Namespaces
The namespaces used by this project are:
| N helios | |
| N ext | Platform-specific extensions and backend implementations |
| N glfw | GLFW-specific implementations |
| N app | GLFW application infrastructure |
| N input | GLFW input handling |
| N GLFWGamepadLookup | |
| N GLFWKeyLookup | |
| N window | GLFW window management |
| N imgui | |
| N widgets | Debug and developer widgets for ImGui overlays |
| N opengl | OpenGL-specific implementations |
| N rendering | OpenGL rendering implementations |
| N model | OpenGL mesh implementations |
| N OpenGLEnumMapper | |
| N shader | OpenGL shader implementations |
| N app | Application infrastructure and lifecycle management |
| N controller | Controller classes for application control flow |
| N core | Core utilities shared across the helios engine |
| N algorithms | |
| N buffer | Double-buffering infrastructure for thread-safe message passing |
| N data | Core data structures for type indexing |
| N spatial | Spatial transformation utilities |
| N types | |
| N units | |
| N engine | Main engine module aggregating core infrastructure and game systems |
| N bootstrap | |
| N builder | Fluent builder pattern for constructing GameObjects |
| N gameObject | Factory and prototype classes for GameObject construction |
| N builders | Domain-specific builders for configuring different aspects of GameObjects |
| N configs | Fine-grained configuration classes for component setup |
| N spawnSystem | |
| N builders | |
| N configs | |
| N core | Core engine infrastructure providing fundamental building blocks |
| N data | Data structures for efficient entity management |
| N units | Canonical unit definitions for consistent measurements |
| N ecs | Core Entity-Component-System architecture |
| N components | ECS core components for entity relationships |
| N systems | Core ECS systems for entity management |
| N mechanics | High-level gameplay systems and components for game logic |
| N bounds | |
| N components | Boundary behavior configuration components |
| N systems | Boundary detection and response systems |
| N combat | Combat-related gameplay systems, components, and commands |
| N commands | Combat-related commands for translating input into combat actions |
| N components | Combat-specific components for aiming, shooting, and attack tracking |
| N systems | Gameplay systems for combat mechanics processing |
| N types | Combat-related data types and structures |
| N damage | Damage dealing system for game entities |
| N components | Damage-related ECS components |
| N systems | Systems for damage processing |
| N gamestate | Game state management for the helios engine |
| N rules | Transition rules for the game state machine |
| N systems | Systems for game state management |
| N types | Core types for game state management |
| N health | Health management system for game entities |
| N components | Health-related ECS components |
| N events | Health-related events |
| N systems | Systems for health processing |
| N input | Input handling systems for game entities |
| N systems | Input processing systems that translate device input into game commands |
| N lifecycle | Lifecycle management for entity components |
| N components | Components for managing entity lifecycle states |
| N systems | Systems for processing entity lifecycle transitions |
| N match | Match state management for the helios engine |
| N rules | Transition rules for the match state machine |
| N guards | |
| N systems | Systems for match state management |
| N types | Core types for match state management |
| N scoring | Score management and tracking system for game mechanics |
| N commands | Score update commands for the command buffer |
| N systems | Systems for score processing and observation |
| N components | Score-related ECS components |
| N types | Score data types and value classes |
| N spawn | Entity spawning and lifecycle management |
| N components | Components for spawn-related entity tracking |
| N systems | Systems for spawn lifecycle management |
| N timing | Game timer management system |
| N commands | Timer control commands for the command buffer |
| N components | ECS components for the timing module |
| N systems | Systems for the timing module |
| N types | Core type definitions for the timing module |
| N state | Generic, template-based state management system |
| N types | Type definitions for state transitions |
| N commands | State transition commands |
| N components | State storage components |
| N dispatcher | State command dispatchers |
| N listeners | State transition listeners |
| N modules | Domain-specific components and systems |
| N ai | AI behavior modules for game entities |
| N components | AI behavior data components |
| N systems | AI behavior processing systems |
| N effects | Visual effects module for game entities |
| N gfx | Visual effects components and systems |
