Class List

Here are the classes, structs, unions and interfaces with brief descriptions:
EntityMap< T >::_iter< U >
_PROCESSOR_POWER_INFORMATION
AbstractProfileTableClass AbstractProfileTable: Profile table data model
AcpiGenericAddress
AcpiTable
ActiveList
AddressOrder
AddTextureCallbackData
AffineParts
ah
aiocb
AkenMapIn_
AkenMapOut_
AkenReadPortIn_
AkenReadPortOut_
AkenReadRegisterIn_
AkenReadRegisterOut_
AkenUnmapIn_
AkenWritePortIn_
AkenWriteRegisterIn_
AlignedAllocator< T >Stateless STL allocator that aligns elements to the L1 cache line size
AlignedDeleter
fmt::AlignSpec
fmt::AlignTypeSpec< TYPE >
Allocator
Allocator_AddressSpace< commitSize, pageType, prot >
Allocator_Aligned< alignment >
Allocator_Heap
Allocator_VM< pageType, prot >
AllocatorCheckerAllocator test rig
CObjectBase::Anim
Any_deque
Any_list
Any_queue
Any_stack
Any_vector
topology::ApicField
AppHooksHolds a function pointer (allowed to be NULL) for each hook
ArchiveFile_Zip
ArchiveReader_Zip
ArchiveWriter_Zip
Allocators::Arena< Storage >Allocator design parameters:

  • O(1) allocation;
  • variable-size blocks;
  • support for deallocating all objects;
  • consecutive allocations are back-to-back;
  • no extra alignment nor padding
Allocators::DynamicArena::ArenaChunk
fmt::internal::Arg
anonymous_namespace{format.cpp}::ArgConverter< T >
fmt::internal::ArgFormatter< Char >
fmt::ArgListAn argument list
fmt::internal::ArgVisitor< Impl, Result >
fmt::internal::Array< T, SIZE >
ArrayDeleter
AsyncLongPathRequest
AsyncShortPathRequest
AtlasOverlay
VertexArray::Attribute
Allocators::BasicArenaTest< Storage >
fmt::internal::BasicCharTraits< Char >
fmt::BasicFormatter< Char >
Allocators::BasicPoolTest< Storage >
fmt::BasicStringRef< Char >A string reference
fmt::BasicWriter< Char >This template provides operations for formatting and writing data into a character stream
BillingPolicy_AtomicThread-safe (not used by default due to its higher overhead) note: we can't just use thread-local variables to avoid synchronization overhead because we don't have control over all threads (for accumulating their separate timer copies)
BillingPolicy_DefaultBill the difference between t0 and t1 to the client's total
CShaderProgram::BindingRepresents a uniform attribute or texture binding
BitBuf
BlackHoleStreamBuf
CAlphaMapCalculator::Blend4
CAlphaMapCalculator::Blend8
BlendShape4
BlendShape8
BmpHeader
BoardListQuery
anonymous_namespace{StdSkeletons.cpp}::Bone
BoneTransformBone pose data
BoundaryTagManager
BufferedOutputCallback
BufferVisitor_DumpVisitor class that dumps events as JSON
BuildDirEntListState
x86_x64::Cache
Cache< Key, Item, Manager, Divider >
CacheEntry< Item, Divider >
CShaderManager::CacheKey
topology::CacheRelations
topology::CacheTopology
CAIWorker::CAIPlayer
CAIWorkerImplements worker thread for CCmpAIManager
CallbackFunction
CRenderer::Caps
CArchiveBuilderPackages a mod's files into a distributable archive
Caster
CBinarySerializer< T >Serialize to a binary stream
CBinarySerializerScriptImplPutScriptVal implementation details
CBoneState
CBoundingBoxAligned
CBoundingBoxOriented
CBoundingSphere
CBrushClass CBrush: Represents a convex object, supports some CSG operations
CBufferBinarySerializerSerializer instance that writes directly to a buffer (which must be long enough)
CBufferBinarySerializerImpl
CButtonButton
CCacheLoaderHelper class for systems that have an expensive cacheable conversion process when loading files
CCamera
CChartChart for a data visualization as lines or points
CChartData
CCheckBoxCheckBox
CCinemaData
CCinemaManagerClass for in game playing of cinematics
CCinemaPath
CClientAreaClient Area is a rectangle relative to a parent rectangle
CCmpAIInterfaceScripted
CCmpAIManagerImplementation of ICmpAIManager
CCmpCinemaManager
CCmpCommandQueue
CCmpDataTemplateManagerScripted
CCmpDecayFairly basic decay implementation, for units and buildings etc
CCmpExample
CCmpFoggingScripted
CCmpFootprint
CCmpGuiInterfaceScripted
CCmpIdentityScripted
CCmpMinimap
CCmpMirageScripted
CCmpMotionBall
CCmpMotionScripted
CCmpObstructionObstruction implementation
CCmpObstructionManager
CCmpOverlayRenderer
CCmpOwnershipBasic ICmpOwnership implementation
CCmpParticleManager
CCmpPathfinderImplementation of ICmpPathfinder
CCmpPlayerManagerScripted
CCmpPlayerScripted
CCmpPositionBasic ICmpPosition implementation
CCmpProjectileManager
CCmpRallyPointRenderer
CCmpRangeManagerRange manager implementation
CCmpSelectable
CCmpSettlementScripted
CCmpSoundManager
CCmpTemplateManager
CCmpTerrain
CCmpTerritoryInfluence
CCmpTerritoryManager
CCmpTest1A
CCmpTest1B
CCmpTest1Scripted
CCmpTest2A
CCmpTest2Scripted
CCmpUnitMotion
CCmpUnitMotionScripted
CCmpUnitRendererEfficiently(ish) renders all the units in the world
CCmpUnknownScript
CCmpValueModificationManagerScripted
CCmpVisibilityScripted
CCmpVision
CCmpVisualActor
CCmpWaterManager
CColladaManager
CColladaManagerImpl
CColor
CComponentManager
CComponentTypeScript
CConfigDB
CConsoleIn-game console
Landlord_Lazy< Key, Entry >::CD_greater
CDebugSerializerSerialize to a human-readable YAML-like format
CDecalRData
CDFH
CDropDownDrop Down
CDummyReplayLoggerImplementation of IReplayLogger that simply throws away all data
CDynamicSubscriptionA list of components that are dynamically subscribed to a particular message
CeilLog2< N >
CeilLog2< 0 >
CeilLog2< 1 >
CEntityHandleObject wrapping an entity_id_t, with a SEntityComponentCache to support fast QueryInterface() / CmpPtr<>() calls
glooxwrapper::CertInfo
CFileInfo
CFilePackerHelper class for writing binary files
CFileUnpackerHelper class for reading binary files
CFixed< T, max_t, total_bits, int_bits, fract_bits_, fract_pow2 >A simple fixed-point number class
CFixedVector2D
CFixedVector3D
CFontStorage for a bitmap font
CFontManagerFont manager: loads and caches bitmap fonts
CFontMetricsHelper class for measuring sizes of text
CFrustum
CFsmManages states, events, actions and transitions between states
CFsmEventRepresents a signal in the state machine that a change has occurred
CFsmTransitionAn association of event, condition, action and next state
CGameThe container that holds the rules, resources and attributes of the game
CGameLoaderHelper class for retrieving data from saved game archives
