Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
| celAtanActivationFunc< T > | An arc-tangent activation function for the neural network property class |
| celClientEventData | The data about a client event |
| celCombineParameterBlock | Parameter block implementation to combine two existing parameter blocks |
| celCosActivationFunc< T > | A cosine activation function for the neural network property class |
| celData | Typed data for CEL |
| celElliottActivationFunc< T > | An Elliott activation function for the neural network property class |
| celEnvFluid | A class implementing a fluid in a sector |
| celEnvGravity | A class implementing gravity in a sector |
| celExpActivationFunc< T > | An exponential activation function for the neural network property class |
| celGameClientManager | This is an interface you should implement in order to manage the events from the client |
| celGameFactoryManager | This is an interface you should implement in order to manage the events from the factory of game sessions |
| celGameInfo | General information on a game |
| celGameInfoList | A list of general info of games |
| celGameServerManager | This is an interface you should implement in order to manage the events from the server |
| celGaussActivationFunc< T > | An gaussian activation function for the neural network property class |
| celGenericParameterBlock | Generic parameter block implementation |
| celInitializer | This class contains static member functions which can help set up an application to use the Crystal Entity Layer |
| celInvActivationFunc | A reciprocal activation function for the neural network property class |
| celLogActivationFunc< T > | A logarithmic activation function for the neural network property class |
| celMessageChannel | Helper class for a message channel |
| celNavigationInfo | Navigation result between navigator and target |
| celNavigationTools | Helplers for navigation |
| celNetworkLinkData | The data about a network link |
| celNetworkPlayerStats | The network stats of the connection viewed by the server |
| celNetworkPlayerTotalStats | The network stats of the connection of all the players viewed by the server |
| celNetworkServerStats | The network stats of the connection viewed by the client |
| celNNActivationFunc | Abstract class representing an activation function callback for the neural network property class |
| celNopActivationFunc< T > | An identity activation function for the neural network property class |
| celOneParameterBlock | Parameter block implementation if only one parameter is desired |
| celPcCameraCommon | The representation of a camera |
| celPcCommon | This is a common implementation for a property class from which all other property classes can inherit |
| celPlayer | General information on a player |
| celServerEventData | The data about a server event |
| celSigActivationFunc< T > | A sigmoid activation function for the neural network property class |
| celSinActivationFunc< T > | A sine activation function for the neural network property class |
| celSqrActivationFunc< T > | A squaring activation function for the neural network property class |
| celStandardLocalEntitySet | Standard implementation of iCelLocalEntitySet |
| celStandardPersistentDataList | Standard implementation of iCelPersistentDataList |
| celStepActivationFunc< T > | A threshold activation function for the neural network property class |
| celTanhActivationFunc< T > | A hyperbolic-tangent activation function for the neural network property class |
| celVariableParameterBlock | Variable parameter block implementation |
| iActionQuestRewardFactory | This interface is implemented by the reward that sends an action to some entity or entity class property class with an optional tag |
| iBillboard | A billboard (2D image on screen) |
| iBillboardEventHandler | An event on some billboard (like being selected or something) |
| iBillboardLayer | A layer of billboards |
| iBillboardManager | This is a manager to handle billboards |
| iCelBehaviour | This is an entity in the CEL layer at the BL (behaviour layer) side |
| iCelBlLayer | This is the Behaviour Layer itself |
| iCelBlLayerGenerate | This is an interface that behaviour layers can optionally implement |
| iCelConsole | Interface for the CEL console |
| iCelConsoleCommand | A single command for the CEL console |
| iCelDataBuffer | This interface describes persistable data |
| iCelEdge | Interface for CEL Edge |
| iCelEntity | This is an entity in the CEL layer at the PL (physical layer) side |
| iCelEntityIterator | An iterator for entities |
| iCelEntityList | A list of entities |
| iCelEntityRemoveCallback | Implement this interface if you want to know when entities are removed |
| iCelEntityTemplate | This is an entity template |
| iCelEntityTracker | This structure maintains a tracker for entities |
| iCelExpression | Interface for a single expression |
| iCelExpressionParser | Interface to the expression parser plugin (same as the blxml behaviour layer plugin) |
| iCelGame | A networked game |
| iCelGameClient | The main object to manage the client game logic |
| iCelGameFactory | A factory to manage game sessions |
| iCelGameServer | The main object to manage the server game logic |
| iCelGraph | Interface for the CEL Graph |
