Merge branch 'minor-cleanup' of https://github.com/Pathoschild/Stardew_Valley_Mods into Pathoschild-minor-cleanup
This commit is contained in:
commit
6a8143059c
|
@ -1,63 +1,2 @@
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|||
###############################################################################
|
||||
# Set default behavior to automatically normalize line endings.
|
||||
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||||
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||||
* text=auto
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# Set default behavior for command prompt diff.
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||||
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|
||||
#*.cs diff=csharp
|
||||
|
||||
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||||
# Set the merge driver for project and solution files
|
||||
#
|
||||
# Merging from the command prompt will add diff markers to the files if there
|
||||
# are conflicts (Merging from VS is not affected by the settings below, in VS
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# the diff markers are never inserted). Diff markers may cause the following
|
||||
# file extensions to fail to load in VS. An alternative would be to treat
|
||||
# these files as binary and thus will always conflict and require user
|
||||
# intervention with every merge. To do so, just uncomment the entries below
|
||||
###############################################################################
|
||||
#*.sln merge=binary
|
||||
#*.csproj merge=binary
|
||||
#*.vbproj merge=binary
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||||
#*.vcxproj merge=binary
|
||||
#*.vcproj merge=binary
|
||||
#*.dbproj merge=binary
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||||
#*.fsproj merge=binary
|
||||
#*.lsproj merge=binary
|
||||
#*.wixproj merge=binary
|
||||
#*.modelproj merge=binary
|
||||
#*.sqlproj merge=binary
|
||||
#*.wwaproj merge=binary
|
||||
|
||||
###############################################################################
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||||
# behavior for image files
|
||||
#
|
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# image files are treated as binary by default.
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#*.jpg binary
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#*.png binary
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#*.gif binary
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||||
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# Convert binary document formats to text before diffing them. This feature
|
||||
# is only available from the command line. Turn it on by uncommenting the
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||||
# entries below.
|
||||
###############################################################################
|
||||
#*.doc diff=astextplain
|
||||
#*.DOC diff=astextplain
|
||||
#*.docx diff=astextplain
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||||
#*.DOCX diff=astextplain
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||||
#*.dot diff=astextplain
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#*.DOT diff=astextplain
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#*.pdf diff=astextplain
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#*.PDF diff=astextplain
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#*.rtf diff=astextplain
|
||||
#*.RTF diff=astextplain
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||||
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|
@ -1,213 +1,25 @@
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|||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
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||||
# User-specific files
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
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|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Build results
|
||||
#[Dd]ebug/
|
||||
#[Dd]ebugPublic/
|
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#[Rr]elease/
|
||||
#[Rr]eleases/
|
||||
#x64/
|
||||
#x86/
|
||||
#build/
|
||||
#bld/
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||||
#[Bb]in/
|
||||
#[Oo]bj/
|
||||
[Dd]ebug/
|
||||
[Rr]elease/
|
||||
[Bb]in/
|
||||
[Oo]bj/
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||||
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# Visual Studio 2015 cache/options directory
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||||
.vs/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUNIT
|
||||
*.VisualState.xml
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||||
TestResult.xml
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||||
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||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
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||||
dlldata.c
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||||
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# DNX
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||||
project.lock.json
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artifacts/
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*_i.c
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*.ilk
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*.meta
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.builds
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*.pidb
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*.scc
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||||
# Chutzpah Test files
|
||||
_Chutzpah*
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||||
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||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
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||||
*.ncb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
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# Visual Studio profiler
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*.psess
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*.vsp
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*.vspx
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||||
# TFS 2012 Local Workspace
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$tf/
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# Guidance Automation Toolkit
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||||
*.gpState
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||||
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# ReSharper is a .NET coding add-in
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# ReSharper
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_ReSharper*/
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*.[Rr]e[Ss]harper
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*.DotSettings.user
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||||
# JustCode is a .NET coding add-in
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.JustCode
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||||
_TeamCity*
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# DotCover is a Code Coverage Tool
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*.dotCover
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||||
_NCrunch_*
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.*crunch*.local.xml
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*.mm.*
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AutoTest.Net/
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# Web workbench (sass)
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.sass-cache/
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# Installshield output folder
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[Ee]xpress/
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||||
# DocProject is a documentation generator add-in
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||||
DocProject/buildhelp/
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DocProject/Help/*.HxT
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DocProject/Help/*.HxC
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DocProject/Help/*.hhc
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DocProject/Help/*.hhk
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DocProject/Help/*.hhp
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DocProject/Help/Html2
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||||
DocProject/Help/html
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||||
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# Click-Once directory
|
||||
publish/
|
||||
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||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
## TODO: Comment the next line if you want to checkin your
|
||||
## web deploy settings but do note that will include unencrypted
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||||
## passwords
|
||||
#*.pubxml
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||||
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||||
*.publishproj
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# NuGet Packages
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*.nupkg
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# The packages folder can be ignored because of Package Restore
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||||
**/packages/*
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# except build/, which is used as an MSBuild target.
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!**/packages/build/
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||||
# Uncomment if necessary however generally it will be regenerated when needed
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||||
#!**/packages/repositories.config
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||||
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||||
# Windows Azure Build Output
|
||||
csx/
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||||
*.build.csdef
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||||
# Windows Store app package directory
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||||
AppPackages/
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||||
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# Visual Studio cache files
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# files ending in .cache can be ignored
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*.[Cc]ache
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# but keep track of directories ending in .cache
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!*.[Cc]ache/
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||||
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||||
# Others
|
||||
ClientBin/
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[Ss]tyle[Cc]op.*
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~$*
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*~
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*.dbmdl
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*.dbproj.schemaview
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*.pfx
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*.publishsettings
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node_modules/
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orleans.codegen.cs
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# RIA/Silverlight projects
|
||||
Generated_Code/
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||||
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||||
# Backup & report files from converting an old project file
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||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
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||||
_UpgradeReport_Files/
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Backup*/
|
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UpgradeLog*.XML
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UpgradeLog*.htm
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*.mdf
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*.ldf
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|
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*.rdl.data
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*.bim.layout
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*.bim_*.settings
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||||
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||||
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|
||||
FakesAssemblies/
|
||||
|
||||
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|
||||
.ntvs_analysis.dat
|
||||
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||||
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|
||||
*.plg
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||||
*.opt
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GeneratedArtifacts/
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_Pvt_Extensions/
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ModelManifest.xml
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*.nuget.props
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||||
*.nuget.targets
|
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@ -1,625 +0,0 @@
|
|||
<?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>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Initialize">
|
||||
<summary>Initializes the GamerServicesDispatcher.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Update(Microsoft.Xna.Framework.GameTime)">
|
||||
<summary>Updates the GamerServicesDispatcher.</summary>
|
||||
<param name="gameTime">The game timing state.</param>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
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|
@ -1,252 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<doc>
|
||||
<members>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureSample">
|
||||
<summary>A representation of data from a multitouch gesture over a span of time.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta">
|
||||
<summary>Holds delta information about the first touchpoint in a multitouch gesture.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta2">
|
||||
<summary>Holds delta information about the second touchpoint in a multitouch gesture.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.GestureType">
|
||||
<summary>The type of gesture in a multitouch gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position">
|
||||
<summary>Holds the current position of the first touchpoint in this gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position2">
|
||||
<summary>Holds the current position of the the second touchpoint in this gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Timestamp">
|
||||
<summary>Holds the starting time for this touch gesture sample.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureType">
|
||||
<summary>Contains values that represent different multitouch gestures that can be detected by TouchPanel.ReadGesture. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap">
|
||||
<summary>The user tapped the screen twice in quick succession. This always is preceded by a Tap gesture. If the time between taps is too great to be considered a DoubleTap, two Tap gestures will be generated instead.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DragComplete">
|
||||
<summary>A drag gesture (VerticalDrag, HorizontalDrag, or FreeDrag) was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Flick">
|
||||
<summary>The user performed a touch combined with a quick swipe of the screen. Flicks are positionless. The velocity of the flick can be retrieved by reading the Delta member of GestureSample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.FreeDrag">
|
||||
<summary>The user touched the screen, and then performed a free-form drag gesture.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Hold">
|
||||
<summary>The user touched a single point on the screen for approximately one second. This is a single event, and not continuously generated while the user is holding the touchpoint.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.HorizontalDrag">
|
||||
<summary>The user touched the screen, and then performed a horizontal (left to right or right to left) gesture.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.None">
|
||||
<summary>Represents no gestures.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Pinch">
|
||||
<summary>The user touched two points on the screen, and then converged or diverged them. Pinch behaves like a two-finger drag. When this gesture is enabled, it takes precedence over drag gestures while two fingers are down.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.PinchComplete">
|
||||
<summary>A pinch operation was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Tap">
|
||||
<summary>The user briefly touched a single point on the screen.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.VerticalDrag">
|
||||
<summary>The user touched the screen, and then performed a vertical (top to bottom or bottom to top) gesture.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection">
|
||||
<summary>Provides methods and properties for accessing state information for the touch screen of a touch-enabled device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.#ctor(Microsoft.Xna.Framework.Input.Touch.TouchLocation[])">
|
||||
<summary>Initializes a new instance of the TouchCollection structure with a set of touch locations. Reference page contains links to related code samples.</summary>
|
||||
