16782 lines
922 KiB
XML
16782 lines
922 KiB
XML
<?xml version="1.0"?>
|
||
<doc>
|
||
<assembly>
|
||
<name>MonoGame.Framework</name>
|
||
</assembly>
|
||
<members>
|
||
<member name="T:Microsoft.Xna.Framework.GraphicsDeviceManager">
|
||
<summary>
|
||
Used to initialize and control the presentation of the graphics device.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.GraphicsDeviceManager.DefaultBackBufferWidth">
|
||
<summary>
|
||
The default back buffer width.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.GraphicsDeviceManager.DefaultBackBufferHeight">
|
||
<summary>
|
||
The default back buffer height.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.#ctor(Microsoft.Xna.Framework.Game)">
|
||
<summary>
|
||
Associates this graphics device manager to a game instances.
|
||
</summary>
|
||
<param name="game">The game instance to attach.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.DoPreparingDeviceSettings">
|
||
<summary>
|
||
This populates a GraphicsDeviceInformation instance and invokes PreparingDeviceSettings to
|
||
allow users to change the settings. Then returns that GraphicsDeviceInformation.
|
||
Throws NullReferenceException if users set GraphicsDeviceInformation.PresentationParameters to null.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.ApplyChanges">
|
||
<summary>
|
||
Applies any pending property changes to the graphics device.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.ToggleFullScreen">
|
||
<summary>
|
||
Toggles between windowed and fullscreen modes.
|
||
</summary>
|
||
<remarks>
|
||
Note that on platforms that do not support windowed modes this has no affect.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.GraphicsProfile">
|
||
<summary>
|
||
The profile which determines the graphics feature level.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.GraphicsDevice">
|
||
<summary>
|
||
Returns the graphics device for this manager.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.IsFullScreen">
|
||
<summary>
|
||
Indicates the desire to switch into fullscreen mode.
|
||
</summary>
|
||
<remarks>
|
||
When called at startup this will automatically set fullscreen mode during initialization. If
|
||
set after startup you must call ApplyChanges() for the fullscreen mode to be changed.
|
||
Note that for some platforms that do not support windowed modes this property has no affect.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.HardwareModeSwitch">
|
||
<summary>
|
||
Gets or sets the boolean which defines how window switches from windowed to fullscreen state.
|
||
"Hard" mode(true) is slow to switch, but more effecient for performance, while "soft" mode(false) is vice versa.
|
||
The default value is <c>true</c>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferMultiSampling">
|
||
<summary>
|
||
Indicates the desire for a multisampled back buffer.
|
||
</summary>
|
||
<remarks>
|
||
When called at startup this will automatically set the MSAA mode during initialization. If
|
||
set after startup you must call ApplyChanges() for the MSAA mode to be changed.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferFormat">
|
||
<summary>
|
||
Indicates the desired back buffer color format.
|
||
</summary>
|
||
<remarks>
|
||
When called at startup this will automatically set the format during initialization. If
|
||
set after startup you must call ApplyChanges() for the format to be changed.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferHeight">
|
||
<summary>
|
||
Indicates the desired back buffer height in pixels.
|
||
</summary>
|
||
<remarks>
|
||
When called at startup this will automatically set the height during initialization. If
|
||
set after startup you must call ApplyChanges() for the height to be changed.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferWidth">
|
||
<summary>
|
||
Indicates the desired back buffer width in pixels.
|
||
</summary>
|
||
<remarks>
|
||
When called at startup this will automatically set the width during initialization. If
|
||
set after startup you must call ApplyChanges() for the width to be changed.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredDepthStencilFormat">
|
||
<summary>
|
||
Indicates the desired depth-stencil buffer format.
|
||
</summary>
|
||
<remarks>
|
||
The depth-stencil buffer format defines the scene depth precision and stencil bits available for effects during rendering.
|
||
When called at startup this will automatically set the format during initialization. If
|
||
set after startup you must call ApplyChanges() for the format to be changed.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.SynchronizeWithVerticalRetrace">
|
||
<summary>
|
||
Indicates the desire for vsync when presenting the back buffer.
|
||
</summary>
|
||
<remarks>
|
||
Vsync limits the frame rate of the game to the monitor referesh rate to prevent screen tearing.
|
||
When called at startup this will automatically set the vsync mode during initialization. If
|
||
set after startup you must call ApplyChanges() for the vsync mode to be changed.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.SupportedOrientations">
|
||
<summary>
|
||
Indicates the desired allowable display orientations when the device is rotated.
|
||
</summary>
|
||
<remarks>
|
||
This property only applies to mobile platforms with automatic display rotation.
|
||
When called at startup this will automatically apply the supported orientations during initialization. If
|
||
set after startup you must call ApplyChanges() for the supported orientations to be changed.
|
||
</remarks>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.GamePad">
|
||
<summary>
|
||
Supports querying the game controllers and setting the vibration motors.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePad.GetCapabilities(Microsoft.Xna.Framework.PlayerIndex)">
|
||
<summary>
|
||
Returns the capabilites of the connected controller.
|
||
</summary>
|
||
<param name="playerIndex">Player index for the controller you want to query.</param>
|
||
<returns>The capabilites of the controller.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePad.GetCapabilities(System.Int32)">
|
||
<summary>
|
||
Returns the capabilites of the connected controller.
|
||
</summary>
|
||
<param name="index">Index for the controller you want to query.</param>
|
||
<returns>The capabilites of the controller.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePad.GetState(Microsoft.Xna.Framework.PlayerIndex)">
|
||
<summary>
|
||
Gets the current state of a game pad controller with an independent axes dead zone.
|
||
</summary>
|
||
<param name="playerIndex">Player index for the controller you want to query.</param>
|
||
<returns>The state of the controller.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePad.GetState(System.Int32)">
|
||
<summary>
|
||
Gets the current state of a game pad controller with an independent axes dead zone.
|
||
</summary>
|
||
<param name="index">Index for the controller you want to query.</param>
|
||
<returns>The state of the controller.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePad.GetState(Microsoft.Xna.Framework.PlayerIndex,Microsoft.Xna.Framework.Input.GamePadDeadZone)">
|
||
<summary>
|
||
Gets the current state of a game pad controller, using a specified dead zone
|
||
on analog stick positions.
|
||
</summary>
|
||
<param name="playerIndex">Player index for the controller you want to query.</param>
|
||
<param name="deadZoneMode">Enumerated value that specifies what dead zone type to use.</param>
|
||
<returns>The state of the controller.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePad.GetState(System.Int32,Microsoft.Xna.Framework.Input.GamePadDeadZone)">
|
||
<summary>
|
||
Gets the current state of a game pad controller, using a specified dead zone
|
||
on analog stick positions.
