Merged Zoryn4163/master into master

This commit is contained in:
ClxS 2016-03-03 20:17:40 +00:00
commit f77e922ad0
65 changed files with 13419 additions and 606 deletions

6
.gitignore vendored
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@ -3,10 +3,14 @@ StardewModdingAPI/bin/
StardewModdingAPI/obj/
TrainerMod/bin/
TrainerMod/obj/
StardewInjector/bin/
StardewInjector/obj/
packages/
*.symlink
*.lnk
!*.exe
!*.dll
!*.dll
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.

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<?xml version="1.0" encoding="utf-8"?>
<configuration>
<appSettings>
<add key="RunSpeed" value="0"/>
<add key="EnableTweakedDiagonalMovement" value="False"/>
<add key="EnableEasyFishing" value="False"/>
<add key="EnableAlwaysSpawnFishingBubble" value="False"/>
<add key="SecondsPerTenMinutes" value="7"/>
<add key="EnableDebugMode" value="False"/>
</appSettings>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0"/>
</startup>
</configuration>

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using Mono.Cecil;
using Mono.Cecil.Cil;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace StardewInjector
{
public struct ScannerState
{
public ILProcessor ILProcessor;
public Instruction Instruction;
public ScannerState(ILProcessor ilProc, Instruction ins)
{
ILProcessor = ilProc;
Instruction = ins;
}
public ScannerState Previous(Func<Instruction, bool> until = null)
{
if (until != null)
{
Instruction cur = this.Instruction;
do
{
cur = cur.Previous;
} while (!until(cur));
return new ScannerState(this.ILProcessor, cur);
}
return new ScannerState(this.ILProcessor, Instruction.Previous);
}
public ScannerState Next(Func<Instruction, bool> until = null)
{
if (until != null)
{
Instruction cur = this.Instruction;
do
{
cur = cur.Next;
} while (!until(cur));
return new ScannerState(this.ILProcessor, cur);
}
return new ScannerState(this.ILProcessor, Instruction.Next);
}
public ScannerState Last()
{
var instructions = this.ILProcessor.Body.Instructions;
return new ScannerState(this.ILProcessor, instructions[instructions.Count - 1]);
}
public ScannerState First()
{
var instructions = this.ILProcessor.Body.Instructions;
return new ScannerState(this.ILProcessor, instructions[0]);
}
public ScannerState ReplaceCreate(OpCode opcode)
{
Instruction ins = this.ILProcessor.Create(opcode);
this.ILProcessor.Replace(this.Instruction, ins);
return new ScannerState(this.ILProcessor, ins);
}
public ScannerState ReplaceCreate(OpCode opcode, object arg)
{
Instruction ins = this.ILProcessor.Create(opcode, arg as dynamic);
this.ILProcessor.Replace(this.Instruction, ins);
return new ScannerState(this.ILProcessor, ins);
}
public ScannerState CreateBefore(OpCode opcode)
{
Instruction ins = this.ILProcessor.Create(opcode);
this.ILProcessor.InsertBefore(this.Instruction, ins);
return new ScannerState(this.ILProcessor, ins);
}
public ScannerState CreateBefore(OpCode opcode, object arg)
{
Instruction ins = this.ILProcessor.Create(opcode, arg as dynamic);
this.ILProcessor.InsertBefore(this.Instruction, ins);
return new ScannerState(this.ILProcessor, ins);
}
public ScannerState CreateAfter(OpCode opcode)
{
Instruction ins = this.ILProcessor.Create(opcode);
this.ILProcessor.InsertAfter(this.Instruction, ins);
return new ScannerState(this.ILProcessor, ins);
}
public ScannerState CreateAfter(OpCode opcode, object arg)
{
Instruction ins = this.ILProcessor.Create(opcode, arg as dynamic);
this.ILProcessor.InsertAfter(this.Instruction, ins);
return new ScannerState(this.ILProcessor, ins);
}
}
public static class CecilUtils
{
public static ScannerState Scanner(this MethodDefinition me)
{
return new ScannerState(me.Body.GetILProcessor(), me.Body.Instructions[0]);
}
public static ScannerState FindSetField(this MethodDefinition me, string fieldName)
{
var instruction = me.Body.Instructions
.FirstOrDefault(i => i.OpCode == OpCodes.Stsfld && (i.Operand as FieldDefinition).Name == fieldName);
return new ScannerState(me.Body.GetILProcessor(), instruction);
}
public static ScannerState FindLoadField(this MethodDefinition me, string fieldName)
{
var instruction = me.Body.Instructions
.FirstOrDefault(i => {
if (i.OpCode != OpCodes.Ldfld && i.OpCode != OpCodes.Ldsfld)
return false;
if (i.Operand is FieldDefinition && (i.Operand as FieldDefinition).Name == fieldName)
return true;
if (i.Operand is FieldReference && (i.Operand as FieldReference).Name == fieldName)
return true;
return false;
});
return new ScannerState(me.Body.GetILProcessor(), instruction);
}
public static ScannerState FindLoadConstant(this MethodDefinition me, int val)
{
var instruction = me.Body.Instructions
.FirstOrDefault(i => i.OpCode == OpCodes.Ldc_I4 && (int)i.Operand == val);
return new ScannerState(me.Body.GetILProcessor(), instruction);
}
public static ScannerState FindLoadConstant(this MethodDefinition me, float val)
{
var instruction = me.Body.Instructions
.FirstOrDefault(i => i.OpCode == OpCodes.Ldc_R4 && (float)i.Operand == val);
return new ScannerState(me.Body.GetILProcessor(), instruction);
}
public static MethodDefinition FindMethod(this ModuleDefinition me, string name)
{
var nameSplit = name.Split(new string[] { "::" }, StringSplitOptions.RemoveEmptyEntries);
if (nameSplit.Length < 2)
throw new ArgumentException("Invalid method full name", "name");
var currentType = me.Types.FirstOrDefault(t => t.FullName == nameSplit[0]);
if (currentType == null)
return null;
return currentType.Methods.FirstOrDefault(m => m.Name == nameSplit[1]);
}
public static FieldDefinition FindField(this ModuleDefinition me, string name)
{
var nameSplit = name.Split(new string[] { "::" }, StringSplitOptions.RemoveEmptyEntries);
if (nameSplit.Length < 2)
throw new ArgumentException("Invalid field full name", "name");
var currentType = me.Types.FirstOrDefault(t => t.FullName == nameSplit[0]);
if (currentType == null)
return null;
return currentType.Fields.FirstOrDefault(m => m.Name == nameSplit[1]);
}
}
}

72
StardewInjector/Config.cs Normal file
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using System;
using System.Collections.Generic;
using System.Configuration;
using System.Linq;
using System.Text;
namespace StardewInjector
{
public static class Config
{
public static bool EnableDebugMode
{
get
{
bool val = false;
bool.TryParse(ConfigurationManager.AppSettings["EnableDebugMode"], out val);
return val;
}
}
public static bool EnableAlwaysSpawnFishingBubble
{
get
{
bool val = false;
bool.TryParse(ConfigurationManager.AppSettings["EnableAlwaysSpawnFishingBubble"], out val);
return val;
}
}
public static bool EnableEasyFishing
{
get
{
bool val = false;
bool.TryParse(ConfigurationManager.AppSettings["EnableEasyFishing"], out val);
return val;
}
}
public static int SecondsPerTenMinutes
{
get
{
int val = 7;
int.TryParse(ConfigurationManager.AppSettings["SecondsPerTenMinutes"], out val);
return val;
}
}
public static float RunSpeed
{
get
{
float val = 1f;
float.TryParse(ConfigurationManager.AppSettings["RunSpeed"], out val);
return val;
}
}
public static bool EnableTweakedDiagonalMovement
{
get
{
bool val = false;
bool.TryParse(ConfigurationManager.AppSettings["EnableTweakedDiagonalMovement"], out val);
return val;
}
}
}
}

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/*
using Mono.Cecil;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
namespace Stardew_Injector
{
class Program
{
private static Stardew_Hooker hooker = new Stardew_Hooker();
static void Main(string[] args)
{
hooker.Initialize();
hooker.ApplyHooks();
hooker.Finalize();
hooker.Run();
Console.ReadLine();
}
}
}
*/

