Frame of Reference Game API  1.0.3
Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12345]
 NFrameOfReference
 NEditor
 NWorld
 NCommands
 CImportXmlLoads new XML data into a Universe
 CEntityEditorAllows the user to edit EntityTemplates
 CEntityEditorDesignerShimIntermediate dummy class for TemplateEditor<T> to prevent WinForms designer confusion with generics
 CItemEditorAllows the user to edit ItemTemplates
 CItemEditorDesignerShimIntermediate dummy class for TemplateEditor<ItemTemplate> to prevent WinForms designer confusion with generics
 CMapEditorAllows the user to edit game maps
 CTerrainEditorAllows the user to edit TerrainTemplates
 CTerrainEditorDesignerShimIntermediate dummy class for TemplateEditor<TerrainTemplate> to prevent WinForms designer confusion with generics
 CMainFormThe main window of the editor, container for the editor tabs
 CProgram
 CWelcomeFormDisplays an introduction text for new users
 NPresentation
 CBenchmarkPresenterPerforms rendering for the benchmark mode
 CEditorPresenterDisplays a map for editing
 CInGamePresenterMain in-game interaction
 CInteractivePresenterHandles the visual representation of World content where the user can manually control the perspective
 CMenuPresenterDisplays the background world for the main menu
 CPresenterHandles the visual representation of World content in the OmegaEngine
 CStatisticsRepresents a set of TestCases that can be executed, recorded and serialized
 CTestCaseA specific test-case (with target and graphics settings) to profile
 NWorld
 NComponents
 CBoxCollision-detection using an axis-aligned box
 CCircleCollision-detection using a simple uniform circle
 NConfig
 CConfigForm
 CControlsSettingsStores settings for the user controls (mouse, keyboard, etc.)
 CDisplaySettingsStores display settings (resolution, etc.). Changes here require the engine to be reset
 CEditorSettingsStores settings for the game's editor
 CGeneralSettingsStores general game settings (UI language, difficulty level, etc.)
 CGraphicsSettingsStores graphics settings (effect details, etc.). Changes here don't require the engine to be reset
 CSettingsStores settings for the application
 CSoundSettingsStores sound settings (turn music on or off, etc.)
 NPositionables
 CEntityAn entity that can be placed on a Terrain<TTemplate>
 CTriggerExecutes Lua scripts on proximity or timers
 CWaypointA marker used to control automated Positionables.Entity movement
 NTemplates
 CEntityTemplateA collection of components used as a prototype for constructing new Entitys
 CItemTemplateDefines the behavior for a certain class of item
 CTerrainTemplateDefines a type of terrain (texture, effects on units, etc.)
 CSessionRepresents 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
 CGameRepresents a running instance of the game
 CProgram