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github.com/OpenEnroth/OpenEnroth
/ types & classes
Types & classes
1,316 in github.com/OpenEnroth/OpenEnroth
⨍
Functions
4,047
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Types & classes
1,316
↓ 189 callers
Class
Pid
src/Engine/Snapshots/EntitySnapshots.h:26
↓ 148 callers
Class
Color
* Color in A8B8G8R8 format. */
src/Library/Color/Color.h:28
↓ 124 callers
Class
FileSystemPath
src/Library/FileSystem/Interface/FileSystemFwd.h:15
↓ 115 callers
Class
Exception
src/Utility/Exception.h:9
↓ 99 callers
Class
SpellData
src/Engine/Spells/Spells.h:40
↓ 52 callers
Class
Item
src/GUI/GUIWindow.h:46
↓ 49 callers
Class
Blob
src/Library/Image/Image.h:17
↓ 39 callers
Class
Colorf
src/Library/Color/Color.h:23
↓ 38 callers
Class
FileStat
src/Library/FileSystem/Interface/FileSystem.h:19
↓ 37 callers
Class
Pid
src/Engine/Pid.h:20
↓ 33 callers
Class
CombinedSkillValue
* Simple POD-like class for storing full skill value (level and mastery). */
src/Engine/Objects/CombinedSkillValue.h:12
↓ 27 callers
Class
Time
src/Engine/Time/Time.h:22
↓ 20 callers
Class
Segment
src/Utility/Segment.h:82
↓ 13 callers
Class
InventoryEntry
* Mutable counterpart to `InventoryConstEntry`, allowing modification of the referenced `Item`. */
src/Engine/Objects/Inventory.h:87
↓ 11 callers
Class
Duration
src/Engine/Time/Duration.h:26
↓ 10 callers
Class
Blob
* `Blob` is an abstraction that couples a contiguous memory region with the knowledge of how to deallocate it. * * Deallocation is type-erased (like
src/Utility/Memory/Blob.h:22
↓ 8 callers
Class
FileSystemPathView
src/Library/FileSystem/Interface/FileSystemFwd.h:16
↓ 8 callers
Enum
ItemId
* Enum of all item types in the game. * * DON'T EDIT, THIS IS AUTOGENERATED CODE. * * @see runItemIdCodeGen */
src/Engine/Objects/ItemEnums.h:154
↓ 7 callers
Class
Blob
src/Engine/MapInfo.h:14
↓ 7 callers
Class
DirectoryEntry
src/Library/FileSystem/Interface/FileSystem.h:33
↓ 7 callers
Class
Flags
src/Utility/Flags.h:29
↓ 7 callers
Class
Item
src/Engine/Objects/Item.h:18
↓ 7 callers
Class
Vec3
src/Library/Geometry/Vec.h:84
↓ 7 callers
Class
ViewWrapper
src/Utility/View.h:25
↓ 6 callers
Class
NPCData
src/Engine/Objects/NPC.h:12
↓ 6 callers
Class
NPCData
src/GUI/GUIWindow.h:43
↓ 5 callers
Class
Vec2
src/Library/Geometry/Vec.h:11
↓ 4 callers
Enum
SpellFlag
* @see https://github.com/GrayFace/MMExtension/blob/4d6600f164315f38157591d7f0307a86594c22ef/Scripts/Structs/01%20common%20structs.lua#L1785C15-L1785C
src/Engine/Spells/SpellEnums.h:157
↓ 4 callers
Class
Vis_PIDAndDepth
src/Engine/Graphics/Vis.h:48
↓ 3 callers
Class
AudioSamplePool
src/Media/Audio/AudioSamplePool.h:19
↓ 3 callers
Class
AudioSamplePoolEntry
src/Media/Audio/AudioSamplePool.h:11
↓ 3 callers
Class
LowercaseFileData
src/Library/FileSystem/Lowercase/LowercaseFileSystem.h:13
↓ 3 callers
Class
NPCSacrificeStatus
src/Engine/Objects/NPC.h:13
↓ 3 callers
Class
TextureRenderId
* Texture id, as used by `Renderer` API. * * We only have an OpenGL implementation right now, so this is essentially a wrapper atop a `GLuint` that
src/Engine/Graphics/Renderer/TextureRenderId.h:11
↓ 2 callers
Class
Actor
src/Engine/Objects/Actor.h:21
↓ 2 callers
Class
Blob
src/Library/LodFormats/LodFormats.h:11
↓ 2 callers
Class
CharSplitter
* Splitter for single-character separators, e.g. `'\\t'`. Uses SIMD-optimized `memchr`. */
src/Utility/String/Split.h:14
↓ 2 callers
Class