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("StardewInjector")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("StardewInjector")]
[assembly: AssemblyCopyright("Copyright © 2016")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("820406dc-ae78-461f-8c7f-6329f34f986c")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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using Microsoft.Xna.Framework;
using Mono.Cecil;
using Mono.Cecil.Cil;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
using StardewModdingAPI;
namespace StardewInjector
{
public class Stardew_Hooker
{
private AssemblyDefinition m_vAsmDefinition = null;
private ModuleDefinition m_vModDefinition = null;
private Assembly m_vAssembly = null;
public bool Initialize()
{
Console.WriteLine("Initiating StarDew_Injector....");
try
{
this.m_vAsmDefinition = AssemblyDefinition.ReadAssembly(@"Stardew Valley.exe");
this.m_vModDefinition = this.m_vAsmDefinition.MainModule;
return true;
}
catch (Exception ex)
{
Program.LogError(ex);
return false;
}
}
public bool Finalize()
{
Console.WriteLine("Finalizing StarDew_Injector....");
try
{
if (this.m_vAsmDefinition == null)
return false;
using (MemoryStream mStream = new MemoryStream())
{
// Write the edited data to the memory stream..
this.m_vAsmDefinition.Write(mStream);
// Load the new assembly from the memory stream buffer..
this.m_vAssembly = Assembly.Load(mStream.GetBuffer());
Program.StardewAssembly = m_vAssembly;
return true;
}
}
catch (Exception ex)
{
Program.LogError(ex);
return false;
}
}
public bool Run()
{
if (this.m_vAssembly == null)
return false;
Console.WriteLine("Starting Stardew Valley...");
m_vAssembly.EntryPoint.Invoke(null, new object[] {new string[0]});
return true;
}
public void ApplyHooks()
{
Console.WriteLine("Applying StarDew_Injector....");
try
{
InjectMovementSpeed();
if (Config.SecondsPerTenMinutes != 7)
InjectClockScale();
if (Config.EnableEasyFishing)
InjectEasyFishing();
if (Config.EnableAlwaysSpawnFishingBubble)
InjectMoreBubbles();
/*
if (Config.EnableDebugMode)
InjectDebugMode();
*/
}
catch (Exception ex)
{
Program.LogError(ex);
}
}
private void InjectDebugMode()
{
this.m_vModDefinition.FindMethod("StardewValley.Program::.cctor")
.FindSetField("releaseBuild").Previous()
.ReplaceCreate(OpCodes.Ldc_I4_0);
Console.WriteLine("Enabled debug mode.");
}
private void InjectMoreBubbles()
{
this.m_vModDefinition.FindMethod("StardewValley.GameLocation::performTenMinuteUpdate")
.FindLoadField("currentLocation").Next(i => i.ToString().Contains("NextDouble")).Next()
.ReplaceCreate(OpCodes.Ldc_R8, 1.1);
Console.WriteLine("Forced each area to always spawn a fishing bubble.");
}
private void InjectEasyFishing()
{
this.m_vModDefinition.FindMethod("StardewValley.Menus.BobberBar::update")
.FindLoadConstant(694)
.Next(i => i.OpCode == OpCodes.Ldc_R4)
.ReplaceCreate(OpCodes.Ldc_R4, 0.001f)
.Next(i => i.OpCode == OpCodes.Ldc_R4)
.ReplaceCreate(OpCodes.Ldc_R4, 0.001f);
Console.WriteLine("Replaced fish escape constants for all bobbers & bobber id 694 with 0.001, slowing it down.");
}
private void InjectClockScale()
{
int timeScale = Config.SecondsPerTenMinutes;
timeScale *= 1000;
this.m_vModDefinition.FindMethod("StardewValley.Game1::UpdateGameClock")
.FindLoadConstant(7000f)
.ReplaceCreate(OpCodes.Ldc_R4, timeScale*1.0f)
.Next(i => i.OpCode == OpCodes.Ldc_R4 && (float) i.Operand == 7000f)
.ReplaceCreate(OpCodes.Ldc_R4, timeScale*1.0f)
.Next(i => i.OpCode == OpCodes.Ldc_I4 && (int) i.Operand == 7000)
.ReplaceCreate(OpCodes.Ldc_I4, timeScale);
Console.WriteLine("Updated lighting for new timescale ({0}).", timeScale);
}
private void InjectMovementSpeed()
{
if (Config.EnableTweakedDiagonalMovement)
{
this.m_vModDefinition.FindMethod("StardewValley.Farmer::getMovementSpeed")
.FindLoadField("movementDirections").Next(i => i.OpCode == OpCodes.Ldc_I4_1)
.ReplaceCreate(OpCodes.Ldc_I4_4);
Console.WriteLine("Removed diagonal movement check.");
}
if (Config.RunSpeed > 0)
{
this.m_vModDefinition.FindMethod("StardewValley.Farmer::getMovementSpeed")
.FindLoadField("movementDirections").Last().CreateBefore(OpCodes.Ldc_R4, (float) Config.RunSpeed).CreateAfter(OpCodes.Add);
Console.WriteLine("Added run speed: " + Config.RunSpeed);
}
}
private void DumpInstructionsToFile(MethodDefinition methodDefinition)
{
var fileName = string.Format("{0}.{1}.txt", methodDefinition.DeclaringType.Name, methodDefinition.Name);
using (var stream = File.OpenWrite(Path.Combine(".", fileName)))
using (var writer = new StreamWriter(stream))
{
var ilProcessor = methodDefinition.Body.GetILProcessor();
for (int i = 0; i < ilProcessor.Body.Instructions.Count; i++)
writer.WriteLine((i) + ":" + ilProcessor.Body.Instructions[i]);
}
}
}
}

