Data Structures

Here are the data structures with brief descriptions:
Nytro::Ai::AiAgentThis (invisible) Scene node is the central AI thinker, a "sentient" entity in the world
Nytro::Ai::AiBrainThe AI brain is commanding the AI agent, the actual behaviour
Nytro::Ai::AiCrowdAn AI crowd is a set of agents inter-communicating to reach goals and to exist
Nytro::Ai::AiFlockAI flock used in general for birds or fish schools or other kind of flocking creatures
Nytro::Ai::AiGoalAn AI goal for the agents, a rule / target to be reached
Nytro::Ai::AiHintAn AI hint, to make life easier for the agents in finding proper paths, or to take "smarter" decisions
Nytro::Ai::AiLogicGraphThis graph is used to model AI logic flow, an AI brain
Nytro::Ai::AiNavigationGraphThis graph will help AI agents to find the targets faster and not to wander around with to purpose
Nytro::Ai::AiObstacleAn AI obstacle will help an AI agent walk around a specific visual thing in the world
Nytro::Ai::AiPathAn AI agent path, used to move the agents in the world
Nytro::Ai::AiPathfindingPathfinding class, used to compute paths using a set of rules and obstacles
Nytro::Ai::AiPersonalityThe AI personality class holds info and parameters of a brain, making each agent unique from others
So for example you can have two monsters, same species or whatever, but one fearless and one a coward
Nytro::Ai::AiProviderThe AI provider holds and manages a list of "sentient" agents
Nytro::Ai::AiSenseAn AI sense helps the agent move around or find automatic hints for its movement (sound, smell, sight and even proximity telepathy..)
Nytro::Math::AngleAxisThe angle-axis rotation representation ( angle rotated around axis )
Nytro::Graphics::AnimationAn animation object holds several animation tracks in one place, also can play them all at once
Nytro::Graphics::AnimationEventAn animation event, triggered when the current animation time reaches it
Nytro::Graphics::AnimationKeyA TCB spline animation key point
Nytro::Graphics::AnimationKeyValueAn animation key value, sort of a variant for keys
Nytro::Graphics::AnimationSetDataAn animations resource file, holding a set of animations
Nytro::Graphics::AnimationTrackAn animation track, full with animation key(frames), controlling a user variable, class member, etc
Nytro::Graphics::AnimationTrackControllerAn animation track controller modifies values on an animation track, for example the noise controller adds some noise to the interpolated key values
Nytro::Core::ApplicationThe application object handles all the OS app related creation, messaging, destroy and other app related services
it is used by the Engine class
Nytro::Game::AssemblyEntityThe assembly node is a Scene node which manages the rendering of the assembly object
Nytro::Game::AssemblyEntityDataThe assembly data resource, keep the actual assembly definition
Nytro::Game::AssemblyEntityPhysicsBody
Nytro::Game::AssemblyEntityPhysicsJoint
Nytro::Game::AssemblyEntityPhysicsObject
Nytro::Game::AssemblyEntityPhysicsShape
Nytro::Game::AssemblyEntitySlotAn assembly slot is an object that holds a Scene node, in a specified place in the assembly object
Nytro::Audio::AudioProviderThe AudioProvider handles the sound System, creates new sound nodes, updates the sound System
Nytro::Graphics::AxisGizmoAn axis gizmo is graphical helper used in editor(s) to move/rotate/scale scene elements
Nytro::Core::BaseThe base class for all high level classes in the engine
inherit from this class all the classes that need properties or are themselves base classes for other objects
Nytro::Scene::BillboardA billboard scene node, a quad always facing the camera
Nytro::Scene::BoneA joint or bone, from the skinned mesh skeleton
Nytro::Game::BooleanConditionFlowGraphNodeThis graph node is used to evaluate a boolean condition, when entered
Nytro::Math::BoxAn axis aligned 3D box
Nytro::Scene::CameraA camera scene node, is the camera through where all scene is viewed
Nytro::Game::CameraEntity
Nytro::Core::CodeCoverageMarker
Nytro::Graphics::ColorA float color ( red, green, blue, alpha ) = {0..1}