| N components | Visual effects components |
| N systems | Visual effects systems |
| N physics | Physics simulation and collision detection subsystem for the game engine |
| N motion | Motion physics components and systems |
| N systems | |
| N commands | |
| N components | Physics and movement components for game entities |
| N collision | |
| N Bounds | |
| N components | Collider components for collision detection |
| N events | Collision event types for the helios engine |
| N systems | Collision detection and response systems |
| N types | Type definitions for collision system behavior configuration |
| N systems | Physics and movement systems for the game engine |
| N commands | Built-in Command implementations for physics motions |
| N rendering | Rendering components for game entities |
| N model | |
| N components | |
| N components | Components related to rendering and visual representation |
| N renderable | Renderable entity components and systems |
| N components | |
| N viewport | State-based viewport management for conditional rendering |
| N components | Components for viewport state management |
| N systems | Systems for viewport state updates |
| N model | Model-related components for game entities |
| N components | Components for 3D model management and spatial representation |
| N scene | Scene graph integration for game entities |
| N components | Scene graph integration components |
| N systems | Scene graph synchronization and rendering systems |
| N types | Types and data structures for scene management |
| N spatial | |
| N transform | Transform components and systems for spatial state management |
| N components | Transform state components for spatial management |
| N systems | Transform composition systems |
| N ui | User interface components and systems for game entities |
| N binding | Data binding systems for UI components |
| N systems | UI data binding systems |
| N commands | UI action commands and dispatchers |
| N layout | Layout primitives for UI positioning and value formatting |
| N components | Layout-related UI components |
| N types | Layout type definitions |
| N transform | UI transform components and positioning systems |
| N components | UI transform state components |
| N systems | UI positioning systems |
| N widgets | UI widget components and systems |
| N components | UI widget state components |
| N systems | UI widget processing systems |
| N runtime | Runtime infrastructure for game execution and lifecycle orchestration |
| N gameloop | Central game loop orchestration module |
| N messaging | Communication infrastructure for commands and events |
| N command | Command pattern implementation for deferred action execution |
| N event | Event bus for inter-system communication within the game loop |
| N world | World state management and per-frame update context |
| N pooling | GameObject pooling for efficient object recycling |
| N components | |
| N spawn | Entity spawning infrastructure for the helios engine |
| N behavior | Spawn behavior strategies for positioning and initializing entities |
| N initializers | Concrete SpawnInitializer implementations |
| N placements | Concrete SpawnPlacer implementations |
| N commands | Commands for spawn and despawn operations |
| N dispatcher | Command dispatchers for spawn operations |
| N events | Spawn-related events for cross-frame communication |
| N policy | Spawn rules, conditions, and amount providers |
| N amount | Spawn amount providers for determining spawn quantities |
| N conditions | Spawn conditions for controlling spawn timing |
| N scheduling | Spawn scheduling and plan management |
| N tooling | Tooling utilities for diagnostics, metrics and developer overlays |
| N event | Event system |
| N input | Input handling and management |
| N gamepad | Gamepad input handling and configuration |
| N types | Input type definitions |
| N math | Mathematical operations and types |
| N concepts | Mathematical concepts for type constraints |
| N transform | Transformation utilities for 3D graphics and scene graph inheritance |
| N types | Vector and matrix types |
| N rendering | Graphics rendering infrastructure |
| N asset | Rendering asset management |
| N shape | Geometric shape definitions |
| N basic | Basic primitive shapes |
| N material | |
| N model | 3D model and mesh management |
| N mesh | Mesh rendering abstractions and command types |
| N shader | Shader program management |
| N text | Text rendering abstractions and data types |
| N scene | Scene graph and camera management |
| N util | Utility functions and helper classes |
| N io | Input/output utilities |
| N log | Logging system with self-registering output sinks |
| N time | High-resolution timing helpers (Stopwatch, timers) |
| N window | Window management and configuration |
| N event | Window event definitions |
| N std |
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