Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
| A type-unsafe stack for storing different types of data | |
| C-runtime library allocator | |
| Default memory allocator used by the parser and DOM | |
| Chunk header for perpending to each chunk | |
| Represents a JSON value. Use Value for UTF8 encoding and default allocator | |
| Name-value pair in an object | |
| A document for parsing JSON text as DOM | |
| Input byte stream wrapper with a statically bound encoding | |
| Output byte stream wrapper with statically bound encoding | |
| Input stream wrapper with dynamically bound encoding and automatic encoding detection | |
| Output stream wrapper with dynamically bound encoding and automatic encoding detection | |
| UTF-8 encoding | |
| UTF-16 encoding | |
| UTF-16 little endian encoding | |
| UTF-16 big endian encoding | |
| UTF-32 encoding | |
| UTF-32 little endian enocoding | |
| UTF-32 big endian encoding | |
| Dynamically select encoding according to stream's runtime-specified UTF encoding type | |
| Encoding conversion | |
| Specialization of Transcoder with same source and target encoding | |
| File byte stream for input using fread() | |
| (Depreciated) Wrapper of C file stream for input or output | |
| Wrapper of C file stream for input using fread() | |
| Writer with indentation and spacing | |
| Read-only string stream | |
| A read-write string stream | |
| Default implementation of Handler | |
| SAX-style JSON parser. Use Reader for UTF8 encoding and default allocator | |
| Represents an in-memory output stream | |
| JSON writer | |
| Information for each nested level | |
| Concept for allocating, resizing and freeing memory block | |
| Concept for encoding of Unicode characters | |
| Concept for reading and writing characters | |
| Concept for receiving events from GenericReader upon parsing | |
| Spriter data | |
| Folder | |
| File | |
| Entity | |
| Character map | |
| Map instruction | |
| Animation | |
| Mainline key | |
| Ref | |
| Timeline | |
| Timeline key | |
| Spatial info | |
| Spatial timeline key | |
| Bone timeline key | |
| Sprite timeline key | |
| Spriter instance | |
| Script array class | |
| Script dictionary value | |
| Script dictionary class | |
| STL style iterator for Script dictionary class | |
| Scripting subsystem. Allows execution of AngelScript | |
| Delay-executed function or method call | |
| Interface class for allowing script objects or functions to subscribe to events | |
| Script file resource | |
| Helper class for forwarding events to script objects that are not part of a scene | |
| Script object component | |
| Audio subsystem | |
| Sound stream that supports manual buffering of data from the main thread | |
| Ogg Vorbis sound stream | |
| Sound resource | |
| Sound listener component | |
| Sound source component with stereo position. A sound source needs to be created to a node to be considered "enabled" and be able to play, however that node does not need to belong to a scene | |
| Sound source component with three-dimensional position | |
| Base class for sound streams | |
| Allocator memory block | |
| Allocator node | |
| Allocator template class. Allocates objects of a specific class | |
| Shared array pointer template class. Uses non-intrusive reference counting | |
| Weak array pointer template class. Uses non-intrusive reference counting | |
| Hash set/map node base class | |
| Hash set/map iterator base class | |
| Hash set/map base class | |
| Hash map template class | |
| Hash map node const iterator | |
| Hash map node iterator | |
| Hash map key-value pair with const key | |
| Hash map node | |
| Hash set template class | |
| Hash set node const iterator | |
| Hash set node iterator | |
| Hash set node | |
| Singly-linked list node base class | |
| Singly-linked list template class. Elements must inherit from LinkedListNode | |
| Doubly-linked list template class | |
| List const iterator | |
| List iterator | |
| List node | |
| Doubly-linked list node base class | |
| Doubly-linked list iterator base class | |
| Doubly-linked list base class | |
| Pair template class | |
| Shared pointer template class with intrusive reference counting | |
| Weak pointer template class with intrusive reference counting. Does not keep the object pointed to alive | |
| Reference count structure | |
| Base class for intrusively reference-counted objects. These are noncopyable and non-assignable | |
| String class | |
| Wide character string. Only meant for converting from String and passing to the operating system where necessary | |
| Vector template class | |
| Vector template class for POD types. Does not call constructors or destructors and uses block move | |
| Random access iterator | |
| Random access const iterator | |
| Vector base class | |
| Abstract base class for invoking attribute accessors | |
| Description of an automatically serializable variable | |
| Condition on which a thread can wait | |
| Urho3D execution context. Provides access to subsystems, object factories and attributes, and event receivers | |
| Event profiling data for one block in the event profiling tree | |
| Hierarchical performance event profiler subsystem | |
| Operating system mutual exclusion primitive | |
| Lock that automatically acquires and releases a mutex | |
| Type info | |
