My Project
Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
 CAMusicClass containing all elements of an Music
 CASoundClass containing all elements of an Sound
 CAssetClass containing all elements of an Asset
 CAssetManagerClass to store all Assets
 Ccomponent::casset_tA structure representing all assets
 Ccomponent::cassetid_tA structure representing asset id from asset manager
 Ccomponent::ccallback_tStructure representing a callback function
 Ccomponent::cclick_tStructure representing the click component to know if a entity is pressed and a call back to call when the entity is pressed
 Ccomponent::cclient_network_idA strucure representing the newtork id of the client
 Ccomponent::ccolor_tA structure representing the color component
 CComponent::cconnection_tStrucure representing wether the client is connected to the the server or not
 Ccomponent::cdamage_tA structure representing the damage component that holds the damage of an entity
 Ccomponent::cdammage_tA structure representing the dammage component that holds the dammage of an entity
 Ccomponent::cdirection_tA structure representing the direction component that holds the direction of an entity
 Ccomponent::cdisconnected_tA structure to know if the client is disconnected or not
 Ccomponent::chealth_tA structure representing the health component that holds the healt of the entity
 Ccomponent::chitbox_tA structure representing the hitbox component that holds the hitbox of the entity
 Ccomponent::ckeyboard_tStructure representing the keyboard component in charge of keyboard state
 CClientThe Client class, it defines a client and its interactions with the server
 Ccomponent::clobbies_status_tA structure representing the status of every lobby component that holds the status of every lobby
 Ccomponent::clobbies_to_entities_tA structure representing the Entities contained in lobbies
 Ccomponent::clobby_id_tA structure representing the lobby id where the entity is
 Ccomponent::cmap_tA structure representing the direction component that holds the direction of an entity
 Ccomponent::cmusic_tA structure representing all musics
 Ccomponent::cmusicid_tA structure representing music id from music manager
 Ccomponent::cnet_id_to_client_id_tA structure representing the network id corresponding to the client id
 Ccomponent::cnetwork_id_tA strucure representing in the ECS the id of a client in the network
 Ccomponent::cnetwork_queue_tA structure representing the queue use by the ECS to send the request to the server
 CSystem::ControlSystemControlSystem class that handles the control of all the entities
 Ccomponent::cowner_id_tA structure representing the owner id component representing the id of the owner of an entity
 Ccomponent::cposition_tA structure representing the position component that holds the position of an entity
 Ccomponent::crect_tA structure representing the rectangle component that holds the rectangle of an entity
 Ccomponent::cref_tA structure representing the ref component that holds the ref of an entity text or button
 Ccomponent::crefid_tA structure representing the ref component that holds the ref of an entity text or button
 Ccomponent::cscale_tA structure representing the sclae component that holds the scale of an entity
 Ccomponent::csceneid_tStructure representing the current scene loaded
 Ccomponent::cscore_tA structure representing the score component that holds the score of the entity
 Ccomponent::cserverid_tStructure representing the server id component in charge of entity identification
 Ccomponent::csound_tA structure representing all sounds
 Ccomponent::csoundid_tA structure representing sound id from sound manager
 Ccomponent::ctext_sA structure representing the text component to add text and font to an entity
 Ccomponent::ctimer_tA structure representing the timer component of an entity
 Ccomponent::ctype_tA structure representing the type component of an entity
 Ccomponent::cvelocity_tA structure representing the velocity component that holds the velocity of an entity
 CSystem::DirectionSystemThe Direction System class, it handles all packets related to movement by the clients
 CSystem::DisconnectionSystemThe Disconnection System class, it handles disconnection of a client
 CSystem::DrawSpriteSystemDrawSpriteSystem class that handles the drawing of all the sprite entities
 CSystem::DrawTextSystemDrawTextSystem class that handles the drawing of all the sprite entities
 CSystem::EndGameSystemThe End Game System class, it handles the end of the game of lobbies
 CEntityClass that handle entity in a sparse array like an index