CGameSetupMessageSpecial message type for updated to game startup settings
CGameView
CGameViewImpl
cgi_env_block
CGUIThe main object that represents a whole GUI page
CGUIDummyObjectDummy object used primarily for the root object or objects of type 'empty'
CGUIList
CGUIManagerExternal interface to the GUI system
CGUIScrollBarVerticalVertical implementation of IGUIScrollBar
CGUISeries
CGUISpriteThe GUI sprite, is actually several real sprites (images) like a collage
CGUISpriteInstance
CGUIStringString class, substitute for CStr, but that parses the tags and builds up a list of all text that will be different when outputted
x86_x64::CPUID2::Characteristics
anonymous_namespace{format.cpp}::CharConverter
fmt::internal::CharTraits< char >
fmt::internal::CharTraits< wchar_t >
CHashSerializer
CHashSerializerImpl
CheckedArrayDeleter
CHeightMipmap
CHFTracer
HierarchicalPathfinder::Chunk
CImageObject just for drawing a sprite
CinematicSimulationData
CInputText field where you can input and edit the text
CInternalCGUIAccessorBaseBase class to only the class GUI
CircularRegion
CJoystick
CLengthBinarySerializerSerializer instance that simply counts how many bytes would be written
CLengthBinarySerializerImpl
glooxwrapper::Client
glooxwrapper::ClientImpl
CLightEnvClass CLightEnv: description of a lighting environment - contains all the necessary parameters for representation of the lighting within a scenario
CListCreate a list of elements, where one can be selected by the user
CLocalTurnManagerImplementation of CTurnManager for offline games
CLoggerError/warning/message logging class
ICmpRangeManager::CLosQuerierObject providing efficient abstracted access to the LOS state
CLOSTextureMaintains the LOS (fog-of-war / shroud-of-darkness) texture, used for rendering and for the minimap
CMapGeneratorRandom map generator interface
CMapGeneratorWorkerRandom map generator worker thread
CMapIO
CMapReader
CMapSummaryReaderA restricted map reader that returns various summary information for use by scripts (particularly the GUI)
CMapWriter
CMaterial
CMaterialManager
CMatrix3D
CmdLineArgs
CMeshManager
CMessage
CMessageCinemaPathEndedCinematics events
CMessageCinemaQueueEnded
CMessageCreateThis is sent immediately after a new entity's components have all been created and initialised
CMessageDeserializedBroadcast after the entire simulation state has been deserialized
CMessageDestroyThis is sent immediately before a destroyed entity is flushed and really destroyed
CMessageInterpolatePrepare for rendering a new frame (set up model positions etc)
CMessageInterpolatedPositionChangedSent by CCmpPosition whenever anything has changed that will affect the return value of GetInterpolatedTransform()
CMessageMinimapPingSent when an entity pings the minimap
CMessageMotionChangedSent by CCmpUnitMotion during Update, whenever the motion status has changed since the previous update
CMessageObstructionMapShapeChangedSent when ObstructionManager's view of the shape of the world has changed (changing the TILE_OUTOFBOUNDS tiles returned by Rasterise)
CMessageOwnershipChanged
CMessagePathResultSent by CCmpPathfinder after async path requests
CMessagePositionChangedSent by CCmpPosition whenever anything has changed that will affect the return value of GetPosition2D() or GetRotation().Y
CMessageProgressiveLoadHandle progressive loading of resources
CMessageRangeUpdateSent by CCmpRangeManager at most once per turn, when an active range query has had matching units enter/leave the range since the last RangeUpdate
CMessageRenderSubmitAdd renderable objects to the scene collector
CMessageScriptedUsed for script-only message types
CMessageTemplateModificationSent by aura and tech managers when a value of a certain template's component is changed
CMessageTerrainChangedSent when terrain (texture or elevation) has been changed
CMessageTerritoriesChangedSent when territory assignments have changed
CMessageTerritoryPositionChanged
CMessageTurnStart
CMessageUpdateGeneric per-turn update message, for things that don't care much about ordering
CMessageUpdate_FinalFinal update phase, after all other updates
CMessageUpdate_MotionFormationUpdate phase for formation controller movement (must happen before individual units move to follow their formation)
CMessageUpdate_MotionUnitUpdate phase for non-formation-controller unit movement
CMessageValueModificationSent by aura manager when a value of a certain entity's component is changed
CMessageVisibilityChangedSent, at most once per turn, when the visibility of an entity changed
CMessageVisionRangeChangedSent by CCmpVision when an entity's vision range changes
CMessageVisionSharingChangedSent by CCmpVision when an entity's vision sharing changes
CMessageWaterChangedSent when water height has been changed
CMiniMap
CMiniPatch
CModel
CModelAbstractAbstract base class for graphical objects that are used by units, or as props attached to other CModelAbstract objects
CModelDecal
CModelDef
CModelDefRPrivate
CModelParticleEmitterParticle emitter model, for attaching emitters as props on other models
CModelRDataClass CModelRData: Render data that is maintained per CModel
CmpPtr< T >A simplified syntax for accessing entity components
CMutexA non-recursive mutual exclusion lock
CNetClientNetwork client
CNetClientSessionThe client end of a network session
CNetClientTurnManagerImplementation of CTurnManager for network clients
CNetFileReceiveTaskAsynchronous file-receiving task
CNetFileReceiveTask_ClientRejoinAsync task for receiving the initial game state when rejoining an in-progress network game
CNetFileReceiveTask_ServerRejoinAsync task for receiving the initial game state to be forwarded to another client that is rejoining an in-progress network game
CNetFileTransferer::CNetFileSendTaskAsynchronous file-sending task
CNetFileTransfererHandles transferring files between clients and servers
CNetHost
CNetMessageThe base class for all network messages exchanged within the game
CNetMessageFactoryCreates messages from data received through the network
CNetServerNetwork server interface
CNetServerSessionThe server's end of a network session
CNetServerTurnManagerThe server-side counterpart to CNetClientTurnManager
CNetServerWorkerNetwork server worker thread
CNetStatsTableENet connection statistics profiler table
