| CAABB | Axis Aligned Bounding Box (AABB), usually calculate some rough but fast collision detection |
| CAcceleration | The device accelerometer reports values for each axis in units of g-force |
| CActionCoroutine | Base class for Coroutine actions |
| CActionInstant | Instant actions are immediate actions |
| CCallFunc | Calls a 'callback' |
| CCallFuncN | Calls a 'callback' with the node as the first argument |
| CFlipX | Flips the sprite horizontally |
| CFlipY | Flips the sprite vertically |
| CHide | Hide the node |
| CPlace | Places the node in a certain position |
| CRemoveSelf | Remove the node |
| CReuseGrid | ReuseGrid action |
| CShow | Show the node |
| CStopGrid | StopGrid action |
| CToggleVisibility | Toggles the visibility of a node |
| CActionInterval | An interval action is an action that takes place within a certain period of time |
| CAccelAmplitude | AccelAmplitude action |
| CAccelDeccelAmplitude | AccelDeccelAmplitude action |
| CActionFloat | Action used to animate any value in range [from,to] over specified time interval |
| CActionTween | ActionTween |
| CAnimate | Animates a sprite given the name of an Animation |
| CAnimate3D | Animate3D, Animates a MeshRenderer given with an Animation3D |
| CBezierBy | An action that moves the target with a cubic Bezier curve by a certain distance |
| CBezierTo | An action that moves the target with a cubic Bezier curve to a destination point |
| CBlink | Blinks a Node object by modifying it's visible attribute |
| CCardinalSplineTo | Cardinal Spline path |
| CCardinalSplineBy | Cardinal Spline path |
| CCatmullRomBy | An action that moves the target with a CatmullRom curve by a certain distance |
| CCatmullRomTo | An action that moves the target with a CatmullRom curve to a destination point |
| CDeccelAmplitude | DeccelAmplitude action |
| CDelayTime | Delays the action a certain amount of seconds |
| CFadeTo | Fades an object that implements the RGBAProtocol protocol |
| CFadeIn | Fades In an object that implements the RGBAProtocol protocol |
| CFadeOut | Fades Out an object that implements the RGBAProtocol protocol |
| CGridAction | Base class for Grid actions |
| CGrid3DAction | Base class for Grid3D actions |
| CFlipX3D | FlipX3D action |
| CFlipY3D | FlipY3D action |
| CLens3D | Lens3D action |
| CLiquid | Liquid action |
| CPageTurn3D | This action simulates a page turn from the bottom right hand corner of the screen |
| CRipple3D | Ripple3D action |
| CShaky3D | Shaky3D action |
| CTwirl | Twirl action |
| CWaves | Waves action |
| CWaves3D | Waves3D action |
| CTiledGrid3DAction | Base class for TiledGrid3D actions |
| CFadeOutTRTiles | FadeOutTRTiles action |
| CFadeOutBLTiles | FadeOutBLTiles action |
| CFadeOutUpTiles | FadeOutUpTiles action |
| CFadeOutDownTiles | FadeOutDownTiles action |
| CJumpTiles3D | JumpTiles3D action |
| CShakyTiles3D | ShakyTiles3D action |
| CShatteredTiles3D | ShatteredTiles3D action |
| CShuffleTiles | ShuffleTiles action |
| CSplitCols | SplitCols action |
| CSplitRows | SplitRows action |
| CTurnOffTiles | TurnOffTiles action |
| CWavesTiles3D | WavesTiles3D action |
| CJumpBy | Moves a Node object simulating a parabolic jump movement by modifying it's position attribute |
| CJumpTo | Moves a Node object to a parabolic position simulating a jump movement by modifying it's position attribute |
| CMoveBy | Moves a Node object x,y pixels by modifying it's position attribute |
| CMoveTo | Moves a Node object to the position x,y |
| CProgressFromTo | Progress from a percentage to another percentage |
| CProgressTo | Progress to percentage |
| CRepeat | Repeats an action a number of times |
| CRepeatForever | Repeats an action for ever |
| CResizeBy | Resize a Node object by a size |
| CResizeTo | Resize a Node object to the final size by modifying it's 'size' attribute |
| CReverseTime | Executes an action in reverse order, from time=duration to time=0 |
| CRotateBy | Rotates a Node object clockwise a number of degrees by modifying it's rotation attribute |
| CRotateTo | Rotates a Node object to a certain angle by modifying it's rotation attribute |
| CScaleTo | Scales a Node object to a zoom factor by modifying it's scale attribute |
| CScaleBy | Scales a Node object a zoom factor by modifying it's scale attribute |
| CSequence | Runs actions sequentially, one after another |
| CSkewTo | Skews a Node object to given angles by modifying it's skewX and skewY attributes |
