Cytopia  0.3
A city building simulation game
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Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
 C_sprite_highlight_color_t
 CResourceManager::AgeIterator< Iterator >
 CAudioConfig
 CBiomeData
 CBuildMenuButton
 CGameClock::ClockTask< Time, Duration >Template structure provide base for different clock tasks
 CSignal::Lib::CollectorDefault< void >CollectorDefault specialisation for signals with void return type
 CSignal::Lib::CollectorInvocation< typename, typename >CollectorInvocation invokes signal handlers differently depending on return type
 CSignal::Lib::CollectorInvocation< Collector, R(Args...)>CollectorInvocation specialisation for regular signals
 CSignal::Lib::CollectorInvocation< Collector, void(Args...)>CollectorInvocation specialisation for signals with void return type
 CSignal::Lib::CollectorLast< Result >CollectorLast returns the result of the last signal handler from a signal emission
 CConstantConstant::value returns the value
 CCoordinate3D3-dimensional coordinate
 CDecodedAudioDataContainer for raw pcm data that read from .ogg sound file
 Cfalse_type
 CCytopia::Game
 CGameMenu
 CGamePlay
 CGameStatesDataData struct for GameStates class
 CGetMemberType< typename >
 CGetMemberType< Member Type::* >
 CGetTypeGetType is the ith type in TypeList if within range, otherwise nullptr_t
 CGetType_t< i, List, typename >
 CGetType_t< i, List< T, Ts... >, EnableIf< i==0 > >
 CGetType_t< i, List< T1, T2, Ts... >, EnableIf< i !=0 > >
 Cstd::hash< Point >
 Cstd::hash< StrongType< WeakType, Tag > >
 Cstd::hash< TileSize >
 CIEquatable< Type >Allows Type to be hashable, use operator==, and use operator!=
 CLayoutData
 CLOG
 CMap
 CMapGrid< T >
 CMapGrid< PowerNode >
 CMapGrid< ZoneNode >
 CMapLayers
 CMapNodeClass that holds map nodes
 CMapNodeData
 CMessageQueue< Event >
 CNeighborNode
 COSystem
 CPoint
 CPointFunctions
 CPowerManager
 CPowerNode
 CPriorityQueue< T, Comparator >Priority queue with erase element functionality
 CPriorityQueue< GameClock::ClockTask, std::greater< GameClock::ClockTask > >
 CSignal::Lib::ProtoSignal< typename, typename >ProtoSignal is the template implementation for callback list
 CSignal::Lib::ProtoSignal< SignalSignature, Lib::CollectorDefault< typename std::function< SignalSignature >::result_type > >
 CSignal::Lib::ProtoSignal< void(), Lib::CollectorDefault< typename std::function< void() >::result_type > >
 CSignal::Lib::ProtoSignal< void(bool), Lib::CollectorDefault< typename std::function< void(bool) >::result_type > >
 CSignal::Lib::ProtoSignal< void(const MapNode &), Lib::CollectorDefault< typename std::function< void(const MapNode &) >::result_type > >
 CSignal::Lib::ProtoSignal< void(const std::string &), Lib::CollectorDefault< typename std::function< void(const std::string &) >::result_type > >
 CSignal::Lib::ProtoSignal< void(const std::vector< PowerGrid > &), Lib::CollectorDefault< typename std::function< void(const std::vector< PowerGrid > &) >::result_type > >
 CSignal::Lib::ProtoSignal< void(MapNode *), Lib::CollectorDefault< typename std::function< void(MapNode *) >::result_type > >
 CResourceManager::resource_type< ResourceID >
 CResourceManager::ResourceItem< ResourceType >
 Cutils::Lib::Reverse< T >Reverse the given iterator - to be used with for range loops
 CRuntimeError
 CSettingsData
 CSingleton< T >Abstract Singleton implementation
 CSingleton< AudioMixer >
 CSingleton< Camera >
 CSingleton< EventManager >
 CSingleton< GameClock >
 CSingleton< GameStates >
 CSingleton< MapFunctions >
 CSingleton< Randomizer >
 CSingleton< ResourceManager >
 CSingleton< ResourcesManager >
 CSingleton< Settings >
 CSingleton< SignalMediator >
 CSingleton< TileManager >
 CSingleton< UIManager >
 CSingleton< WindowManager >
 CSoundtrack
 CAudioConfig::SoundtrackConfiguration
 CSprite
 CSpriteData
 CSpriteRGBColor
 CStrongType< WeakType, typename >
 CStrongType< int, struct ChannelIDTag >
 CStrongType< string, struct FilePathTag >
 CStrongType< string, struct SoundtrackIDTag >
 CStrongType< uint8_t, struct RepeatCountTag >
 CTerrainGenerator
 CTerrainSettings
 CTileDataHolds all releavted information to this specific tile
 CTileSizeHow many tiles are occupied by a building
 Ctrue_type
 CTupleTypeTupleType::type returns std::tuple<All fields inside the TypeList>
 CTupleType< List< Ts... > >
 CTypeListRepresent a list of types
 CTypeList< T >
 CTypeList< T, Ts... >
 CVariantTypeVariantType::type returns std::variant<All fields inside the TypeList>
 CVariantType< List< Ts... > >
 CZoneManager
 CZoneNode