Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
rapidjson | |
internal | |
Stack | A type-unsafe stack for storing different types of data |
CrtAllocator | C-runtime library allocator |
MemoryPoolAllocator | Default memory allocator used by the parser and DOM |
ChunkHeader | Chunk header for perpending to each chunk |
GenericValue | Represents a JSON value. Use Value for UTF8 encoding and default allocator |
Array | |
Data | |
Member | Name-value pair in an object |
Number | |
I | |
U | |
Object | |
String | |
GenericDocument | A document for parsing JSON text as DOM |
EncodedInputStream | Input byte stream wrapper with a statically bound encoding |
EncodedOutputStream | Output byte stream wrapper with statically bound encoding |
AutoUTFInputStream | Input stream wrapper with dynamically bound encoding and automatic encoding detection |
AutoUTFOutputStream | Output stream wrapper with dynamically bound encoding and automatic encoding detection |
UTF8 | UTF-8 encoding |
UTF16 | UTF-16 encoding |
UTF16LE | UTF-16 little endian encoding |
UTF16BE | UTF-16 big endian encoding |
UTF32 | UTF-32 encoding |
UTF32LE | UTF-32 little endian enocoding |
UTF32BE | UTF-32 big endian encoding |
AutoUTF | Dynamically select encoding according to stream's runtime-specified UTF encoding type |
Transcoder | Encoding conversion |
Transcoder< Encoding, Encoding > | Specialization of Transcoder with same source and target encoding |
FileReadStream | File byte stream for input using fread() |
FileStream | (Depreciated) Wrapper of C file stream for input or output |
FileWriteStream | Wrapper of C file stream for input using fread() |
PrettyWriter | Writer with indentation and spacing |
STATIC_ASSERTION_FAILURE | |
STATIC_ASSERTION_FAILURE< true > | |
StaticAssertTest | |
GenericStringStream | Read-only string stream |
GenericInsituStringStream | A read-write string stream |
BaseReaderHandler | Default implementation of Handler |
GenericReader | SAX-style JSON parser. Use Reader for UTF8 encoding and default allocator |
StackStream | |
GenericStringBuffer | Represents an in-memory output stream |
Writer | JSON writer |
Level | Information for each nested level |
Allocator | Concept for allocating, resizing and freeing memory block |
Encoding | Concept for encoding of Unicode characters |
Stream | Concept for reading and writing characters |
Handler | Concept for receiving events from GenericReader upon parsing |
Urho3D | |
Spriter | |
SpriterData | Spriter data |
Folder | Folder |
File | File |
Entity | Entity |
CharacterMap | Character map |
MapInstruction | Map instruction |
Animation | Animation |
MainlineKey | Mainline key |
Ref | Ref |
Timeline | Timeline |
TimelineKey | Timeline key |
SpatialInfo | Spatial info |
SpatialTimelineKey | Spatial timeline key |
BoneTimelineKey | Bone timeline key |
SpriteTimelineKey | Sprite timeline key |
SpriterInstance | Spriter instance |
CScriptArray | Script array class |
CScriptDictValue | Script dictionary value |
CScriptDictionary | Script dictionary class |
CIterator | STL style iterator for Script dictionary class |
Script | Scripting subsystem. Allows execution of AngelScript |
DelayedCall | Delay-executed function or method call |
ScriptEventListener | Interface class for allowing script objects or functions to subscribe to events |
ScriptFile | Script file resource |
ScriptEventInvoker | Helper class for forwarding events to script objects that are not part of a scene |
ScriptInstance | Script object component |
Audio | Audio subsystem |
BufferedSoundStream | Sound stream that supports manual buffering of data from the main thread |
OggVorbisSoundStream | Ogg Vorbis sound stream |
Sound | Sound resource |
SoundListener | Sound listener component |
SoundSource | Sound source component with stereo position |
SoundSource3D | Sound source component with three-dimensional position |
SoundStream | Base class for sound streams |
AllocatorBlock | Allocator memory block |
AllocatorNode | Allocator node |
Allocator | Allocator template class. Allocates objects of a specific class |
SharedArrayPtr | Shared array pointer template class. Uses non-intrusive reference counting |
WeakArrayPtr | Weak array pointer template class. Uses non-intrusive reference counting |
HashNodeBase | Hash set/map node base class |
HashIteratorBase | Hash set/map iterator base class |
