Moai SDK  2.0
Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 1234567]
 CMOAIBitmapFontReader
 CMOAIBox2DArbiterBox2D Arbiter
 CMOAIBox2DFixtureBox2D fixture
 CMOAIBox2DJointBox2D joint
 CMOAIDataBufferBuffer for loading and holding data. Data operations may be performed without additional penalty of marshalling buffers between Lua and C
 CMOAIDeckBase class for all decks
 CMOAIEventSourceBase class for all Lua-bound Moai objects that emit events and have an event table
 CMOAIFooExample class for extending Moai using MOAILuaObject. Copy this object, rename it and add your own stuff. Just don't forget to register it with the runtime using the REGISTER_LUA_CLASS macro (see moaicore.cpp)
 CMOAIFrameBufferMOAIFrameBuffer is responsible for drawing a list of MOAIRenderable objects. MOAIRenderable is the base class for any object that can be drawn. This includes MOAIProp and MOAIPartitionViewLayer. To use MOAIFrameBuffer pass a table of MOAIRenderable objects to setRenderTable (). The table will usually be a stack of MOAIPartitionViewLayer objects. The contents of the table will be rendered the next time a frame is drawn. Note that the table must be an array starting with index 1. Objects will be rendered counting from the base index until 'nil' is encountered. The render table may include other tables as entries. These must also be arrays indexed from 1
 CMOAIGlyphCache
 CMOAIGridPathGraphPathfinder graph adapter for MOAIGrid
 CMOAIGridSpaceRepresents spatial configuration of a grid. The grid is made up of cells. Inside of each cell is a tile. The tile can be larger or smaller than the cell and also offset from the cell. By default, tiles are the same size of their cells and are no offset
 CMOAIHttpTaskBaseObject for performing asynchronous HTTP/HTTPS tasks
 CMOAIImageImage/bitmap class
 CMOAIInputDeviceManager class for input bindings. Has no public methods
 CMOAIMaterialBatchThis is an indexed set of materials. A material is a shader, a texture and an optional hit mask. A material batch may be attached to a prop or a deck to change the materials used when rendering deck indices. Some decks also allow multiple material batch indicies to be specified per deck item. This is useful when rendering compound objects that need elements form multiple shaders and textures
 CMOAIParticlePluginAllows custom particle processing
 CMOAIParticleScriptParticle script. A particle script contains a series of operations, which can perform simple computations on values. Values can be hard-coded using packConst to create constant values, or stored in registers. There is a set of innate registers, accessed through the packReg() function, and a second set of "live" registers which allow setting values from external code using the setReg() function
 CMOAIParticleStateParticle state
 CMOAIPartitionClass for optimizing spatial queries against sets of primitives. Configure for performance; default behavior is a simple list
 CMOAIPartitionResultBufferClass for optimizing spatial queries against sets of primitives. Configure for performance; default behavior is a simple list
 CMOAIPartitionViewLayerScene controls class
 CMOAIPathFinderObject for maintaining pathfinding state
 CMOAIPathTerrainDeckTerrain specifications for use with pathfinding graphs. Contains indexed terrain types for graph nodes
 CMOAISensorBase class for sensors
 CMOAISerializerManages serialization state of Lua tables and Moai objects. The serializer will produce a Lua script that, when executed, will return the ordered list of objects added to it using the serialize () function
 CMOAIStreamInterface for reading/writing binary data
 CMOAITextBundleA read-only lookup table of strings suitable for internationalization purposes. This currently wraps a loaded gettext() style MO file (see http://www.gnu.org/software/gettext/manual/gettext.html). So you are going to want to generate the .mo file from one of the existing tools such as poedit or msgfmt, and then load that file using this class. Then you can lookup strings using MOAITextBundle->Lookup()
 CMOAIUntzSampleBufferUncompressed WAV data held in memory. May be shared between multiple MOAIUntzSound objects
 CMOAIVectorTesselatorConvert vector primitives into triangles
 CMOAIVertexFormatVertex format class
 CMOAIViewportViewport object
 CZLContextClass< TYPE, SUPER >Base class for Moai singletons
 CZLContextClass< AKUContext >
 CZLContextClass< MOAIActionStackMgr >
 CZLContextClass< MOAIBillingAndroid, MOAILuaObject >
 CZLContextClass< MOAIBrowserAndroid, MOAILuaObject >
 CZLContextClass< MOAIDebugLinesMgr, MOAILuaObject >
 CZLContextClass< MOAIDialogAndroid, MOAILuaObject >
 CZLContextClass< MOAIDialogIOS, MOAILuaObject >
 CZLContextClass< MOAIDialogSDL, MOAILuaObject >
 CZLContextClass< MOAIDraw, MOAILuaObject >
 CZLContextClass< MOAIEaseType, MOAILuaObject >
 CZLContextClass< MOAIFileSystem, MOAILuaObject >
 CZLContextClass< MOAIFooMgr, MOAILuaObject >
 CZLContextClass< MOAIGeometryWriter, MOAILuaObject >
 CZLContextClass< MOAIImageFormatMgr >
 CZLContextClass< MOAIInputMgr, MOAILuaObject >
 CZLContextClass< MOAIKeyCode, MOAILuaObject >
 CZLContextClass< MOAILogMgr, MOAILuaObject >
 CZLContextClass< MOAILuaRuntime, MOAILuaObject >
 CZLContextClass< MOAILuaUtil, MOAILuaObject >
 CZLContextClass< MOAIMainThreadTaskSubscriber >
 CZLContextClass< MOAIMaterialMgr >
 CZLContextClass< MOAIMath, MOAILuaObject >
 CZLContextClass< MOAIMoviePlayerAndroid, MOAILuaObject >
 CZLContextClass< MOAINodeMgr, MOAILuaObject >
 CZLContextClass< MOAINotificationsAndroid, MOAILuaObject >
 CZLContextClass< MOAINotificationsIOS, MOAILuaObject >
 CZLContextClass< MOAIPartitionResultMgr >
 CZLContextClass< MOAIRenderMgr, MOAILuaObject >
 CZLContextClass< MOAIShaderMgr, MOAILuaObject >
 CZLContextClass< MOAITestMgr, MOAILuaObject >
 CZLContextClass< MOAITrace, MOAILuaObject >
 CZLContextClass< MOAIUntzSystem, MOAILuaObject >
 CZLContextClass< MOAIUrlMgrNaCl >
 CZLContextClass< MOAIVertexFormatMgr, MOAILuaObject >
 CZLContextClass< ZLLog >