CoastalPoint
CObjectBase
CObjectEntry
CObjectManager
Codec_ZLib
Codec_ZLibNone
CodecZLibStream
COListMulti-column list
COListColumnRepresents a column
ColladaException
CProfileNodeTable::ColumnDescriptionStruct ColumnDescription: The only purpose of this helper structure is to provide the global constructor that sets up the column description
CommonConvertWrapper for code shared between the PMD and PSA converters
CompareFileInfoByName
CDynamicSubscription::CompareIComponent
ComponentTestHelperClass to test a single component
CComponentManager::ComponentType
Compressor_ZLib
CShaderConditionalDefines::CondDefine
glooxwrapper::ConnectionListener
glooxwrapper::ConnectionListenerWrapper
glooxwrapper::list< T >::const_iterator
RingBuf< T, n >::const_iterator
ContainerBase< Container >
io::ControlBlockRingBuffer
ControlGroupMovementObstructionFilterObstruction test filter that reject shapes in a given control group, and rejects shapes that don't block unit movement, and optionally rejects moving shapes
ControllerRegulate IIR gain for rapid but smooth tracking of a function
CounterHPET
CounterPMT
CounterQPC
CounterTGT
CounterTSC
CParamNodeAn entity initialisation parameter node
CParticleEffectorForceParticle effector that applies a constant acceleration
CParticleEmitterParticle emitter
CParticleEmitterTypeParticle emitter type - stores the common state data for all emitters of that type, and uses that data to update the emitter states
CParticleManager
CParticleVarConstantParticle variable that returns a constant value
CParticleVarCopyParticle variable that returns the same value as some other variable (assuming that variable was evaluated before this one)
CParticleVarExprA terrible ad-hoc attempt at handling some particular variable calculation, which really needs to be cleaned up and generalised
CParticleVarUniformParticle variable that returns a uniformly-distributed random value
CPatch
CPatchRData
CPlane
CPosMade to represent screen positions and delta values
CPostprocManager
CPreprocessorThis is a simplistic C/C++-like preprocessor
CPreprocessorWrapperConvenience wrapper around CPreprocessor
CProfile2AggregatedRegionScope-based enter/leave helper
CProfile2GPURegionScope-based GPU enter/leave helper
CProfile2RegionScope-based enter/leave helper
CProfile2SpikeRegionScope-based enter/leave helper
CProfileManager
CProfileNode
CProfileNodeTableClass CProfileNodeTable: Implement ProfileViewer's AbstractProfileTable interface in order to display profiling data in-game
CProfiler2
CProfiler2GPUUsed by CProfiler2 for GPU profiling support
CProfiler2GPU_ARB_timer_query
CProfiler2GPU_base
CProfiler2GPU_EXT_timer_query
CProfiler2GPU_INTEL_performance_queries
CProfiler2GPU_timer_query
CProfileSample
CProfileSampleScript
CProfileViewerClass CProfileViewer: Manage and display profiling tables
CProfileViewerInternals
CProgressBarObject used to draw a value (e.g
x86_x64::CpuidRegsRegisters used/returned by cpuid
topology::CpuTopology
CQuaternion
CRadioButtonJust like a check box, but it'll nullify its siblings (of the same kind), and it won't switch itself
CreateLevelData
CRectRectangle class used for screen rectangles
CRenderableObject
CRenderData
CRenderer
CRendererInternalsStruct CRendererInternals: Truly hide data that is supposed to be hidden in this structure so it won't even appear in header files
CRendererStatsTableClass CRendererStatsTable: Implementation of AbstractProfileTable to display the renderer stats in-game
CReplayLoggerImplementation of IReplayLogger that saves data to a file in the logs directory
CReplayPlayerReplay log replayer
CReplayTurnManagerImplementation of CLocalTurnManager for replay games
CScopeLockLocks a CMutex over this object's lifetime
CScriptStatsTable
CSerializerStreamBuf< T >Wrapper for redirecting ostream writes to CBinarySerializer's impl
CShaderConditionalDefines
CShaderDefinesRepresents a mapping of name strings to value strings, for use with #if and #ifdef and similar conditionals in shaders
CShaderManagerShader manager: loads and caches shader programs
CShaderParams< value_t >Represents a mapping of name strings to value, for use with CShaderDefines (values are strings) and CShaderUniforms (values are vec4s)
CShaderPassImplements a render pass consisting of various GL state changes and a shader, used by CShaderTechnique
CShaderProgramA compiled vertex+fragment shader program
CShaderProgramARB
CShaderProgramFFPCShaderProgramFFP allows rendering code to use the shader-based API even if the 'shader' is actually implemented with the fixed-function pipeline instead of anything programmable
CShaderProgramFFP_DummyA shader that does nothing but provide a shader-compatible interface to fixed-function features, for compatibility with existing fixed-function code that isn't fully ported to the shader API
CShaderProgramFFP_Gui_Base
CShaderProgramFFP_GuiAdd
CShaderProgramFFP_GuiBasic
CShaderProgramFFP_GuiGrayscale
CShaderProgramFFP_GuiMinimap
CShaderProgramFFP_GuiSolid
CShaderProgramFFP_GuiText
CShaderProgramFFP_ModelBasic non-recolored diffuse-textured model rendering
CShaderProgramFFP_Model_BaseCommon functionality for model rendering in the fixed renderpath
CShaderProgramFFP_ModelColorPlayer-coloring diffuse-textured model rendering
CShaderProgramFFP_ModelSolidOptionally-player-colored untextured model rendering
CShaderProgramFFP_ModelSolidTexPlain unlit texture model rendering, for e.g
CShaderProgramFFP_OverlayLine
CShaderProgramGLSL
CShaderRenderQueriesUniform values that need to be evaluated in the renderer
CShaderTechniqueImplements a render technique consisting of a sequence of passes
CShaderUniformsRepresents a mapping of name strings to value CVector4Ds, for use with uniforms in shaders
CSimContextContains pointers to various 'global' objects that are needed by the simulation code, to allow easy access without using real (evil) global variables
CSimulation2Public API for simulation system
CSimulation2Impl
CSimulationMessageSpecial message type for simulation commands
CSizeMade to represent a screen size, should in philosophy be made of unsigned ints, but for the sake of compatibility with CRect and CPos it's not
CSkeletonAnim
CSkeletonAnimDef
CSkeletonAnimManager
CSmoothedValueA value with exponential decay towards the target value
