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Types & classes1,316 in github.com/OpenEnroth/OpenEnroth

↓ 189 callersClassPid
src/Engine/Snapshots/EntitySnapshots.h:26
↓ 148 callersClassColor
* Color in A8B8G8R8 format. */
src/Library/Color/Color.h:28
↓ 124 callersClassFileSystemPath
src/Library/FileSystem/Interface/FileSystemFwd.h:15
↓ 115 callersClassException
src/Utility/Exception.h:9
↓ 99 callersClassSpellData
src/Engine/Spells/Spells.h:40
↓ 52 callersClassItem
src/GUI/GUIWindow.h:46
↓ 49 callersClassBlob
src/Library/Image/Image.h:17
↓ 39 callersClassColorf
src/Library/Color/Color.h:23
↓ 38 callersClassFileStat
src/Library/FileSystem/Interface/FileSystem.h:19
↓ 37 callersClassPid
src/Engine/Pid.h:20
↓ 33 callersClassCombinedSkillValue
* Simple POD-like class for storing full skill value (level and mastery). */
src/Engine/Objects/CombinedSkillValue.h:12
↓ 27 callersClassTime
src/Engine/Time/Time.h:22
↓ 20 callersClassSegment
src/Utility/Segment.h:82
↓ 13 callersClassInventoryEntry
* Mutable counterpart to `InventoryConstEntry`, allowing modification of the referenced `Item`. */
src/Engine/Objects/Inventory.h:87
↓ 11 callersClassDuration
src/Engine/Time/Duration.h:26
↓ 10 callersClassBlob
* `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 callersClassFileSystemPathView
src/Library/FileSystem/Interface/FileSystemFwd.h:16
↓ 8 callersEnumItemId
* Enum of all item types in the game. * * DON'T EDIT, THIS IS AUTOGENERATED CODE. * * @see runItemIdCodeGen */
src/Engine/Objects/ItemEnums.h:154
↓ 7 callersClassBlob
src/Engine/MapInfo.h:14
↓ 7 callersClassDirectoryEntry
src/Library/FileSystem/Interface/FileSystem.h:33
↓ 7 callersClassFlags
src/Utility/Flags.h:29
↓ 7 callersClassItem
src/Engine/Objects/Item.h:18
↓ 7 callersClassVec3
src/Library/Geometry/Vec.h:84
↓ 7 callersClassViewWrapper
src/Utility/View.h:25
↓ 6 callersClassNPCData
src/Engine/Objects/NPC.h:12
↓ 6 callersClassNPCData
src/GUI/GUIWindow.h:43
↓ 5 callersClassVec2
src/Library/Geometry/Vec.h:11
↓ 4 callersEnumSpellFlag
* @see https://github.com/GrayFace/MMExtension/blob/4d6600f164315f38157591d7f0307a86594c22ef/Scripts/Structs/01%20common%20structs.lua#L1785C15-L1785C
src/Engine/Spells/SpellEnums.h:157
↓ 4 callersClassVis_PIDAndDepth
src/Engine/Graphics/Vis.h:48
↓ 3 callersClassAudioSamplePool
src/Media/Audio/AudioSamplePool.h:19
↓ 3 callersClassAudioSamplePoolEntry
src/Media/Audio/AudioSamplePool.h:11
↓ 3 callersClassLowercaseFileData
src/Library/FileSystem/Lowercase/LowercaseFileSystem.h:13
↓ 3 callersClassNPCSacrificeStatus
src/Engine/Objects/NPC.h:13
↓ 3 callersClassTextureRenderId
* 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 callersClassActor
src/Engine/Objects/Actor.h:21
↓ 2 callersClassBlob
src/Library/LodFormats/LodFormats.h:11
↓ 2 callersClassCharSplitter
* Splitter for single-character separators, e.g. `'\\t'`. Uses SIMD-optimized `memchr`. */
src/Utility/String/Split.h:14
↓ 2 callersClassFileSystemDumpEntry
src/Library/FileSystem/Dump/FileSystemDump.h:22
↓ 2 callersClassFileSystemDumper
src/Library/FileSystem/Dump/FileSystemDump.cpp:13
↓ 2 callersClassFileSystemException
src/Library/FileSystem/Interface/FileSystemException.h:11
↓ 2 callersClassFileSystemPath
* `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 callersClassLodReader
* 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 callersClassRangeIterator
src/Utility/Segment.h:11
↓ 2 callersClassSpellBuff
TODO(pskelton): style
src/Engine/Spells/SpellBuff.h:8
↓ 2 callersClassSplitView
src/Utility/String/Split.h:147
↓ 2 callersClassSplitViewSentinel
src/Utility/String/Split.h:88
↓ 2 callersClassTalkAnimation
src/Engine/Objects/TalkAnimation.h:6
↓ 2 callersClassTerminationException
src/Engine/Components/Control/EngineControlState.h:37
↓ 2 callersClassVis_PIDAndDepth
src/Engine/Engine.h:25
↓ 1 callersEnumActorAttribute
src/Engine/Objects/ActorEnums.h:94
↓ 1 callersClassAtlasLayout