 Cexception
 CSystem::GetInfoInLobbySystemGetInfoInLobbySystem class that handles the dynamic info of the entities
 CSystem::GetLobbiesSystemGetLobbiesSystem class that handles the request to send to Server to get lobbies
 CSystem::HitboxSystemThe Hitbox System class, it handles everything related to collisions between entities
 Crtype::IGraphicalLibIGraphicalLib class
 CIUdpCommunicationInterface representing UdpCommunication
 CSystem::JoinLobbySystemThe Join Lobby System class, it handles all packets related to lobby join by the clients
 CKeyboardKeyboard class that handles inputs from computer keyboards
 CSystem::KillEntityTypeSystemKillEntityTypeSystem class that handles the killing of entities type
 CSystem::KillSystemKillSystem class that handles the killing of entities
 CSystem::MouseSystemMouseSystem class that handles the mouse
 CSystem::MoveSystemThe Move System class, it handles all packets related to movement by the clients
 CMusicManagerClass to store all Musics
 CMyMusicMusic class
 CMySoundMySound class
 CMyTextureMyTexture class
 CSystem::NetworkSystemNetworkSystem class that handles the communication using queues with the server to send it tasks as packets
 CSystem::NewClientResponseSystemNewClientResponseSystem class that handles the creation of a client
 CSystem::NewClientSystemNewClientSystem class that handles the new client
 CSystem::NewEntitySystemNewEntitySystem class that handles the creation of an entity
 CSystem::NewLevelSystemSystem to handle when a new level is reached
 Cpacket_create_lobbyA packet to create a lobby
 Cpacket_damageA packet to handle damage dealt
 Cpacket_directionA packet to handle the direction that an entity is looking at
 Cpacket_disconnectionA packet to handle disconnection
 Cpacket_end_gameA packet to tell the server that a client want to end the game in a certain lobby
 Cpacket_gameA packet to handle the game current status
 Cpacket_get_lobbiesA packet to get the different lobbys from newtork
 Cpacket_join_lobbyA packet to tell the server you want to join a room
 Cpacket_kill_entityA packet to handle the killing of an entity
 Cpacket_kill_entity_typeA packet to handle the killing of type of entity
 Cpacket_moveA packet to handle the entity movements
 Cpacket_nb_players_in_lobbyA packet to tell the server you want to join a room
 Cpacket_new_connectionA packet to handle new connections to the game
 Cpacket_new_connection_responseA packet to handle new connection response to the game
 Cpacket_new_entityA packet to handle a new entity informations
 Cpacket_new_levelA packet to tell the client that a new level has started in a certain lobby
 Cpacket_positionA packet to handle the position of an entity in the game area
 Cpacket_send_lobbiesA packet to send the content of lobbys
 Cpacket_shootA packet to handle a bullet shot by an entity
 Cpacket_start_gameA packet to tell the server that a client want to start the game in a certain lobby
 Cpacket_update_entity_healthA packet to update the life of an entity
 Cpacket_update_entity_scoreA packet to update the score of an entity
 Cpacket_velocityA packet to handle the velocity of an entity
 CSystem::ParallaxSystemParallaxSystem class that handles the parallax effect
 CPosition3 dimension Position class (x, y, z)
 CSystem::PositionSystemPositionSystem class that handles the position of the entities
 CSystem::ReceiveSystemSystem in charge of dispatch in specific queues sended request from queue
 CSystem::RectSystemSystem that draws a part of all entities
 CRegistryClass that handle ECS
 Cserializable_trait< Serializable >A templated class to serialize and unserialize a packet (as a std::vector of bytes)
 Cserialize_headerClass to serialize and unserialize a packet (as a std::vector of bytes) with an id representing the type of data
 CServerServer class to handle Server
 CSystem::SetNbPlayerInLobbySystemSystem that set number of player in Lobby
 CSystem::ShootSystemThe Shoot System class, it handles all packets related to a mouse click by the user, generating a bullet
 CSoundManagerClass to store all Sounds
 CSparse_array< Component >Class that handle Element of type Component like a vector which can be holed
 CSystem::SpawnEnemySystemThe SpawnEnemy System class, it handles all packets related to the spawn of an enemy in the game
 Cspec_tA structure representing the specs of an entity from configuration file
 CSystem::StartGameSystemSystem in charge of handle start of game
 CSystem::UpdateEntityInfosSystemUpdate entity info system class that handles the update of an entity