Nytro::Core::ConsoleCommandA console command object, commands can be registered and called from whithin C++ code, in-game, editor or script
You can register a command using the macro: NYTRO_REGISTER_CONSOLE_COMMAND
Nytro::Core::ConsoleCommandRegisterer
Nytro::Gui::ConsoleObserverA console observer for various events
Nytro::Core::GameEngineFullStats::CountAndMemoryInfo
Nytro::Core::DataLibraryA generic data library
Nytro::Core::DataLibraryFolderA data library folder
Nytro::Core::DataLibraryItemAn item from the library
Nytro::System::DateTimeHolds System date and time, used with getSystemDateTime()
Nytro::Core::DiskStreamHandlerA disk stream handler will handle hard disk or other devices files
Nytro::Core::DynamicLibraryThe dynamic library helper class, loads DLLs or LIBs (Linux) retrieve exported functions addresses
Nytro::Core::EngineObserver
Nytro::Core::EngineObservers
Nytro::Core::EngineSetup::EngineProfile
Nytro::Core::EngineSetupClass used to store the engine initialization parameters, which can be set by hand or loaded from a *.config.xml settings file, used as a parameter for initialize()
Nytro::Game::EntityAn entity class, a *thing* in the game world; it's a higher class Scene node
Nytro::Game::EntityEventAn entity event, like onHit, onSight, onDestroyed etc., called by various code, C++, flow graph or script
Nytro::Game::EntityGroupAn entity group, entities can be grouped for selection purposes in the editor
Nytro::Game::EntityLayerAn entity layer
Nytro::Game::EntityVisualEditHandleVisual handles used in the editor to edit an entity by dragging the handles around (ex: road,river,fence nodes) basically the handle is just a Scene node, drawn by the editor when the entity is selected
Nytro::Core::ExceptionClass used for throwing exceptions, holding lot of info about an exception
Nytro::Game::ExpressionConditionFlowGraphNodeThis graph node is used to evaluate an expression, when entered
Nytro::Game::FlowGraphA flow graph is used to define logic for a triggered event
Nytro::Graphics::FlowGraphAnimationEventA flow graph event animation event
Nytro::Game::FlowGraphCommentNodeA flow graph node used for visual comments placed into the graph
Nytro::Game::FlowGraphEventNodeA flow graph node which defines an input event
Nytro::Game::FlowGraphManagerThe flow graph manager keeps all flow graphs in one place and process them per frame, triggering the events when needed
Nytro::Game::FlowGraphNodeA flow graph node, with input and output slots, and data/variable slots
Nytro::Game::FlowGraphNodeSlotA flow graph node slot, it can be an input, output or variable slot
Nytro::Game::FlowGraphVariableNodeA flow graph variable node, used to store or retrieve data from/to a variable variant
Nytro::System::FoundFileInfoUsed with findFirstFile/findNextFile to retrieve found file's info
Nytro::Game::FpsCameraControllerThis class controls a camera, modifying the angles to simulate walking for FPS type games
It also includes some special camera effects, like a quake, and FieldOfView speed warping
Nytro::Graphics::FrustumA camera or light frustum
Nytro::Game::GameConfigurationA game configuration object keeps all info about a specific game, like game data location, the game provider class, etc
Nytro::Core::GameEngineFullStatsThis class will gather information about the whole engine and current game level/world
Nytro::Game::GameProviderThis provider handles all the game logic, this is the actual user defined game module
in other game engines it is called game.dll
inherit from this class to create your game provider
Nytro::Game::GameStateHandlerThe game state handler class is associated with a specific part/section of the game and does all the handling for that section of the game, like frame rendering, input, init and release
Nytro::Graphics::GeometryBufferThis class is a container for the vertex and a corresponding index buffer for a mesh/geometry
Nytro::Graphics::GeometryBufferRenderRangeA geometry buffer range info to use when rendering render-packets, see Nytro::Scene::RenderPacket class
Nytro::Graphics::GeometryIndexBuffer
Nytro::Graphics::GeometryInstanceBufferInstance buffer is used to render more instances of a geometry buffer
