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Classes

The classes, structs, union and interfaces used by this project are:

C AABBComponent<...> Generic AABB value component with dirty-state tracking
C ActiveViewportHandlesStateComponent<...> Stores the currently active viewport IDs based on game/match state
S Binding Represents one valid binding of the one-to-many relation
S BoundsComponentDomain Domain tag for bounds values
C Buffer Abstract base class for type-erased buffer implementations
C ReadWriteBuffer<T> Combined read-write buffer with immediate visibility
S ClearComponent<TOwnerHandle> Component that stores clear flags
C ClearDirtySystem<...> Clears dirty flags for configured component templates on active entities
S ColorDomainTag Domain tag used for color-valued components
S Colors Standard color palette providing commonly used colors as vec4f (RGBA)
C CombinedStateToIdMapPair<...> Maps combined state pairs directly to ID lists
C CommandBuffer Type-erased wrapper for command buffers using the Concept/Model pattern
S CommandBufferRole Compile-time tag identifying a class as a CommandBuffer
C CommandBufferTypeId Unique type identifier for command buffer types
S CommandHandlerEntry Type-erased storage entry for a registered command handler
S CommandHandlerRef<CommandType> Typed reference wrapper for invoking a registered handler
C CommandHandlerRegistry Registry that maps CommandType types to handler instances via function pointers
C CommandTypeId Unique type identifier for command types
S ComponentRegistrar<Tuple>
S ComponentRegistrar<...>
C Concept Internal virtual interface for type-erased dispatch
C Concept Internal virtual interface for type erasure
C Concept Internal virtual interface for type erasure
C ConceptModelRegistry<AnyT, IdProvider> Generic type-indexed registry for type-erased wrapper instances
C ConstIterator Forward iterator over dense bindings
S Cube Static cube mesh definition with per-face vertices
S CullingContext<TMemberHandle> Groups the matrices, bounds, and handle needed for a culling test
S CurrentContextComponent<THandle> Marker assigned to the entity owning the current platform context
C DeadzoneStrategy Abstract strategy interface for normalizing gamepad stick input with deadzone handling
C RadialDeadzoneStrategy Implements a radial (circular) deadzone strategy for analog stick normalization
C DefaultEngineStateTransitionGuards
C DefaultEngineStateTransitionRules Provides the default set of game state transition rules
S DeferredComponent Internal structure tracking a deferred component
C DelayedComponentEnabler<THandle> Component that manages delayed activation of other components
C DelayedComponentEnablerSystem<THandle> System that processes delayed component activations each frame
C DelayedStateCommand<StateType> Command that pairs a state transition request with a timer
C DestroySessionSystem System that marks the active session as destroyed
C DimensionComponent<THandle> Component that defines the physical dimensions (scale) of an entity
S Direction3DComponentDomain Domain tag for 3D direction values
C DoubleBuffer Abstract base class for type-erased message buffers
C ReadWriteDoubleBuffer<T> Type-safe double-buffered container for messages of type T
S Draw Uniform value can change per draw call
C EngineFlowSystem<TCommandBuffer> System that drives automatic game state transitions
C EngineWorld Aggregate runtime world for game objects, platform entities, and rendering domains
C EntityPool<THandle> Object pool for efficient Entity lifecycle management
S EntityPoolConfig Configuration structure for creating a EntityPool
S EntityPoolIdTag Tag type for EntityPoolId
C EntityPoolManager<TEntity> High-level manager for Entity pooling operations
C EntityPoolRegistry<THandle> Central registry for managing multiple named EntityPools
S EntityPoolSnapshot Immutable snapshot of a EntityPool's current state
S ErasedUnique Type-erased unique ownership wrapper
C FpsMetrics Aggregates and analyzes frame timing data over a rolling window
C FramePacer Controls and maintains a target frame rate through precise timing and pacing
S FrameStats Contains timing statistics for a single frame
S GameLoopEventBusGroup Tag type for the game loop event bus index space
S GameObjectDomainTag Domain tag for game-object identity and handles
C GamepadSettings Configuration class for gamepad input normalization and axis behavior
