| sdlvisu::ActionPopup | Action Popup, used for both action an effort |
| AIApp | Test for a TBT Artificial Intelligence Client |
| Api | User interface for graphical interface, AI, etc.This class is really the "bridge" between the "coach" (whether it would be a human or a computer) and the rules engine |
| App | Object given to any 'client' application Give access to network, configuration, .. |
| ArrayDeleter | |
| Ball< T > | Base class describing the ball |
| BaseApi< T > | |
| lua::BaseCRules | |
| BaseCRules | |
| BasePacketHandler | Base packet handler |
| BaseRules | Base rules class for all kind of game |
| lua::BaseRules | |
| BaseSRules | |
| lua::BaseSRules | |
| CBall | Ball for the client |
| CField | Field for the client |
| ClientUid | Give an uid for the client. Server -> Client |
| luasf::Clock | |
| CMatch | Match implementation for the client |
| sdlvisu::CmdButton | A textual button on the right-sided panel, featuring game command |
| CmdLineInterface | A stupid command line based client |
| CmdLineWrapper | |
| CoachErrorCustom | |
| StringPrivate::Composition | |
| ConsoleInput | Quick and light command line processer |
| Coordinates | Handy class to describe a coordinates.It is just a point, with a set of methods that makes it useful |
| CPlayer | |
| CPlayerMsg | Handle messages for CPlayer objects.There is a single instance of this class, that dispatch message to the good CPlayer object |
| CRules | Rules implementation for the client |
| CTeam | Team implementation on client side |
| CTeamMsg | Handle messages for CTeam objects.There is a single instance of this class, that dispatch message to the good CTeam object |
| CxDeny | |
| CxError | |
| CxInit | |
| Deleter | |
| sdlvisu::DialogBox | Victor reimplementation of dialog box.Sorry poltuiu I can't reuse your... my system is too different :) |
| sdlvisu::DialogBoxCb | Base class for DialogBox button handler |
| sdlvisu::DialogHandler | |
| Dice | X-faced dice |
| Event | Base UI events class.Derive from this class and virtual methods will be called... when time will come |
| EventProcess | |
| Exception | |
| Field< T > | Game playing ground.Parameter T: Player type (CPlayer or SPlayer) |
| sdlvisu::Game | Main class to create a new game.To destroy when a game is finished. Control all the game |
| sdlvisu::GameButton | Simple GameButton class for visu |
| sdlvisu::GameButtonCallback | Base class for GameButton handler |
| Surface::ImgSort | |
| sdlvisu::InfoBar | Game information bar (on the top) |
| Input | Hold keyboard and mouse state.* For mouse absolute position and delta motion, this should be obvious. * For mouse button, use constants SDL_BUTTON_LEFT, ..., see SDL_MouseButtonEvent(5). * For keyboard, two informations are available. Keys currently pressed, and keys being pressed since the last updat.e occured. Access key using ascii character, eg: if (key_['b']) {...} * For keyboard modifier, use class convenience function |
| ConsoleInput::InputCommand | |
| ConsoleInput::InputSubCommand | |
| InputTextSurface | Implements a TextBox, to let user type text.This is implemented on top of TextSurface, and isn't really nice to render custom text, ie a cursor. Moreover, some problems may exists when user mix special keys and text, especially when the framerate is low (because special keys are not treated in the order they were typed) |
| lua::Log | |
| Log | Application logger |
| Luna< T > | Helper class to create lua C++ class bindings |
| sdlvisu::Map | Game map (on the left).It includes field and dugout |
| Match< T > | Base class describing a BB match |
| MenuLight | Implementation of a 'very light' menu.Inherit of 'ClientApp', a crappy class that does all dirty things a stechec client need: handle command line options, configuration file, opens dynamic library, connect to the server, .. |
| MsgAction | A player begins or ends his action.Client <-> Server |
| MsgBallCoord | Changes Ball Coordinates.Client -> Server, only during a kick-off. Server -> Client, at any time of the game |
| MsgBallOwner | Changes Ball owner.Client -> Server, after a touchback. Server -> Client, at any time of the game |
| MsgBlock | Player blocks as standing opponent.Client <-> Server |
| MsgBlockDice | Coach chooses a block dice roll result.Client -> Server |
| MsgBlockPush | A Player pushes another Player, due to a block.Client <-> Server |
| MsgBlockResult | Block dices roll result.Server -> Client |
