Advanced Strategic Command Class List

Here are the classes, structs, unions and interfaces with brief descriptions:
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AbstractCommandWriter
AbstractPlayerProcessing
AbstractTaskContainer
Action_Nothing
ActionAvailability
ActionContainer
ActionFactory
ActionInfoPanel
ActionManager
ActionObjectRemovalStrategy
ActionRecorder
ActionResult
ActionSelectionWidget
ActionWidget
AddObject
AddProductionCapability
AddProductionLine_SelectionItemFactory
AddResources
AddWeatherAreaDialog
AddWindChangeDialog
AdminGameWindow
AgeableItem
AI
AI::MoveVariant
AI_KeyboardWatcher
AiParameterAll parameters the AI stores persistently about a unit
AiThreatThreat that a unit poses against other units
AiValueThe value of a unit for the AI
AllBuildingsLost
AllEnemyBuildingsDestroyed
AllEnemyUnitsDestroyed
AllianceSetupWidget
AllianceSetupWidget::ApplyStrategy
AllianceSetupWindow
AllUnitsLost
AmmoTransferrable
AmmoTransferWindow
AntiBulkHandler
AntiMineAStar3DA 3D path finding algorithm which avoids units to jam; used by the AI's strategy module
AnyUnitEntersPolygon
ASC_MainScreenWidgetThe widget that controls the main screen of ASC
ASC_PBEM
ASC_PBEM_FileUploadControlFile: ASC_PBEM.h author: Jade Rogalski license: GPL warranty: none
ASC_PG_App
ASC_PG_DialogAdapter class for using Paragui Dialogs in ASC. This class transfers the event control from ASC to Paragui and back. All new dialog classes should be derived from this class
ASC_PG_ScreenUpdater
ASC_PropertyEditor
ASCAdaptatorStringASCAdaptatorString represents the complementary class to ASCCharTString
ASCCharTStringASCCharTString represents the STL parent's string class of ASCString
GuiFunctions::Ascend
ASCexception
ASCGUI_Window
ASCGUI_Window::WidgetParameters
ASCIIDecodingStreamReading data from an ASCII encoded String
ASCIIEncodingStreamData written to this stream will be encoded similar to base64 and can be retrieved as a string
ASCImageArrayProperty
ASCImageProperty
ASCmsgException
ASCStringAbstract way to manipulate strings
ASCStringHelpersThe ASCStringHelpers class provides helper's functions used by ASCString
AssertionException
AStarA 2dimensional path finding algorithm, from Amit J. Patel
AStar3DA 3D path finding algorithm, based on the 2D algorithm by Amit J. Patel
AStar3D::Container
AStar3D::Node
AStar3D::OperationLimiter
AStar3D::PathPoint
AStar::HexCoordA hexagonal Coordinate. This structure is used instead of MapCoordinate to reduce the amount of modifications to Amits path finding code
AStar::Node
GuiFunctions::Attack
AttackCommand
AttackFormulaCore formula, which weighs the different factory that go into the calculation
GuiFunctions::AttackGui
AttackPanel
AttackWeapStructure to store the weapons which a unit can use to perform an attack
AuthenticationDialog
AutoHarvestObjects
AutoHarvestObjectsFactory
AutoProgressBar
ContextMenu::AutoTextContextAction
AvailableProductionItemFactory
AvailableUnitWindow
BarGraphWidget
BaseAI
BaseMapItemTypeWidgetFactory< MapItemWidget >The BaseMapItemTypeWidgetFactory iterates through all items of an ItemRepository and spawns a MapItemTypeWidget for it
BasicItem< Item >
BattleSoundPlayer
Bi3MapTranslationTableTable to translate a Battle Isle map into an ASC map
Bi3MapTranslationTable::Objecttranslataion
Bi3MapTranslationTable::Terrain2id
Bi3MapTranslationTable::Terraincombixlat
BI3TranslationTableLoader
BiResourceGeneration
BiResourceGenerationFactory
BitMapEditor
blds
BoolProperty
BuildingAn actual building on the map, which references a BuildingType Buildings have an owner,
BuildingConquered
GuiFunctions::BuildingConstructionSelection
BuildingControlWindow
BuildingDestroyed
BuildingItem
BuildingLost
BuildingPositionTrigger
BuildingSeen