CSoundGroup
CStdDeserializer
CStdSerializer
CStdSerializerImpl
CStrInternInterned 8-bit strings
CStrInternInternals
CTemplateLoaderTemplate loader: Handles the loading of entity template files for:

  • the initialisation and deserialization of entity components in the simulation (CmpTemplateManager)
CTerrain
CTerrainGroup
CTerrainProperties
CTerrainTextureEntry
CTerrainTextureManager
CTerritoryBoundaryCalculatorResponsible for calculating territory boundaries, given an input territory map
CTerritoryTextureMaintains the territory boundary texture, used for rendering and for the minimap
CTextText field that just displays static text
CTextRenderer
CTextureRepresents a texture object
CTextureConverterTexture conversion helper class
CTexturedLineRDataRendering data for an STexturedOverlayLine
CTextureManagerTexture manager with asynchronous loading and automatic DDS conversion/compression
CTextureManagerImpl
CTexturePropertiesRepresents the filename and GL parameters of a texture, for passing to CTextureManager::CreateTexture
CTimeManager
CTooltipDynamic tooltips
CTouchInputMaps touch events (e.g
CTurnManagerThis file defines the base class of the turn managers for clients, local games and replays
CUnit
CUnitAnimationDeals with synchronisation issues between raw animation data (CModel, CSkeletonAnim) and the simulation system (via CUnit), providing a simple fire-and-forget API to play animations
CUnitManager
STileBlend::CurrentTile
Cursor
CUserReport
CUserReporter
CUserReporterWorker
CModelAbstract::CustomSelectionShapeDescribes a custom selection shape to be used for a model's selection box instead of the default recursive bounding boxes
ScriptInterface::CustomType
fmt::internal::Arg::CustomValue
CVector2D
CVector3D
CVector4D
CVertexBufferCVertexBuffer: encapsulation of ARB_vertex_buffer_object, also supplying some additional functionality for sharing buffers between multiple objects
CVertexBufferManager
CVFSFileReads a file, then gives read-only access to the contents
CVideoMode
CWorldCWorld is a general data class containing whatever is needed to accurately represent the world
CXeromyces
CXMLReader
ScriptInterface::CxPrivate
DDS_HEADER
DDS_PIXELFORMAT
de
SilhouetteRenderer::DebugBounds
SilhouetteRenderer::DebugRect
CObjectBase::Decal
Decompressor_ZLib
STileBlend::DecreasingPriority
io::DefaultCompletedHook
io::DefaultIssueHook
json_spirit::Json_grammer< Value_type, Iter_type >::definition< ScannerT >
DefPersistentRooted< T >A default constructible wrapper around JS::PersistentRootedValue
glooxwrapper::DelayedDelivery
DelayLoadInfo
DelayLoadProc
deque
DHT_Traits< Key, T >
DHT_Traits< const char *, const char * >
DialogParams
tinygettext::DictionaryA simple dictionary class that mimics gettext() behaviour
tinygettext::DictionaryManagerManager class for dictionaries, you give it a bunch of directories with .po files and it will then automatically load the right file on demand depending on which language was set
DIR
dir_scan_data
DirDeleter
dirent
DirHandle
DirWatch
DirWatchManager
DirWatchNotification
DirWatchRequest
glooxwrapper::Disco
Divider_Naive
Divider_Recip
DllLoader
GUIRenderer::DrawCalls
DummyDeleter
DumpState
anonymous_namespace{ProfileViewer.cpp}::DumpTable
DurationAdder
Allocators::DynamicArenaAllocator design parameters:

  • grow dynamically with a fixed chunkSize
  • for frequent allocations of size << chunkSize
  • no reallocations, pointers remain valid
DynArrayMemory range that can be expanded but doesn't waste physical memory or relocate itself
DynHashTbl< Key, T, Traits >
EaseGeneric easing functions
ECDR
Edge
EdgeAA
CShaderManager::EffectCacheKeyKey for effect cache lookups
CShaderManager::EffectCacheKeyHash
EmitterHasNoParticles
fmt::EmptySpec
Entity
EntityData
EntityDistanceOrderingFunctor for sorting entities by distance from a source point
EntityMap< T >A fast replacement for map<entity_id_t, T>
EntityParabolicRangeOutline
OvlAllocator::Entry
json_spirit::Error_position
ErrorMessageMemHolds memory for an error message
FADT
FastSpatialSubdivisionA basic square subdivision scheme for finding entities in range More efficient than SpatialSubdivision, but a bit less precise (so the querier will get more entities to perform tests on)
FColladaDocumentStandard document loader
FColladaErrorHandlerStandard error handler - logs FCollada messages using Log(), and also maintains a list of XML parser errors
SMBIOS::FieldInitializer
SMBIOS::FieldStringizer
File
FileCacheCache of file contents with support for zero-copy IO
FileCacheDeleter
FileControlBlock
FileControlBlocks
FileHeader
tinygettext::FileSystem
CComponentManager::FindJSONFilesCallbackData
fmt::FormatErrorA formatting error such as invalid format string
fmt::internal::FormatErrorReporter< Char >
fmt::FormatIntFast integer formatter
fmt::FormatSpec
fmt::internal::FormatterBase
FoundInstance
FreedBlock
FrequencyEstimatorVariable-width window for frequency determination
FrequencyFilter
FuncAndArg
GameListQuery
GameReport
json_spirit::Generator< Value_type, Ostream_type >
GetAIsHelper
GLCursor
CFont::GlyphData
CFont::GlyphMapRelatively efficient lookup of GlyphData from 16-bit Unicode codepoint
Grid< T >Basic 2D array, intended for storing tile data, plus support for lazy updates by ICmpObstructionManager
GridUpdateInformationStructure holding grid dirtiness informations, for clever updates
Allocators::Growth_Exponential< multiplier, divisor >
Allocators::Growth_Linear< increment >
GUI< T >Includes static functions that needs one template argument
XmppClient::GUIMessage
GUITooltip
H_ScopedLock
H_VTbl
SMBIOS::Handle
HDATA
SMBIOS::Header
HeaderlessAllocator(header-less) pool-based heap allocator provides Allocate and Deallocate without requiring in-band headers; this is useful when allocating page-aligned I/O buffers (headers would waste an entire page per buffer)
CBrush::Helper
HierarchicalOverlay
HierarchicalPathfinder
HINSTANCE__
CProfiler2::ThreadStorage::HoldBuffer
CounterHPET::HpetDescriptionTable
IArchiveFile
IArchiveReader
IArchiveWriter
ICmpAIInterface
ICmpAIManager
ICmpCinemaManagerComponent for CCinemaManager class TODO: write description
ICmpCommandQueueCommand queue, for sending orders to entities
ICmpDataTemplateManagerData template manager interface
ICmpDecayAnimated corpse-decay
