| Animation | A class that manages animations |
| Color | My way of storing color data It's a lot easier to store color data with each component separate for a lot of operations. Plus, when you use an unsigned char, you are actually using less memory (in theory!) because each unsigned char takes up a byte |
| DXdata | A class that contains important DirectX data |
| Engine< G > | The class that actually does all the DirectX calls |
| Image | An object to store and draw an image |
| Keyboard | A class for handling input from a keyboard This object handles all the input that the user enters from the keyboard. It uses DirectInput |
| Mouse | A class for handling input from a mouse This object handles all the movements and button clicks from the Mouse. It uses DirectInput |
| MousePos | A structure to store mouse positions This structure is used to store the information for the mouse position, so it can be easily returned from the mouseChange() function |
| Sound | This class is in charge of playing sounds This uses direct show filters to play any sound file that Windows Media Player supports It will actually do movie files too, (they appear in a separate window) although it's not supposed to |
| Text | A class that will render text on the screen for you This class draws text on the screen for you. It keeps track of parameters such as size, color, font and the actual string that will be displayed |
| Timer | A simple class that acts as a timer for you It is important to do timer animations or time based things, so this class will keep track of the time for you |
| WindowParams | A struct for specifying the parameters of the window |