See in examples folder some usage of this class
Nytro::Graphics::GeometryVertexBuffer
Nytro::Graphics::GraphicsProviderThe mighty graphics provider, the interface between user->engine->OpenGL or D3D
Nytro::Scene::HashSpaceA hash space, a 3D matrix of side by side boxes, used for culling scene nodes, AI and other culling needs
Nytro::Scene::HashSpaceCellA hash space cell, used by a hash space (HashSpace class), used for culling scene nodes, AI and other culling needs
Nytro::Core::HtmlLoggerA HTML logger, writes a nice HTML log file with colors for each log item type
Nytro::Graphics::ImageA class that stores an image
Nytro::Input::InputActionAn input action like "fire","left","right"
Nytro::Input::InputComboActionA class used for combo-actions
Nytro::Input::InputDeviceAn input device ( keyboard, mouse, joystick, wheel, etc. )
Nytro::Input::InputMapAn input map stores the actions available in the game, can be loaded from an .actions.xml file
Nytro::Input::InputMapControlA class used for input mapping, holding the device type and a value for the key
Nytro::Input::InputObserverAn input observer, used to handle the input from devices
Nytro::Input::InputProviderThe InputProvider handles the input from various devices
Nytro::Input::InputRepeatTimerA timer class used for key stroke repeat
Nytro::int128128 bit signed integer as a char array
Nytro::Core::IObserverAn observer, a class that holds virtual methods, and later on implemnentations to connect an observable class to some other user-defined parts of the application
Nytro::Input::JoystickInputDeviceA joystick input device
Nytro::Input::KeyboardInputDeviceThe keyboard device
Nytro::Scene::LightA light scene node
Nytro::Core::LocalizedTextDataThis class will load language labels from a file (plain Unicode, fixed 16bit per character, no headers)
The format of the file is : labelName = Label Value ..
Nytro::Core::LoggerA logger class is a central point where all messages go, errors, warnings, info, success can be overridden and used a custom logger class, or chain up with another logger ( see linkChild(...) method )
Nytro::Game::MaterialThis class is a high level surface material, which can be set to submeshes of a mesh
Nytro::Math::MatrixA 4x4 matrix
Nytro::Core::MemoryBlockInfoA memory block info, used to track allocations
Nytro::Core::MemoryPoolManagerThe memory pool manager handles a big pool buffer, in which smaller objects can be held, thus minimizing the main memory fragmentation The pointers are kept in a linked list inside the buffer: [BYTE-FLAGS(0x01-BLOCK_USED)][UINT32-LENGTH][UINT32-NEXT_BLOCK_OFFSET_FROM_POOL_START][DATA OF LENGTH]
Nytro::Core::MemoryUsageReporterUsed/inherited by classes that can return info about used memory and used object count
Nytro::Graphics::MeshBuilderA class that helps you build a mesh, a vertex buffer collection
Nytro::Scene::MeshDataThe mesh data retains only the actual mesh / submeshes data
Nytro::Scene::MeshLevelOfDetailA mesh level of detail (LOD)
Nytro::Scene::ModelA model node, scene node that renders a mesh with its submeshes
Nytro::Scene::ModelDataModel resource data has info on submesh shader and textures
Nytro::Game::ModelEntity
Nytro::Scene::ModelInstancerA model instancer node will render instances of a model resource
Nytro::Input::MouseInputDeviceA mouse input device
Nytro::Graphics::MoviePlayerClass helper to play AVI/MPG files in the render window
This class can only be created through getGraphicsProvider()->newInstanceOf( GraphicsProvider::eClassId_MoviePlayer );
Nytro::Core::MutexThis class represents a mutex synchronization object, used by threads to lock a common resource to many threads when write operations occur
Nytro::Network::NetBaseA network base class, used for client and server common function
Nytro::Network::NetClientA network client used on client side to connect to a game server
Nytro::Network::NetClientInfoClass holding client info, used in the server
Nytro::Network::NetPacketA network data packet
Nytro::Network::NetPacketCodecA network packet encoder/decoder
Nytro::Network::NetPacketHeaderA net packet header info class