|
||
</summary>
|
||
<param name="index">Index for the controller you want to query.</param>
|
||
<param name="deadZoneMode">Enumerated value that specifies what dead zone type to use.</param>
|
||
<returns>The state of the controller.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePad.GetState(Microsoft.Xna.Framework.PlayerIndex,Microsoft.Xna.Framework.Input.GamePadDeadZone,Microsoft.Xna.Framework.Input.GamePadDeadZone)">
|
||
<summary>
|
||
Gets the current state of a game pad controller, using a specified dead zone
|
||
on analog stick positions.
|
||
</summary>
|
||
<param name="playerIndex">Player index for the controller you want to query.</param>
|
||
<param name="leftDeadZoneMode">Enumerated value that specifies what dead zone type to use for the left stick.</param>
|
||
<param name="rightDeadZoneMode">Enumerated value that specifies what dead zone type to use for the right stick.</param>
|
||
<returns>The state of the controller.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePad.GetState(System.Int32,Microsoft.Xna.Framework.Input.GamePadDeadZone,Microsoft.Xna.Framework.Input.GamePadDeadZone)">
|
||
<summary>
|
||
Gets the current state of a game pad controller, using a specified dead zone
|
||
on analog stick positions.
|
||
</summary>
|
||
<param name="index">Index for the controller you want to query.</param>
|
||
<param name="leftDeadZoneMode">Enumerated value that specifies what dead zone type to use for the left stick.</param>
|
||
<param name="rightDeadZoneMode">Enumerated value that specifies what dead zone type to use for the right stick.</param>
|
||
<returns>The state of the controller.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePad.SetVibration(Microsoft.Xna.Framework.PlayerIndex,System.Single,System.Single)">
|
||
<summary>
|
||
Sets the vibration motor speeds on the controller device if supported.
|
||
</summary>
|
||
<param name="playerIndex">Player index that identifies the controller to set.</param>
|
||
<param name="leftMotor">The speed of the left motor, between 0.0 and 1.0. This motor is a low-frequency motor.</param>
|
||
<param name="rightMotor">The speed of the right motor, between 0.0 and 1.0. This motor is a high-frequency motor.</param>
|
||
<returns>Returns true if the vibration motors were set.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePad.SetVibration(System.Int32,System.Single,System.Single)">
|
||
<summary>
|
||
Sets the vibration motor speeds on the controller device if supported.
|
||
</summary>
|
||
<param name="index">Index for the controller you want to query.</param>
|
||
<param name="leftMotor">The speed of the left motor, between 0.0 and 1.0. This motor is a low-frequency motor.</param>
|
||
<param name="rightMotor">The speed of the right motor, between 0.0 and 1.0. This motor is a high-frequency motor.</param>
|
||
<returns>Returns true if the vibration motors were set.</returns>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePad.MaximumGamePadCount">
|
||
<summary>
|
||
The maximum number of game pads supported on this system. Attempting to
|
||
access a gamepad index higher than this number will result in an <see cref="T:System.InvalidOperationException"/>
|
||
being thrown by the API.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.Joystick">
|
||
<summary>
|
||
Allows interaction with joysticks. Unlike <see cref="T:Microsoft.Xna.Framework.Input.GamePad"/> the number of Buttons/Axes/DPads is not limited.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Joystick.IsSupported">
|
||
<summary>
|
||
Gets a value indicating whether the current platform supports reading raw joystick data.
|
||
</summary>
|
||
<value><c>true</c> if the current platform supports reading raw joystick data; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Joystick.GetCapabilities(System.Int32)">
|
||
<summary>
|
||
Gets the capabilites of the joystick.
|
||
</summary>
|
||
<param name="index">Index of the joystick you want to access.</param>
|
||
<returns>The capabilites of the joystick.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Joystick.GetState(System.Int32)">
|
||
<summary>
|
||
Gets the current state of the joystick.
|
||
</summary>
|
||
<param name="index">Index of the joystick you want to access.</param>
|
||
<returns>The state of the joystick.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.Keyboard">
|
||
<summary>
|
||
Allows getting keystrokes from keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Keyboard.GetState">
|
||
<summary>
|
||
Returns the current keyboard state.
|
||
</summary>
|
||
<returns>Current keyboard state.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Keyboard.GetState(Microsoft.Xna.Framework.PlayerIndex)">
|
||
<summary>
|
||
Returns the current keyboard state for a given player.
|
||
</summary>
|
||
<param name="playerIndex">Player index of the keyboard.</param>
|
||
<returns>Current keyboard state.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.Mouse">
|
||
<summary>
|
||
Allows reading position and button click information from mouse.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Mouse.WindowHandle">
|
||
<summary>
|
||
Gets or sets the window handle for current mouse processing.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Mouse.GetState(Microsoft.Xna.Framework.GameWindow)">
|
||
<summary>
|
||
This API is an extension to XNA.
|
||
Gets mouse state information that includes position and button
|
||
presses for the provided window
|
||
</summary>
|
||
<returns>Current state of the mouse.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Mouse.GetState">
|
||
<summary>
|
||
Gets mouse state information that includes position and button presses
|
||
for the primary window
|
||
</summary>
|
||
<returns>Current state of the mouse.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Mouse.SetPosition(System.Int32,System.Int32)">
|
||
<summary>
|
||
Sets mouse cursor's relative position to game-window.
|
||
</summary>
|
||
<param name="x">Relative horizontal position of the cursor.</param>
|
||
<param name="y">Relative vertical position of the cursor.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Mouse.SetCursor(Microsoft.Xna.Framework.Input.MouseCursor)">
|
||
<summary>
|
||
Sets the cursor image to the specified MouseCursor.
|
||
</summary>
|
||
<param name="cursor">Mouse cursor to use for the cursor image.</param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.MouseCursor">
|
||
<summary>
|
||
Describes a mouse cursor.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseCursor.Arrow">
|
||
<summary>
|
||
Gets the default arrow cursor.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseCursor.IBeam">
|
||
<summary>
|
||
Gets the cursor that appears when the mouse is over text editing regions.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseCursor.Wait">
|
||
<summary>
|
||
Gets the waiting cursor that appears while the application/system is busy.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseCursor.Crosshair">
|
||
<summary>
|
||
Gets the crosshair ("+") cursor.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseCursor.WaitArrow">
|
||
<summary>
|
||
Gets the cross between Arrow and Wait cursors.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseCursor.SizeNWSE">
|
||
<summary>
|
||
Gets the northwest/southeast ("\") cursor.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseCursor.SizeNESW">
|
||
<summary>
|
||
Gets the northeast/southwest ("/") cursor.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseCursor.SizeWE">
|
||
<summary>
|
||
Gets the horizontal west/east ("-") cursor.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseCursor.SizeNS">
|
||
<summary>
|
||
Gets the vertical north/south ("|") cursor.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseCursor.SizeAll">
|
||
<summary>
|
||
Gets the size all cursor which points in all directions.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseCursor.No">
|
||
<summary>
|
||
Gets the cursor that points that something is invalid, usually a cross.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseCursor.Hand">
|
||
<summary>
|
||
Gets the hand cursor, usually used for web links.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.MouseCursor.FromTexture2D(Microsoft.Xna.Framework.Graphics.Texture2D,System.Int32,System.Int32)">
|
||
<summary>
|
||
Creates a mouse cursor from the specified texture.