| MsgCancelGame | Game is cancelled, according to the rules.Server -> Client |
| MsgChat | Coaches have better to play rather than use this...Client <-> Server. FIXME: Handle different charsets |
| MsgCheatDice | Load the next Dice roll result.Client -> Server, used for rules tests |
| MsgDebug | Request both server and clients to print a debug trace.Client <-> Server |
| MsgDrawKicker | Drawn coach chooses to either kick or receive the ball.Server <-> Client |
| MsgEffort | A player does an effort (woow).Client UI <- Client API |
| MsgEndGame | Game ends, according to the rules.Server <-> Client |
| MsgEndTurn | The turn ends.Client <-> Server |
| MsgFollow | Attacker follows the defender after having pushed him.Client <-> Server |
| MsgFoul | Player fouls a prone or stunned opponent.Client <-> Server |
| MsgHandOff | Player hands the ball off to a standing adjacent player.Client <-> Server |
| MsgIllegal | A client sent an illegal request.Server -> Client |
| MsgIllegalProc | Coach asks for an illegal procedure.Client <-> Server |
| MsgInitGame | Both coaches and arbiter are ready.Server -> Client |
| MsgInitHalf | A new half-time begins.Server -> Client |
| MsgInitKickoff | Teams and ball placement during a kick-off.Server <-> Client |
| MsgMove | A Player moves of one or several squares.Client <-> Server |
| MsgMoveTurnMarker | Coach moves his turn marker.Client <-> Server |
| MsgMultiBlock | TODO FOR EXTRA RULES: See skill MultiBlock.Client <-> Server |
| MsgNewTurn | A new turn begins.Server -> Client |
| MsgPass | A Player throws the ball.Client <-> Server |
| MsgPlayerCoord | Player Coordinates changed.Client <-> Server |
| MsgPlayerCreate | Create a Player at the very beginning of the game.Client <-> Server |
| MsgPlayerKnocked | A Player is knocked down to the ground.Client <-> Server |
| MsgPlayerMaRemain | Player mouvement allowance remaining changed.Server -> Client |
| MsgPlayerStatus | Player status changed.Client <-> Server |
| MsgRequestProcessed | A coach's request (action, effort, etc.) has been fully processed.Server -> Client |
| MsgReroll | Team reroll use, or result acceptation.Client <-> Server |
| MsgResult | Dice roll result associated to a Player, often agility roll.Server -> Client |
| MsgSkill | A player use one of his skill.Client <-> Server |
| MsgStandUp | A Player stands up.Client <-> Server |
| MsgSync | Synchronization packet. Sent (if rules wish) when an incoming packet is done (processing finished). Server -> Client |
| MsgTeamInfo | Create a Team, at the very beginning of the game.Client <-> Server |
| MsgTimer | Timer Synchronization.Client <-> Server |
| MsgTouchBack | Team is awarded a touchback.Server -> Client |
| MsgTouchdooown | Touchdooown!Server <-> Client |
| MsgTurnOver | A turnover happens.Client <-> Server |
| MsgWeather | Current Weather.Server -> Client |
| OpStack | Operation Stack (no lorry inside) for the server.This is a facility to delay operations and process them later |
| Packet | Container for data passed through network |
| PacketHandler< N, T > | Packet Handler |
| PacketHandler< MSG_ACTION, T > | |
| PacketHandler< MSG_BALLCOORD, T > | |
| PacketHandler< MSG_BALLOWNER, T > | |
| PacketHandler< MSG_BLOCK, T > | |
| PacketHandler< MSG_BLOCKDICE, T > | |
| PacketHandler< MSG_BLOCKPUSH, T > | |
| PacketHandler< MSG_BLOCKRESULT, T > | |
| PacketHandler< MSG_CHAT, T > | |
| PacketHandler< MSG_CHEATDICE, T > | |
| PacketHandler< MSG_EFFORT, T > | |
| PacketHandler< MSG_ENDGAME, T > | |
| PacketHandler< MSG_FOLLOW, T > | |
| PacketHandler< MSG_FOUL, T > | |
| PacketHandler< MSG_HANDOFF, T > | |
| PacketHandler< MSG_ILLEGAL, T > | |
| PacketHandler< MSG_INITGAME, T > | |
| PacketHandler< MSG_INITHALF, T > | |
| PacketHandler< MSG_MOVE, T > | |
| PacketHandler< MSG_MULTIBLOCK, T > | |
| PacketHandler< MSG_NEWTURN, T > | |
| PacketHandler< MSG_PASS, T > | |
| PacketHandler< MSG_PLAYERCOORD, T > | |
| PacketHandler< MSG_PLAYERCREATE, T > | |
| PacketHandler< MSG_REROLL, T > | |
| PacketHandler< MSG_RESULT, T > | |
| PacketHandler< MSG_SKILL, T > | |
| PacketHandler< MSG_STANDUP, T > | |
| PacketHandler< MSG_TEAMINFO, T > | |
| PacketHandler< MSG_TIMER, T > | |
| PacketHandler< MSG_TOUCHDOOOWN, T > | |
| PacketHandler< MSG_TURNOVER, T > | |
| PacketHandler< MSG_WEATHER, T > | |
| PacketHistory | Packet history. Added packets are copied |
| PacketSender | Must be derived by somebody already owning BaseRules, in order to really send packet |
| sdlvisu::Panel | Game panel (on the right) |
