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Classes

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

S aabb<T> Axis-Aligned Bounding Box for spatial culling and collision detection
C AabbColliderComponent Component that defines an Axis-Aligned Bounding Box (AABB) for physics interactions
S ActionId Strongly-typed identifier for UI actions
S Active Tag component indicating that an entity is active
C ActiveViewportIdsStateComponent Stores the currently active viewport IDs based on game/match state
C AiBuilder Builder for configuring AI behavior components
C Aim2DComponent Component for handling 2D aiming direction and fire frequency
C Application Class providing the entry point for a helios application
C GLFWApplication An Application implementation for glfw-based environments
S AttackContext Data structure containing information about an attack
S BounceResult Result of a bounce calculation against level bounds
C Buffer Abstract base class for type-erased buffer implementations
C ReadWriteBuffer<T> Combined read-write buffer with immediate visibility
C Camera Represents a camera for perspective or orthographic projection
S CameraEntry
C ChaseComponent Component storing chase behavior data
C ChaseConfig Fluent configuration for AI chase behavior
C CollisionBuilder Builder for configuring collision detection components
S CollisionCandidate Internal structure holding references to a potential collision candidate
C CollisionComponent Defines collision layer membership and interaction masks for a GameObject
C CollisionConfig Fluent configuration for collision detection setup
S CollisionContext Context data describing a collision event
C CollisionStateComponent Stores per-frame collision state for a GameObject
S CollisionStruct Helper-struct representing the properties and interaction state of a collision event between two entities
S Colors Standard color palette providing commonly used colors as vec4f (RGBA)
C CombatBuilder Builder for configuring weapon and projectile components
C CombatConfig
C CombinedStateToIdMapPair<...> Maps combined state pairs directly to ID lists
C CommandBuffer Queue for deferred execution of game commands
S ComponentOps Container for type-erased component lifecycle function pointers
C ComponentOpsRegistry Global registry for component lifecycle function pointers
C ComponentReflector Generates and registers ComponentOps for a component type
C ComponentTypeId Unique type identifier for component types
C ComposeTransformComponent Component that holds transformation data (position, rotation, scale)
S ConstIterator Const forward iterator for traversing the sparse set
C Controller Abstract base class for application controllers
C WindowRenderingController Abstract base controller for handling window related events
C BasicWindowRenderingController Basic implementation of a window rendering controller
C DamageDealerComponent Component that stores damage values per collision layer
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 DeathEvent Event emitted when an entity's health reaches zero
C DefaultGameStateTransitionRules Provides the default set of game state transition rules
C DefaultMatchStateTransitionGuards Provides default guard functions for match state transitions
C DefaultMatchStateTransitionRules Provides the default set of match state transition rules
S DeferredComponent Internal structure tracking a deferred component
C DelayedComponentEnabler Component that manages delayed activation of other components
C DirectionComponent Component that holds a normalized direction vector
C Dispatcher A generic event Dispatcher for type-safe event handling
C DoubleBuffer Abstract base class for type-erased message buffers
C ReadWriteDoubleBuffer<T> Type-safe double-buffered container for messages of type T
C EffectsBuilder Builder for configuring visual effects components
C EmittedByComponent Component that tracks which entity emitted/spawned this object
S EmitterContext Context data from the entity that triggered a spawn operation
S EntityHandle A versioned handle for referencing entities in an EntityPool
S EntityHandlePairHash Hash functor for pairs of EntityHandles
C EntityManager Manages entities and their associated components
C EntityRegistry Central registry for creating and managing entity handles
C Event Base class for events in the helios framework
C WindowEvent Abstract base class for Window related events
C FrameBufferResizeEvent Event representing a change in the framebuffer's size