| CSkewBy | Skews a Node object by skewX and skewY degrees |
| CSpawn | Spawn a new action immediately |
| CTargetedAction | Overrides the target of an action so that it always runs on the target specified at action creation rather than the one specified by runAction |
| CTintBy | Tints a Node that implements the NodeRGB protocol from current tint to a custom one |
| CTintTo | Tints a Node that implements the NodeRGB protocol from current tint to a custom one |
| CActionObjectScriptData | For Lua, Wrapper the script data that should be used to find the handler corresponding to the Lua function by the nativeobject pointer and store the value pointer which would be converted concretely by the different events,then the converted data would be passed into the Lua stack |
| CActionTweenDelegate | The delegate class for ActionTween |
| CAffineTransform | |
| CAnimation3DCache | Animation3D Cache |
| CAnimation3DData | Animation data @lua NA |
| CAnimationCache | Singleton that manages the Animations |
| CAnimationFrameData | Struct that holds the size in pixels, texture coordinates and delays for animated ParticleSystemQuad |
| CAudioDecoder | The class for decoding compressed audio file to PCM buffer |
| CAudioDecoderEXT | The class for decoding compressed audio file to PCM buffer |
| CAudioDecoderMp3 | The class for decoding compressed audio file to PCM buffer |
| CAudioDecoderVorbis | The class for decoding compressed audio file to PCM buffer |
| CAudioDecoderWav | The class for decoding compressed audio file to PCM buffer |
| CAudioEngine | Offers a interface to play audio |
| CAudioEngineSettings | AudioEngineSettings: instance limits, enabled state, and feature toggles |
| CProgramState::AutoBindingResolver | An abstract base class that can be extended to support custom material auto bindings |
| CAutoPolygon | AutoPolygon is a helper Object AutoPolygon's purpose is to process an image into 2d polygon mesh in runtime It has functions for each step in the process, from tracing all the points, to triangulation the result can be then passed to Sprite::create() to create a Polygon Sprite |
| CAutoreleasePool | A pool for managing autorelease objects |
| C<AxmolTextInput> | This protocol provides a common interface for consolidating text input method calls |
| CBasicScriptData | For Lua, Wrapper the script data that should be used to find the handler corresponding to the Lua function by the nativeobject pointer and store the value pointer which would be converted concretely by the different events,then the converted data would be passed into the Lua stack |
| CBlendDesc | Structor to store blend descriptor |
| CBlendFunc | Blend Function used for textures |
| CBufferManager | A static class to manage BufferMTL Schedule next available buffer at the beginning of frame for the render pass |
| CBundle3D | Defines a bundle file that contains a collection of assets |
| CCancellationSource | Controller used to request cancellation for one or more jobs |
| CCancellationToken | Read-only cancellation signal observed by background jobs |
| CClearValue | Clear parameters for a render texture pass |
| CClonable | Interface that defines how to clone an Object |
| CAnimation | A Animation object is used to perform animations on the Sprite objects |
| CAnimationFrame | A frame of the animation |
| CPointArray | An Array that contain control points |
| CSpriteFrame | A SpriteFrame has: |
| CCollider3D | Base class for 3D collider components |
| CColor | RGBA color composed of 4 floats |
| CColor32 | RGBA color composed of 4 bytes |
| CCommandLineArgs | CommandLineArgs |
| CCommonScriptData | For Lua, the CommonScriptData is used to find the Lua function pointer by the handler, then call the Lua function by push the eventName, eventSource(if it not nullptr), eventSourceClassName(if it is nullptr or "", and the eventSource is not nullptr,would give the default string "cc.Object") into the Lua stack as the parameter when the common event such as is triggered |
| CContextAttrs | Engine context attributes for rendering, window, and driver setup |
| CAnimation3D::Curve | Animation curve, translation, rotation, and scale |
| CWebSocket::Data | Data structure for message view |
| CWebSocket::Delegate | The delegate class is used to process websocket events |
| CDepthStencilDesc | Depth and stencil descriptor |