| iCelInventorySpace | This interface represents a space system for the inventory property class |
| iCelInventorySpaceSlot | A slot in the inventory system |
| iCelLocalEntitySet | A local entity set define the set of entities that are considered 'local' to the saved file |
| iCelMapFile | A representation of a map file for a region |
| iCelNewEntityCallback | Implement this interface if you want to know when new entities are added |
| iCelNNWeights | Structure which can hold the weightings of all links between the nodes of an iPcNeuralNet property class |
| iCelNode | Interface for CEL Node |
| iCelParameterBlock | This interface is a parameter block that can be used to pass parameters through SendMessage() in a behaviour |
| iCelPath | Interface for CEL Path |
| iCelPersistence | This interface describes a module that can persist CEL data |
| iCelPersistentDataList | A list of persistent data for all the property classes of an entity |
| iCelPlayerList | A list of players |
| iCelPlLayer | This is the Physical Layer itself |
| iCelPropertyChangeCallback | This is a callback that is called whenever a property changes for some property class |
| iCelPropertyClass | This is a property class for an entity |
| iCelPropertyClassFactory | This is a factory for property classes |
| iCelPropertyClassList | A list of property classes |
| iCelPropertyClassTemplate | This is a property class template for an entity |
| iCelRegion | A region |
| iCelRule | A rule |
| iCelRuleBase | Interface for the Rule System |
| iCelTimerListener | Generic timing system in CEL |
| iCelZone | A zone |
| iChangePropertyQuestRewardFactory | This interface is implemented by the reward that changes the value of a property (either on a property from pcproperties or a generic property on any property class) |
| iCreateEntityQuestRewardFactory | This interface is implemented by the createentity reward, which can create entities from entity templates |
| iCsSequenceQuestRewardFactory | This interface is implemented by the reward that fires a Crystal Space sequence |
| iDebugPrintQuestRewardFactory | This interface is implemented by the reward that prints debug messages on standard output |
| iDebugPrintQuestSeqOpFactory | This interface is implemented by the seqop that prints debug messages on standard output |
| iDestroyEntityQuestRewardFactory | This interface is implemented by the reward that destroys an entity |
| iEnterSectorQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain sector is entered |
| iEntityLoader | This interface allows one to access the celentity addon with an easier interface |
| iEntityTemplateLoader | This interface allows one to access the celentitytpl addon with an easier interface |
| iGraphLoader | This interface allows one to access the celentity addon with an easier interface |
| iInventoryQuestRewardFactory | This interface is implemented by the reward that manipulates the inventory |
| iInventoryQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain inventory gets some entity |
| iLightQuestSeqOpFactory | This interface is implemented by the seqop that animates light colors |
| iMeshSelectQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain mesh is selected |
| iMessageChannel | This is an message channel |
| iMessageDispatcher | This is a message dispatcher |
| iMessageQuestRewardFactory | This interface is implemented by the reward that sends a message to some entity (the behaviour will get this message) |
| iMessageQuestTriggerFactory | This interface is implemented by the trigger that fires when a message is sent |
| iMessageReceiver | Implement this interface if you are interested in receiving messages |
| iMessageReceiverFilter | This is a filter used for a message dispatcher |
| iMessageSender | This interface represents the sender of a message |
| iMovePathQuestSeqOpFactory | This interface is implemented by the seqop that moves meshes along a path |
| iNewStateQuestRewardFactory | This interface is implemented by the reward that switches to another state |
| iNumReg | This interface is used for ID -> iCelEntity* registers in the physical layer |
| iOperationQuestTriggerFactory | This interface is implemented by the operation trigger, that allows to combine several triggers using a logical operation |
| iPcActorAnalog | This is a property class for analog character movement using a joystick or analog pad |
| iPcActorMove | ActorMove property class |
| iPcBag | This is a bag of strings property class |
| iPcBillboard | Billboard property class |
| iPcCamera | The representation of a camera |
| iPcCharacteristics | This is a characteristics property class |
| iPcCollisionDetection | This property class controls collision detection of an entity with the world map and other meshes |
| iPcCommandInput | Input propery class |
| iPcCraftController | This is a property class used to control movement of an hovercraft |
| iPcDamage | This is a property class for damage emitting |
| iPcDefaultCamera | This is a property class that wraps a standard first-person and third-person camera and related functionality |
| iPcEnvAttractor | A property class representing an attractor or a repulsor |
| iPcEvolve | A property class implementing a genetic algorithm |
| iPcGravity | Gravity handling property class |
| iPcGravityCallback | Inherit this class if you want to know when gravity is applied to a certain iPcLinearMovement |
