penguins
1.0.0
Data Structures
Here are the data structures with brief descriptions:
[detail level
1
2
]
C
Arguments
C
BaseGamePanel
C
BetterRng
An implementation of
Rng
for C++ using the standard functions from
<random>
C
BotFloodFillCtx
See
bot_flood_fill_count_fish
C
BotMove
A
penguin -> target
pair
C
BotMovementController
C
BotMovementThread
C
BotParameters
Various parameters for the bot algorithm
C
BotPlacementController
C
BotPlacementThread
C
BotState
Contains temporary data created during the evaluation of bot's moves
C
BotThread
C
BotThreadShared
C
BotTurnController
C
CanvasPanel
Responsible for drawing the board and painting the UI overlays
C
Coords
A pair of 2D coordinates, used for addressing the
Game::board_grid
C
FillSpan
Used internally by
flood_fill
C
Game
The central struct of the application, holds the game data and settings
C
GameController
C
GameEndDialog
C
GameEndDialogGrid
C
GameEndedController
C
GameFrame
▼
C
GameLogEntry
An entry in the
Game::log_buffer
, implemented as a tagged union
C
GameLogEntryData
C
GameLogListBoxEntry
C
GameLogMovement
A
GameLogEntry
created by
move_penguin
C
GameLogPhaseChange
A
GameLogEntry
created by
game_set_phase
C
GameLogPlacement
A
GameLogEntry
created by
place_penguin
C
GameLogPlayerChange
A
GameLogEntry
created by
game_set_current_player
C
GamePanel
C
GameStartPanel
C
LogEntryViewerController
▼
C
NewGameDialog
C
Persistence
C
PlayerRowWidgets
C
PenguinsApp
C
Player
Holds the data of the players of the
Game
C
PlayerInfoBox
C
PlayerMovementController
C
PlayerPenguinWindow
C
PlayerPlacementController
C
PlayerTurnController
C
PossibleSteps
Exists purely to wrap an array of the numbers of steps in every possible
Direction
C
Rng
A wrapper around random number generators
C
SimpleStaticBox
A
wxStaticBox
with just the border and no label
C
TilesetHelper
Generated by
1.9.1