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Advanced Strategic Command Class List

Here are the classes, structs, unions and interfaces with brief descriptions:
__SOUND_DECODERFUNCTIONS__
__SOUND_SAMPLEINTERNAL__
_dircontents
_dirdesc
_PARSE_INFO
Action_Nothing
AdaptorConvertSlot0_< R, T >
AdaptorConvertSlot1_< R, P1, T >
AdaptorConvertSlot2_< R, P1, P2, T >
AdaptorConvertSlot3_< R, P1, P2, P3, T >
AdaptorConvertSlot4_< R, P1, P2, P3, P4, T >
AdaptorConvertSlot5_< R, P1, P2, P3, P4, P5, T >
AdaptorConvertSlot6_< R, P1, P2, P3, P4, P5, P6, T >
AdaptorConvertSlotNode
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
AllianceSetupWindow
AllUnitsLost
AmmoTransferrable
AmmoTransferWindow
AntiBulkHandler
AnyUnitEntersPolygon
ASC_MainScreenWidget
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_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
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
AttackFormula
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
BackgroundViewCalculator
BackgroundViewCalculator::Data
BarGraphWidget
BaseAI
BaseMapItemTypeWidgetFactory< MapItemWidget >The BaseMapItemTypeWidgetFactory iterates through all items of an ItemRepository and spawns a MapItemTypeWidget for it
BaseVehicleMovement
BaseVehicleMovement::PathFinder
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
BuildingConquered
GuiFunctions::BuildingConstruction
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
GuiFunctions::BuildVehicle
BulkGraphicUpdates
CalculateThreat_Vehicle
CalculateThreat_VehicleType
GuiFunctions::Cancel
CargoGuiFunctions::CancelMovement
CaptureTriple
CaptureTripleComp
CargoDialog
CargoEditor
CargoInfoWindow
CargoItemFactory
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
ChangeBuildingDamage
ChangeBuildingOwner
ChangeDefaultPasswordDialog
ChangeDiplomaticStatus
ChangeGameParameter
ChangeMapPasswordDialog
ContextMenu::ChangeMineStrength
ChangePasswordDialog
ChangePlayerState
ChangeVehicleHeight
CharBuf
ChooseString
ChooseTech
ClipBoardBase
CLIST
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 >
ConfigurableWindow
ConfigurationFileLocatorCore
ConfirmExitDialog
GuiFunctions::ConstructBuilding
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
ContainerConstControls
ContainerControls
ContainerIndexer
ContainerInfoLayer
ContextMenu::ContainerProduction
ContextMenu::ContainerProperties
ContextAction
CONTRIB
CoordinateItem
CopyMap
DamageBarWidget
DashboardPanel
deallocating_map< T, U >
deallocating_vector< T >
DecreaseVehicleHeight
ContextMenu::DeleteAllObjects
ContextMenu::DeleteBuilding
ContextMenu::DeleteMine
ContextMenu::DeleteTopObject
ContextMenu::DeleteVehicle
GuiFunctions::Descend
Destroyer
GuiFunctions::DestructBuilding
DI_ColorA Device Independent color. Shamelessly pinched from Paragui to reduce coupling
DiplomaticModeChooser< SelectionType >
DiplomaticStateVector
direct
GuiFunctions::DisableReactionfire
DisplayEllipse
DisplayImmediateMessage
DisplayMessage
DoubleArrayProperty
DropDownSelector
dynamic_array< T >
dynamic_initialized_array< T >
EditAiParam
EditArchivalInformation
EditGameOptions
EditMapParameters
EditPlayerData
EmailSetupWidget
Emboss
GuiFunctions::EnableReactionfire
GuiFunctions::EndTurn
Event
Event::Delayedexecution
EventAction
EventAreasDialog
EventEditor
EventList
EventSupplier
EventTrigger
EventTriggered
EventWindChangesDialog
ExchangeGraphics
ExperienceOverview
Factory< AbstractProduct, IdentifierType >
FactoryWithNames< AbstractProduct, IdentifierType, ObjectCreatorCallBack, NameType >
FallOutSettingsDialog
fatalgraphicserrorClass that is thrown as exception. Should be moved to error.h ..
