Class List

Here are the classes, structs, unions and interfaces with brief descriptions:
AnimatedMeshComponentComponent wrapper of Irrlicht's IAnimatedMeshSceneNode
AssetGroupRepresents a collection of assets (meshes, textures, etc)
AssetManagerManages the AssetGroups that are being used by the framework. An asset managed by the AssetManager is only accessible through the AssetManager and its related classes. That means that you can access assets through their respective "normal" managers (i.e. meshes by Irrlicht's IMeshCache or entities by Sirrf's EntityManager)
AssetProcessorResponsible for processing all assets in a sub-directory of an AssetGroup. Behaviour for specific assets is implemented by deriving from the AssetProcessor class
BillboardComponentComponent wrapper of Irrlicht's IBillboardSceneNode
CameraComponentComponent wrapper of Irrlicht's ICameraSceneNode
DataStackDataStacks provide an interface for storing (and removing) variables that can be accessed from anywhere within the framework. Furthermore it's also possible to save these variables into files
DataStoreManages the DataStacks that are being used by the framework
EntityRepresents an object in the game world
EntityComponentAbstraction base class for adding new functionalities to entities
EntityManagerThe Entity Manager is the central interface point to all entity related functions of this program
EntityProcessorAssetProcessor for processing entities in an AssetGroup
EventManagerThe Event Manager is the central interface point to all event related functions of this program
GameManagerThe Game Manager is the central access point to the game. It is able to perform generic game initialisation and deinitialisation. It's main purpose, though, is to control the flow of the game
GameStateThe GameState object is a base class which is implemented through derived sub-classes
HasEventsThis class provides a base for classes that need a decentralized event system. By deriving from this class, the derived class gains all needed methods for the management of a decentralized event system
HeightmapProcessorAssetProcessor for processing heightmaps in an AssetGroup. In order to properly reload a heightmap from an asset group the class that uses the heightmap needs to implement a event method for the "heightmaps/<filename>" event. When the heightmaps is reloaded a event will be emitted to the appropriate slot with the new heightmap as the parameter. See TerrainComponent::onHeightMap
ImageComponentComponent wrapper for drawing 2d images
InitStateFirst state the GameManager initialises. This class was created to separate initial state loading from the GameManager code. Additionally you can also use the InitState as a template for your custom states
LightComponentComponent wrapper of Irrlicht's ILightSceneNode
MeshComponentComponent wrapper of Irrlicht's IMeshSceneNode
MeshProcessorAssetProcessor for processing meshes in an AssetGroup. In order to properly reload a mesh from an asset group the class that uses the mesh needs to implement a event method for the "meshes/<filename>" event. When the mesh is reloaded a event will be emitted to the appropriate slot with the new mesh as the parameter. See MeshComponent::onMesh or AnimatedMeshComponent::onMesh for an example
OctTreeComponentComponent wrapper of Irrlicht's SceneManager function addOctTreeSceneNode(...)
ParticleSysComponentComponent wrapper of Irrlicht's IParticleSystemSceneNode
ReferenceCountedThis class provides reference counting through the methods grab() and drop(). Most objects with the framework are derived from ReferenceCounted, and so they are reference counted
SceneComponentComponent wrapper of Irrlicht's ISceneNode and base class of various scene components
ScriptTechnically a wrapper for every AngelScript file that is loaded by the framework
ScriptedGameStateA class derived from GameState, which makes it possible to interact with classes derived from GameState within AngelScript
ScriptManagerThe Script Manager is the central interface point to all script related functions of this program
ScriptProcessorAssetProcessor for processing scripts in an AssetGroup
SkyBoxComponentComponent wrapper of Irrlicht's SceneManager function addSkyBoxSceneNode(...)
SkyDomeComponentComponent wrapper of Irrlicht's SceneManager function addSkyDomeSceneNode(...)
SoundListenerComponentComponent wrapper of SFML's sf::Listener
SoundManagerThe Sound Manager is the central interface point to all sound related functions of this program
SoundProcessorAssetProcessor for processing sounds in an AssetGroup. In order to properly reload a sound from an asset group the class that uses the sound needs to implement a event method for the "sounds/<filename>" event. When the sound is reloaded a event will be emitted to the appropriate slot with the new sound as the parameter. See SoundSourceComponent::onSound for an example
SoundSourceComponentComponent wrapper of SFML's sf::Sound and sf::Music
TerrainComponentComponent wrapper of Irrlicht's ITerrainSceneNode
TextBillboardComponentComponent wrapper of Irrlicht's IBillboardTextSceneNode
TextureProcessorAssetProcessor for processing textures in an AssetGroup. In order to properly reload a texture from an asset group the class that uses the texture needs to implement a event method for the "textures/<filename>" event. When the texture is reloaded a event will be emitted to the appropriate slot with the new texture as the parameter. See SceneComponent::onTexture or ImageComponent::onTexture for an example

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