| ►Ncom | |
| ►Ngoogle | |
| ►Nfpl | |
| ►Nutils | |
| ►CGooglePlayServicesHelper | Helper class responsible for setting up the GoogleApiClient object and managing its lifecycle for activities |
| CSignInFailureReason | Represents the reason for a sign-in failure |
| CSignInListener | Listener for sign-in success or failure events |
| CSoundManager | Controls the background audio tracks that need gapless playback and looping on Android devices |
| ►Nvoltair | |
| CVoltAirActivity | Subclass of QtActivity to provide Android-specific functionality |
| ►NUtil | Frequently used static utility functions |
| CQQmlListPropertyOnQList | Helper class which creates QQmlListProperty objects directly on QList members fields |
| CAccelerator | A sensor region which accelerates any body that comes in contact with it |
| CAcceleratorLogic | Accelerates Bodys that are in contact with the AcceleratorLogic's actor in the direction that they are moving |
| CAchievement | Representation of a Google Play Games Services achievement |
| CActor | Representation of an entity within the Game scene |
| CActorEmitterLogic | Spawns Actors of QML type actorModel into the Game's QML tree through Level::addActor() |
| CAndroidActivity | JNI interface for the main Android activity |
| CAnimatedImageRenderer | Graphic based on ImageRenderer which displays a frame animation from a texture sheet |
| CAsteroid | A large kinematic actor that rotates and is magnetic |
| CAsteroidSmall | A small kinematic actor that rotates and is magnetic |
| CAsteroidTiny | A tiny kinematic actor that rotates and is magnetic |
| CAttribute | The definition of a vertex attribute, such as a position vector, or a texture coordinate |
| ►CAttributeArray | A helper class to access and iterate over an interleaved vertex attribute array |
| CIterator | An iterator over a vertex attribute array |
| CAttributeSet | A list of vertex attributes |
| CBackground | Fullscreen graphic in the menu that is behind all other layers |
| CBody | A QObject container for a Box2D b2Body |
| CBumper | A polygon actor that kicks back any body that comes in contact with it |
| CCamera | QQuickItem which represents the Camera into the game world |
| CCameraMovementLogic | Logic to make the camera follow the bounding box of all Actor::PlayerActors |
| CCinematic | Video that is skipped by valid player input |
| CCircleBody | A QObject container for a Box2D b2Body that represents a circle |
| CConfirmDialog | Simple dialog for confirming or canceling an action |
| CContactEvent | Raised when two Bodys begin or end contact with each other |
| CContactListener | Handler for notifications of ContactEvents from the b2World |
| CContactTrigger | Listens to ContactEvents between the parent Actor's Body and another body of the specified ActorType |
| CControllerEvent | A platform independent event generated by controller device |
| CControllerFactory | Base interface for constructing virtual controllers from a deviceId |
| ►CControllerManager | Maintains global list of connected controllers and notifies registered listeners of changes in these statuses |
| CDeviceConnectionListener | Interface for listening to changes in device connection statuses |
| CStaticDeviceConnectionListener | Helper factory class to generate a new DeviceConnectionListerer instance for a static callback function |
| CDebugHud | Item that renders on top of all others and presents information for debugging |
| CDebugManager | Class to manage debug options defined in debug.json data file |
| CDebugMetricsMonitor | Tracks and provides mechanisms for reporting various debug metrics |
| CDebugRenderer | A class with helper methods for rendering primitives like lines, for debug visualization |
| CDestructionListener | Handler for object destruction notifications in b2World |
| CDirectTexture | A texture which points to a user managed GL texture object |
| ►CEmitterLogic | Abstract base class to spawn generic entities into the Game based on configurable parameters |
| CSpawnParameters | Parameters to use for creating and initializing spawned entities |
| CEngine | The singleton object responsible for game execution |
| CEnvironment | Grouping of related LevelInfos together into an logical, ordered list |
| CGame | The top-level Game object for VoltAir |
| CGameInputLogic | Logic that synchronously polls global controller state and changes the parent Actor's inputForce and magnetized dynamic properties accordingly |
| ►CGamepadRouter | Routes gamepad-related ControllerEvents according to inherent GamepadControllerFactory specifications |
| CGamepadControllerFactory | Factory for constructing VirtualControllers to represent gamepad devices as controllers |
| ►CGraphic | Base class for visual elements which are part of the game scene, and are rendered through Renderer |
| CRenderParameters | Struct containing the accumulated result of getFlattenedRenderParameters() |
| CGrayscaleShaderEffect | A shader effect that renders an item in grayscale |
| CImageRenderer | Graphic which displays a texture as an image |
| CInputArea | Ui module for gaining basic input event (i.e. keyboard) support on non-Android devices |
