Engine
Raylib based game framework
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Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
 CComponent::AnimationFrame‑based animation data and playback state
 CEvent::CloseGameEvent signalling that the game should close
 CInputDescribes a single input binding (device, key/axis, type)
 CInputStateAggregated state for a named binding
 CLuaManagerManages sandboxed Lua scripts and their integration with the event dispatcher
 CLuaScriptHolds the runtime state of a single Lua script
 CNonCopyable
 CCacheAbstract base for type-erased resource caches
 CResourceCache< Resource >Thread-safe cache for a single resource type
 CEngineCore engine
 CSceneBase class for all scenes
 CSystemBase class for all systems
 CAnimationSystemDrives Component::Animation and updates Component::Sprite accordingly
 CAudioSystemHandles playback of sounds and music with volume control and crossfading
 CInputSystemAggregates multiple physical inputs into logical actions
 CParticleSystemUpdates and draws particles emitted by entities
 CComponent::ParticleIndividual particle state (position, velocity, colour, size, etc.)
 CComponent::ParticleEmitterSpawn parameters and runtime state for a particle emitter
 CRegistryWraps entt::registry with a safer, callback-aware API
 CRendererDraws all entities with Sprite and Transform components
 CResourceManagerOwns a collection of typed resource caches
 CSceneManagerManages scenes and the execution of the current active scene
 CComponent::SpriteTexture, source rectangle, tint, scale and render layer
 CSystemManagerManages execution order and lifetime of systems
 CComponent::TransformPosition, velocity and rotation
 CWindowInfoInitial window info