KarmaEngine
Game Engine for practical learning and research purposes
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Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12345]
 CKarma::Animation
 CKarma::Anuprana
 CKarma::ApplicationThe class for Game + Editor in application form
 CKarma::BoneInfoA structure of bone information used to identify in SkeletalMesh
 CKarma::BufferElementA datastructure for creating interleaved data for Mesh with a specifc format (BufferLayout)
 CKarma::BufferLayoutA format for vertex buffer say
 CKarma::Button
 CKarma::CallbacksFromEditor
 CKarma::CameraBase class of Camera
 CKarma::ControllerDevice
 Cstd::enable_shared_from_this
 CKarma::EventThe base class of all the events for Karma
 CKarma::EventDispatcherClass for dispatching events
 CKarma::FActorIteratorStateAbstract base class for actor iteration. Implements all operators and relies on IsActorSuitable to be overridden by derived class
 CKarma::FActorSpawnParametersStruct of optional parameters passed to SpawnActor function(s)
 CKarma::FFieldBase class of reflection data objects
 CKarma::FFieldClassObject representing a type of an FField struct. Mimics a subset of UObject reflection functions
 CKarma::FFieldVariantSpecial container that can hold either UObject or FField
 CKarma::FGenericPlatformMemoryBase class for Platform based memory operations
 CKarma::FMathA general purpose structure for Math functions and utilities
 CKarma::FMemoryClass with memory relevant functions
 CKarma::FObjectInitializerInternal class to finalize UObject creation (initialize properties) after the real C++ constructor is called
 CKarma::FStaticConstructObjectParametersThis struct is used for passing parameter values to the StaticConstructObject_Internal() method. Only the constructor parameters are required to be valid - all other members are optional. Basically various UObject variables to be initialized when calling the NewObject routine
 CKarma::FTransform
 CKarma::FUObjectAllocatorA pool allocator for Karma's UObjects
 CKarma::FUObjectItemSingle item in UObjectStore
 CFURLURL structure
 CFUrlConfigHelper for obtaining the default Url configuration
 CKarma::FWorldContextA context for dealing with UWorlds at the engine level. As the engine brings up and destroys world, we need a way to keep straight what world belongs to what
 CKarma::GameAction
 CgladGLversionStruct
 CKarma::GraphicsContextAn abstract class for creating a context for Renderer and provide graphics API
 CKarma::ImageBufferAbstract class for image buffer
 CImDrawCmdHeader
 CImGuiDockContextPruneNodeData
 CImGuiDockNodeTreeInfo
 CImGuiDockPreviewData
 CImGuiResizeBorderDef
 CImGuiResizeGripDef
 CKarmaGuiStorage::ImGuiStoragePair
 CImGuiStyleVarInfo
 CKarmaGuiTextFilter::ImGuiTextRange
 CKarma::IndexBufferAn abstract class for index buffer
 CKarma::UWorld::InitializationValues
 CKarma::InputBasic input class for game devices
 CKarma::InputDataBase class for Input relevant data for the variety of platforms Karma supports
 CKarma::KarmaGui
 CKarmaGui_ImplGlfw_Data
 CKarma::KarmaGui_ImplGlfw_ViewportData
 CKarma::KarmaGui_ImplOpenGL3_DataA data structure for KarmaGui's OpenGL backend renderer
 CKarma::KarmaGui_ImplVulkan_DataBackend data containing stuff for Vulkan renderer for KarmaGui
 CKarma::KarmaGui_ImplVulkan_Image_TextureDataData structure containing the Mesa image texture relevant data. For instance, file and folder icons of Content Browser
 CKarma::KarmaGui_ImplVulkan_InitInfoA data structure for Vulkan's initialization done in KarmaGuiRenderer::KarmaGui_ImplVulkan_Init()
 CKarma::KarmaGui_ImplVulkan_ViewportDataData relevant to rendering of a Mesa viewport
 CKarma::KarmaGui_ImplVulkanH_ImageFrameHelper structure to hold the data needed by one rendering ImageFrame (different from the FRAME_IN_FLIGHT frame!) (Used by multi-viewport features. We gonna just use this.). The number of frames is MinImageCount = m_MinImageCount + 1
