| CAMusic | Class containing all elements of an Music |
| CASound | Class containing all elements of an Sound |
| CAsset | Class containing all elements of an Asset |
| CAssetManager | Class to store all Assets |
| Ccomponent::casset_t | A structure representing all assets |
| Ccomponent::cassetid_t | A structure representing asset id from asset manager |
| Ccomponent::ccallback_t | Structure representing a callback function |
| Ccomponent::cclick_t | Structure 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_id | A strucure representing the newtork id of the client |
| Ccomponent::ccolor_t | A structure representing the color component |
| CComponent::cconnection_t | Strucure representing wether the client is connected to the the server or not |
| Ccomponent::cdamage_t | A structure representing the damage component that holds the damage of an entity |
| Ccomponent::cdammage_t | A structure representing the dammage component that holds the dammage of an entity |
| Ccomponent::cdirection_t | A structure representing the direction component that holds the direction of an entity |
| Ccomponent::cdisconnected_t | A structure to know if the client is disconnected or not |
| Ccomponent::chealth_t | A structure representing the health component that holds the healt of the entity |
| Ccomponent::chitbox_t | A structure representing the hitbox component that holds the hitbox of the entity |
| Ccomponent::ckeyboard_t | Structure representing the keyboard component in charge of keyboard state |
| CClient | The Client class, it defines a client and its interactions with the server |
| Ccomponent::clobbies_status_t | A structure representing the status of every lobby component that holds the status of every lobby |
| Ccomponent::clobbies_to_entities_t | A structure representing the Entities contained in lobbies |
| Ccomponent::clobby_id_t | A structure representing the lobby id where the entity is |
| Ccomponent::cmap_t | A structure representing the direction component that holds the direction of an entity |
| Ccomponent::cmusic_t | A structure representing all musics |
| Ccomponent::cmusicid_t | A structure representing music id from music manager |
| Ccomponent::cnet_id_to_client_id_t | A structure representing the network id corresponding to the client id |
| Ccomponent::cnetwork_id_t | A strucure representing in the ECS the id of a client in the network |
| Ccomponent::cnetwork_queue_t | A structure representing the queue use by the ECS to send the request to the server |
| CSystem::ControlSystem | ControlSystem class that handles the control of all the entities |
| Ccomponent::cowner_id_t | A structure representing the owner id component representing the id of the owner of an entity |
| Ccomponent::cposition_t | A structure representing the position component that holds the position of an entity |
| Ccomponent::crect_t | A structure representing the rectangle component that holds the rectangle of an entity |
| Ccomponent::cref_t | A structure representing the ref component that holds the ref of an entity text or button |
| Ccomponent::crefid_t | A structure representing the ref component that holds the ref of an entity text or button |
| Ccomponent::cscale_t | A structure representing the sclae component that holds the scale of an entity |
| Ccomponent::csceneid_t | Structure representing the current scene loaded |
| Ccomponent::cscore_t | A structure representing the score component that holds the score of the entity |
| Ccomponent::cserverid_t | Structure representing the server id component in charge of entity identification |
| Ccomponent::csound_t | A structure representing all sounds |
| Ccomponent::csoundid_t | A structure representing sound id from sound manager |
| Ccomponent::ctext_s | A structure representing the text component to add text and font to an entity |
| Ccomponent::ctimer_t | A structure representing the timer component of an entity |
| Ccomponent::ctype_t | A structure representing the type component of an entity |
| Ccomponent::cvelocity_t | A structure representing the velocity component that holds the velocity of an entity |
| CSystem::DirectionSystem | The Direction System class, it handles all packets related to movement by the clients |
| CSystem::DisconnectionSystem | The Disconnection System class, it handles disconnection of a client |
| CSystem::DrawSpriteSystem | DrawSpriteSystem class that handles the drawing of all the sprite entities |
| CSystem::DrawTextSystem | DrawTextSystem class that handles the drawing of all the sprite entities |
| CSystem::EndGameSystem | The End Game System class, it handles the end of the game of lobbies |
| CEntity | Class that handle entity in a sparse array like an index |
| ►Cexception | |
| ►CError::Errors | Erorr class to handle throw |
| CError::FileError | FileError class to handle throw, inherited from Errors |
| CSystem::GetInfoInLobbySystem | GetInfoInLobbySystem class that handles the dynamic info of the entities |
