 Mezzanine | The bulk of the engine components go in this namspace |
  Audio | This namespace is for all the classes belonging to the Audio Subsystem |
   AudioManager | This is the base manager class for the Audio subsystem and it's operations |
   AutowahParameters | This is a struct containing all the parameters needed to describe an Auto-Wah effect |
   ChorusParameters | This is a struct containing all the parameters needed to describe a Chorus effect |
   CompressorParameters | This is a struct containing all the parameters needed to describe a compressor effect |
   DistortionParameters | This is a struct containing all the parameters needed to describe a Distortion effect |
   EAXReverbParameters | This is a struct containing all the parameters needed to describe an EAX Reverb effect |
   EchoParameters | This is a struct containing all the parameters needed to describe an echo effect |
   EqualizerParameters | This is a struct containing all the parameters needed to describe an equalizer effect |
   FlangerParameters | This is a struct containing all the parameters needed to describe an flanger effect |
   FrequencyShiftParameters | This is a struct containing all the parameters needed to describe a frequency shift effect |
   iBufferUpdate2DWorkUnit | This is the work unit for updating audio buffers as necessary for audio playback |
   iBufferUpdate3DWorkUnit | This is the work unit for updating audio buffers as necessary for audio playback |
   iDecoder | This is an interface class for the decoding of audio from a stream |
   iDecoderFactory | This is an interface class for factories that create decoders |
   iEffect | This is an interface class for an effect that can be applied to a sound |
   iEffectFilterCleanWorkUnit | This is the work unit for marking all effects and filters as clean after sounds have been processed |
   iEffectsHandler | This is an interface class for the creation, destruction, and overall management of audio effects |
   iFilter | This is an interface class for the application of filters to audio playback |
   iListener | This is an interface class for a listener (such as a player) in the 3D audio world |
   iRecorder | This is an interface class for the recording of audio |
   iSound | This is an interface class for a non-spacialized sound |
   MusicPlayer | This is a convenience class for the playing of music in a game |
   PitchShifterParameters | This is a struct containing all the parameters needed to describe a pitch shift effect |
   Playlist | This class is a list of sounds with common playlist features |
   ReverbParameters | This is a struct containing all the parameters needed to describe a Reverb effect |
   RingModulatorParameters | This is a struct containing all the parameters needed to describe a ring modulation effect |
   SoundProxy | This is a proxy class for representing a sound being played in 3D space |
   SoundScapeManager | This is the base manager class for audio being played in a 3D environment |
   SoundSet | This is a vector that stores sounds |
   VocalMorpherParameters | This is a struct containing all the parameters needed to describe a vocal morpher effect |
  BinaryTools | A grouping of utilities for working with binary data more easily |
   BinaryBuffer | A way to store and pass binary buffers, for example compiled bytecode |
  crossplatform | All functionality that needs different implemenations per platform will go in here |
  debug | This namespace is for internal debugging tools. In general it shouldn't be used in game code |
   InternalDebugDrawer | This is used to draw wireframse for the Physics subsystem |
  Graphics | This namespace is for all the classes belonging to the Graphics Subsystem |
   Billboard | This is the proxy class for placing and manipulating a set of 2D billboards in the scene |
   BillboardSetProxy | This is the proxy class for placing and manipulating a set of 2D billboards in the scene |
   Bone | This class encapsulates the bones contained in a skeleton used for animation |
   CameraManager | This is the manager class for all camera functions |
   CameraProxy | This is the proxy class for placing and manipulating a camera in the scene |
   DefaultCameraManagerFactory | A factory responsible for the creation and destruction of the default cameramanager |
   DefaultGraphicsManagerFactory | A factory responsible for the creation and destruction of the default graphicsmanager |
   DefaultMeshManagerFactory | A factory responsible for the creation and destruction of the default meshmanager |
   DefaultSceneManagerFactory | A factory responsible for the creation and destruction of the default scenemanager |
   EntityProxy | This is the proxy class for placing and manipulating a mesh in the scene |
   GameWindow | This class is for creating and managing game windows |
   GraphicsManager | This is intended to store basic graphics setting for the user |
   InternalMaterialData | This class is used to store the internal structures needed by the Material class |
   InternalMeshData | This class is used to store the internal structures needed by the Mesh class |
   InternalSkeletonData | This class is used to store the internal structures needed by the Skeleton class |
   InternalTextureData | This class is used to store the internal structures needed by the Texture class |
   LightProxy | This is the proxy class for placing and manipulating lighting in the scene |
   Material | This class represents all the rendering passes a rendered object has |
   Mesh | This class is used to check and modify the properties of a graphics mesh |
   MeshManager | This manager handles the storage, generation, and query of of Graphics Meshes |
   ParticleAffector | This class defines how particles of a given particle effect behave during their lifetime |
   ParticleEmitter | This class defines how particles of a given particle effect spawn |
   ParticleSystemProxy | This is the proxy class for placing and manipulating particles in the scene |
   Pass | This class represents one rendering pass for a graphics object |
   RenderableProxy | This is the base proxy class for world proxies wrapping functionality of the graphics subsystem |
   RenderWorkUnit | This does the main loop processing for required to make the Graphics Manager function |
   SceneManager | This class contains utilities and functions to allow the manipulation of the Graphical scene, rather then the physics inside, or the object inside |
   SceneManagerData | Stores internal data for the SCeneManager to keep it from cluttering the Header file |
   Skeleton | This class encapsulates the Skeletal animation functionality of a Mesh |
   SubMesh | This class represents a sub-section of an overall mesh |
   Technique | This class represents a collection of passes an object has for it's rendering |
   Texture | This class represents a texture loaded into memory |
   Viewport | This class is for creating and managing viewports within a game window |
  Input | This namespace is for all the classes belonging to the Input Subsystem |
   ButtonDevice | This is a base class for all input devices with buttons |