|
||
</summary>
|
||
<param name="texture">Texture to use as the cursor image.</param>
|
||
<param name="originx">X cordinate of the image that will be used for mouse position.</param>
|
||
<param name="originy">Y cordinate of the image that will be used for mouse position.</param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.NamespaceDoc">
|
||
<summary>
|
||
Provides functionality to handle input from keyboards, mice, gamepads, etc.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.Buttons">
|
||
<summary>
|
||
Defines the buttons on gamepad.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.DPadUp">
|
||
<summary>
|
||
Directional pad up.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.DPadDown">
|
||
<summary>
|
||
Directional pad down.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.DPadLeft">
|
||
<summary>
|
||
Directional pad left.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.DPadRight">
|
||
<summary>
|
||
Directional pad right.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.Start">
|
||
<summary>
|
||
START button.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.Back">
|
||
<summary>
|
||
BACK button.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.LeftStick">
|
||
<summary>
|
||
Left stick button (pressing the left stick).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.RightStick">
|
||
<summary>
|
||
Right stick button (pressing the right stick).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.LeftShoulder">
|
||
<summary>
|
||
Left bumper (shoulder) button.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.RightShoulder">
|
||
<summary>
|
||
Right bumper (shoulder) button.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.BigButton">
|
||
<summary>
|
||
Big button.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.A">
|
||
<summary>
|
||
A button.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.B">
|
||
<summary>
|
||
B button.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.X">
|
||
<summary>
|
||
X button.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.Y">
|
||
<summary>
|
||
Y button.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.LeftThumbstickLeft">
|
||
<summary>
|
||
Left stick is towards the left.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.RightTrigger">
|
||
<summary>
|
||
Right trigger.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.LeftTrigger">
|
||
<summary>
|
||
Left trigger.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.RightThumbstickUp">
|
||
<summary>
|
||
Right stick is towards up.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.RightThumbstickDown">
|
||
<summary>
|
||
Right stick is towards down.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.RightThumbstickRight">
|
||
<summary>
|
||
Right stick is towards the right.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.RightThumbstickLeft">
|
||
<summary>
|
||
Right stick is towards the left.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.LeftThumbstickUp">
|
||
<summary>
|
||
Left stick is towards up.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.LeftThumbstickDown">
|
||
<summary>
|
||
Left stick is towards down.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Buttons.LeftThumbstickRight">
|
||
<summary>
|
||
Left stick is towards the right.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.ButtonState">
|
||
<summary>
|
||
Defines a button state for buttons of mouse, gamepad or joystick.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.ButtonState.Released">
|
||
<summary>
|
||
The button is released.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed">
|
||
<summary>
|
||
The button is pressed.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.GamePadButtons">
|
||
<summary>
|
||
A struct that represents the current button states for the controller.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.A">
|
||
<summary>
|
||
Gets a value indicating if the button A is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the button A is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.B">
|
||
<summary>
|
||
Gets a value indicating if the button B is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the button B is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.Back">
|
||
<summary>
|
||
Gets a value indicating if the button Back is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the button Back is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.X">
|
||
<summary>
|
||
Gets a value indicating if the button X is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the button X is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.Y">
|
||
<summary>
|
||
Gets a value indicating if the button Y is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the button Y is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.Start">
|
||
<summary>
|
||
Gets a value indicating if the button Start is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the button Start is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.LeftShoulder">
|
||
<summary>
|
||
Gets a value indicating if the left shoulder button is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the left shoulder button is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.LeftStick">
|
||
<summary>
|
||
Gets a value indicating if the left stick button is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the left stick button is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.RightShoulder">
|
||
<summary>
|
||
Gets a value indicating if the right shoulder button is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the right shoulder button is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.RightStick">
|
||
<summary>
|
||
Gets a value indicating if the right stick button is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the right stick button is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.BigButton">
|
||
<summary>
|
||
Gets a value indicating if the guide button is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the guide button is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadButtons.op_Equality(Microsoft.Xna.Framework.Input.GamePadButtons,Microsoft.Xna.Framework.Input.GamePadButtons)">
|
||
<summary>
|
||
Determines whether two specified instances of <see cref="T:Microsoft.Xna.Framework.Input.GamePadButtons"/> are equal.
|
||
</summary>
|
||
<param name="left">The first object to compare.</param>
|
||
<param name="right">The second object to compare.</param>
|
||
<returns>true if <paramref name="left"/> and <paramref name="right"/> are equal; otherwise, false.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadButtons.op_Inequality(Microsoft.Xna.Framework.Input.GamePadButtons,Microsoft.Xna.Framework.Input.GamePadButtons)">
|
||
<summary>
|
||
Determines whether two specified instances of <see cref="T:Microsoft.Xna.Framework.Input.GamePadButtons"/> are not equal.
|
||
</summary>
|
||
<param name="left">The first object to compare.</param>
|
||
<param name="right">The second object to compare.</param>
|
||
<returns>true if <paramref name="left"/> and <paramref name="right"/> are not equal; otherwise, false.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadButtons.Equals(System.Object)">
|
||
<summary>
|
||
Returns a value indicating whether this instance is equal to a specified object.
|
||
</summary>
|
||
<param name="obj">An object to compare to this instance.</param>
|
||
<returns>true if <paramref name="obj"/> is a <see cref="T:Microsoft.Xna.Framework.Input.GamePadButtons"/> and has the same value as this instance; otherwise, false.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadButtons.GetHashCode">
|
||
<summary>
|
||
Serves as a hash function for a <see cref="T:Microsoft.Xna.Framework.Input.GamePadButtons"/> object.
|
||
</summary>
|
||
<returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
|
||
hash table.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadButtons.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadButtons"/>.
