Hero of Allacrost Class List

Here are the classes, structs, unions and interfaces with brief descriptions:
hoa_audio::GameAudioA singleton class for managing and interfacing with audio data
hoa_audio::MusicDescriptor
hoa_audio::private_audio::MusicDataAn internal class used to manage music data information
hoa_audio::private_audio::SoundDataAn internal class used to manage sound data information
hoa_audio::SoundDescriptorManages sound data loaded from memory
hoa_battle::AscendingYSort
hoa_battle::BattleModeManages all objects, events, and scenes that occur in a battle
hoa_battle::private_battle::ActionWindowRepresents the battle window where the player selects actions to execute
hoa_battle::private_battle::BattleActorThis is an interface class for all the battle actors (eg. the player and the monsters)
hoa_battle::private_battle::BattleActorEffectTemporary enum used to determine which phase of the time meter a character/enemy is in. Represents postive and negative afflictions that affect actors in battle
hoa_battle::private_battle::BattleCharacterActorRepresents the player-controlled character in the battle
hoa_battle::private_battle::BattleEnemyActorRepresents the entity for an enemy in the battle
hoa_battle::private_battle::FinishWindowThe window displayed once a battle has either been won or lost
hoa_battle::private_battle::ScriptEventRepresentation of a single, scripted action to be executed in battle
hoa_boot::BootMenuThe BootMenu-class will help in creation of the boot-menu. All of the boot-menu functions are given via function pointers to the class
hoa_boot::BootModeHandles everything that needs to be done on the game's boot screen
hoa_boot::CreditsScreenProvides for everything that is needed for displaying the game credits
hoa_boot::WelcomeScreenProvides for everything that is needed for displaying the game welcome message
hoa_editor::AnimatedTileData
hoa_editor::Editor
hoa_editor::EditorScrollView
hoa_editor::Grid
hoa_editor::MusicDialog
hoa_editor::NewMapDialog
hoa_editor::TilesetManages individual tiles in a tileset and everything related with them, such as walkability, animations, and so on
hoa_global::GameGlobalRetains all the state information about the player's active game
hoa_global::GlobalActorRepresents an actor that can participate in battles
hoa_global::GlobalArmorRepresents all four types of armor found in the game
hoa_global::GlobalAttackPointRepresents the "attack points" present on an actor
hoa_global::GlobalCharacterRepresents playable game characters
hoa_global::GlobalCharacterGrowthA container class for tracking the growth of a character
hoa_global::GlobalElementalEffectRepresents an elemental effect on an actor or other object
hoa_global::GlobalEnemyRepresents those enemies that fight in battles
hoa_global::GlobalEventGroupA container that manages the occurences of several related game events
hoa_global::GlobalItemRepresents items found and used throughout the game
hoa_global::GlobalKeyItemRepresents key items found in the game
hoa_global::GlobalObjectAn abstract parent class for representing a game object
hoa_global::GlobalPartyRepresents a party of actors
hoa_global::GlobalShardRepresents a shard item
hoa_global::GlobalSkillA class for representing skills used in the game
hoa_global::GlobalStatusEffectRepresents a status effect on an actor or other object
hoa_global::GlobalTargetRepresents a target for an item, action, or skill
hoa_global::GlobalWeaponRepresenting weapon that may be equipped by characters or enemies
hoa_input::GameInputProcesses and manages all user input events
hoa_input::private_input::JoystickStateRetains information about the user-defined joystick settings
hoa_input::private_input::KeyStateRetains information about the user-defined key settings
hoa_map::MapModeHandles the game execution while the player is exploring maps
hoa_map::MapTileRepresents a single tile on the map
hoa_map::private_map::ActionAnimateAction that displays specific sprite frames for a certain period of time
hoa_map::private_map::ActionPathMoveAction involving movement between a source and destination tile
hoa_map::private_map::ActionRandomMoveAction for declaring random movement of sprites
hoa_map::private_map::DialogueManagerA display for managing and displaying dialogue on maps
hoa_map::private_map::EnemySpriteA mobile map object that induces a battle to occur if the player touches it
hoa_map::private_map::EnemyZoneClass that represents an area where enemies spawn and roam in
hoa_map::private_map::MapDialogueRetains and manages dialogues between characters on a map
hoa_map::private_map::MapFrameRetains information about how the next map frame should be drawn
hoa_map::private_map::MapObjectAbstract class that represents objects on a map
hoa_map::private_map::MapObject_Ptr_LessThis is a predicate used to sort MapObjects in correct draw order
hoa_map::private_map::MapSpriteA mobile map object with which the player can interact with