HashBase | Hash set/map base class |
HashMap | Hash map template class |
ConstIterator | Hash map node const iterator |
Iterator | Hash map node iterator |
KeyValue | Hash map key-value pair with const key |
Node | Hash map node |
HashSet | Hash set template class |
ConstIterator | Hash set node const iterator |
Iterator | Hash set node iterator |
Node | Hash set node |
LinkedListNode | Singly-linked list node base class |
LinkedList | Singly-linked list template class. Elements must inherit from LinkedListNode |
List | Doubly-linked list template class |
ConstIterator | List const iterator |
Iterator | List iterator |
Node | List node |
ListNodeBase | Doubly-linked list node base class |
ListIteratorBase | Doubly-linked list iterator base class |
ListBase | Doubly-linked list base class |
Pair | Pair template class |
SharedPtr | Shared pointer template class with intrusive reference counting |
WeakPtr | Weak pointer template class with intrusive reference counting. Does not keep the object pointed to alive |
RefCount | Reference count structure |
RefCounted | Base class for intrusively reference-counted objects. These are noncopyable and non-assignable |
String | String class |
WString | Wide character string. Only meant for converting from String and passing to the operating system where necessary |
Vector | Vector template class |
PODVector | Vector template class for POD types. Does not call constructors or destructors and uses block move |
RandomAccessIterator | Random access iterator |
RandomAccessConstIterator | Random access const iterator |
VectorBase | Vector base class |
AttributeAccessor | Abstract base class for invoking attribute accessors |
AttributeInfo | Description of an automatically serializable variable |
Condition | Condition on which a thread can wait |
Context | Urho3D execution context. Provides access to subsystems, object factories and attributes, and event receivers |
Mutex | Operating system mutual exclusion primitive |
MutexLock | Lock that automatically acquires and releases a mutex |
TypeInfo | Type info |
Object | Base class for objects with type identification, subsystem access and event sending/receiving capability |
ObjectFactory | Base class for object factories |
ObjectFactoryImpl | Template implementation of the object factory |
EventHandler | Internal helper class for invoking event handler functions |
EventHandlerImpl | Template implementation of the event handler invoke helper (stores a function pointer of specific class.) |
ProfilerBlock | Profiling data for one block in the profiling tree |
Profiler | Hierarchical performance profiler subsystem |
AutoProfileBlock | Helper class for automatically beginning and ending a profiling block |
Spline | Spline class to get a point on it based off the interpolation mode |
Thread | Operating system thread |
Timer | Low-resolution operating system timer |
HiresTimer | High-resolution operating system timer used in profiling |
Time | Time and frame counter subsystem |
VariantValue | Union for the possible variant values. Also stores non-POD objects such as String and math objects (excluding Matrix) which must not exceed 16 bytes in size. Objects exceeding 16 bytes size are stored in the heap pointed by _ptr |
ResourceRef | Typed resource reference |
ResourceRefList | List of typed resource references |
Variant | Variable that supports a fixed set of types |
WorkItem | Work queue item |
WorkQueue | Work queue subsystem for multithreading |
Database | Database subsystem. Manage database connections |
DbConnection | Database connection |
DbResult | Database query result |
Application | Base class for creating applications which initialize the Urho3D engine and run a main loop until exited |
Console | Console window with log history and command line prompt |
DebugHud | Displays rendering stats and profiling information |
Engine | Urho3D engine. Creates the other subsystems |
AnimatedModel | Animated model component |
AnimationKeyFrame | Skeletal animation keyframe |
AnimationTrack | Skeletal animation track, stores keyframes of a single bone |
AnimationTriggerPoint | Animation trigger point |
Animation | Skeletal animation resource |
AnimationControl | Control data for an animation |
AnimationController | Component that drives an AnimatedModel's animations |