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadButtons"/>.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.GamePadCapabilities">
|
||
<summary>
|
||
A stuct that represents the controller capabilities.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.IsConnected">
|
||
<summary>
|
||
Gets a value indicating if the controller is connected.
|
||
</summary>
|
||
<value><c>true</c> if it is connected; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.DisplayName">
|
||
<summary>
|
||
Gets the gamepad display name.
|
||
|
||
This property is not available in XNA.
|
||
</summary>
|
||
<value>String representing the display name of the gamepad.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.Identifier">
|
||
<summary>
|
||
Gets the unique identifier of the gamepad.
|
||
|
||
This property is not available in XNA.
|
||
</summary>
|
||
<value>String representing the unique identifier of the gamepad.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasAButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the button A.
|
||
</summary>
|
||
<value><c>true</c> if it has the button A; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasBackButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the button Back.
|
||
</summary>
|
||
<value><c>true</c> if it has the button Back; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasBButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the button B.
|
||
</summary>
|
||
<value><c>true</c> if it has the button B; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasDPadDownButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the directional pad down button.
|
||
</summary>
|
||
<value><c>true</c> if it has the directional pad down button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasDPadLeftButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the directional pad left button.
|
||
</summary>
|
||
<value><c>true</c> if it has the directional pad left button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasDPadRightButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the directional pad right button.
|
||
</summary>
|
||
<value><c>true</c> if it has the directional pad right button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasDPadUpButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the directional pad up button.
|
||
</summary>
|
||
<value><c>true</c> if it has the directional pad up button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasLeftShoulderButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the left shoulder button.
|
||
</summary>
|
||
<value><c>true</c> if it has the left shoulder button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasLeftStickButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the left stick button.
|
||
</summary>
|
||
<value><c>true</c> if it has the left stick button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasRightShoulderButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the right shoulder button.
|
||
</summary>
|
||
<value><c>true</c> if it has the right shoulder button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasRightStickButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the right stick button.
|
||
</summary>
|
||
<value><c>true</c> if it has the right stick button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasStartButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the button Start.
|
||
</summary>
|
||
<value><c>true</c> if it has the button Start; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasXButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the button X.
|
||
</summary>
|
||
<value><c>true</c> if it has the button X; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasYButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the button Y.
|
||
</summary>
|
||
<value><c>true</c> if it has the button Y; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasBigButton">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the guide button.
|
||
</summary>
|
||
<value><c>true</c> if it has the guide button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasLeftXThumbStick">
|
||
<summary>
|
||
Gets a value indicating whether the controller has X axis for the left stick (thumbstick) button.
|
||
</summary>
|
||
<value><c>true</c> if it has X axis for the left stick (thumbstick) button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasLeftYThumbStick">
|
||
<summary>
|
||
Gets a value indicating whether the controller has Y axis for the left stick (thumbstick) button.
|
||
</summary>
|
||
<value><c>true</c> if it has Y axis for the left stick (thumbstick) button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasRightXThumbStick">
|
||
<summary>
|
||
Gets a value indicating whether the controller has X axis for the right stick (thumbstick) button.
|
||
</summary>
|
||
<value><c>true</c> if it has X axis for the right stick (thumbstick) button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasRightYThumbStick">
|
||
<summary>
|
||
Gets a value indicating whether the controller has Y axis for the right stick (thumbstick) button.
|
||
</summary>
|
||
<value><c>true</c> if it has Y axis for the right stick (thumbstick) button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasLeftTrigger">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the left trigger button.
|
||
</summary>
|
||
<value><c>true</c> if it has the left trigger button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasRightTrigger">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the right trigger button.
|
||
</summary>
|
||
<value><c>true</c> if it has the right trigger button; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasLeftVibrationMotor">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the left vibration motor.
|
||
</summary>
|
||
<value><c>true</c> if it has the left vibration motor; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasRightVibrationMotor">
|
||
<summary>
|
||
Gets a value indicating whether the controller has the right vibration motor.
|
||
</summary>
|
||
<value><c>true</c> if it has the right vibration motor; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasVoiceSupport">
|
||
<summary>
|
||
Gets a value indicating whether the controller has a microphone.
|
||
</summary>
|
||
<value><c>true</c> if it has a microphone; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.GamePadType">
|
||
<summary>
|
||
Gets the type of the controller.
|
||
</summary>
|
||
<value>A <see cref="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.GamePadType"/> representing the controller type..</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadCapabilities.op_Equality(Microsoft.Xna.Framework.Input.GamePadCapabilities,Microsoft.Xna.Framework.Input.GamePadCapabilities)">
|
||
<summary>
|
||
Determines whether a specified instance of <see cref="T:Microsoft.Xna.Framework.Input.GamePadCapabilities"/>
|
||
is equal to another specified <see cref="T:Microsoft.Xna.Framework.Input.GamePadCapabilities"/>.
|
||
</summary>
|
||
<param name="left">The first <see cref="T:Microsoft.Xna.Framework.Input.GamePadCapabilities"/> to compare.</param>
|
||
<param name="right">The second <see cref="T:Microsoft.Xna.Framework.Input.GamePadCapabilities"/> to compare.</param>
|
||
<returns><c>true</c> if <c>left</c> and <c>right</c> are equal; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadCapabilities.op_Inequality(Microsoft.Xna.Framework.Input.GamePadCapabilities,Microsoft.Xna.Framework.Input.GamePadCapabilities)">
|
||
<summary>
|
||
Determines whether a specified instance of <see cref="T:Microsoft.Xna.Framework.Input.GamePadCapabilities"/>
|
||
is not equal to another specified <see cref="T:Microsoft.Xna.Framework.Input.GamePadCapabilities"/>.
|
||
</summary>
|
||
<param name="left">The first <see cref="T:Microsoft.Xna.Framework.Input.GamePadCapabilities"/> to compare.</param>
|
||
<param name="right">The second <see cref="T:Microsoft.Xna.Framework.Input.GamePadCapabilities"/> to compare.</param>
|
||
<returns><c>true</c> if <c>left</c> and <c>right</c> are not equal; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadCapabilities.Equals(System.Object)">
|
||
<summary>
|
||
Determines whether the specified <see cref="T:System.Object"/> is equal to the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadCapabilities"/>.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:System.Object"/> to compare with the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadCapabilities"/>.</param>
|
||
<returns><c>true</c> if the specified <see cref="T:System.Object"/> is equal to the current
|
||
<see cref="T:Microsoft.Xna.Framework.Input.GamePadCapabilities"/>; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadCapabilities.GetHashCode">
|
||
<summary>
|
||
Serves as a hash function for a <see cref="T:Microsoft.Xna.Framework.Input.GamePadCapabilities"/> object.
|
||
</summary>
|
||
<returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
|
||
hash table.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadCapabilities.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadCapabilities"/>.