ICmpExampleDocumentation to describe what this interface and its associated component types are for, and roughly how they should be used
ICmpFoggingHandles the fogging of out-of-sight enemy entities, by creating mirage entities
ICmpFootprintFootprints - an approximation of the entity's shape, used for collision detection and for rendering selection outlines
ICmpGuiInterface
ICmpIdentityIdentity data
ICmpMinimapPer-unit minimap data
ICmpMirageComponent allowing mirage entities to communicate with their parent entity
ICmpMotionGeneric motion interface for entities with entirely self-contained motion e.g
ICmpObstructionFlags an entity as obstructing movement for other units, and handles the processing of collision queries
ICmpObstructionManagerObstruction manager: provides efficient spatial queries over objects in the world
ICmpOverlayRendererInterface for rendering 'overlay' objects (typically sprites), automatically positioned relative to the entity
ICmpOwnershipPlayer ownership
ICmpParticleManagerMinimal interface for particle rendering
ICmpPathfinderPathfinder algorithms
ICmpPlayerPlayer data
ICmpPlayerManagerPlayer manager
ICmpPositionRepresents an entity's position in the world (plus its orientation)
ICmpProjectileManagerProjectile manager
ICmpRallyPointRendererRally Point
ICmpRangeManagerProvides efficient range-based queries of the game world, and also LOS-based effects (fog of war)
ICmpSelectable
ICmpSettlement
ICmpSoundManagerInterface to the engine's sound system
ICmpTemplateManagerTemplate manager: Handles the loading of entity template files for the initialisation and deserialization of entity components
ICmpTerrain
ICmpTerritoryInfluence
ICmpTerritoryManager
ICmpTest1Component for testing the simulation system
ICmpTest2Component for testing the simulation system
ICmpUnitMotionMotion interface for entities with complex movement capabilities
ICmpUnitRenderer
ICmpUnknownScriptDummy wrapper class for script components that don't have a native interface
ICmpValueModificationManagerValue modification manager interface
ICmpVisibilityThe Visibility component is a scripted component that allows any part of the simulation to influence the visibility of an entity
ICmpVisionVision range interface
ICmpVisualThe visual representation of an entity (typically an actor)
ICmpWaterManager
ICodec
IComponent
tinygettext::IConv
ICounter
IDeserializerDeserialization interface; see serialization overview
IFileLoader
IFrequencyFilter
GUIRenderer::IGLState
IGUIButtonBehaviorAppends button behaviours to the IGUIObject
IGUIObjectBase settings, all objects possess these settings in their m_BaseSettings Instructions can be found in the documentations
IGUIScrollBarThe GUI Scroll-bar, used everywhere there is a scroll-bar in the game
IGUIScrollBarOwnerBase-class this if you want an object to contain one, or several, scroll-bars
IGUITextOwnerFramework for handling Output text
IirFilterVariable-gain IIR filter
ImgDelayDescr
IModelDef
HeaderlessAllocator::Impl
FileCache::Impl
INetSessionInterface for sessions to which messages can be sent
InserterWithoutDuplicates< T >
InstancingModelRendererRender non-animated (but potentially moving) models using a ShaderRenderModifier
InstancingModelRendererInternals
anonymous_namespace{format.cpp}::IntChecker< IsSigned >
anonymous_namespace{format.cpp}::IntChecker< true >
InternalImgDelayDescr
JumpPointCache::RowTree::IntervalRepresents an interval [u15 x0, u16 x1) with a boolean obstruction flag, packed into a single u32
fmt::IntFormatSpec< T, SpecT, Char >
IntrusiveLink
fmt::internal::IntTraits< T >
IObstructionTestFilterInterface for ICmpObstructionManager Test functions to filter out unwanted shapes
IParticleEffectorInterface for particle effectors, which get evaluated every frame to update particles
IParticleVarInterface for particle state variables, which get evaluated for each newly constructed particle
glooxwrapper::IQ
glooxwrapper::IqHandler
glooxwrapper::IqHandlerWrapper
IReplayLoggerReplay log recorder interface
ISerializableAn interface for serializable objects
ISerializerSerialization interface; see serialization overview
anonymous_namespace{format.cpp}::IsLongDouble< T >
anonymous_namespace{format.cpp}::IsLongDouble< long double >
ISoundManager
anonymous_namespace{format.cpp}::IsZeroInt
PriorityQueueHeap< ID, R, H, CMP >::Item
PriorityQueueList< ID, R, H, CMP >::Item
ItemNameCmp< value_t >
ItemNameGeq< value_t >
DynHashTbl< Key, T, Traits >::iterator
XMBAttributeList::iterator
XMBElementList::iterator
RingBuf< T, n >::iterator
ITerrainOverlayCommon interface for terrain-tile-based and texture-based debug overlays
ITexCodecVirtual method table for TexCodecs
ITrace
IVFS
IXmppClient
glooxwrapper::JID
json_spirit::Json_grammer< Value_type, Iter_type >
JumpPointCacheJump point cache
EntityMap< T >::key_val< K, V >
LRU< Key, Entry >::KeyAndEntry
L10nSingleton for internationalization and localization
Landlord< Key, Entry, McdCalc >
Landlord_Cached< Key, Entry >
Landlord_Lazy< Key, Entry >
Landlord_Naive< Key, Entry >
tinygettext::LanguageLightweight wrapper around LanguageSpec
tinygettext::Language_hash
tinygettext::LanguageSpec
LeakReporter
LFH
ArchiveFile_Zip::LFH_Copier
list
glooxwrapper::list< T >
LitRenderModifierClass LitRenderModifier: Abstract base class for RenderModifiers that apply a shadow map
LoadRequest
tinygettext::Log
LongOverlayTerrain overlay for pathfinder debugging
LongPathfinder
LRU< Key, Entry >
CPreprocessor::MacroA macro definition
fmt::internal::MakeArg< Char >
fmt::internal::MakeUnsigned< T >
Landlord< Key, Entry, McdCalc >::Map
CTextureConverter::MatchRepresentation of <File> line from settings XML file
ScriptInterface::MaybeRef< T >
McdCalc_Cached< Entry, Entries >
McdCalc_Naive< Entry, Entries >
MD5MD5 hashing algorithm
MD5Context
MemFun1_t< T, Arg >
MemFun_t< T >
MemoryStream
glooxwrapper::Message
glooxwrapper::MessageHandler
glooxwrapper::MessageHandlerWrapper
mg_connection
mg_context
mg_request_info::mg_header
mg_request_info
mgstat
MikkTSpace
MinimapUnitVertex
MiscSetup
MockTerrainSimple terrain implementation with constant height of 50
ModelRendererClass ModelRenderer: Abstract base class for all model renders
CRendererInternals::ModelsVarious model renderers