AnimationStateTrack | Animation instance per-track data |
AnimationState | Animation instance |
Batch | Queued 3D geometry draw call |
InstanceData | Data for one geometry instance |
BatchGroup | Instanced 3D geometry draw call |
BatchGroupKey | Instanced draw call grouping key |
BatchQueue | Queue that contains both instanced and non-instanced draw calls |
ShadowBatchQueue | Queue for shadow map draw calls |
LightBatchQueue | Queue for light related draw calls |
Billboard | One billboard in the billboard set |
BillboardSet | Billboard component |
Camera | Camera component |
CustomGeometryVertex | Custom geometry vertex |
CustomGeometry | Custom geometry component |
DebugLine | Debug rendering line |
DebugTriangle | Debug render triangle |
DebugRenderer | Debug geometry rendering component. Should be added only to the root scene node |
DecalVertex | Decal vertex |
Decal | One decal in a decal set |
DecalSet | Decal renderer component |
FrameInfo | Rendering frame update parameters |
SourceBatch | Source data for a 3D geometry draw call |
Drawable | Base class for visible components |
Geometry | Defines one or more vertex buffers, an index buffer and a draw range |
BiasParameters | Shadow depth bias parameters |
CascadeParameters | Cascaded shadow map parameters |
FocusParameters | Shadow map focusing parameters |
Light | Light component |
MaterialShaderParameter | Material's shader parameter definition |
TechniqueEntry | Material's technique list entry |
ShaderParameterAnimationInfo | Material's shader parameter animation instance |
Material | Describes how to render 3D geometries |
VertexBufferMorph | Vertex buffer morph data |
ModelMorph | Definition of a model's vertex morph |
VertexBufferDesc | Description of vertex buffer data for asynchronous loading |
IndexBufferDesc | Description of index buffer data for asynchronous loading |
GeometryDesc | Description of a geometry for asynchronous loading |
Model | 3D model resource |
DepthValue | Occlusion hierarchy depth value |
OcclusionBufferData | Per-thread occlusion buffer data |
OcclusionBatch | Stored occlusion render job |
OcclusionBuffer | Software renderer for occlusion |
Octant | Octree octant |
Octree | Octree component. Should be added only to the root scene node |
OctreeQuery | Base class for octree queries |
PointOctreeQuery | Point octree query |
SphereOctreeQuery | Sphere octree query |
BoxOctreeQuery | Bounding box octree query |
FrustumOctreeQuery | Frustum octree query |
OctreeQueryResult | General octree query result. Used for Lua bindings only |
RayQueryResult | Raycast result |
RayOctreeQuery | Raycast octree query |
AllContentOctreeQuery | |
ConstantBuffer | Hardware constant buffer |
GPUObject | Base class for GPU resources |
ScratchBuffer | CPU-side scratch buffer for vertex data updates |
Graphics | Graphics subsystem. Manages the application window, rendering state and GPU resources |
FrameBufferObject | Cached state of a frame buffer object |
GraphicsImpl | Graphics subsystem implementation. Holds API-specific objects |
IndexBuffer | Hardware index buffer |
RenderSurface | Color or depth-stencil surface that can be rendered into |
ShaderParameter | Shader parameter definition |
ShaderProgram | Linked shader program on the GPU |
ShaderVariation | Vertex or pixel shader on the GPU |
Texture | Base class for texture resources |
Texture2D | 2D texture resource |
Texture3D | 3D texture resource |
TextureCube | Cube texture resource |
VertexBuffer | Hardware vertex buffer |
ColorFrame | Color animation frame definition |
TextureFrame | Texture animation frame definition |
ParticleEffect | Particle effect definition |
Particle | One particle in the particle system |
ParticleEmitter | Particle emitter component |
Renderer | High-level rendering subsystem. Manages drawing of 3D views |
RenderTargetInfo | Rendertarget definition |
RenderPathCommand | Rendering path command |
RenderPath | Rendering path definition |
Shader | Shader resource consisting of several shader variations |
ShaderPrecache | Utility class for collecting used shader combinations during runtime for precaching |
Bone | Bone in a skeleton |
Skeleton | Hierarchical collection of bones |
Skybox | Static model component with fixed position in relation to the camera |
StaticModelGeometryData | Static model per-geometry extra data |
StaticModel | Static model component |
