Adonthell 0.4
|
action_event | To notify when a mapcharacter "act" on a square |
adonthell | This is the heart of the Adonthell engine |
animation | Class that handles animated elements, their update and their playback |
animationframe | Handles images properties in an animation |
path::area_coord | (x, y) coordinates of a point on a submap |
audio | |
character | Class holding game characters |
character_base | Base character class containing attributes and dialog stuff |
config | This class contains the engine's configuration read either from the config file or from the command line |
data_screen | The gui for loading/saving games |
dialog | The lowlevel dialog class |
dialog_screen | Allows the running of dialogues through a nice interface |
dictionary< mytype > | Stores objects of any kind |
drawable | Abstract class for drawable objects manipulation |
drawing_area | Implements "drawing zones" for drawing operations |
enter_event | To notify when a character entered a mapsquare |
event | Base class for events |
event_handler | It ensures global access to the individual event handlers |
event_handler_base | This is the base class for actual event handlers |
event_list | Base class for objects that want to register events |
fileops | File version control class |
game | Holds information about global settings |
gamedata | Contains all the attributes related to a saved game and the high level methods for loading/saving the game |
gamedate | Keeps track of the time the player spent within the game so far |
gametime | Tehe gametime class makes the speed of the game independent of the machine it runs on |
gz_file | Base class for igzstream and ogzstream |
std::hash< std::string > | |
igzstream | Class to read data from a Gzip compressed file |
image | Image manipulation class |
input | Handles keyboard and mouse input |
label | |
label_input | |
landmap | Map where the world takes place |
leave_event | To notify when a mapcharacter left a mapsquare |
map_event | Baseclass for map enter/leave/action events |
map_event_handler | This class keeps track of map events, i.e |
mapcharacter | Representation of characters on a landmap |
mapobject | Objects that can be placed on a landmap |
mapsquare | Base unit of a landsubmap, where you can place mapobjects or mapcharacters |
mapsquare_area | Area of mapsquares, for use with landmap |
mapsquare_char | Contains informations about the position of a character on a map |
mapsquare_tile | Contains informations about the position of an object on a map |
mapsquare_walkable | Contains information about the walkability of a mapsquare |
mapsquare_walkable_area | Area of mapsquare_walkables, for use with mapcharacter and mapobject classes |
mapview | Allows you to display a landmap on a specified area of a surface |
nls | Provides various services for i18n and l10n |
objects | The global container for access to all the different game objects from within a script |
ogzstream | Class to write data from a Gzip compressed file |
path | A* pathfinding algorithm implementation class |
pnm | Allow reading and writing PNM files |
py_callback | Stores the C++ <-> Python callback binding |
py_object | Python object class |
python | Grant simplified access to the Python interpreter |
quest | |
screen | Screen access is made through this class |
label::Scursor | |
label::Sline_text | |
storage | Base storage class |
surface | Class where drawables can actually be drawn to |
text_bubble | Displays neat little text speech bubbles |
time_event | The time event executes the attached script or callback at a certain point in game-time |
time_event_handler | This class keeps track of time events, i.e |
win_background | |
win_base | Common properties for each win_base's object |
win_border | |
win_container | |
win_event | |
win_font | |
win_keys | |
win_manager | The window manager takes care of basic GUI functions, such as input focus, window state updates and displaying everything in the right order |
win_object< T > | |
win_scroll | |
win_scrollbar | |
win_select | |
win_theme | |
win_ttf |