FileSystemDumpEntry
src/Library/FileSystem/Dump/FileSystemDump.h:22
↓ 2 callers
Class
FileSystemDumper
src/Library/FileSystem/Dump/FileSystemDump.cpp:13
↓ 2 callers
Class
FileSystemException
src/Library/FileSystem/Interface/FileSystemException.h:11
↓ 2 callers
Class
FileSystemPath
* `FileSystemPath` does path normalization for `FileSystem`, transforming passed paths into a normal form of * `"foo/bar/baz"`: * - Windows-style pa
src/Library/FileSystem/Interface/FileSystemPath.h:24
↓ 2 callers
Class
LodReader
* A single stop shop to read LOD files. * Even though LODs support a multi-directory structure, in reality vanilla games only ever had a single direc
src/Library/Lod/LodReader.h:21
↓ 2 callers
Class
RangeIterator
src/Utility/Segment.h:11
↓ 2 callers
Class
SpellBuff
TODO(pskelton): style
src/Engine/Spells/SpellBuff.h:8
↓ 2 callers
Class
SplitView
src/Utility/String/Split.h:147
↓ 2 callers
Class
SplitViewSentinel
src/Utility/String/Split.h:88
↓ 2 callers
Class
TalkAnimation
src/Engine/Objects/TalkAnimation.h:6
↓ 2 callers
Class
TerminationException
src/Engine/Components/Control/EngineControlState.h:37
↓ 2 callers
Class
Vis_PIDAndDepth
src/Engine/Engine.h:25
↓ 1 callers
Enum
ActorAttribute
src/Engine/Objects/ActorEnums.h:94
↓ 1 callers
Class
AtlasLayout
* Describes the layout of a texture atlas as a grid of equally-sized cells. * * This class is purely metadata - it doesn't hold any image data. Use
src/Engine/Graphics/AtlasLayout.h:15
↓ 1 callers
Class
BBox
src/Library/Geometry/BBox.h:10
↓ 1 callers
Enum
BookButtonAction
src/GUI/UI/UIBooks.h:10
↓ 1 callers
Class
CEnchantment
TODO(captainurist): This was an attempt at refactoring the various enchantments we had, and it wasn't finished. Enchantment unification makes sense, s
src/Engine/Objects/ItemEnchantment.h:7
↓ 1 callers
Class
CharacterInventory
src/Engine/Snapshots/EntitySnapshots.h:42
↓ 1 callers
Class
CharacterInventory
src/Engine/Objects/Inventory.h:21
↓ 1 callers
Class
ChestInventory
src/Engine/Snapshots/EntitySnapshots.h:44
↓ 1 callers
Class
Dummy
src/Utility/Flags.h:32
↓ 1 callers
Class
EngineDeterministicComponent
* This component can be used to make the engine more deterministic. It replaces the system timer with a fake one that * advances by a fixed number of
src/Engine/Components/Deterministic/EngineDeterministicComponent.h:21
↓ 1 callers
Class
EngineTraceSimplePlayer
* Component that can be used to play recorded events. * * Note that this component is intentionally very dumb. Calling `playTrace` just plays all th
src/Engine/Components/Trace/EngineTraceSimplePlayer.h:23
↓ 1 callers
Enum
EvtOpcode
src/Engine/Evt/EvtEnums.h:9
↓ 1 callers
Class
FileOutputStream
* Output stream that writes to a file. */
src/Utility/Streams/FileOutputStream.h:14
↓ 1 callers
Class
FileSystemPath
src/Library/Logger/RotatingLogSink.h:9
↓ 1 callers
Class
FileSystemPathComponents
src/Library/FileSystem/Interface/FileSystemPathComponents.h:8
↓ 1 callers
Class
FileSystemPathSplit
src/Library/FileSystem/Interface/FileSystemPathSplit.h:10
↓ 1 callers
Class
FileSystemStarter
src/Application/Startup/FileSystemStarter.h:8
↓ 1 callers
Class
FreeDeleter
* Deleter class to be used with `std::unique_ptr` for managing memory allocated with `malloc`. * * Example usage: * ``` * std::unique_ptr<void, Fr
src/Utility/Memory/FreeDeleter.h:13
↓ 1 callers
Class
GUIFont
* Some notes on markup characters supported by `GUIFont` functions. * * - `\n` is a regular line feed. * - `\tXXX`, where `XXX` is decimal offset i