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using StardewModdingAPI;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StardewInjector
{
public class StardewInjector : Mod
{
public override string Name
{
get { return "Stardew Injector"; }
}
public override string Authour
{
get { return "Zoryn Aaron"; }
}
public override string Version
{
get { return "1.0"; }
}
public override string Description
{
get { return "Pulled from https://github.com/kevinmurphy678/Stardew_Injector and converted to a mod."; }
}
public static Stardew_Hooker hooker { get; set; }
public override void Entry(params object[] objects)
{
if (objects.Length <= 0 || (objects.Length > 0 && objects[0].AsBool() == false))
{
hooker = new Stardew_Hooker();
hooker.Initialize();
hooker.ApplyHooks();
hooker.Finalize();
Program.LogInfo("INJECTOR ENTERED");
}
else if (objects.Length > 0 && objects[0].AsBool() == true)
{
Program.LogInfo("INJECTOR LAUNCHING");
hooker.Run();
}
else
{
Program.LogError("INVALID PARAMETERS FOR INJECTOR");
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{C9388F35-68D2-431C-88BB-E26286272256}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>StardewInjector</RootNamespace>
<AssemblyName>StardewInjector</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Mono.Cecil">
<HintPath>Z:\Games\Stardew Valley\Mono.Cecil.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Configuration" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="CecilUtils.cs" />
<Compile Include="Config.cs" />
<Compile Include="Program.cs" />
<Compile Include="StardewHooker.cs" />
<Compile Include="StardewInjector.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\StardewModdingAPI\StardewModdingAPI.csproj">
<Project>{f1a573b0-f436-472c-ae29-0b91ea6b9f8f}</Project>
<Name>StardewModdingAPI</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>mkdir "$(SolutionDir)Release\Mods\"
copy /y "$(SolutionDir)$(ProjectName)\$(OutDir)$(TargetFileName)" "$(SolutionDir)Release\Mods\"</PostBuildEvent>
</PropertyGroup>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<doc>
<members>
<member name="T:Microsoft.Xna.Framework.DrawableGameComponent">
<summary>A game component that is notified when it needs to draw itself.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.#ctor(Microsoft.Xna.Framework.Game)">
<summary>Creates a new instance of DrawableGameComponent.</summary>
<param name="game">The Game that the game component should be attached to.</param>
</member>
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.Dispose(System.Boolean)">
<summary>Releases the unmanaged resources used by the DrawableGameComponent and optionally releases the managed resources.</summary>
<param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
</member>
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.Draw(Microsoft.Xna.Framework.GameTime)">
<summary>Called when the DrawableGameComponent needs to be drawn. Override this method with component-specific drawing code. Reference page contains links to related conceptual articles.</summary>
<param name="gameTime">Time passed since the last call to Draw.</param>
</member>
<member name="P:Microsoft.Xna.Framework.DrawableGameComponent.DrawOrder">
<summary>Order in which the component should be drawn, relative to other components that are in the same GameComponentCollection. Reference page contains code sample.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.DrawableGameComponent.DrawOrderChanged">
<summary>Raised when the DrawOrder property changes.</summary>
<param name="" />
</member>
<member name="P:Microsoft.Xna.Framework.DrawableGameComponent.GraphicsDevice">
<summary>The GraphicsDevice the DrawableGameComponent is associated with.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.Initialize">
<summary>Initializes the component. Override this method to load any non-graphics resources and query for any required services.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.LoadContent">
<summary>Called when graphics resources need to be loaded. Override this method to load any component-specific graphics resources.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.OnDrawOrderChanged(System.Object,System.EventArgs)">
<summary>Called when the DrawOrder property changes. Raises the DrawOrderChanged event.</summary>
<param name="sender">The DrawableGameComponent.</param>
<param name="args">Arguments to the DrawOrderChanged event.</param>
</member>
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.OnVisibleChanged(System.Object,System.EventArgs)">
<summary>Called when the Visible property changes. Raises the VisibleChanged event.</summary>
<param name="sender">The DrawableGameComponent.</param>
<param name="args">Arguments to the VisibleChanged event.</param>
</member>
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.UnloadContent">
<summary>Called when graphics resources need to be unloaded. Override this method to unload any component-specific graphics resources.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.DrawableGameComponent.Visible">
<summary>Indicates whether Draw should be called.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.DrawableGameComponent.VisibleChanged">
<summary>Raised when the Visible property changes.</summary>
<param name="" />
</member>
<member name="T:Microsoft.Xna.Framework.Game">
<summary>Provides basic graphics device initialization, game logic, and rendering code.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Game.#ctor">
<summary>Initializes a new instance of this class, which provides basic graphics device initialization, game logic, rendering code, and a game loop. Reference page contains code sample.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.Game.Activated">
<summary>Raised when the game gains focus.</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.Game.BeginDraw">
<summary>Starts the drawing of a frame. This method is followed by calls to Draw and EndDraw.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Game.BeginRun">
<summary>Called after all components are initialized but before the first update in the game loop.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Game.Components">
<summary>Gets the collection of GameComponents owned by the game.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Game.Content">
<summary>Gets or sets the current ContentManager.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.Game.Deactivated">
<summary>Raised when the game loses focus.</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.Game.Dispose">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Game.Dispose(System.Boolean)">
<summary>Releases all resources used by the Game class.</summary>
<param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
</member>
<member name="E:Microsoft.Xna.Framework.Game.Disposed">
<summary>Raised when the game is being disposed.</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.Game.Draw(Microsoft.Xna.Framework.GameTime)">
<summary> Reference page contains code sample.</summary>
<param name="gameTime">Time passed since the last call to Draw.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Game.EndDraw">
<summary>Ends the drawing of a frame. This method is preceeded by calls to Draw and BeginDraw.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Game.EndRun">
<summary>Called after the game loop has stopped running before exiting.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Game.Exit">
<summary>Exits the game.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.Game.Exiting">
<summary>Raised when the game is exiting.</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.Game.Finalize">
<summary>Allows a Game to attempt to free resources and perform other cleanup operations before garbage collection reclaims the Game.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Game.GraphicsDevice">
<summary>Gets the current GraphicsDevice.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Game.InactiveSleepTime">
<summary>Gets or sets the time to sleep when the game is inactive.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Game.Initialize">
<summary>Called after the Game and GraphicsDevice are created, but before LoadContent. Reference page contains code sample.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Game.IsActive">
<summary>Indicates whether the game is currently the active application.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Game.IsFixedTimeStep">
<summary>Gets or sets a value indicating whether to use fixed time steps.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Game.IsMouseVisible">
<summary>Gets or sets a value indicating whether the mouse cursor should be visible.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Game.LaunchParameters">
<summary>Gets the start up parameters in LaunchParameters.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Game.LoadContent">
<summary />
</member>
<member name="M:Microsoft.Xna.Framework.Game.OnActivated(System.Object,System.EventArgs)">
<summary>Raises the Activated event. Override this method to add code to handle when the game gains focus.</summary>
<param name="sender">The Game.</param>
<param name="args">Arguments for the Activated event.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Game.OnDeactivated(System.Object,System.EventArgs)">
<summary>Raises the Deactivated event. Override this method to add code to handle when the game loses focus.</summary>
<param name="sender">The Game.</param>
<param name="args">Arguments for the Deactivated event.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Game.OnExiting(System.Object,System.EventArgs)">
<summary>Raises an Exiting event. Override this method to add code to handle when the game is exiting.</summary>
<param name="sender">The Game.</param>
<param name="args">Arguments for the Exiting event.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Game.ResetElapsedTime">
<summary>Resets the elapsed time counter.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Game.Run">
<summary>Call this method to initialize the game, begin running the game loop, and start processing events for the game.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Game.RunOneFrame">
<summary>Run the game through what would happen in a single tick of the game clock; this method is designed for debugging only.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Game.Services">
<summary>Gets the GameServiceContainer holding all the service providers attached to the Game.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Game.ShowMissingRequirementMessage(System.Exception)">
<summary>This is used to display an error message if there is no suitable graphics device or sound card.</summary>
<param name="exception">The exception to display.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Game.SuppressDraw">
<summary>Prevents calls to Draw until the next Update.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Game.TargetElapsedTime">
<summary>Gets or sets the target time between calls to Update when IsFixedTimeStep is true. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Game.Tick">
<summary>Updates the game's clock and calls Update and Draw.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Game.UnloadContent">
<summary>Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Game.Update(Microsoft.Xna.Framework.GameTime)">
<summary> Reference page contains links to related conceptual articles.</summary>
<param name="gameTime">Time passed since the last call to Update.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Game.Window">
<summary>Gets the underlying operating system window.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.GameComponent">
<summary>Base class for all XNA Framework game components.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameComponent.#ctor(Microsoft.Xna.Framework.Game)">
<summary>Initializes a new instance of this class.</summary>
<param name="game">Game that the game component should be attached to.</param>
</member>
<member name="M:Microsoft.Xna.Framework.GameComponent.Dispose">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameComponent.Dispose(System.Boolean)">
<summary>Releases the unmanaged resources used by the GameComponent and optionally releases the managed resources.</summary>
<param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
</member>
<member name="E:Microsoft.Xna.Framework.GameComponent.Disposed">
<summary>Raised when the GameComponent is disposed.</summary>
<param name="" />
</member>
<member name="P:Microsoft.Xna.Framework.GameComponent.Enabled">
<summary>Indicates whether GameComponent.Update should be called when Game.Update is called.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.GameComponent.EnabledChanged">
<summary>Raised when the Enabled property changes.</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.GameComponent.Finalize">
<summary>Allows a GameComponent to attempt to free resources and perform other cleanup operations before garbage collection reclaims the GameComponent.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.GameComponent.Game">
<summary>Gets the Game associated with this GameComponent.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameComponent.Initialize">
<summary> Reference page contains code sample.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameComponent.OnEnabledChanged(System.Object,System.EventArgs)">