 CKarma::KarmaGui_ImplVulkanH_ImageFrameRenderBuffersReusable buffers used for rendering 1 current in-flight ImageFrame, for KarmaGui_ImplVulkan_RenderDrawData(). Seems like data structure with single instantiation for each of the FrameIndex
 CKarma::KarmaGui_ImplVulkanH_WindowHelper structure to hold the data needed by one rendering context (Vulkan) of one OS window (Windows, Mac, or Linux)
 CKarma::KarmaGui_ImplVulkanH_WindowRenderBuffersA data structure for packaging of rendering buffers allocated for a current in-flight ImageFrame
 CKarma::KarmaGui_Vulkan_Frame_On_FlightData structure for synchronous operations (relevant to rendering in this context)
 CKarmaGuiContext
 CKarma::KarmaGuiDockPreviewData
 CKarmaGuiInputTextCallbackData
 CKarma::KarmaGuiInternal
 CKarmaGuiIO
 CKarmaGuiKeyData
 CKarmaGuiListClipper
 CKarma::KarmaGuiMesa
 CKarmaGuiOnceUponAFrame
 CKarma::KarmaGuiOpenGLHandlerThe chief class for KarmaGui's OpenGL based backend renderer
 CKarmaGuiPayload
 CKarmaGuiPlatformImeData
 CKarmaGuiPlatformIO
 CKarmaGuiPlatformMonitor
 CKarmaGuiPlotArrayGetterData
 CKarma::KarmaGuiRenderer
 CKarmaGuiSizeCallbackData
 CKarmaGuiStorage
 CKarmaGuiStyle
 CKarmaGuiTabBarSection
 CKarmaGuiTableColumnSortSpecs
 CKarmaGuiTableSortSpecs
 CKarmaGuiTextBuffer
 CKarmaGuiTextFilter
 CKarmaGuiViewportA Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future, may represent Platform Monitor
 CKarma::KarmaGuiVulkanHandlerA class for required Vulkan routines for KarmaGui Vulkan backend
 CKarmaGuiWindowClass
 CKarma::KarmaLogMesa
 CKarmaMap< KeyType, ValueType >Karma's std::map wrapper
 CKarmaMap< UClass *, KarmaVector< UObject * > * >
 CKarma::KarmaSmritiKarma's memory management. Heavily influenced from https://github.com/ravimohan1991/cppGameMemorySystem and Unreal Engine
 CKarma::KarmaTuringMachineElectronics
 CKarma::KarmaUtilitiesThe basic utilities class
 CKarmaVector< BuildingBlock >Karma's std::vector wrapper
 CKarmaVector< FUObjectItem * >
 CKGBitArray< BITCOUNT, OFFSET >
 CKGBitVector
 CKGChunkStream< T >
 CKGColor
 CKGDrawChannel
 CKGDrawCmd
 CKGDrawData
 CKGDrawDataBuilder
 CKGDrawListDraw command list
 CKGDrawListSharedData
 CKGDrawListSplitter
 CKGDrawVert
 CKGFont
 CKGFontAtlas
 CKGFontAtlasCustomRect
 CKGFontBuildDstData
 CKGFontBuilderIO
 CKGFontBuildSrcData
 CKGFontConfig
 CKGFontGlyph
 CKGFontGlyphRangesBuilder
 CKGGuiColorMod
 CKGGuiComboPreviewData
 CKGGuiContextHook
 CKGGuiDataTypeInfo
 CKGGuiDataTypeTempStorage
 CKGGuiDockContext
 CKGGuiDockNode
 CKGGuiDockNodeSettings
 CKGGuiDockRequest
 CKGGuiGroupData
 CKGGuiInputEvent
 CKGGuiInputEventAppFocused
 CKGGuiInputEventKey
 CKGGuiInputEventMouseButton
 CKGGuiInputEventMousePos
 CKGGuiInputEventMouseViewport
 CKGGuiInputEventMouseWheel
 CKGGuiInputEventText
 CKGGuiInputTextState
 CKGGuiKeyOwnerData
 CKGGuiKeyRoutingData
 CKGGuiKeyRoutingTable
 CKGGuiLastItemData
 CKGGuiListClipperData
 CKGGuiListClipperRange
 CKGGuiLocEntry
 CKGGuiMenuColumns
 CKGGuiMetricsConfig
 CKGGuiNavItemData
 CKGGuiNextItemData
 CKGGuiNextWindowData
 CKGGuiOldColumnData
 CKGGuiOldColumns
 CKGGuiPopupData
 CKGGuiPtrOrIndex
 CKGGuiSettingsHandler
 CKGGuiShrinkWidthItem
 CKGGuiStackLevelInfo
 CKGGuiStackSizes
 CKGGuiStackTool
 CKGGuiStyleMod
 CKGGuiTabBar
 CKGGuiTabItem
 CKGGuiTable
 CKGGuiTableCellData
 CKGGuiTableColumn
 CKGGuiTableColumnSettings
 CKGGuiTableInstanceData
 CKGGuiTableSettings
 CKGGuiTableTempData
 CKGGuiTextIndex
 CKGGuiWindow
 CKGGuiWindowDockStyle
 CKGGuiWindowSettings
 CKGGuiWindowStackData
 CKGGuiWindowTempData
 CKGNewWrapper
 CKGPool< T >
 CKGRect
 CKGSpan< T >
 CKGSpanAllocator< CHUNKS >
 CKGVec1
 CKGVec2
 CKGVec2ih
 CKGVec4
 CKGVector< T >
 CKarma::LayerBase class of all Karma's Layers. For instance KarmaGuiLayer
 CKarma::LayerStackClass concerned with the stacked Layer (what a way to frame the idea, if I may say so)
 CKarma::LogKarma's logging class with the logger like so
 CKarma::MaterialA class for shader + texture
 CKarma::MesaDecalDataA data structure for holding information about Mesa texture. For instance, file and folder icons of Content Browser