* 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 callersClassBBox
src/Library/Geometry/BBox.h:10
↓ 1 callersEnumBookButtonAction
src/GUI/UI/UIBooks.h:10
↓ 1 callersClassCEnchantment
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 callersClassCharacterInventory
src/Engine/Snapshots/EntitySnapshots.h:42
↓ 1 callersClassCharacterInventory
src/Engine/Objects/Inventory.h:21
↓ 1 callersClassChestInventory
src/Engine/Snapshots/EntitySnapshots.h:44
↓ 1 callersClassDummy
src/Utility/Flags.h:32
↓ 1 callersClassEngineDeterministicComponent
* 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 callersClassEngineTraceSimplePlayer
* 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 callersEnumEvtOpcode
src/Engine/Evt/EvtEnums.h:9
↓ 1 callersClassFileOutputStream
* Output stream that writes to a file. */
src/Utility/Streams/FileOutputStream.h:14
↓ 1 callersClassFileSystemPath
src/Library/Logger/RotatingLogSink.h:9
↓ 1 callersClassFileSystemPathComponents
src/Library/FileSystem/Interface/FileSystemPathComponents.h:8
↓ 1 callersClassFileSystemPathSplit
src/Library/FileSystem/Interface/FileSystemPathSplit.h:10
↓ 1 callersClassFileSystemStarter
src/Application/Startup/FileSystemStarter.h:8
↓ 1 callersClassFreeDeleter
* 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 callersClassGUIFont
* 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 callersClassGameBindings
src/Scripting/GameBindings.h:11
↓ 1 callersClassGameConfig
src/Application/GameConfig.h:33
↓ 1 callersClassGameStarter
src/Application/Startup/GameStarter.h:28
↓ 1 callersClassGraphicsImage
src/Engine/Graphics/Image.h:14
↓ 1 callersEnumHouseSoundType
src/GUI/UI/UIHouseEnums.h:5
↓ 1 callersClassImage
src/Library/Image/Image.h:107
↓ 1 callersClassInventoryConstEntry
* 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 callersClassInventoryRecord
src/Engine/Objects/Inventory.h:302
↓ 1 callersEnumItemTreasureLevel
src/Engine/Objects/ItemEnums.h:132
↓ 1 callersClassLoadSlotState
src/Application/GameStates/LoadSlotState.h:9
↓ 1 callersClassLodSpriteCache
src/Engine/Resources/LodSpriteCache.h:16
↓ 1 callersClassLodTextureCache
src/Engine/Resources/LodTextureCache.h:15
↓ 1 callersClassLogCategory
* 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 callersEnumMenuType
src/GUI/GUIEnums.h:225
↓ 1 callersClassMonsterDesc
src/Engine/Snapshots/EntitySnapshots.h:50
↓ 1 callersEnumMonsterId
* Enum of all monsters in the game. * * DON'T EDIT, THIS IS AUTOGENERATED CODE. * * @see runMonsterIdCodeGen */
src/Engine/Objects/MonsterEnums.h:14
↓ 1 callersClassNPCData
src/Engine/Tables/NPCTable.h:38
↓ 1 callersClassNullFileSystem
* Empty read-only filesystem. */
src/Library/FileSystem/Null/NullFileSystem.h:12
↓ 1 callersClassNullPlatformOptions
src/Library/Platform/Null/NullPlatformOptions.h:10
↓ 1 callersClassPlatformComponentStorage
* 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 callersClassPlatformOpenGLOptions
src/Library/Platform/Interface/PlatformOpenGLOptions.h:17
↓ 1 callersClassPresizedTag
src/Library/Binary/BinaryTags.h:7
↓ 1 callersClassRendererFactory
src/Engine/Graphics/Renderer/RendererFactory.h:10
↓ 1 callersClassResizeView
src/Utility/View.h:72
↓ 1 callersClassResizeViewIterator
src/Utility/View.h:30
↓ 1 callersClassResizeViewSentinel
src/Utility/View.h:27
↓ 1 callersClassResourceManager
* This class provides access to everything in `/data` folder. */
src/Engine/Resources/ResourceManager.h:12
↓ 1 callersClassSdlPlatformSharedState
src/Library/Platform/Sdl/SdlWindow.h:10
↓ 1 callersClassSndReader
* 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 callersEnumSoundId
* 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 callersClassSplitProxy
* Intermediate object returned by `split(s)` that exposes the `.by(...)` separator-selection step. */
src/Utility/String/Split.h:177
↓ 1 callersClassStackTraceOnCrash
src/Library/StackTrace/StackTraceOnCrash.h:5
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