<summary>Called when the Enabled property changes. Raises the EnabledChanged event.</summary>
<param name="sender">The GameComponent.</param>
<param name="args">Arguments to the EnabledChanged event.</param>
</member>
<member name="M:Microsoft.Xna.Framework.GameComponent.OnUpdateOrderChanged(System.Object,System.EventArgs)">
<summary>Called when the UpdateOrder property changes. Raises the UpdateOrderChanged event.</summary>
<param name="sender">The GameComponent.</param>
<param name="args">Arguments to the UpdateOrderChanged event.</param>
</member>
<member name="M:Microsoft.Xna.Framework.GameComponent.Update(Microsoft.Xna.Framework.GameTime)">
<summary>Called when the GameComponent needs to be updated. Override this method with component-specific update code.</summary>
<param name="gameTime">Time elapsed since the last call to Update</param>
</member>
<member name="P:Microsoft.Xna.Framework.GameComponent.UpdateOrder">
<summary>Indicates the order in which the GameComponent should be updated relative to other GameComponent instances. Lower values are updated first.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.GameComponent.UpdateOrderChanged">
<summary>Raised when the UpdateOrder property changes.</summary>
<param name="" />
</member>
<member name="T:Microsoft.Xna.Framework.GameComponentCollection">
<summary>A collection of game components.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameComponentCollection.#ctor">
<summary>Initializes a new instance of this class.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.GameComponentCollection.ComponentAdded">
<summary>Raised when a component is added to the GameComponentCollection.</summary>
<param name="" />
</member>
<member name="E:Microsoft.Xna.Framework.GameComponentCollection.ComponentRemoved">
<summary>Raised when a component is removed from the GameComponentCollection.</summary>
<param name="" />
</member>
<member name="T:Microsoft.Xna.Framework.GameComponentCollectionEventArgs">
<summary>Arguments used with events from the GameComponentCollection.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameComponentCollectionEventArgs.#ctor(Microsoft.Xna.Framework.IGameComponent)">
<summary>Creates a new instance of GameComponentCollectionEventArgs.</summary>
<param name="gameComponent">The game component affected by the event.</param>
</member>
<member name="P:Microsoft.Xna.Framework.GameComponentCollectionEventArgs.GameComponent">
<summary>The game component affected by the event.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.GameServiceContainer">
<summary>A collection of game services.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameServiceContainer.#ctor">
<summary>Initializes a new instance of this class, which represents a collection of game services.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameServiceContainer.AddService(System.Type,System.Object)">
<summary>Adds a service to the GameServiceContainer.</summary>
<param name="type">The type of service to add.</param>
<param name="provider">The service provider to add.</param>
</member>
<member name="M:Microsoft.Xna.Framework.GameServiceContainer.GetService(System.Type)">
<summary>Gets the object providing a specified service.</summary>
<param name="type">The type of service.</param>
</member>
<member name="M:Microsoft.Xna.Framework.GameServiceContainer.RemoveService(System.Type)">
<summary>Removes the object providing a specified service.</summary>
<param name="type">The type of service.</param>
</member>
<member name="T:Microsoft.Xna.Framework.GameTime">
<summary>Snapshot of the game timing state expressed in values that can be used by variable-step (real time) or fixed-step (game time) games.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameTime.#ctor">
<summary>Creates a new instance of GameTime.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameTime.#ctor(System.TimeSpan,System.TimeSpan)">
<summary>Creates a new instance of GameTime.</summary>
<param name="totalGameTime">The amount of game time since the start of the game.</param>
<param name="elapsedGameTime">The amount of elapsed game time since the last update.</param>
</member>
<member name="M:Microsoft.Xna.Framework.GameTime.#ctor(System.TimeSpan,System.TimeSpan,System.Boolean)">
<summary>Creates a new instance of GameTime.</summary>
<param name="totalGameTime">The amount of game time since the start of the game.</param>
<param name="elapsedGameTime">The amount of elapsed game time since the last update.</param>
<param name="isRunningSlowly">Whether the game is running multiple updates this frame.</param>
</member>
<member name="P:Microsoft.Xna.Framework.GameTime.ElapsedGameTime">
<summary>The amount of elapsed game time since the last update.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.GameTime.IsRunningSlowly">
<summary>Gets a value indicating that the game loop is taking longer than its TargetElapsedTime. In this case, the game loop can be considered to be running too slowly and should do something to "catch up."</summary>
</member>
<member name="P:Microsoft.Xna.Framework.GameTime.TotalGameTime">
<summary>The amount of game time since the start of the game.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.GameWindow">
<summary>The system window associated with a Game.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.GameWindow.AllowUserResizing">
<summary>Specifies whether to allow the user to resize the game window.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameWindow.BeginScreenDeviceChange(System.Boolean)">
<summary>Starts a device transition (windowed to full screen or vice versa).</summary>
<param name="willBeFullScreen">Specifies whether the device will be in full-screen mode upon completion of the change.</param>
</member>
<member name="P:Microsoft.Xna.Framework.GameWindow.ClientBounds">
<summary>The screen dimensions of the game window's client rectangle.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.GameWindow.ClientSizeChanged">
<summary>Raised when the size of the GameWindow changes.</summary>
<param name="" />
</member>
<member name="P:Microsoft.Xna.Framework.GameWindow.CurrentOrientation">
<summary>Gets the current display orientation, which reflects the physical orientation of the phone in the user's hand.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameWindow.EndScreenDeviceChange(System.String)">
<summary>Completes a device transition.</summary>
<param name="screenDeviceName">The desktop screen to move the window to. This should be the screen device name of the graphics device that has transitioned to full screen.</param>
</member>
<member name="M:Microsoft.Xna.Framework.GameWindow.EndScreenDeviceChange(System.String,System.Int32,System.Int32)">
<summary>Completes a device transition.</summary>
<param name="screenDeviceName">The desktop screen to move the window to. This should be the screen device name of the graphics device that has transitioned to full screen.</param>
<param name="clientWidth">The new width of the game's client window.</param>
<param name="clientHeight">The new height of the game's client window.</param>
</member>
<member name="P:Microsoft.Xna.Framework.GameWindow.Handle">
<summary>Gets the handle to the system window.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameWindow.OnActivated">
<summary>Called when the GameWindow gets focus.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameWindow.OnClientSizeChanged">
<summary>Called when the size of the client window changes. Raises the ClientSizeChanged event.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameWindow.OnDeactivated">
<summary>Called when the GameWindow loses focus.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameWindow.OnOrientationChanged">
<summary>Called when the GameWindow display orientation changes.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameWindow.OnPaint">
<summary>Called when the GameWindow needs to be painted.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GameWindow.OnScreenDeviceNameChanged">
<summary>Called when the GameWindow is moved to a different screen. Raises the ScreenDeviceNameChanged event.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.GameWindow.OrientationChanged">
<summary>Describes the event raised when the display orientation of the GameWindow changes. When this event occurs, the XNA Framework automatically adjusts the game orientation based on the value specified by the developer with SupportedOrientations.</summary>
<param name="" />
</member>
<member name="P:Microsoft.Xna.Framework.GameWindow.ScreenDeviceName">
<summary>Gets the device name of the screen the window is currently in.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.GameWindow.ScreenDeviceNameChanged">
<summary>Raised when the GameWindow moves to a different display.</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.GameWindow.SetSupportedOrientations(Microsoft.Xna.Framework.DisplayOrientation)">
<summary>Sets the supported display orientations.</summary>
<param name="orientations">A set of supported display orientations.</param>
</member>
<member name="M:Microsoft.Xna.Framework.GameWindow.SetTitle(System.String)">
<summary>Sets the title of the GameWindow.</summary>
<param name="title">The new title of the GameWindow.</param>
</member>
<member name="P:Microsoft.Xna.Framework.GameWindow.Title">
<summary>Gets and sets the title of the system window.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.GraphicsDeviceInformation">
<summary>Holds the settings for creating a graphics device on Windows.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.#ctor">
<summary>Initializes a new instance of this class.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.Adapter">
<summary>Specifies which graphics adapter to create the device on.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.Clone">
<summary>Creates a clone of this object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.Equals(System.Object)">
<summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
<param name="obj">The Object to compare with the current GraphicsDeviceInformation.</param>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.GetHashCode">
<summary>Gets the hash code for this object.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.GraphicsProfile">
<summary>Gets the graphics profile, which determines the graphics feature set.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.PresentationParameters">
<summary>Specifies the presentation parameters to use when creating a graphics device.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.GraphicsDeviceManager">
<summary>Handles the configuration and management of the graphics device.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.#ctor(Microsoft.Xna.Framework.Game)">
<summary>Creates a new GraphicsDeviceManager and registers it to handle the configuration and management of the graphics device for the specified Game.</summary>
<param name="game">Game the GraphicsDeviceManager should be associated with.</param>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.ApplyChanges">
<summary>Applies any changes to device-related properties, changing the graphics device as necessary.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.CanResetDevice(Microsoft.Xna.Framework.GraphicsDeviceInformation)">
<summary>Determines whether the given GraphicsDeviceInformation is compatible with the existing graphics device.</summary>
<param name="newDeviceInfo">Information describing the desired device configuration.</param>
</member>
<member name="F:Microsoft.Xna.Framework.GraphicsDeviceManager.DefaultBackBufferHeight">
<summary>Specifies the default minimum back-buffer height.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.GraphicsDeviceManager.DefaultBackBufferWidth">
<summary>Specifies the default minimum back-buffer width.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceCreated">
<summary>Raised when a new graphics device is created.</summary>
<param name="" />
</member>
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceDisposing">
<summary>Raised when the GraphicsDeviceManager is being disposed.</summary>
<param name="" />
</member>
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceReset">
<summary>Raised when the GraphicsDeviceManager is reset.</summary>
<param name="" />
</member>
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceResetting">
<summary>Raised when the GraphicsDeviceManager is about to be reset.</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Dispose(System.Boolean)">
<summary>Releases the unmanaged resources used by the GraphicsDeviceManager and optionally releases the managed resources.</summary>
<param name="disposing">true to release both automatic and manual resources; false to release only manual resources.</param>
</member>
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.Disposed">
<summary>Raised when the GraphicsDeviceManager is disposed.</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.FindBestDevice(System.Boolean)">
<summary>Finds the best device configuration that is compatible with the current device preferences.</summary>
<param name="anySuitableDevice">true if the FindBestDevice can select devices from any available adapter; false if only the current adapter should be considered.</param>
</member>
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.GraphicsDevice">