fatalstackerror
FieldAddressing
FieldList< T >
ContextMenu::FieldResources
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
GameDialog
GameMapThe map. THE central structure of ASC, which holds everything not globally available together
GameMap::ArchivalInformation
GameMap::Campaign
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
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
ImportBiMap
IncreaseVehicleHeight
InfoPopUp
IngameMessageViewer
InitControls
InitNewfont
InitScreenOp
InsertBiMap
IntegerArrayProperty
IntegerProperty
GuiFunctions::InternalAmmoTransferDialog
InternalAmmoTransferHandler
InternalAmmoTransferWidget
InternalAmmoTransferWindow
IntRange
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 >
JumpDrive
GuiFunctions::JumpDriveIcon
LayoutablePanelThis Panel saves its position in the gameoptions and loads it on construction
libbzip_compression
libbzip_decompression
list
list
list
list
ListBoxImageItem< SelectionType >
LoadableItemTypeAn abstract base class that provides the interface for all loadable items
LoadNextMap
LockReplayRecording
LoseMap
ltGTime
MainScreenWidget
MainScreenWidget::LockOptions
MainScreenWidget::StandardActionLocker
map
MapChange
MapChangeCompleted
MapComponentA MapComponent represents any kind of item that can be placed on the map by the user
MapConinuationInfo
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
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
MemoryStreamCopy
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
MoveMalusType
GuiFunctions::Movement
CargoGuiFunctions::Movement
CargoGuiFunctions::MovementDestination
MovementLimitation
MovePixSel< pixelSize >
CargoGuiFunctions::MoveUnitIntoInnerContainer
CargoGuiFunctions::MoveUnitUp
MultilineEdit
MultiLineEditorDialog
MultiListBox
MultiPlayerDialog
MusicPlayListA List containing several tracks of music
NamedIntProperty
NetControlWindow
NewGuiHost
NewMap
NewMessage
NewStringChooser
NewVehicleService
NewVehicleTypeDetectionChecks, which vehicle types are newly available
NextCampaignMap
NextMap
PolygonTriangulationLibrary::node_t
NoMapLoaded
NonEditableLineEdit
NullParamType
ObjectInstance of an object type (ObjectType) on the map
GuiFunctions::ObjectBuildingGui
ObjectItem
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
GuiFunctions::OpenContainer
CargoGuiFunctions::OpenContainer
OptionsDialog
OutOfRange
OverviewMapHolder
OverviewMapImageImage for a TerrainType that is shown on the small map
OverviewMapPanel
Panel
ParseUserData_t
ParsingError
Password
PasswordDialog
PBEMServer
PendingVehicleActions
PG_Application
PG_Application::BulkModeActivator
PG_Application::ScreenLocker
PG_Application::SignalAppIdle< datatype >
PG_Application::SignalXMLTag< datatype >Signal type declaration
PG_ButtonButton that uses themes
PG_Button::SignalButtonClick< datatype >Signal type declaration
PG_ButtonDataInternal
PG_ButtonStateData
PG_CheckButtonA single check button
PG_ColorAllows for an abstraction of a particular color
PG_ColorsTool-class for descriptive colorvalues
PG_ColorSelector
PG_ColorSelector::PG_ColorBox
PG_ColumnItemListBoxItem with multiple columns
PG_DataContainerA container for binary data
PG_DropDownA edit / dropdown combo item
PG_DropDown::SignalSelectItem< datatype >Signal type declaration
PG_EventSupplierInterface for classes that supply SDL_Events to Paragui
PG_FactoryHolder< H >
PG_FactoryObject< T, PT >
PG_FileFile abstraction for the PhsicsFS (used in conjunction with PG_FileArchive)
PG_FileArchiveA C++ wrapper for the PhysicsFS
PG_FontFont description class
PG_FontDataInternal
PG_FontEngineC++ Encapsulation of the FreeType engine
PG_FontFaceCacheItem
PG_GlyphCacheItem