C GamepadState A lightweight class for transferring the state of a Gamepad
C GameWorld Runtime root object coordinating world domains, resources, and frame services
S GPUContextReadyComponent<THandle> Marker set once GPU/context-dependent resources can be used
C Guid Representative of a Globally Unique Identifier
C HandleMultiMap<TOneHandle, TManyHandle> Stores a one-to-many relation between handle domains
S hash<...> Hash specialization for CommandBufferTypeId
S hash<...> Hash specialization for CommandTypeId
S hash<...> Hash specialization for EntityPoolId
S hash<...> Hash specialization for ManagerTypeId
S hash<...> Hash specialization for ResourceTypeId
S hash<...> Hash specialization for SystemTypeId
S hash<...> std::hash specialization for StateTypeId
S hash<helios::engine::util::Guid>
S helios_engine_common_tag_CommandTypes Tag type for the TypeIndexer domain
S helios_engine_common_tag_CommandTypes Tag type for the TypeIndexer domain
S helios_engine_common_tag_ResourceTypes Tag type for the TypeIndexer domain
S helios_engine_common_tag_ResourceTypes Tag type for the TypeIndexer domain
S helios_engine_common_tag_StateTypes Tag type for the TypeIndexer domain
S helios_engine_common_tag_SystemTypes Tag type for the TypeIndexer domain
C InputAdapter Abstract interface for platform-specific input adapters
C InputManager InputManager providing access to various input states
C InputSnapshot Immutable snapshot capturing input state at a specific point in time
S InvalidStateTransitionId Placeholder type for missing specializations
C Level Represents a game level containing the scene graph and world boundaries
C Logger Logger implementation with configurable output sinks
C LogManager LogManager for managing scoped Loggers and global sink configuration
C Manager Type-erased wrapper for game world managers
S ManagerRole Compile-time tag identifying a class as a Manager
C ManagerTypeId Unique type identifier for engine resources
C Mat4Component<...> Generic 4x4 matrix component with dirty-state tracking
S MaterialBaseColorUniform Tag for the material base-color uniform
S MaterialBatch<TDrawMemberHandle> Groups mesh batches for one material
S MaterialDomainTag Domain tag for material identity and handles
C MaterialOverrideComponent<THandle> Component that stores a replacement material handle
S MeshBatch<TDrawMemberHandle> Lowest-level batch collecting draw contexts for one mesh
S MeshBatchUploadCommand<THandle> Batch command containing mesh handles to upload
S MeshConfig Rendering metadata that defines how mesh buffers are interpreted
S MeshData Raw mesh data container used by mesh registries and render backends
S MeshDataComponent<TWOwnerHandle> Component that provides raw MeshData
S MeshDataIndexComponent<TWOwnerHandle> Component that links an entity to a mesh-data entry
S MeshDomainTag Domain tag for mesh identity and handles
C MeshRegistry Stores mesh data records used by rendering systems
S MeshUploadRequestComponent<TWOwnerHandle> Tag component used to request mesh upload for an entity
C MeshUploadSystem<...>
C Model<T> Typed model that adapts a concrete buffer to the Concept interface
C Model<T> Typed wrapper that adapts a concrete manager to the Concept interface
C Model<T> Typed wrapper that adapts a concrete system to the Concept interface
C ModelAabbComponent<THandle> Component that stores the canonical Axis-Aligned Bounding Box (AABB) of a model
S ModelMatrixUniform Tag for the model matrix uniform
S no_init_t Tag type used to indicate skipping default initialization
C NoCullingStrategy<TMemberHandle> No-op culling strategy implementation
C NullCommandBuffer Command buffer implementation that intentionally performs no work
C NullUniformCacheStrategy<TMemberHandle> Null-object strategy for uniform caching
C NumericValueComponent<...> Generic numeric value component with dirty-state tracking
S Pass Uniform value is stable for an entire render pass
C Pass Abstract base class for game loop passes
C TypedPass<StateType> State-filtered pass that only executes in specific states
C PassCommitListener Interface for receiving notifications when a pass reaches its commit point
C GameLoop Central orchestrator for the game update cycle
C PerspectiveCameraComponent<THandle> Component that stores perspective camera projection parameters
S PerspectiveCameraContext Immutable projection context for perspective-camera dependent operations
C PerspectiveCameraUpdateSystem<...> Updates camera transforms for active perspective cameras