Nytro::Network::NetServerThe game server class, holds and manages a list of connected clients
Nytro::Core::NetStreamHandlerThis handler will load files from the internet
Nytro::Network::NetworkListenerListen to network events
Nytro::Network::NetworkProviderThe NetworkProvider handles the game networking from the game, creates clients and servers resolves addresses, etc
Nytro::Core::Observable< ObserverClassName >If a class inherits this class, it will have observable features, it will manage a list of observers for that class ObserverClassName is the name of the class supported by the observable
Nytro::Scene::OctTree
Nytro::Scene::OctTreeCell
Nytro::Math::OrientedBoxThis is an oriented (rotated) bounding box, used for early collision tests
Nytro::Core::ParameterListClass which stores and manages list of parameters
Nytro::Scene::ParticleA particle class, holding info about a particle
Nytro::Scene::ParticleSystemA particle System node, renders a fountain of particles in various ways
Nytro::Scene::ParticleSystemControllerA particle System controller controls a particle attribute
Nytro::Scene::ParticleSystemCtrlColorParticle color controller
Nytro::Scene::ParticleSystemCtrlEmissionParticle emission rate controller
Nytro::Scene::ParticleSystemCtrlEventParticle event controller
Nytro::Scene::ParticleSystemCtrlForceParticle force controller
Nytro::Scene::ParticleSystemCtrlInitialPositionInitial particle position controller
Nytro::Scene::ParticleSystemCtrlInitialSpeedInitial particle speed controller
Nytro::Scene::ParticleSystemCtrlInitialVelocityInitial particle velocity controller
Nytro::Scene::ParticleSystemCtrlLifeParticle life span controller
Nytro::Scene::ParticleSystemCtrlShadingParticle shading controller
Nytro::Scene::ParticleSystemCtrlSizeParticle size controller
Nytro::Scene::ParticleSystemCtrlSpinParticle spin controller
Nytro::Scene::ParticleSystemDataThe particle System definition resource data (.psys.xml files)
Nytro::Game::ParticleSystemEntity
Nytro::Core::PerformanceProfilerThis class is used to output in the current log, function/section name on guard/unguard call stack, in debug mode
Nytro::Physics::PhysicsBodyThis class represents a Physics body, composed of one or many physic shapes (sphere,mesh,cylinder,box, etc.)
Nytro::Physics::PhysicsCloth
Nytro::Physics::PhysicsContactPairInfoThis class is a contact pair info between two patches of two bodies
Nytro::Physics::PhysicsEventListenerThis class is used for user defined Physics events handling (ex.: make a sound when a joint broke)
Nytro::Physics::PhysicsForceField
Nytro::Physics::PhysicsJointA Physics joint, can join together two Physics bodies
Nytro::Physics::PhysicsJointLimitThis class is used for Physics joints limits
Nytro::Physics::PhysicsMaterialThis class represents a Physics material, with several properties, used to be assigned to Physics bodies, for the collision response and forces applied
Nytro::Physics::PhysicsProviderA PhysicsProvider handles all the real time cinematic in the game, all the Physics aspects
Nytro::Physics::PhysicsRagDoll
Nytro::Physics::PhysicsRope
Nytro::Physics::PhysicsShapeThis class is a physic shape, used for collision
Nytro::Physics::PhysicsSoftBody
Nytro::Physics::PhysicsSpaceA Physics island contains a group of physic bodies which can interact with each other
Nytro::Physics::PhysicsSpringA spring info holder, used for various Physics usages
Nytro::Physics::PhysicsVehicleA Physics vehicle, with unlimited wheels
Nytro::Physics::PhysicsVehicleMotorA vehicle motor class holder
Nytro::Physics::PhysicsVehicleWheelA Physics vehicle wheel
Nytro::Math::PlaneA 3D infinite plane
Nytro::Game::PlayerThe player helper object, receives the keyboard, mouse and joystick actions to execute them
Nytro::Game::PlayerActionA player action like move, jump, etc., used for recording the actions for playback
Nytro::Core::PluginA plugin holder class, from a dynamic library
Nytro::Core::PluginDescriptorPlugin info class that holds the info about a dynamic library plugin
Nytro::Core::PluginManagerA plugin manager, holds an array of Plugin objects
Nytro::Game::PrefabDataPrefab data, the actual saved properties of a prefab (prefab: an entity selection preset)
