Frame of Reference Game API  1.0.3
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
oCCollision< Vector2 >
|oCFrameOfReference.World.Components.BoxCollision-detection using an axis-aligned box.
|\CFrameOfReference.World.Components.CircleCollision-detection using a simple uniform circle.
oCFrameOfReference.World.Config.ControlsSettingsStores settings for the user controls (mouse, keyboard, etc.).
oCFrameOfReference.World.Config.DisplaySettingsStores display settings (resolution, etc.). Changes here require the engine to be reset.
oCFrameOfReference.World.Config.EditorSettingsStores settings for the game's editor.
oCEntityBase< Vector2, EntityTemplate >
|\CFrameOfReference.World.Positionables.EntityAn entity that can be placed on a Terrain{TTemplate}.
oCEntityTemplateBase< EntityTemplate >
|\CFrameOfReference.World.Templates.EntityTemplateA collection of components used as a prototype for constructing new Entitys.
oCForm
|oCFrameOfReference.Editor.WelcomeFormDisplays an introduction text for new users
|\CFrameOfReference.World.Config.ConfigForm
oCOmegaEngine::GameBase [external]
|\CFrameOfReference.GameRepresents a running instance of the game
oCFrameOfReference.World.Config.GeneralSettingsStores general game settings (UI language, difficulty level, etc.).
oCFrameOfReference.World.Config.GraphicsSettingsStores graphics settings (effect details, etc.). Changes here don't require the engine to be reset.
oCIInputReceiver
|\CFrameOfReference.Presentation.InteractivePresenterHandles the visual representation of World content where the user can manually control the perspective
| oCFrameOfReference.Presentation.EditorPresenterDisplays a map for editing
| \CFrameOfReference.Presentation.InGamePresenterMain in-game interaction
oCImportXmlBase< Universe >
|\CFrameOfReference.Editor.World.Commands.ImportXmlLoads new XML data into a Universe.
oCMainFormBase
|\CFrameOfReference.Editor.MainFormThe main window of the editor, container for the editor tabs.
oCPositionable< Vector2 >
|oCFrameOfReference.World.Positionables.TriggerExecutes Lua scripts on proximity or timers.
|\CFrameOfReference.World.Positionables.WaypointA marker used to control automated Positionables.Entity movement.
oCPresenterBase< Universe, Vector2 >
|\CFrameOfReference.Presentation.PresenterHandles the visual representation of World content in the OmegaEngine
| oCFrameOfReference.Presentation.BenchmarkPresenterPerforms rendering for the benchmark mode
| oCFrameOfReference.Presentation.InteractivePresenterHandles the visual representation of World content where the user can manually control the perspective
| \CFrameOfReference.Presentation.MenuPresenterDisplays the background world for the main menu
oCFrameOfReference.Editor.Program
oCFrameOfReference.Program
oCSessionBase< Universe >
|\CFrameOfReference.World.SessionRepresents a game session (i.e. a game actually being played). It is equivalent to the content of a savegame.
oCFrameOfReference.World.Config.SettingsStores settings for the application
oCFrameOfReference.World.Config.SoundSettingsStores sound settings (turn music on or off, etc.).
oCFrameOfReference.Presentation.StatisticsRepresents a set of TestCases that can be executed, recorded and serialized.
oCTemplate< ItemTemplate >
|\CFrameOfReference.World.Templates.ItemTemplateDefines the behavior for a certain class of item.
oCTemplate< TerrainTemplate >
|\CFrameOfReference.World.Templates.TerrainTemplateDefines a type of terrain (texture, effects on units, etc.).
oCTemplateEditor< EntityTemplate >
|\CFrameOfReference.Editor.World.EntityEditorDesignerShimIntermediate dummy class for TemplateEditor{T} to prevent WinForms designer confusion with generics
| \CFrameOfReference.Editor.World.EntityEditorAllows the user to edit EntityTemplates
oCTemplateEditor< ItemTemplate >
|\CFrameOfReference.Editor.World.ItemEditorDesignerShimIntermediate dummy class for TemplateEditor{ItemTemplate} to prevent WinForms designer confusion with generics
| \CFrameOfReference.Editor.World.ItemEditorAllows the user to edit ItemTemplates
oCTemplateEditor< TerrainTemplate >
|\CFrameOfReference.Editor.World.TerrainEditorDesignerShimIntermediate dummy class for TemplateEditor{TerrainTemplate} to prevent WinForms designer confusion with generics
| \CFrameOfReference.Editor.World.TerrainEditorAllows the user to edit TerrainTemplates
oCFrameOfReference.Presentation.TestCaseA specific test-case (with target and graphics settings) to profile.
oCUndoCommandTab
|\CFrameOfReference.Editor.World.MapEditorAllows the user to edit game maps
\CUniverseBase< Vector2 >
 \CFrameOfReference.World.UniverseRepresents a world with a height-map based Terrain.