BuildingTypeThe class describing properties that are common to all buildings of a certain kind
BuildingType::LocalCoordinateA local coordinate referencing a single field that a building covers
BuildingTypeBaseWidget
BuildingTypeCountWidget
BuildingTypeResourceWidget
BuildingTypeSelectionItemFactory
BuildingValues
GuiFunctions::BuildObject
BuildProductionLineCommand
GuiFunctions::BuildVehicleCommand
BulkGraphicUpdates
CalculateThreat_Vehicle
CalculateThreat_VehicleType
Campaign
CampaignActionLogger
GuiFunctions::Cancel
CargoGuiFunctions::CancelMovement
CancelResearchCommandCancels the research on the current technology, losing all research points
CaptureTriple
CaptureTripleComp
CargoDialog
CargoEditor
CargoInfoWindow
CargoItemFactory
CargoMoveCommandCargo Move is moving a unit between different carriers that are nested
CargoWidget
CGameOptions
CGameOptions::MouseMouse configuration. Mouse button are: bit 0 = left button ; bit 1 = right button ; bit 2 = center button
CGameOptions::PanelData
CGameOptions::SoundSettings
ChanceSettingsDialog
Author:
Kevin Hirschmann
ChangeBuildingDamage
ChangeBuildingOwner
ChangeContainerProperty
ChangeDefaultPasswordDialog
ChangeDiplomaticStateCancels the research on the current technology, losing all research points
ChangeDiplomaticStatus
ChangeGameParameter
ChangeMapPasswordDialog
ContextMenu::ChangeMineStrength
ChangeObjectProperty
ChangePasswordDialog
ChangePlayerState
ChangeUnitMovement
ChangeUnitPropertyChanges the properties of a unit
ChangeView
CharBuf
ChooseString
ChooseTech
ClipBoardBase
CargoGuiFunctions::CloseDialog
collategraphicoperationsCollects all graphic operations and updates the screen on destruction When porting ASC from DOS to SDL, the problem arose that under DOS all graphic operations directly modified the graphics memory and were directly visible without any overhead
ColorConverter< BytesPerSourcePixel, BytesPerTargetPixel >
ColorConverter< 1, 4 >
ColorConverter< 4, 1 >
ColorConverter_PassThrough< BytesPerSourcePixel, BytesPerTargetPixel >
ColoredBar
ColorMerger_Alpha_XLAT_TableShifter< pixelsize >
ColorMerger_Alpha_XLAT_TableShifter< 1 >
ColorMerger_AlphaHandler< pixelsize >
ColorMerger_AlphaHandler< 1 >
ColorMerger_AlphaHandler< 4 >
ColorMerger_AlphaLighter< pixelsize >
ColorMerger_AlphaLighter< 1 >
ColorMerger_AlphaLighter< 4 >
ColorMerger_AlphaMerge< pixelsize >
ColorMerger_AlphaMerge< 4 >
ColorMerger_AlphaMixer< pixelsize >
ColorMerger_AlphaMixer< 1 >
ColorMerger_AlphaMixer< 4 >
ColorMerger_AlphaOverwrite< pixelsize >
ColorMerger_AlphaShadow< pixelsize >
ColorMerger_AlphaShadow< 1 >
ColorMerger_AlphaShadow< 4 >
ColorMerger_Brightness< pixelsize >
ColorMerger_ColoredOverwrite< pixelsize >
ColorMerger_Invert< pixelsize >
ColorMerger_MaskApply< pixelsize >
ColorMerger_PlainOverwrite< pixelsize >
ColorMerger_Set< pixelsize >
ColorSwitch
ColorTransform_Gray< pixelSize >
ColorTransform_Gray< 4 >
ColorTransform_None< pixelsize >
ColorTransform_PlayerCol< pixelsize >
ColorTransform_PlayerCol< 1 >
ColorTransform_PlayerCol< 4 >
ColorTransform_PlayerTrueCol< pixelsize >
ColorTransform_PlayerTrueColHSV< pixelsize >
ColorTransform_UnitGray< pixelSize >
ColorTransform_UnitGray< 1 >
ColorTransform_UnitGray< 4 >
ColorTransform_XLAT< pixelSize >
CommandA Command is an action that the player initiates
CommandAllianceSetupStrategy
CompressionStreamAdapter
CompressionStreamInterface
ConfigurableWindow
ConfigurationFileLocatorCore
ConfirmExitDialog
GuiFunctions::ConstructBuilding
ConstructBuildingCommand
ConstructBuildingCommand::Lack
ConstructBuildingCommand::ProductionEntry
ConstructUnitCommand
ConstructUnitCommand::Lack
ConstructUnitCommand::ProductionEntry
ConsumeAmmo
ConsumeResource
ContainerAction