<summary>Gets the GraphicsDevice associated with the GraphicsDeviceManager.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.GraphicsProfile">
<summary>Gets the graphics profile, which determines the graphics feature set.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.IsFullScreen">
<summary>Gets or sets a value that indicates whether the device should start in full-screen mode.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft#Xna#Framework#IGraphicsDeviceManager#BeginDraw">
<summary>Prepares the GraphicsDevice to draw.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft#Xna#Framework#IGraphicsDeviceManager#CreateDevice">
<summary>Called to ensure that the device manager has created a valid device.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft#Xna#Framework#IGraphicsDeviceManager#EndDraw">
<summary>Called by the game at the end of drawing and presents the final rendering.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceCreated(System.Object,System.EventArgs)">
<summary>Called when a device is created. Raises the DeviceCreated event.</summary>
<param name="sender">The GraphicsDeviceManager.</param>
<param name="args">Arguments for the DeviceCreated event.</param>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceDisposing(System.Object,System.EventArgs)">
<summary>Called when a device is being disposed. Raises the DeviceDisposing event.</summary>
<param name="sender">The GraphicsDeviceManager.</param>
<param name="args">Arguments for the DeviceDisposing event.</param>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceReset(System.Object,System.EventArgs)">
<summary>Called when the device has been reset. Raises the DeviceReset event.</summary>
<param name="sender">The GraphicsDeviceManager.</param>
<param name="args">Arguments for the DeviceReset event.</param>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceResetting(System.Object,System.EventArgs)">
<summary>Called when the device is about to be reset. Raises the DeviceResetting event.</summary>
<param name="sender">The GraphicsDeviceManager.</param>
<param name="args">Arguments for the DeviceResetting event.</param>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnPreparingDeviceSettings(System.Object,Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs)">
<summary>Called when the GraphicsDeviceManager is changing the GraphicsDevice settings (during reset or recreation of the GraphicsDevice). Raises the PreparingDeviceSettings event.</summary>
<param name="sender">The GraphicsDeviceManager.</param>
<param name="args">The graphics device information to modify.</param>
</member>
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferMultiSampling">
<summary />
</member>
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferFormat">
<summary>Gets or sets the format of the back buffer.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferHeight">
<summary>Gets or sets the preferred back-buffer height.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferWidth">
<summary>Gets or sets the preferred back-buffer width.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredDepthStencilFormat">
<summary>Gets or sets the format of the depth stencil.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.PreparingDeviceSettings">
<summary>Raised when the GraphicsDeviceManager is changing the GraphicsDevice settings (during reset or recreation of the GraphicsDevice).</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.RankDevices(System.Collections.Generic.List{Microsoft.Xna.Framework.GraphicsDeviceInformation})">
<summary>Ranks the given list of devices that satisfy the given preferences.</summary>
<param name="foundDevices">The list of devices to rank.</param>
</member>
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.SupportedOrientations">
<summary>Gets or sets the display orientations that are available if automatic rotation and scaling is enabled.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.SynchronizeWithVerticalRetrace">
<summary>Gets or sets a value that indicates whether to sync to the vertical trace (vsync) when presenting the back buffer.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.System#IDisposable#Dispose">
<summary>Releases all resources used by the GraphicsDeviceManager class.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.ToggleFullScreen">
<summary>Toggles between full screen and windowed mode.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.IDrawable">
<summary>Defines the interface for a drawable game component.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.IDrawable.Draw(Microsoft.Xna.Framework.GameTime)">
<summary>Draws the IDrawable. Reference page contains links to related conceptual articles.</summary>
<param name="gameTime">Snapshot of the game's timing state.</param>
</member>
<member name="P:Microsoft.Xna.Framework.IDrawable.DrawOrder">
<summary>The order in which to draw this object relative to other objects. Objects with a lower value are drawn first.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.IDrawable.DrawOrderChanged">
<summary>Raised when the DrawOrder property changes.</summary>
<param name="" />
</member>
<member name="P:Microsoft.Xna.Framework.IDrawable.Visible">
<summary>Indicates whether IDrawable.Draw should be called in Game.Draw for this game component.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.IDrawable.VisibleChanged">
<summary>Raised when the Visible property changes.</summary>
<param name="" />
</member>
<member name="T:Microsoft.Xna.Framework.IGameComponent">
<summary>Defines an interface for game components.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.IGameComponent.Initialize">
<summary>Called when the component should be initialized. This method can be used for tasks like querying for services the component needs and setting up non-graphics resources.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.IGraphicsDeviceManager">
<summary>Defines the interface for an object that manages a GraphicsDevice.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.BeginDraw">
<summary>Starts the drawing of a frame.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.CreateDevice">
<summary>Called to ensure that the device manager has created a valid device.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.EndDraw">
<summary>Called by the game at the end of drawing; presents the final rendering.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.IUpdateable">
<summary>Defines an interface for a game component that should be updated in Game.Update.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.IUpdateable.Enabled">
<summary>Indicates whether the game component's Update method should be called in Game.Update.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.IUpdateable.EnabledChanged">
<summary>Raised when the Enabled property changes.</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.IUpdateable.Update(Microsoft.Xna.Framework.GameTime)">
<summary>Called when the game component should be updated.</summary>
<param name="gameTime">Snapshot of the game's timing state.</param>
</member>
<member name="P:Microsoft.Xna.Framework.IUpdateable.UpdateOrder">
<summary>Indicates when the game component should be updated relative to other game components. Lower values are updated first.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.IUpdateable.UpdateOrderChanged">
<summary>Raised when the UpdateOrder property changes.</summary>
<param name="" />
</member>
<member name="T:Microsoft.Xna.Framework.LaunchParameters">
<summary>The start up parameters for launching a Windows Phone or Windows game.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.LaunchParameters.#ctor">
<summary>Initializes a new instance of LaunchParameters.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs">
<summary>Arguments for the GraphicsDeviceManager.PreparingDeviceSettings event.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs.#ctor(Microsoft.Xna.Framework.GraphicsDeviceInformation)">
<summary>Creates a new instance of PreparingDeviceSettingsEventArgs.</summary>
<param name="graphicsDeviceInformation">Information about the GraphicsDevice.</param>
</member>
<member name="P:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs.GraphicsDeviceInformation">
<summary>Information about the GraphicsDevice.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent">
<summary>Wraps the functionality of the GamerServicesDispatcher.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.#ctor(Microsoft.Xna.Framework.Game)">
<summary>Creates a new GamerServicesComponent.</summary>
<param name="game">The game that will be associated with this component.</param>
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<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Initialize">
<summary>Initializes the GamerServicesDispatcher.</summary>
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<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Update(Microsoft.Xna.Framework.GameTime)">
<summary>Updates the GamerServicesDispatcher.</summary>
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<?xml version="1.0" encoding="utf-8"?>
<doc>
<members>
<member name="T:Microsoft.Xna.Framework.Audio.AudioCategory">
<summary>Represents a particular category of sounds. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Equals(Microsoft.Xna.Framework.Audio.AudioCategory)">
<summary>Determines whether the specified AudioCategory is equal to this AudioCategory.</summary>
<param name="other">AudioCategory to compare with this instance.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Equals(System.Object)">
<summary>Determines whether the specified Object is equal to this AudioCategory.</summary>
<param name="obj">Object to compare with this instance.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.GetHashCode">
<summary>Gets the hash code for this instance.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.AudioCategory.Name">
<summary>Specifies the friendly name of this category.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.op_Equality(Microsoft.Xna.Framework.Audio.AudioCategory,Microsoft.Xna.Framework.Audio.AudioCategory)">
<summary>Determines whether the specified AudioCategory instances are equal.</summary>
<param name="value1">Object to the left of the equality operator.</param>
<param name="value2">Object to the right of the equality operator.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.op_Inequality(Microsoft.Xna.Framework.Audio.AudioCategory,Microsoft.Xna.Framework.Audio.AudioCategory)">
<summary>Determines whether the specified AudioCategory instances are not equal.</summary>
<param name="value1">Object to the left of the inequality operator.</param>
<param name="value2">Object to the right of the inequality operator.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Pause">
<summary>Pauses all sounds associated with this category.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Resume">
<summary>Resumes all paused sounds associated with this category.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.SetVolume(System.Single)">
<summary>Sets the volume of all sounds associated with this category. Reference page contains links to related code samples.</summary>
<param name="volume">Volume amplitude multiplier. volume is normally between 0.0 (silence) and 1.0 (full volume), but can range from 0.0f to float.MaxValue. Volume levels map to decibels (dB) as shown in the following table. VolumeDescription 0.0f-96 dB (silence) 1.0f +0 dB (full volume as authored) 2.0f +6 dB (6 dB greater than authored)</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Stop(Microsoft.Xna.Framework.Audio.AudioStopOptions)">
<summary>Stops all sounds associated with this category.</summary>
<param name="options">Enumerated value specifying how the sounds should be stopped.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.ToString">
<summary>Returns a String representation of this AudioCategory.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Audio.AudioEngine">
<summary>Represents the audio engine. Applications use the methods of the audio engine to instantiate and manipulate core audio objects. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.#ctor(System.String)">
<summary>Initializes a new instance of this class, using a path to an XACT global settings file.</summary>
<param name="settingsFile">Path to a global settings file.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.#ctor(System.String,System.TimeSpan,System.String)">
<summary>Initializes a new instance of this class, using a settings file, a specific audio renderer, and a specific speaker configuration.</summary>
<param name="settingsFile">Path to a global settings file.</param>
<param name="lookAheadTime">Interactive audio and branch event look-ahead time, in milliseconds.</param>
<param name="rendererId">A string that specifies the audio renderer to use.</param>
</member>
<member name="F:Microsoft.Xna.Framework.Audio.AudioEngine.ContentVersion">
<summary>Specifies the current content version.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Dispose">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Dispose(System.Boolean)">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
<param name="disposing">[MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
</member>
<member name="E:Microsoft.Xna.Framework.Audio.AudioEngine.Disposing">