PG_GradientStructure for widget gradients
PG_ImageA static (non-resizeable by the end user) frame with image
PG_LabelText label
PG_LineEditAn editable text box
PG_LineEdit::SignalEditBegin< datatype >Signal type declaration
PG_LineEdit::SignalEditEnd< datatype >
PG_LineEdit::SignalEditReturn< datatype >
PG_LineEdit::SignalEditUpdate< datatype >
PG_ListBoxA scrollable box that can hold any number of text items
PG_ListBox::SignalSelectItem< datatype >Signal type declaration
PG_ListBoxBaseItem
PG_ListBoxDataItem< T >
PG_ListBoxItem
PG_LogMessage_t
PG_MapDisplay
PG_MaskEdit
PG_MenuBarA menubar
PG_MenuBar::MenuBarItemInternal item
PG_MessageBox
PG_MessageObjectBase class of all objects (provides message handling)
PG_MessageObject::SignalActive< datatype >Signal type declaration
PG_MessageObject::SignalDelete< datatype >
PG_MessageObject::SignalKeyDown< datatype >
PG_MessageObject::SignalKeyUp< datatype >
PG_MessageObject::SignalMouseButtonDown< datatype >
PG_MessageObject::SignalMouseButtonUp< datatype >
PG_MessageObject::SignalMouseMotion< datatype >
PG_MessageObject::SignalQuit< datatype >
PG_MessageObject::SignalSysWM< datatype >
PG_MessageObject::SignalVideoResize< datatype >
PG_MultiLineEdit
PG_NavigatorA class for widget navigation
PG_PointA wrapper for a point on the screen
PG_PopupMenuA stand-alone or attached popup menu
PG_PopupMenu::item_with_id
PG_PopupMenu::MenuItemA menu item data structure
PG_PopupMenu::MenuItem::SignalSelectMenuItem< datatype >Signal type declaration
PG_PopupMenu::SignalSelectMenuItem< datatype >Signal type declaration
PG_ProgressBarA progress bar
PG_PropertyEditorWidget for editing properties
PG_PropertyEditor::PG_PropertyEditorFieldInterface for all the different PropertyFields
PG_PropertyEditor_LineField
PG_PropertyField_Button
PG_PropertyField_Checkbox< B >
PG_PropertyField_DropDown< StringType, iterator >DropDown selector for a PG_PropertyEditor
PG_PropertyField_IntDropDown< IntType, iterator >DropDown selector for a PG_PropertyEditor
PG_PropertyField_Integer< IntegerType >
PG_PropertyField_String< StringType >
PG_PropStr
PG_RadioButtonA single radio button
PG_RadioButton::SignalButtonClick< datatype >Signal type declaration
PG_RectEncapsulation of the SDL_Rect structure
PG_RectListA list derived from vector to handle overlapping and child-widgets
PG_RichEditA optionay editable rich text flowing around child widgets
PG_RichEdit::RichLine
PG_RichEdit::RichLinePart
PG_RichEdit::RichWordDescription
PG_ScrollAreaA widget containing other widgets which can be paned
PG_ScrollArea::SignalAreaChangedHeight
PG_ScrollArea::SignalAreaChangedWidth
PG_ScrollBarA vertical or horizontal scrollbar
PG_ScrollBar::ScrollButton
PG_ScrollBar::SignalScrollPos< datatype >Signal type declaration
PG_ScrollBar::SignalScrollTrack< datatype >
PG_ScrollWidgetEncapsulation of the PG_ScrollArea widget providing scrollbars
PG_SDLEventSupplierClasses which passes SDL_Events directly from SDL to Paragui
PG_Signal0< datatype >
PG_Signal1< P1, datatype >
PG_Signal2< P1, P2, datatype >
PG_Singleton< T >
PG_SliderProvides a slider
PG_Slider::SignalSlide< datatype >Signal type declaration
PG_Slider::SignalSlideEnd< datatype >
PG_SpinnerBoxPG_SpinnerBox creates a textbox with attached increase/decrease buttons to control the numeric value
PG_SpinnerBox::SignalChange< datatype >Signal type declaration
PG_StatusWindowData
pg_surface_cache_t
PG_SurfaceCacheA class for caching SDL_Surface images
PG_ThemeTheme/style definition class
PG_ThemeWidgetBase class for themed widgets
PG_ThemeWidgetDataInternal
PG_TimerObjectA class to handle periodical timers
PG_TimerObject::SignalTimer< datatype >Signal type declaration
PG_ToolTipHelpToolTip Help for widgets