| CInputRouter | Routes ControllerEvents according to inherent ControllerFactory specifications |
| CInputScheme | Represents a scheme mapping generic input "events" to output "actions" |
| CInstancedShader | Shader which has instanced values for uniforms and other GL state |
| CInstancedShaderBase | Helper class to implement InstancedShader subclasses, by managing a shared Shader |
| CInterpolationLogic | Interpolates target's targetProperty value between beginValue and endValue |
| CJavaScriptLogic | Extends Logic to include custom behavior defined via JavaScript code in Qml files |
| CJoint | A constraint between two Bodys |
| CJoints | Factory class for creating Joints from QML |
| CJoystickAxisScheme | Represents a scheme mapping input joystick axes to output actions |
| ►CKeyboardRouter | Routes Keyboard-related ControllerEvents according to inherent KeyboardControllerFactory specifications |
| CKeyboardControllerFactory | Factory for constructing VirtualControllers to represent keyboard devices as controllers |
| CKeyNavFocusArea | Item that handles focus navigation |
| CKeyScheme | Represents a scheme mapping keyboard input to output actions |
| CLevel | Representation of an in-game level |
| CLevelInfo | Metadata for a Level |
| CLevelProgression | Grouping of related Environments together into a logical, ordered list |
| CLevelProgressionList | Collection of LevelProgressions |
| CLevelSelectionMenu | Menu which allows the player to choose which level they want to enter |
| CLiquidFunDebugDraw | Implementation of b2Draw which renders objects (body fixtures, particles, etc.) using DebugRenderer |
| CLoadingScreen | Screen that displays a looping animation until the next level has loaded |
| CLogic | Non-visual entities in the QML item tree that define behavior for their parent Actor |
| CMagneticAttractorLogic | Logic which pulls its parent actor in the direction of magnetic Bodys and also attracting them towards our Body |
| CMagneticHighlight | A Graphic based on ImageRenderer that gradually becomes visible if something magnetic is nearby |
| CMagneticHighlightLogic | Class which mediates between magnetic attractors and magnet visual effects on target objects |
| Cmain | Root of the Engine's QML tree that instantiates the basic top-level items needed for a game: a Camera, a level Loader, and an InputArea for handling input events |
| CMaskShaderEffect | A shader effect that masks one texture with another |
| CMenuButton | A selectable text button that fires an action when released |
| CMenuCard | A playing card shaped graphical button that fires an action when released |
| CMenuIcon | Simple graphical button that fires an action when released |
| CMesh | Mesh composed of vertices, and attributes for each vertex |
| CMeshInstance | Mesh bound to a specific Shader |
| CMultiPlayerFillBar | Progress bar that shows the proportion of Snowflakes attained out of the total needed |
| CMultiPlayerHud | Overlays the screen during multiplayer play and provides information on game progress |
| CMultiPlayerScoringScreen | Displays the results of a multiplayer game |
| CMultiTouchMenuIcon | Icon for use in handling multi-touch events |
| CMultiTouchMenuIconManager | Manager for the state of a set of MultiTouchMenuIcons |
| COrb | A sensor actor that awards a point when contacted |
| COverlay | Gray translucent layer used to separate two overlapping scenes |
| CParallaxTransformItem | QQuickItem which applies a translation to children, giving the illusion of parallax scrolling |
| CParticle | Wrapper around a LiquidFun particle |
| CParticleEmitter | Emits water particles |
| CParticleEmitterLogic | Spawns WaterParticles into the world (i.e. an unbounded WaterParticleSet) |
| CParticleLayer | Wrapper around a b2ParticleSystem, which represents an independent layer of particles |
| CParticleRendererItem | Graphic which renders LiquidFun particles as blobs with a variety of effects |
| CParticleShaderParams | Structure holding the state for shaders used in ParticleRenderItem |
| CPauseMenu | Menu displayed when the game is paused |
| CPickupLogic | Defines a behavior that, when added to an Actor, makes it "collectable" |
| CPlayerManager | Manages a mapping from unique player identifiers to different controllers that connect and disconnect throughout the game |
| CPlayerProfile | Represents a player's profile or "save game" state |
| CPolygon | Container Actor for a single PolygonBody |
| CPolygonBody | A QObject container for a Box2D b2Body that represents a polygon |
| CPolygonMesh | Class storing a renderable mesh, instantiable from QML |
| CPolygonVertexAttributeArray | Class storing the values in a vertex attribute array, instantiable from QML |
| CPortal | Progresses the game to the next level when this actor is contacted by a player |
| CQmlConstants | This class defines constants to be used in Qml |
| CQmlUtil | QML accessible versions of the Util functions |
| CRenderableInterface | Callback set in a RenderNode which can be used to issues draw calls |
| CRenderer | Class managing GL state switches and draw calls |
| CRenderList | List of RenderNodes, sorted by z-depth for rendering |
| CRenderNode | Node which queues a callback (RenderableInterface) or MeshInstance for rendering |
