Flint Engine
Modular C++20 2D game engine powered by SDL3
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
 ▼NFlint
 CAppEventA tagged union representing a single application input or window event
 CApplicationEntry-point base class for a Flint application
 CApplicationConfigUser-facing metadata and window defaults for a Flint-powered application
 ▼CAssetManagerCentral resource cache and hot-reload coordinator
 CWatchHandleRAII handle returned by watch()
 CAudioManages audio playback via SDL3_mixer
 CBatchPipelineGraphics pipeline for primary 2D batched quad geometry and procedural shapes
 CBatchVertexVertex structure for the primary geometry quad pipeline
 CCamera
 CCircleShapeA 2D circle rendered as a textured quad with a circle SDF shader
 CClockA pausable, restartable elapsed-time clock
 CColorRGBA color with 8-bit unsigned components
 CContext
 CDrawableInterface for objects that contribute ordered work to a rendered frame
 CDrawCommandAssociates a submitted drawable with its render layer
 CEngineConfigEngine initialization toggles that control runtime systems and GPU behavior
 CFileSystemDisk-backed implementation of IAssetLoader
 CFlintConfigAggregate configuration passed to the engine bootstrap code
 CFontKeyInternal tracking key used to map a physical font asset instance in memory
 CFontKeyHashCustom hashing mechanism to facilitate constant-time O(1) font lookups inside associative arrays
 CGPULineVertexInternal vertex structure sent directly to line/point primitive shaders
 CGPURendererHigh-level SDL GPU renderer managing pipeline state, batching, and frame presentation
 CGPUTextureOwns an SDL GPU texture and its associated sampler
 CGPUWindowCastHelper that extracts SDL GPU objects from an IWindow via dynamic_cast
 CIAssetLoaderAbstract interface for loading raw asset data by path
 CIGPUContextInterface that exposes low-level SDL GPU objects from a window implementation
 CInputSnapshotImmutable snapshot of all input device states at a single point in time
 CIWindowAbstract interface for a platform window
 CLog
 CLoggingConfig
 CNode
 CParticleEffectAbstract interface for a self-contained particle effect
 CPipelineBase class for GPU graphics pipelines
 CPipelineConfigConfiguration parameters for Pipeline::initialize()
 CPrimitiveArrayA CPU-side collection of colored 2-D vertices that can be drawn as primitives
 CPrimitivePipeline
 CPrimitiveVertexPublic user-facing vertex representation for point and line primitives
 CProperty
 CRectGeneric axis-aligned rectangle defined by a position and size
 CRectangleShapeA 2D axis-aligned rectangle rendered as a textured quad
 CRenderQueueBatches drawables into sorted geometry, primitive, and custom execution passes for GPURenderer
 CSdlWindowSDL3 window implementation that also exposes the SDL GPU context
 CShaderOwns a pair of SDL GPU shaders (vertex + fragment) tied to one SDL_GPUDevice
 CShapeAbstract base class for 2-D geometric shapes
 CSpriteA 2-D textured quad that references a GPUTexture
 CStateAbstract base for a single game state (scene / screen)
 ▼CStateManagerManages a stack of States and applies queued transitions
 CPendingTransitionTransition description queued for later application
 CTextCacheKeyCompound lookup key combining text copy with style states to handle discrete GPU text caching
 CTextCacheKeyHash64-bit golden ratio hash combiner designed to prevent lookup collisions across active text strings
 CTextureOwns an SDL_Texture loaded from memory or created as a render target
 CTimeUtility for converting time values to milliseconds
 CTransformHolds the 2-D transform components for a game object
 CUIBuilder
 CUIButtonA clickable interactive text button widget supporting custom sprite icons
 CUICanvasDynamic 2D batching engine processing shape vector geometry and hardware-accelerated text strings. *UICanvas acts as the graphics compositor for the UI layer. It intercepts layout draw commands, pools transient vertex lists into unified buffers to optimize pipeline state swaps, and coordinates a sliding frame cache system that automatically tracks and flushes unreferenced font textures from VRAM
 CUIConstraintsRepresents the boundary budget passed down the node tree during layout allocation
 CUIContextManages an isolated user interface canvas workspace sandbox, hosting its own independent node tree and interaction state trackers
 CUIEventA normalized data packet containing translated input data routed down the UI node tree
 CUIFragmentUniformsFragment uniforms for the UI pipeline
 CUILabelA non-interactive text rendering widget
 CUIMarginDefines the exterior boundaries (in pixels) surrounding a UI element
 CUINodeAbstract base class for all UI widgets, managing hierarchy tracking, layout passes, and input routing
 CUIPaddingDefines the internal spacing boundaries (in pixels) for UI layout containers
 CUIPanelA container widget that arranges child nodes into sequential layout distributions
 CUIParser
 CUIPipelineAlpha-blended pipeline for rendering UI elements (text, panels, icons)
 ▼CUISliderAn interactive value-selector bar supporting mouse dragging and gamepad focus adjustments
 CSliderPropertiesArchitectural constraints governing value clamping and stepping metrics
 CSliderStyleVisual properties defining the slider track, fill area, and thumb indicator
 CUISpriteA static texture rendering frame component wrapper
 CUISystemCentral gateway subsystem managing UI multi-context lifetimes, resolution scaling, and input filtering
 CUIVertexUniformsVertex uniforms for the UI pipeline
 CVec2Generic 2-D vector with arithmetic operators
 CUIVertexPushConstants