StaticModelGroup | Renders several object instances while culling and receiving light as one unit. Can be used as a CPU-side optimization, but note that also regular StaticModels will use instanced rendering if possible |
Pass | Material rendering pass, which defines shaders and render state |
Technique | Material technique. Consists of several passes |
Terrain | Heightmap terrain component |
TerrainPatch | Individually rendered part of a heightmap terrain |
LightQueryResult | Intermediate light processing result |
ScenePassInfo | Scene render pass info |
PerThreadSceneResult | Per-thread geometry, light and scene range collection structure |
View | Internal structure for 3D rendering work. Created for each backbuffer and texture viewport, but not for shadow cameras |
Viewport | Viewport definition either for a render surface or the backbuffer |
Zone | Component that describes global rendering properties |
Controls | Controls sent over the network |
TouchState | Input state for a finger touch |
JoystickState | Input state for a joystick |
Input | Input subsystem. Converts operating system window messages to input state and events |
Deserializer | Abstract stream for reading |
File | File opened either through the filesystem or from within a package file |
FileSystem | Subsystem for file and directory operations and access control |
FileWatcher | Watches a directory and its subdirectories for files being modified |
StoredLogMessage | Stored log message from another thread |
Log | Logging subsystem |
MemoryBuffer | Memory area that can be read and written to as a stream |
PackageEntry | File entry within the package file |
PackageFile | Stores files of a directory tree sequentially for convenient access |
RWOpsWrapper | Template wrapper class for using Serializer / Deserializer or their subclasses through SDL's RWOps structure |
Serializer | Abstract stream for writing |
VectorBuffer | Dynamically sized buffer that can be read and written to as a stream |
LuaFile | Lua file |
LuaFunction | C++ representation of Lua function object |
LuaScript | Lua script subsystem |
LuaScriptEventInvoker | Lua script event invoker |
LuaScriptEventListener | Lua script event listener |
LuaScriptInstance | Lua script object component |
AreaAllocator | Rectangular area allocator |
BoundingBox | Three-dimensional axis-aligned bounding box |
Color | RGBA color |
Frustum | Convex constructed of 6 planes |
Matrix3 | 3x3 matrix for rotation and scaling |
Matrix3x4 | 3x4 matrix for scene node transform calculations |
Matrix4 | 4x4 matrix for arbitrary linear transforms including projection |
Plane | Surface in three-dimensional space |
Polyhedron | A convex volume built from polygon faces |
Quaternion | Rotation represented as a four-dimensional normalized vector |
Ray | Infinite straight line in three-dimensional space |
Rect | Two-dimensional bounding rectangle |
IntRect | Two-dimensional bounding rectangle with integer values |
Sphere | Sphere in three-dimensional space |
StringHash | 32-bit hash value for a string |
Vector2 | Two-dimensional vector |
IntVector2 | Two-dimensional vector with integer values |
Vector3 | Three-dimensional vector |
Vector4 | Four-dimensional vector |
CrowdAgent | Crowd agent component, requires a CrowdManager component in the scene. When not set explicitly, agent's radius and height are defaulted to navigation mesh's agent radius and height, respectively |
CrowdObstacleAvoidanceParams | Parameter structure for obstacle avoidance params (copied from DetourObstacleAvoidance.h in order to hide Detour header from Urho3D library users) |
CrowdManager | Crowd manager scene component. Should be added only to the root scene node |
DynamicNavigationMesh | |
NavArea | |
NavAreaStub | Navigation area stub |
NavBuildData | Navigation build data |
SimpleNavBuildData | |
DynamicNavBuildData | |
Navigable | Component which tags geometry for inclusion in the navigation mesh. Optionally auto-includes geometry from child nodes |
NavigationGeometryInfo | Description of a navigation mesh geometry component, with transform and bounds information |
NavigationMesh | Navigation mesh component. Collects the navigation geometry from child nodes with the Navigable component and responds to path queries |
Obstacle | Obstacle for dynamic navigation mesh |