| CTerrain::DetailMap | DetailMap this struct maintain a detail map data ,including source file ,detail size |
| CDirector | Class that creates and handles the main Window and manages how and when to execute the Scenes |
| CAnimationFrame::DisplayedEventInfo | When the animation display,Dispatches the event of UserData |
| CDWriteTextRenderer | Internal helper class for rendering text using DirectWrite and Direct2D |
| CEditBoxDelegate | Editbox delegate class |
| CEmissionShape | Particle emission shapes |
| CEnvironment | Environment contains some Engine caps and user settings |
| CExternalTextureDesc | Describes a texture owned by an external graphics runtime, such as an OpenXR swapchain image |
| CFastRNG | A fast more effective seeded random number generator struct, uses xoshiro128** |
| CFileUtils | Helper class to handle file operations |
| CFileUtilsWinRT | Helper class to handle file operations |
| CFontDefinition | Font attributes |
| CFontFreeType | FontFreeType is a class of rendering ttf/ttc characters |
| CFontStroke | Types used for defining fonts properties (i.e |
| CFrustum | Frustum is a six-side geometry, usually use the frustum to do fast-culling: check a entity whether is a potential visible entity @lua NA |
| CGraphicsCore | Centralized manager for graphics driver lifecycle and shader environment |
| CGraphicsDevice | New or create resources from GraphicsDevice |
| CGraphicsDeviceImpl | A D3D11-based Driver implementation |
| CGraphicsDeviceImpl | Use to create resoureces |
| CGraphicsDeviceImpl | Create resources from MTLDevice |
| CHelper | Helper class for traversing children in widget tree |
| CPhysicsWorld3D::HitResult | Result data returned by ray casts and sweep tests |
| CHSL | Hue Saturation Luminance color space composed of 4 floats |
| CHSV | Hue Saturation Value color space composed of 4 floats |
| CHttpClient | Singleton that handles asynchronous http requests |
| CHttpRequest | Defines the object which users must packed for HttpClient::send(HttpRequest*) method |
| CHttpResponse | Defines the object which users will receive at onHttpCompleted(sender, HttpResponse) callback |
| CIMEKeyboardNotificationInfo | Keyboard notification event type |
| CIndexArray | Container for index data used in graphics rendering |
| CInputButton | Mouse / pen button indices |
| CInputDelegate | Input delegate |
| CEditBox | Class for edit box |
| CInputField | Editable text input widget for UI |
| CInputSystem | Input Method Edit Message Dispatcher |
| CJobHandle | Lightweight handle returned when a job is submitted to JobSystem |
| CJobSystem | Thread-pool based background job system used by Axmol |
| CJoint2D | An Joint2D object connects two physics bodies together |
| CDistanceJoint2D | Set the fixed distance with two bodies |
| CFilterJoint2D | A filter joint is used to disable collision between two specific bodies |
| CFixedJoint2D | A fixed joint fuses the two bodies together at a reference point |
| CSpringJoint2D | Connecting two physics bodies together with a spring |
| CJoint3D | Base class for 3D joints |
| CJointLimits | Range parameters for linear or angular joints |
| CJointMotor | Velocity motor parameters for joints |
| CJointSpring | Spring parameters used by soft limits or spring-based motors |
| CKeypadScriptData | For Lua, the KeypadScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push the actionType converted to string type into the Lua stack as the parameters when the Keypad event is triggered |
| CLayoutComponent | A component class used for layout |
| CLayoutParameterProtocol | Protocol for getting a LayoutParameter |
| CWidget | Base class for all ui widgets |
| CAbstractCheckButton | AbstractCheckButton is a specific type of two-states button that can be either checked or unchecked |
| CCheckBox | Checkbox is a specific type of two-states button that can be either checked or unchecked |
| CRadioButton | RadioButton is a specific type of two-states button that is similar to CheckBox |
| CTabHeader | Header button in TabView |
| CButton | Represents a push-button widget |
| CEditBox | Class for edit box |
| CImageView | A widget to display images |
| CInputField | Editable text input widget for UI |
| CLayoutGroup | A container for holding a few child widgets |
| CHBox | HBox is just a convenient wrapper class for horizontal layout type |
| CRelativeBox | RelativeBox is just a convenient wrapper class for relative layout type |