C EventManager An abstract EventManager managing the buffering and dispatching of events, acting as a central hub for event management
C BasicEventManager Basic implementation of the EventManager
C EventQueue Abstract base class defining an interface for an EventQueue
C DequeEventQueue Concrete implementation of an EventQueue that uses a Deque as its underlying queue strategy. Adding and removing events follows a FIFO strategy
S FontCache Internal cache structure for a single font's glyphs
S FontId Strongly-typed identifier for font families used in text rendering
C FontResourceProvider Abstract interface for loading fonts and providing glyph data
C FreeTypeFontResourceManager FreeType-based implementation of `FontResourceProvider` for OpenGL
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
C FrustumCullingStrategy Abstract base class for implementing frustum culling strategies
C CullNoneStrategy A default FrustumCullingStrategy that simply returns all SceneNodes found, e.g. no culling is applied
S GameLoopEventBusGroup Tag type for the game loop event bus index space
C GameObject Lightweight facade for entity component manipulation
C GameObjectFactory Factory class for creating and cloning GameObjects
C GameObjectPool Object pool for efficient GameObject lifecycle management
S GameObjectPoolConfig Configuration structure for creating a GameObjectPool
S GameObjectPoolId Strongly-typed identifier for referencing a GameObjectPool
C GameObjectPoolRegistry Central registry for managing multiple named GameObjectPools
S GameObjectPoolSnapshot Immutable snapshot of a GameObjectPool's current state
C GameObjectPrototype Internal builder class for fluent GameObject configuration
C GamepadSettings Configuration class for gamepad input normalization and axis behavior
C GamepadState A lightweight class for transferring the state of a Gamepad
C GameTimer A game timer identified by a GameTimerId
C GameTimerBindingComponent Component that tracks the revision of a specific GameTimer
S GameTimerIdTag Tag type for GameTimerId
C GameWorld Central registry for game entities, managers, pools, and the active level
C GfxEffectsConfig Fluent configuration for visual effects
C GLFWFactory Factory class for creating pre-configured GLFW-specific application components
C GLFWRAIIGuard A RAII Guard for GLFW
S GLFWWindowUserPointer A structure to hold user defined data associated with a GLFWwindow
S Glyph Represents a single rendered glyph (character) from a font
S GridCell Represents a single cell in the spatial partitioning grid
C Guid Representative of a Globally Unique Identifier
S hash<...>
S hash<...> Hash specialization for ActionId
S hash<...> std::hash specialization for ComponentTypeId
S hash<helios::engine::core::data::FontId> Hash specialization for `FontId` to enable use in unordered containers
S hash<...> Hash specialization for GameObjectPoolId
S hash<helios::engine::core::data::SceneId> Hash specialization for `SceneId` to enable use in unordered containers
S hash<...> std::hash specialization for ScoreTypeId
S hash<...> Hash specialization for SpawnProfileId
S hash<...> Hash specialization for SpawnRuleId
S hash<...> std::hash specialization for StateTypeId
S hash<helios::engine::ecs::EntityHandle> Hash specialization for EntityHandle
S hash<helios::util::Guid>
C HealthBuilder Builder for configuring health-related components
C HealthComponent Component for tracking entity health and damage
C HealthConfig Fluent configuration for HealthComponent setup
S helios_engine_core_data_ComponentTypes Tag type for the TypeIndexer domain
S helios_engine_core_data_ScoreTypes Tag type for the TypeIndexer domain
S helios_engine_core_data_StateTypes Tag type for the TypeIndexer domain
C HierarchyComponent Stores parent-child relationships for hierarchical entity graphs
C ImGuiBackend Platform-agnostic interface for ImGui backend implementations
C ImGuiGlfwOpenGLBackend ImGui backend for GLFW windowing and OpenGL 4.6 rendering
C ImGuiOverlay Central manager for ImGui widgets rendered via a specific backend
C ImGuiWidget Abstract base class for ImGui widgets rendered in debug overlays
C CameraWidget Debug widget for real-time camera parameter control and visualization
C FpsWidget Debug widget for real-time FPS metrics and frame pacing configuration
C GamepadSettingsWidget A configuration widget for adjusting gamepad input settings
C GamepadWidget A debug widget to visualize the state of a specific gamepad
C LogWidget Debug widget for displaying log output in a scrollable ImGui panel
C MainMenuWidget Main menu bar providing access to application settings