ContainerBaseThe parent class of Vehicle and Building; The name Container originates from Battle Isle, where everything that could load units was a container
ContainerBase::Work
ContainerBase::WorkClassFactory
ContainerBaseType
ContainerBaseType::TransportationIO
ContextMenu::ContainerCargo
ContainerCollector
ContainerCollector::FileIndex
ContainerCommand
ContainerConstControls
ContainerIndexer
ContainerInfoLayer
ContextMenu::ContainerProduction
ContextMenu::ContainerProperties
Context
ContextAction
ConvertContainer
CoordinateItem
CopyMap
CursorDistSorter
DamageBarWidget
DashboardPanel
DataTabTodo: beschreibung und infotext in eigenem fenster heightchange production transport waffen detailinfos fenster
deallocating_map< T, U >Map that stores pointers as values and deletes the pointed-to objects on destruction
deallocating_vector< T >Container that stores pointers and deletes the pointed-to objects on destruction
ContextMenu::DeleteAllObjects
ContextMenu::DeleteBuilding
ContextMenu::DeleteMine
ContextMenu::DeleteTopObject
ContextMenu::DeleteVehicle
GuiFunctions::Descend
Destroyer
GuiFunctions::DestructBuilding
DestructBuildingCommand
DestructContainer
DestructUnitCommand
DI_ColorA Device Independent color. Shamelessly pinched from Paragui to reduce coupling
DiplomacyCommandCancels the research on the current technology, losing all research points
DiplomaticModeChooser< SelectionType >
DiplomaticStateVector
direct
DirectAllianceSetupStrategy
DirectResearchCommandCancels the research on the current technology, losing all research points
GuiFunctions::DisableReactionfire
DiscoverResources
DiscoverResources::ResourceViewState
DisplayEllipse
DisplayImmediateMessage
DisplayMessage
DoubleArrayProperty
DropDownSelector
dynamic_array< T >DEPRECATED Use containers of the C++ Standard Template Library instead! Container for managing objects of type T
EditAiParam
EditArchivalInformation
EditGameOptions
EditingEnvironment
EditMapParameters
EditPlayerData
EditTechAdapter
EmailSetupWidget
Emboss
GuiFunctions::EnableReactionfire
GuiFunctions::EndTurn
Event
Event::Delayedexecution
EventAction
EventAreasDialog
EventEditor
EventHandlingMutex
EventList
EventSupplier
EventTrigger
EventTriggered
EventWindChangesDialog
ExchangeGraphics
ExperienceOverview
Factory< AbstractProduct, IdentifierType >
Factory1< AbstractProduct, IdentifierType, creatorParam >
FactoryWithNames< AbstractProduct, IdentifierType, ObjectCreatorCallBack, NameType >
FallOutSettingsDialog
fatalgraphicserrorClass that is thrown as exception. Should be moved to error.h ..
fatalstackerror
FieldAddressing
FieldMarkingSuppressor
ContextMenu::FieldResources
FieldVector
FightVisitor
FileCache
FileFindDialog
FileInfo
FileLocation
FileNameThis class handles filenames. All operations that work on filenames will be added here
FileSelectionItemFactory
FileSelectionWindow
FileTransfer
FileWidget
FindUnitPlacementPos
FloatProperty
FontViewer
GameActionA GameAction is an modification of something on a map
GameDialog
Author:
Kevin Hirschmann
GameFileInformation
GameMapThe map. THE central structure of ASC, which holds everything not globally available together
GameMap::ArchivalInformation
GameMap::Campaign
GameMap::IDManager
GameMap::PreferredFilenames
GameMap::ReplayInfo
GameMap::ResourceTributeThe tribute can not only be used to demand resources from enemies but also to transfer resources to allies
GameMap::UnitProductionWhich vehicle types can be constructed by construction units
GameMap::Weather
GameOptionsDialog
GameParameterEditorWidget
GameParameterSettings
GameThreadParams
GameTimeTime in ASC, measured in turns and moves
GameTransferMechanism
GenericWorkerFactory< T, f >
GetAttackerImage
GetConnectedBuildings
GetMiningInfoCalculates some mining statistics for a mining station
