Frame of Reference Game API  1.0.3
Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 1234]
 CAlphaFramework.World.Components.Collision< Vector2 > [external]
 CFrameOfReference.World.Components.BoxCollision-detection using an axis-aligned box
 CFrameOfReference.World.Components.CircleCollision-detection using a simple uniform circle
 CFrameOfReference.World.Config.ControlsSettingsStores settings for the user controls (mouse, keyboard, etc.)
 CFrameOfReference.World.Config.DisplaySettingsStores display settings (resolution, etc.). Changes here require the engine to be reset
 CFrameOfReference.World.Config.EditorSettingsStores settings for the game's editor
 CForm
 CFrameOfReference.Editor.WelcomeFormDisplays an introduction text for new users
 CFrameOfReference.World.Config.ConfigForm
 COmegaEngine::GameBase [external]
 CFrameOfReference.GameRepresents a running instance of the game
 CFrameOfReference.World.Config.GeneralSettingsStores general game settings (UI language, difficulty level, etc.)
 CFrameOfReference.World.Config.GraphicsSettingsStores graphics settings (effect details, etc.). Changes here don't require the engine to be reset
 CNanoByte::Common::ICloneable< T > [external]
 CAlphaFramework::World::Positionables::Positionable< class > [external]
 CAlphaFramework.World.Positionables.EntityBase< Vector2, EntityTemplate > [external]
 CFrameOfReference.World.Positionables.EntityAn entity that can be placed on a Terrain<TTemplate>
 CAlphaFramework::World::Templates::Template< class > [external]
 CAlphaFramework.World.Templates.EntityTemplateBase< EntityTemplate > [external]
 CFrameOfReference.World.Templates.EntityTemplateA collection of components used as a prototype for constructing new Entitys
 CAlphaFramework.World.Templates.Template< ItemTemplate > [external]
 CFrameOfReference.World.Templates.ItemTemplateDefines the behavior for a certain class of item
 CAlphaFramework.World.Templates.Template< TerrainTemplate > [external]
 CFrameOfReference.World.Templates.TerrainTemplateDefines a type of terrain (texture, effects on units, etc.)
 CNanoByte::Common::Controls::IHighlightColor [external]
 CAlphaFramework::World::Templates::Template< class > [external]
 CAlphaFramework.World.Templates.Template< ItemTemplate > [external]
 CAlphaFramework.World.Templates.Template< TerrainTemplate > [external]
 CIInputReceiver
 CFrameOfReference.Presentation.InteractivePresenterHandles the visual representation of World content where the user can manually control the perspective
 CFrameOfReference.Presentation.EditorPresenterDisplays a map for editing
 CFrameOfReference.Presentation.InGamePresenterMain in-game interaction
 CINamed
 CAlphaFramework::World::Templates::Template< class > [external]
 CAlphaFramework.World.Templates.Template< ItemTemplate > [external]
 CAlphaFramework.World.Templates.Template< TerrainTemplate > [external]
 CAlphaFramework::World::Positionables::ITemplated [external]
 CAlphaFramework.World.Positionables.EntityBase< Vector2, EntityTemplate > [external]
 CNanoByte::Common::Undo::IUndoCommand [external]
 CNanoByte::Common::Undo::FirstExecuteCommand [external]
 CAlphaFramework.Editor.World.Commands.ImportXmlBase< Universe > [external]
 CFrameOfReference.Editor.World.Commands.ImportXmlLoads new XML data into a Universe
 CAlphaFramework::World::Positionables::IUpdateable [external]
 CAlphaFramework.World.Positionables.EntityBase< Vector2, EntityTemplate > [external]
 CMainFormBase
 CFrameOfReference.Editor.MainFormThe main window of the editor, container for the editor tabs
 CPositionable< Vector2 > [external]
 CFrameOfReference.World.Positionables.TriggerExecutes Lua scripts on proximity or timers
 CFrameOfReference.World.Positionables.WaypointA marker used to control automated Positionables.Entity movement
 CAlphaFramework.Presentation.PresenterBase< Universe, Vector2 > [external]
 CFrameOfReference.Presentation.PresenterHandles the visual representation of World content in the OmegaEngine
 CFrameOfReference.Presentation.BenchmarkPresenterPerforms rendering for the benchmark mode
 CFrameOfReference.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
 CFrameOfReference.Editor.Program
 CFrameOfReference.Program
 CAlphaFramework.World.SessionBase< Universe > [external]
 CFrameOfReference.World.SessionRepresents a game session (i.e. a game actually being played). It is equivalent to the content of a savegame
 CFrameOfReference.World.Config.SettingsStores settings for the application
 CFrameOfReference.World.Config.SoundSettingsStores sound settings (turn music on or off, etc.)
 CFrameOfReference.Presentation.StatisticsRepresents a set of TestCases that can be executed, recorded and serialized
 CAlphaFramework.Editor.World.TemplateEditor< EntityTemplate > [external]
 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
 CAlphaFramework.Editor.World.TemplateEditor< ItemTemplate > [external]
 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
 CAlphaFramework.Editor.World.TemplateEditor< TerrainTemplate > [external]
 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
 CFrameOfReference.Presentation.TestCaseA specific test-case (with target and graphics settings) to profile
 CUndoCommandTab
 CFrameOfReference.Editor.World.MapEditorAllows the user to edit game maps
 CUniverseBase
 CFrameOfReference.World.UniverseRepresents a world with a height-map based Terrain