Class List

Here are the classes, structs, unions and interfaces with brief descriptions:
sdlvisu::ActionPopupAction Popup, used for both action an effort
AIAppTest for a TBT Artificial Intelligence Client
ApiUser 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
AppObject given to any 'client' application Give access to network, configuration, ..
ArrayDeleter
Ball< T >Base class describing the ball
BaseApi< T >
lua::BaseCRules
BaseCRules
BasePacketHandlerBase packet handler
BaseRulesBase rules class for all kind of game
lua::BaseRules
BaseSRules
lua::BaseSRules
CBallBall for the client
CFieldField for the client
ClientUidGive an uid for the client. Server -> Client
luasf::Clock
CMatchMatch implementation for the client
sdlvisu::CmdButtonA textual button on the right-sided panel, featuring game command
CmdLineInterfaceA stupid command line based client
CmdLineWrapper
CoachErrorCustom
StringPrivate::Composition
ConsoleInputQuick and light command line processer
CoordinatesHandy class to describe a coordinates.It is just a point, with a set of methods that makes it useful
CPlayer
CPlayerMsgHandle messages for CPlayer objects.There is a single instance of this class, that dispatch message to the good CPlayer object
CRulesRules implementation for the client
CTeamTeam implementation on client side
CTeamMsgHandle 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::DialogBoxVictor reimplementation of dialog box.Sorry poltuiu I can't reuse your... my system is too different :)
sdlvisu::DialogBoxCbBase class for DialogBox button handler
sdlvisu::DialogHandler
DiceX-faced dice
EventBase 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::GameMain class to create a new game.To destroy when a game is finished. Control all the game
sdlvisu::GameButtonSimple GameButton class for visu
sdlvisu::GameButtonCallbackBase class for GameButton handler
Surface::ImgSort
sdlvisu::InfoBarGame information bar (on the top)
InputHold 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
InputTextSurfaceImplements 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
LogApplication logger
Luna< T >Helper class to create lua C++ class bindings
sdlvisu::MapGame map (on the left).It includes field and dugout
Match< T >Base class describing a BB match
MenuLightImplementation 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, ..
MsgActionA player begins or ends his action.Client <-> Server
MsgBallCoordChanges Ball Coordinates.Client -> Server, only during a kick-off. Server -> Client, at any time of the game
MsgBallOwnerChanges Ball owner.Client -> Server, after a touchback. Server -> Client, at any time of the game
MsgBlockPlayer blocks as standing opponent.Client <-> Server
MsgBlockDiceCoach chooses a block dice roll result.Client -> Server
MsgBlockPushA Player pushes another Player, due to a block.Client <-> Server
MsgBlockResultBlock dices roll result.Server -> Client
MsgCancelGameGame is cancelled, according to the rules.Server -> Client
MsgChatCoaches have better to play rather than use this...Client <-> Server. FIXME: Handle different charsets
MsgCheatDiceLoad the next Dice roll result.Client -> Server, used for rules tests
MsgDebugRequest both server and clients to print a debug trace.Client <-> Server
MsgDrawKickerDrawn coach chooses to either kick or receive the ball.Server <-> Client
MsgEffortA player does an effort (woow).Client UI <- Client API
MsgEndGameGame ends, according to the rules.Server <-> Client
MsgEndTurnThe turn ends.Client <-> Server
MsgFollowAttacker follows the defender after having pushed him.Client <-> Server
MsgFoulPlayer fouls a prone or stunned opponent.Client <-> Server
MsgHandOffPlayer hands the ball off to a standing adjacent player.Client <-> Server
MsgIllegalA client sent an illegal request.Server -> Client
MsgIllegalProcCoach asks for an illegal procedure.Client <-> Server
MsgInitGameBoth coaches and arbiter are ready.Server -> Client
MsgInitHalfA new half-time begins.Server -> Client
MsgInitKickoffTeams and ball placement during a kick-off.Server <-> Client
MsgMoveA Player moves of one or several squares.Client <-> Server
MsgMoveTurnMarkerCoach moves his turn marker.Client <-> Server
MsgMultiBlockTODO FOR EXTRA RULES: See skill MultiBlock.Client <-> Server
MsgNewTurnA new turn begins.Server -> Client
MsgPassA Player throws the ball.Client <-> Server
MsgPlayerCoordPlayer Coordinates changed.Client <-> Server
MsgPlayerCreateCreate a Player at the very beginning of the game.Client <-> Server