   Controller | This class represents a controller input device, such as a gamepad or joystick |
   DefaultInputManagerFactory | A factory responsible for the creation and destruction of the default inputmanager |
   Device | This is a base class for all input devices |
   DeviceUpdateWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the updating of the physics debug drawer |
   InputManager | This is the manager responsible for the handling of input devices and events |
   InputManagerInternalData | This is an class for the handling of internal input data |
   Keyboard | This class represents the keyboard input device |
   MetaCode | This Determines the kind of user input |
   MetaCodeKey | A key class for MetaCodes to be used in associative containers |
   Mouse | This class represents the mouse input device |
   SequenceContainer | This class stores and provides utilities for sequenced inputs and their operations |
  Internal | |
   EventManagerInternalData | Used to increase encapsulation, just a bit |
   Line3D | Does the bulk of the work that that the Mezzanine::LineGroup performs |
   LineVertex | A small declaration of what our vertexs look like for when we write to the buffers |
  internal | This namespace is used for internal helper classes, and in general it should be ignored by game developers |
  MathTools | This namespace is the home of a number of utility variables and methods to facilitate various math related tasks |
  Physics | This namespace is for all the classes belonging to the Physics Subsystem |
   BoxCollisionShape | A box physics shape |
   CapsuleCollisionShape | A capsule physics shape |
   CollidablePair | This is a helper class for storing pairs of collidable proxies in associative containers |
   CollidableProxy | This is a proxy from which physics objects that can collide with each other are handled |
   Collision | This is an event class used to track collsions in the physics world |
   CollisionDispatcher | Used to provide better reporting of collisions |
   CollisionInternalData | Used to insulate the interface from the implementation details for bullet |
   CollisionShape | This is the base class for all collision shapes |
   CollisionShapeDeSerializer | A tool to aid in deserialization for the specific instances that DeSerialization CollisionShapes other ways does not make sense |
   CollisionShapeManager | This manager is for the storage of all shapes and creation of mesh shapes |
   CompoundCollisionShape | A collision shape composed of many other collision shapes placed and oriented in local space |
   ConeCollisionShape | A cone physics shape |
   ConeTwistConstraint | |
   Constraint | This is the base class for all constraints supported |
   ConvexHullCollisionShape | A simple convex shape built from a low number of points in local space |
   CylinderCollisionShape | A cylinder physics shape |
   DebugDrawWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the updating of the physics debug drawer |
   DefaultCollisionShapeManagerFactory | A factory responsible for the creation and destruction of the default collisionshapemanager |
   DefaultPhysicsManagerFactory | A factory responsible for the creation and destruction of the default physicsmanager |
   DualTransformConstraint | All constraints that track rotation and location of the Pivot relative to each Actor inherit from this |
   DynamicMeshCollisionShape | A triangle mesh collsion shape based on a graphics mesh |
   FieldCollisionShape | This is the base class for all Field shapes |
   GearConstraint | This is a constraint that duplicate the angular motion of one object to another, adjusted by the provided ratio |
   Generic6DofConstraint | Create simple but specific limits on any axis of movement or rotation |
   Generic6DofSpringConstraint | Creates a constraint as configurable as the 6Dof constraint, but has added support for spring motion |
   GhostProxy | This is the proxy object for ghost objects with no contact response |
   HeightfieldCollisionShape | A series of values that store hieght in a grid like fashion |
   Hinge2Constraint | |
   HingeConstraint | This is a constraint to be used to restrict the movement between two objects to angular rotation on a single axis |
   ManagerConstructionInfo | This is a helper class storing information needed for the construction of a PhysicsManager |
   MeshCollisionShape | This is the base class for all Mesh shapes |
   MultiSphereCollisionShape | A physics shape comprised of multiple sphere's placed in local space |
   ParallelCollisionDispatcher | Used to provide better reporting of collisions in a multithreaded environment |
   PhysicsManager | This is simply a place for storing all the Physics Related functions |
   PlaneCollisionShape | A Flat wall/floor of limitless size |
   Point2PointConstraint | Tries to make a point relative to each of two actors match in 3d space, without regard to rotation |
   PrimitiveCollisionShape | This is the base class for all Primitive shapes |
   RigidProxy | This is a proxy from which rigid body proxys are handled |
   SimulationMonopolyWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the multi-threaded processing of physics simulations |
   SimulationWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the single threaded processing of physics simulations |
   SliderConstraint | |
   SoftCollisionShape | A collision shape for soft proxies |
   SoftProxy | This is the proxy object for soft/compressable bodies |
   SphereCollisionShape | A sphere physics shape |
   StaticMeshCollisionShape | A triangle mesh collsion shape based on a graphics mesh |
   StickyConstraintConstructionInfo | Simple struct for holding information on how sticky constraints should be constructed |
   StickyData | This is a basic class for storing the data related to the sticky behavior available to rigid bodies |
   UniversalConstraint | |
   WorldTriggerUpdateWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the updating of WorldTriggers |
  Resource | This namespace is for all the classes belonging to the non-network I/O Subsystem |
   Archive | |
   Asset | |
   AssetGroup | |
   AssetHandler | |
   DataStream | This represents a stream to a piece of data, usually a file |
   FileStream | This represents a stream to a file on disk using the C++ file stream API |
   MemoryStream | This represents a stream to a buffer in memory |
   TextSettingsFile | |
  Scripting | This namespace is for all the classes belonging to the Scripting Subsystem |
   iScript | The interface for a script |
   iScriptArgument | The interface for a script argument |
   iScriptCompilable | The interface for a script that can be compiled to bytecode |
   iScriptCompilationManager | What a scripting manager should look like |
   iScriptingManager | What a scripting manager should look like |
   iScriptMultipleReturn | This script can return simple group of values |
   iScriptWorkUnit | The interface for a container of script that can be executed each frame |
   NullArgument | A very simple type used to indicate to script argument templates that the argument represents |