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadCapabilities"/>.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.GamePadDeadZone">
|
||
<summary>
|
||
Specifies a type of dead zone processing to apply to Xbox 360 Controller
|
||
analog sticks when calling GetState.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.GamePadDeadZone.None">
|
||
<summary>
|
||
The values of each stick are not processed and are returned by GetState as
|
||
"raw" values. This is best if you intend to implement your own dead zone
|
||
processing.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.GamePadDeadZone.IndependentAxes">
|
||
<summary>
|
||
The X and Y positions of each stick are compared against the dead zone independently.
|
||
This setting is the default when calling GetState.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.GamePadDeadZone.Circular">
|
||
<summary>
|
||
The combined X and Y position of each stick is compared to the dead zone.
|
||
This provides better control than IndependentAxes when the stick is used
|
||
as a two-dimensional control surface, such as when controlling a character's
|
||
view in a first-person game.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadDPad.Down">
|
||
<summary>
|
||
Gets a value indicating wethever down is pressed on the directional pad.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the down button is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadDPad.Left">
|
||
<summary>
|
||
Gets a value indicating wethever left is pressed on the directional pad.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the left button is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadDPad.Right">
|
||
<summary>
|
||
Gets a value indicating wethever right is pressed on the directional pad.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the right button is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadDPad.Up">
|
||
<summary>
|
||
Gets a value indicating wethever up is pressed on the directional pad.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the up button is pressed; otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadDPad.#ctor(Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState)">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Input.GamePadDPad"/> struct.
|
||
</summary>
|
||
<param name="upValue">Current state of directional pad up.</param>
|
||
<param name="downValue">Current state of directional pad down.</param>
|
||
<param name="leftValue">Current state of directional pad left.</param>
|
||
<param name="rightValue">Current state of directional pad right.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadDPad.op_Equality(Microsoft.Xna.Framework.Input.GamePadDPad,Microsoft.Xna.Framework.Input.GamePadDPad)">
|
||
<summary>
|
||
Determines whether two specified instances of <see cref="T:Microsoft.Xna.Framework.Input.GamePadDPad"/> are equal.
|
||
</summary>
|
||
<param name="left">The first object to compare.</param>
|
||
<param name="right">The second object to compare.</param>
|
||
<returns>true if <paramref name="left"/> and <paramref name="right"/> are equal; otherwise, false.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadDPad.op_Inequality(Microsoft.Xna.Framework.Input.GamePadDPad,Microsoft.Xna.Framework.Input.GamePadDPad)">
|
||
<summary>
|
||
Determines whether two specified instances of <see cref="T:Microsoft.Xna.Framework.Input.GamePadDPad"/> are not equal.
|
||
</summary>
|
||
<param name="left">The first object to compare.</param>
|
||
<param name="right">The second object to compare.</param>
|
||
<returns>true if <paramref name="left"/> and <paramref name="right"/> are not equal; otherwise, false.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadDPad.Equals(System.Object)">
|
||
<summary>
|
||
Returns a value indicating whether this instance is equal to a specified object.
|
||
</summary>
|
||
<param name="obj">An object to compare to this instance.</param>
|
||
<returns>true if <paramref name="obj"/> is a <see cref="T:Microsoft.Xna.Framework.Input.GamePadDPad"/> and has the same value as this instance; otherwise, false.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadDPad.GetHashCode">
|
||
<summary>
|
||
Serves as a hash function for a <see cref="T:Microsoft.Xna.Framework.Input.GamePadDPad"/> object.
|
||
</summary>
|
||
<returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
|
||
hash table.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadDPad.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadDPad"/>
|
||
in a format of 0000 where each number represents a boolean value of each respecting object property: Left, Up, Right, Down.
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadDPad"/>.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.GamePadState">
|
||
<summary>
|
||
Represents specific information about the state of the controller,
|
||
including the current state of buttons and sticks.
|
||
|
||
This is implemented as a partial struct to allow for individual platforms
|
||
to offer additional data without separate state queries to GamePad.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.GamePadState.Default">
|
||
<summary>
|
||
The default initialized gamepad state.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadState.IsConnected">
|
||
<summary>
|
||
Gets a value indicating if the controller is connected.
|
||
</summary>
|
||
<value><c>true</c> if it is connected; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadState.PacketNumber">
|
||
<summary>
|
||
Gets the packet number associated with this state.
|
||
</summary>
|
||
<value>The packet number.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadState.Buttons">
|
||
<summary>
|
||
Gets a structure that identifies what buttons on the controller are pressed.
|
||
</summary>
|
||
<value>The buttons structure.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadState.DPad">
|
||
<summary>
|
||
Gets a structure that identifies what directions of the directional pad on the controller are pressed.
|
||
</summary>
|
||
<value>The directional pad structure.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadState.ThumbSticks">
|
||
<summary>
|
||
Gets a structure that indicates the position of the controller sticks (thumbsticks).
|
||
</summary>
|
||
<value>The thumbsticks position.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadState.Triggers">
|
||
<summary>
|
||
Gets a structure that identifies the position of triggers on the controller.
|
||
</summary>
|
||
<value>Positions of the triggers.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadState.#ctor(Microsoft.Xna.Framework.Input.GamePadThumbSticks,Microsoft.Xna.Framework.Input.GamePadTriggers,Microsoft.Xna.Framework.Input.GamePadButtons,Microsoft.Xna.Framework.Input.GamePadDPad)">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/> struct
|
||
using the specified GamePadThumbSticks, GamePadTriggers, GamePadButtons, and GamePadDPad.
|
||
</summary>
|
||
<param name="thumbSticks">Initial thumbstick state.</param>
|
||
<param name="triggers">Initial trigger state..</param>
|
||
<param name="buttons">Initial button state.</param>
|
||
<param name="dPad">Initial directional pad state.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadState.#ctor(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single,System.Single,Microsoft.Xna.Framework.Input.Buttons)">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/> struct
|
||
using the specified stick, trigger, and button values.
|
||
</summary>
|
||
<param name="leftThumbStick">Left stick value. Each axis is clamped between −1.0 and 1.0.</param>
|
||
<param name="rightThumbStick">Right stick value. Each axis is clamped between −1.0 and 1.0.</param>
|
||
<param name="leftTrigger">Left trigger value. This value is clamped between 0.0 and 1.0.</param>
|
||
<param name="rightTrigger">Right trigger value. This value is clamped between 0.0 and 1.0.</param>
|
||
<param name="button">Button(s) to initialize as pressed.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadState.#ctor(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single,System.Single,Microsoft.Xna.Framework.Input.Buttons[])">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/> struct
|
||
using the specified stick, trigger, and button values.
