Adonthell  0.4
Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12]
 Nstd
 Chash< std::string >
 Caction_eventTo notify when a mapcharacter "act" on a square
 CadonthellThis is the heart of the Adonthell engine
 CanimationClass that handles animated elements, their update and their playback
 CanimationframeHandles images properties in an animation
 Caudio
 CcharacterClass holding game characters
 Ccharacter_baseBase character class containing attributes and dialog stuff
 CconfigThis class contains the engine's configuration read either from the config file or from the command line
 Cdata_screenThe gui for loading/saving games
 CdialogThe lowlevel dialog class
 Cdialog_screenAllows the running of dialogues through a nice interface
 CdictionaryStores objects of any kind
 CdrawableAbstract class for drawable objects manipulation
 Cdrawing_areaImplements "drawing zones" for drawing operations
 Center_eventTo notify when a character entered a mapsquare
 CeventBase class for events
 Cevent_handlerIt ensures global access to the individual event handlers
 Cevent_handler_baseThis is the base class for actual event handlers
 Cevent_listBase class for objects that want to register events
 CfileopsFile version control class
 CgameHolds information about global settings
 CgamedataContains all the attributes related to a saved game and the high level methods for loading/saving the game
 CgamedateKeeps track of the time the player spent within the game so far
 CgametimeTehe gametime class makes the speed of the game independent of the machine it runs on
 Cgz_fileBase class for igzstream and ogzstream
 CigzstreamClass to read data from a Gzip compressed file
 CimageImage manipulation class
 CinputHandles keyboard and mouse input
 Clabel
 CScursor
 CSline_text
 Clabel_input
 ClandmapMap where the world takes place
 Cleave_eventTo notify when a mapcharacter left a mapsquare
 Cmap_eventBaseclass for map enter/leave/action events
 Cmap_event_handlerThis class keeps track of map events, i.e
 CmapcharacterRepresentation of characters on a landmap
 CmapobjectObjects that can be placed on a landmap
 CmapsquareBase unit of a landsubmap, where you can place mapobjects or mapcharacters
 Cmapsquare_areaArea of mapsquares, for use with landmap
 Cmapsquare_charContains informations about the position of a character on a map
 Cmapsquare_tileContains informations about the position of an object on a map
 Cmapsquare_walkableContains information about the walkability of a mapsquare
 Cmapsquare_walkable_areaArea of mapsquare_walkables, for use with mapcharacter and mapobject classes
 CmapviewAllows you to display a landmap on a specified area of a surface
 CnlsProvides various services for i18n and l10n
 CobjectsThe global container for access to all the different game objects from within a script
 CogzstreamClass to write data from a Gzip compressed file
 CpathA* pathfinding algorithm implementation class
 Carea_coord(x, y) coordinates of a point on a submap
 CpnmAllow reading and writing PNM files
 Cpy_callbackStores the C++ <-> Python callback binding
 Cpy_objectPython object class
 CpythonGrant simplified access to the Python interpreter
 Cquest
 CscreenScreen access is made through this class
 CstorageBase storage class
 CsurfaceClass where drawables can actually be drawn to
 Ctext_bubbleDisplays neat little text speech bubbles
 Ctime_eventThe time event executes the attached script or callback at a certain point in game-time
 Ctime_event_handlerThis class keeps track of time events, i.e
 Cwin_background
 Cwin_baseCommon properties for each win_base's object
 Cwin_border
 Cwin_container
 Cwin_event
 Cwin_font
 Cwin_keys
 Cwin_managerThe window manager takes care of basic GUI functions, such as input focus, window state updates and displaying everything in the right order
 Cwin_object
 Cwin_scroll
 Cwin_scrollbar
 Cwin_select
 Cwin_theme
 Cwin_ttf