PG_WidgetBase class of all widgets
PG_Widget::SignalMouseEnter< datatype >
PG_Widget::SignalMouseLeave< datatype >
PG_WidgetDataInternal
PG_WidgetDnDDrag and drop handler
PG_WidgetListA group of widgets arranged in a list
PG_WindowA window inside the program (not a windowing environment window)
PG_XMLTagXML layout loading functions
PipeLayer
PixelSize2Type< 1 >
PixelSize2Type< 2 >
PixelSize2Type< 4 >
PixSel< pixelSize >
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
GuiFunctions::PowerOff
GuiFunctions::PowerOn
PrehistoricEventStructure
PrehistoricEventStructure::LargeTriggerData
PrehistoricEventStructure::LargeTriggerData::PolygonEntered
ProductionEditorWindow
ProductionItemFactory
PropertyContainer
PropertyContainer::Property
PropertyReadingContainer
PropertyTemplate< T >
PropertyWritingContainer
GuiFunctions::PutAntiPersonalMine
GuiFunctions::PutAntiShipMine
GuiFunctions::PutAntiSubMine
GuiFunctions::PutAntiTankMine
GuiFunctions::PutGroundMine
GuiFunctions::PutMine
PutPixel< pixelsize, ColorMerger >
PutPixel2< pixelsize, ColorMerger >
PutResource
PutTribute
RandomGenerator
RecalculateAreaView
Rect
CargoGuiFunctions::RecycleUnit
GuiFunctions::RefuelUnit
CargoGuiFunctions::RefuelUnit
GuiFunctions::RefuelUnitDialog
CargoGuiFunctions::RefuelUnitDialog
RegenerativePowerPlant
Reinforcements
ReinforcementSelector
RemoveAllObjects
RemoveEllipse
GuiFunctions::RemoveMine
GuiFunctions::RepairUnit
CargoGuiFunctions::RepairUnit
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
ResourceMatrixA mathematical matrix that can be multiplied with a Resources instance (which is mathematically a vector) to form a new Resources vector
ResourceNet
ResourcePlacementFills a map with resources using the diamond-square algorithm
ResourcePlacementDialog
ResourcesThe Container for the three different Resources that ASC uses
ResourceSink
ResourceTransferrable
ResourceTribute
ResourceWatch
RotationCache
rounddata
RWOPS_Handler
SaveGameBaseDialog
SaveGameDialog
SaveUnitMovement
Schriften
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
SelfDestruct
GuiFunctions::SelfDestructIcon
ServerInterface
ServiceChecker
ServiceTargetSearcher
SetViewSharing
ShowPolygonUsingTemps
ShutDownMap
Signal1
Signal1
Signal1
Signal1
Signal1
Signal1
Signal1
Signal1
Signal1
Signal2
Signal2
Signal2
Signal2
Signal2
Signal2
Signal2
Signal2
Signal2
Signal2
Signal2
Signal2
Signal2
Signal2
Signal2
Signal2
Signal2
Signal2
Signal2
SinglePlayerDialog
SingleUnitSet
SingleUnitSet::TranslationTable
SingleWeaponA single weapon of a Vehicletype
SmallButtonHolder
SmallGuiButton
ForestCalculation::Smoothing
SolarPowerplant
SolarPowerWindow
Sound
Sound_AudioCVT
Sound_AudioInfoInformation about an existing sample's format
Sound_DecoderInfoInformation about available soudn decoders
Sound_InternalData
Sound_SampleRepresents sound data in the process of being decoded
Sound_VersionInformation the version of SDL_sound in use
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 >
SpecialDisplayWidget
SpecialInputWidget
SpecificUnitEntersPolygon
StartMultiplayerGame
StartupScreen
StaticResourceNet
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
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
Surface
SurfaceLock
t_compressor_stream_interface
TableGenerator
TagArrayProperty
TagIntProperty
tanycompression
TargetCoordinateLocator
TargetCoordinateRenderer
TargetPixelSelector_All
TargetPixelSelector_Rect
TargetPixelSelector_Valid
tbi3preferences
tbufferoverflow
tcharacter
tchoice_dlg
tchoosetechlevel
tchoosetechnology
tchoosezoomlevel
tColorRGBA
tColorY
tcompressionerror
tcomputebuildingview
tcomputevehicleview
tcomputeview
tcontainerindex
tdialogbox