GetMiningInfo::MiningInfo
GetResource
GetResourceCapacity
GetResourcePlus
GetResourceUsage
GetTargetImage
GetVideoModes
GotoPosition
GraphicSetManager_Base
GraphicsQueueOperation
GraphWidget
GuiButton
GuiDimension
Author:
Martin Bickel
GuiFunction
GuiIconHandler
HeightChangeLimitation
HiddenAStarA path finding algorithm which tries to keep the units hidden from view
HiddenAStar3DA 3D path finding algorithm which tries to keep the units hidden from view
HighLightingManager
IconRepository
IllegalValueException
ImportBI3MapDialog
ImportBiMap
InflictDamage
InfoPopUp
Author:
Kevin Hirschmann
IngameMessageViewer
InitNewfont
InitScreenOp
InsertBiMap
IntegerArrayProperty
IntegerProperty
InternalAmmoTransferCommand
GuiFunctions::InternalAmmoTransferDialog
InternalAmmoTransferHandler
InternalAmmoTransferWidget
InternalAmmoTransferWindow
IntRangeRepresents a range of numbers, with a lower and upper boundary
IntRangeArrayProperty
InvalidID
InvalidString
ItemFiltrationSystem
ItemFiltrationSystem::DataLoader
ItemFiltrationSystem::ItemFilter
ItemLocator
ItemRepository< T >
ItemRepository< T >::RegisterID
ItemRepositoryLoader< T >
ItemSelectorWidget
ItemSelectorWindow
ItemTypeSelector< C >
ItemTypeSelector< BuildingType >
ItemTypeSelector< MineType >
ItemTypeSelector< ObjectType >
ItemTypeSelector< TerrainType >
ItemTypeSelector< VehicleType >
JumpDriveCommand
GuiFunctions::JumpDriveIcon
LayoutablePanelThis Panel saves its position in the gameoptions and loads it on construction
libbzip_compression
libbzip_decompression
list
ListBoxImageItem< SelectionType >
LoadableItemTypeAn abstract base class that provides the interface for all kinds of items that ASC loads from disk
LoadNextMap
Locale
LockReplayRecording
LogActionIntoReplayInfo
LoggingOutputHandler
LoseMap
ltGTime
LuaBrush
LuaCommandFileWriter
LuaCommandListRecorder< C >
LuaCommandListWriter< C >
LuaCommandWriter
LuaFieldSearcher
LuaRunner
LuaState
LuaStatePrivate
MailOptionsDialog
MainScreenWidget
MainScreenWidget::LockOptions
MainScreenWidget::StandardActionLockerInstanciating this class will disable the Controls for interacting with the map or the main menu
MapChange
MapChangeCompleted
MapComponentA MapComponent represents any kind of item that can be placed on the map by the user
MapConinuationInfo
MapCoodinateVectorChange of a MapCoordinate
MapCoordinateCoordinate on the twodimensional map
MapCoordinate3DCoordinate on the map including height
MapDisplayInterface
MapDisplayPG
MapDisplayPG::Cursor
MapDisplayPG::CursorHiding
MapDisplayPG::LockDisplay
MapDisplayPG::Movement
MapDisplayPG::MovementMask
Maped_MainScreenWidget
MapFieldSingle field of the map
MapField::ObjectRemovalStrategyInterface for removing objects from a field when it turns out that they can no longer exist
MapField::Resourceview
MapField::ViewSome variables for the viewcalculation algorithm. see viewcalculation.cpp for details
MapInfoPanel
MapItemSelectionWindow
MapItemTypeThe base class for everything that can be placed on a map field
MapItemTypeWidget< MapItemType >A MapItemTypeWidget show any kind of MapItemType in a SelectionWidget It is typically generated by a BaseMapItemTypeWidgetFactory
MapItemTypeWidgetFactory< MapItemWidget >Adds selection logic to a BaseMapItemTypeWidgetFactory. Selected items are registered as being the active "brush" for editing the map
MapItemTypeWidgetFactory_IDSelection< MapItemWidget >Adds selection logic to a BaseMapItemTypeWidgetFactory. The ID is of the selected item is obtained and written to the variable which was passed on construction
MapLayer
MapModificationEvent
MapNetworkBase class for the management of resource networks and globally stored resources
MapRenderer
MapRenderer::FieldRenderInfo
MapRenderer::ViewPort