<param name="touches">Array of touch locations.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Add(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Adds a TouchLocation to the collection.</summary>
|
||||
<param name="item">TouchLocation to add.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Clear">
|
||||
<summary>Removes all TouchLocation objects from the collection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Contains(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Checks if the current touch collection contains the specified touch location.</summary>
|
||||
<param name="item">Touch location to be checked against the current collection.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.CopyTo(Microsoft.Xna.Framework.Input.Touch.TouchLocation[],System.Int32)">
|
||||
<summary>Copies the touch location to the collection at the specified index.</summary>
|
||||
<param name="array">Array receiving the copied touch location.</param>
|
||||
<param name="arrayIndex">Target index of the collection.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Count">
|
||||
<summary>Gets the current number of touch locations for the touch screen.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.FindById(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||||
<summary>Retrieves the touch location matching the specified ID.</summary>
|
||||
<param name="id">ID of touch location sought.</param>
|
||||
<param name="touchLocation">[OutAttribute] Touch location item matching the specified ID.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.GetEnumerator">
|
||||
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IndexOf(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines the index of a TouchLocation in the TouchCollection.</summary>
|
||||
<param name="item">TouchLocation to locate in the collection.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Insert(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Inserts a new TouchLocation into the TouchCollection at a specified index.</summary>
|
||||
<param name="index">Index in the touch collection for the new item.</param>
|
||||
<param name="item">TouchLocation to be inserted.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsConnected">
|
||||
<summary>Indicates if the touch screen is available for use.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsReadOnly">
|
||||
<summary>Determines if the touch location array is read-only.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Item(System.Int32)">
|
||||
<summary>Gets or sets the information of the specified touch location.</summary>
|
||||
<param name="index">Index of the touch location to return.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Remove(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Removes the specified TouchLocation from the TouchCollection.</summary>
|
||||
<param name="item">TouchLocation to be removed.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.RemoveAt(System.Int32)">
|
||||
<summary>Removes a TouchLocation at the specified index in the TouchCollection.</summary>
|
||||
<param name="index">Index of the TouchLocation to remove.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.System#Collections#IEnumerable#GetEnumerator">
|
||||
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator">
|
||||
<summary>Provides the ability to iterate through the touch locations in a TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Current">
|
||||
<summary>Gets the current element in the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Dispose">
|
||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.MoveNext">
|
||||
<summary>Advances the enumerator to the next element of the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Current">
|
||||
<summary>Gets the current element in the TouchCollection as an object.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Reset">
|
||||
<summary>Sets the enumerator to its initial position, which is before the first element in the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation">
|
||||
<summary>Provides methods and properties for interacting with a touch location on a touch screen device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
||||
<summary>Initializes a new TouchLocation with an ID, state, position, and pressure.</summary>
|
||||
<param name="id">ID of the new touch location.</param>
|
||||
<param name="state">State of the new touch location.</param>
|
||||
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
||||
<summary>Initializes a new TouchLocation with an ID, and a set of both current and previous state, position, and pressure values.</summary>
|
||||
<param name="id">ID of the new touch location.</param>
|
||||
<param name="state">State of the new touch location.</param>
|
||||
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
||||
<param name="previousState">Previous state for the new touch location.</param>
|
||||
<param name="previousPosition">Previous position for the new touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether the current TouchLocation is equal to the specified TouchLocation.</summary>
|
||||
<param name="other">The TouchLocation to compare with this instance.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(System.Object)">
|
||||
<summary>Determines whether the current TouchLocation is equal to the specified object.</summary>
|
||||
<param name="obj">The Object to compare with the touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.GetHashCode">
|
||||
<summary>Gets the hash code for this TouchLocation.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Id">
|
||||
<summary>Gets the ID of the touch location.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Equality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether two TouchLocation instances are equal.</summary>
|
||||
<param name="value1">The TouchLocation to compare with the second.</param>
|
||||
<param name="value2">The TouchLocation to compare with the first.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Inequality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether two TouchLocation instances are unequal.</summary>
|
||||
<param name="value1">The TouchLocation to compare with the second.</param>
|
||||
<param name="value2">The TouchLocation to compare with the first.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Position">
|
||||
<summary>Gets the position of the touch location.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.State">
|
||||
<summary>Gets the state of the touch location.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.ToString">
|
||||
<summary>Gets a string representation of the TouchLocation.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.TryGetPreviousLocation(Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||||
<summary>Attempts to get the previous location of this touch location object.</summary>
|
||||
<param name="previousLocation">[OutAttribute] Previous location data, as a TouchLocation.</param>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocationState">
|
||||
<summary>Defines the possible states of a touch location. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Invalid">
|
||||
<summary>This touch location position is invalid. Typically, you will encounter this state when a new touch location attempts to get the previous state of itself.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Moved">
|
||||
<summary>This touch location position was updated or pressed at the same position.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Pressed">
|
||||
<summary>This touch location position is new.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Released">
|
||||
<summary>This touch location position was released.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanel">
|
||||
<summary>Provides methods for retrieving touch panel device information. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayHeight">
|
||||
<summary>Gets or sets the display height of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayOrientation">
|
||||
<summary>Gets or sets the display orientation of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayWidth">
|
||||
<summary>Gets or sets the display width of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.EnabledGestures">
|
||||
<summary>Gets or sets the gestures that are enabled for the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetCapabilities">
|
||||
<summary>Gets the touch panel capabilities for an available device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetState">
|
||||
<summary>Gets the current state of the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.IsGestureAvailable">
|
||||
<summary>Used to determine if a touch gesture is available. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture">
|
||||
<summary>Reads an available gesture on the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.WindowHandle">
|
||||
<summary>The window handle of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities">
|
||||
<summary>Provides access to information about the capabilities of the touch input device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.IsConnected">
|
||||
<summary>Indicates if the touch panel device is available for use.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.MaximumTouchCount">
|
||||
<summary>Gets the maximum number of touch locations that can be tracked by the touch pad device.</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
Binary file not shown.
|
@ -1,283 +0,0 @@
|
|||
<?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>
|
Binary file not shown.
File diff suppressed because it is too large
Load Diff
Binary file not shown.
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Load Diff
|
@ -1,765 +0,0 @@
|
|||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>StardewModdingAPI</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="M:StardewModdingAPI.Command.#ctor(System.String,System.String,System.String[])">
|
||||
<summary>
|
||||
Creates a Command from a Name, Description, and Arguments
|
||||
</summary>
|
||||
<param name="cname">Name</param>
|
||||
<param name="cdesc">Description</param>
|
||||
<param name="args">Arguments</param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Command.CallCommand(System.String)">
|
||||
<summary>
|
||||
Calls the specified command. (It runs the command)
|
||||
</summary>
|
||||
<param name="input">The command to run</param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Command.RegisterCommand(System.String,System.String,System.String[])">
|
||||
<summary>
|
||||
Registers a command to the list of commands properly
|
||||
</summary>
|
||||
<param name="command">Name of the command to register</param>
|
||||
<param name="cdesc">Description</param>
|
||||
<param name="args">Arguments (these are purely for viewing so that a user can see what an argument needs to be)</param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Command.FindCommand(System.String)">
|
||||
<summary>
|
||||
Looks up a command in the list of registered commands. Returns null if it doesn't exist (I think)
|
||||
</summary>
|
||||
<param name="name">Name of command to find</param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Command.Fire">
|
||||
<summary>
|
||||
Runs a command. Fires it. Calls it. Any of those.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Config.LoadConfig``1">
|
||||
<summary>
|
||||
Loads the config from the json blob on disk, updating and re-writing to the disk if needed.
|
||||
</summary>
|
||||
<typeparam name="T"></typeparam>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Config.GenerateDefaultConfig``1">
|
||||
<summary>
|
||||
MUST be implemented in inheriting class!
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Config.UpdateConfig``1">
|
||||
<summary>
|
||||
Merges a default-value config with the user-config on disk.
|
||||
</summary>
|
||||
<typeparam name="T"></typeparam>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.ConfigExtensions.InitializeConfig``1(``0,System.String)">
|
||||
<summary>
|
||||
Initializes an instance of any class that inherits from Config.
|
||||
This method performs the loading, saving, and merging of the config on the disk and in memory at a default state.
|
||||
This method should not be used to re-load or to re-save a config.
|
||||
NOTE: You MUST set your config EQUAL to the return of this method!
|
||||
</summary>
|
||||
<typeparam name="T"></typeparam>
|
||||
<param name="baseConfig"></param>
|
||||
<param name="configLocation"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.ConfigExtensions.WriteConfig``1(``0)">
|
||||
<summary>
|
||||
Writes a config to a json blob on the disk specified in the config's properties.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.ConfigExtensions.ReloadConfig``1(``0)">
|
||||
<summary>
|
||||
Re-reads the json blob on the disk and merges its values with a default config.
|
||||
NOTE: You MUST set your config EQUAL to the return of this method!
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.Constants">
|
||||
<summary>
|
||||
Static class containing readonly values.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Constants.ModsLoaded">
|
||||
<summary>
|
||||
Not quite "constant", but it makes more sense for it to be here, at least for now
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.DataPath">
|
||||
<summary>
|
||||
Stardew Valley's roaming app data location.
|
||||
%AppData%//StardewValley
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.ExecutionPath">
|
||||
<summary>
|
||||
Execution path to execute the code.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.ConsoleTitle">
|
||||
<summary>
|
||||
Title for the API console
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.LogDir">
|
||||
<summary>
|
||||
Path for log files to be output to.
|
||||
%LocalAppData%//StardewValley//ErrorLogs
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.EnableDrawingIntoRenderTarget">
|
||||
<summary>
|
||||
Whether or not to enable the Render Target drawing code offered by ClxS
|
||||
Do not mark as 'const' or else 'if' checks will complain that the expression is always true in ReSharper
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.EnableCompletelyOverridingBaseCalls">
|
||||
<summary>
|
||||
Completely overrides the base game's draw call to the one is SGame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.Entities.SPlayer">
|
||||
<summary>
|
||||
Static class for intergrating with the player
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Entities.SPlayer.AllFarmers">
|
||||
<summary>
|
||||
Calls 'getAllFarmers' in Game1
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Entities.SPlayer.CurrentFarmer">
|
||||
<summary>
|
||||
Do not use.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Entities.SPlayer.Player">
|
||||
<summary>
|
||||
Gets the current player from Game1
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Entities.SPlayer.CurrentFarmerLocation">
|
||||
<summary>
|
||||
Gets the player's current location from Game1
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.UpdateTick">
|
||||
<summary>
|
||||
Fires every update (1/60 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.SecondUpdateTick">
|
||||
<summary>
|
||||
Fires every other update (1/30 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.FourthUpdateTick">
|
||||
<summary>
|
||||
Fires every fourth update (1/15 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.EighthUpdateTick">
|
||||
<summary>
|
||||
Fires every eighth update (roughly 1/8 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.QuarterSecondTick">
|
||||
<summary>
|
||||
Fires every fifthteenth update (1/4 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.HalfSecondTick">
|
||||
<summary>
|
||||
Fires every thirtieth update (1/2 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.OneSecondTick">
|
||||
<summary>
|
||||
Fires every sixtieth update (a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.Events.GraphicsEvents">
|
||||
<summary>
|
||||
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.Resize">
|
||||
<summary>
|
||||
Occurs when the form (game) is resized.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderEvent">
|
||||
<summary>
|
||||
Occurs before anything is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderGuiEvent">
|
||||
<summary>
|
||||
Occurs before the GUI is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderGuiEvent">
|
||||
<summary>
|
||||
Occurs after the GUI is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderHudEvent">
|
||||
<summary>
|
||||
Occurs before the HUD is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderHudEvent">
|
||||
<summary>
|
||||
Occurs after the HUD is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderEvent">
|
||||
<summary>
|
||||
Occurs after everything is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderGuiEventNoCheck">
|
||||
<summary>
|
||||
Occurs before the GUI is drawn. Does not check for conditional statements.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderGuiEventNoCheck">
|
||||
<summary>
|
||||
Occurs after the GUI is drawn. Does not check for conditional statements.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderHudEventNoCheck">
|
||||
<summary>
|
||||
Occurs before the HUD is drawn. Does not check for conditional statements.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderHudEventNoCheck">
|
||||
<summary>
|
||||
Occurs after the HUD is drawn. Does not check for conditional statements.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.DrawDebug">
|
||||
<summary>
|
||||
Draws when SGame.Debug is true. F3 toggles this.
|
||||
Game1.spriteBatch.Begin() is pre-called.
|
||||
Do not make end or begin calls to the spritebatch.