Nytro::Game::PrefabEntity
Nytro::Game::PrefabEntityDataThis class is a helper object that holds properties and attributes for an entity from a prefab file
Nytro::Core::ProfilerSectionThis class holds info about a profiled section of code
Nytro::Core::PropertyProperty class, like Delphi's or VC++ 7 property list
This class is used in Base class, to provide a property System
Nytro::Core::PropertyConstantA property constant, used for properties of TYPE_ENUM, when you have a list of constant from which the user can choose one
Nytro::Game::PropertyValueFlowGraphNodeThis graph node is used to get a property value, used as variable in a graph
Nytro::Core::ProviderService provider, acts like a class factory and provides a virtual way of doing operations, examples of providers: AudioProvider, GraphicsProvider, PhysicsProvider, etc
Nytro::Scene::QuadTree< T >
Nytro::Scene::QuadTreeCell< T >
Nytro::Math::QuaternionThe mighty quaternion, holding rotation
Nytro::Math::RayA ray, stored as first point and direction
Nytro::Graphics::RenderLayerA render layer contains the render priority upon which shaders are sorted and the assigned sub-meshes are rendered; the scene graph has a list of render layers, and each shader/shader preset has a render layer name assigned, so at the rendering time the render packets are sorted upon this "render priority" of each render layer
Nytro::Scene::RenderPacketA render packet is the rendering atom which holds a vertex buffer pointer and settings on how to render that vertex buffer: transform, shader, shader preset, textures
Nytro::Scene::RenderPipelineThe render pipeline tells the scene graph or other rendering entity how the scene will be rendered, the steps to follow
Nytro::Scene::RenderPipelineMapA texture map used in the rendering pipeline, can be for example the depth buffer map, or the shadow map, scene map, HDR/LDR blur maps etc
Nytro::Scene::RenderPipelineStageThe render pipeline stage object holds the commands executed in this render stage
Nytro::Scene::RenderPipelineStageCommandThe render pipeline stage command, a command executed in a rendering stage by the scene graph that loaded the pipeline
Nytro::Graphics::RenderStateA shader render state holder, used in shader presets
Nytro::Graphics::RenderStateBlockA render state block, used to save render states and apply them at once
Nytro::Graphics::RenderThread
Nytro::Graphics::RenderWindowA render window, where the GraphicsProvider renders the scene
Nytro::Graphics::RenderWindowObserverThe render window observer, called by the render window when window events are triggered
Nytro::Core::ResourceResource base class for textures, shaders, meshes, sounds etc
Nytro::Core::ResourceHandlerThis class defines a resource type handler, for example there can be texture, sound, mesh resource handlers
Nytro::Core::ResourceManagerResource manager class, manages the global game resources
Nytro::Core::ResourceObserver
Nytro::RuntimeClassDescriptorThis class holds the info about a C++ class from inside a plugin or engine
Nytro::Scene::SceneGraphThe scene graph is the high level core of the rendering process
It stores a tree of scene nodes, in a hierarchy, and each frame it gathers the render packets from the visible scene nodes, sort the packets by their properties (shader, render layer), and then renders them
Nytro::Scene::SceneNodeA scene nodes is a part of a scene graph, used to render scene elements
Nytro::Scene::SceneNodeHitInfoThis class is used in conjunction with SceneGraph::traceRay or SceneNode::traceRay method, to find the nodes that are intersected by the given ray
Nytro::Script::ScriptFileA script file resource
Nytro::Script::ScriptProviderThe script provider handles all the scripting in the engine
Nytro::Core::SemaphoreThis class represents a semaphore object, used to limit the number of created resources (for example there may be maximum 10 threads for computing a data stream)
When a thread which uses this semaphore is started, it will call use() method (which will decrement the count), and when thread will exit, it will call release() (which will increment the count of the semaphore)