| Base class for objects with type identification, subsystem access and event sending/receiving capability | |
| Base class for object factories | |
| Template implementation of the object factory | |
| Internal helper class for invoking event handler functions | |
| Template implementation of the event handler invoke helper (stores a function pointer of specific class.) | |
| Register event names | |
| Profiling data for one block in the profiling tree | |
| Hierarchical performance profiler subsystem | |
| Helper class for automatically beginning and ending a profiling block | |
| Spline class to get a point on it based off the interpolation mode | |
| Operating system thread | |
| Low-resolution operating system timer | |
| High-resolution operating system timer used in profiling | |
| Time and frame counter subsystem | |
| 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 | |
| Typed resource reference | |
| List of typed resource references | |
| Variable that supports a fixed set of types | |
| Work queue item | |
| Work queue subsystem for multithreading | |
| Database subsystem. Manage database connections | |
| Database connection | |
| Database query result | |
| Base class for creating applications which initialize the Urho3D engine and run a main loop until exited | |
| Console window with log history and command line prompt | |
| Displays rendering stats and profiling information | |
| Urho3D engine. Creates the other subsystems | |
| Animated model component | |
| Skeletal animation keyframe | |
| Skeletal animation track, stores keyframes of a single bone | |
| Animation trigger point | |
| Skeletal animation resource | |
| Control data for an animation | |
| Component that drives an AnimatedModel's animations | |
| Animation instance per-track data | |
| Animation instance | |
| Queued 3D geometry draw call | |
| Data for one geometry instance | |
| Instanced 3D geometry draw call | |
| Instanced draw call grouping key | |
| Queue that contains both instanced and non-instanced draw calls | |
| Queue for shadow map draw calls | |
| Queue for light related draw calls | |
| One billboard in the billboard set | |
| Billboard component | |
| Camera component | |
| Hardware constant buffer | |
| Custom geometry vertex | |
| Custom geometry component | |
| Debug rendering line | |
| Debug render triangle | |
| Debug geometry rendering component. Should be added only to the root scene node | |
| Decal vertex | |
| One decal in a decal set | |
| Decal renderer component | |
| Rendering frame update parameters | |
| Source data for a 3D geometry draw call | |
| Base class for visible components | |
| Defines one or more vertex buffers, an index buffer and a draw range | |
| API-specific GPU object representation | |
| Base class for GPU resources | |
| CPU-side scratch buffer for vertex data updates | |
| Graphics subsystem. Manages the application window, rendering state and GPU resources | |
| Vertex element description for arbitrary vertex declarations | |
| Hardware index buffer | |
| Shadow depth bias parameters | |
| Cascaded shadow map parameters | |
| Shadow map focusing parameters | |
| Light component | |
| Material's shader parameter definition | |
| Material's technique list entry | |
| Material's shader parameter animation instance | |
| Describes how to render 3D geometries | |
| Vertex buffer morph data | |
| Definition of a model's vertex morph | |
| Description of vertex buffer data for asynchronous loading | |
| Description of index buffer data for asynchronous loading | |
| Description of a geometry for asynchronous loading | |
| 3D model resource | |
| Occlusion hierarchy depth value | |
| Per-thread occlusion buffer data | |
| Stored occlusion render job | |
| Software renderer for occlusion | |
| Octree octant | |
| Octree component. Should be added only to the root scene node | |
| Base class for octree queries | |
| Point octree query | |
| Sphere octree query | |
| Bounding box octree query | |
| Frustum octree query | |
| General octree query result. Used for Lua bindings only | |
| Raycast result | |
| Raycast octree query | |
| Cached state of a frame buffer object | |
| Graphics subsystem implementation. Holds API-specific objects | |
| Linked shader program on the GPU | |
| Color animation frame definition | |
| Texture animation frame definition | |
| Particle effect definition | |
| One particle in the particle system | |
| Particle emitter component | |
| High-level rendering subsystem. Manages drawing of 3D views | |
| Rendertarget definition | |
| Rendering path command | |
| Rendering path definition. A sequence of commands (e.g. clear screen, draw objects with specific pass) that yields the scene rendering result | |
| Color or depth-stencil surface that can be rendered into | |
| Trail is consisting of series of tails. Two connected points make a tail | |
| Drawable component that creates a tail | |
| Shader resource consisting of several shader variations | |
| Utility class for collecting used shader combinations during runtime for precaching | |
| Shader parameter definition | |
| Vertex or pixel shader on the GPU | |
| Bone in a skeleton | |
| Hierarchical collection of bones | |
| Static model component with fixed position in relation to the camera | |
| Static model per-geometry extra data | |