| iPcHover | Hover stabiliser property class |
| iPcInventory | This is an inventory property class |
| iPcInventoryListener | Listen to inventory changes |
| iPcLight | This is a property class holding the representation of a light |
| iPcLinearMovement | This property class controls movement of an entity in a realistic manner |
| iPcMechanicsBalancedGroup | Property class representing a balanced group of thrusters that can translate or rotate the object in a certain axis |
| iPcMechanicsExploder | A property class for handling the physics of an explosion |
| iPcMechanicsJoint | A joint |
| iPcMechanicsObject | A dynamic body |
| iPcMechanicsSteering | Property class representing a steering mechanism that affects forces on the attached object, dependent on the forward velocity of the object |
| iPcMechanicsSystem | Property class representing a dynamic system |
| iPcMechanicsThruster | Property class representing a thruster that affect forces on the attached object |
| iPcMechanicsThrusterController | Property class that controls the thrusters attached to an object through the use of balanced thruster groups |
| iPcMesh | This is a property class holding the representation of a mesh |
| iPcMeshSelect | This is a property class for selecting meshes |
| iPcMeshSelectListener | Listen to mesh selection |
| iPcMovable | Control moving an iPcMesh |
| iPcMovableConstraint | A constraint for a movable |
| iPcMover | This is a mover property class |
| iPcNeuralNet | A property class implementing a feed-forward neural network |
| iPcNewCamera | This is a camera property class |
| iPcNpcMove | NpcMove property class |
| iPcPathFinder | This is a pathfinder property class |
| iPcPortal | This is a property class holding the representation of a portal |
| iPcProjectile | This is a projectile property class |
| iPcProperties | This is a general property class |
| iPcPropertyListener | Listen for property changes |
| iPcQuest | This property class represents a quest |
| iPcRegion | The representation of a region |
| iPcRules | This property class represents a set of active rules for an entity |
| iPcSimpleCamera | A class representing a simple camera, with capabilities for both first-person and third-person modes |
| iPcSolid | A solid representation of an entity |
| iPcSoundListener | This is the sound listener property class |
| iPcSoundSource | This is the sound source property class |
| iPcSpawn | Spawn property class |
| iPcSteer | This is a steering property class |
| iPcTest | This is a test property class |
| iPcTimer | Timer propery class |
| iPcTooltip | Tooltip property class |
| iPcTrigger | This is a trigger property class |
| iPcTriggerListener | Listen to trigger actions |
| iPcZoneManager | This is the zone manager |
| iPropertyChangeQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain property passes a test on some value |
| iPropertyQuestSeqOpFactory | This interface is implemented by the seqop that transforms property class properties |
| iQuest | A quest instance |
| iQuestFactory | A quest factory |
| iQuestManager | This is the quest manager |
| iQuestParameter | This interface represents a parameter to a sequence, trigger, or reward for a quest |
| iQuestReward | This is a reward for a quest |
| iQuestRewardFactory | A factory to create rewards |
| iQuestRewardType | The reward type is responsible for the creation of reward factories |
| iQuestSeqOp | This is a sequence operation in a quest |
| iQuestSeqOpFactory | A factory to create sequence operators |
| iQuestSeqOpType | The seqop type is responsible for the creation of seqop factories |
| iQuestSequence | A sequence |
| iQuestSequenceCallback | This callback is fired when the sequences finished running properly |
| iQuestSequenceFactory | A representation of a sequence factory |
| iQuestStateFactory | A representation of a quest state in a quest factory |
| iQuestTrigger | This is a trigger for a quest |
| iQuestTriggerCallback | A quest trigger will get pointers to call back the quest when the trigger fires through this interface |
| iQuestTriggerFactory | A factory to create triggers |
| iQuestTriggerResponseFactory | A trigger with response as used in a quest state |
| iQuestTriggerType | The trigger type is responsible for the creation of trigger factories |
| iSequenceFinishQuestRewardFactory | This interface is implemented by the reward that finishes a sequence |
| iSequenceFinishQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain sequence finishes |
| iSequenceQuestRewardFactory | This interface is implemented by the reward that fires a sequence |
| iTimeoutQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain time has expired |
| iTransformQuestSeqOpFactory | This interface is implemented by the seqop that transforms meshes |
| iTriggerQuestTriggerFactory | This interface is implemented by the trigger that fires when a pctrigger fires |
| iWatchQuestTriggerFactory | This interface is implemented by the trigger that fires when a mesh becomes visible |
| PropertyHolder | Keep a static instance of this structure in your property class so that your property class can implement properties more easily |
| iPcmNewCamera::Tracking | This is a camera to be used with actoranalog |
Generated for CEL: Crystal Entity Layer 1.4.1 by doxygen 1.7.1