| CRevoluteJoint | A constraint that fixes the distance between each Bodys anchor point |
| CRobot | Player controlled robot that rolls and magnetizes |
| CRobotGraphics | A container class for the components used to render Robot |
| CRollingMovementLogic | Logic which exerts force in a specified direction, causing the actor to roll in that direction |
| CSelfDetachingJNIEnv | Smart wrapper around JNIEnv which retains information of how the environment was loaded |
| CShader | Shader program abstract base class |
| CShaderBase | Implementation of Shader which compiles itself from shader code |
| CSimpleFillBar | Progress bar that shows the proportion of amountFilled out of the total capacity |
| CSimpleFillBarSmall | Progress bar that shows the proportion of amountFilled out of the total capacity |
| CSimpleFrame | A stylized window that typically holds other UI components |
| CSimpleListMenu | Scrollable list that contains Items |
| CSinglePlayerFillBar | Progress bar that shows the proportion of Orbs attained out of the total possible |
| CSinglePlayerHud | Overlays the screen during single player play and provides additional information for the game |
| CSinglePlayerScoringScreen | Scoring screen presented after completing a single player level that lets the player navigate to menus or continue playing |
| CSingletonInstancedShaderBase | A helper to define singletons for InstancedShaders |
| CSnowflake | A magnetic sensor actor that awards a point when contacted |
| CSnowflakeEmitter | Emits Snowflakes |
| CSoundEffectInstance | An instance of a sound effect |
| CSoundManager | Controls the sound effects and background music (BGM) audio tracks needed to be played during the game |
| CSpriteShader | Shader use by Renderer to draw textured rectangles (sprites) |
| CStopwatchLogic | Defines a stopwatch which triggers any callbacks connected to timeElapsed() after time game-time seconds have elapsed |
| CTerrainMaterialDef | Definition of a terrain material |
| CTerrainMaterials | Class managing a collection of TerrainMaterialDefs |
| CTerrainMeshRenderer | Graphic which performs rendering of a terrain mesh |
| CTerrainShader | InstancedShader which does a multi-texture blend between up to three Textures, to render terrain meshes |
| CTerrainShaderKey | Selector key which picks the specific terrain shader variant to use |
| CTexture | Texture abstract base class |
| CTextureManager | Class which loads and caches Textures |
| CThoughtBubble | A thought bubble that follows the actor around and displays hints to the player |
| CToast | Simple popup that fades in and out after a set duration |
| ►CTouchNavigationRouter | Routes gamepad-related ControllerEvents according to inherent TouchNativationControllerFactory specifications |
| CTouchNavigationControllerFactory | Factory for constructing VirtualControllers to represent touch navigation devices as controllers |
| CTouchScreenButtonController | Ui element item that defines the basis for a visual and touch based VirtualController |
| CTrigger | Listens for one or more events (TriggerEvent) and calls an event handler (handleEvent()) in response to received events |
| CTriggerArea | A sensor area that triggers an action |
| CTriggerAxisScheme | Represents a scheme mapping input trigger axes to output actions |
| CTriggerEvent | Abstract base class for events which can be handled by Triggers |
| CUi | The top-level UI object |
| CUiComponent | Base class for UI sub-components that provides an API for showing, hiding, and focus changes |
| CUiInternal | Internal backing C++ class for the Ui QML item |
| CVariantConverter | Helper template class to convert QVariants to and from a specific type, for example, QPointFs |
| CVariantConverter< int > | Helper template class to convert QVariants to and from ints |
| CVariantConverter< QJsonObject > | Helper template class to convert QVariants to and from QJsonObjects |
| CVariantConverter< QMap< QString, T > > | Helper template class to convert QVariantMaps to and from QMaps with a convertable value type T |
| CVariantConverter< QPointF > | Helper template class to convert QVariants to and from QPointFs |
| CVariantConverter< QSet< T > > | Helper template class to convert QVariantLists to and from QSets with a convertable value type T |
| CVariantConverter< QString > | Helper template class to convert QVariants to and from QStrings |
| CVariantConverterBase | Base template class for VariantConverter |
| CVirtualController | Software represention and state capable of describing almost all physical controllers |
| CVoltAirController | Ui element item that defines a multi-touch based VirtualController for use in VoltAir |
| CVoltAirLevelProgressionList | Map of all levels in their environments |
| CVoltAirText | Container for text with default style settings and a drop shadow |
| CWaterBody | A standing body of water |
| CWaterBodyLogic | Creates a body of water formed from WaterParticles |
| CWaterParticle | A Particle which destroys itself after a decay time has elapsed |
| CWaterParticleSet | A collection of WaterParticles which can perform updates each frame |
| CWeldJoint | A constraint that fixes the relative positions of two Bodys |