| Static model component | |
| 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 | |
| Material rendering pass, which defines shaders and render state | |
| Material technique. Consists of several passes | |
| Heightmap terrain component | |
| Individually rendered part of a heightmap terrain | |
| Base class for texture resources | |
| 2D texture resource | |
| 2D texture array resource | |
| 3D texture resource | |
| Cube texture resource | |
| Hardware vertex buffer | |
| Intermediate light processing result | |
| Scene render pass info | |
| Per-thread geometry, light and scene range collection structure | |
| Internal structure for 3D rendering work. Created for each backbuffer and texture viewport, but not for shadow cameras | |
| Viewport definition either for a render surface or the backbuffer | |
| Component that describes global rendering properties | |
| Controls sent over the network | |
| Input state for a finger touch | |
| Input state for a joystick | |
| Input subsystem. Converts operating system window messages to input state and events | |
| Abstract stream for reading | |
| File opened either through the filesystem or from within a package file | |
| Subsystem for file and directory operations and access control | |
| Watches a directory and its subdirectories for files being modified | |
| Stored log message from another thread | |
| Logging subsystem | |
| Memory area that can be read and written to as a stream | |
| Named pipe for interprocess communication | |
| File entry within the package file | |
| Stores files of a directory tree sequentially for convenient access | |
| Template wrapper class for using Serializer / Deserializer or their subclasses through SDL's RWOps structure | |
| Abstract stream for writing | |
| Dynamically sized buffer that can be read and written to as a stream | |
| Lua file | |
| C++ representation of Lua function object | |
| Lua script subsystem | |
| Lua script event invoker | |
| Lua script event listener | |
| Lua script object component | |
| Rectangular area allocator | |
| Three-dimensional axis-aligned bounding box | |
| RGBA color | |
| Convex constructed of 6 planes | |
| 2x2 matrix for rotation and scaling | |
| 3x3 matrix for rotation and scaling | |
| 3x4 matrix for scene node transform calculations | |
| 4x4 matrix for arbitrary linear transforms including projection | |
| Surface in three-dimensional space | |
| A convex volume built from polygon faces | |
| Rotation represented as a four-dimensional normalized vector | |
| Infinite straight line in three-dimensional space | |
| Two-dimensional bounding rectangle | |
| Two-dimensional bounding rectangle with integer values | |
| Sphere in three-dimensional space | |
| 32-bit hash value for a string | |
| Two-dimensional vector | |
| Two-dimensional vector with integer values | |
| Three-dimensional vector | |
| Four-dimensional vector | |
| 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 | |
| Parameter structure for obstacle avoidance params (copied from DetourObstacleAvoidance.h in order to hide Detour header from Urho3D library users) | |
| Crowd manager scene component. Should be added only to the root scene node | |
| Navigation area stub | |
| Navigation build data | |
| Component which tags geometry for inclusion in the navigation mesh. Optionally auto-includes geometry from child nodes | |
| Description of a navigation mesh geometry component, with transform and bounds information | |
| Navigation mesh component. Collects the navigation geometry from child nodes with the Navigable component and responds to path queries | |
| Obstacle for dynamic navigation mesh | |
| A link between otherwise unconnected regions of the navigation mesh | |
| Queued remote event | |
| Package file receive transfer | |
| Package file send transfer | |
| Connection to a remote network host | |
| An HTTP connection with response data stream | |
| Network subsystem. Manages client-server communications using the UDP protocol | |
| Network interest management settings component | |
| Base class for collision shape geometry data | |
| Triangle mesh geometry data | |
| Convex hull geometry data | |
| Heightfield geometry data | |
| Physics collision shape component | |
| Physics constraint component. Connects two rigid bodies together, or one rigid body to a static point | |
| Physics raycast hit | |
| Delayed world transform assignment for parented rigidbodies | |
| Custom overrides of physics internals. To use overrides, must be set before the physics component is created | |
| Physics simulation world component. Should be added only to the root scene node | |
| Physics rigid body component | |
| Queue item for background loading of a resource | |
| Background loader of resources. Owned by the ResourceCache | |
| Compressed image mip level | |
| Image resource | |
| JSON document resource | |
| JSON value class | |
| Localization subsystem. Stores all the strings in all languages | |
| PList value | |
| Property list (plist) | |
| Base class for resources | |
| Container of resources with specific type | |
| Optional resource request processor. Can deny requests, re-route resource file names, or perform other processing per request | |
| Resource cache subsystem. Loads resources on demand and stores them for later access | |
