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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