|
||
</summary>
|
||
<param name="leftThumbStick">Left stick value. Each axis is clamped between −1.0 and 1.0.</param>
|
||
<param name="rightThumbStick">Right stick value. Each axis is clamped between −1.0 and 1.0.</param>
|
||
<param name="leftTrigger">Left trigger value. This value is clamped between 0.0 and 1.0.</param>
|
||
<param name="rightTrigger">Right trigger value. This value is clamped between 0.0 and 1.0.</param>
|
||
<param name="buttons"> Array of Buttons to initialize as pressed.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadState.GetVirtualButtons">
|
||
<summary>
|
||
Gets the button mask along with 'virtual buttons' like LeftThumbstickLeft.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadState.IsButtonDown(Microsoft.Xna.Framework.Input.Buttons)">
|
||
<summary>
|
||
Determines whether specified input device buttons are pressed in this GamePadState.
|
||
</summary>
|
||
<returns><c>true</c>, if button was pressed, <c>false</c> otherwise.</returns>
|
||
<param name="button">Buttons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadState.IsButtonUp(Microsoft.Xna.Framework.Input.Buttons)">
|
||
<summary>
|
||
Determines whether specified input device buttons are released (not pressed) in this GamePadState.
|
||
</summary>
|
||
<returns><c>true</c>, if button was released (not pressed), <c>false</c> otherwise.</returns>
|
||
<param name="button">Buttons to query. Specify a single button, or combine multiple buttons using a bitwise OR operation.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadState.op_Equality(Microsoft.Xna.Framework.Input.GamePadState,Microsoft.Xna.Framework.Input.GamePadState)">
|
||
<summary>
|
||
Determines whether a specified instance of <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/> is equal
|
||
to another specified <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/>.
|
||
</summary>
|
||
<param name="left">The first <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/> to compare.</param>
|
||
<param name="right">The second <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/> to compare.</param>
|
||
<returns><c>true</c> if <c>left</c> and <c>right</c> are equal; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadState.op_Inequality(Microsoft.Xna.Framework.Input.GamePadState,Microsoft.Xna.Framework.Input.GamePadState)">
|
||
<summary>
|
||
Determines whether a specified instance of <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/> is not
|
||
equal to another specified <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/>.
|
||
</summary>
|
||
<param name="left">The first <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/> to compare.</param>
|
||
<param name="right">The second <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/> to compare.</param>
|
||
<returns><c>true</c> if <c>left</c> and <c>right</c> are not equal; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadState.Equals(System.Object)">
|
||
<summary>
|
||
Determines whether the specified <see cref="T:System.Object"/> is equal to the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/>.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:System.Object"/> to compare with the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/>.</param>
|
||
<returns><c>true</c> if the specified <see cref="T:System.Object"/> is equal to the current
|
||
<see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/>; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadState.GetHashCode">
|
||
<summary>
|
||
Serves as a hash function for a <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/> object.
|
||
</summary>
|
||
<returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
|
||
hash table.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadState.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/>.
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadState"/>.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.GamePadThumbSticks">
|
||
<summary>
|
||
A struct that represents the current stick (thumbstick) states for the controller.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadThumbSticks.Left">
|
||
<summary>
|
||
Gets a value indicating the position of the left stick (thumbstick).
|
||
</summary>
|
||
<value>A <see cref="T:Microsoft.Xna.Framework.Vector2"/> indicating the current position of the left stick (thumbstick).</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadThumbSticks.Right">
|
||
<summary>
|
||
Gets a value indicating the position of the right stick (thumbstick).
|
||
</summary>
|
||
<value>A <see cref="T:Microsoft.Xna.Framework.Vector2"/> indicating the current position of the right stick (thumbstick).</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadThumbSticks.op_Equality(Microsoft.Xna.Framework.Input.GamePadThumbSticks,Microsoft.Xna.Framework.Input.GamePadThumbSticks)">
|
||
<summary>
|
||
Determines whether two specified instances of <see cref="T:Microsoft.Xna.Framework.Input.GamePadThumbSticks"/> are equal.
|
||
</summary>
|
||
<param name="left">The first object to compare.</param>
|
||
<param name="right">The second object to compare.</param>
|
||
<returns>true if <paramref name="left"/> and <paramref name="right"/> are equal; otherwise, false.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadThumbSticks.op_Inequality(Microsoft.Xna.Framework.Input.GamePadThumbSticks,Microsoft.Xna.Framework.Input.GamePadThumbSticks)">
|
||
<summary>
|
||
Determines whether two specified instances of <see cref="T:Microsoft.Xna.Framework.Input.GamePadThumbSticks"/> are not equal.
|
||
</summary>
|
||
<param name="left">The first object to compare.</param>
|
||
<param name="right">The second object to compare.</param>
|
||
<returns>true if <paramref name="left"/> and <paramref name="right"/> are not equal; otherwise, false.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadThumbSticks.Equals(System.Object)">
|
||
<summary>
|
||
Returns a value indicating whether this instance is equal to a specified object.
|
||
</summary>
|
||
<param name="obj">An object to compare to this instance.</param>
|
||
<returns>true if <paramref name="obj"/> is a <see cref="T:Microsoft.Xna.Framework.Input.GamePadThumbSticks"/> and has the same value as this instance; otherwise, false.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadThumbSticks.GetHashCode">
|
||
<summary>
|
||
Serves as a hash function for a <see cref="T:Microsoft.Xna.Framework.Input.GamePadThumbSticks"/> object.
|
||
</summary>
|
||
<returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
|
||
hash table.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadThumbSticks.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadThumbSticks"/>.
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadThumbSticks"/>.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.GamePadTriggers">
|
||
<summary>
|
||
A struct that countains information on the left and the right trigger buttons.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadTriggers.Left">
|
||
<summary>
|
||
Gets the position of the left trigger.
|
||
</summary>
|
||
<value>A value from 0.0f to 1.0f representing left trigger.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.GamePadTriggers.Right">
|
||
<summary>
|
||
Gets the position of the right trigger.
|
||
</summary>
|
||
<value>A value from 0.0f to 1.0f representing right trigger.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadTriggers.#ctor(System.Single,System.Single)">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Input.GamePadTriggers"/> struct.
|
||
</summary>
|
||
<param name="leftTrigger">The position of the left trigger, the value will get clamped between 0.0f and 1.0f.</param>
|
||
<param name="rightTrigger">The position of the right trigger, the value will get clamped between 0.0f and 1.0f.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadTriggers.op_Equality(Microsoft.Xna.Framework.Input.GamePadTriggers,Microsoft.Xna.Framework.Input.GamePadTriggers)">
|
||
<summary>
|
||
Determines whether two specified instances of <see cref="T:Microsoft.Xna.Framework.Input.GamePadTriggers"/> are equal.
