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Engine
Raylib based game framework
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| CComponent::Animation | Frame‑based animation data and playback state |
| CEvent::CloseGame | Event signalling that the game should close |
| CInput | Describes a single input binding (device, key/axis, type) |
| CInputState | Aggregated state for a named binding |
| CLuaManager | Manages sandboxed Lua scripts and their integration with the event dispatcher |
| CLuaScript | Holds the runtime state of a single Lua script |
| CNonCopyable | |
| CCache | Abstract base for type-erased resource caches |
| CResourceCache< Resource > | Thread-safe cache for a single resource type |
| CEngine | Core engine |
| CScene | Base class for all scenes |
| CSystem | Base class for all systems |
| CAnimationSystem | Drives Component::Animation and updates Component::Sprite accordingly |
| CAudioSystem | Handles playback of sounds and music with volume control and crossfading |
| CInputSystem | Aggregates multiple physical inputs into logical actions |
| CParticleSystem | Updates and draws particles emitted by entities |
| CComponent::Particle | Individual particle state (position, velocity, colour, size, etc.) |
| CComponent::ParticleEmitter | Spawn parameters and runtime state for a particle emitter |
| CRegistry | Wraps entt::registry with a safer, callback-aware API |
| CRenderer | Draws all entities with Sprite and Transform components |
| CResourceManager | Owns a collection of typed resource caches |
| CSceneManager | Manages scenes and the execution of the current active scene |
| CComponent::Sprite | Texture, source rectangle, tint, scale and render layer |
| CSystemManager | Manages execution order and lifetime of systems |
| CComponent::Transform | Position, velocity and rotation |
| CWindowInfo | Initial window info |