| CScrollView | LayoutGroup container for a view hierarchy that can be scrolled by the user, allowing it to be larger than the physical display |
| CListView | ListView is a view group that displays a list of scrollable items |
| CPageView | Layout manager that allows the user to flip left & right and up & down through pages of data |
| CVBox | VBox is just a convenient wrapper class for vertical layout type |
| CLoadingBar | Visual indicator of progress in some operation |
| CRadioButtonGroup | RadioButtonGroup groups designated radio buttons to make them interact to each other |
| CRichText | A container for displaying various RichElements |
| CSlider | UI Slider widget |
| CTabView | TabView, use header button switch container |
| CText | For creating a system font or a TTF font Text |
| CTextAtlas | UI TextAtlas widget |
| CTextBMFont | A widget for displaying BMFont label |
| CLayoutProtocol | LayoutGroup interface for creating LayoutManger and do actual layout |
| CLayoutGroup | A container for holding a few child widgets |
| CMap< K, V, H, E > | Similar to std::unordered_map, but it will manage reference count automatically internally |
| CMargin | Margin of widget's in point |
| CMat4 | Defines a 4 x 4 floating point matrix representing a 3D transformation |
| CMaterialData | Material data, @lua NA |
| CMaterialDatas | Material datas, since 3.3 @lua NA |
| CMathUtil | Defines a math utility class |
| CMeshData | Mesh data @lua NA |
| CMeshDataCache | MeshDataCache: the cache data of MeshRenderer, used to speed up the creation process of MeshRenderer |
| CMeshDatas | Mesh datas @lua NA |
| CMeshMaterialCache | MeshMaterialCache: the MeshRenderer material cache, it can only cache textures for now |
| CMeshVertexAttrib | Mesh vertex attribute @lua NA |
| CModelData | Model node data, since 3.3 @lua NA |
| CNinePatchImageParser | A class for paring Android .9 patch image |
| CNodeData | Node data, since 3.3 @lua NA |
| CNodeDatas | Node datas, since 3.3 @lua NA |
| CNTextureData | New material, since 3.3 @lua NA |
| COBB | Oriented Bounding Box(OBB): OBB is similar to AABB except the bounding box has the same direction as the MeshRenderer |
| CObject | Object is used for reference count management |
| CAnimationCurve< 3 > | |
| CAnimationCurve< 4 > | |
| CActionManager | ActionManager is a singleton that manages all the actions |
| CAnimation | A Animation object is used to perform animations on the Sprite objects |
| CAnimation3D | Static animation data, shared |
| CAnimationCurve< componentSize > | Curve of bone's position, rotation or scale |
| CAnimationFrame | A frame of the animation |
| CBone3D | Defines a basic hierarchical structure of transformation spaces |
| CCameraBackgroundBrush | Defines a brush to clear the background of camera |
| CCameraBackgroundDepthBrush | Depth brush clear depth buffer with given depth |
| CCameraBackgroundColorBrush | Color brush clear buffer with given depth and color |
| CCameraBackgroundSkyBoxBrush | Skybox brush clear buffer with a skybox |
| CCollider2D | A shape for body |
| CBoxCollider2D | A box shape |
| CCircleCollider2D | A circle shape |
| CEdgeBoxCollider2D | An edge box shape |
| CEdgeChainCollider2D | A chain shape |
| CEdgePolygonCollider2D | An edge polygon shape |
| CEdgeSegmentCollider2D | A segment shape |
| CPolygonCollider2D | A polygon shape |
| CEvent | Base class of all kinds of events |
| CAccelerationEvent | Accelerometer event |
| CCustomEvent | Custom event |
| CContactEvent2D | Contact information |
| CContactEvent3D | Contact information |
| CFocusEvent | Focus event |
| CKeyboardEvent | Keyboard event |
| CPointerEvent | Pointer event |
| CXRInputEvent | Self-contained XR input event for hand/controller buttons, axes and poses |
| CEventDispatcher | This class manages event listener subscriptions and event dispatching |
| CEventListener | The base class of event listener |
| CAccelerationEventListener | Acceleration event listener |
| CControllerEventListener | |
| CCustomEventListener | Custom event listener |
| CContactEventListener2D | Contact listener |
| CContactEventListener3D | Contact listener |
| CFocusEventListener | Focus event listener |
| CKeyboardEventListener | Keyboard event listener |
| CPointerEventListener | Single touch event listener |
| CXRInputEventListener | Listener for XRInputEvent button, axis and pose callbacks |