   ScriptArgumentGeneric | A generic implementation of a ScriptArgument that is suitable for primitive types in most situations |
   ScriptArgumentGeneric< Boolean > | A Bool implementation of a ScriptArgument that is suitable for primitive types in most situations |
   ScriptArgumentGeneric< Integer > | A Integer implementation of a ScriptArgument that is suitable for primitive types in most situations |
   ScriptArgumentGeneric< NullArgument > | A Null implementation of a ScriptArgument that is suitable for primitive types in most situations |
   ScriptArgumentGeneric< Real > | A Real number implementation of a ScriptArgument that is suitable for primitive types in most situations |
   ScriptArgumentGeneric< String > | A String implementation of a ScriptArgument that is suitable for primitive types in most situations |
   ScriptArgumentGeneric< Whole > | A Whole number implementation of a ScriptArgument that is suitable for primitive types in most situations |
  StringTools | This is a utility to help perform all kinds of string related tasks |
  Threading | This is where game specific threading algorithms and a minimalistic subset of the std threading library a held |
   this_thread | A partial implementation of std::thread::this_thread |
   _thread_start_info | Information to pass to the new thread (what to run) |
   AsynchronousFileLoadWorkUnit | This is intended to load files asynchronously and continue doing so whether or not other the FrameScheduler is running or paused |
   Barrier | A synchronization primitive that causes a predefined number of threads to all wait before continuing |
   DefaultThreadSpecificStorage | Use this to change the default resource type |
   DefaultWorkUnit | Default implementation of WorkUnit. This represents on piece of work through time |
   DoubleBufferedResource | A thread specific resource that uses double buffering to avoid multithreaded synchronization mechanisms |
   FrameScheduler | This is central object in this algorithm, it is responsible for spawning threads and managing the order that work units are executed |
   iAsynchronousWorkUnit | The interface for a WorkUnit that will keep running when the rest of the scheduler is paused |
   iWorkUnit | Interface of a WorkUnit. This represents on piece of work through time |
   lock_guard | Lock guard class |
   LogAggregator | Gather all the thread specific logs and commit them to the main log |
   MonopolyWorkUnit | A kind of workunit given exclusive runtime so it can consume time on multiple threads |
   Mutex | A cross-platform abstraction of the OS's mutex |
   RawFile | A simple in memory representation of a file |
   ReadOnlyLockGuard | Read only lock guard |
   ReadWriteLockGuard | ReadWrite lock guard |
   ReadWriteSpinLock | A mutex like construct that supports multiple readsingle writer semantics and never makes a system call and uses CPU instructions instead |
   ScopedTimer | Used to time from this objects creation to its destruction |
   SpinLock | A mutex like construct that never makes a system call and uses CPU instructions instead |
   Thread | A small wrapper around the system thread |
   ThreadId | The thread ID is a unique identifier for each thread |
   ThreadSpecificStorage | A thread specific collection of double-buffered and algorithm specific resources |
   WorkSorter | Sorts all of the WorkUnits in the FrameScheduler |
   WorkUnitKey | Stores data about a single work unit so that it can easily be sorted |
  UI | This namespace is for all the classes belonging to the Graphical User Interface Subsystem |
   Action | This class represents an action to be taken. Can have multiple inputs bound to it |
   ActionEventArguments | This is the base class for action specific event arguments |
   ActionHandler | This class is the core class responsible for the management of actions |
   AtlasAndPosition | This class stores how the calls to Render are to be done |
   BruteStrategy | This strategy uses a brute force reverse search for the hovered quad |
   Button | This class is a helper class, specifically for use as a button |
   ButtonFactory | This is the factory implementation for Button widgets |
   Character | This class creates and encapsultes a character that can be used in text renders |
   CharacterTraits | This class stores common data for determining the look of a Character |
   CheckBox | This is a simple widget for storing a bool value |
   CheckBoxFactory | This is the factory implementation for CheckBox widgets |
   ChildFocusEventArguments | |
   DefaultColourTag | This class implements a character colour changing tag |
   DefaultFontTag | This class implements a character font changing tag |
   DefaultMarkupParser | This class implements the default set of tags used by the UI markup system |
   DefaultSpriteTag | This class implements a sprite inserting tag |
   DefaultUIManagerFactory | A factory responsible for the creation and destruction of the default uimanager |
   EditBox | Widget for handling the input and manipulation of text |
   FontData | This class represents a collection of Glyphs in a common visual style |
   GenericWidgetFactory | This is the factory implementation for generic widgets |
   Glyph | Class used to describe a single glyph or character available for text operations |
   GridContainer | This is a container class for placing child objects on a 2 dimensional grid |
   HorizontalContainer | A layout container that aligns it's children along a common X axis |
   HorizontalContainerFactory | This is the factory implementation for HorizontalContainer widgets |
   HorizontalLayoutStrategy | This is a specialization of a layout strategy where a group of quads are sized and placed in a linear sequence along the X axis |
   HorizontalScrollbar | This is a scrollbar class aligned on the X axis |
   HorizontalScrollbarFactory | This is the factory implementation for HorizontalScrollbar widgets |
   HotKeyHandler | This class is responsible for the registration and handling of hotkeys in the UI system |
   ImageLayer | This layer is for placing images and basic colours in it's parents' quad space |
   InsertTagToken | This struct represents a markup tag segment from the source string |
   KerningInfo | Basic class used to describe Kerning for a given Glyph |
   LayoutContainer | This is the base class for container objects that automatically position it's children |
   LayoutStrategy | This is a base class for the algorithms used by QuadRenderables to determine how they should update their dimensions |
   LeftToRightTextLine | This is a TextLine specialization class for text read from the left to the right |
   LinearContainer | This is a container class for placing child objects in succession on a single axis |
   LineList | This is an object comprised of a series of lines |
   LineListRenderer | |
   ListBox | This is a widget for displaying a list of captions in a box |
   ListItemParameters | This is a struct for the storage of parameters to be set on created ListBox list items |