MsgPlayerKnockedA Player is knocked down to the ground.Client <-> Server
MsgPlayerMaRemainPlayer mouvement allowance remaining changed.Server -> Client
MsgPlayerStatusPlayer status changed.Client <-> Server
MsgRequestProcessedA coach's request (action, effort, etc.) has been fully processed.Server -> Client
MsgRerollTeam reroll use, or result acceptation.Client <-> Server
MsgResultDice roll result associated to a Player, often agility roll.Server -> Client
MsgSkillA player use one of his skill.Client <-> Server
MsgStandUpA Player stands up.Client <-> Server
MsgSyncSynchronization packet. Sent (if rules wish) when an incoming packet is done (processing finished). Server -> Client
MsgTeamInfoCreate a Team, at the very beginning of the game.Client <-> Server
MsgTimerTimer Synchronization.Client <-> Server
MsgTouchBackTeam is awarded a touchback.Server -> Client
MsgTouchdooownTouchdooown!Server <-> Client
MsgTurnOverA turnover happens.Client <-> Server
MsgWeatherCurrent Weather.Server -> Client
OpStackOperation Stack (no lorry inside) for the server.This is a facility to delay operations and process them later
PacketContainer 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 >
PacketHistoryPacket history. Added packets are copied
PacketSenderMust be derived by somebody already owning BaseRules, in order to really send packet
sdlvisu::PanelGame panel (on the right)
PlayerBase class describing a BB player
PositionHandy class to describe a position.It is just a point, with a set of methods that makes it useful
luasf::Randomizer
RectA rectangle class.Warning: w and h should _never_ be negative
Luna< T >::RegType
ResourceCenterProvide 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
RuleDescriptionRule module description
sdlvisu::RulesCrutchStorage 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
SBallBall for the server.It symbolizes the ball, checks all ball manipulations
ScoreCoord
SDLErrorException thrown by SDL functions
SDLWindowManage SDL Window.Manage creation of a SDL Window and collect its events into Input class
luasf::SelectorTCP
SendingQueueSending queue, needed to delay some messages
sfmlgui::SFMLAppMain SFML gui class
sfmlgui::SFMLAppWrapperProvide the wrapper to make SFMLApp class accessible from lua
SMatchMatch implementation for the server.It symbolizes the state of a BB match, including teams, turns, timer, turnover and score
luasf::SocketTCP
SPlayerPlayer implementation for the server.It symbolizes player and valids and applies action requests
SPlayerMsgMessage handler for SPlayer.Forwards messages to requested player, send messages as requested. Checks player existence and game state before forwarding to player
SpriteEnhancement 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')
SRulesRules implementation for the server.It symbolizes the main referee, making sure the game goes smoothly
STeamTeam management for the server.It symbolizes team and checks the validity of coach's decisions (reroll and block dices)
STeamMsgMessage handler for STeam.Forwards messages to requested team, send messages as requested. Checks team existence and game state before forwarding to team
SurfaceBasic encapsulation of SDL_Surface structure.This is the base class to display something (in rectangular shape) on the screen
SWeatherWeather management for the server
Team< T >Base class describing a BB team
TextSurfaceClass that can draw text, similiar to a TextLabel.Support multi-line and autowrap
TimerImplement 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 >
TTFErrorException thrown by TTF functions
xml::ValidationHandlerReally throw something on error
VirtualScrollableSurfaceScrollable kind of VirtualSurface
VirtualSurfaceContainer 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::VisuAppImplementation of a basic main menu
sdlvisu::VisuPlayerPlayer class for visu.Player caracteristics are not stored in this class, they are fetched from Api
WeatherBase class for storing current match weather
xml::XMLApplication 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::XMLErrorClass thrown on error
xml::XMLFormationXML parser/writer tailored for team formation document files
xml::XMLFormationEntityResolver
xml::XMLInternalOur internal utilisation of Xerces-C++
xml::XMLTeamXML parser/writer tailored for team document files
xml::XMLTeamEntityResolver
Surface::ZSort
Generated on Mon Apr 5 21:17:25 2010 for Stechec/TBT by  doxygen 1.6.3