| CGridBase | Base class for Other grid |
| CGrid3D | Grid3D is a 3D grid implementation |
| CTiledGrid3D | TiledGrid3D is a 3D grid implementation |
| CImage | For loading all images supported by axmol |
| CMaterial | Material |
| CMeshMaterial | MeshMaterial: a mesh material for MeshRenderers |
| CMesh | Mesh: contains ref to index buffer, ProgramState, texture, skin, blend function, aabb and so on |
| CMeshIndexData | MeshIndexData class |
| CMeshSkin | MeshSkin, A class maintain a collection of bones that affect Mesh vertex |
| CMeshVertexData | MeshVertexData class |
| CNode | Node is the base element of the Scene Graph |
| CAtlasNode | AtlasNode is a subclass of Node that implements the RGBAProtocol and TextureProtocol protocol |
| CLabelAtlas | LabelAtlas is a subclass of AtlasNode |
| CAttachNode | Attach a node to a bone usage: auto mesh = MeshRenderer::create("girl.c3b"); auto weapon = MeshRenderer::create("weapon.c3b"); auto attachNode = mesh->getAttachNode("left hand"); attachNode->addChild(weapon); |
| CCamera | Defines a camera |
| CClippingNode | ClippingNode is a subclass of Node |
| CClippingRectangleNode | Clipping Rectangle Node |
| CDrawNode | Node that draws dots, segments and polygons |
| CFastTMXLayer | FastTMXLayer represents the TMX layer |
| CFastTMXTiledMap | FastTMXTiledMap knows how to parse and render a TMX map |
| CLabel | Label is a subclass of Node that knows how to render text labels |
| CLayerMultiplex | MultipleLayer is a Layer with the ability to multiplex it's children |
| CLayerRadialGradient | LayerRadialGradient is a subclass of Layer that draws radial gradients across the background |
| CMenu | A Menu for touch handling |
| CMenuItem | MenuItem base class |
| CMenuItemLabel | An abstract class for "label" MenuItemLabel items |
| CMenuItemAtlasFont | A MenuItemAtlasFont |
| CMenuItemFont | A MenuItemFont |
| CMenuItemSprite | MenuItemSprite accepts Node<RGBAProtocol> objects as items |
| CMenuItemImage | MenuItemImage accepts images as items |
| CMenuItemToggle | A MenuItemToggle |
| CMeshRenderer | MeshRenderer: A mesh can be loaded from model files, .obj, .c3t, .c3b and a mesh renderer renders a list of these loaded meshes with specified materials |
| CMotionStreak | Creates a trailing path |
| CMotionStreak3D | Creates a trailing path |
| CNodeGrid | Base class for Grid Node |
| CParallaxNode | ParallaxNode: A node that simulates a parallax scroller |
| CParticleBatchNode | ParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw") |
| CParticleSystem | Particle System base class |
| CParticleSystemQuad | ParticleSystemQuad is a subclass of ParticleSystem |
| CParticleExplosion | An explosion particle system |
| CParticleFire | A fire particle system |
| CParticleFireworks | A fireworks particle system |
| CParticleFlower | A flower particle system |
| CParticleGalaxy | A galaxy particle system |
| CParticleMeteor | A meteor particle system |
| CParticleRain | A rain particle system |
| CParticleSmoke | An smoke particle system |
| CParticleSnow | An snow particle system |
| CParticleSpiral | An spiral particle system |
| CParticleSun | A sun particle system |
| CProgressTimer | ProgressTimer is a subclass of Node |
| CProtectedNode | A inner node type mainly used for UI module |
| CScrollViewBar | Scroll bar being attached to ScrollView layout container |
| CWidget | Base class for all ui widgets |
| CSkybox | Sky box technology is usually used to simulate infinity sky, mountains and other phenomena |
| CSprite | Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ) |
| CAnchoredSprite | Anchored Sprite |
| CBillBoard | Inherit from Sprite, achieve BillBoard |
| CLayerColor | LayerColor is a subclass of Layer that implements the RGBAProtocol protocol |
| CLayerGradient | LayerGradient is a subclass of LayerColor that draws gradients across the background |
| CScale9Sprite | A 9-slice sprite for cocos2d-x |
| CSpriteBatchNode | SpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw") |
| CTerrain | Terrain Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images |
| CPhysicsWorld3D | The physics information container for Axmol 3D physics components |
| CPointArray | An Array that contain control points |
| CRenderState | Defines the rendering state of the graphics device |
| CRenderTexturePass | Manages an offscreen render pass into a RenderTexture |