   MarkupParser | This is a base class for the parsing of markup texts contained in text layers |
   MarkupTag | This is a base class for tags that implement the functionality of a markup language |
   MenuButton | This is a button with additional data used to track the binding to a MenuEntry which can be serialized |
   MenuButtonFactory | This is the factory implementation for MenuButton widgets |
   MenuEntry | This class is an entry for a single window/widget in a menu |
   MenuEntryFactory | This is the factory implementation for MenuEntry widgets |
   MenuStack | This is a class designed to help MenuEntrys keep track of the Menu tree they belong to |
   MouseHoverCheck | Simple functor for finding which renderable the mouse is hovered over |
   MouseHoverStrategy | This is the base class for a method of finding which quad the mouse is hovered over |
   MultiLineTextLayer | This is a render layer specializing in multi-line text |
   NineBoxCheck | Simple functor for finding which renderable the mouse is hovered over |
   NineBoxStrategy | This strategy partitions the screen into 9 area's that track which Quads are in them, allowing a smaller list of quads to be checked |
   OgreVertex | Simple class that facilitates conversions when inserting vertex's into the video buffer |
   PagedContainer | This is the base class for containers that have a render area and work area of different sizes |
   PageProvider | This is the base class for interpretting widget values to page positions |
   PartitionData | This is a helper class for storing metadata for partitions |
   PositioningInfo | This is a helper class designed to describe the behaviors of a quad when it needs to be repositioned |
   QuadRenderable | This represents a nestable quad for an object in a GUI layout |
   QuadRenderer | |
   RadioButton | This is a simple widget where only one of it's selections can be selected at a time |
   RadioButtonFactory | This is the factory implementation for RadioButton widgets |
   RadioButtonGroup | This is a class designed to facilitate operations across an entire group of RadioButtons |
   RangeTagToken | This struct represents a markup tag segment from the source string |
   Rect | This class represents a box shaped area on the screen |
   Renderable | Basic class for all structures that get inserted into the rendering hierarchy |
   RenderLayer | This is the base class for the types of layers that can be added to a renderable |
   RenderLayerGroup | This class stores a group of render layers that can be set to be rendered |
   RightToLeftTextLine | This is a TextLine specialization class for text read from the right to the left |
   Screen | This class is a helper class for creating UI's. It is responsible for storing and keeping track of all the elements of a single UI screen |
   ScreenInternalData | Basic struct holding some of the internal bits of this class that could not be placed on the class directly |
   ScreenRenderData | This class stores all vertices pertaining to a layer sorted by their priority for rendering |
   Scrollbar | This is the scrollbar base class |
   ScrollbarValueChangedArguments | This is the EventArguments class for when the scrollvalue of a scrollbar is updated |
   SimpleRenderer | A simple class providing basic methods to generate vertices with |
   SingleLineTextLayer | This is a render layer specializing in single-line text |
   SizingInfo | This is a helper class designed to describe the behaviors of a quad when it needs to be resized |
   Spinner | This is a simple widget for a numeric variable in a box |
   Sprite | Basic class used to describe a portion of a texture to be applied to a Quad |
   StackedContainer | This is the base class for containers that stack their children one on top of the other |
   TabSet | This is a widget that stores sets of renderables but only displays one at a time |
   TagToken | This struct represents a markup tag segment from the source string |
   TextCursor | Class for encapsulating the functionality of the text cursor/carat navigation in text layers |
   TextLayer | This is a base class for render layers that render text |
   TextLine | This represents a single line of text to be rendered by a TextLayer |
   TextToken | This class represents a normal text segment from the source string |
   TextureAtlas | |
   TextureAtlasHandler | This handles the creation, storage and overall handling of Texture Atlases |
   TextureAtlasInternalData | |
   TokenString | This is a helper class that facilitates operations with collections of tokens generated from Markup Parsers |
   UIManager | This class is responsible for any and all user interactions with the User interface/HUD |
   UnifiedDim | This class represents both the relative and absolute values that can be expressed for the values on one dimension for a UI renderable |
   UnifiedRect | This class represents a 2D rect which can express the size and position of a renderable on screen |
   UnifiedVec2 | This class represents a point in 2D space using UnifiedDim's |
   Vertex | Basic class describing a vertex in the UI to be rendered |
   VertexCollectFunctor | Simple functor for appending all vertices in the renderable tree to a vector |
   VertexData | Basic class describing a vertex in the UI to be rendered |
   VerticalContainer | A layout container that aligns it's children along a common Y axis |
   VerticalContainerFactory | This is the factory implementation for VerticalContainer widgets |
   VerticalLayoutStrategy | This is a specialization of a layout strategy where a group of quads are sized and placed in a linear sequence along the Y axis |
   VerticalScrollbar | This is a scrollbar class aligned on the Y axis |
   VerticalScrollbarFactory | This is the factory implementation for VerticalScrollbar widgets |
   Widget | This is the base class for all widgets |
   WidgetEventArguments | This is the base class for widget specific event arguments |
   WidgetFactory | This is a base class for factories that construct the widgets available to the UI subsystem |
   WidgetUpdateWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the updating of widgets in the UI system |
  Unicode | A dumping ground for any feature that only relates to unicode work |
  XML | All tools for working with XML are located in this namespace |
   Attribute | A light-weight handle for manipulating attributes in DOM tree |
   AttributeIterator | Attribute iterator (a bidirectional iterator over a collection of Attribute) |
   Document | The root node of any xml hierarchy is a Document |
   NamedNodeIterator | Child node iterator (a forward iterator over a collection of Node) only iterates over nodes with a given name |
   Node | A light-weight handle for manipulating nodes in DOM tree |
   NodeIterator | Child node iterator (a bidirectional iterator over a collection of Node) |
   NodeText | A helper for working with text inside PCDATA nodes |
   ObjectRange | Used by the xml system to pass around iterable ranges |
   ParseResult | Troubleshooting data intended to help troublshoot XML parsing errors |