When the count is zero, the thread cannot create another resource of that type and it will have to wait for that sempahore counter to be greater than zero, using the waitForSemaphore() global function
Nytro::Core::Serializable
Nytro::Network::ServerInfoClass holding server information
Nytro::Game::SetPropertyFlowGraphNodeThis graph node is used to set a property value for an entity, when entered
Nytro::Graphics::ShaderA shader (pixel/vertex)
Nytro::Graphics::ShaderConstantA shader constant, its value it is the same for all rendered meshes
To set a specific value for a mesh, check ShaderUserConstant
Nytro::Graphics::ShaderControllerA shader controller will control a shader, for example there can be a ocean shader controller who controls the tide, water rendering, etc
Nytro::Graphics::ShaderPresetA shader preset holds user defined constant values
For example if we have the Plastic shader, we can have the Red,Green,BlueGlossy Plastic presets
Nytro::Graphics::ShaderQualityLevelShader quality fall-back levels are the way to manage rendering on a various range of hardware, for example if a computer does not have a video card with Pixel Shader 3.0 then the shader will be rendered using the "low" shader quality
The shader quality fall-back levels are defined in the .shader.xml files and used by the SceneGraph when rendering; usually there will be 3 levels defined by the user : low, med, hi
To use a specific level of shader quality
Nytro::Graphics::ShaderUserConstantA dynamic shader constant
Nytro::Graphics::ShaderUserConstantsUsed when different meshes use the same shader and have different variables for the shader user defined constants; see examples folder for some samples
Nytro::Scene::SkeletonAnimationSkinned model skeleton animation
Nytro::Scene::SkeletonAnimationSetAn animation set for a skeleton
Nytro::Game::SkyDomeEntity
Nytro::Graphics::SoundAnimationEventA sound animation event
Nytro::Audio::SoundBlockerA sound blocker object made of polygons
Nytro::Audio::SoundBlockerPolygonA sound blocker polygon, can block sound to reach the listener, based on some physical properties
This object is handled by a SoundBlocker object
Nytro::Audio::SoundBufferDataHolds the actual sound data
Nytro::Audio::SoundSourceA sound source node Scene node, can be even attached to other Scene nodes as child for example an engine sound to an engine model
Nytro::Game::SoundSourceEntity
Nytro::Game::SpawnLocationEntity
Nytro::Scene::SpecialEffectA special effect node, one or more particle systems, sounds, lights
Nytro::Scene::SpecialEffectDataSpecial effect node data resource
Nytro::Core::StatsCounterA statistics counter, it will count a specified quantity
Nytro::Core::StatsManagerThe statistics manager holds a set of stats counters
Nytro::Core::StdioLoggerA stdio console app logger, writes what it receives with printf, useful for server or fast prototyping/debugging/testing
Nytro::Core::StreamThis class is the one and only data streaming connection with the hard-drive or any other data streaming location, even web, it cannot be used directly, but created through the current StreamProvider, with StreamProvider::openStream
Nytro::Core::StreamChunkHeaderGeneric chunk that holds a data block, useful for binary files with different versions
Nytro::Core::StreamHandlerA file location handler is a class that handles specific file names and types of data streaming
For example there are handler for: http://, svn:// zip:// or *.zip
Nytro::Core::StreamLocationA location object holds info about a specific named game data location
Nytro::Game::GameConfiguration::StreamLocationInfo
Nytro::Core::StreamProviderA generic file provider, can handle files on disk or from an archive
it loads files using file location objects, see StreamLocation
Nytro::System::SystemInfoHolds System info, used with getSystemInfo()
Nytro::Graphics::GraphicsProvider::SystemTextureInfoSystem texture like depth or colo buffer, or some user defined
Nytro::Core::Table< T >A 2D matrix of elements
Nytro::Scene::TerrainThe terrain scene node