|
||||
If you are only trying to add debug information, use SGame.DebugMessageQueue in your Update loop.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.TimeEvents.OnNewDay">
|
||||
<summary>
|
||||
Occurs when Game1.newDay changes. True directly before saving, and False directly after.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.Menus.SBobberBar.#ctor(System.Int32,System.Single,System.Boolean,System.Int32)">
|
||||
<summary>
|
||||
DO NOT CONSTRUCT THIS CLASS
|
||||
To retrieve an instance of SBobberBar, use SBobberBar.ConstructFromBaseClass()
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.Menus.SBobberBar.bobberPosition">
|
||||
<summary>
|
||||
The green rectangle bar that moves up and down
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.Menus.SBobberBar.distanceFromCatching">
|
||||
<summary>
|
||||
The green bar on the right. How close to catching the fish you are
|
||||
Range: 0 - 1 | 1 = catch, 0 = fail
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.Menus.SBobberBar.treasure">
|
||||
<summary>
|
||||
Whether or not a treasure chest appears
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.Inheritance.SGame">
|
||||
<summary>
|
||||
The 'SGame' class.
|
||||
This summary, and many others, only exists because XML doc tags.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.LowestModItemID">
|
||||
<summary>
|
||||
Useless right now.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.PreviouslyPressedButtons">
|
||||
<summary>
|
||||
Gets a jagged array of all buttons pressed on the gamepad the prior frame.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.ModItems">
|
||||
<summary>
|
||||
Useless at this time.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.KStateNow">
|
||||
<summary>
|
||||
The current KeyboardState
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.KStatePrior">
|
||||
<summary>
|
||||
The prior KeyboardState
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.MStateNow">
|
||||
<summary>
|
||||
The current MouseState
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.MStatePrior">
|
||||
<summary>
|
||||
The prior MouseState
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.CurrentlyPressedKeys">
|
||||
<summary>
|
||||
All keys pressed on the current frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviouslyPressedKeys">
|
||||
<summary>
|
||||
All keys pressed on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.FramePressedKeys">
|
||||
<summary>
|
||||
All keys pressed on this frame except for the ones pressed on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.FrameReleasedKeys">
|
||||
<summary>
|
||||
All keys pressed on the prior frame except for the ones pressed on the current frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviouslyLoadedGame">
|
||||
<summary>
|
||||
Whether or not a save was tagged as 'Loaded' the prior frame.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousGameLocations">
|
||||
<summary>
|
||||
The list of GameLocations on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousLocationObjects">
|
||||
<summary>
|
||||
The list of GameObjects on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousItems">
|
||||
<summary>
|
||||
The list of Items in the player's inventory on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousCombatLevel">
|
||||
<summary>
|
||||
The player's Combat level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousFarmingLevel">
|
||||
<summary>
|
||||
The player's Farming level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousFishingLevel">
|
||||
<summary>
|
||||
The player's Fishing level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousForagingLevel">
|
||||
<summary>
|
||||
The player's Foraging level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousMiningLevel">
|
||||
<summary>
|
||||
The player's Mining level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousLuckLevel">
|
||||
<summary>
|
||||
The player's Luck level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousGameLocation">
|
||||
<summary>
|
||||
The player's previous game location
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousActiveMenu">
|
||||
<summary>
|
||||
The previous ActiveGameMenu in Game1
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.WasMenuClosedInvoked">
|
||||
<summary>
|
||||
Indicates if the MenuClosed event was fired to prevent it from re-firing.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousMineLevel">
|
||||
<summary>
|
||||
The previous mine level
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousTimeOfDay">
|
||||
<summary>
|
||||
The previous TimeOfDay (Int32 between 600 and 2400?)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousDayOfMonth">
|
||||
<summary>
|
||||
The previous DayOfMonth (Int32 between 1 and 28?)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousSeasonOfYear">
|
||||
<summary>
|
||||
The previous Season (String as follows: "winter", "spring", "summer", "fall")
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousYearOfGame">
|
||||
<summary>
|
||||
The previous Year
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousIsNewDay">
|
||||
<summary>
|
||||
The previous result of Game1.newDay
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousFarmer">
|
||||
<summary>
|
||||
The previous 'Farmer' (Player)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.CurrentUpdateTick">
|
||||
<summary>
|
||||
The current index of the update tick. Recycles every 60th tick to 0. (Int32 between 0 and 59)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.FirstUpdate">
|
||||
<summary>
|
||||
Whether or not this update frame is the very first of the entire game
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.Screen">
|
||||
<summary>
|
||||
The current RenderTarget in Game1 (Private field, uses reflection)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.BgColour">
|
||||
<summary>
|
||||
The current Colour in Game1 (Private field, uses reflection)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.Instance">
|
||||
<summary>
|
||||
Static accessor for an Instance of the class SGame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.FramesPerSecond">
|
||||
<summary>
|
||||
The game's FPS. Re-determined every Draw update.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.Debug">
|
||||
<summary>
|
||||
Whether or not we're in a pseudo 'debug' mode. Mostly for displaying information like FPS.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.CurrentFarmer">
|
||||
<summary>
|
||||
The current player (equal to Farmer.Player)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.GetStaticFields">
|
||||
<summary>
|
||||
Gets ALL static fields that belong to 'Game1'
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustPressed(Microsoft.Xna.Framework.Input.Buttons,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Whether or not a button was just pressed on the controller
|
||||
</summary>
|
||||
<param name="button"></param>
|
||||
<param name="buttonState"></param>
|
||||
<param name="stateIndex"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustReleased(Microsoft.Xna.Framework.Input.Buttons,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Whether or not a button was just released on the controller
|
||||
</summary>
|
||||
<param name="button"></param>
|
||||
<param name="buttonState"></param>
|
||||
<param name="stateIndex"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustPressed(Microsoft.Xna.Framework.Input.Buttons,System.Single,Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Whether or not an analog button was just pressed on the controller
|
||||
</summary>
|
||||
<param name="button"></param>
|
||||
<param name="value"></param>
|
||||
<param name="stateIndex"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustReleased(Microsoft.Xna.Framework.Input.Buttons,System.Single,Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Whether or not an analog button was just released on the controller
|
||||
</summary>
|
||||
<param name="button"></param>
|
||||
<param name="value"></param>
|
||||
<param name="stateIndex"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.GetButtonsDown(Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Gets an array of all Buttons pressed on a joystick
|
||||
</summary>
|
||||
<param name="index"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.GetFramePressedButtons(Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Gets all buttons that were pressed on the current frame of a joystick
|
||||
</summary>
|
||||
<param name="index"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.GetFrameReleasedButtons(Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Gets all buttons that were released on the current frame of a joystick
|
||||
</summary>
|
||||
<param name="index"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.DrawFarmBuildings">
|
||||
<summary>
|
||||
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.DrawHUD">
|
||||
<summary>
|
||||
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.DrawDialogueBox">
|
||||
<summary>
|
||||
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.ZoomLevelIsOne">
|
||||
<summary>
|
||||
Whether or not the game's zoom level is 1.0f
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.Initialize">
|
||||
<summary>
|
||||
XNA Init Method
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.LoadContent">
|
||||
<summary>
|
||||
XNA LC Method
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.Update(Microsoft.Xna.Framework.GameTime)">
|
||||
<summary>
|
||||
XNA Update Method
|
||||
</summary>
|
||||
<param name="gameTime"></param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.Draw(Microsoft.Xna.Framework.GameTime)">
|
||||
<summary>
|
||||
XNA Draw Method
|
||||
</summary>
|
||||
<param name="gameTime"></param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.InvokeBasePrivateInstancedMethod(System.String,System.Object[])">
|
||||
<summary>
|
||||
Invokes a private, non-static method in Game1 via Reflection
|
||||
</summary>
|
||||
<param name="name">The name of the method</param>
|
||||
<param name="parameters">Any parameters needed</param>
|
||||
<returns>Whatever the method normally returns. Null if void.</returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.InvokeMethodInfo(System.Reflection.MethodInfo,System.Object[])">
|
||||
<summary>
|
||||
Invokes a given method info with the supplied parameters
|
||||
</summary>
|
||||
<param name="mi"></param>
|
||||
<param name="parameters"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.QueueDebugMessage(System.String)">
|
||||
<summary>
|
||||
Queue's a message to be drawn in Debug mode (F3)
|
||||
</summary>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Log.CurrentDomain_UnhandledException(System.Object,System.UnhandledExceptionEventArgs)">
|
||||
<summary>
|
||||
Catch unhandled exception from the application
|
||||
</summary>
|
||||
<remarks>Should be moved out of here if we do more than just log the exception.</remarks>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Log.Application_ThreadException(System.Object,System.Threading.ThreadExceptionEventArgs)">
|
||||
<summary>
|
||||
Catch thread exception from the application
|
||||
</summary>
|
||||
<remarks>Should be moved out of here if we do more than just log the exception.</remarks>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Log.SyncColour(System.Object,System.ConsoleColor)">
|
||||
<summary>
|
||||
NOTICE: Sync logging is discouraged. Please use Async instead.
|
||||
</summary>
|
||||
<param name="message">Message to log</param>
|
||||
<param name="colour">Colour of message</param>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.LogWriter">
|
||||
<summary>
|
||||
A Logging class implementing the Singleton pattern and an internal Queue to be flushed perdiodically
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.LogWriter.#ctor">
|
||||
<summary>
|
||||
Private to prevent creation of other instances
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.LogWriter.Instance">
|
||||
<summary>
|
||||
Exposes _instace and creates a new one if it is null
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.LogWriter.WriteToLog(System.String)">
|
||||
<summary>
|
||||
Writes into the ConcurrentQueue the Message specified
|
||||
</summary>
|
||||
<param name="message">The message to write to the log</param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.LogWriter.WriteToLog(StardewModdingAPI.LogInfo)">
|
||||
<summary>
|
||||
Writes into the ConcurrentQueue the Entry specified
|
||||
</summary>
|
||||
<param name="logEntry">The logEntry to write to the log</param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.LogWriter.FlushLog">
|
||||
<summary>
|
||||
Flushes the ConcurrentQueue to the log file specified in Constants
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.LogInfo">
|
||||
<summary>
|
||||
A struct to store the message and the Date and Time the log entry was created
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.Name">
|
||||
<summary>
|
||||
The name of your mod.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.Authour">
|
||||
<summary>
|
||||
The name of the mod's authour.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.Version">
|
||||
<summary>
|
||||
The version of the mod.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.Description">
|
||||
<summary>
|
||||
A description of the mod.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.UniqueID">
|
||||
<summary>
|
||||
The unique ID of the mod. It doesn't *need* to be anything.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.PerSaveConfigs">
|
||||
<summary>
|
||||
Whether or not the mod uses per-save-config files.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.EntryDll">
|
||||
<summary>
|
||||
The name of the DLL in the directory that has the Entry() method.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.Manifest">
|
||||
<summary>
|
||||
The mod's manifest
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.PathOnDisk">
|
||||
<summary>
|
||||
Where the mod is located on the disk.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.BaseConfigPath">
|
||||
<summary>
|
||||
A basic path to store your mod's config at.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.PerSaveConfigFolder">
|
||||
<summary>
|
||||
A basic path to where per-save configs are stored
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.PerSaveConfigPath">
|
||||
<summary>
|
||||
A basic path to store your mod's config at, dependent on the current save.