MapSwitcherThe class that manages the switching between the primary map (for editing) and the secondary map (for selecting objects and terrain)
MatterAndMiningBaseWindow
MatterConversionWindow
MatterConverter
MegaBlitter< BytesPerSourcePixel, BytesPerTargetPixel, SourceColorTransform, ColorMerger, SourcePixelSelector, TargetPixelSelector, MyColorConverter >
MemoryMeasurement
MemorySizeQueryInterface
MemoryStreamReads data from or writes data to a MemoryStreamStorage This allows a completely volatile storage of data
MemoryStreamCopyBuffers the complete contents of a stream in memory
MemoryStreamStorageAn in-memory storage of streamed data
MemorySum< T >
Menu
MessageA Message to a player. It may either be send by another player or by the system
MessageDialog
MessageLineWidget
MessageListItemFactory
MessageSelectionWindow
MessagingHubBase
Mine
MineItem
MineType
MineTypeRepository
MiniDumper
MiningGraph
MiningStation
MiningStationFactory
MiningWindow
MirrorMap
PolygonTriangulationLibrary::monchain_t
MouseHider
MouseVisibility
MoveMalusTypeThe MoveMalusType categorizes the different units (Vehicle) Originally, these types were only used to determine the speed of their movement on the ground, hence the name, But now they are also used to specify production, weapon effectiveness, cargo loading capabilities and things like that
GuiFunctions::Movement
CargoGuiFunctions::Movement
GuiFunctions::MovementBase
CargoGuiFunctions::MovementDestination
MovementLimitation
MovePixSel< pixelSize >
MoveUnit
MoveUnitCommand
CargoGuiFunctions::MoveUnitIntoInnerContainer
CargoGuiFunctions::MoveUnitUp
MultilineEdit
MultiLineEditorDialog
MultiListBox
MultiPlayerDialog
MusicPlayListA List containing several tracks of music
NamedIntProperty
NetControlWindow
NewGadgetDetectionChecks, which vehicle and building types are newly available
NewGuiHost
NewMap
NewMessage
NewStringChooser
NextCampaignMap
NextMap
NextTurnStrategyDescribes the behavier that next_turn() shall do when it finds out that the current player is the last one available
NextTurnStrategy_Abort
NextTurnStrategy_AskUser
NextTurnStrategy_OnlyCampaign
PolygonTriangulationLibrary::node_t
NoMapLoaded
NonEditableLineEdit
NullParamType
ObjectInstance of an object type (ObjectType) on the map
GuiFunctions::ObjectBuildingGui
ObjectItem
ObjectRemovalStrategy2
ObjectStorage< T >
ObjectTypeAn object that can be placed on fields. Roads, pipelines and ditches are examples of objects
ObjectType::FieldModification
ObjectType::WeatherPictureImages of the objects
OpaqueLocaleData
GuiFunctions::OpenContainer
CargoGuiFunctions::OpenContainer
OptionsDialog
OutOfMemoryError
OutOfRange
OverviewMapHolder
OverviewMapImageImage for a TerrainType that is shown on the small map
OverviewMapPanel
Package
Package::PackageDependency
PackageData
PackageManager
PackageRepository
Panel
Parser
ParsingError
Password
PasswordDialog
PathFinder
PBEMServer
PG_ListBoxDataItem< T >
PG_MapDisplay
PG_StatusWindowData
PipeLayer
PixelSize2Type< 1 >
PixelSize2Type< 2 >
PixelSize2Type< 4 >
PixSel< pixelSize >
Placeable
PlayerDifferent players in ASC. There may be 8 players (0..7) and neutral units (8)
Player::Dissection
Player::PlayTime
PlayerColor
PlayerColorPanel
PlayerIDConvenience-class which automatically determines the Player of units, buildings and other game objects
PlayerSelector
PlayerSetupWidget
PlayerSetupWindow
PlayListLoader
PlayListSelector
PolygonTriangulationLibrary::point_t
PointerList< T >A list that stores pointers, but deletes the objects (and not only the pointers) on destruction. The erase method does NOT delete the objects !
PointerVector< T >A vector that stores pointers, but deletes the objects (and not only the pointers) on destruction. The erase method does NOT delete the objects !
