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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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