|
||||
The Manifest must allow for per-save configs. This is to keep from having an
|
||||
empty directory in every mod folder.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Mod.Entry(System.Object[])">
|
||||
<summary>
|
||||
A basic method that is the entry-point of your mod. It will always be called once when the mod loads.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.Main(System.String[])">
|
||||
<summary>
|
||||
Main method holding the API execution
|
||||
</summary>
|
||||
<param name="args"></param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.ConfigureUI">
|
||||
<summary>
|
||||
Set up the console properties
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.ConfigurePaths">
|
||||
<summary>
|
||||
Setup the required paths and logging
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.ConfigureSDV">
|
||||
<summary>
|
||||
Load Stardev Valley and control features
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.GameRunInvoker">
|
||||
<summary>
|
||||
Wrap the 'RunGame' method for console output
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.VerifyPath(System.String)">
|
||||
<summary>
|
||||
Create the given directory path if it does not exist
|
||||
</summary>
|
||||
<param name="path">Desired directory path</param>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
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|
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|
|||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\AutoSpeed.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\AutoSpeed.pdb
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\Stardew Valley.exe
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\StardewModdingAPI.exe
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Game.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Graphics.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\xTile.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Xact.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\Steamworks.NET.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\Newtonsoft.Json.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.GamerServices.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Input.Touch.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\Newtonsoft.Json.xml
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.GamerServices.xml
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Input.Touch.xml
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\obj\Debug\AutoSpeed.csprojResolveAssemblyReference.cache
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\obj\Debug\AutoSpeed.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\AutoSpeed\AutoSpeed\obj\Debug\AutoSpeed.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\AutoSpeed.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\AutoSpeed.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\StardewModdingAPI.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Game.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Graphics.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\xTile.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Xact.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Newtonsoft.Json.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Stardew Valley Expanded.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.GamerServices.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Input.Touch.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\StardewModdingAPI.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\StardewModdingAPI.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Newtonsoft.Json.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.GamerServices.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Input.Touch.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\obj\Debug\AutoSpeed.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\obj\Debug\AutoSpeed.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\obj\Debug\AutoSpeed.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Lidgren.Network.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Game.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Graphics.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Xact.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\AutoSpeed\AutoSpeed\bin\Debug\Stardew Valley.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\AutoSpeed.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\AutoSpeed.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Stardew Valley.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\StardewModdingAPI.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Game.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Graphics.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\xTile.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Lidgren.Network.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Xact.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Steamworks.NET.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Newtonsoft.Json.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.GamerServices.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Input.Touch.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\StardewModdingAPI.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Game.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Graphics.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Xact.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Newtonsoft.Json.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.GamerServices.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\bin\Debug\Microsoft.Xna.Framework.Input.Touch.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\obj\Debug\AutoSpeed.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\obj\Debug\AutoSpeed.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed\AutoSpeed\obj\Debug\AutoSpeed.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed-Source\AutoSpeed\bin\Debug\AutoSpeed.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed-Source\AutoSpeed\bin\Debug\AutoSpeed.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed-Source\AutoSpeed\obj\Debug\AutoSpeed.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed-Source\AutoSpeed\obj\Debug\AutoSpeed.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed-Source\AutoSpeed\obj\Debug\AutoSpeed.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\AutoSpeed\AutoSpeed-Source\AutoSpeed\bin\Debug\AutoSpeed.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\AutoSpeed\AutoSpeed-Source\AutoSpeed\bin\Debug\AutoSpeed.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\AutoSpeed\AutoSpeed-Source\AutoSpeed\obj\Debug\AutoSpeed.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\AutoSpeed\AutoSpeed-Source\AutoSpeed\obj\Debug\AutoSpeed.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\AutoSpeed\AutoSpeed-Source\AutoSpeed\obj\Debug\AutoSpeed.pdb
|
Binary file not shown.
|
@ -1 +0,0 @@
|
|||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\AutoSpeed\AutoSpeed-Source\AutoSpeed\obj\Debug\Billboard_Anywhere.csprojResolveAssemblyReference.cache
|
Binary file not shown.
File diff suppressed because it is too large
Load Diff
|
@ -1,765 +0,0 @@
|
|||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>StardewModdingAPI</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="M:StardewModdingAPI.Command.#ctor(System.String,System.String,System.String[])">
|
||||
<summary>
|
||||
Creates a Command from a Name, Description, and Arguments
|
||||
</summary>
|
||||
<param name="cname">Name</param>
|
||||
<param name="cdesc">Description</param>
|
||||
<param name="args">Arguments</param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Command.CallCommand(System.String)">
|
||||
<summary>
|
||||
Calls the specified command. (It runs the command)
|
||||
</summary>
|
||||
<param name="input">The command to run</param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Command.RegisterCommand(System.String,System.String,System.String[])">
|
||||
<summary>
|
||||
Registers a command to the list of commands properly
|
||||
</summary>
|
||||
<param name="command">Name of the command to register</param>
|
||||
<param name="cdesc">Description</param>
|
||||
<param name="args">Arguments (these are purely for viewing so that a user can see what an argument needs to be)</param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Command.FindCommand(System.String)">
|
||||
<summary>
|
||||
Looks up a command in the list of registered commands. Returns null if it doesn't exist (I think)
|
||||
</summary>
|
||||
<param name="name">Name of command to find</param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Command.Fire">
|
||||
<summary>
|
||||
Runs a command. Fires it. Calls it. Any of those.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Config.LoadConfig``1">
|
||||
<summary>
|
||||
Loads the config from the json blob on disk, updating and re-writing to the disk if needed.
|
||||
</summary>
|
||||
<typeparam name="T"></typeparam>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Config.GenerateDefaultConfig``1">
|
||||
<summary>
|
||||
MUST be implemented in inheriting class!
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Config.UpdateConfig``1">
|
||||
<summary>
|
||||
Merges a default-value config with the user-config on disk.
|
||||
</summary>
|
||||
<typeparam name="T"></typeparam>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.ConfigExtensions.InitializeConfig``1(``0,System.String)">
|
||||
<summary>
|
||||
Initializes an instance of any class that inherits from Config.
|
||||
This method performs the loading, saving, and merging of the config on the disk and in memory at a default state.
|
||||
This method should not be used to re-load or to re-save a config.
|
||||
NOTE: You MUST set your config EQUAL to the return of this method!
|
||||
</summary>
|
||||
<typeparam name="T"></typeparam>
|
||||
<param name="baseConfig"></param>
|
||||
<param name="configLocation"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.ConfigExtensions.WriteConfig``1(``0)">
|
||||
<summary>
|
||||
Writes a config to a json blob on the disk specified in the config's properties.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.ConfigExtensions.ReloadConfig``1(``0)">
|
||||
<summary>
|
||||
Re-reads the json blob on the disk and merges its values with a default config.
|
||||
NOTE: You MUST set your config EQUAL to the return of this method!
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.Constants">
|
||||
<summary>
|
||||
Static class containing readonly values.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Constants.ModsLoaded">
|
||||
<summary>
|
||||
Not quite "constant", but it makes more sense for it to be here, at least for now
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.DataPath">
|
||||
<summary>
|
||||
Stardew Valley's roaming app data location.
|
||||
%AppData%//StardewValley
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.ExecutionPath">
|
||||
<summary>
|
||||
Execution path to execute the code.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.ConsoleTitle">
|
||||
<summary>
|
||||
Title for the API console
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.LogDir">
|
||||
<summary>
|
||||
Path for log files to be output to.
|
||||
%LocalAppData%//StardewValley//ErrorLogs
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.EnableDrawingIntoRenderTarget">
|
||||
<summary>
|
||||
Whether or not to enable the Render Target drawing code offered by ClxS
|
||||
Do not mark as 'const' or else 'if' checks will complain that the expression is always true in ReSharper
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.EnableCompletelyOverridingBaseCalls">
|
||||
<summary>
|
||||
Completely overrides the base game's draw call to the one is SGame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.Entities.SPlayer">
|
||||
<summary>
|
||||
Static class for intergrating with the player
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Entities.SPlayer.AllFarmers">
|
||||
<summary>
|
||||
Calls 'getAllFarmers' in Game1
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Entities.SPlayer.CurrentFarmer">
|
||||
<summary>
|
||||
Do not use.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Entities.SPlayer.Player">
|
||||
<summary>
|
||||
Gets the current player from Game1
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Entities.SPlayer.CurrentFarmerLocation">
|
||||
<summary>
|
||||
Gets the player's current location from Game1
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.UpdateTick">
|
||||
<summary>
|
||||
Fires every update (1/60 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.SecondUpdateTick">
|
||||
<summary>
|
||||
Fires every other update (1/30 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.FourthUpdateTick">
|
||||
<summary>
|
||||
Fires every fourth update (1/15 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.EighthUpdateTick">
|
||||
<summary>
|
||||
Fires every eighth update (roughly 1/8 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.QuarterSecondTick">
|
||||
<summary>
|
||||
Fires every fifthteenth update (1/4 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.HalfSecondTick">
|
||||
<summary>
|
||||
Fires every thirtieth update (1/2 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.OneSecondTick">
|
||||
<summary>
|
||||
Fires every sixtieth update (a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.Events.GraphicsEvents">
|
||||
<summary>
|
||||
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.Resize">
|
||||
<summary>
|
||||
Occurs when the form (game) is resized.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderEvent">
|
||||
<summary>
|
||||
Occurs before anything is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderGuiEvent">
|
||||
<summary>
|
||||
Occurs before the GUI is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderGuiEvent">
|
||||
<summary>
|
||||
Occurs after the GUI is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderHudEvent">
|
||||
<summary>
|
||||
Occurs before the HUD is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderHudEvent">
|
||||
<summary>
|
||||
Occurs after the HUD is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderEvent">
|
||||
<summary>
|
||||
Occurs after everything is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderGuiEventNoCheck">
|
||||
<summary>
|
||||
Occurs before the GUI is drawn. Does not check for conditional statements.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderGuiEventNoCheck">
|
||||
<summary>
|
||||
Occurs after the GUI is drawn. Does not check for conditional statements.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderHudEventNoCheck">
|
||||
<summary>
|
||||
Occurs before the HUD is drawn. Does not check for conditional statements.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderHudEventNoCheck">
|
||||
<summary>
|
||||
Occurs after the HUD is drawn. Does not check for conditional statements.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.DrawDebug">
|
||||
<summary>
|
||||
Draws when SGame.Debug is true. F3 toggles this.
|
||||
Game1.spriteBatch.Begin() is pre-called.
|
||||
Do not make end or begin calls to the spritebatch.
|
||||
If you are only trying to add debug information, use SGame.DebugMessageQueue in your Update loop.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.TimeEvents.OnNewDay">
|
||||
<summary>
|
||||
Occurs when Game1.newDay changes. True directly before saving, and False directly after.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.Menus.SBobberBar.#ctor(System.Int32,System.Single,System.Boolean,System.Int32)">
|
||||
<summary>
|
||||
DO NOT CONSTRUCT THIS CLASS
|
||||
To retrieve an instance of SBobberBar, use SBobberBar.ConstructFromBaseClass()
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.Menus.SBobberBar.bobberPosition">
|
||||
<summary>
|
||||
The green rectangle bar that moves up and down
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.Menus.SBobberBar.distanceFromCatching">
|
||||
<summary>
|
||||
The green bar on the right. How close to catching the fish you are
|
||||
Range: 0 - 1 | 1 = catch, 0 = fail
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.Menus.SBobberBar.treasure">
|
||||
<summary>
|
||||
Whether or not a treasure chest appears
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.Inheritance.SGame">
|
||||
<summary>
|
||||
The 'SGame' class.
