::Tests::BoneBone 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)
 CFiea::Engine::Content::Datum
 Cstd::exception
 CFieaAbortException
 Cstd::false_type
 CFiea::Engine::Tests::HasFind< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().find(std::declval< typename C::value_type >())), void >::value >::type >
 CFiea::Engine::Tests::HasPushBack< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().push_back(std::declval< typename C::value_type >())), void >::value >::type >
 CFiea::Engine::Tests::HasPushFront< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().push_front(std::declval< typename C::value_type >())), void >::value >::type >
 CFiea::Engine::Tests::HasReserve< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().reserve(std::declval< typename C::size_type >())), void >::value >::type >
 CFiea::Engine::Tests::HasFind< C, typename >
 CFiea::Engine::Tests::HasPushBack< C, typename >
 CFiea::Engine::Tests::HasPushFront< C, typename >
 CFiea::Engine::Tests::HasReserve< C, typename >
 CFiea::Engine::GameClockA class to wrap the system clock and provide additional functionality
 CFiea::Engine::GameTimeA simple struct which can provide indirect access to a snapshot of the clock information, as well as elapsed frame time
 CFiea::Engine::Memory::Heap
 CFiea::Engine::Memory::IAllocatorProvider
 CFiea::Engine::Memory::MemoryService
 CFiea::Engine::Memory::IDefaultAllocator
 CFiea::Engine::Memory::MemoryService
 CFiea::Engine::Content::IFactoryService
 CFiea::Engine::Content::FactoryService
 CFiea::Engine::Tests::Support::IFooMaker
 CFiea::Engine::Tests::Support::FooManager
 CFiea::Engine::Tests::Support::IFooTaker
 CFiea::Engine::Tests::Support::FooManager
 CFiea::Engine::Content::IJsonConfig
 CFiea::Engine::Content::ContentService
 CFiea::Engine::Content::IJsonParser
 CFiea::Engine::Content::ContentService
 CFiea::Engine::Memory::IMemoryService
 CFiea::Engine::Memory::MemoryService
 CFiea::Engine::Tests::Support::INumAdder
 CFiea::Engine::Tests::Support::NumberAdder
 CFiea::Engine::Content::IParseHandler
 CFiea::Engine::Content::ActionHandler
 CFiea::Engine::Content::ActionListHandler
 CFiea::Engine::Content::ActionWhileParamHandler
 CFiea::Engine::Content::FloatHandler
 CFiea::Engine::Content::GameObjectHandler
 CFiea::Engine::Content::IntHandler
 CFiea::Engine::Content::PrimitiveTypeHandler
 CFiea::Engine::Content::ScopeFactoryHandler
 CFiea::Engine::Content::ScopeHandler
 CFiea::Engine::Content::SpecialPrimitivesHandler
 CFiea::Engine::Content::StringHandler
 CFiea::Engine::List< T >::Iterator
 CFiea::Engine::Clock::ITimeProvider
 CFiea::Engine::Clock::ITimeUpdater
 CFiea::Engine::Clock::ClockService
 CFiea::Engine::Content::ITypeProvider
 CFiea::Engine::Content::ContentService
 CFiea::Engine::Content::ITypeRegistrar
 CFiea::Engine::Content::ContentService
 CFiea::Engine::List< T >
 CFiea::Engine::Tests::Obj
 CFiea::Engine::Content::Parser
 CFiea::Engine::RTTI
 CFiea::Engine::Content::IFactoryBase
 CFiea::Engine::Content::IAbstractFactory< BaseType >
 CFiea::Engine::Content::ParseWriter
 CFiea::Engine::Content::ScopeWriter
 CFiea::Engine::Content::TestWriter
 CFiea::Engine::Content::Scope
 CFiea::Engine::Content::Attributed
 CFiea::Engine::Actions::Action
 CFiea::Engine::Actions::ActionAddDatum
 CFiea::Engine::Actions::ActionCondition
 CFiea::Engine::Actions::ActionConditionalIncrement
 CFiea::Engine::Actions::ActionDecrement
 CFiea::Engine::Actions::ActionIncrement
 CFiea::Engine::Actions::ActionList
 CFiea::Engine::Actions::ActionLoopIncrement
 CFiea::Engine::Actions::ActionOutput
 CFiea::Engine::Actions::ActionPreamble
 CFiea::Engine::GameObject
 CFiea::Engine::Tests::TestGameObject
 CFiea::Engine::Tests::Support::AttributeBox
 CFiea::Engine::Tests::Support::AttributeBoxPlus
 CFiea::Engine::Tests::Support::Empty
 CFiea::Engine::Tests::Support::EmptyChild
 CFiea::Engine::Tests::Support::Foo
 CFiea::Engine::ServiceProvider
 CFiea::Engine::Content::Signature
 CFiea::Engine::Singleton< T >
 CFiea::Engine::Memory::MemoryServiceSingleton< T, CreateIfNull >
 CFiea::Engine::Singleton< ServiceManager >
 CFiea::Engine::ServiceManager
 CFiea::Engine::Tests::SkeletonBasic skeleton, which is just a collection of bones that will form a tree extending from the root
 CFiea::Engine::Memory::SystemAllocator< T >A super-simple allocator to bypass our memory system
 CFiea::Engine::TimerA simple wrapper class for doing ad-hoc profiling
 CFiea::Engine::Transform
 Cstd::true_type
 CFiea::Engine::Tests::HasFind< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().find(std::declval< typename C::value_type >())), void >::value >::type >
 CFiea::Engine::Tests::HasPushBack< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().push_back(std::declval< typename C::value_type >())), void >::value >::type >
 CFiea::Engine::Tests::HasPushFront< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().push_front(std::declval< typename C::value_type >())), void >::value >::type >
 CFiea::Engine::Tests::HasReserve< C, typename std::enable_if< std::is_same< decltype(std::declval< C >().reserve(std::declval< typename C::size_type >())), void >::value >::type >