   TreeWalker | Used to call a function OnEachNode member of the subtree of nodes descended from a specific node |
   Writer | Interface for node printing (see Node::Print) |
   WriterFile | An implementation of Writer intended for writing to FILEs as defined in stdio |
   WriterStream | An implementation of Writer intended for writing std::ostreams |
   XMLStreamWrapper | This represents a simple wrapper that makes data streams compatible with the XML API |
   XPathNode | An XPath node which can store handles to a XML::Node or an XML::Attribute |
   XPathNodeSet | A fixed sized collection of nodes that an XPathQuery can work on |
   XPathParseResult | XPath parsing result |
   XPathQuery | A compiled XPath query object |
   XPathVariable | A single XPath variable |
   XPathVariableSet | A set of XPath variables |
  Actor | This is the base class from which all the actors inherit |
  ActorFactory | A base factory type for the creation of Actor objects |
  ActorManager | A manager responsible for the storage and management of all actors that exist in a world |
  ActorUpdateWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the updating of actors |
  AlarmTimer | This is a timer class that increments normally to a specified time |
  AngleLimits | Boundaries for rotation on one axis |
  AreaEffect | This class is used to define area's in the world that have unique effects |
  AreaEffectFactory | A base factory type for the creation of AreaEffect objects |
  AreaEffectManager | A manager responsible for the storage and management of all areaeffects in use |
  AreaEffectUpdateWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the updating of AreaEffects |
  ArithmeticException | Thrown when Math has failed |
  AttachableBase | This class is the base class for other attachable classes and is responsible for transform updates to attachables |
  AttachableChild | This class is the base class for objects that can be attached to AttachableParent |
  AttachableParent | Base class for objects that can have attachables attached to them |
  AxisAlignedBox | This is a utility class used to represent the Axis-Aligned Bounding Boxes of objects in various subsystems |
  BezierInterpolator | A simple functor for interpolating data points in a simple way |
  BufferedRollingAverage | A RollingAverage that stores a copy of each record. and does the math when queried |
  CameraController | This is a simplified controller class for use with cameras |
  CFunctionSubscriberSlot | This is a subscriber slot class that triggers a Free/C-style function |
  ColourValue | This is a simple class for holding 4 reals representing the colour any give object or lightsource can have |
  CountedPtr | A simple reference counting pointer |
  CountedPtrCastImpl | This is used as to determine how a CountedPtr performs castin between pointer types internally |
  CountedPtrCastImpl< OriginalPointer, OriginalPointer, CastNoneError > | An implementation of the CountedPtrCast that always return the pointer passed reached via CastNoneError in the ReferenceCountTraits of the target class |
  CountedPtrCastImpl< ReturnPointer, OriginalPointer, CastDynamic > | An implementation of the CountedPtrCast that naively dynamic casts the passed pointer. Reached by putting CastDynamic in the ReferenceCountTraits of the target class |
  CountedPtrCastImpl< ReturnPointer, OriginalPointer, CastImplicit > | An implementation of the CountedPtrCast that casts the passed pointer. Reached by putting CastStatic in the ReferenceCountTraits of the target class |
  CountedPtrCastImpl< ReturnPointer, OriginalPointer, CastNoneReturnZero > | An implementation of the CountedPtrCast that always returns 0 cast to the original pointer type. Reached by putting CastNoneReturnZero in the ReferenceCountTraits of the target class |
  CountedPtrCastImpl< ReturnPointer, OriginalPointer, CastStatic > | An implementation of the CountedPtrCast that naively static casts the passed pointer. Reached by putting CastStatic in the ReferenceCountTraits of the target class |
  CubicSpline | A class for interpolating data with arbitrary |
  CubicSplineElement | Meta data nodes required to generate a cubic spline |
  CustomSubscriberSlot | This is a subscriber slot class that passes on the event firing to a custom subscriber class |
  Debris | A simple world object without a large structure ideal for representing loose small objects |
  DebrisFactory | A base factory type for the creation of Debris objects |
  DebrisManager | A manager responsible for the storage and management of all Debris that exist in a world |
  DebrisUpdateWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the updating of Debris |
  DefaultActorManagerFactory | A factory responsible for the creation and destruction of the default actormanager |
  DefaultAreaEffectManagerFactory | A factory responsible for the creation and destruction of the default areaeffectmanager |
  DefaultDebrisManagerFactory | A factory responsible for the creation and destruction of the default DebrisManager |
  DefaultEventManagerFactory | A factory responsible for the creation and destruction of the default eventmanager |
  DefaultResourceManagerFactory | A factory responsible for the creation and destruction of the default resourcemanager |
  DefaultRollingAverage | Use this to get the default rolling average for a given type |
  DefaultTerrainManagerFactory | A factory responsible for the creation and destruction of the default terrainmanager |
  DeSerializer | A tool for deserializing classes with specific issues deserializing them |
  DirectoryException | Thrown when there is an unknown issue with a file |
  DirectoryNotFoundException | Thrown when a directory was expected to be there, but was not |
  DirectoryPermissionException | Thrown when permission is denied to a directory |
  DirectoryReadException | Thrown when a directory could be read and it wasn't a permission issue |
  DirectoryWriteException | Thrown when a directory could be written to and it wasn't a permission issue |
  EndNodeItem | |
  Entresol | This is the main entry point for the entire library |
  Event | This class represents a given event that can be subscribed to and/or fired |
  EventArguments | This is a common class to represent all possible arguments for a given event that is fired |
  EventBase | The base class for all events |
  EventGameWindow | Convey the message that Something happened to a game window |
  EventGameWindowData | Used to keep private in one place that is actually private |
  EventManager | This is a container for Events and facilitates the transfer of data |
  EventPublisher | This is the base class for any class that generates and publishes events to subscribers |
  EventPumpWorkUnit | Every frame the OS must be queried for changes to the state, this does that querying on behalf of an eventmanager |
  EventQuit | This is intended to convey the message that quitting needs to happen |
  EventSubscriber | This is a base class for all classes that subscribe to events |
  EventSubscriberSlot | This class represents a slot in an event that can be subscribed to via subscribers, functors, or methods |