|
||||
This summary, and many others, only exists because XML doc tags.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.LowestModItemID">
|
||||
<summary>
|
||||
Useless right now.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.PreviouslyPressedButtons">
|
||||
<summary>
|
||||
Gets a jagged array of all buttons pressed on the gamepad the prior frame.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.ModItems">
|
||||
<summary>
|
||||
Useless at this time.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.KStateNow">
|
||||
<summary>
|
||||
The current KeyboardState
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.KStatePrior">
|
||||
<summary>
|
||||
The prior KeyboardState
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.MStateNow">
|
||||
<summary>
|
||||
The current MouseState
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.MStatePrior">
|
||||
<summary>
|
||||
The prior MouseState
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.CurrentlyPressedKeys">
|
||||
<summary>
|
||||
All keys pressed on the current frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviouslyPressedKeys">
|
||||
<summary>
|
||||
All keys pressed on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.FramePressedKeys">
|
||||
<summary>
|
||||
All keys pressed on this frame except for the ones pressed on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.FrameReleasedKeys">
|
||||
<summary>
|
||||
All keys pressed on the prior frame except for the ones pressed on the current frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviouslyLoadedGame">
|
||||
<summary>
|
||||
Whether or not a save was tagged as 'Loaded' the prior frame.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousGameLocations">
|
||||
<summary>
|
||||
The list of GameLocations on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousLocationObjects">
|
||||
<summary>
|
||||
The list of GameObjects on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousItems">
|
||||
<summary>
|
||||
The list of Items in the player's inventory on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousCombatLevel">
|
||||
<summary>
|
||||
The player's Combat level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousFarmingLevel">
|
||||
<summary>
|
||||
The player's Farming level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousFishingLevel">
|
||||
<summary>
|
||||
The player's Fishing level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousForagingLevel">
|
||||
<summary>
|
||||
The player's Foraging level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousMiningLevel">
|
||||
<summary>
|
||||
The player's Mining level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousLuckLevel">
|
||||
<summary>
|
||||
The player's Luck level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousGameLocation">
|
||||
<summary>
|
||||
The player's previous game location
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousActiveMenu">
|
||||
<summary>
|
||||
The previous ActiveGameMenu in Game1
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.WasMenuClosedInvoked">
|
||||
<summary>
|
||||
Indicates if the MenuClosed event was fired to prevent it from re-firing.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousMineLevel">
|
||||
<summary>
|
||||
The previous mine level
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousTimeOfDay">
|
||||
<summary>
|
||||
The previous TimeOfDay (Int32 between 600 and 2400?)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousDayOfMonth">
|
||||
<summary>
|
||||
The previous DayOfMonth (Int32 between 1 and 28?)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousSeasonOfYear">
|
||||
<summary>
|
||||
The previous Season (String as follows: "winter", "spring", "summer", "fall")
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousYearOfGame">
|
||||
<summary>
|
||||
The previous Year
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousIsNewDay">
|
||||
<summary>
|
||||
The previous result of Game1.newDay
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousFarmer">
|
||||
<summary>
|
||||
The previous 'Farmer' (Player)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.CurrentUpdateTick">
|
||||
<summary>
|
||||
The current index of the update tick. Recycles every 60th tick to 0. (Int32 between 0 and 59)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.FirstUpdate">
|
||||
<summary>
|
||||
Whether or not this update frame is the very first of the entire game
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.Screen">
|
||||
<summary>
|
||||
The current RenderTarget in Game1 (Private field, uses reflection)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.BgColour">
|
||||
<summary>
|
||||
The current Colour in Game1 (Private field, uses reflection)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.Instance">
|
||||
<summary>
|
||||
Static accessor for an Instance of the class SGame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.FramesPerSecond">
|
||||
<summary>
|
||||
The game's FPS. Re-determined every Draw update.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.Debug">
|
||||
<summary>
|
||||
Whether or not we're in a pseudo 'debug' mode. Mostly for displaying information like FPS.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.CurrentFarmer">
|
||||
<summary>
|
||||
The current player (equal to Farmer.Player)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.GetStaticFields">
|
||||
<summary>
|
||||
Gets ALL static fields that belong to 'Game1'
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustPressed(Microsoft.Xna.Framework.Input.Buttons,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Whether or not a button was just pressed on the controller
|
||||
</summary>
|
||||
<param name="button"></param>
|
||||
<param name="buttonState"></param>
|
||||
<param name="stateIndex"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustReleased(Microsoft.Xna.Framework.Input.Buttons,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Whether or not a button was just released on the controller
|
||||
</summary>
|
||||
<param name="button"></param>
|
||||
<param name="buttonState"></param>
|
||||
<param name="stateIndex"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustPressed(Microsoft.Xna.Framework.Input.Buttons,System.Single,Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Whether or not an analog button was just pressed on the controller
|
||||
</summary>
|
||||
<param name="button"></param>
|
||||
<param name="value"></param>
|
||||
<param name="stateIndex"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustReleased(Microsoft.Xna.Framework.Input.Buttons,System.Single,Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Whether or not an analog button was just released on the controller
|
||||
</summary>
|
||||
<param name="button"></param>
|
||||
<param name="value"></param>
|
||||
<param name="stateIndex"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.GetButtonsDown(Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Gets an array of all Buttons pressed on a joystick
|
||||
</summary>
|
||||
<param name="index"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.GetFramePressedButtons(Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Gets all buttons that were pressed on the current frame of a joystick
|
||||
</summary>
|
||||
<param name="index"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.GetFrameReleasedButtons(Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Gets all buttons that were released on the current frame of a joystick
|
||||
</summary>
|
||||
<param name="index"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.DrawFarmBuildings">
|
||||
<summary>
|
||||
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.DrawHUD">
|
||||
<summary>
|
||||
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.DrawDialogueBox">
|
||||
<summary>
|
||||
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.ZoomLevelIsOne">
|
||||
<summary>
|
||||
Whether or not the game's zoom level is 1.0f
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.Initialize">
|
||||
<summary>
|
||||
XNA Init Method
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.LoadContent">
|
||||
<summary>
|
||||
XNA LC Method
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.Update(Microsoft.Xna.Framework.GameTime)">
|
||||
<summary>
|
||||
XNA Update Method
|
||||
</summary>
|
||||
<param name="gameTime"></param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.Draw(Microsoft.Xna.Framework.GameTime)">
|
||||
<summary>
|
||||
XNA Draw Method
|
||||
</summary>
|
||||
<param name="gameTime"></param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.InvokeBasePrivateInstancedMethod(System.String,System.Object[])">
|
||||
<summary>
|
||||
Invokes a private, non-static method in Game1 via Reflection
|
||||
</summary>
|
||||
<param name="name">The name of the method</param>
|
||||
<param name="parameters">Any parameters needed</param>
|
||||
<returns>Whatever the method normally returns. Null if void.</returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.InvokeMethodInfo(System.Reflection.MethodInfo,System.Object[])">
|
||||
<summary>
|
||||
Invokes a given method info with the supplied parameters
|
||||
</summary>
|
||||
<param name="mi"></param>
|
||||
<param name="parameters"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.QueueDebugMessage(System.String)">
|
||||
<summary>
|
||||
Queue's a message to be drawn in Debug mode (F3)
|
||||
</summary>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Log.CurrentDomain_UnhandledException(System.Object,System.UnhandledExceptionEventArgs)">
|
||||
<summary>
|
||||
Catch unhandled exception from the application
|
||||
</summary>
|
||||
<remarks>Should be moved out of here if we do more than just log the exception.</remarks>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Log.Application_ThreadException(System.Object,System.Threading.ThreadExceptionEventArgs)">
|
||||
<summary>
|
||||
Catch thread exception from the application
|
||||
</summary>
|
||||
<remarks>Should be moved out of here if we do more than just log the exception.</remarks>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Log.SyncColour(System.Object,System.ConsoleColor)">
|
||||
<summary>
|
||||
NOTICE: Sync logging is discouraged. Please use Async instead.
|
||||
</summary>
|
||||
<param name="message">Message to log</param>
|
||||
<param name="colour">Colour of message</param>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.LogWriter">
|
||||
<summary>
|
||||
A Logging class implementing the Singleton pattern and an internal Queue to be flushed perdiodically
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.LogWriter.#ctor">
|
||||
<summary>
|
||||
Private to prevent creation of other instances
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.LogWriter.Instance">
|
||||
<summary>
|
||||
Exposes _instace and creates a new one if it is null
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.LogWriter.WriteToLog(System.String)">
|
||||
<summary>
|
||||
Writes into the ConcurrentQueue the Message specified
|
||||
</summary>
|
||||
<param name="message">The message to write to the log</param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.LogWriter.WriteToLog(StardewModdingAPI.LogInfo)">
|
||||
<summary>
|
||||
Writes into the ConcurrentQueue the Entry specified
|
||||
</summary>
|
||||
<param name="logEntry">The logEntry to write to the log</param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.LogWriter.FlushLog">
|
||||
<summary>
|
||||
Flushes the ConcurrentQueue to the log file specified in Constants
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.LogInfo">
|
||||
<summary>
|
||||
A struct to store the message and the Date and Time the log entry was created
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.Name">
|
||||
<summary>
|
||||
The name of your mod.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.Authour">
|
||||
<summary>
|
||||
The name of the mod's authour.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.Version">
|
||||
<summary>
|
||||
The version of the mod.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.Description">
|
||||
<summary>
|
||||
A description of the mod.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.UniqueID">
|
||||
<summary>
|
||||
The unique ID of the mod. It doesn't *need* to be anything.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.PerSaveConfigs">
|
||||
<summary>
|
||||
Whether or not the mod uses per-save-config files.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.EntryDll">
|
||||
<summary>
|
||||
The name of the DLL in the directory that has the Entry() method.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.Manifest">
|
||||
<summary>
|
||||
The mod's manifest
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.PathOnDisk">
|
||||
<summary>
|
||||
Where the mod is located on the disk.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.BaseConfigPath">
|
||||
<summary>
|
||||
A basic path to store your mod's config at.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.PerSaveConfigFolder">
|
||||
<summary>
|
||||
A basic path to where per-save configs are stored
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.PerSaveConfigPath">
|
||||
<summary>
|
||||
A basic path to store your mod's config at, dependent on the current save.