| Element in an XML file | |
| XPath query result set | |
| XPath query | |
| XML document resource | |
| Attribute animation instance | |
| 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 | |
| Base class for components. Components can be created to scene nodes | |
| 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 | |
| Scene node that may contain components and child nodes | |
| Object animation class, an object animation include one or more attribute animations and theirs wrap mode and speed for an Animatable object | |
| Dirty attribute bits structure for network replication | |
| Per-object attribute state for network replication, allocated on demand | |
| Base class for per-user network replication states | |
| Per-user component network replication state | |
| Per-user node network replication state | |
| Per-user scene network replication state | |
| Asynchronous loading progress of a scene | |
| Root scene node, represents the whole scene | |
| Utility class that resolves node & component IDs after a scene or partial scene load | |
| Base class for objects with automatic serialization through attributes | |
| Template implementation of the enum attribute accessor invoke helper class | |
| Attribute trait (default use const reference for object type) | |
| Int attribute trait | |
| Unsigned attribute trait | |
| Bool attribute trait | |
| Float attribute trait | |
| Mixed attribute trait (use const reference for set function only) | |
| Template implementation of the attribute accessor invoke helper class | |
| Transform smoothing component for network updates | |
| Spline for creating smooth movement based on Speed along a set of Control Points modified by the Interpolation Mode | |
| Placeholder for allowing unregistered components to be loaded & saved along with scenes | |
| Value animation key frame | |
| Value animation event frame | |
| Value animation class | |
| Base class for a value animation instance, which includes animation runtime information and updates the target object's value automatically | |
| Image UI element with optional border | |
| Push button UI element | |
| UI element that can be toggled between unchecked and checked state | |
| Cursor image and hotspot information | |
| Mouse cursor UI element | |
| Menu UI element that displays a popup list view | |
| File selector's list entry (file or directory.) | |
| File selector dialog | |
| Font resource | |
| Font glyph description | |
| Font face description | |
| Bitmap font face description | |
| Free type font face description | |
| Single-line text editor UI element | |
| Scrollable list UI element | |
| Menu UI element that optionally shows a popup | |
| Message box dialog. Manages its lifetime automatically, so the application does not need to hold a reference to it, and shouldn't attempt to destroy it manually | |
| Scroll bar UI element with forward and back buttons | |
| Scrollable UI element for showing a (possibly large) child element | |
| Slider bar UI element | |
| UI element which allows sub-pixel positioning and size, as well as rotation. Only other Sprites should be added as child elements | |
| Cached character location and size within text. Used for queries related to text editing | |
| Glyph and its location within the text. Used when preparing text rendering | |
| Text UI element | |
| 3D text component | |
| Tooltip UI element | |
| UI subsystem. Manages the graphical user interface | |
| Data structure used to represent the drag data associated to a UIElement | |
| UI rendering draw call | |
| Base class for UI elements | |
| UI element which renders a 3D scene | |
| Window UI element that can optionally by moved or resized | |
| Animated sprite component, it uses to play animation created by Spine (http://www.esotericsoftware.com) and Spriter (http://www.brashmonkey.com/) | |
| 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 | |
| 2D box collision component | |
| 2D chain collision component | |
| 2D circle collision component | |
| 2D edge collision component | |
| 2D polygon collision component | |
| 2D collision shape component | |
| 2D physics constraint component | |
| 2D distance constraint component | |
| 2D friction constraint component | |
| 2D gear constraint component | |
| 2D motor constraint component | |
| 2D mouse constraint component | |
| 2D prismatic constraint component | |
| 2D pulley constraint component | |
| 2D revolute constraint component | |
| 2D rope constraint component | |
| 2D weld constraint component | |
| 2D wheel constraint component | |
| 2D vertex | |
| 2D source batch | |
| Base class for 2D visible components | |
| 2D particle effect resource | |
| 2D particle | |
| 2D particle emitter component | |
| 2D Physics raycast hit | |
| Delayed world transform assignment for parented 2D rigidbodies | |
| 2D physics simulation world component. Should be added only to the root scene node | |
| Contact info | |
| 2D view batch info | |
| 2D renderer component | |
| 2D rigid body component | |
| Sprite | |
| Sprite sheet | |
| Static sprite component | |
| Tile map component | |
| Tile map information | |
| Property set | |
| Tile define | |
| Tile map object | |
| Tile map component | |
| Tmx layer | |
| Tmx tile layer | |
| Tmx image layer | |
| Tmx image layer | |
| Tile map file |