Nytro::Scene::TerrainDataStreamThe terrain data stream, from which the terrain patches are loaded/streamed
Nytro::Scene::TerrainHeightData
Nytro::Scene::TerrainPatchA terrain patch is the primitive of the landscape
Nytro::Scene::TerrainPatchBuildThreadThe terrain builder thread, works in background to create new requested terrain patch data
Nytro::Scene::TerrainPatchLevelOfDetailThe terrain patch level of detail
Nytro::Scene::TerrainThreadBufferData buffer computed by the terrain thread, ready to be uploaded to a vertex buffer
Nytro::Graphics::TextRenderCacheClass used to optimize text rendering by caching a baked text quads vertex buffer
Nytro::Graphics::TextureA texture resource class
Nytro::Graphics::TextureAtlasRect
Nytro::Graphics::TextureAtlasRects
Nytro::Core::ThreadThis class encapsulates a thread object with several properties and methods
Nytro::Core::ThreadDualMessageQueueSwitcherThis class is used to switch between two buffers used for fast command/message writing and reading from worker threads
Nytro::Core::ThreadMessageQueueThis class is used to exchange computed data and messages between threads
Nytro::Core::TimerA timer class, with various handy methods
Nytro::Graphics::TriangleDataA triangle face
Nytro::Game::TriggerEntity
Nytro::Gui::UiButtonA simple button widget
Nytro::Gui::UiCheckA simple checkbox widget
Nytro::Gui::UiConsoleAn in-game GUI console
Nytro::Gui::UiEditAn edit text box
Nytro::Gui::UiEventAn Ui event
Nytro::Gui::UiEventInfoGUI event info base class
Nytro::Gui::UiFocusEventInfoThis event info class contains focus event info
Nytro::Gui::UiFontCharacterA font char info
Nytro::Gui::UiFontDataThe font data as loaded from .font.xml files
Nytro::Gui::UiFontKerningPairA font char-char kerning pair info
Nytro::Gui::UiFormA form widget
Nytro::Gui::UiFxTimerAn Ui mini timer used for various effects (fading for example)
Nytro::Gui::UiGaugeA gauge/progress bar widget
Nytro::Gui::UiImageA static image widget
Nytro::Gui::UiKeyboardEventInfoThis event info class contains keyboard event info
Nytro::Gui::UiLabelA label widget
Nytro::Gui::UiLayoutDataAn Ui layout resource defined in XML
Nytro::Gui::UiManagerThe Ui manager, holds the widgets together and manages them
Nytro::Gui::UiMouseEventInfoThis event info class contains mouse event info
Nytro::Gui::UiMousePointerA mouse pointer
Nytro::uint128128 bit unsigned integer as a char array
Nytro::Gui::UiObserverAn event sink, where all events of the widgets go, for the user to respond to them
Nytro::Gui::UiRadioA simple radio check widget button
Nytro::Gui::UiRectangleA GUI rectangle which holds the x,y width and height of a rectangle
Nytro::Gui::UiSkinA widget Ui skin loader and manager
Nytro::Gui::UiSkinSliceAn Ui skin slice, for example the corner images of the UiForm, parts of the widget's skin
Nytro::Gui::UiSkinSliceSetAn Ui skin slice set, used for a specific widget state, or all states if m_stateName == ""
Nytro::Gui::UiSliderA slider widget
Nytro::Gui::UiTextFormatThis class is a text formatting info holder
Nytro::Gui::UiWidgetA widget control base class
Nytro::Gui::UiWidgetGroupA group of widgets, storing only the references, will not delete the widgets
Nytro::Gui::UiWidgetSkinAn Ui skin for a specific widget class
Nytro::Graphics::UvCoordAn UV coordinate
Nytro::Core::VariantVariant class, supporting many data types
Nytro::Math::Vector3DA 3D vector
Nytro::Scene::VegetationInstance
Nytro::Scene::VegetationLayer::VegetationInstanceQuadTree
Nytro::Scene::VegetationLayerThis holds the instanced objects per patch
Nytro::Scene::VegetationLayer::VegetationModelLodA level of detail object for vegetation model
Nytro::Graphics::VertexA common vertex object
Nytro::Graphics::VideoDeviceA video device (video card)
Nytro::Graphics::VideoModeA video mode
Nytro::Game::WorldA world class, containing the level game entities
Nytro::Game::WorldObserverObserves actions whitin the world
Nytro::Core::XmlAttributeAn XML attribute
Nytro::Core::XmlDocumentA simple XML parser
Nytro::Core::XmlElementAn XML element
Nytro::Core::ZipStreamHandlerThis stream handler will load files from a ZIP file

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