|
||||
The Manifest must allow for per-save configs. This is to keep from having an
|
||||
empty directory in every mod folder.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Mod.Entry(System.Object[])">
|
||||
<summary>
|
||||
A basic method that is the entry-point of your mod. It will always be called once when the mod loads.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.Main(System.String[])">
|
||||
<summary>
|
||||
Main method holding the API execution
|
||||
</summary>
|
||||
<param name="args"></param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.ConfigureUI">
|
||||
<summary>
|
||||
Set up the console properties
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.ConfigurePaths">
|
||||
<summary>
|
||||
Setup the required paths and logging
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.ConfigureSDV">
|
||||
<summary>
|
||||
Load Stardev Valley and control features
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.GameRunInvoker">
|
||||
<summary>
|
||||
Wrap the 'RunGame' method for console output
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.VerifyPath(System.String)">
|
||||
<summary>
|
||||
Create the given directory path if it does not exist
|
||||
</summary>
|
||||
<param name="path">Desired directory path</param>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
|
@ -1,87 +0,0 @@
|
|||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Billboard_Anywhere.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Billboard_Anywhere.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Stardew Valley.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\StardewModdingAPI.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Game.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Graphics.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\xTile.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Xact.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Steamworks.NET.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Newtonsoft.Json.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.GamerServices.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Input.Touch.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\StardewModdingAPI.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\StardewModdingAPI.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Game.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Graphics.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Xact.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Newtonsoft.Json.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.GamerServices.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Input.Touch.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Billboard_Anywhere\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Billboard_Anywhere.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Billboard_Anywhere.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Stardew Valley.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\StardewModdingAPI.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Game.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Graphics.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\xTile.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Lidgren.Network.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Xact.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Steamworks.NET.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Newtonsoft.Json.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.GamerServices.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Input.Touch.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\StardewModdingAPI.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Game.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Graphics.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Xact.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Newtonsoft.Json.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.GamerServices.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Input.Touch.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stadew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Billboard_Anywhere.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Billboard_Anywhere.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Stardew Valley.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\StardewModdingAPI.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Game.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Graphics.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\xTile.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Lidgren.Network.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Xact.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Steamworks.NET.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Newtonsoft.Json.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\StardewModdingAPI.AssemblyRewriters.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Mono.Cecil.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Mono.Cecil.Rocks.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.GamerServices.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Input.Touch.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\StardewModdingAPI.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Game.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Graphics.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Xact.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.GamerServices.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Microsoft.Xna.Framework.Input.Touch.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods_Back_To_Basics\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Billboard_Anywhere.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Billboard_Anywhere.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Billboard_Anywhere.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\bin\Debug\Billboard_Anywhere.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\Billboard_Anywhere\Billboard_Anywhere-Source\Billboard_Anywhere\obj\Debug\Billboard_Anywhere.pdb
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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>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Initialize">
|
||||
<summary>Initializes the GamerServicesDispatcher.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Update(Microsoft.Xna.Framework.GameTime)">
|
||||
<summary>Updates the GamerServicesDispatcher.</summary>
|
||||
<param name="gameTime">The game timing state.</param>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
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|
@ -1,252 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<doc>
|
||||
<members>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureSample">
|
||||
<summary>A representation of data from a multitouch gesture over a span of time.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta">
|
||||
<summary>Holds delta information about the first touchpoint in a multitouch gesture.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta2">
|
||||
<summary>Holds delta information about the second touchpoint in a multitouch gesture.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.GestureType">
|
||||
<summary>The type of gesture in a multitouch gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position">
|
||||
<summary>Holds the current position of the first touchpoint in this gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position2">
|
||||
<summary>Holds the current position of the the second touchpoint in this gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Timestamp">
|
||||
<summary>Holds the starting time for this touch gesture sample.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureType">
|
||||
<summary>Contains values that represent different multitouch gestures that can be detected by TouchPanel.ReadGesture. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap">
|
||||
<summary>The user tapped the screen twice in quick succession. This always is preceded by a Tap gesture. If the time between taps is too great to be considered a DoubleTap, two Tap gestures will be generated instead.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DragComplete">
|
||||
<summary>A drag gesture (VerticalDrag, HorizontalDrag, or FreeDrag) was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Flick">
|
||||
<summary>The user performed a touch combined with a quick swipe of the screen. Flicks are positionless. The velocity of the flick can be retrieved by reading the Delta member of GestureSample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.FreeDrag">
|
||||
<summary>The user touched the screen, and then performed a free-form drag gesture.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Hold">
|
||||
<summary>The user touched a single point on the screen for approximately one second. This is a single event, and not continuously generated while the user is holding the touchpoint.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.HorizontalDrag">
|
||||
<summary>The user touched the screen, and then performed a horizontal (left to right or right to left) gesture.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.None">
|
||||
<summary>Represents no gestures.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Pinch">
|
||||
<summary>The user touched two points on the screen, and then converged or diverged them. Pinch behaves like a two-finger drag. When this gesture is enabled, it takes precedence over drag gestures while two fingers are down.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.PinchComplete">
|
||||
<summary>A pinch operation was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Tap">
|
||||
<summary>The user briefly touched a single point on the screen.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.VerticalDrag">
|
||||
<summary>The user touched the screen, and then performed a vertical (top to bottom or bottom to top) gesture.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection">
|
||||
<summary>Provides methods and properties for accessing state information for the touch screen of a touch-enabled device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.#ctor(Microsoft.Xna.Framework.Input.Touch.TouchLocation[])">
|
||||
<summary>Initializes a new instance of the TouchCollection structure with a set of touch locations. Reference page contains links to related code samples.</summary>
|
||||
<param name="touches">Array of touch locations.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Add(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Adds a TouchLocation to the collection.</summary>
|
||||
<param name="item">TouchLocation to add.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Clear">
|
||||
<summary>Removes all TouchLocation objects from the collection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Contains(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Checks if the current touch collection contains the specified touch location.</summary>
|
||||
<param name="item">Touch location to be checked against the current collection.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.CopyTo(Microsoft.Xna.Framework.Input.Touch.TouchLocation[],System.Int32)">
|
||||
<summary>Copies the touch location to the collection at the specified index.</summary>
|
||||
<param name="array">Array receiving the copied touch location.</param>
|
||||
<param name="arrayIndex">Target index of the collection.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Count">
|
||||
<summary>Gets the current number of touch locations for the touch screen.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.FindById(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||||
<summary>Retrieves the touch location matching the specified ID.</summary>
|
||||
<param name="id">ID of touch location sought.</param>
|
||||
<param name="touchLocation">[OutAttribute] Touch location item matching the specified ID.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.GetEnumerator">
|
||||
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IndexOf(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines the index of a TouchLocation in the TouchCollection.</summary>
|
||||
<param name="item">TouchLocation to locate in the collection.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Insert(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Inserts a new TouchLocation into the TouchCollection at a specified index.</summary>
|
||||
<param name="index">Index in the touch collection for the new item.</param>
|
||||
<param name="item">TouchLocation to be inserted.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsConnected">
|
||||
<summary>Indicates if the touch screen is available for use.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsReadOnly">
|
||||
<summary>Determines if the touch location array is read-only.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Item(System.Int32)">
|
||||
<summary>Gets or sets the information of the specified touch location.</summary>
|
||||
<param name="index">Index of the touch location to return.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Remove(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Removes the specified TouchLocation from the TouchCollection.</summary>
|
||||
<param name="item">TouchLocation to be removed.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.RemoveAt(System.Int32)">
|
||||
<summary>Removes a TouchLocation at the specified index in the TouchCollection.</summary>
|
||||
<param name="index">Index of the TouchLocation to remove.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.System#Collections#IEnumerable#GetEnumerator">
|
||||
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator">
|
||||
<summary>Provides the ability to iterate through the touch locations in a TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Current">
|
||||
<summary>Gets the current element in the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Dispose">
|
||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.MoveNext">
|
||||
<summary>Advances the enumerator to the next element of the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Current">
|
||||
<summary>Gets the current element in the TouchCollection as an object.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Reset">
|
||||
<summary>Sets the enumerator to its initial position, which is before the first element in the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation">
|
||||
<summary>Provides methods and properties for interacting with a touch location on a touch screen device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
||||
<summary>Initializes a new TouchLocation with an ID, state, position, and pressure.</summary>
|
||||
<param name="id">ID of the new touch location.</param>
|
||||
<param name="state">State of the new touch location.</param>
|
||||
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
||||
<summary>Initializes a new TouchLocation with an ID, and a set of both current and previous state, position, and pressure values.</summary>
|
||||
<param name="id">ID of the new touch location.</param>
|
||||
<param name="state">State of the new touch location.</param>
|
||||
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
||||
<param name="previousState">Previous state for the new touch location.</param>
|
||||
<param name="previousPosition">Previous position for the new touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether the current TouchLocation is equal to the specified TouchLocation.</summary>
|
||||
<param name="other">The TouchLocation to compare with this instance.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(System.Object)">
|
||||
<summary>Determines whether the current TouchLocation is equal to the specified object.</summary>
|
||||
<param name="obj">The Object to compare with the touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.GetHashCode">
|
||||
<summary>Gets the hash code for this TouchLocation.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Id">
|
||||
<summary>Gets the ID of the touch location.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Equality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether two TouchLocation instances are equal.</summary>
|
||||
<param name="value1">The TouchLocation to compare with the second.</param>
|
||||
<param name="value2">The TouchLocation to compare with the first.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Inequality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether two TouchLocation instances are unequal.</summary>
|
||||
<param name="value1">The TouchLocation to compare with the second.</param>
|
||||
<param name="value2">The TouchLocation to compare with the first.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Position">
|
||||
<summary>Gets the position of the touch location.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.State">
|
||||
<summary>Gets the state of the touch location.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.ToString">
|
||||
<summary>Gets a string representation of the TouchLocation.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.TryGetPreviousLocation(Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||||
<summary>Attempts to get the previous location of this touch location object.</summary>
|
||||
<param name="previousLocation">[OutAttribute] Previous location data, as a TouchLocation.</param>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocationState">
|
||||
<summary>Defines the possible states of a touch location. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Invalid">
|
||||
<summary>This touch location position is invalid. Typically, you will encounter this state when a new touch location attempts to get the previous state of itself.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Moved">
|
||||
<summary>This touch location position was updated or pressed at the same position.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Pressed">
|
||||
<summary>This touch location position is new.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Released">
|
||||
<summary>This touch location position was released.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanel">
|
||||
<summary>Provides methods for retrieving touch panel device information. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayHeight">
|
||||
<summary>Gets or sets the display height of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayOrientation">
|
||||
<summary>Gets or sets the display orientation of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayWidth">
|
||||
<summary>Gets or sets the display width of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.EnabledGestures">
|
||||
<summary>Gets or sets the gestures that are enabled for the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetCapabilities">
|
||||
<summary>Gets the touch panel capabilities for an available device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetState">
|
||||
<summary>Gets the current state of the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.IsGestureAvailable">
|
||||
<summary>Used to determine if a touch gesture is available. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture">
|
||||
<summary>Reads an available gesture on the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.WindowHandle">
|
||||
<summary>The window handle of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities">
|
||||
<summary>Provides access to information about the capabilities of the touch input device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.IsConnected">
|
||||
<summary>Indicates if the touch panel device is available for use.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.MaximumTouchCount">
|
||||
<summary>Gets the maximum number of touch locations that can be tracked by the touch pad device.</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
Binary file not shown.