| CRenderViewCore | Core render view abstraction for window/surface state and scene presentation |
| CScheduler | Scheduler is responsible for triggering the scheduled callbacks |
| CScriptHandlerEntry | This classes is wrapped to store the handler corresponding to the Lua function pointer and assign the handler a unique id |
| CSchedulerScriptHandlerEntry | The SchedulerScriptHandlerEntry is used to store the handler corresponding to the Lua function pointer and assign the handler a unique id like ScriptHandlerEntry |
| CSkeleton3D | Skeleton |
| CSpriteFrame | A SpriteFrame has: |
| CTMXObjectGroup | TMXObjectGroup represents the TMX object group |
| CTMXTileAnimManager | TMXTileAnimManager controls all tile animation of a layer |
| CTMXTileAnimTask | TMXTileAnimTask represents the frame-tick task of an animated tile |
| CTechnique | Technique |
| CTexture2D | Texture2D class |
| CRenderTexture | RenderTexture is a render target resource, inheriting from Texture2D |
| CTextureAtlas | A class that implements a Texture Atlas |
| CTextureCache | Singleton that handles the loading of textures |
| CTextureCube | TextureCube is a collection of six separate square textures that are put onto the faces of an imaginary cube |
| CVertexInputBinding | Defines a binding between the vertex layout of a Mesh and the vertex input attributes of a vertex shader (Effect) |
| CBuffer | Used to store vertex and index data data |
| CBufferImpl | A D3D11-based Buffer implementation |
| CBufferImpl | A D3D12-based Buffer implementation |
| CBufferImpl | Store vertex and index data |
| CBufferImpl | Used to store vertex and index data data |
| CBufferImpl | A Vulkan-based Buffer implementation |
| CComputePipeline | Compute pipeline (backed by a backend compute PSO / dispatch pipeline) |
| CComputePipelineImpl | A D3D11 compute pipeline |
| CComputePipelineImpl | A D3D12 compute pipeline (root signature + PSO) for a compute program |
| CComputePipelineImpl | An OpenGL compute pipeline |
| CComputePipelineImpl | A Metal compute pipeline (MTLComputePipelineState) for a compute program |
| CComputePipelineImpl | A Vulkan compute pipeline with its own descriptor layout |
| CDepthStencilState | Store Depth and stencil status |
| CDepthStencilStateImpl | A D3D11-based DepthStencilState implementation |
| CDepthStencilStateImpl | A D3D12-based DepthStencilState implementation |
| CDepthStencilStateImpl | Set depth and stencil status to pipeline |
| CDepthStencilStateImpl | A class represent a depth/stencil test status |
| CDepthStencilStateImpl | A Vulkan-based DepthStencilState implementation |
| CGraphicsContext | Store encoded commands for the GPU to execute |
| CGraphicsContextImpl | A D3D11-based GraphicsContext implementation |
| CGraphicsContextImpl | Store encoded commands for the GPU to execute |
| CGraphicsContextImpl | Store encoded commands for the GPU to execute |
| CGraphicsPipeline | Graphics pipeline |
| CGraphicsPipelineImpl | A D3D11-based graphics pipeline implementation |
| CGraphicsPipelineImpl | D3D12-based graphics pipeline implementation |
| CGraphicsPipelineImpl | Set program and blend state |
| CGraphicsPipelineImpl | Create and compile a new MTLRenderPipelineState object synchronously |
| CGraphicsPipelineImpl | Vulkan-based graphics pipeline implementation |
| CProgram | A program |
| CProgramImpl | A D3D11-based ShaderProgram implementation |
| CProgramImpl | A d3d12-based ShaderProgram implementation |
| CProgramImpl | An OpenGL program |
| CProgramImpl | A metal Program |
| CProgramImpl | A Vulkan-based ShaderProgram implementation |
| CProgramState | A program state object can create or reuse a program |
| CRenderTarget | Render Target |
| CRenderTargetImpl | A D3D11-based Shader RenderTarget implementation |
| CRenderTargetImpl | A D3D12-based RenderTarget implementation |
| CShaderModule | Create shader |
| CShaderModuleImpl | Create and compile shader |
| CShaderModuleImpl | To Create a vertex or fragment shader |
| CShaderModuleImpl | A Vulkan-based ShaderModule implementation |
| CTexture | A base texture |
| CTextureImpl | The texture implementation supports 2D, cubemap, and 2D array textures |
| CTextureImpl | D3D12 texture implementation (2D, cube, array) |
| CTextureImpl | The texture implementation supports 2D, cubemap, and 2D array textures |
| CTextureImpl | The texture implementation supports 2D, cubemap, and 2D array textures |