|
||
</summary>
|
||
<param name="left">The first object to compare.</param>
|
||
<param name="right">The second object to compare.</param>
|
||
<returns>true if <paramref name="left"/> and <paramref name="right"/> are equal; otherwise, false.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadTriggers.op_Inequality(Microsoft.Xna.Framework.Input.GamePadTriggers,Microsoft.Xna.Framework.Input.GamePadTriggers)">
|
||
<summary>
|
||
Determines whether two specified instances of <see cref="T:Microsoft.Xna.Framework.Input.GamePadTriggers"/> are not equal.
|
||
</summary>
|
||
<param name="left">The first object to compare.</param>
|
||
<param name="right">The second object to compare.</param>
|
||
<returns>true if <paramref name="left"/> and <paramref name="right"/> are not equal; otherwise, false.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadTriggers.Equals(System.Object)">
|
||
<summary>
|
||
Returns a value indicating whether this instance is equal to a specified object.
|
||
</summary>
|
||
<param name="obj">An object to compare to this instance.</param>
|
||
<returns>true if <paramref name="obj"/> is a <see cref="T:Microsoft.Xna.Framework.Input.GamePadTriggers"/> and has the same value as this instance; otherwise, false.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadTriggers.GetHashCode">
|
||
<summary>
|
||
Serves as a hash function for a <see cref="T:Microsoft.Xna.Framework.Input.GamePadTriggers"/> object.
|
||
</summary>
|
||
<returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
|
||
hash table.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.GamePadTriggers.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadTriggers"/>.
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.GamePadTriggers"/>.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.GamePadType">
|
||
<summary>
|
||
Defines a type of gamepad.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.GamePadType.Unknown">
|
||
<summary>
|
||
Unknown.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.GamePadType.GamePad">
|
||
<summary>
|
||
GamePad is the XBOX controller.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.GamePadType.Wheel">
|
||
<summary>
|
||
GamePad is a wheel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.GamePadType.ArcadeStick">
|
||
<summary>
|
||
GamePad is an arcade stick.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.GamePadType.FlightStick">
|
||
<summary>
|
||
GamePad is a flight stick.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.GamePadType.DancePad">
|
||
<summary>
|
||
GamePad is a dance pad.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.GamePadType.Guitar">
|
||
<summary>
|
||
GamePad is a guitar.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.GamePadType.AlternateGuitar">
|
||
<summary>
|
||
GamePad is an alternate guitar.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.GamePadType.DrumKit">
|
||
<summary>
|
||
GamePad is a drum kit.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.GamePadType.BigButtonPad">
|
||
<summary>
|
||
GamePad is a big button pad.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.JoystickCapabilities">
|
||
<summary>
|
||
Describes joystick capabilities.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.JoystickCapabilities.IsConnected">
|
||
<summary>
|
||
Gets a value indicating whether the joystick is connected.
|
||
</summary>
|
||
<value><c>true</c> if the joystick is connected; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.JoystickCapabilities.Identifier">
|
||
<summary>
|
||
Gets the unique identifier of the joystick.
|
||
</summary>
|
||
<value>String representing the unique identifier of the joystick.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.JoystickCapabilities.IsGamepad">
|
||
<summary>
|
||
Gets a value indicating if the joystick is a gamepad.
|
||
</summary>
|
||
<value><c>true</c> if the joystick is a gamepad; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.JoystickCapabilities.AxisCount">
|
||
<summary>
|
||
Gets the axis count.
|
||
</summary>
|
||
<value>The number of axes that the joystick possesses.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.JoystickCapabilities.ButtonCount">
|
||
<summary>
|
||
Gets the button count.
|
||
</summary>
|
||
<value>The number of buttons that the joystick possesses.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.JoystickCapabilities.HatCount">
|
||
<summary>
|
||
Gets the hat count.
|
||
</summary>
|
||
<value>The number of hats/dpads that the joystick possesses.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickCapabilities.op_Equality(Microsoft.Xna.Framework.Input.JoystickCapabilities,Microsoft.Xna.Framework.Input.JoystickCapabilities)">
|
||
<summary>
|
||
Determines whether a specified instance of <see cref="T:Microsoft.Xna.Framework.Input.JoystickCapabilities"/>
|
||
is equal to another specified <see cref="T:Microsoft.Xna.Framework.Input.JoystickCapabilities"/>.
|
||
</summary>
|
||
<param name="left">The first <see cref="T:Microsoft.Xna.Framework.Input.JoystickCapabilities"/> to compare.</param>
|
||
<param name="right">The second <see cref="T:Microsoft.Xna.Framework.Input.JoystickCapabilities"/> to compare.</param>
|
||
<returns><c>true</c> if <c>left</c> and <c>right</c> are equal; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickCapabilities.op_Inequality(Microsoft.Xna.Framework.Input.JoystickCapabilities,Microsoft.Xna.Framework.Input.JoystickCapabilities)">
|
||
<summary>
|
||
Determines whether a specified instance of <see cref="T:Microsoft.Xna.Framework.Input.JoystickCapabilities"/>
|
||
is not equal to another specified <see cref="T:Microsoft.Xna.Framework.Input.JoystickCapabilities"/>.
|
||
</summary>
|
||
<param name="left">The first <see cref="T:Microsoft.Xna.Framework.Input.JoystickCapabilities"/> to compare.</param>
|
||
<param name="right">The second <see cref="T:Microsoft.Xna.Framework.Input.JoystickCapabilities"/> to compare.</param>
|
||
<returns><c>true</c> if <c>left</c> and <c>right</c> are not equal; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickCapabilities.Equals(System.Object)">
|
||
<summary>
|
||
Determines whether the specified <see cref="T:System.Object"/> is equal to the current <see cref="T:Microsoft.Xna.Framework.Input.JoystickCapabilities"/>.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:System.Object"/> to compare with the current <see cref="T:Microsoft.Xna.Framework.Input.JoystickCapabilities"/>.</param>
|
||
<returns><c>true</c> if the specified <see cref="T:System.Object"/> is equal to the current
|
||
<see cref="T:Microsoft.Xna.Framework.Input.JoystickCapabilities"/>; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickCapabilities.GetHashCode">
|
||
<summary>
|
||
Serves as a hash function for a <see cref="T:Microsoft.Xna.Framework.Input.JoystickCapabilities"/> object.
|
||
</summary>
|
||
<returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
|
||
hash table.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickCapabilities.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.JoystickCapabilities"/>.