|
@ -1,283 +0,0 @@
|
|||
<?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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|
||||
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|
||||
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|
||||
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|
||||
c:\users\owner\documents\visual studio 2015\Projects\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Microsoft.Xna.Framework.Game.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Mono.Cecil.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Newtonsoft.Json.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Stardew Valley.exe
|
||||
c:\users\owner\documents\visual studio 2015\Projects\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\StardewModdingAPI.exe
|
||||
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|
||||
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|
||||
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|
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c:\users\owner\documents\visual studio 2015\Projects\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\xTile.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Microsoft.Xna.Framework.Xact.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Steamworks.NET.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Newtonsoft.Json.xml
|
||||
c:\users\owner\documents\visual studio 2015\Projects\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Microsoft.Xna.Framework.GamerServices.xml
|
||||
c:\users\owner\documents\visual studio 2015\Projects\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Microsoft.Xna.Framework.Input.Touch.xml
|
||||
c:\users\owner\documents\visual studio 2015\Projects\SMAPI_BuildEndurance\SMAPI_BuildEndurance\obj\Debug\SMAPI_BuildEndurance.dll
|
||||
c:\users\owner\documents\visual studio 2015\Projects\SMAPI_BuildEndurance\SMAPI_BuildEndurance\obj\Debug\SMAPI_BuildEndurance.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\obj\Debug\SMAPI_BuildEndurance.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\obj\Debug\SMAPI_BuildEndurance.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\obj\Debug\SMAPI_BuildEndurance.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\SMAPI_BuildEndurance.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\SMAPI_BuildEndurance.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Microsoft.Xna.Framework.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Microsoft.Xna.Framework.Game.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Newtonsoft.Json.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Stardew Valley.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\StardewModdingAPI.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Microsoft.Xna.Framework.Graphics.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Microsoft.Xna.Framework.GamerServices.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Microsoft.Xna.Framework.Input.Touch.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\xTile.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Lidgren.Network.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Microsoft.Xna.Framework.Xact.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Steamworks.NET.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Microsoft.Xna.Framework.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Microsoft.Xna.Framework.Game.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\StardewModdingAPI.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Microsoft.Xna.Framework.Graphics.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance\SMAPI_BuildEndurance\bin\Debug\Microsoft.Xna.Framework.GamerServices.xml
|
||||
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|
||||
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|
||||
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|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance-Source\SMAPI_BuildEndurance\bin\Debug\SMAPI_BuildEndurance.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance-Source\SMAPI_BuildEndurance\bin\Debug\Newtonsoft.Json.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance-Source\SMAPI_BuildEndurance\obj\Debug\SMAPI_BuildEndurance.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance-Source\SMAPI_BuildEndurance\obj\Debug\SMAPI_BuildEndurance.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuildEndurance\SMAPI_BuildEndurance-Source\SMAPI_BuildEndurance\obj\Debug\SMAPI_BuildEndurance.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\BuildEndurance\SMAPI_BuildEndurance-Source\SMAPI_BuildEndurance\bin\Debug\SMAPI_BuildEndurance.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\BuildEndurance\SMAPI_BuildEndurance-Source\SMAPI_BuildEndurance\bin\Debug\SMAPI_BuildEndurance.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\BuildEndurance\SMAPI_BuildEndurance-Source\SMAPI_BuildEndurance\bin\Debug\Newtonsoft.Json.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\BuildEndurance\SMAPI_BuildEndurance-Source\SMAPI_BuildEndurance\obj\Debug\SMAPI_BuildEndurance.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\BuildEndurance\SMAPI_BuildEndurance-Source\SMAPI_BuildEndurance\obj\Debug\SMAPI_BuildEndurance.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\BuildEndurance\SMAPI_BuildEndurance-Source\SMAPI_BuildEndurance\obj\Debug\SMAPI_BuildEndurance.pdb
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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>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Initialize">
|
||||
<summary>Initializes the GamerServicesDispatcher.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Update(Microsoft.Xna.Framework.GameTime)">
|
||||
<summary>Updates the GamerServicesDispatcher.</summary>
|
||||
<param name="gameTime">The game timing state.</param>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
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|
@ -1,252 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<doc>
|
||||
<members>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureSample">
|
||||
<summary>A representation of data from a multitouch gesture over a span of time.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta">
|
||||
<summary>Holds delta information about the first touchpoint in a multitouch gesture.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta2">
|
||||
<summary>Holds delta information about the second touchpoint in a multitouch gesture.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.GestureType">
|
||||
<summary>The type of gesture in a multitouch gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position">
|
||||
<summary>Holds the current position of the first touchpoint in this gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position2">
|
||||
<summary>Holds the current position of the the second touchpoint in this gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Timestamp">
|
||||
<summary>Holds the starting time for this touch gesture sample.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureType">
|
||||
<summary>Contains values that represent different multitouch gestures that can be detected by TouchPanel.ReadGesture. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap">
|
||||
<summary>The user tapped the screen twice in quick succession. This always is preceded by a Tap gesture. If the time between taps is too great to be considered a DoubleTap, two Tap gestures will be generated instead.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DragComplete">
|
||||
<summary>A drag gesture (VerticalDrag, HorizontalDrag, or FreeDrag) was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Flick">
|
||||
<summary>The user performed a touch combined with a quick swipe of the screen. Flicks are positionless. The velocity of the flick can be retrieved by reading the Delta member of GestureSample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.FreeDrag">
|
||||
<summary>The user touched the screen, and then performed a free-form drag gesture.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Hold">
|
||||
<summary>The user touched a single point on the screen for approximately one second. This is a single event, and not continuously generated while the user is holding the touchpoint.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.HorizontalDrag">
|
||||
<summary>The user touched the screen, and then performed a horizontal (left to right or right to left) gesture.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.None">
|
||||
<summary>Represents no gestures.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Pinch">
|
||||
<summary>The user touched two points on the screen, and then converged or diverged them. Pinch behaves like a two-finger drag. When this gesture is enabled, it takes precedence over drag gestures while two fingers are down.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.PinchComplete">
|
||||
<summary>A pinch operation was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Tap">
|
||||
<summary>The user briefly touched a single point on the screen.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.VerticalDrag">
|
||||
<summary>The user touched the screen, and then performed a vertical (top to bottom or bottom to top) gesture.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection">
|
||||
<summary>Provides methods and properties for accessing state information for the touch screen of a touch-enabled device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.#ctor(Microsoft.Xna.Framework.Input.Touch.TouchLocation[])">
|
||||
<summary>Initializes a new instance of the TouchCollection structure with a set of touch locations. Reference page contains links to related code samples.</summary>
|
||||
<param name="touches">Array of touch locations.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Add(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Adds a TouchLocation to the collection.</summary>
|
||||
<param name="item">TouchLocation to add.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Clear">
|
||||
<summary>Removes all TouchLocation objects from the collection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Contains(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Checks if the current touch collection contains the specified touch location.</summary>
|
||||
<param name="item">Touch location to be checked against the current collection.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.CopyTo(Microsoft.Xna.Framework.Input.Touch.TouchLocation[],System.Int32)">
|
||||
<summary>Copies the touch location to the collection at the specified index.</summary>
|
||||
<param name="array">Array receiving the copied touch location.</param>
|
||||
<param name="arrayIndex">Target index of the collection.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Count">
|
||||
<summary>Gets the current number of touch locations for the touch screen.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.FindById(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||||
<summary>Retrieves the touch location matching the specified ID.</summary>
|
||||
<param name="id">ID of touch location sought.</param>
|
||||
<param name="touchLocation">[OutAttribute] Touch location item matching the specified ID.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.GetEnumerator">
|
||||
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IndexOf(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines the index of a TouchLocation in the TouchCollection.</summary>
|
||||
<param name="item">TouchLocation to locate in the collection.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Insert(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Inserts a new TouchLocation into the TouchCollection at a specified index.</summary>
|
||||
<param name="index">Index in the touch collection for the new item.</param>
|
||||
<param name="item">TouchLocation to be inserted.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsConnected">
|
||||
<summary>Indicates if the touch screen is available for use.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsReadOnly">
|
||||
<summary>Determines if the touch location array is read-only.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Item(System.Int32)">
|
||||
<summary>Gets or sets the information of the specified touch location.</summary>
|
||||
<param name="index">Index of the touch location to return.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Remove(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Removes the specified TouchLocation from the TouchCollection.</summary>
|
||||
<param name="item">TouchLocation to be removed.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.RemoveAt(System.Int32)">
|
||||
<summary>Removes a TouchLocation at the specified index in the TouchCollection.</summary>
|
||||
<param name="index">Index of the TouchLocation to remove.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.System#Collections#IEnumerable#GetEnumerator">
|
||||
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator">
|
||||
<summary>Provides the ability to iterate through the touch locations in a TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Current">
|
||||
<summary>Gets the current element in the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Dispose">
|
||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.MoveNext">
|
||||
<summary>Advances the enumerator to the next element of the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Current">
|
||||
<summary>Gets the current element in the TouchCollection as an object.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Reset">
|
||||
<summary>Sets the enumerator to its initial position, which is before the first element in the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation">
|
||||
<summary>Provides methods and properties for interacting with a touch location on a touch screen device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
||||
<summary>Initializes a new TouchLocation with an ID, state, position, and pressure.</summary>
|
||||
<param name="id">ID of the new touch location.</param>
|
||||
<param name="state">State of the new touch location.</param>
|
||||
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
||||
<summary>Initializes a new TouchLocation with an ID, and a set of both current and previous state, position, and pressure values.</summary>
|
||||
<param name="id">ID of the new touch location.</param>
|
||||
<param name="state">State of the new touch location.</param>
|
||||
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
||||
<param name="previousState">Previous state for the new touch location.</param>
|
||||
<param name="previousPosition">Previous position for the new touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether the current TouchLocation is equal to the specified TouchLocation.</summary>
|
||||
<param name="other">The TouchLocation to compare with this instance.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(System.Object)">
|
||||
<summary>Determines whether the current TouchLocation is equal to the specified object.</summary>
|
||||
<param name="obj">The Object to compare with the touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.GetHashCode">
|
||||
<summary>Gets the hash code for this TouchLocation.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Id">
|
||||
<summary>Gets the ID of the touch location.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Equality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether two TouchLocation instances are equal.</summary>
|
||||
<param name="value1">The TouchLocation to compare with the second.</param>
|
||||
<param name="value2">The TouchLocation to compare with the first.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Inequality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether two TouchLocation instances are unequal.</summary>
|
||||
<param name="value1">The TouchLocation to compare with the second.</param>
|
||||
<param name="value2">The TouchLocation to compare with the first.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Position">
|
||||
<summary>Gets the position of the touch location.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.State">
|
||||
<summary>Gets the state of the touch location.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.ToString">
|
||||
<summary>Gets a string representation of the TouchLocation.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.TryGetPreviousLocation(Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||||
<summary>Attempts to get the previous location of this touch location object.</summary>
|
||||
<param name="previousLocation">[OutAttribute] Previous location data, as a TouchLocation.</param>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocationState">
|
||||
<summary>Defines the possible states of a touch location. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Invalid">
|
||||
<summary>This touch location position is invalid. Typically, you will encounter this state when a new touch location attempts to get the previous state of itself.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Moved">
|
||||
<summary>This touch location position was updated or pressed at the same position.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Pressed">
|
||||
<summary>This touch location position is new.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Released">
|
||||
<summary>This touch location position was released.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanel">
|
||||
<summary>Provides methods for retrieving touch panel device information. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayHeight">
|
||||
<summary>Gets or sets the display height of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayOrientation">
|
||||
<summary>Gets or sets the display orientation of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayWidth">
|
||||
<summary>Gets or sets the display width of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.EnabledGestures">
|
||||
<summary>Gets or sets the gestures that are enabled for the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetCapabilities">
|
||||
<summary>Gets the touch panel capabilities for an available device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetState">
|
||||
<summary>Gets the current state of the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.IsGestureAvailable">
|
||||
<summary>Used to determine if a touch gesture is available. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture">
|
||||
<summary>Reads an available gesture on the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.WindowHandle">
|
||||
<summary>The window handle of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities">
|
||||
<summary>Provides access to information about the capabilities of the touch input device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.IsConnected">
|
||||
<summary>Indicates if the touch panel device is available for use.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.MaximumTouchCount">
|
||||
<summary>Gets the maximum number of touch locations that can be tracked by the touch pad device.</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
Binary file not shown.