Poly_gon
PolygonEditor
PolygonPainter< Poly >
PolygonPainterSquareCoordinate
PositionTrigger
PowerGenerationSwitchCommand
GuiFunctions::PowerOff
GuiFunctions::PowerOn
GuiFunctions::PowerSwitch
PrehistoricEventStructure
PrehistoricEventStructure::LargeTriggerData
PrehistoricEventStructure::LargeTriggerData::PolygonEntered
PrivateCompressionData
PrivateDecompressionData
ProductionEditorWindow
ProductionItemFactory
PropertiesClass for storing general key/values pairs. Intended as a mechanism to persist data from Lua scripts
PropertyContainer
PropertyContainer::Property
PropertyDialog
PropertyReadingContainer
PropertyTemplate< T >
PropertyWritingContainer
GuiFunctions::PutAntiPersonalMine
GuiFunctions::PutAntiShipMine
GuiFunctions::PutAntiSubMine
GuiFunctions::PutAntiTankMine
GuiFunctions::PutMine
PutMineCommand
GuiFunctions::PutMineStage2
PutObjectCommand
PutPixel< pixelsize, ColorMerger >
PutPixel2< pixelsize, ColorMerger >
PutResource
PutTribute
RandomGenerator
ReactionFireLayer
ReactionFireSwitchCommand
RecalculateAreaView
Rect
Author:
Kevin Hirschmann
RecycleUnitCommand
CargoGuiFunctions::RecycleUnitCommandButton
GuiFunctions::RefuelUnitCommand
CargoGuiFunctions::RefuelUnitCommand
CargoGuiFunctions::RefuelUnitDialogCommand
GuiFunctions::RefuelUnitDialogCommand
RegenerativePowerPlant
RegisterUnitRFTarget
Reinforcements
ReinforcementSelector
RemoveAllObjects
RemoveEllipse
GuiFunctions::RemoveMine
RemoveMine
RemoveObject
RemoveProductionLineCommand
RenameContainerCommand
RepairBuildingCommand
RepairBuildingCommand::RepairData
CargoGuiFunctions::RepairUnit
GuiFunctions::RepairUnit
RepairUnitCommand
ReplayClearer
ReplayContext
ReplayGuiFunctions::ReplayExit
ReplayGuiFunctions::ReplayFaster
ReplayGuiIconHandleHandler
ReplayMapDisplay
ReplayGuiFunctions::ReplayPause
ReplayGuiFunctions::ReplayPlay
ReplayGuiFunctions::ReplayRecord
ReplayRecorder
ReplayRecorderDialog
ReplayRecorderWatcherGlobal
ReplayRecorderWatcherLocal
ReplayGuiFunctions::ReplayRecordExit
ReplayGuiFunctions::ReplayRewind
ReplayGuiFunctions::ReplaySlower
Research
ResearchEfficiency
ResearchGraph
ResearchWindow
ResizeMap
ResourceChangeNet
ResourceGraphLayer
ResourceInfoWindow
ResourceLogger
ResourceMatrixA mathematical matrix for transforming Resources instance (which is mathematically a vector) into a different Resources
ResourceNet
ResourcePlacement
Author:
Kevin Hirschmann Fills a map with resources using the diamond-square algorithm
ResourcePlacementDialog
ResourcesResources are basically the currency of ASC
ResourceSink
ResourceTransferrable
ResourceTribute
ResourceWatch
RotationCache
rounddata
RWOPS_Handler
SaveGameBaseDialog
SaveGameDialog
SavegameSelectionItemFactory
SavegameSelectionWindow
SavegameWidget
SaveUnitMovement
Scanner
ScannerPrivateData
Schriften
ScreenResolutionSetup
SearchFieldsSearches fields in hexagonal "circles" around a field and calls testfield for each field
SearchFieldsIterator
SearchReconquerBuilding
PolygonTriangulationLibrary::segment_t
SelectBuildingFromMap
SelectFromMap
SelectionHolder
SelectionItemFactory
SelectionItemWidget
SelectionWidget
SelectUnitFromMap
SelectUnitSetFilter
GuiFunctions::SelfDestructIcon
ServerInterface
ServiceChecker
ServiceCommand
ServiceTargetSearcher
SetResourceProcessingRateCommand
SetViewSharing
ShowNewTechnology
ShowPolygonUsingTemps
ShutDownMap
SimpleObjectRemoval
SinglePlayerDialog
SingleUnitSet
SingleUnitSet::TranslationTable
SingleWeaponA single weapon of a Vehicletype
SmallButtonHolder
SmallGuiButton
ForestCalculation::Smoothing
SolarPowerplant
SolarPowerWindow
Sound
Sound_InternalData
SoundListThis class provides all the sounds required by the games user interface