| Player | Base class describing a BB player |
| Position | Handy class to describe a position.It is just a point, with a set of methods that makes it useful |
| luasf::Randomizer | |
| Rect | A rectangle class.Warning: w and h should _never_ be negative |
| Luna< T >::RegType | |
| ResourceCenter | Provide loader (with cache) for SDL resources.This class is a singleton. You can access it from anywhere. It provides image and font loader, with a transparent caching system. It is usually loaded within the SDLWindow class |
| RuleDescription | Rule module description |
| sdlvisu::RulesCrutch | Storage kludge for missing features of client rules API.It gathers all informations which should be provided by client rules API, but are not at the moment (because it was not mandatory for console client). This class should be removed when client rules API gets completed |
| SBall | Ball for the server.It symbolizes the ball, checks all ball manipulations |
| ScoreCoord | |
| SDLError | Exception thrown by SDL functions |
| SDLWindow | Manage SDL Window.Manage creation of a SDL Window and collect its events into Input class |
| luasf::SelectorTCP | |
| SendingQueue | Sending queue, needed to delay some messages |
| sfmlgui::SFMLApp | Main SFML gui class |
| sfmlgui::SFMLAppWrapper | Provide the wrapper to make SFMLApp class accessible from lua |
| SMatch | Match implementation for the server.It symbolizes the state of a BB match, including teams, turns, timer, turnover and score |
| luasf::SocketTCP | |
| SPlayer | Player implementation for the server.It symbolizes player and valids and applies action requests |
| SPlayerMsg | Message handler for SPlayer.Forwards messages to requested player, send messages as requested. Checks player existence and game state before forwarding to player |
| Sprite | Enhancement of Surface, give life to object.Have the same behavior of Surface, but have some more features: * can be animated * can be moved from one position to another * can show a part of a larger picture (useful when a picture consists of several 'state') |
| SRules | Rules implementation for the server.It symbolizes the main referee, making sure the game goes smoothly |
| STeam | Team management for the server.It symbolizes team and checks the validity of coach's decisions (reroll and block dices) |
| STeamMsg | Message handler for STeam.Forwards messages to requested team, send messages as requested. Checks team existence and game state before forwarding to team |
| Surface | Basic encapsulation of SDL_Surface structure.This is the base class to display something (in rectangular shape) on the screen |
| SWeather | Weather management for the server |
| Team< T > | Base class describing a BB team |
| TextSurface | Class that can draw text, similiar to a TextLabel.Support multi-line and autowrap |
| Timer | Implement a passive timer, with time accuracy in seconds.You have to start, stop, restart, and check the remaining time yourself. The timer can be paused, then re-started |
| ToLower | |
| TPoint< T > | Handy class to describe a point in x-y coordinates, for GUIs.Conversion from/to Coordinates and Position are made implicit, to avoid mistake |
| VirtualSurface::TraverseCallback< Class > | |
| TTFError | Exception thrown by TTF functions |
| xml::ValidationHandler | Really throw something on error |
| VirtualScrollableSurface | Scrollable kind of VirtualSurface |
| VirtualSurface | Container for Surface.Other surface (any class derived from Surface) may be attached to VirtualSurface, in a father-child relationship. Rendering is done automatically, using this VirtualSurface as an intermediate SDL_Surface, in a efficient way |
| sdlvisu::VisuApp | Implementation of a basic main menu |
| sdlvisu::VisuPlayer | Player class for visu.Player caracteristics are not stored in this class, they are fetched from Api |
| Weather | Base class for storing current match weather |
| xml::XML | Application interface for XML document reading/writing.This class can manage a very small subset of XML domain. Indeed, this is all TBT requires, to keep the code using it as simple as possible |
| xml::XMLError | Class thrown on error |
| xml::XMLFormation | XML parser/writer tailored for team formation document files |
| xml::XMLFormationEntityResolver | |
| xml::XMLInternal | Our internal utilisation of Xerces-C++ |
| xml::XMLTeam | XML parser/writer tailored for team document files |
| xml::XMLTeamEntityResolver | |
| Surface::ZSort | |