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Finalize">
<summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.GetCategory(System.String)">
<summary>Gets an audio category. Reference page contains links to related code samples.</summary>
<param name="name">Friendly name of the category to get.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.GetGlobalVariable(System.String)">
<summary>Gets the value of a global variable. Reference page contains links to related conceptual articles.</summary>
<param name="name">Friendly name of the variable.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.AudioEngine.IsDisposed">
<summary>Gets a value that indicates whether the object is disposed.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.AudioEngine.RendererDetails">
<summary>Gets a collection of audio renderers.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.SetGlobalVariable(System.String,System.Single)">
<summary>Sets the value of a global variable.</summary>
<param name="name">Value of the global variable.</param>
<param name="value">Friendly name of the global variable.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Update">
<summary>Performs periodic work required by the audio engine. Reference page contains links to related code samples.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Audio.AudioStopOptions">
<summary>Controls how Cue objects should stop when Stop is called.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Audio.AudioStopOptions.AsAuthored">
<summary>Indicates the cue should stop normally, playing any release phase or transition specified in the content.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Audio.AudioStopOptions.Immediate">
<summary>Indicates the cue should stop immediately, ignoring any release phase or transition specified in the content.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Audio.Cue">
<summary>Defines methods for managing the playback of sounds. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Apply3D(Microsoft.Xna.Framework.Audio.AudioListener,Microsoft.Xna.Framework.Audio.AudioEmitter)">
<summary>Calculates the 3D audio values between an AudioEmitter and an AudioListener object, and applies the resulting values to this Cue. Reference page contains code sample.</summary>
<param name="listener">The listener to calculate.</param>
<param name="emitter">The emitter to calculate.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Dispose">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.Audio.Cue.Disposing">
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.GetVariable(System.String)">
<summary>Gets a cue-instance variable value based on its friendly name.</summary>
<param name="name">Friendly name of the variable.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsCreated">
<summary>Returns whether the cue has been created.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsDisposed">
<summary>Gets a value indicating whether the object has been disposed.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPaused">
<summary>Returns whether the cue is currently paused.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPlaying">
<summary>Returns whether the cue is playing.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPrepared">
<summary>Returns whether the cue is prepared to play.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPreparing">
<summary>Returns whether the cue is preparing to play.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsStopped">
<summary>Returns whether the cue is currently stopped.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsStopping">
<summary>Returns whether the cue is stopping playback.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.Name">
<summary>Returns the friendly name of the cue.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Pause">
<summary>Pauses playback. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Play">
<summary>Requests playback of a prepared or preparing Cue. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Resume">
<summary>Resumes playback of a paused Cue. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.SetVariable(System.String,System.Single)">
<summary>Sets the value of a cue-instance variable based on its friendly name.</summary>
<param name="name">Friendly name of the variable to set.</param>
<param name="value">Value to assign to the variable.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Stop(Microsoft.Xna.Framework.Audio.AudioStopOptions)">
<summary>Stops playback of a Cue. Reference page contains links to related code samples.</summary>
<param name="options">Enumerated value specifying how the sound should stop. If set to None, the sound will play any release phase or transition specified in the audio designer. If set to Immediate, the sound will stop immediately, ignoring any release phases or transitions.</param>
</member>
<member name="T:Microsoft.Xna.Framework.Audio.RendererDetail">
<summary>Represents an audio renderer, which is a device that can render audio to a user.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.Equals(System.Object)">
<summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
<param name="obj">Object to compare to this object.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.RendererDetail.FriendlyName">
<summary>Gets the human-readable name for the renderer.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.GetHashCode">
<summary>Gets the hash code for this instance.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.op_Equality(Microsoft.Xna.Framework.Audio.RendererDetail,Microsoft.Xna.Framework.Audio.RendererDetail)">
<summary>Compares two objects to determine whether they are the same.</summary>
<param name="left">Object to the left of the equality operator.</param>
<param name="right">Object to the right of the equality operator.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.op_Inequality(Microsoft.Xna.Framework.Audio.RendererDetail,Microsoft.Xna.Framework.Audio.RendererDetail)">
<summary>Compares two objects to determine whether they are different.</summary>
<param name="left">Object to the left of the inequality operator.</param>
<param name="right">Object to the right of the inequality operator.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.RendererDetail.RendererId">
<summary>Specifies the string that identifies the renderer.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.ToString">
<summary>Retrieves a string representation of this object.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Audio.SoundBank">
<summary>Represents a sound bank, which is a collection of cues. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String)">
<summary>Initializes a new instance of this class using a sound bank from file.</summary>
<param name="audioEngine">Audio engine that will be associated with this sound bank.</param>
<param name="filename">Path to the sound bank file.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Dispose">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Dispose(System.Boolean)">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
<param name="disposing">[MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
</member>
<member name="E:Microsoft.Xna.Framework.Audio.SoundBank.Disposing">
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Finalize">
<summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.GetCue(System.String)">
<summary>Gets a cue from the sound bank. Reference page contains links to related code samples.</summary>
<param name="name">Friendly name of the cue to get.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.SoundBank.IsDisposed">
<summary>Gets a value that indicates whether the object is disposed.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.SoundBank.IsInUse">
<summary>Returns whether the sound bank is currently in use.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.PlayCue(System.String)">
<summary>Plays a cue. Reference page contains links to related code samples.</summary>
<param name="name">Name of the cue to play.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.PlayCue(System.String,Microsoft.Xna.Framework.Audio.AudioListener,Microsoft.Xna.Framework.Audio.AudioEmitter)">
<summary>Plays a cue using 3D positional information specified in an AudioListener and AudioEmitter. Reference page contains links to related code samples.</summary>
<param name="name">Name of the cue to play.</param>
<param name="listener">AudioListener that specifies listener 3D audio information.</param>
<param name="emitter">AudioEmitter that specifies emitter 3D audio information.</param>
</member>
<member name="T:Microsoft.Xna.Framework.Audio.WaveBank">
<summary>Represents a wave bank, which is a collection of wave files. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String)">
<summary>Initializes a new, in-memory instance of this class using a specified AudioEngine and path to a wave bank file.</summary>
<param name="audioEngine">Instance of an AudioEngine to associate this wave bank with.</param>
<param name="nonStreamingWaveBankFilename">Path to the wave bank file to load.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String,System.Int32,System.Int16)">
<summary>Initializes a new, streaming instance of this class, using a provided AudioEngine and streaming wave bank parameters.</summary>
<param name="audioEngine">Instance of an AudioEngine to associate this wave bank with.</param>
<param name="streamingWaveBankFilename">Path to the wave bank file to stream from.</param>
<param name="offset">Offset within the wave bank data file. This offset must be DVD sector aligned.</param>
<param name="packetsize">Stream packet size, in sectors, to use for each stream. The minimum value is 2.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Dispose">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Dispose(System.Boolean)">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
<param name="disposing">[MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
</member>
<member name="E:Microsoft.Xna.Framework.Audio.WaveBank.Disposing">
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Finalize">
<summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsDisposed">
<summary>Gets a value that indicates whether the object is disposed.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsInUse">
<summary>Returns whether the wave bank is currently in use.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsPrepared">
<summary>Returns whether the wave bank is prepared to play.</summary>
</member>
</members>
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VisualStudioVersion = 12.0.21005.1
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{28480467-1A48-46A7-99F8-236D95225359}.Release|Any CPU.ActiveCfg = Release|Any CPU
{28480467-1A48-46A7-99F8-236D95225359}.Release|Any CPU.Build.0 = Release|Any CPU
{28480467-1A48-46A7-99F8-236D95225359}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{28480467-1A48-46A7-99F8-236D95225359}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{28480467-1A48-46A7-99F8-236D95225359}.Release|x86.ActiveCfg = Release|Any CPU
{C9388F35-68D2-431C-88BB-E26286272256}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{C9388F35-68D2-431C-88BB-E26286272256}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C9388F35-68D2-431C-88BB-E26286272256}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{C9388F35-68D2-431C-88BB-E26286272256}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{C9388F35-68D2-431C-88BB-E26286272256}.Debug|x86.ActiveCfg = Debug|Any CPU
{C9388F35-68D2-431C-88BB-E26286272256}.Release|Any CPU.ActiveCfg = Release|Any CPU
{C9388F35-68D2-431C-88BB-E26286272256}.Release|Any CPU.Build.0 = Release|Any CPU
{C9388F35-68D2-431C-88BB-E26286272256}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{C9388F35-68D2-431C-88BB-E26286272256}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{C9388F35-68D2-431C-88BB-E26286272256}.Release|x86.ActiveCfg = Release|Any CPU
{F1A573B0-F436-472C-AE29-0B91EA6B9F8F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{F1A573B0-F436-472C-AE29-0B91EA6B9F8F}.Debug|Any CPU.Build.0 = Debug|Any CPU
{F1A573B0-F436-472C-AE29-0B91EA6B9F8F}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
@ -29,16 +51,6 @@ Global
{F1A573B0-F436-472C-AE29-0B91EA6B9F8F}.Release|Mixed Platforms.Build.0 = Release|x86
{F1A573B0-F436-472C-AE29-0B91EA6B9F8F}.Release|x86.ActiveCfg = Release|x86
{F1A573B0-F436-472C-AE29-0B91EA6B9F8F}.Release|x86.Build.0 = Release|x86
{28480467-1A48-46A7-99F8-236D95225359}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{28480467-1A48-46A7-99F8-236D95225359}.Debug|Any CPU.Build.0 = Debug|Any CPU
{28480467-1A48-46A7-99F8-236D95225359}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{28480467-1A48-46A7-99F8-236D95225359}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{28480467-1A48-46A7-99F8-236D95225359}.Debug|x86.ActiveCfg = Debug|Any CPU
{28480467-1A48-46A7-99F8-236D95225359}.Release|Any CPU.ActiveCfg = Release|Any CPU
{28480467-1A48-46A7-99F8-236D95225359}.Release|Any CPU.Build.0 = Release|Any CPU
{28480467-1A48-46A7-99F8-236D95225359}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{28480467-1A48-46A7-99F8-236D95225359}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{28480467-1A48-46A7-99F8-236D95225359}.Release|x86.ActiveCfg = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