hoa_map::private_map::MapZoneA class that represents a special zone on a map
hoa_map::private_map::PathNodeA container class for node information in pathfinding
hoa_map::private_map::PhysicalObjectRepresents visible objects on the map that have no motion
hoa_map::private_map::SpriteActionAn abstract class for sprite actions
hoa_map::private_map::VirtualSpriteAn invisible and possible mobile sprite on a map
hoa_map::private_map::ZoneSectionClass that represents a rectangular area on a map
hoa_menu::MenuModeHandles game executing while in the main in-game menu
hoa_menu::private_menu::CharacterWindowRepresents an individual character window
hoa_menu::private_menu::EquipWindowRepresents the Equipment window, allowing the player to change equipment
hoa_menu::private_menu::FormationWindow
hoa_menu::private_menu::InventoryWindowRepresents a window used to select a character to perform an action on.Represents the inventory window to browse the party's inventory
hoa_menu::private_menu::SkillsWindowRepresents the Skills window, displaying all the skills for the character
hoa_menu::private_menu::StatusWindowRepresents the Status window, displaying all the information about the character
hoa_mode_manager::GameModeAn abstract class that all game mode classes inherit from
hoa_mode_manager::GameModeManagerManages and maintains all of the living game mode objects
hoa_pause::PauseModeA mode pushed onto the game mode stack when the user pauses the game
hoa_quit::QuitModeA mode pushed onto the game mode stack to confirm a user's quit command
hoa_scene::SceneModeHandles everything that needs to be done when full-screen artwork is displayed
hoa_script::GameScriptSingleton class that manages all open script files
hoa_script::ModifyScriptDescriptorRepresents a Lua file opened with read, execute, and modify permissions
hoa_script::ReadScriptDescriptorRepresents a Lua file opened with read and execute permissions
hoa_script::ScriptDescriptorAn abstract class for representing open script files
hoa_script::WriteScriptDescriptorProvides a simplistic interface for writing data to a new Lua file
hoa_shop::private_shop::ConfirmWindowDisplays the object's icon, name, and a sale confirmation message
hoa_shop::private_shop::ObjectInfoWindowDisplays detailed information about a selected object
hoa_shop::private_shop::ObjectListWindowA window containing a list of objects and their price
hoa_shop::private_shop::ObjectSellListWindowA window containing a list of current inventory and selling price
hoa_shop::private_shop::ShopActionWindowRepresents the top window in shop mode which contains the main shop actions
hoa_shop::ShopModeHandles the game execution while the player is shopping
hoa_socket::SocketTCP socket
hoa_system::GameSystemEngine class that manages system information and functions
hoa_system::SystemTimerA class which allows the user to easily control timed events
hoa_utils::Singleton< T >Used for transforming a standard class into a singleton class
hoa_utils::ustringImplements unicode strings with uint16 as the character type
hoa_video::AnimatedImageRepresents an animated image with both frames and timing information
hoa_video::ColorRepresentation of a single RGBA color
hoa_video::CoordSysDetermines the drawing coordinates
hoa_video::FontGlyphA structure to hold properties about a particular font glyph
hoa_video::FontPropertiesA structure which holds properties about fonts
hoa_video::GameVideoManages all the video operations and serves as the API to the video engine
hoa_video::ImageDescriptorThe abstract base class for StillImage and AnimatedImage
hoa_video::InterpolatorClass that lets you set up various kinds of interpolations. The basic way to use it is to set the interpolation method using SetMethod(), then call Start() with the values you want to interpolate between and the time to do it in
hoa_video::MenuWindowRepresents GUI menu windows and handles their operation
hoa_video::OptionBoxRepresents rows and columns of options that the player may select
hoa_video::ParticleEffectParticle effect, basically one coherent "effect" like an explosion, or snow falling from the sky. Consists of one or more ParticleSystems. An example of using multiple systems to create one effect would be a campfire where you have fire + smoke + glowing embers
hoa_video::ParticleEffectDefParticle effect definition, just consists of each of its subsystems' definitions. This is basically just a struct, except it has a function to load the structure from a particle file (.lua/.hoa)
hoa_video::ParticleEmitter
hoa_video::private_video::AnimationFrameRepresents a single frame in an animated image
hoa_video::private_video::ContextRetains the current graphics context
hoa_video::private_video::EffectParametersWhen we change a property of an effect, it affects all of the systems contained within that effect. So, this structure contains any relevant parameters that particle systems need to know about
hoa_video::private_video::FixedImageNodeUsed by the fixed-size texture manager to keep track of which blocks are owned by which images