S Inactive Tag component indicating that an entity is inactive
C InputAdapter Abstract interface for platform-specific input adapters
C GLFWInputAdapter InputAdapter implementation for a GLFWWindow
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
S Iterator Forward iterator for traversing the sparse set
S Iterator Forward iterator for View traversal
C LastAttackerComponent Component that stores information about the last attack received
C Level Represents a game level containing the scene graph and world boundaries
C LevelBoundsBehaviorComponent Component that defines how an entity reacts to level boundaries
C LevelBoundsCollisionConfig Fluent configuration for level boundary collision behavior
C LifecycleBuilder Builder for lifecycle management and component activation timing
C LifecycleConfig Configuration for lifecycle management on a GameObject
S LogEntry Represents a single log entry with level, scope, and message
C Logger Logger implementation with configurable output sinks
C LogManager LogManager for managing scoped Loggers and global sink configuration
C Manager Abstract base class for managers that process deferred operations
C GameObjectPoolManager High-level manager for GameObject pooling operations
C ScorePoolManager Manages score pools and processes score commands
C SpawnManager Manager for processing spawn and despawn commands
C StateManager<StateType> Manages state transitions using a rule-based system
C TimerManager Manager that owns game timers and processes timer control commands
C UiActionCommandManager Manages and processes UI action commands with policy-based dispatch
S mat4<T> Represents a 4x4 matrix, stored in column-major order
C Material Represents a parameterizable material
C MaterialShaderProperties Represents a Value Object for an immutable set of material properties
S MaterialShaderPropertiesOverride Configuration container for overriding specific material properties
C MaxScoreObserverComponent Component that observes and caches the high score value from a ScorePool
S MaxScorePoolSnapshot Immutable snapshot of a ScorePool's high score state
C MenuBuilder Builder for creating menu and menu item configurations
C MenuComponent Manages a collection of menu items for UI navigation
C MenuConfig Fluent configuration for menu GameObjects
S MenuIdTag Tag type for MenuId
C MenuItemConfig Fluent configuration for menu item GameObjects
C Mesh Representative of a renderable 3D mesh
C OpenGLMesh Representative of an OpenGLMesh. This class manages the OpenGL Vertex Array Object (VAO), the Vertex Buffer Object (VBO) and Element Buffer Object (EBO) handles. The raw mesh data is uploaded to the GPU, preparing it for subsequent rendering commands / draw calls
S MeshConfig Configuration for how a Mesh's data should be interpreted and rendered
C MeshRenderableConfig Fluent configuration for setting up a Renderable on a GameObject
C MeshRenderCommand DTO for storing rendering-specific command information to be passed to the RenderQueue
C MeshRenderer Abstract base class for mesh rendering operations
C OpenGLMeshRenderer OpenGL implementation of the MeshRenderer interface
C ModelAabbComponent Component that stores the canonical Axis-Aligned Bounding Box (AABB) of a model
C MotionBuilder Builder for configuring movement and steering components
C Move2DComponent Component for 2D physics-based movement
C Move2DConfig Fluent configuration for 2D movement behavior
S no_init_t Tag type used to indicate skipping default initialization
C NumberFormatterComponent Component that formats arithmetic values into a display string
C ObserverBuilder Builder for configuring observer components
C ObserverConfig Fluent configuration for observer component setup
C OpenGLUniformLocationMap Manages the mapping between OpenGL uniform semantics and their locations in an underlying OpenGL shader
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 Phase Represents a phase in the game loop containing multiple passes
C PrefabIdComponent Component that stores the PrefabId identifying a GameObject's prefab origin
S PrefabIdTag Tag type for PrefabId
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
C Renderable Abstract base class for objects that can be rendered by the rendering system
C MeshRenderable Represents a renderable object that combines a shared prototype with instance-specific overrides
C TextRenderable High-level text component that can be attached to game objects
C RenderableComponent Component that holds a shared pointer to a Renderable resource
C RenderingBuilder Builder for configuring visual representation components