BIN
StardewModdingAPI.v12.suo Normal file

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@ -104,7 +104,7 @@ namespace StardewModdingAPI
Program.LogError("Command failed to fire because it's fire event is null: " + CommandName);
return;
}
CommandFired.Invoke(this, null);
CommandFired.Invoke(this, new EventArgsCommand(this));
}
}
}

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@ -29,15 +29,26 @@ namespace StardewModdingAPI
return result;
}
public static bool IsInt32(this string s)
public static bool IsInt32(this object o)
{
int i;
return Int32.TryParse(s, out i);
return Int32.TryParse(o.ToString(), out i);
}
public static Int32 AsInt32(this string s)
public static Int32 AsInt32(this object o)
{
return Int32.Parse(s);
return Int32.Parse(o.ToString());
}
public static bool IsBool(this object o)
{
bool b;
return Boolean.TryParse(o.ToString(), out b);
}
public static bool AsBool(this object o)
{
return Boolean.Parse(o.ToString());
}
public static int GetHash(this IEnumerable enumerable)

View File

@ -31,7 +31,7 @@ namespace StardewModdingAPI
/// <summary>
/// A basic method that is the entry-point of your mod. It will always be called once when the mod loads.
/// </summary>
public virtual void Entry()
public virtual void Entry(params object[] objects)
{
}

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@ -47,16 +47,13 @@
<ApplicationIcon>icon.ico</ApplicationIcon>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.QualityTools.Testing.Fakes, Version=12.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=MSIL">
<Private>False</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Stardew Valley, Version=1.0.5900.38427, Culture=neutral, processorArchitecture=x86">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
<HintPath>..\..\..\..\Games\SteamLibrary\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
<EmbedInteropTypes>False</EmbedInteropTypes>
<Private>False</Private>
</Reference>
@ -71,7 +68,7 @@
<Reference Include="System.Xml" />
<Reference Include="xTile, Version=2.0.4.0, Culture=neutral, processorArchitecture=x86">
<SpecificVersion>False</SpecificVersion>
<HintPath>D:\#Network-Steam\SteamRepo\steamapps\common\Stardew Valley\xTile.dll</HintPath>
<HintPath>..\..\..\..\Games\SteamLibrary\steamapps\common\Stardew Valley\xTile.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>

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@ -30,9 +30,17 @@ C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.pdb
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.csprojResolveAssemblyReference.cache
C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe.config
C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\bin\x86\Debug\steam_appid.txt
C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe
C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.pdb
C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.csprojResolveAssemblyReference.cache
C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe
C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.pdb
Z:\Projects\C#\SMAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe
Z:\Projects\C#\SMAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.pdb
Z:\Projects\C#\SMAPI\StardewModdingAPI\bin\x86\Debug\steam_appid.txt
Z:\Projects\C#\SMAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe.config
Z:\Projects\C#\SMAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe
Z:\Projects\C#\SMAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.pdb
Z:\Projects\C#\SMAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.csprojResolveAssemblyReference.cache

View File

@ -38,7 +38,7 @@ namespace TrainerMod
public static int frozenTime;
public static bool infHealth, infStamina, infMoney, freezeTime;
public override void Entry()
public override void Entry(params object[] objects)
{
RegisterCommands();
Events.UpdateTick += Events_UpdateTick;

