Adonthell  0.4
Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12]
oNdata
oNstd
|\Chash< std::string >
oCaction_eventTo notify when a mapcharacter "act" on a square
oCadonthellThis is the heart of the Adonthell engine
oCanimationClass that handles animated elements, their update and their playback
oCanimationframeHandles images properties in an animation
oCaudio
oCcharacterClass holding game characters
oCcharacter_baseBase character class containing attributes and dialog stuff
oCconfigThis class contains the engine's configuration read either from the config file or from the command line
oCdata_screenThe gui for loading/saving games
oCdialogThe lowlevel dialog class
oCdialog_screenAllows the running of dialogues through a nice interface
oCdictionaryStores objects of any kind
oCdrawableAbstract class for drawable objects manipulation
oCdrawing_areaImplements "drawing zones" for drawing operations
oCenter_eventTo notify when a character entered a mapsquare
oCeventBase class for events
oCevent_handlerIt ensures global access to the individual event handlers
oCevent_handler_baseThis is the base class for actual event handlers
oCevent_listBase class for objects that want to register events
oCfileopsFile version control class
oCgameHolds information about global settings
oCgamedataContains all the attributes related to a saved game and the high level methods for loading/saving the game
oCgamedateKeeps track of the time the player spent within the game so far
oCgametimeTehe gametime class makes the speed of the game independent of the machine it runs on
oCgz_fileBase class for igzstream and ogzstream
oCigzstreamClass to read data from a Gzip compressed file
oCimageImage manipulation class
oCinputHandles keyboard and mouse input
oClabel
|oCScursor
|\CSline_text
oClabel_input
oClandmapMap where the world takes place
oCleave_eventTo notify when a mapcharacter left a mapsquare
oCmap_eventBaseclass for map enter/leave/action events
oCmap_event_handlerThis class keeps track of map events, i.e
oCmapcharacterRepresentation of characters on a landmap
oCmapobjectObjects that can be placed on a landmap
oCmapsquareBase unit of a landsubmap, where you can place mapobjects or mapcharacters
oCmapsquare_areaArea of mapsquares, for use with landmap
oCmapsquare_charContains informations about the position of a character on a map
oCmapsquare_tileContains informations about the position of an object on a map
oCmapsquare_walkableContains information about the walkability of a mapsquare
oCmapsquare_walkable_areaArea of mapsquare_walkables, for use with mapcharacter and mapobject classes
oCmapviewAllows you to display a landmap on a specified area of a surface
oCnlsProvides various services for i18n and l10n
oCobjectsThe global container for access to all the different game objects from within a script
oCogzstreamClass to write data from a Gzip compressed file
oCpathA* pathfinding algorithm implementation class
|\Carea_coord(x, y) coordinates of a point on a submap
oCpnmAllow reading and writing PNM files
oCpy_callbackStores the C++ <-> Python callback binding
oCpy_objectPython object class
oCpythonGrant simplified access to the Python interpreter
oCquest
oCscreenScreen access is made through this class
oCstorageBase storage class
oCsurfaceClass where drawables can actually be drawn to
oCtext_bubbleDisplays neat little text speech bubbles
oCtime_eventThe time event executes the attached script or callback at a certain point in game-time
oCtime_event_handlerThis class keeps track of time events, i.e
oCwin_background
oCwin_baseCommon properties for each win_base's object
oCwin_border
oCwin_container
oCwin_event
oCwin_font
oCwin_keys
oCwin_managerThe window manager takes care of basic GUI functions, such as input focus, window state updates and displaying everything in the right order
oCwin_object
oCwin_scroll
oCwin_scrollbar
oCwin_select
oCwin_theme
\Cwin_ttf