C Phase Represents a phase in the game loop containing multiple passes
S PlatformDomainTag Domain tag for platform identity and handles
C PlatformInitCommand Marker command that triggers platform initialization
S PlatformInitializedComponent<THandle> Marker set when platform initialization finished successfully
C PlatformInitSystem<TCommandBuffer> Submits PlatformInitCommand until session/runtime initialization completed
S PollEventsCommand Marker command that triggers platform event polling
C PollEventsSystem<TCommandBuffer> Queues PollEventsCommand once per update call
S Position3DComponentDomain Domain tag for 3D position values
C PrefabIdComponent<THandle> Component that stores the PrefabId identifying a Entity's prefab origin
S PrefabIdTag Tag type for PrefabId
S ProjectionMatrixTag Domain tag for computed projection matrix values
S ProjectionMatrixUniform Tag for the projection matrix uniform
C Random Utility class for generating pseudo-random numbers
C ReadBuffer<T> Read-only buffer for consuming messages in a double-buffered system
C ReadSource Lightweight handle for reading messages from a TypeIndexedDoubleBuffer
S RenderCommand<THandle> Command that carries one scene-member render context
C RenderManager<...> Collects render commands into hierarchical batches and forwards them to the backend
S RenderPass<THandle> DTO representing one render pass for a renderTarget/viewport pair
S RenderPassContext Groups the target handles used for a render pass
C RenderPrototypeComponent<TOwnerHandle> Component that stores the resource handles needed for rendering
S RenderTargetBatch<TDrawMemberHandle> Top-level batch grouping viewport batches per render target
S RenderTargetDomainTag Domain tag for renderTarget identity and handles
C ResourceRegistry Unified type-indexed registry for all engine resources
C ResourceTypeId Unique type identifier for engine resources
C RuntimeEnvironment Facade around the platform-environment entity used by runtime systems
S Scale2DComponentDomain Domain tag for 2D scale values
S SceneDomainTag Domain tag for scene identity and handles
S SceneMemberRenderContext<TMemberHandle> Immutable render context for one scene member in one viewport
C SceneMemberRenderContextExtractionSystem<...> System that extracts per-member render contexts for active viewports
C Session Holds session-level state for the current game instance
S ShaderBatch<TDrawMemberHandle> Groups material batches for one shader
S ShaderBatchCompileCommand<THandle> Requests batched compilation for multiple shader handles
S ShaderCompileCommand<THandle> Requests compilation of one shader handle
C ShaderCompileSystem<...> System that batches shader compile requests for active shader entities
S ShaderDomainTag Tag type for shader resource identifiers
S ShaderSourceComponent<THandle> Source-location component for shader entities
S ShutdownCommand Marker command that triggers shutdown of the platform runtime
S Size2DComponentDomain Domain tag for 2D size values
C StateCommand<StateType> Command that requests a state transition
C StateCommandHandler Abstract base for type-erased state command handling
C TypedStateCommandHandler<StateType> Typed interface for handling state commands
C StateComponent<StateType> Stores the current state and last transition for an entity
C StateManager<StateType> Manages state transitions using a rule-based system
C StateToIdMap<TState, TId> Maps state enum values to lists of IDs
C StateToIdMapPair<LState, RState, TId> Combines two StateToIdMap instances for dual-state lookups
C StateToViewportPolicyUpdateSystem<...> Updates the session's active viewport list based on state policy
C StateTransitionContext<StateType> Captures the complete context of a state transition
S StateTransitionId<StateType> Type trait mapping StateType to its TransitionId type
S StateTransitionId<...> Binds EngineState to EngineStateTransitionId
C StateTransitionListener<StateType> Interface for observing state transitions
C LambdaStateListener<StateType> Lambda-based implementation of StateTransitionListener
C StateTransitionRequest<StateType> Represents a request to perform a state transition
C StateTransitionRule<StateType> Defines a valid state transition with optional guard
S StateTransitionType<StateType> Type trait for state transition customization points
C StateTypeId
C Stopwatch A high-resolution timer based on std::chrono::steady_clock