  EventUserInput | This is a container for MetaCodes that is used in the EventManager |
  Exception | This is the exception thrown by most Mezzanine system that can throw exceptions |
  ExceptionFactory | Template class that serves as the base for exception factories |
  ExceptionFactory< ArithmeticException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ArithmeticException can be created at compile time if the compiler is clever |
  ExceptionFactory< DirectoryException::ExceptionCode > | A template metaprogramming construct used to ensure that all required DirectoryException can be created at compile time if the compiler is clever |
  ExceptionFactory< DirectoryNotFoundException::ExceptionCode > | A template metaprogramming construct used to ensure that all required DirectoryNotFoundException can be created at compile time if the compiler is clever |
  ExceptionFactory< DirectoryPermissionException::ExceptionCode > | A template metaprogramming construct used to ensure that all required DirectoryPermissionException can be created at compile time if the compiler is clever |
  ExceptionFactory< DirectoryReadException::ExceptionCode > | A template metaprogramming construct used to ensure that all required DirectoryReadException can be created at compile time if the compiler is clever |
  ExceptionFactory< DirectoryWriteException::ExceptionCode > | A template metaprogramming construct used to ensure that all required DirectoryWriteException can be created at compile time if the compiler is clever |
  ExceptionFactory< FileException::ExceptionCode > | A template metaprogramming construct used to ensure that all required FileException can be created at compile time if the compiler is clever |
  ExceptionFactory< FileNotFoundException::ExceptionCode > | A template metaprogramming construct used to ensure that all required FileNotFoundException can be created at compile time if the compiler is clever |
  ExceptionFactory< FilePermissionException::ExceptionCode > | A template metaprogramming construct used to ensure that all required FilePermissionException can be created at compile time if the compiler is clever |
  ExceptionFactory< FileReadException::ExceptionCode > | A template metaprogramming construct used to ensure that all required FileReadException can be created at compile time if the compiler is clever |
  ExceptionFactory< FileWriteException::ExceptionCode > | A template metaprogramming construct used to ensure that all required FileWriteException can be created at compile time if the compiler is clever |
  ExceptionFactory< InstanceIdentityDuplicateException::ExceptionCode > | A template metaprogramming construct used to ensure that all required InstanceIdentityDuplicateException can be created at compile time if the compiler is clever |
  ExceptionFactory< InstanceIdentityException::ExceptionCode > | A template metaprogramming construct used to ensure that all required InstanceIdentityException can be created at compile time if the compiler is clever |
  ExceptionFactory< InstanceIdentityInvalidException::ExceptionCode > | A template metaprogramming construct used to ensure that all required InstanceIdentityInvalidException can be created at compile time if the compiler is clever |
  ExceptionFactory< InstanceIdentityNotFoundException::ExceptionCode > | A template metaprogramming construct used to ensure that all required InstanceIdentityNotFoundException can be created at compile time if the compiler is clever |
  ExceptionFactory< InternalException::ExceptionCode > | A template metaprogramming construct used to ensure that all required InternalException can be created at compile time if the compiler is clever |
  ExceptionFactory< InvalidAssignment::ExceptionCode > | A template metaprogramming construct used to ensure that all required InvalidAssignment can be created at compile time if the compiler is clever |
  ExceptionFactory< InvalidStateException::ExceptionCode > | A template metaprogramming construct used to ensure that all required InvalidStateException can be created at compile time if the compiler is clever |
  ExceptionFactory< InvalidVersionException::ExceptionCode > | A template metaprogramming construct used to ensure that all required InvalidVersionException can be created at compile time if the compiler is clever |
  ExceptionFactory< IOException::ExceptionCode > | A template metaprogramming construct used to ensure that all required IOException can be created at compile time if the compiler is clever |
  ExceptionFactory< IOReadException::ExceptionCode > | A template metaprogramming construct used to ensure that all required IOReadException can be created at compile time if the compiler is clever |
  ExceptionFactory< IOWriteException::ExceptionCode > | A template metaprogramming construct used to ensure that all required IOWriteException can be created at compile time if the compiler is clever |
  ExceptionFactory< MemoryManagementException::ExceptionCode > | A template metaprogramming construct used to ensure that all required MemoryManagementException can be created at compile time if the compiler is clever |
  ExceptionFactory< MemoryOutOfBoundsException::ExceptionCode > | A template metaprogramming construct used to ensure that all required MemoryOutOfBoundsException can be created at compile time if the compiler is clever |
  ExceptionFactory< NetworkException::ExceptionCode > | A template metaprogramming construct used to ensure that all required NetworkException can be created at compile time if the compiler is clever |
  ExceptionFactory< NetworkNotFoundException::ExceptionCode > | A template metaprogramming construct used to ensure that all required NetworkNotFoundException can be created at compile time if the compiler is clever |
  ExceptionFactory< NetworkPermissionException::ExceptionCode > | A template metaprogramming construct used to ensure that all required NetworkPermissionException can be created at compile time if the compiler is clever |
  ExceptionFactory< NetworkReadException::ExceptionCode > | A template metaprogramming construct used to ensure that all required NetworkReadException can be created at compile time if the compiler is clever |
  ExceptionFactory< NetworkURLException::ExceptionCode > | A template metaprogramming construct used to ensure that all required NetworkURLException can be created at compile time if the compiler is clever |
  ExceptionFactory< NetworkWriteException::ExceptionCode > | A template metaprogramming construct used to ensure that all required NetworkWriteException can be created at compile time if the compiler is clever |
  ExceptionFactory< NotImplementedException::ExceptionCode > | A template metaprogramming construct used to ensure that all required NotImplementedException can be created at compile time if the compiler is clever |
  ExceptionFactory< OutOfMemoryException::ExceptionCode > | A template metaprogramming construct used to ensure that all required OutOfMemoryException can be created at compile time if the compiler is clever |