 CKarma::MeshAn organized collection of vertex and index buffers along with rest of the model specific information which includes colors, texture coordinates and perhaps animation attributes
 CKarma::QueueFamilyIndicesA structure for graphics and present queuefamilies
 CKarma::RenderCommandA class with static routines relevant for rendering a scene using RendererAPI
 CKarma::RendererAn overlay, if I may consider, for RenderCommand, used for rendering a scene using a renderer (vulkan / opengl)
 CKarma::RendererAPIAn abstract class for a renderer
 CKarma::SceneClass for organizing and containing Scene relevant data
 CKarma::SelectIntPointerType< T32BITS, T64BITS, PointerSize >Defaulter for sized different from 4 and 8. Meaning not supporting 16 bit systems
 CKarma::SelectIntPointerType< T32BITS, T64BITS, 4 >For selecting 32 bit type
 CKarma::SelectIntPointerType< T32BITS, T64BITS, 8 >For selecting 64 bit type
 CKarma::ShaderBase class of vertex + fragment shaders (for Vulkan and OpenGL)
 CKGStb::STB_TexteditState
 CSTB_TexteditState
 CKGStb::StbFindState
 Cstbi_io_callbacks
 Cstbrp__findresult
 Cstbrp_context
 Cstbrp_node
 Cstbrp_rect
 CKGStb::StbTexteditRow
 CStbTexteditRow
 Cstbtt__bitmap
 Cstbtt__buf
 Cstbtt_aligned_quad
 Cstbtt_bakedchar
 Cstbtt_fontinfo
 Cstbtt_kerningentry
 Cstbtt_pack_context
 Cstbtt_pack_range
 Cstbtt_packedchar
 Cstbtt_vertex
 CKGStb::StbUndoRecord
 CStbUndoRecord
 CKGStb::StbUndoState
 CStbUndoState
 CKarma::SwapChainSupportDetailsStructure with data required for appropriate creation and working of swapchain
 CKarma::KarmaTuringMachineElectronics::SystemRAM
 CKarma::TActorIteratorBase< Derived >Template class used to filter actors by certain characteristics
 CKarma::TActorIteratorBase< FActorIterator >
 CKarma::TActorIteratorBase< TActorIterator< ActorType > >
 CKarma::TChooseClass< Predicate, TrueClass, FalseClass >Chooses between two different classes based on a boolean
 CKarma::TChooseClass< false, TrueClass, FalseClass >
 CKarma::TChooseClass< true, TrueClass, FalseClass >
 CKarma::TextureTexture class
 CKarma::TIsDerivedFrom< DerivedType, BaseType >Is type DerivedType inherited from BaseType?
 CKarma::TIsIntegral< T >
 CKarma::TIsIntegral< bool >
 CKarma::TIsIntegral< char >
 CKarma::TIsIntegral< char16_t >
 CKarma::TIsIntegral< char32_t >
 CKarma::TIsIntegral< const T >
 CKarma::TIsIntegral< const volatile T >
 CKarma::TIsIntegral< int >
 CKarma::TIsIntegral< long >
 CKarma::TIsIntegral< long long >
 CKarma::TIsIntegral< short >
 CKarma::TIsIntegral< signed char >
 CKarma::TIsIntegral< unsigned char >
 CKarma::TIsIntegral< unsigned int >
 CKarma::TIsIntegral< unsigned long >
 CKarma::TIsIntegral< unsigned long long >
 CKarma::TIsIntegral< unsigned short >
 CKarma::TIsIntegral< volatile T >
 CKarma::TIsIntegral< wchar_t >
 CKarma::TIsPointer< T >Traits class which tests if a type is a pointer
 CKarma::TIsPointer< const T >
 CKarma::TIsPointer< const volatile T >
 CKarma::TIsPointer< T * >
 CKarma::TIsPointer< volatile T >
 CKarma::TIsTSubclassOf< T >
 CKarma::TIsTSubclassOf< TSubclassOf< T > >
 CKarma::FUObjectArray::TIteratorLow level iterator
 CKarma::TQuaternion
 CKarma::TRotator
 CKarma::TSubclassOf< TClass >Template to allow TClassType's to be passed around with type safety
 CKarma::UBODataPointerClass for holding UBO (uniform buffer object) data (for instance projection matrix and view matrix) pointer
 CKarma::UniformBufferObjectAbstract class for UBO. A UBO is mostly used for shader variables, for instance projection or view matrices, which can be updated in GPU each frame
 CKarma::UObjectBaseLow level implementation of UObject, should not be used directly in game code
 CKarma::UObjectsStatistics
 CKarma::VertexArrayA class, comprising of Mesh and Material substances along with relevant setup, for a renderable unit
 CKarma::VertexBufferAn abstract class for vertex buffer
 CKarma::VulkanHolder
 CKarma::WindowThe abstract base class of Karma's window (for platform specific purposes)
 CKarma::WindowManipulationGaugeData
 CKarma::WindowPropsThe "tangible" properties of a window