Saga
Saga Game Engine
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Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 CSaga::AppManages several GameWorld. Responsible for assembling them and passing along Staged events as well as user input events
 CSaga::AudioEmitterComponent for emitting sound events
 CSaga::AudioImplementationStores data for implementing the Audio Engine. This includes various maps to fmod events and banks, as well as a reference to FMOD_STUDIO_SYSTEM
 CSaga::BoundingVolumeHierarchy::BoundedShapeDataData on a bounded triangle, which includes the triangle itself and its BoundingBox
 CSaga::BoundingBoxRepresents a bounding box
 CSaga::BoundingVolumeHierarchyA tree of bounding volumes, with leaf nodes containing a collection of triangles. Useful as a space-accelerant structure to speed up collision detection
 CSaga::CameraWrapper around the GraphicsEngine camera
 CSaga::ColliderA boolean flag to tell if an Entity has a Collider
 CSaga::Systems::CollisionCollision struct that details a collision
 CSaga::CollisionSystemDataManages data that the collision system uses. This lives in runtime on an empty entity
 CSaga::ComponentReference< Component >Reference to a component. Will be valid as long as that component exists on a specific Entity, even if their pointer address has changed
 CSaga::CoreA wrapper around App that separates it from Window, the script running the game loop. This receives user events and pass them along to App
 CSaga::CylinderColliderModel an axis-aligned cylinder collider
 CSaga::EllipsoidColliderModel an axis-aligned ellipsoid
 Cstd::enable_shared_from_this
 CSaga::GameWorldMaintains a game world, where Entity, Component, Systems, and MetaSystems can be added, and events such as Startup, Update, FixedUpdate, and Draw can be invoked
 CSaga::AudioEngine::EventAttributesA collection of vectors that specify an object in 3D space. This allows the AudioEngine to determine where listeners as well as AudioEventInstance are situated in space
 CSaga::EventMapA mapping between events (which are ints under the hood) and callbacks
 Cstd::hash< std::tuple< TT... > >
 Cstd::anonymous_namespace{tupleHash.h}::HashValueImpl< Tuple, Index >
 Cstd::anonymous_namespace{tupleHash.h}::HashValueImpl< Tuple, 0 >
 CSaga::ICallbackGeneric callback used for events
 CSaga::Callback< DataType >A wrapper around a shared_ptr to a function
 CSaga::IComponentContainerGeneric container of components
 CSaga::ComponentContainer< Component >Container for a specific Component type
 CSaga::IComponentGroupGeneric group of components
 CSaga::ComponentGroup< Component >Effectively a list of tuples each entry containing an Entity and ComponentReference to each of the component type in the group. These Entity must have the specified components, or else there will be unexpected behaviour. When an Entity no longer has all the required components, it must be removed from the Group
 CSaga::LightModel a light. Wrapper around GraphicsEngine's light. Currently only support Point and Directional Lights
 CSaga::NavMesh::LocationInCell
 CSaga::MaterialWrapper around the GraphisEngine's material
 CSaga::MeshA wrapper around a shared_ptr to a GraphicsEngine's shape
 CSaga::MeshColliderModel a mesh containing a list of triangles
 CSaga::NavMesh
 CSaga::AudioEngine::ParameterValueValue of a parameter in FMOD. Whenever a parameter is retrieved from an event (or globally), it will be in this form
 CSaga::NavMesh::Path
 CSaga::Physics::RaycastHit
 CSaga::RigidBodyEntities with a RigidBody will be moved by the engine in FixedUpdate, and will respond to collisions
 CSaga::SystemManagerManages Systems in the ECS model. Allows for System to be added, but not invoked
 CSaga::InvokableSystemManagerA SystemManager where stages and events can be invoked
 CSaga::TransformA wrapper around a shared pointer to a ModelTransform. This tells object where to position themselves in a 3D scene
 CSaga::Geometry::TriangleRepresents a 3D triangle, equipped with some utility functions
 CSaga::BoundingVolumeHierarchy::TriangleDataData on a single triangles in the structure
 CSaga::TypeMap< DataType >Map that has Types as key
 CSaga::TypeMap< std::shared_ptr< Saga::IComponentContainer > >
 CSaga::UniformGrid< T >Models a uniform grid in 3D space, with the ability to insert and inspect certain cells in the grid. These cells contains a collection of objects
 CWindow