  ExceptionFactory< ParametersCastException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ParametersCastException can be created at compile time if the compiler is clever |
  ExceptionFactory< ParametersException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ParametersException can be created at compile time if the compiler is clever |
  ExceptionFactory< ParametersRangeException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ParametersRangeException can be created at compile time if the compiler is clever |
  ExceptionFactory< RenderingAPIException::ExceptionCode > | A template metaprogramming construct used to ensure that all required RenderingAPIException can be created at compile time if the compiler is clever |
  ExceptionFactory< RuntimeAssertionException::ExceptionCode > | A template metaprogramming construct used to ensure that all required RuntimeAssertionException can be created at compile time if the compiler is clever |
  ExceptionFactory< ScriptException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ScriptException can be created at compile time if the compiler is clever |
  ExceptionFactory< ScriptLuaErrErrException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ScriptLuaErrErrException can be created at compile time if the compiler is clever |
  ExceptionFactory< ScriptLuaException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ScriptLuaException can be created at compile time if the compiler is clever |
  ExceptionFactory< ScriptLuaRuntimeException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ScriptLuaRuntimeException can be created at compile time if the compiler is clever |
  ExceptionFactory< ScriptLuaYieldException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ScriptLuaYieldException can be created at compile time if the compiler is clever |
  ExceptionFactory< SyntaxErrorException::ExceptionCode > | A template metaprogramming construct used to ensure that all required SyntaxErrorException can be created at compile time if the compiler is clever |
  ExceptionFactory< SyntaxErrorLuaException::ExceptionCode > | A template metaprogramming construct used to ensure that all required SyntaxErrorLuaException can be created at compile time if the compiler is clever |
  ExceptionFactory< SyntaxErrorXMLException::ExceptionCode > | A template metaprogramming construct used to ensure that all required SyntaxErrorXMLException can be created at compile time if the compiler is clever |
  ExceptionFactory< SyntaxErrorXPathException::ExceptionCode > | A template metaprogramming construct used to ensure that all required SyntaxErrorXPathException can be created at compile time if the compiler is clever |
  ExtendedTimer | An enhanced timer class that can store and track many units of time |
  FieldOfForce | This is field that applies force in a direction, and doesn't tamper with gravity |
  FieldOfForceFactory | A factory type for the creation of FieldOfForce objects |
  FileException | Thrown when there is an unknown issue with a file |
  FileNotFoundException | Thrown when a file was expected to be there, but was not |
  FilePermissionException | Thrown when permission was denied to a file |
  FileReadException | Thrown when a file could not be read and permissions seem to not be an issue (Filesystem/hardware issue?) |
  FileWriteException | Thrown when a file could not be written and perimssions seem not to be an issue |
  FunctorSubscriberSlot | This is a subscriber slot class that makes the appropriate call on a functor |
   FunctorDefinition | Basic class definition for functors used by this subscriber slot |
  GoalTimer | This is the base class for timers intended to run only until they reach a specific goal |
  GravityField | This is an implementation of the AreaEffect class that alters gravity in a region |
  GravityFieldFactory | A factory type for the creation of GravityField objects |
  GravityWell | This is a gravity well implementation of the AreaEffect class |
  GravityWellFactory | A factory type for the creation of GravityWell objects |
  InstanceIdentityDuplicateException | Thrown when duplicates of teh same identity string exist |
  InstanceIdentityException | Thrown when an unknown error with using an Identifier and it is invalid |
  InstanceIdentityInvalidException | Thrown when the identity string wasn't valid at all |
  InstanceIdentityNotFoundException | Thrown when the requested identity could not be found |
  InternalException | Thrown when an unknown internal error occurred |
  IntHandle | Sample implementation for a ManagedPtr |
  IntrusiveRefCount | A sample class that implements a minimal intrusive reference counting scheme |
  InvalidAssignment | Then when a complex class is assigned to itself or other invalid assignments occur |
  InvalidStateException | Thrown when the available information should have worked but failed for unknown reasons |
  InvalidVersionException | Thrown when a version is accessed/parsed/required and it cannot work correctly or is missing |
  IOException | Thrown when there was an issue with IO but very little was known about it |
  IOReadException | Thrown when a read is happening but something has prevented the underlying code from knowing what was reading |
  IOWriteException | Thrown when a write is happening but something has prevented the underlying code from knowing what was writing |
  LinearInterpolator | A simple functor for interpolating data points in a simple way |
  LineGroup | This is a group of consectutive line segments to be rendered together |
  ManagedPtr | This is used to get RAII semantics when not provided inherently |
  ManagerBase | This is the base class from which all the Entresol and World Managers inherit |
  ManagerFactory | This is a base class for factories that construct the managers the engine uses |
  Matrix3x3 | This is a 3x3 Matrix class used for representing rotations and scaling in an object |
  Matrix4x4 | A 4x4 matrix math class for the representation of full transforms |
  MemoryManagementException | Thrown when an unknown memory management exception occurs |
  MemoryOutOfBoundsException | Thrown when attempted to access something that really should note be accessed |
  MeshTerrain | |
  NetworkException | Thrown when something unknown causes network IO to fail |
  NetworkNotFoundException | Thrown when no network connection is available |
  NetworkPermissionException | Thrown when permision was denied to a network interface or network resource |
  NetworkReadException | Thrown when data could not be read from the network (downloads) |
  NetworkURLException | Thrown when an address is invalid or could not be found |
  NetworkWriteException | Thrown when data could not be read from the network (iloads) |
  Node | |
   const_iterator | |
   iterator | |
  NodeItem | |
  NodeItemPtrCompare | |
  NotImplementedException | Thrown when we just have not coded a thing yet, but we knew what the API should look like |
  ObjectSettingFile | This class represents a file to be saved containing one or more OhjectSettingGroup's |
  ObjectSettingGroup | A class that store's a collection of SettingSets that can be applied together |