C RenderingDevice Abstract interface for a low-level rendering device
C OpenGLDevice OpenGL implementation of `RenderingDevice`
C RenderPass Encapsulates a single rendering pass with its associated resources
C RenderPassFactory Factory for constructing `RenderPass` objects from scene snapshots
C RenderPrototype An immutable, shared prototype of a renderable object
C RenderQueue Manages collections of render commands for geometry and text
C RenderTarget Represents a destination for rendering operations, such as a window's framebuffer
C RotationStateComponent Component that manages composite rotation from heading and spin rotations
S RuleConfig Configuration pairing a spawn profile with its rule
C RuleProcessor Abstract interface for processing spawn rules into spawn plans
C DefaultRuleProcessor Default implementation of RuleProcessor
C ScaleStateComponent Component that defines the physical dimensions (scale) of an entity
C Scene Represents a hierarchical SceneGraph that organizes all renderable and non-renderable objects within a scene
C SceneBuilder Builder for configuring scene graph integration
S SceneGraphKey SceneGraphKey as passkey idiom for accessing `setWorldTransform()`. All friend classes are able to construct the SceneGraphKey for accessing pass key guarded methods like `setWorldTransform`
S SceneId Strongly-typed identifier for scenes
C SceneNode Represents a SceneNode within a SceneGraph
C CameraSceneNode Represents an adapter for cameras, allowing spatial positioning and transformation within the scene graph
C SceneNodeComponent Component that links a GameObject to a SceneNode in the scene graph
C SceneNodeConfig Fluent configuration for scene graph integration
C SceneToViewportMap Maps scenes to their associated viewports for rendering
S ScheduledSpawnPlan A spawn plan that has been scheduled for execution
C SchedulerBuilder Builder for configuring and registering SpawnSchedulers
C SchedulerConfig Fluent configuration for a single spawn rule
C Score Abstract base class for score value types
C KillReward Score type awarded when an entity is killed
C ScoreCommandHandler Abstract interface for processing score update commands
C ScorePoolManager Manages score pools and processes score commands
C ScoreObserverComponent Component that observes and caches the score value from a ScorePool
C ScorePool Container that accumulates scores by type within a pool
C ScorePoolComponent Component that associates an entity with a score pool
C ScorePoolConfig Fluent configuration for ScorePoolComponent setup
S ScorePoolIdTag Tag type for ScorePoolId
S ScorePoolSnapshot Immutable snapshot of a ScorePool's state
C ScoreTypeId Strongly-typed identifier for score types
C ScoreValueComponent<T> Template component that stores a score value of a specific type
C ScoreValueConfig Fluent configuration for ScoreValueComponent setup
S ScoreValueContext Data structure containing score update information
C ScoringBuilder Builder for configuring scoring-related components
C Session Holds session-level state for the current game instance
C Shader Abstract representation of a Shader program (e.g. composed of vertex/fragment shader)
C OpenGLShader An OpenGL-specific implementation of a Shader program, consisting of a vertex and a fragment shader
S Shape Struct representing geometric primitives and indices for various shapes. provides immutable, shared access to vertices and indices of the represented geometric shape
S Circle Basic Circle Shape (2D, in XY plane)
S Cube Basic Cube Shape
S Ellipse Basic Ellipse Shape (2D, in XY plane)
S Grid A configurable grid shape for rendering reference lines in 3D space
S Line Basic Line Shape
S Rectangle Basic Rectangle Shape
S Rhombus A 2D rhombus (diamond) shape primitive
S Triangle Basic Triangle Shape
C ShootComponent Component for handling projectile shooting with rate limiting
C Snapshot Represents an immutable snapshot of a SceneGraph at a given point in time
S SnapshotItem Structure for representing a snapshot item of a renderable's object state at a specific point in time
C SolidCollisionEvent Event emitted when a solid collision is detected
C SparseSetBase Abstract base class for type-erased sparse set access
C SparseSet<T> A generic sparse set providing O(1) insertion, lookup, and removal
C SpawnAmountProvider Abstract interface for determining spawn quantity
C FixedSpawnAmount Amount provider that returns a fixed spawn count
C SpawnAll Spawns all inactive objects from a pool
C SpawnAmountByCallback Amount provider that delegates to a user-provided callback