ModelVertexRendererClass ModelVertexRenderer: Normal ModelRenderer implementations delegate vertex array management and vertex transformation to an implementation of ModelVertexRenderer
glooxwrapper::MUCRoom
glooxwrapper::MUCRoomHandler
glooxwrapper::MUCRoomHandlerWrapper
glooxwrapper::MUCRoomParticipant
json_spirit::Multi_pass_iters< Istream_type >
glooxwrapper::list< T >::node
Node
Noise2D
Noise3D
fmt::internal::NonZero< Arg >
fmt::internal::NonZero< 0 >
NotificationEvent
json_spirit::Null
NullObstructionFilterObstruction test filter that will test against all shapes
std::numeric_limits< CFixed< T, max_t, total_bits, int_bits, fract_bits_, fract_pow2 > >Std::numeric_limits specialisation, currently just providing min and max
ObjectIdCache< T >Providing a map-like structure with JSObject pointers (actually their hash) as keys with correct garbage collection handling (JSObjects can move in memory)
CObjectManager::ObjectKey
ICmpObstructionManager::ObstructionSquareStandard representation for all types of shapes, for use with geometry processing code
Occluder
OglTex
OglTexState
io::Operation
CRenderer::Options
os_cpu_ScopedSetThreadAffinityMask
OutputBufferManager
OutputCB
io::Parameters::OverlappedTag
OverlayRendererClass OverlayRenderer: Render various bits of data that overlay the game world (selection circles, health bars, etc)
OverlayRendererInternals
OverrunProtector< T >OverrunProtector wraps an arbitrary object in isolated page(s) and can detect inadvertent writes to it
OvlAllocator
json_spirit::Pair_impl< Config >
io::Parameters
ParticleRendererRender particles
ParticleRendererInternals
Path
PathCostRepresents the cost of a path consisting of horizontal/vertical and diagonal movements over a uniform-cost grid
PathfinderPassability
PathfinderState
PathfindTileTile data for A* computation
PathGoalPathfinder goal
PathsWrapper class for OS paths used by the game
PlayerAssignment
tinygettext::PluralForms
PMDConvert
PoolAllocator design parameters:

  • O(1) alloc and free;
  • either fixed- or variable-sized blocks;
  • doesn't preallocate the entire pool;
  • returns sequential addresses
Allocators::Pool< T, Storage >Allocator design parameters:

  • O(1) allocation and deallocation;
  • fixed-size objects;
  • support for deallocating all objects;
  • consecutive allocations are back-to-back;
  • objects are aligned to the pointer size
tinygettext::POParser
tinygettext::POParserError
PopulateHelper
anonymous_namespace{format.cpp}::PrecisionHandler
glooxwrapper::Presence
fmt::internal::PrintfFormatter< Char >
PrintfWriter
PriorityQueueHeap< ID, R, H, CMP >Priority queue implemented as a binary heap
PriorityQueueList< ID, R, H, CMP >Priority queue implemented as an unsorted array
Landlord_Lazy< Key, Entry >::PriQ
ProfileColumnStruct ProfileColumn: Describes one column of an AbstractProfileTable
ProfileQuery
CCmpProjectileManager::Projectile
CModel::Prop
CObjectBase::Prop
PropPoint
ProxyAllocator< T, Allocator >Fully STL-compatible allocator that simply draws upon another Allocator
PSAConvert
PSERROR
PSERROR_CVFSFile
PSERROR_CVFSFile_AlreadyLoaded
PSERROR_CVFSFile_InvalidBufferAccess
PSERROR_CVFSFile_LoadFailed
PSERROR_Deserialize
PSERROR_Deserialize_InvalidCharInString
PSERROR_Deserialize_OutOfBounds
PSERROR_Deserialize_ReadFailed
PSERROR_Deserialize_ScriptError
PSERROR_DllLoader
PSERROR_DllLoader_DllNotLoaded
PSERROR_DllLoader_SymbolNotFound
PSERROR_Error
PSERROR_Error_InvalidError
PSERROR_File
PSERROR_File_InvalidType
PSERROR_File_InvalidVersion
PSERROR_File_OpenFailed
PSERROR_File_ReadFailed
PSERROR_File_UnexpectedEOF
PSERROR_File_WriteFailed
PSERROR_Game
PSERROR_Game_World
PSERROR_Game_World_MapLoadFailed
PSERROR_GUI
PSERROR_GUI_InvalidSetting
PSERROR_GUI_JSOpenFailed
PSERROR_GUI_NameAmbiguity
PSERROR_GUI_NullObjectProvided
PSERROR_GUI_ObjectNeedsName
PSERROR_GUI_OperationNeedsGUIObject
PSERROR_GUI_UnableToParse
PSERROR_I18n
PSERROR_I18n_Script
PSERROR_I18n_Script_SetupFailed
PSERROR_Renderer
PSERROR_Renderer_VBOFailed
PSERROR_Scripting
PSERROR_Scripting_CallFunctionFailed
PSERROR_Scripting_ConversionFailed
PSERROR_Scripting_CreateObjectFailed
PSERROR_Scripting_DefineConstantFailed
PSERROR_Scripting_DefineType
PSERROR_Scripting_DefineType_AlreadyExists
PSERROR_Scripting_DefineType_CreationFailed
PSERROR_Scripting_LoadFile
PSERROR_Scripting_LoadFile_EvalErrors
PSERROR_Scripting_LoadFile_OpenFailed
PSERROR_Scripting_RegisterFunctionFailed
PSERROR_Scripting_SetupFailed
PSERROR_Scripting_TypeDoesNotExist
PSERROR_Serialize
PSERROR_Serialize_InvalidCharInString
PSERROR_Serialize_InvalidScriptValue
PSERROR_Serialize_OutOfBounds
PSERROR_Serialize_ScriptError
PSERROR_System
PSERROR_System_RequiredExtensionsMissing
PSERROR_System_SDLInitFailed
PSERROR_System_VmodeFailed
PSERROR_Xeromyces
PSERROR_Xeromyces_XMLOpenFailed
PSERROR_Xeromyces_XMLParseError
QuadBatchDataHolds information about a single quad rendering batch
QuadBatchKeyKey used to group quads into batches for more efficient rendering
Quat
QueryRepresentation of a range query
QueueItemPriority< Item, CMP >
RangeList
RealDirectory
AlignedAllocator< T >::rebind< U >
ProxyAllocator< T, Allocator >::rebind< U >
RECT
HierarchicalPathfinder::RegionID
glooxwrapper::Registration
glooxwrapper::RegistrationFields
glooxwrapper::RegistrationHandler
glooxwrapper::RegistrationHandlerWrapper
RelaxNGSchema
RelaxNGValidator
CLogger::RenderedMessage
RenderModifierClass RenderModifier: Some ModelRenderer implementations provide vertex management behaviour but allow fragment stages to be modified by a plugged in RenderModifier
RingBuf< T, n >
RNSplineRounded Nonuniform Spline for describing spatial curves or paths with constant speed
JumpPointCache::RowRawSimple space-inefficient row storage
JumpPointCache::RowTree
fmt::internal::RuntimeError
S3tcBlock
S3tcDecompressInfo
CObjectBase::Samp
CPatchRData::SBaseVertex
CTextRenderer::SBatchA list of SBatchRuns, with a single font/color/transform, to be rendered in a single GL call
SBatchCompare
CTextRenderer::SBatchRunA string (optionally owned by this object, or else pointing to an externally-owned string) with a position
SBlendBatchHelper structure for RenderBlends
SBlendLayerRepresents a batched collection of blends using the same texture
SBlendStackItemHelper structure for RenderBlends