SoundLoopManagerA helper class for managing looping sounds
SoundSettings
SoundSystem
SoundSystem_InternalData
SourcePixelSelector_CacheRotation< pixelsize >
SourcePixelSelector_CacheZoom< pixelsize, SourcePixelSelector >
SourcePixelSelector_DirectFlip< pixelsize >
SourcePixelSelector_DirectRectangle< pixelsize >
SourcePixelSelector_DirectRotation< pixelsize >
SourcePixelSelector_DirectSubRectangle< pixelsize >
SourcePixelSelector_DirectZoom< pixelsize >
SourcePixelSelector_Flip< pixelsize, SourcePixelSelector >
SourcePixelSelector_Plain< pixelsize >
SourcePixelSelector_Rectangle< pixelsize >
SourcePixelSelector_Rotation< pixelsize, SourcePixelSelector >
SourcePixelSelector_Zoom< pixelsize, SourcePixelSelector >
SpawnBuilding
SpawnMine
SpawnObject
SpawnUnit
SpecialDisplayWidget
SpecialInputWidget
SpecificUnitEntersPolygon
StandardUnitCostCalculator
StartMultiplayerGame
StartupScreen
StaticResourceNet
StatisticsCalculator
StatusMessageWindowHolderA class that hols a MessageWindow. This class ensures that the window is removed if the last copy of the object is deleted
StatusMessageWindowHolder::UserData
StdIoErrorHandler
StoringPosition
StratAStarA path finding algorithm which avoids units to jam; used by the AI's strategy module
StratAStar3DA 3D path finding algorithm which avoids units to jam; used by the AI's strategy module
StreamCompressionError
StreamCompressionFilterCompresses data transparently into another stream (using bzip2 compression)
StreamDecompressionFilterDeompresses data from a compressed stream (using bzip2 compression)
StringArray
StringArrayProperty
StringEdit
StringEditor
StringProperty
StringSelector
StringSplit
StringTokenizerThis String Tokenizer is NOT intended to be a general purpose tool. It is exclusively used by the TextFileParser
SubWinButton
SubWindow
SuppressTechPresentation
Surface
SurfaceLock
TableGenerator
TagArrayProperty
TagIntProperty
tanycompression
TargetCoordinateLocator
TargetCoordinateRenderer
TargetPixelSelector_All
TargetPixelSelector_Rect
TargetPixelSelector_Valid
TaskContainer
TaskFactory
TaskHibernatingContainer
TaskInterface
TaskManager
TaskWidget
tbi3preferences
tbufferoverflow
tcharacter
tchoice_dlg
tchoosetechlevel
tchoosezoomlevel
tcomputebuildingview
tcomputevehicleview
tcomputeview
tcontainerindex
tdialogbox
tdisplaymessage
tdlgengine
tdlgengine::tbutton
tdlgengine::ttaborder
tdrawgettemplineDraws a straight line on the hexagonal map and calls putpix8 for each field
tdrawlineAn abstract class that draws a line
TechAdapter
TechAdapterDependency
TechAdapterLoader
TechAdapterSelectionItemFactory
TechAdapterWidget
TechDependency
Technology
TechnologyPresenter
TechnologyPresenter::Gadgets
TechnologySelectionItemFactory
TechWidget
TemporaryContainerStorage
TerrainAccessThis class is used by buildings, vehicles and objects to specify which terrain it can move to / be built on
TerrainBitsProperties of a terrain describing which units can move onto this field and which can't
TerrainItem
TerrainTypeThe type of a field
TerrainType::MoveMalus
TerrainType::Weather
TestFailure
TextFileDataLoader
TextFormatParserParses a .ASCTXT file and returns a TextPropertyGroup
TextPropertyGroupClass that stores all the (preparsed) entries of an .ASCTXT file
TextPropertyGroup::Entry
TextPropertyList
TextRenderer
TextRenderer::TagRenderer
tfight
tfight::tavalues
TFileData
tfileerror
tfindfileSearching for files
tfindfile::FileInfo
tfont
tfontsettings
TGameInfo
tgameloaders
tgetid
tgiveunitawaydlg
tgraphmodeparametersGraphical surface
thelpsystem
ThreadExitException
timporterror
tinitgfxengine
tinternalerror
tinvalidmode
tinvalidversion
TLIBFiles
tloadBImap
tlzwstreamcompression
tmapgenerator
tmaploaders