C SpawnBuilder Builder for configuring spawn-related components
C SpawnCommandHandler Interface for handlers that process spawn and despawn commands
C SpawnManager Manager for processing spawn and despawn commands
C SpawnCommandHandlerRegistry Registry that maps SpawnProfileIds to their SpawnCommandHandlers
C SpawnCondition Abstract interface for determining when spawning should occur
C RequestedAmountIsAvailableCondition Condition verifying the pool has enough inactive entities
C SpawnConditionAll Composite condition requiring all child conditions to pass
C TimerSpawnCondition A SpawnCondition that triggers spawning at fixed time intervals
C SpawnConfig Fluent configuration for spawn system integration
S SpawnContext Context data passed to spawn behaviors during entity initialization
C SpawnedByProfileComponent Component that stores the spawn profile ID that created this GameObject
C SpawnInitializer Abstract interface for initializing spawned entity state
C DelayedComponentEnablerInitializer<...> Initializer that schedules delayed activation of arbitrary components
C EmitterInitializer Initializer that configures spawned entities based on emitter state
C InitializerList<N> Composite initializer that executes multiple SpawnInitializers in sequence
C MoveInitializer Initializer that sets movement direction for spawned entities
C RandomDirectionInitializer Initializer that configures spawned entities with random direction
C SpawnPlacer Abstract interface for determining spawn positions
C AxisSpawnPlacer Spawn placer that distributes entities evenly along an axis
C ColumnSpawnPlacer Places spawned entities in a vertical column formation
C DistributedSpawnPlacer<N> Spawn placer that assigns entities to predefined spawn points
C EmitterSpawnPlacer Placer that spawns entities at the emitter's position
C RandomSpawnPlacer Placer that spawns entities at random positions within bounds
S SpawnPlan Data structure describing a planned spawn operation
S SpawnPlanCommandExecutedEvent Event indicating a spawn plan command has been executed
S SpawnPlanCursor Tracks the current position within a spawn batch
C SpawnPoolConfig ID-centric configuration for a spawn pool with associated profiles
S SpawnProfile Configuration profile defining spawn behavior for a pool
C SpawnProfileConfig Fluent configuration for a spawn profile bound to a pool
S SpawnProfileId Strongly-typed identifier for SpawnProfile instances
C SpawnRule Combines a condition and amount provider into a complete spawn rule
C SpawnRuleConfig Fluent configuration for a spawn rule bound to a profile
S SpawnRuleId Strongly-typed identifier for SpawnRule instances
C SpawnRuleState Runtime state for a spawn rule
C SpawnScheduler Abstract base class for spawn schedulers
C CyclicSpawnScheduler<N> Scheduler that cycles through spawn rules in round-robin order
C DefaultSpawnScheduler Scheduler that evaluates spawn rules and produces spawn plans
C SpawnSystemConfigurator Lightweight handle for chaining pool configurations
C SpawnSystemFactory Factory for ID-centric spawn system configuration
C SpinComponent Component that defines spin properties for an entity
C StateCommandHandler Abstract base for type-erased state command handling
C TypedStateCommandHandler<StateType> Typed interface for handling state commands
C StateManager<StateType> Manages state transitions using a rule-based system
C StateComponent<StateType> Stores the current state and last transition for an entity
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 StateTransitionContext<StateType> Captures the complete context of a state transition
S StateTransitionId<StateType> Type trait mapping StateType to its TransitionId type
S StateTransitionId<...> Type trait specialization for GameState
S StateTransitionId<...> Type trait specialization for MatchState
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 SteeringComponent Component that manages the heading (orientation) of an entity
C SteeringConfig Fluent configuration for steering and rotation behavior
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 StrongId<Tag, Underlying> A strongly-typed identifier using tag-based type safety
C SystemRegistry Container for System instances within a game loop pass
C TargetedCommand Abstract base class for commands targeting a specific GameObject
C Aim2DCommand Command that applies 2D aiming direction to a GameObject
C Move2DCommand Command that applies 2D directional movement to a GameObject
C ShootCommand Command that triggers a shooting action on a GameObject