  ObjectSettingSet | A class that store's a named set of settings for an object |
  ObjectSettingSetContainer | A base class for other classes that store ObjectSettingSet's |
  ObjectSettingsHandler | An abstract class for other classes that manage groups of settings |
  OutOfMemoryException | Thrown when A memory allocation was attempted and failed |
  ParametersCastException | Thrown when a pointer parameter is checked at runtime and cannot be cast as expected |
  ParametersException | Thrown when parameters are checked at runtime and found invalid |
  ParametersRangeException | Thrown when a passed parameter is checked at runtime and not in the expected range |
  Plane | This is used to represent a flat infinite slice of the game world |
  Quaternion | This is used to store information about rotation in 3d space |
  Ray | This represents a line placed in 3D space and is used with spacial queries |
  RayQueryTool | This provides a number of optional tools for working with a Mezzanine::World |
  ReferenceCount | This exists once per object managed by a group of shared pointer to track items in memory |
  ReferenceCountTraits | This is used to deduce at compile if a specific class has built-in reference counting or needs an external reference count |
  ReferenceCountTraits< IntrusiveRefCount > | An Example ReferenceCountTraits implmentation |
  ReferenceCountTraits< Scripting::iScript > | Marks IScript for internal reference counting if a CountedPtr checks |
  ReferenceCountTraits< Scripting::iScriptArgument > | Marks iScriptArgument for internal reference counting if a CountedPtr checks |
  ReferenceCountTraits< Scripting::iScriptCompilable > | Marks iScriptCompilable for internal reference counting if a CountedPtr checks |
  ReferenceCountTraits< Scripting::iScriptMultipleReturn > | Marks iScriptMultipleReturn for internal reference counting if a CountedPtr checks |
  ReferenceCountTraits< Scripting::ScriptArgumentGeneric< Boolean > > | Marks ScriptArgumentGeneric<Real> for internal reference counting if a CountedPtr checks |
  ReferenceCountTraits< Scripting::ScriptArgumentGeneric< Integer > > | Marks ScriptArgumentGeneric<Integer> for internal reference counting if a CountedPtr checks |
  ReferenceCountTraits< Scripting::ScriptArgumentGeneric< Real > > | Marks ScriptArgumentGeneric<Real> for internal reference counting if a CountedPtr checks |
  ReferenceCountTraits< Scripting::ScriptArgumentGeneric< Scripting::NullArgument > > | Marks ScriptArgumentGeneric<Real> for internal reference counting if a CountedPtr checks |
  ReferenceCountTraits< Scripting::ScriptArgumentGeneric< String > > | Marks ScriptArgumentGeneric<String> for internal reference counting if a CountedPtr checks |
  ReferenceCountTraits< Scripting::ScriptArgumentGeneric< Whole > > | Marks ScriptArgumentGeneric<Whole> for internal reference counting if a CountedPtr checks |
  RenderingAPIException | Thrown when the graphics card/DirectX/OpenGL fail |
  ResourceInputStream | A stream from a file, can read from zip files as well |
  ResourceManager | This is the manager responsible for the loading and unloading of files |
  RigidDebris | A non-deformable debris |
  RigidDebrisFactory | A base factory type for the creation of non-deformable Debris objects |
  RollingAverage | The interface for rolling averages used in the Mezzanine, and threading library |
  RuntimeAssertionException | Thrown when a rutime assertion could have been thrown |
  ScriptException | Thrown when an unknown error happens with a script |
  ScriptLuaErrErrException | Thrown when Lua has an error handling an error |
  ScriptLuaException | Thrown when an unknown error happens in a Lua script |
  ScriptLuaRuntimeException | Thrown when a Lua script has a runtime error |
  ScriptLuaYieldException | Thrown when Lua returns a yield and it should not have |
  ScriptSubscriberSlot | This is a subscriber slot class that triggers a provided script |
  Serializer | A tool for serializing classes with specific issues serializing |
  SetItems | Container representing each node in the Trie |
  Singleton | This is a convenient base class intended to be used with classes that need to be singletons |
  SlowSplineInterpolator | If something specifically needs the linear interpolator for T they should use this |
  SmoothTrackIterator | An Iterator that can take an arbitrary amount of steps through a track |
  SoftDebris | A deformable debris |
  SoftDebrisFactory | A base factory type for the creation of deformable Debris objects |
  Sphere | This is a generic sphere class used for spacial queries |
  StopWatchTimer | This is a timer class for counting down to a specified time |
  SymbolToIndexMapper | |
  SyntaxErrorException | Thrown when some kind of syntax exception |
  SyntaxErrorLuaException | Thrown when lua code in incorrect |
  SyntaxErrorXMLException | Thrown when and XML document is being parsed but is invalid |
  SyntaxErrorXPathException | Thrown when an XPath query is being parsed but is invalid |
  TerrainBase | This is the base class from which all the terrains inherit |
  TerrainManager | This is manager for terrains and their functions |
  Time | A container for the metrics of time relevant for the timer class |
  TimedTrackIterator | This will take the same amount of clock time to iterate over a range |
  Timer | A base timer class for the different timers |
  Track | |
  TrackBase | A base type that provides container features for different tracks |
  TrackLooped | A track that keeps an extra data point in the track to make sure it loops |
  TrackStorage | |
  Transform | Stores information about relative location and rotation in 3d space |
  TransformableChildObject | This is an interface for all child 3D objects that can have their full transforms manipulated |
  TransformableObject | This is an interface for all 3D objects that can have their full transforms manipulated |
  Trie | Trie main class |
  Vector2 | This is used to represent a point on a 2 dimentional area, such as a screen |
  Vector3 | This is used to represent a point in space, or a vector through space |
  VectorItems | Container representing each node in the Trie |
  WeightedRollingAverage | A weighted average that does math with every insertion and stores nothing |
  WindowSettings | This stores all the basic configuration options a game window supports |
  World | This class represents a world for objects to interact within |
  WorldManager | This is the base class for all managers that belong to a single world instance |
  WorldObject | This is the base class from which classes that are insertable into the physical world |
  WorldProxy | This is the base class for proxy objects belonging to the various 3D subsystems |
  WorldTrigger | This is an abstract class for creating in-game triggers |
 Ogre | |
 std | STL namespace |
  numeric_limits< Mezzanine::Quaternion > | Get Numeric details on Quaternion |
  numeric_limits< Mezzanine::Transform > | Get Numeric details on Transform |
  numeric_limits< Mezzanine::Vector2 > | Get Numeric details on Vector2 |
  numeric_limits< Mezzanine::Vector3 > | Get Numeric details on Vector3 |