Frame of Reference Game API  1.0.3
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12345]
oNAlphaFramework
|oNEditor
||oNGui
||\NWorld
|\NWorld
oNFrameOfReference
|oNEditor
||oNWorld
|||oNCommands
||||\CImportXmlLoads new XML data into a Universe.
|||oCEntityEditorAllows the user to edit EntityTemplates
|||oCItemEditorAllows the user to edit ItemTemplates
|||oCMapEditorAllows the user to edit game maps
|||oCEntityEditorDesignerShimIntermediate dummy class for TemplateEditor{T} to prevent WinForms designer confusion with generics
|||oCTerrainEditorDesignerShimIntermediate dummy class for TemplateEditor{TerrainTemplate} to prevent WinForms designer confusion with generics
|||oCItemEditorDesignerShimIntermediate dummy class for TemplateEditor{ItemTemplate} to prevent WinForms designer confusion with generics
|||\CTerrainEditorAllows the user to edit TerrainTemplates
||oCMainFormThe main window of the editor, container for the editor tabs.
||oCProgram
||\CWelcomeFormDisplays an introduction text for new users
|oNPresentation
||oCBenchmarkPresenterPerforms rendering for the benchmark mode
||oCEditorPresenterDisplays a map for editing
||oCInGamePresenterMain in-game interaction
||oCInteractivePresenterHandles the visual representation of World content where the user can manually control the perspective
||oCMenuPresenterDisplays the background world for the main menu
||oCPresenterHandles the visual representation of World content in the OmegaEngine
||oCStatisticsRepresents a set of TestCases that can be executed, recorded and serialized.
||\CTestCaseA specific test-case (with target and graphics settings) to profile.
|oNWorld
||oNComponents
|||oCBoxCollision-detection using an axis-aligned box.
|||\CCircleCollision-detection using a simple uniform circle.
||oNConfig
|||oCConfigForm
|||oCControlsSettingsStores settings for the user controls (mouse, keyboard, etc.).
|||oCDisplaySettingsStores display settings (resolution, etc.). Changes here require the engine to be reset.
|||oCEditorSettingsStores settings for the game's editor.
|||oCGeneralSettingsStores general game settings (UI language, difficulty level, etc.).
|||oCGraphicsSettingsStores graphics settings (effect details, etc.). Changes here don't require the engine to be reset.
|||oCSettingsStores settings for the application
|||\CSoundSettingsStores sound settings (turn music on or off, etc.).
||oNPositionables
|||oCEntityAn entity that can be placed on a Terrain{TTemplate}.
|||oCTriggerExecutes Lua scripts on proximity or timers.
|||\CWaypointA marker used to control automated Positionables.Entity movement.
||oNTemplates
|||oCEntityTemplateA collection of components used as a prototype for constructing new Entitys.
|||oCItemTemplateDefines the behavior for a certain class of item.
|||\CTerrainTemplateDefines a type of terrain (texture, effects on units, etc.).
||oCSessionRepresents a game session (i.e. a game actually being played). It is equivalent to the content of a savegame.
||\CUniverseRepresents a world with a height-map based Terrain.
|oCGameRepresents a running instance of the game
|\CProgram
oNNanoByte
|\NCommon
| \NValues
oNOmegaEngine
|oNGraphics
|\NValues
\NOmegaGUI