C SteeringCommand Command that updates the heading direction of a GameObject
C TargetedCommandDispatcher Abstract dispatcher interface for type-safe TargetedCommand handling
C TypedTargetedCommandDispatcher<T> Type-safe dispatcher template for handling specific TargetedCommand types
S TargetedCommandProxy Internal struct pairing a command with its target GameObject identifier
S TextLayout Result of text layout computation
C TextMesh Manages text content and caches layout data for efficient rendering
C TextRenderableConfig Fluent configuration for text renderable GameObjects
C TextRenderCommand Immutable command object for rendering a single piece of text
C TextRenderer Abstract interface for text rendering implementations
C OpenGLGlyphTextRenderer Renders and manages text using OpenGL and FreeType
C TextRenderPrototype Immutable, shared prototype for text rendering configuration
C TextShaderProperties Immutable shader properties for text rendering
S TextShaderPropertiesOverride Optional overrides for text shader properties
C TimeFormatterComponent Component that formats elapsed or remaining time into a display string
C TimerCommandHandler Abstract interface for handling TimerControlCommands
C TimerManager Manager that owns game timers and processes timer control commands
S TimerControlContext Context describing a requested timer state transition
C Transform Represents a 3D transformation consisting of translation, rotation and scale
C TransformBuilder Builder for configuring spatial transform components
C TransformConfig Fluent configuration for spatial transform setup
C TranslationStateComponent Component that holds the current translation (position) state
C TriggerCollisionEvent Event emitted when a trigger collision is detected
C TypeIndexedDoubleBuffer<Indexer> Central hub for publishing and consuming typed messages
C TypeIndexedReadWriteBuffer<Indexer> Type-indexed container for immediate-access message buffers
C TypeIndexer<Group> Utility class to generate unique type indices at runtime
C TypeSetter Computes text layout by positioning glyphs and generating vertex data
C UiActionCommandHandler Abstract interface for handling UI action commands
C UiActionCommandManager Manages and processes UI action commands with policy-based dispatch
C UiActionComponent Associates an action identifier with a UI element
S UiFocusComponent Tagging struct for the UI-component that currently has the focus
C UiStateComponent Tracks interaction state for UI widgets
C UiStyleComponent Stores color styles for different UI widget states
C UiTextComponent Component for displaying formatted text in the UI
C UiTransformBuilder Builder for configuring UI transform components
C UiTransformComponent Component for viewport-relative UI positioning
C UiTransformConfig Fluent configuration for spatial transform setup
C UniformValueMap Maps uniform semantics to their values for shader parameter binding
C Updatable Interface for components that require per-frame updates
C System Abstract base class for game systems
C BoundsUpdateSystem System that updates AABB colliders based on entity transforms
C ChaseSystem System that steers entities towards their chase targets
C CollisionStateClearSystem System that clears collision state components at the end of each frame
C CollisionStateResponseSystem System that processes collision states and executes configured behaviors
C CombatScoringSystem System that processes death events and awards scores
C ComposeTransformSystem System that composes the final ComposeTransformComponent from state components
C DamageOnCollisionSystem System that processes solid collision events and applies damage
C DelayedComponentEnablerSystem System that processes delayed component activations each frame
C GameFlowSystem System that drives automatic game state transitions
C GameObjectSpawnSystem
C GameStateInputResponseSystem Responds to gamepad input and issues game state commands
C GameTimer2UiTextUpdateSystem System for binding game timer values to UI text components
C GameTimerUpdateSystem Updates all game timers managed by the TimerManager
C GridCollisionDetectionSystem Collision detection system using uniform spatial partitioning for Broadphase and AABB overlaps in the Narrowphase
C HealthUpdateSystem System that detects dead entities and issues despawn commands
C HierarchyPropagationSystem Propagates activation state from parent to child entities
C LevelBoundsBehaviorSystem System that handles entity behavior when colliding with level boundaries
C MatchFlowSystem Automatically advances the match through its state phases