| CTextureImpl | The texture implementation supports 2D, cubemap, and 2D array textures |
| CVertexLayout | Store vertex attribute layout |
| CVertexLayoutImpl | A D3D11-based VertexLayout implementation |
| CVertexLayoutImpl | A D3D12-based VertexLayout implementation |
| CVertexLayoutImpl | A Vulkan-based VertexLayout implementation |
| CLayoutManager | Base class for managing layout |
| CLinearCenterHorizontalLayoutManager | Linear horizontal layout class |
| CLinearCenterVerticalLayoutManager | Linear vertical layout class |
| CLayoutParameter | Base class for various LayoutParameter |
| CLinearLayoutParameter | Linear layout parameter |
| CRelativeLayoutParameter | Relative layout parameter |
| CRichElement | Rich text element base class |
| CRichElementCustomNode | Rich element for displaying custom node type |
| CRichElementImage | Rich element for displaying images |
| CRichElementNewLine | Rich element for new line |
| CRichElementText | Rich element for displaying text |
| COpenXRDriver | Long-lived OpenXR backend context for VRSceneCompositor |
| COpenXRDriver | Long-lived OpenXR backend context for VRSceneCompositor |
| CPaddedString | A dedicated class for easy load padded string for simdjson parser |
| CParticleAnimationDesc | Structure that contains animation description |
| CParticleEmissionMaskCache | Particle emission mask cache |
| CParticleEmissionMaskDesc | Particle emission mask descriptor |
| CParticleFrameDesc | Structure that contains frame description |
| CPhysicsDebugDraw3D | PhysicsDebugDraw3D: debug draw the physics object, used by PhysicsWorld3D |
| CPhysicsWorld2D | An PhysicsWorld2D object simulates collisions and other physical properties |
| CPixelBufferDesc | A PixelBufferDesc |
| CPlane | Defines plane @lua NA |
| CPointerInputState | Internal representation of raw pointer input from the platform |
| CPolygonInfo | PolygonInfo is an object holding the required data to display Sprites |
| CProgramManager | Cache and reuse program object |
| CProperties | Defines a properties file for loading text files |
| CQuad2 | A 2D Quad |
| CQuad3 | A 3D Quad |
| CQuat | Defines a 4-element quaternion that represents the orientation of an object in space |
| CRandomHelper | A helper class for creating device dependent random number |
| CRay | Ray is a line with one end |
| CRay2D | Represents a 2D ray defined by an origin point and a translation vector |
| CRect | Rectangle area |
| CReference | Reference data @lua NA |
| CRenderCommand | Base class of the RenderCommand hierarchy |
| CCallbackCommand | Callback command is used to invoke a callback function when this command is executed |
| CCustomCommand | Custom command is used to draw all things except triangle commands |
| CGroupCommand | GroupCommand is used to group several command together, and more, it can be nested |
| CRenderPassDesc | Store values about color, depth and stencil attachment |
| CRenderQueue | Class that knows how to sort RenderCommand objects |
| CResourceStateTracker | Track resource states per mip/array slice |
| CRigidbody2D | A Rigidbody2D affected by physics2d |
| CSamplerDesc | |
| CSceneCompositor | RenderView-owned scene composition policy |
| CVRPreviewSceneCompositor | Preview/debug stereo scene compositor with lens distortion output |
| CVRSceneCompositor | Product VR scene compositor backed by OpenXR |
| CSceneViewData | Scene graph render traversal state for a single camera/view pass |
| CSchedulerScriptData | For Lua, the SchedulerScriptData is used to find the Lua function pointer by the handler, then call the Lua function by push the elapse into the Lua stack as a parameter when scheduler update event is triggered |
| CScriptEngineManager | ScriptEngineManager is a singleton which manager an object instance of ScriptEngineProtocol, such as LuaEngine |
| CScriptEngineProtocol | Don't make ScriptEngineProtocol inherits from Object since setScriptEngine is invoked only once in AppDelegate.cpp, It will affect the lifecycle of ScriptEngine instance, the autorelease pool will be destroyed before destructing ScriptEngine |
| CScriptEvent | The ScriptEvent wrapper the different script data corresponding to the ScriptEventType in to the unified struct |
| CShaderCache | Create and reuse shader module |
| CSixDofLimits | Six degree-of-freedom linear or angular limits |
| CSkinData | Skin data @lua NA |