| CSystem::GetLobbiesSystem | GetLobbiesSystem class that handles the request to send to Server to get lobbies |
| CSystem::HitboxSystem | The Hitbox System class, it handles everything related to collisions between entities |
| ►Crtype::IGraphicalLib | IGraphicalLib class |
| Crtype::GraphicalLib | GraphicalLib class |
| ►CIUdpCommunication | Interface representing UdpCommunication |
| CUdpCommunication | Class that handle Udp Communication |
| CSystem::JoinLobbySystem | The Join Lobby System class, it handles all packets related to lobby join by the clients |
| CKeyboard | Keyboard class that handles inputs from computer keyboards |
| CSystem::KillEntityTypeSystem | KillEntityTypeSystem class that handles the killing of entities type |
| CSystem::KillSystem | KillSystem class that handles the killing of entities |
| CSystem::MouseSystem | MouseSystem class that handles the mouse |
| CSystem::MoveSystem | The Move System class, it handles all packets related to movement by the clients |
| CMusicManager | Class to store all Musics |
| CMyMusic | Music class |
| CMySound | MySound class |
| CMyTexture | MyTexture class |
| CSystem::NetworkSystem | NetworkSystem class that handles the communication using queues with the server to send it tasks as packets |
| CSystem::NewClientResponseSystem | NewClientResponseSystem class that handles the creation of a client |
| CSystem::NewClientSystem | NewClientSystem class that handles the new client |
| CSystem::NewEntitySystem | NewEntitySystem class that handles the creation of an entity |
| CSystem::NewLevelSystem | System to handle when a new level is reached |
| Cpacket_create_lobby | A packet to create a lobby |
| Cpacket_damage | A packet to handle damage dealt |
| Cpacket_direction | A packet to handle the direction that an entity is looking at |
| Cpacket_disconnection | A packet to handle disconnection |
| Cpacket_end_game | A packet to tell the server that a client want to end the game in a certain lobby |
| Cpacket_game | A packet to handle the game current status |
| Cpacket_get_lobbies | A packet to get the different lobbys from newtork |
| Cpacket_join_lobby | A packet to tell the server you want to join a room |
| Cpacket_kill_entity | A packet to handle the killing of an entity |
| Cpacket_kill_entity_type | A packet to handle the killing of type of entity |
| Cpacket_move | A packet to handle the entity movements |
| Cpacket_nb_players_in_lobby | A packet to tell the server you want to join a room |
| Cpacket_new_connection | A packet to handle new connections to the game |
| Cpacket_new_connection_response | A packet to handle new connection response to the game |
| Cpacket_new_entity | A packet to handle a new entity informations |
| Cpacket_new_level | A packet to tell the client that a new level has started in a certain lobby |
| Cpacket_position | A packet to handle the position of an entity in the game area |
| Cpacket_send_lobbies | A packet to send the content of lobbys |
| Cpacket_shoot | A packet to handle a bullet shot by an entity |
| Cpacket_start_game | A packet to tell the server that a client want to start the game in a certain lobby |
| Cpacket_update_entity_health | A packet to update the life of an entity |
| Cpacket_update_entity_score | A packet to update the score of an entity |
| Cpacket_velocity | A packet to handle the velocity of an entity |
| CSystem::ParallaxSystem | ParallaxSystem class that handles the parallax effect |
| CPosition | 3 dimension Position class (x, y, z) |
| CSystem::PositionSystem | PositionSystem class that handles the position of the entities |
| CSystem::ReceiveSystem | System in charge of dispatch in specific queues sended request from queue |
| CSystem::RectSystem | System that draws a part of all entities |
| CRegistry | Class that handle ECS |
| Cserializable_trait< Serializable > | A templated class to serialize and unserialize a packet (as a std::vector of bytes) |
| Cserialize_header | Class to serialize and unserialize a packet (as a std::vector of bytes) with an id representing the type of data |
| CServer | Server class to handle Server |
| CSystem::SetNbPlayerInLobbySystem | System that set number of player in Lobby |
| CSystem::ShootSystem | The Shoot System class, it handles all packets related to a mouse click by the user, generating a bullet |
| CSoundManager | Class to store all Sounds |
| CSparse_array< Component > | Class that handle Element of type Component like a vector which can be holed |
| CSystem::SpawnEnemySystem | The SpawnEnemy System class, it handles all packets related to the spawn of an enemy in the game |
| Cspec_t | A structure representing the specs of an entity from configuration file |
| CSystem::StartGameSystem | System in charge of handle start of game |
| CSystem::UpdateEntityInfosSystem | Update entity info system class that handles the update of an entity |