C MatchRuleSystem Evaluates match rules and conditions
C MaxScore2UiTextUpdateSystem System for binding high score values to UI text components
C MaxScoreObserverClearSystem System that resets the hasUpdate flag on all MaxScoreObserverComponents
C MaxScoreObserverSystem System that propagates high score snapshots to MaxScoreObserverComponents
C MenuDisplaySystem<StateLft, StateRgt> Controls menu visibility based on game and match state
C MenuNavigationSystem Handles gamepad input for menu navigation
C Move2DSystem System that processes 2D movement for entities
C ProjectileSpawnSystem System that spawns projectiles for entities with active ShootComponents
C ScaleSystem System that applies scaling to entities based on their ScaleStateComponent
C SceneRenderingSystem Renders scenes through their configured viewports
C SceneSyncSystem System that synchronizes TransformComponents with SceneNodes
C Score2UiTextUpdateSystem System for binding score values to UI text components
C ScoreObserverClearSystem System that resets the hasUpdate flag on all ScoreObserverComponents
C ScoreObserverSystem System that propagates score snapshots to ScoreObserverComponents
C SpinSystem System that updates the spin rotation of entities
C StateToViewportPolicyUpdateSystem<...> Updates the session's active viewport list based on state policy
C SteeringSystem System that processes heading and rotation physics
C TransformClearSystem System that clears the dirty state of TransformComponents and ScaleComponents at the end of a frame
C TwinStickInputSystem Input component for twin-stick gamepad control schemes
C UiStyleUpdateSystem System for updating UI text element bounds
C UiTextBoundsUpdateSystem System for updating UI text element bounds
C UiTransformSystem Computes screen positions for UI elements based on layout configuration
S UpdateContext Context passed to systems and components during per-frame updates
S vec2<T> Represents a 2-dimensional vector of the generic type <T>
S vec3<T> Represents a 3-dimensional vector of the generic type <T>
S vec4<T> Represents a 4-dimensional vector of the generic type <T>
S Vertex Represents a standard vertex with position, normal, and texture coordinates
C View<Components> A view class to iterate over entities having specific components
C Viewport Represents a rectangular area within a RenderTarget where a scene is rendered
S ViewportIdTag Tag type for ViewportId
S ViewportKey A passkey used to establish a parent-child relationship between a RenderTarget and a Viewport
S ViewportSnapshot Immutable snapshot of a Viewport's state at a specific point in time
C WeaponConfig Fluent configuration for weapon and projectile systems
C Window Abstract base class representing a generic window
C GLFWWindow An OpenGL focused window implementation using GLFW
S WindowConfig Configuration structure for creating and initializing a Window
S GLFWWindowConfig Configuration structure for a GLFWWindow
C WorldCommand Abstract base class for commands that operate on the entire GameWorld
C DespawnCommand Command to request despawning of a GameObject
C ScheduledSpawnPlanCommand Command for executing a scheduled spawn plan
C SpawnCommand Command to request spawning of GameObjects from a pool
C StateCommand<StateType> Command that requests a state transition
C TimerControlCommand Command that carries a TimerControlContext to the timer subsystem
C UiActionCommand A command that encapsulates a UI action request
C UpdateScoreCommand Command that carries score update information
C WorldCommandDispatcher Abstract dispatcher interface for type-safe WorldCommand handling
C TypedWorldCommandDispatcher<T> Type-safe dispatcher template for handling specific WorldCommand types
C DespawnCommandDispatcher Dispatcher that routes DespawnCommands to the appropriate handler
C ScheduledSpawnPlanCommandDispatcher Dispatcher that routes ScheduledSpawnPlanCommands to the appropriate handler
C ScoreCommandDispatcher Dispatcher that routes UpdateScoreCommand to the registered ScoreCommandHandler
C SpawnCommandDispatcher Dispatcher that routes SpawnCommands to the appropriate handler
C StateCommandDispatcher<StateType> Routes state commands to the appropriate handler
C TimerCommandDispatcher Dispatches TimerControlCommands to the registered TimerCommandHandler
C UiActionCommandDispatcher Routes UiActionCommand instances to the registered handler
S WorldCommandProxy Internal struct pairing a world command with its type index
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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