OffMeshConnection | A link between otherwise unconnected regions of the navigation mesh |
RemoteEvent | Queued remote event |
PackageDownload | Package file receive transfer |
PackageUpload | Package file send transfer |
Connection | Connection to a remote network host |
HttpRequest | An HTTP connection with response data stream |
Network | Network subsystem. Manages client-server communications using the UDP protocol |
NetworkPriority | Network interest management settings component |
CollisionGeometryData | Base class for collision shape geometry data |
TriangleMeshData | Triangle mesh geometry data |
ConvexData | Convex hull geometry data |
HeightfieldData | Heightfield geometry data |
CollisionShape | Physics collision shape component |
Constraint | Physics constraint component. Connects two rigid bodies together, or one rigid body to a static point |
PhysicsRaycastResult | Physics raycast hit |
DelayedWorldTransform | Delayed world transform assignment for parented rigidbodies |
PhysicsWorld | Physics simulation world component. Should be added only to the root scene node |
RigidBody | Physics rigid body component |
BackgroundLoadItem | Queue item for background loading of a resource |
BackgroundLoader | Background loader of resources. Owned by the ResourceCache |
CompressedLevel | Compressed image mip level |
Image | Image resource |
JSONFile | JSON document resource |
JSONValue | JSON value class |
Localization | Localization subsystem. Stores all the strings in all languages |
PListValue | PList value |
PListFile | Property list (plist) |
Resource | Base class for resources |
ResourceGroup | Container of resources with specific type |
ResourceRouter | Optional resource request processor. Can deny requests, re-route resource file names, or perform other processing per request |
ResourceCache | Resource cache subsystem. Loads resources on demand and stores them for later access |
XMLElement | Element in an XML file |
XPathResultSet | XPath query result set |
XPathQuery | XPath query |
XMLFile | XML document resource |
AttributeAnimationInfo | Attribute animation instance |
Animatable | Base class for animatable object, an animatable object can be set animation on it's attributes, or can be set an object animation to it |
Component | Base class for components. Components can be created to scene nodes |
LogicComponent | Helper base class for user-defined game logic components that hooks up to update events and forwards them to virtual functions similar to ScriptInstance class |
Node | Scene node that may contain components and child nodes |
ObjectAnimation | Object animation class, an object animation include one or more attribute animations and theirs wrap mode and speed for an Animatable object |
DirtyBits | Dirty attribute bits structure for network replication |
NetworkState | Per-object attribute state for network replication, allocated on demand |
ReplicationState | Base class for per-user network replication states |
ComponentReplicationState | Per-user component network replication state |
NodeReplicationState | Per-user node network replication state |
SceneReplicationState | Per-user scene network replication state |
AsyncProgress | Asynchronous loading progress of a scene |
Scene | Root scene node, represents the whole scene |
SceneResolver | Utility class that resolves node & component IDs after a scene or partial scene load |
Serializable | Base class for objects with automatic serialization through attributes |
EnumAttributeAccessorImpl | Template implementation of the enum attribute accessor invoke helper class |
AttributeTrait | Attribute trait (default use const reference for object type) |
AttributeTrait< int > | Int attribute trait |
AttributeTrait< unsigned > | Unsigned attribute trait |
AttributeTrait< bool > | Bool attribute trait |
AttributeTrait< float > | Float attribute trait |
MixedAttributeTrait | Mixed attribute trait (use const reference for set function only) |
AttributeAccessorImpl | Template implementation of the attribute accessor invoke helper class |
SmoothedTransform | Transform smoothing component for network updates |
SplinePath | Spline for creating smooth movement based on Speed along a set of Control Points modified by the Interpolation Mode |
UnknownComponent | Placeholder for allowing unregistered components to be loaded & saved along with scenes |