| CSpriteFrameCache | Singleton that handles the loading of the sprite frames |
| CRenderState::StateBlock | Defines a block of fixed-function render states that can be applied to a RenderState object |
| CStencilDesc | Stencil descriptor |
| CT2F_Quad | Texture coordinates for a quad |
| CTerrain::TerrainData | TerrainData This TerrainData struct warp all parameter that Terrain need to create |
| CTex2F | A TEXCOORD composed of 2 floats: u, v |
| CTextureBindingSet | Store texture binding information |
| CTextureFlag | Texture flags |
| CTextureHandle | A TxtureHandle hold D3D11 Texture2D & ShaderResourceView |
| CTextureHandle | A TextureHandle holds D3D12 resource |
| CTextureHandle | A TextureHandle holds Vulkan VkImage & VkImageView |
| CTextureSamplerFlag | Texture sampler flags |
| CTilesetBatch | Per-tileset rendering batch used by FastTMXLayer |
| CTouchScriptData | For Lua, the TouchScriptData is used to find the Lua function pointer by the nativeObject, then call the Lua function by push touch data and actionType converted to string type into the Lua stack as the parameters when the touch event is triggered |
| CTransitionEaseScene | TransitionEaseScene can ease the actions of the scene protocol |
| CTransitionFadeTR | TransitionFadeTR: Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner |
| CTransitionFadeBL | TransitionFadeBL: Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner |
| CTransitionFadeDown | TransitionFadeDown: Fade the tiles of the outgoing scene from the top to the bottom |
| CTransitionFadeUp | TransitionFadeUp: Fade the tiles of the outgoing scene from the bottom to the top |
| CTransitionMoveInL | TransitionMoveInL: Move in from to the left the incoming scene |
| CTransitionMoveInB | TransitionMoveInB: Move in from to the bottom the incoming scene |
| CTransitionMoveInR | TransitionMoveInR: Move in from to the right the incoming scene |
| CTransitionMoveInT | TransitionMoveInT: Move in from to the top the incoming scene |
| CTransitionShrinkGrow | Shrink the outgoing scene while grow the incoming scene |
| CTransitionSlideInL | TransitionSlideInL: Slide in the incoming scene from the left border |
| CTransitionSlideInB | TransitionSlideInB: Slide in the incoming scene from the bottom border |
| CTransitionSlideInR | TransitionSlideInR: Slide in the incoming scene from the right border |
| CTransitionSlideInT | TransitionSlideInT: Slide in the incoming scene from the top border |
| CTransitionSplitCols | TransitionSplitCols: The odd columns goes upwards while the even columns goes downwards |
| CTransitionSplitRows | TransitionSplitRows: The odd rows goes to the left while the even rows goes to the right |
| CTransitionTurnOffTiles | TransitionTurnOffTiles: Turn off the tiles of the outgoing scene in random order |
| CTerrain::Triangle | Triangle |
| CTrianglesCommand::Triangles | The structure of Triangles |
| CTTFConfig | |
| CTwistLimits | Cone-twist angular limit parameters in degrees |
| Cu8char_span | Utf8 readonly sequence Store all utf8 chars as std::string_view Build from std::string_view |
| CUri | Class representing a URI |
| CUserDefault | UserDefault acts as a tiny database |
| CUtilsGL | Convert backend enum class to corresponding opengl defined value |
| CUtilsMTL | Create and manager default depth and stencil attachment |
| CV2F_T2F_C4F | A Vec2 with a vertex point, a tex coord point and a color 4F |
| CV3F_C4F | A Vec3 with a vertex point, a color |
| CV3F_T2F | A Vec2 with a vertex point, a tex coord point |
| CV3F_T2F_C4B | A Vec2 with a vertex point, a tex coord point and a color 4B |
| CV3F_T2F_C4F | A Vec2 with a vertex point, a tex coord point and a color 4F |
| CV3F_T2F_C4F_Quad | 4 Vertex3FTex2FColor32 |
| CVec2 | Defines a 2-element floating point vector |
| CVec3 | Defines a 3-element floating point vector |
| CVec4 | Defines 4-element floating point vector |
| CVertexSemantic | Describes a vertex attribute semantic used to match shader inputs with vertex layout elements |
| CHelper::VisibleRect | CLASS VisibleRect |
| CVulkanBinding | Engine-owned Vulkan objects exposed to an external interop system |
| CVulkanFeatureChain | Helper for building the VkDeviceCreateInfo::pNext feature chain |
| CVulkanInterop | Optional Vulkan initialization hook for external graphics interop |
| CWeakObjectRegistry | WeakObjectRegistry |
| CWeakPtr< _Ty > | WeakPtr |
| CWebSocket | WebSocket implementation using yasio |