src/GUI/GUIFont.h:26
↓ 1 callers
Class
GameBindings
src/Scripting/GameBindings.h:11
↓ 1 callers
Class
GameConfig
src/Application/GameConfig.h:33
↓ 1 callers
Class
GameStarter
src/Application/Startup/GameStarter.h:28
↓ 1 callers
Class
GraphicsImage
src/Engine/Graphics/Image.h:14
↓ 1 callers
Enum
HouseSoundType
src/GUI/UI/UIHouseEnums.h:5
↓ 1 callers
Class
Image
src/Library/Image/Image.h:107
↓ 1 callers
Class
InventoryConstEntry
* Lightweight, pointer‑like descriptor giving `const` access to an item owned by an `Inventory`. * * `InventoryConstEntry` can be in an invalid stat
src/Engine/Objects/Inventory.h:51
↓ 1 callers
Class
InventoryRecord
src/Engine/Objects/Inventory.h:302
↓ 1 callers
Enum
ItemTreasureLevel
src/Engine/Objects/ItemEnums.h:132
↓ 1 callers
Class
LoadSlotState
src/Application/GameStates/LoadSlotState.h:9
↓ 1 callers
Class
LodSpriteCache
src/Engine/Resources/LodSpriteCache.h:16
↓ 1 callers
Class
LodTextureCache
src/Engine/Resources/LodTextureCache.h:15
↓ 1 callers
Class
LogCategory
* Log category, usually used to differentiate logging calls from different subsystems. * * Intended usage is to just create a `static` instance in a
src/Library/Logger/LogCategory.h:18
↓ 1 callers
Enum
MenuType
src/GUI/GUIEnums.h:225
↓ 1 callers
Class
MonsterDesc
src/Engine/Snapshots/EntitySnapshots.h:50
↓ 1 callers
Enum
MonsterId
* Enum of all monsters in the game. * * DON'T EDIT, THIS IS AUTOGENERATED CODE. * * @see runMonsterIdCodeGen */
src/Engine/Objects/MonsterEnums.h:14
↓ 1 callers
Class
NPCData
src/Engine/Tables/NPCTable.h:38
↓ 1 callers
Class
NullFileSystem
* Empty read-only filesystem. */
src/Library/FileSystem/Null/NullFileSystem.h:12
↓ 1 callers
Class
NullPlatformOptions
src/Library/Platform/Null/NullPlatformOptions.h:10
↓ 1 callers
Class
PlatformComponentStorage
* Type-erased storage for components. * * Note that the storage takes ownership of the inserted components, and they are removed & destroyed only wh
src/Library/Platform/Application/PlatformComponentStorage.h:26
↓ 1 callers
Class
PlatformOpenGLOptions
src/Library/Platform/Interface/PlatformOpenGLOptions.h:17
↓ 1 callers
Class
PresizedTag
src/Library/Binary/BinaryTags.h:7
↓ 1 callers
Class
RendererFactory
src/Engine/Graphics/Renderer/RendererFactory.h:10
↓ 1 callers
Class
ResizeView
src/Utility/View.h:72
↓ 1 callers
Class
ResizeViewIterator
src/Utility/View.h:30
↓ 1 callers
Class
ResizeViewSentinel
src/Utility/View.h:27
↓ 1 callers
Class
ResourceManager
* This class provides access to everything in `/data` folder. */
src/Engine/Resources/ResourceManager.h:12
↓ 1 callers
Class
SdlPlatformSharedState
src/Library/Platform/Sdl/SdlWindow.h:10
↓ 1 callers
Class
SndReader
* Reader for Might&Magic SND files. * * Note that compression is part of the container format in SND files, unlike in LOD, where it's part of the in
src/Library/Snd/SndReader.h:19
↓ 1 callers
Enum
SoundId
* There's 2000+ sounds in MM7, and there is little point in adding all of them here via codegen. Only the ids that are * actually used in the codebas
src/Media/Audio/SoundEnums.h:13
↓ 1 callers
Class
SplitProxy
* Intermediate object returned by `split(s)` that exposes the `.by(...)` separator-selection step. */
src/Utility/String/Split.h:177
↓ 1 callers
Class
StackTraceOnCrash
src/Library/StackTrace/StackTraceOnCrash.h:5
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