VAnimKeyFrame | Value animation key frame |
VAnimEventFrame | Value animation event frame |
ValueAnimation | Value animation class |
ValueAnimationInfo | Base class for a value animation instance, which includes animation runtime information and updates the target object's value automatically |
BorderImage | Image UI element with optional border |
Button | Push button UI element |
CheckBox | UI element that can be toggled between unchecked and checked state |
CursorShapeInfo | Cursor image and hotspot information |
Cursor | Mouse cursor UI element |
DropDownList | Menu UI element that displays a popup list view |
FileSelectorEntry | File selector's list entry (file or directory.) |
FileSelector | File selector dialog |
Font | Font resource |
FontGlyph | Font glyph description |
FontFace | Font face description |
FontFaceBitmap | Bitmap font face description |
FontFaceFreeType | Free type font face description |
LineEdit | Single-line text editor UI element |
ListView | Scrollable list UI element |
Menu | Menu UI element that optionally shows a popup |
MessageBox | Message box dialog |
ScrollBar | Scroll bar UI element with forward and back buttons |
ScrollView | Scrollable UI element for showing a (possibly large) child element |
Slider | Slider bar UI element |
Sprite | UI element which allows sub-pixel positioning and size, as well as rotation. Only other Sprites should be added as child elements |
CharLocation | Cached character location and size within text. Used for queries related to text editing |
GlyphLocation | Glyph and its location within the text. Used when preparing text rendering |
Text | Text UI element |
Text3D | 3D text component |
ToolTip | Tooltip UI element |
UI | UI subsystem. Manages the graphical user interface |
DragData | Data structure used to represent the drag data associated to a UIElement |
UIBatch | UI rendering draw call |
UIElement | Base class for UI elements |
View3D | UI element which renders a 3D scene |
Window | Window UI element that can optionally by moved or resized |
AnimatedSprite2D | Animated sprite component, it uses to play animation created by Spine (http://www.esotericsoftware.com) and Spriter (http://www.brashmonkey.com/) |
AnimationSet2D | Spriter animation set, it includes one or more animations, for more information please refer to http://www.esotericsoftware.com and http://www.brashmonkey.com/spriter.htm |
CollisionBox2D | 2D box collision component |
CollisionChain2D | 2D chain collision component |
CollisionCircle2D | 2D circle collision component |
CollisionEdge2D | 2D edge collision component |
CollisionPolygon2D | 2D polygon collision component |
CollisionShape2D | 2D collision shape component |
Constraint2D | 2D physics constraint component |
ConstraintDistance2D | 2D distance constraint component |
ConstraintFriction2D | 2D friction constraint component |
ConstraintGear2D | 2D gear constraint component |
ConstraintMotor2D | 2D motor constraint component |
ConstraintMouse2D | 2D mouse constraint component |
ConstraintPrismatic2D | 2D prismatic constraint component |
ConstraintPulley2D | 2D pulley constraint component |
ConstraintRevolute2D | 2D revolute constraint component |
ConstraintRope2D | 2D rope constraint component |
ConstraintWeld2D | 2D weld constraint component |
ConstraintWheel2D | 2D wheel constraint component |
Vertex2D | 2D vertex |
SourceBatch2D | 2D source batch |
Drawable2D | Base class for 2D visible components |
ParticleEffect2D | 2D particle effect resource |
Particle2D | 2D particle |
ParticleEmitter2D | 2D particle emitter component |
PhysicsRaycastResult2D | 2D Physics raycast hit |
PhysicsWorld2D | 2D physics simulation world component. Should be added only to the root scene node |
ContactInfo | Contact info |
ViewBatchInfo2D | 2D view batch info |
Renderer2D | 2D renderer component |
RigidBody2D | 2D rigid body component |
Sprite2D | Sprite |
SpriteSheet2D | Sprite sheet |
StaticSprite2D | Static sprite component |
TileMap2D | Tile map component |
TileMapInfo2D | Tile map information |
PropertySet2D | Property set |
Tile2D | Tile define |
TileMapObject2D | Tile map object |
TileMapLayer2D | Tile map component |
TmxLayer2D | Tmx layer |
TmxTileLayer2D | Tmx tile layer |
TmxObjectGroup2D | Tmx image layer |
TmxImageLayer2D | Tmx image layer |
TmxFile2D | Tile map file |