CPatchRData::SBlendVertex
CCmpTerritoryManager::SBoundaryLine
SceneThis interface describes a scene to the renderer
SceneCollectorThis interface accepts renderable objects
sched_param
SColor3ub
SColor4ub
CAIWorker::SCommandSets
ScopedIoMonitor
anonymous_namespace{vfs.cpp}::ScopedLock
x86_x64::ScopedSetPriority
ScopeTimerUsed by TIMER
ScopeTimerAccrue< BillingPolicy >Used by TIMER_ACCRUE
ScriptEngineA class using the RAII (Resource Acquisition Is Initialization) idiom to manage initialization and shutdown of the SpiderMonkey script engine
ScriptInterfaceAbstraction around a SpiderMonkey JSContext
ScriptInterface_impl
ScriptInterface_NativeMethodWrapper< R, TC >
ScriptInterface_NativeMethodWrapper< void, TC >
ScriptInterface_NativeWrapper< R >
ScriptInterface_NativeWrapper< void >
ScriptRuntimeAbstraction around a SpiderMonkey JSRuntime
SDashedLine
SDecalTerrain decal definition
SDL_Event_
SDLCursor
GUIRenderer::SDrawCall
SEdge
SegregatedRangeLists
json_spirit::Semantic_actions< Value_type, Iter_type >
SEntityComponentCache
CSimulation2Impl::SerializationTestState
SerializeBool
SerializeEntityDataSerialization helper template for EntityData
SerializeEntityMap< VSerializer >
SerializeGoal
SerializeI32_Unbounded
SerializeLongRequest
SerializeMap< KS, VS >
SerializeQuerySerialization helper template for Query
SerializeRepetitiveVector< ELEM >
SerializeShortRequest
SerializeSpatialSubdivisionSerialization helper template for SpatialSubdivision
SerializeStaticShapeSerialization helper template for StaticShape
SerializeString
CCmpObstruction::SerializeTag
SerializeU16_Unbounded
SerializeU32_Unbounded
SerializeU8_Enum< T, max >
SerializeU8_Unbounded
SerializeUnitShapeSerialization helper template for UnitShape
SerializeUnorderedMap< KS, VS >
SerializeVector< ELEM >
SerializeWaypoint
CTextureConverter::SettingsTexture conversion settings
CTextureConverter::SettingsFileRepresentation of settings XML file
CProfiler2GPU_ARB_timer_query::SEvent
CProfiler2GPU_EXT_timer_query::SEvent
CProfiler2GPU_INTEL_performance_queries::SEvent
CGUIString::SFeedbackAll data generated in GenerateTextCall()
CProfiler2GPU_EXT_timer_query::SFrame
CProfiler2GPU_INTEL_performance_queries::SFrame
CProfiler2GPU_ARB_timer_query::SFrame
SGenerateTextImage
SGroup
SGUIIcon
SGUIImageA CGUISprite is actually a collage of several real sprites, this struct represents is such real sprite
SGUIImageEffects
SGUIMessageMessage send to IGUIObject::HandleMessage() in order to give life to Objects manually with a derived HandleMessage()
CGUIManager::SGUIPage
SGUIScrollBarStyleThe GUI Scroll-bar style
SGUISettingA GUI Setting is anything that can be inputted from XML as <object>-attributes (with exceptions)
SGUIStyleContains a list of values for new defaults to objects
SGUITextAn SGUIText object is a parsed string, divided into text-rendering components
SHA256Structure for performing SHA256 encryption on arbitrary data
ShaderModel
ShaderModelDef
ShaderModelRendererImplementation of ModelRenderer that loads the appropriate shaders for rendering each model, and that batches by shader (and by mesh and texture)
ShaderModelRendererInternalsInternal data of the ShaderModelRenderer
ShaderModelVertexRendererRender animated models using a ShaderRenderModifier
ShaderRenderModifierA RenderModifier that sets uniforms and textures appropriately for rendering models
ShadowMapClass ShadowMap: Maintain the shadow map texture and perform necessary OpenGL setup, including matrix calculations
ShadowMapInternalsStruct ShadowMapInternals: Internal data for the ShadowMap implementation
CCmpObstruction::Shape
topology::CacheRelations::SharedCacheStores ID and tracks which processors share this cache
SHotkeyMapping
sigevent
fmt::internal::SignChecker< IsSigned >
fmt::internal::SignChecker< true >
sigval
SilhouetteRenderer
SimulationCommandSimulation command, typically received over the network in multiplayer games
Singleton< T >
CProfiler2::SItem_dt_idAn item with a relative time and an ID string pointer
CShaderParams< value_t >::SItems
SMBIOS::Size< T >
Skeleton
Skeleton_impl
anonymous_namespace{StdSkeletons.cpp}::SkeletonMap
SKey
SKeycodeMapping
SkipControlGroupsRequireFlagObstructionFilterObstruction test filter that will test only against shapes that:

  • are part of neither one of the specified control groups
  • AND, depending on the value of the 'exclude' argument:
    • have at least one of the specified flags set
SkipTagObstructionFilterObstruction test filter that will test only against shapes that do not have the specified tag set
SkipTagRequireControlGroupsAndFlagObstructionFilterObstruction test filter that will test only against shapes that:

  • are part of both of the specified control groups
  • AND have at least one of the specified flags set
SkipTagRequireFlagsObstructionFilterObstruction test filter that will test only against shapes that:

  • do not have the specified tag
  • AND have at least one of the specified flags set
SkyManagerClass SkyManager: Maintain sky settings and textures, and render the sky
SliceOpInfoHolds support information during a CBrush/CPlane slicing operation
SliceOpNewVertexInfoHolds information about a newly introduced vertex on an edge in a brush as the result of a slicing operation
SliceOpVertexInfoHolds information about what happens to a single vertex in a brush during a slicing operation
SLIT
SMikkTSpaceContext
SMikkTSpaceInterface
SMipmap
CUnitAnimation::SModelAnimState
SModelFace
SModelVertex
SMRBatchModel
SMRCompareSortByDistItem
SMRCompareTechBucket
SMRMaterialBucketKey
SMRMaterialBucketKeyHash
SMRSortByDistItem
SMRTechBucket
SNSplineSmooth Nonuniform Spline for describing paths with smooth acceleration and deceleration, but without turning
socket
SortEmitterDistance
ICmpSelectable::SOverlayDescriptor
SOverlayLineLine-based overlay, with world-space coordinates, rendered in the world potentially behind other objects
SOverlayQuadRectangular single-quad terrain overlay, in world space coordinates
SOverlaySphere
SOverlaySpriteBillboard sprite overlay, with world-space coordinates, rendered on top of all other objects
SOverlayTexturedLineTextured line overlay, with world-space coordinates, rendered in the world onto the terrain
SimRasterize::SpanRepresents the set of cells (i,j) where i0 <= i < i1