tmemoryblock
tmessagedlg
tmineattacksunit
tminestrength
tmouserect
tmousesettings
tn_c_lzw_filestream
tn_file_buf_stream
tn_lzw_file_buf_stream
tnbufstream
tncontainerstream
tnetwork
tnetwork::tglobalparams
tnetworkcomputer
tnetworkloaders
tnstreamThe interface for all kinds of IO stream
toldcharacter
toldfont
tparagraph
tpcxheader
tpicture
tpix
tplasma
tplayerchange
tplayerselall
tputresources
tputresourcesdlg
TrainUnitCommand
TransferControlCommand
TransferHandler
Transferrable
CargoGuiFunctions::TransferUnitControl
TransferWidget
PolygonTriangulationLibrary::trap_t
treactionfire
treadafterend
tres
tresearchinfo
trgbpixelA class for a single pixel
TriggerNothing
TriggerNothingFalse
TriggerNothingTrue
trleheader
tround
TrueColorImageA class for a RGB image. Was an attempt to rewrite the graphics engine, but should be scrapped. Any new code should use SDLmm-Surfaces
trunreplay
tsavegameloaders
tsearchreactionfireingunits
tspfldloaders
tstringselect
ttributepayments
tunitattacksbuilding
tunitattacksobject
tunitattacksunit
tunitlist
TurnPassed
TUserData
tviewanytext
tviewtext
tviewtext::tstartpoint
tviewtextquery
tviewtextwithscrolling
tvirtualdisplayA virtual screen is allocated and the agmp pointer set to it
tvirtualscreenbuf
txlattables
TypedSurface< colorDepth >
TypedSurfaceBase
UnitAction
UnitAttacksSomething
UnitAttacksUnit_FakeHemming
UnitAvailabilityWindow
UnitCommand
UnitConquered
UnitCostCalculator
UnitDestroyed
UnitFieldRegistration
UnitGuideWidget
UnitGuideWindow
UnitHooveringLogic
CargoGuiFunctions::UnitInfo
GuiFunctions::UnitInfo
UnitInfoDialog
UnitInfoLayer
UnitInfoPanel
UnitListFactory
UnitLost
UnitMovementRangeLayer
UnitNaming
CargoGuiFunctions::UnitProduction
UnitPropertyEditor
UnitSummaryWindow
CargoGuiFunctions::UnitTraining
UnitTrainingLayer
UnitTrigger
UnitTypeTransformation
UnitWeaponAll the weapons of a Vehicletype
UnitWeaponRangeLayer
UpdateRectOp
UpdateRectsOp
ValArrayProperty< T >
VariableLocker
vector
Vector2DA Vector2D is a line (without a defined start point) in a 2 dimensional space and is deccribed by its x- and y component
Vehicle
Vehicle::ReactionFireThe class that manages the reaction fire which causes a unit to attack approaching enemies even if it is not the unit's turn
VehicleAttackAction
VehicleBaseWidget
VehicleCounterFactory
VehicleItem
VehicleProduction_SelectionItemFactory
VehicleProduction_SelectionWindow
CargoGuiFunctions::VehicleSelectionFactory
VehicleTypeThe class describing properties that are common to all vehicles of a certain kind
VehicleType::HeightChangeMethod
VehicleType::JumpDrive
VehicleTypeBaseWidget
VehicleTypeCountLocateWidget
VehicleTypeCountWidget
VehicleTypeImage
VehicleTypeRenderer
VehicleTypeResourceWidget
VehicleTypeSelectionItemFactory
CargoGuiFunctions::VehicleWidget
VersionIdentifier
PolygonTriangulationLibrary::vertexchain_t
VideoRecorder
ViewFormattedText
ViewRegistration
ViewTextQuery
VisibilityLayer
WeapDistSome very old system to calculate the weapon efficiency over a given distance
WeaponInfoLine
WeaponInfoPanel
WeaponRange
WeatherArea
Author:
Kevin Hirschmann
WeatherAreaInformation
Weathercast
WeatherChange
WeatherDialog
Author:
Kevin Hirschmann
WeatherField
WeatherPanel
WeatherRect
WeatherSystem
WholeMapRenderer
Win32IoErrorHandler
WindAccu
Author:
Kevin Hirschmann
WindChange
WindData
WindDirectionSettingsDialog
WindInfoPanel
WindInformation
WindMovementCaches some calculations for the effects that wind has on the movement of units
WindowCounter
WindPowerplant
WindPowerWindow
WindSpeedSettingsDialog
xy
yy_buffer_state
yy_trans_info
yyguts_t
ZoomCache

Generated on Mon May 14 02:11:48 2012 for Advanced Strategic Command by  doxygen 1.5.1