View File

@ -1,76 +1,74 @@
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<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{28480467-1A48-46A7-99F8-236D95225359}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>TrainerMod</RootNamespace>
<AssemblyName>TrainerMod</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{28480467-1A48-46A7-99F8-236D95225359}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>TrainerMod</RootNamespace>
<AssemblyName>TrainerMod</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
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<Project>{f1a573b0-f436-472c-ae29-0b91ea6b9f8f}</Project>
<Name>StardewModdingAPI</Name>
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</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>mkdir "$(SolutionDir)Release\Mods\"
copy /y "$(SolutionDir)$(ProjectName)\$(OutDir)TrainerMod.dll" "$(SolutionDir)Release\Mods\"</PostBuildEvent>
</PropertyGroup>
copy /y "$(SolutionDir)$(ProjectName)\$(OutDir)TrainerMod.dll" "$(SolutionDir)Release\Mods\"</PostBuildEvent>
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Other similar extension points exist, see Microsoft.Common.targets.
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-->
-->
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@ -0,0 +1,283 @@
<?xml version="1.0" encoding="utf-8"?>
<doc>
<members>
<member name="T:Microsoft.Xna.Framework.Audio.AudioCategory">
<summary>Represents a particular category of sounds. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Equals(Microsoft.Xna.Framework.Audio.AudioCategory)">
<summary>Determines whether the specified AudioCategory is equal to this AudioCategory.</summary>
<param name="other">AudioCategory to compare with this instance.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Equals(System.Object)">
<summary>Determines whether the specified Object is equal to this AudioCategory.</summary>
<param name="obj">Object to compare with this instance.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.GetHashCode">
<summary>Gets the hash code for this instance.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.AudioCategory.Name">
<summary>Specifies the friendly name of this category.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.op_Equality(Microsoft.Xna.Framework.Audio.AudioCategory,Microsoft.Xna.Framework.Audio.AudioCategory)">
<summary>Determines whether the specified AudioCategory instances are equal.</summary>
<param name="value1">Object to the left of the equality operator.</param>
<param name="value2">Object to the right of the equality operator.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.op_Inequality(Microsoft.Xna.Framework.Audio.AudioCategory,Microsoft.Xna.Framework.Audio.AudioCategory)">
<summary>Determines whether the specified AudioCategory instances are not equal.</summary>
<param name="value1">Object to the left of the inequality operator.</param>
<param name="value2">Object to the right of the inequality operator.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Pause">
<summary>Pauses all sounds associated with this category.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Resume">
<summary>Resumes all paused sounds associated with this category.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.SetVolume(System.Single)">
<summary>Sets the volume of all sounds associated with this category. Reference page contains links to related code samples.</summary>
<param name="volume">Volume amplitude multiplier. volume is normally between 0.0 (silence) and 1.0 (full volume), but can range from 0.0f to float.MaxValue. Volume levels map to decibels (dB) as shown in the following table. VolumeDescription 0.0f-96 dB (silence) 1.0f +0 dB (full volume as authored) 2.0f +6 dB (6 dB greater than authored)</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Stop(Microsoft.Xna.Framework.Audio.AudioStopOptions)">
<summary>Stops all sounds associated with this category.</summary>
<param name="options">Enumerated value specifying how the sounds should be stopped.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.ToString">
<summary>Returns a String representation of this AudioCategory.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Audio.AudioEngine">
<summary>Represents the audio engine. Applications use the methods of the audio engine to instantiate and manipulate core audio objects. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.#ctor(System.String)">
<summary>Initializes a new instance of this class, using a path to an XACT global settings file.</summary>
<param name="settingsFile">Path to a global settings file.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.#ctor(System.String,System.TimeSpan,System.String)">
<summary>Initializes a new instance of this class, using a settings file, a specific audio renderer, and a specific speaker configuration.</summary>
<param name="settingsFile">Path to a global settings file.</param>
<param name="lookAheadTime">Interactive audio and branch event look-ahead time, in milliseconds.</param>
<param name="rendererId">A string that specifies the audio renderer to use.</param>
</member>
<member name="F:Microsoft.Xna.Framework.Audio.AudioEngine.ContentVersion">
<summary>Specifies the current content version.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Dispose">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Dispose(System.Boolean)">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
<param name="disposing">[MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
</member>
<member name="E:Microsoft.Xna.Framework.Audio.AudioEngine.Disposing">
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Finalize">
<summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.GetCategory(System.String)">
<summary>Gets an audio category. Reference page contains links to related code samples.</summary>
<param name="name">Friendly name of the category to get.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.GetGlobalVariable(System.String)">
<summary>Gets the value of a global variable. Reference page contains links to related conceptual articles.</summary>
<param name="name">Friendly name of the variable.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.AudioEngine.IsDisposed">
<summary>Gets a value that indicates whether the object is disposed.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.AudioEngine.RendererDetails">
<summary>Gets a collection of audio renderers.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.SetGlobalVariable(System.String,System.Single)">
<summary>Sets the value of a global variable.</summary>
<param name="name">Value of the global variable.</param>
<param name="value">Friendly name of the global variable.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Update">
<summary>Performs periodic work required by the audio engine. Reference page contains links to related code samples.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Audio.AudioStopOptions">
<summary>Controls how Cue objects should stop when Stop is called.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Audio.AudioStopOptions.AsAuthored">
<summary>Indicates the cue should stop normally, playing any release phase or transition specified in the content.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Audio.AudioStopOptions.Immediate">
<summary>Indicates the cue should stop immediately, ignoring any release phase or transition specified in the content.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Audio.Cue">
<summary>Defines methods for managing the playback of sounds. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Apply3D(Microsoft.Xna.Framework.Audio.AudioListener,Microsoft.Xna.Framework.Audio.AudioEmitter)">
<summary>Calculates the 3D audio values between an AudioEmitter and an AudioListener object, and applies the resulting values to this Cue. Reference page contains code sample.</summary>
<param name="listener">The listener to calculate.</param>
<param name="emitter">The emitter to calculate.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Dispose">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
</member>
<member name="E:Microsoft.Xna.Framework.Audio.Cue.Disposing">
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.GetVariable(System.String)">
<summary>Gets a cue-instance variable value based on its friendly name.</summary>
<param name="name">Friendly name of the variable.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsCreated">
<summary>Returns whether the cue has been created.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsDisposed">
<summary>Gets a value indicating whether the object has been disposed.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPaused">
<summary>Returns whether the cue is currently paused.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPlaying">
<summary>Returns whether the cue is playing.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPrepared">
<summary>Returns whether the cue is prepared to play.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPreparing">
<summary>Returns whether the cue is preparing to play.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsStopped">
<summary>Returns whether the cue is currently stopped.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsStopping">
<summary>Returns whether the cue is stopping playback.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.Cue.Name">
<summary>Returns the friendly name of the cue.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Pause">
<summary>Pauses playback. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Play">
<summary>Requests playback of a prepared or preparing Cue. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Resume">
<summary>Resumes playback of a paused Cue. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.SetVariable(System.String,System.Single)">
<summary>Sets the value of a cue-instance variable based on its friendly name.</summary>
<param name="name">Friendly name of the variable to set.</param>
<param name="value">Value to assign to the variable.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Stop(Microsoft.Xna.Framework.Audio.AudioStopOptions)">
<summary>Stops playback of a Cue. Reference page contains links to related code samples.</summary>
<param name="options">Enumerated value specifying how the sound should stop. If set to None, the sound will play any release phase or transition specified in the audio designer. If set to Immediate, the sound will stop immediately, ignoring any release phases or transitions.</param>
</member>
<member name="T:Microsoft.Xna.Framework.Audio.RendererDetail">
<summary>Represents an audio renderer, which is a device that can render audio to a user.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.Equals(System.Object)">
<summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
<param name="obj">Object to compare to this object.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.RendererDetail.FriendlyName">
<summary>Gets the human-readable name for the renderer.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.GetHashCode">
<summary>Gets the hash code for this instance.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.op_Equality(Microsoft.Xna.Framework.Audio.RendererDetail,Microsoft.Xna.Framework.Audio.RendererDetail)">
<summary>Compares two objects to determine whether they are the same.</summary>
<param name="left">Object to the left of the equality operator.</param>
<param name="right">Object to the right of the equality operator.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.op_Inequality(Microsoft.Xna.Framework.Audio.RendererDetail,Microsoft.Xna.Framework.Audio.RendererDetail)">
<summary>Compares two objects to determine whether they are different.</summary>
<param name="left">Object to the left of the inequality operator.</param>
<param name="right">Object to the right of the inequality operator.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.RendererDetail.RendererId">
<summary>Specifies the string that identifies the renderer.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.ToString">
<summary>Retrieves a string representation of this object.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Audio.SoundBank">
<summary>Represents a sound bank, which is a collection of cues. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String)">
<summary>Initializes a new instance of this class using a sound bank from file.</summary>
<param name="audioEngine">Audio engine that will be associated with this sound bank.</param>
<param name="filename">Path to the sound bank file.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Dispose">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Dispose(System.Boolean)">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
<param name="disposing">[MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
</member>
<member name="E:Microsoft.Xna.Framework.Audio.SoundBank.Disposing">
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Finalize">
<summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.GetCue(System.String)">
<summary>Gets a cue from the sound bank. Reference page contains links to related code samples.</summary>
<param name="name">Friendly name of the cue to get.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.SoundBank.IsDisposed">
<summary>Gets a value that indicates whether the object is disposed.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.SoundBank.IsInUse">
<summary>Returns whether the sound bank is currently in use.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.PlayCue(System.String)">
<summary>Plays a cue. Reference page contains links to related code samples.</summary>
<param name="name">Name of the cue to play.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.PlayCue(System.String,Microsoft.Xna.Framework.Audio.AudioListener,Microsoft.Xna.Framework.Audio.AudioEmitter)">
<summary>Plays a cue using 3D positional information specified in an AudioListener and AudioEmitter. Reference page contains links to related code samples.</summary>
<param name="name">Name of the cue to play.</param>
<param name="listener">AudioListener that specifies listener 3D audio information.</param>
<param name="emitter">AudioEmitter that specifies emitter 3D audio information.</param>
</member>
<member name="T:Microsoft.Xna.Framework.Audio.WaveBank">
<summary>Represents a wave bank, which is a collection of wave files. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String)">
<summary>Initializes a new, in-memory instance of this class using a specified AudioEngine and path to a wave bank file.</summary>
<param name="audioEngine">Instance of an AudioEngine to associate this wave bank with.</param>
<param name="nonStreamingWaveBankFilename">Path to the wave bank file to load.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String,System.Int32,System.Int16)">
<summary>Initializes a new, streaming instance of this class, using a provided AudioEngine and streaming wave bank parameters.</summary>
<param name="audioEngine">Instance of an AudioEngine to associate this wave bank with.</param>
<param name="streamingWaveBankFilename">Path to the wave bank file to stream from.</param>
<param name="offset">Offset within the wave bank data file. This offset must be DVD sector aligned.</param>
<param name="packetsize">Stream packet size, in sectors, to use for each stream. The minimum value is 2.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Dispose">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Dispose(System.Boolean)">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
<param name="disposing">[MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
</member>
<member name="E:Microsoft.Xna.Framework.Audio.WaveBank.Disposing">
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
<param name="" />
</member>
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Finalize">
<summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsDisposed">
<summary>Gets a value that indicates whether the object is disposed.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsInUse">
<summary>Returns whether the wave bank is currently in use.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsPrepared">
<summary>Returns whether the wave bank is prepared to play.</summary>
</member>
</members>
</doc>

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