hoa_video::private_video::FixedTexMemMgrUsed to manage textures which are designated for fixed image sizes
hoa_video::private_video::GUIControlGUIControl is a type of GUI element, specifically for controls. This is for functions that controls have, but menu windows don't have, such as the SetOwner() function
hoa_video::private_video::GUIElementAn abstract base class for all GUI elements (windows + controls). This class contains basic functions such as Draw(), Update(), etc
hoa_video::private_video::GUISupervisorA helper class to the video engine to manage all of the GUI functionality
hoa_video::private_video::ImageRepresents a single image that is loaded and stored in a texture sheet. All the existing images will be stored in a map at the video engine. That way they can be shared among objects
hoa_video::private_video::ImageElementRepresents a single image within an ImageDescriptor object. Compound images are formed of multiple ImageElements
hoa_video::private_video::ImageLoadInfoA container to store information about an image being loaded. This class is used to pass information between image loader code and OpenGL texture creation. It can also be used sometimes as a temporary holder for pixel data
hoa_video::private_video::MenuSkinA container class for a menu skin, consisting of border images and an interior
hoa_video::private_video::MultiImageInfoTemporal struct for holding a multiimage information
hoa_video::private_video::OptionRepresents one particular option in a list and all its elements
hoa_video::private_video::OptionCellBoundsHolds the bound coordinates for a particular "cell" in an option box
hoa_video::private_video::OptionElementA class which encapsulates the various contents of an option
hoa_video::private_video::ParticleThis is the structure we use to represent a particle
hoa_video::private_video::ParticleKeyframeKeyframes, consist of a _time, plus various properties. These are used to specify how the properties of a particle vary over time. For example, in most systems, we'll want particles to fade out over their lifetime, so this could be done by creating 2 keyframes, where the alpha component of the 2nd keyframe's _color is zero
hoa_video::private_video::ParticleManagerParticleManager, used internally by video engine to store/update/draw all particle effects
hoa_video::private_video::ParticleSystem
hoa_video::private_video::ParticleSystemDef
hoa_video::private_video::ParticleTexCoordThis is used in texture coordinate array for DrawArrays() Unless animated particles are used, this can be generated just once
hoa_video::private_video::ParticleVertexThis is used in the vertex array for DrawArrays(). Every time the particle system is rendered, we need to iterate through all the particles in the system, and use the position, size, and rotation to generate 4 ParticleVertex's. This is pretty expensive, but unfortunately it's necessary since the positions change every frame
hoa_video::private_video::ScreenFaderUsed to monitor progress for a fading screen
hoa_video::private_video::ShakeForceEvery time ShakeScreen() is called, a new ShakeForce is created to represent the force of that particular shake
hoa_video::private_video::TexMemMgrBase class for texture memory managers
hoa_video::private_video::TexSheetAn actual OpenGL texture which can be used for storing multiple smaller images in it
hoa_video::private_video::VariableImageNodeThis is how we keep track of which images are used/freed in the variable texture mem manager
hoa_video::private_video::VariableTexMemMgrUsed to manage a texture sheet where the size of the images it will contain are unknown
hoa_video::RenderedLineA structure holding a single rendered line
hoa_video::RenderedStringA structure which a rendered string
hoa_video::ScreenRectA structure used for storing rectangles with pixel coordinates This class is used in storing the current scissoring rectangles, viewport rectangles, etc. It is based on standard screen coordinates, where (0,0) is the top-left and the unit is 1 pixel (hence int32 coordinates instead of floats)
hoa_video::StillImageRepresents a single or compound still image StillImages may be simple images or compound images. Compound images are created when you stitch together multiple smaller images to create a single large image (e.g. with TilesToObject() function). It's fine to think of compound images as just a single image
hoa_video::TextBoxClass for representing an invisible box for rendering text to. Although the video engine has an easy-to-use DrawText() function, for any non-trivial text display, the TextBox class must be used. This class provides a few things which aren't handled by DrawText(), namely word wrapping, and "gradual display", such as drawing one character at a time or fading each line of text in individually
Q3MainWindow
Q3ScrollView
QDialog
QGLWidget

Generated on Fri Jul 6 23:12:27 2007 for Hero of Allacrost by  doxygen 1.5.1