C StringFileReader Abstract base class for reading file contents into a string
C BasicStringFileReader Basic implementation of a string file reader
S SwapBuffersCommand<THandle> Requests buffer swap for the given window handle
C SwapBuffersSystem<...> Emits SwapBuffersCommand for each active and shown window
C System Type-erased wrapper for game logic processors
S SystemRole Compile-time tag identifying a class as a System
C SystemTypeId Unique type identifier for system types
S TargetPosition3DComponentDomain Domain tag for 3D TargetPosition values
C Timer A game timer identified by a TimerId
C TimerBindingComponent<THandle> Component that tracks the revision of a specific Timer
C TimerClearSystem Resets finished game timers to an undefined state
C TimerControlCommand Command that carries a TimerControlContext to the timer subsystem
S TimerControlContext Context describing a requested timer state transition
S TimerIdTag Tag type for TimerId
C TimerManager Manager that owns game timers and processes timer control commands
C TimerUpdateSystem<TCommandBuffer> Updates all game timers managed by the TimerManager
C Transform Represents a 3D transformation consisting of translation, rotation and scale
S Triangle Static triangle mesh definition
C TypedCommandBuffer<CommandTypes> Compile-time typed command buffer with per-type queues and handler routing
S TypedTupleCat<Tuples> Concatenates multiple std::tuple type lists at compile time
S TypedTupleCat<std::tuple< Ts... >> Base specialization for a single tuple
S TypedTupleCat<...> Recursive specialization that merges the first two tuples and continues
C TypeIndexedDoubleBuffer<Indexer> Central hub for publishing and consuming typed messages
C TypeIndexedReadWriteBuffer<Indexer> Type-indexed container for immediate-access message buffers
S UniformMapping Mapping entry from UniformSemantics to a concrete uniform name
S UniformMappingsComponent<...> Stores uniform names indexed by UniformSemantics
C UniformValueBag<TUniformScope> Typed uniform container keyed by compile-time uniform tags
C UpdateContext Per-frame context passed to systems during game loop updates
S UpVector3DComponentDomain Domain tag for 3D UpVector values
C Vec2Component<...> Generic 2D value component with dirty-state tracking
C Vec3Component<...> Generic 3D value component with dirty-state tracking
C Vec4Component<...> Generic 4D value component with dirty-state tracking
S Vertex Represents a standard vertex with position, normal, and texture coordinates
S ViewMatrixTag Domain tag for computed view matrix values
S ViewMatrixUniform Tag for the view matrix uniform
S ViewportBatch<TDrawMemberHandle> Groups shader batches for one viewport
C ViewportComponent<THandle> Component that groups viewport, scene, and camera bindings
S ViewportDomainTag Domain tag for viewport identity and handles
C WarmupDoneSystem<THandle, TCommandBuffer> Signals warmup completion through a typed state command buffer
C WindowBasedShutdownSystem<...> Queues ShutdownCommand when no active window entities are left
S WindowCloseCommand<THandle> Requests closing a single window
S WindowComponent<THandle> Stores platform-window properties associated with an entity
S WindowConfig Immutable-like value object carrying window creation parameters
S WindowCreateCommand<THandle> Requests creation of a window for a specific window entity
S WindowCreateRequestComponent<THandle> Pending request component consumed by WindowCreateSystem
C WindowCreateSystem<...> Queues WindowCreateCommand for active entities with pending create requests
S WindowDomainTag Domain tag for window identity and handles
S WindowResizeCommand<THandle> Carries a resize update for a target window entity
S WindowShownComponent<THandle> Marker set once a window is visible and participates in render/present flow
C WindowSizeDirtyClearSystem<TMemberHandle>
C WindowSizeUpdateSystem<TMemberHandle> System that reacts to dirty window size components
S WorldBoundsDomain Domain marker for world-space bounds
C WorldLifecycleCommand Command for requesting a world-level lifecycle operation
C WorldLifecycleManager Manager that processes deferred world lifecycle commands
S WorldMatrixDomain Domain marker for world-space transform matrices
C WriteBuffer<T> Write-only buffer for accumulating messages in a double-buffered system
C WriteSink Lightweight handle for pushing messages to a TypeIndexedDoubleBuffer

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