SparseGrid< T >Similar to Grid, except optimised for sparse usage (the grid is subdivided into buckets whose contents are only initialised on demand, to save on memset cost)
SParticleSimulation state for a single particle
SpatialSubdivisionA very basic subdivision scheme for finding items in ranges
CProfiler2GPU_INTEL_performance_queries::SPerfCounter
CProfiler2GPU_INTEL_performance_queries::SPerfQueryType
SplineDataDescribes a node of the spline
SPropPointDescribes the position of a prop point within its parent model
Square
SquareSortFunctor for sorting edge-squares by approximate proximity to a fixed point
CInput::SRow
SScreenRect
CPatchRData::SSideVertex
ssl_func
CPatchRData::SSplat
SGUIText::SSpriteCallA sprite call to the CRenderer
SSubGroup
glooxwrapper::StanzaExtension
glooxwrapper::StanzaExtensionWrapper
StaticShapeInternal representation of arbitrary-rotation static square shapes for buildings
StationaryOnlyObstructionFilterObstruction test filter that will test only against stationary (i.e
Stats
CRenderer::Stats
StatusDefinition
StatusDefinitionBucket
STerritoryBoundaryDescribes an outline of a territory, where the latter are understood to mean the largest sets of mutually connected tiles ('connected' as in the mathematical sense from graph theory) that are either all reachable or all unreachable from a root influence entity
SGUIText::STextCallA text call to the CRenderer
STileBlendRepresents a blend for a single tile, texture and shape
STileBlendStackRepresents the ordered collection of blends drawn on a particular tile
CMapIO::STileDesc
STmpVert
Allocators::Storage
Allocators::Storage_AutoCommit< Allocator >
Allocators::Storage_Commit< Allocator, GrowthPolicy >
Allocators::Storage_Fixed< Allocator >
Allocators::Storage_Reallocate< Allocator, GrowthPolicy >
Stream
streambuf
StreamFeeder
fmt::StrFormatSpec< T >
STriInfo
glooxwrapper::string
Stringifier
StringsKeyHash
StringsKeyProxy
StringsKeyProxyEq
StringsKeyProxyHash
x86_x64::StringStripperFunctor to remove substrings from the CPU identifier string
fmt::internal::Arg::StringValue< Char >
ScriptInterface::StructuredCloneStructured clones are a way to serialize 'simple' JS values into a buffer that can safely be passed between contexts and runtimes and threads
SMBIOS::Structures
STSpace
SpatialSubdivision::SubDivisionGrid
CCmpUnitRenderer::SUnit
SVec3
CTexturedLineRData::SVertex
SVertexBlend
SViewPort
SVisibilitySegment
CPatchRData::SWaterVertex
SWavesVertex
SYMBOL_INFO_PACKAGEW2
fmt::SystemErrorAn error returned by an operating system or a language runtime, for example a file opening error
t2f_v2i
glooxwrapper::Tag
CGUIString::TextChunk::TagA tag looks like this "Hello [b]there[/b] little"
ICmpUnitRenderer::tag_tExternal identifiers for models
ICmpObstructionManager::tag_tExternal identifiers for shapes
CGUIString::TextChunk::Tag::TagAttribute
TerrainAlpha
TerrainOverlayBase class for (relatively) simple drawing of data onto terrain tiles, intended for debugging purposes and for the Atlas editor (hence not trying to be very efficient)
TerrainRendererClass TerrainRenderer: Render everything related to the terrain, especially patches and water
TerrainRendererInternalsStruct TerrainRendererInternals: Internal variables used by the TerrainRenderer class
TerrainTextureOverlayBase class for texture-based terrain overlays, with an arbitrary number of texels per terrain tile, intended for debugging purposes
TerritoryOverlay
TestCodecZLib
TestCompression
TestDummy
TestFatTime
TestFileCache
TestLoggerHelper class for unit tests - captures all log output while it is in scope, and returns it as a single string
TestPath
TestStdoutLoggerHelper class for unit tests - redirects all log output to stdout
TestZip
TexStores all data describing an image
TexCodecBmp
TexCodecDds
TexCodecPng
TexCodecTga
CGUIString::TextChunkA chunk of text that represents one call to the renderer
CMaterial::TextureSampler
TgaHeader
CProfiler2::ThreadStorageClass instantiated in every registered thread
TI_FINDCHILDREN_PARAMS2
Tile
SBlendLayer::Tile
TileIDRepresents the 2D coordinates of a tile
TimerClient
TimerStateStores all timer state shared between readers and the update thread
TimerUnit
timespec
TNSplineTimed Nonuniform Spline for paths with different time intervals between nodes
CPreprocessor::TokenA input token
TPequal_to
TPhash
Trace
Trace_Dummy
TraceEntry
json_spirit::internal_::Type_to_type< T >
fmt::internal::TypeSelector< FitsIn32Bits >
fmt::internal::TypeSelector< false >
fmt::TypeSpec< TYPE >
ULI
UnalignedWriter
UniqueRange
UnitShapeInternal representation of axis-aligned circular shapes for moving units
tinygettext::UnixFileSystem
UnloadInfo
UploadParams
usa
utf16_traits
UTF8Codec
utsname
json_spirit::Value_impl< Config >
CxxTest::ValueTraits< CFixedVector3D >
CxxTest::ValueTraits< const CStr8 >
CxxTest::ValueTraits< const CStrW >
CxxTest::ValueTraits< CVector3D >
CObjectBase::Variant
json_spirit::Value_impl< Config >::Variant_converter_visitor
CObjectBase::Variation
CVertexBuffer::VBChunkVBChunk: describes a portion of this vertex buffer
vec
vector
Vertex
VertexArray
VertexArrayIterator< T >
VertexBlend
VertexData
VertexIndexArrayA VertexArray that is specialised to handle 16-bit array indices
VFS
VfsDirectory
VfsFile
WaterManagerClass WaterManager: Maintain rendering-related water settings and textures Anything that affects gameplay should go in CcmpWaterManager.cpp and passed to this (possibly as copy)
WaveObject
Waypoint
WaypointPathReturned path
WDIR
wdirent
WdllLoadNotify
WELL512Random number generator with period 2^{512}-1; effectively a better version of MT19937 (smaller state, similarly fast, simpler code, better distribution)
anonymous_namespace{format.cpp}::WidthHandler
fmt::WidthSpec
WinScopedDisableWow64Redirection
WinScopedLock
WinScopedPreserveLastErrorSome WinAPI functions SetLastError(0) on success, which is bad because it can hide previous errors
WriteBuffer
anonymous_namespace{ProfileViewer.cpp}::WriteTable
XInfo
XMBAttribute
XMBAttributeList
XMBElement
XMBElementList
XMBFile
XMLWriter_Element
XMLWriter_File
XmppClient
XTypeInfo
XTypeInfoArray
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Generated on Wed Mar 22 03:18:28 2017 for Pyrogenesis by  doxygen 1.6.3