|
@ -1,283 +0,0 @@
|
|||
<?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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|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuyBackCollectables\BuyBackCollectables-Source\bin\Debug\BuyBackCollectables.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuyBackCollectables\BuyBackCollectables-Source\obj\Debug\BuyBackCollectables.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuyBackCollectables\BuyBackCollectables-Source\obj\Debug\BuyBackCollectables.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\BuyBackCollectables\BuyBackCollectables-Source\obj\Debug\BuyBackCollectables.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\BuyBackCollectables\BuyBackCollectables-Source\bin\Debug\BuyBackCollectables.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\BuyBackCollectables\BuyBackCollectables-Source\bin\Debug\BuyBackCollectables.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\BuyBackCollectables\BuyBackCollectables-Source\obj\Debug\BuyBackCollectables.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\BuyBackCollectables\BuyBackCollectables-Source\obj\Debug\BuyBackCollectables.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\BuyBackCollectables\BuyBackCollectables-Source\obj\Debug\BuyBackCollectables.pdb
|
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|
@ -1,625 +0,0 @@
|
|||
<?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>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Initialize">
|
||||
<summary>Initializes the GamerServicesDispatcher.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Update(Microsoft.Xna.Framework.GameTime)">
|
||||
<summary>Updates the GamerServicesDispatcher.</summary>
|
||||
<param name="gameTime">The game timing state.</param>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
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|
@ -1,252 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<doc>
|
||||
<members>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureSample">
|
||||
<summary>A representation of data from a multitouch gesture over a span of time.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta">
|
||||
<summary>Holds delta information about the first touchpoint in a multitouch gesture.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta2">
|
||||
<summary>Holds delta information about the second touchpoint in a multitouch gesture.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.GestureType">
|
||||
<summary>The type of gesture in a multitouch gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position">
|
||||
<summary>Holds the current position of the first touchpoint in this gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position2">
|
||||
<summary>Holds the current position of the the second touchpoint in this gesture sample.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Timestamp">
|
||||
<summary>Holds the starting time for this touch gesture sample.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureType">
|
||||
<summary>Contains values that represent different multitouch gestures that can be detected by TouchPanel.ReadGesture. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap">
|
||||
<summary>The user tapped the screen twice in quick succession. This always is preceded by a Tap gesture. If the time between taps is too great to be considered a DoubleTap, two Tap gestures will be generated instead.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DragComplete">
|
||||
<summary>A drag gesture (VerticalDrag, HorizontalDrag, or FreeDrag) was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Flick">
|
||||
<summary>The user performed a touch combined with a quick swipe of the screen. Flicks are positionless. The velocity of the flick can be retrieved by reading the Delta member of GestureSample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.FreeDrag">
|
||||
<summary>The user touched the screen, and then performed a free-form drag gesture.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Hold">
|
||||
<summary>The user touched a single point on the screen for approximately one second. This is a single event, and not continuously generated while the user is holding the touchpoint.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.HorizontalDrag">
|
||||
<summary>The user touched the screen, and then performed a horizontal (left to right or right to left) gesture.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.None">
|
||||
<summary>Represents no gestures.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Pinch">
|
||||
<summary>The user touched two points on the screen, and then converged or diverged them. Pinch behaves like a two-finger drag. When this gesture is enabled, it takes precedence over drag gestures while two fingers are down.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.PinchComplete">
|
||||
<summary>A pinch operation was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Tap">
|
||||
<summary>The user briefly touched a single point on the screen.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.VerticalDrag">
|
||||
<summary>The user touched the screen, and then performed a vertical (top to bottom or bottom to top) gesture.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection">
|
||||
<summary>Provides methods and properties for accessing state information for the touch screen of a touch-enabled device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.#ctor(Microsoft.Xna.Framework.Input.Touch.TouchLocation[])">
|
||||
<summary>Initializes a new instance of the TouchCollection structure with a set of touch locations. Reference page contains links to related code samples.</summary>
|
||||
<param name="touches">Array of touch locations.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Add(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Adds a TouchLocation to the collection.</summary>
|
||||
<param name="item">TouchLocation to add.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Clear">
|
||||
<summary>Removes all TouchLocation objects from the collection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Contains(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Checks if the current touch collection contains the specified touch location.</summary>
|
||||
<param name="item">Touch location to be checked against the current collection.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.CopyTo(Microsoft.Xna.Framework.Input.Touch.TouchLocation[],System.Int32)">
|
||||
<summary>Copies the touch location to the collection at the specified index.</summary>
|
||||
<param name="array">Array receiving the copied touch location.</param>
|
||||
<param name="arrayIndex">Target index of the collection.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Count">
|
||||
<summary>Gets the current number of touch locations for the touch screen.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.FindById(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||||
<summary>Retrieves the touch location matching the specified ID.</summary>
|
||||
<param name="id">ID of touch location sought.</param>
|
||||
<param name="touchLocation">[OutAttribute] Touch location item matching the specified ID.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.GetEnumerator">
|
||||
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IndexOf(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines the index of a TouchLocation in the TouchCollection.</summary>
|
||||
<param name="item">TouchLocation to locate in the collection.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Insert(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Inserts a new TouchLocation into the TouchCollection at a specified index.</summary>
|
||||
<param name="index">Index in the touch collection for the new item.</param>
|
||||
<param name="item">TouchLocation to be inserted.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsConnected">
|
||||
<summary>Indicates if the touch screen is available for use.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsReadOnly">
|
||||
<summary>Determines if the touch location array is read-only.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Item(System.Int32)">
|
||||
<summary>Gets or sets the information of the specified touch location.</summary>
|
||||
<param name="index">Index of the touch location to return.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Remove(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Removes the specified TouchLocation from the TouchCollection.</summary>
|
||||
<param name="item">TouchLocation to be removed.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.RemoveAt(System.Int32)">
|
||||
<summary>Removes a TouchLocation at the specified index in the TouchCollection.</summary>
|
||||
<param name="index">Index of the TouchLocation to remove.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.System#Collections#IEnumerable#GetEnumerator">
|
||||
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator">
|
||||
<summary>Provides the ability to iterate through the touch locations in a TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Current">
|
||||
<summary>Gets the current element in the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Dispose">
|
||||
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.MoveNext">
|
||||
<summary>Advances the enumerator to the next element of the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Current">
|
||||
<summary>Gets the current element in the TouchCollection as an object.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Reset">
|
||||
<summary>Sets the enumerator to its initial position, which is before the first element in the TouchCollection.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation">
|
||||
<summary>Provides methods and properties for interacting with a touch location on a touch screen device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
||||
<summary>Initializes a new TouchLocation with an ID, state, position, and pressure.</summary>
|
||||
<param name="id">ID of the new touch location.</param>
|
||||
<param name="state">State of the new touch location.</param>
|
||||
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
||||
<summary>Initializes a new TouchLocation with an ID, and a set of both current and previous state, position, and pressure values.</summary>
|
||||
<param name="id">ID of the new touch location.</param>
|
||||
<param name="state">State of the new touch location.</param>
|
||||
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
||||
<param name="previousState">Previous state for the new touch location.</param>
|
||||
<param name="previousPosition">Previous position for the new touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether the current TouchLocation is equal to the specified TouchLocation.</summary>
|
||||
<param name="other">The TouchLocation to compare with this instance.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(System.Object)">
|
||||
<summary>Determines whether the current TouchLocation is equal to the specified object.</summary>
|
||||
<param name="obj">The Object to compare with the touch location.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.GetHashCode">
|
||||
<summary>Gets the hash code for this TouchLocation.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Id">
|
||||
<summary>Gets the ID of the touch location.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Equality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether two TouchLocation instances are equal.</summary>
|
||||
<param name="value1">The TouchLocation to compare with the second.</param>
|
||||
<param name="value2">The TouchLocation to compare with the first.</param>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Inequality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||
<summary>Determines whether two TouchLocation instances are unequal.</summary>
|
||||
<param name="value1">The TouchLocation to compare with the second.</param>
|
||||
<param name="value2">The TouchLocation to compare with the first.</param>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Position">
|
||||
<summary>Gets the position of the touch location.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.State">
|
||||
<summary>Gets the state of the touch location.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.ToString">
|
||||
<summary>Gets a string representation of the TouchLocation.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.TryGetPreviousLocation(Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||||
<summary>Attempts to get the previous location of this touch location object.</summary>
|
||||
<param name="previousLocation">[OutAttribute] Previous location data, as a TouchLocation.</param>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocationState">
|
||||
<summary>Defines the possible states of a touch location. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Invalid">
|
||||
<summary>This touch location position is invalid. Typically, you will encounter this state when a new touch location attempts to get the previous state of itself.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Moved">
|
||||
<summary>This touch location position was updated or pressed at the same position.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Pressed">
|
||||
<summary>This touch location position is new.</summary>
|
||||
</member>
|
||||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Released">
|
||||
<summary>This touch location position was released.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanel">
|
||||
<summary>Provides methods for retrieving touch panel device information. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayHeight">
|
||||
<summary>Gets or sets the display height of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayOrientation">
|
||||
<summary>Gets or sets the display orientation of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayWidth">
|
||||
<summary>Gets or sets the display width of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.EnabledGestures">
|
||||
<summary>Gets or sets the gestures that are enabled for the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetCapabilities">
|
||||
<summary>Gets the touch panel capabilities for an available device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetState">
|
||||
<summary>Gets the current state of the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.IsGestureAvailable">
|
||||
<summary>Used to determine if a touch gesture is available. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture">
|
||||
<summary>Reads an available gesture on the touch panel. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.WindowHandle">
|
||||
<summary>The window handle of the touch panel.</summary>
|
||||
</member>
|
||||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities">
|
||||
<summary>Provides access to information about the capabilities of the touch input device. Reference page contains links to related code samples.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.IsConnected">
|
||||
<summary>Indicates if the touch panel device is available for use.</summary>
|
||||
</member>
|
||||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.MaximumTouchCount">
|
||||
<summary>Gets the maximum number of touch locations that can be tracked by the touch pad device.</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
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Reference in New Issue