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.JoystickCapabilities"/>.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.JoystickHat">
|
||
<summary>
|
||
Describes joystick hat state.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.JoystickHat.Down">
|
||
<summary>
|
||
Gets if joysticks hat "down" is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the button is pressed otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.JoystickHat.Left">
|
||
<summary>
|
||
Gets if joysticks hat "left" is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the button is pressed otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.JoystickHat.Right">
|
||
<summary>
|
||
Gets if joysticks hat "right" is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the button is pressed otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.JoystickHat.Up">
|
||
<summary>
|
||
Gets if joysticks hat "up" is pressed.
|
||
</summary>
|
||
<value><see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed"/> if the button is pressed otherwise, <see cref="F:Microsoft.Xna.Framework.Input.ButtonState.Released"/>.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickHat.op_Equality(Microsoft.Xna.Framework.Input.JoystickHat,Microsoft.Xna.Framework.Input.JoystickHat)">
|
||
<summary>
|
||
Determines whether a specified instance of <see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/> is equal
|
||
to another specified <see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/>.
|
||
</summary>
|
||
<param name="left">The first <see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/> to compare.</param>
|
||
<param name="right">The second <see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/> to compare.</param>
|
||
<returns><c>true</c> if <c>left</c> and <c>right</c> are equal; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickHat.op_Inequality(Microsoft.Xna.Framework.Input.JoystickHat,Microsoft.Xna.Framework.Input.JoystickHat)">
|
||
<summary>
|
||
Determines whether a specified instance of <see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/> is not
|
||
equal to another specified <see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/>.
|
||
</summary>
|
||
<param name="left">The first <see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/> to compare.</param>
|
||
<param name="right">The second <see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/> to compare.</param>
|
||
<returns><c>true</c> if <c>left</c> and <c>right</c> are not equal; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickHat.Equals(System.Object)">
|
||
<summary>
|
||
Determines whether the specified <see cref="T:System.Object"/> is equal to the current <see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/>.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:System.Object"/> to compare with the current <see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/>.</param>
|
||
<returns><c>true</c> if the specified <see cref="T:System.Object"/> is equal to the current
|
||
<see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/>; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickHat.GetHashCode">
|
||
<summary>
|
||
Serves as a hash function for a <see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/> object.
|
||
</summary>
|
||
<returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
|
||
hash table.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickHat.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/> in a format of 0000 where each number represents a boolean value of each respecting object property: Left, Up, Right, Down.
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/>.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.JoystickState">
|
||
<summary>
|
||
Describes current joystick state.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.JoystickState.IsConnected">
|
||
<summary>
|
||
Gets a value indicating whether the joystick is connected.
|
||
</summary>
|
||
<value><c>true</c> if the joystick is connected; otherwise, <c>false</c>.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.JoystickState.Axes">
|
||
<summary>
|
||
Gets the joystick axis values.
|
||
</summary>
|
||
<value>An array list of ints that indicate axis values.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.JoystickState.Buttons">
|
||
<summary>
|
||
Gets the joystick button values.
|
||
</summary>
|
||
<value>An array list of ButtonState that indicate button values.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.JoystickState.Hats">
|
||
<summary>
|
||
Gets the joystick hat values.
|
||
</summary>
|
||
<value>An array list of <see cref="T:Microsoft.Xna.Framework.Input.JoystickHat"/> that indicate hat values.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickState.op_Equality(Microsoft.Xna.Framework.Input.JoystickState,Microsoft.Xna.Framework.Input.JoystickState)">
|
||
<summary>
|
||
Determines whether a specified instance of <see cref="T:Microsoft.Xna.Framework.Input.JoystickState"/> is
|
||
equal to another specified <see cref="T:Microsoft.Xna.Framework.Input.JoystickState"/>.
|
||
</summary>
|
||
<param name="left">The first <see cref="T:Microsoft.Xna.Framework.Input.JoystickState"/> to compare.</param>
|
||
<param name="right">The second <see cref="T:Microsoft.Xna.Framework.Input.JoystickState"/> to compare.</param>
|
||
<returns><c>true</c> if <c>left</c> and <c>right</c> are equal; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickState.op_Inequality(Microsoft.Xna.Framework.Input.JoystickState,Microsoft.Xna.Framework.Input.JoystickState)">
|
||
<summary>
|
||
Determines whether a specified instance of <see cref="T:Microsoft.Xna.Framework.Input.JoystickState"/> is not
|
||
equal to another specified <see cref="T:Microsoft.Xna.Framework.Input.JoystickState"/>.
|
||
</summary>
|
||
<param name="left">The first <see cref="T:Microsoft.Xna.Framework.Input.JoystickState"/> to compare.</param>
|
||
<param name="right">The second <see cref="T:Microsoft.Xna.Framework.Input.JoystickState"/> to compare.</param>
|
||
<returns><c>true</c> if <c>left</c> and <c>right</c> are not equal; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickState.Equals(System.Object)">
|
||
<summary>
|
||
Determines whether the specified <see cref="T:System.Object"/> is equal to the current <see cref="T:Microsoft.Xna.Framework.Input.JoystickState"/>.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:System.Object"/> to compare with the current <see cref="T:Microsoft.Xna.Framework.Input.JoystickState"/>.</param>
|
||
<returns><c>true</c> if the specified <see cref="T:System.Object"/> is equal to the current
|
||
<see cref="T:Microsoft.Xna.Framework.Input.JoystickState"/>; otherwise, <c>false</c>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickState.GetHashCode">
|
||
<summary>
|
||
Serves as a hash function for a <see cref="T:Microsoft.Xna.Framework.Input.JoystickState"/> object.
|
||
</summary>
|
||
<returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
|
||
hash table.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.JoystickState.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.JoystickState"/>.
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> that represents the current <see cref="T:Microsoft.Xna.Framework.Input.JoystickState"/>.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.KeyboardState">
|
||
<summary>
|
||
Holds the state of keystrokes by a keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.KeyboardState.CapsLock">
|
||
<summary>
|
||
Gets the current state of the Caps Lock key.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.KeyboardState.NumLock">
|
||
<summary>
|
||
Gets the current state of the Num Lock key.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.KeyboardState.#ctor(Microsoft.Xna.Framework.Input.Keys[],System.Boolean,System.Boolean)">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Input.KeyboardState"/> class.
|
||
</summary>
|
||
<param name="keys">List of keys to be flagged as pressed on initialization.</param>
|
||
<param name="capsLock">Caps Lock state.</param>
|
||
<param name="numLock">Num Lock state.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.KeyboardState.#ctor(Microsoft.Xna.Framework.Input.Keys[])">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Input.KeyboardState"/> class.
|
||
</summary>
|
||
<param name="keys">List of keys to be flagged as pressed on initialization.</param>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.KeyboardState.Item(Microsoft.Xna.Framework.Input.Keys)">
|
||
<summary>
|
||
Returns the state of a specified key.
|
||
</summary>
|
||
<param name="key">The key to query.</param>
|
||
<returns>The state of the key.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.KeyboardState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys)">
|
||
<summary>
|
||
Gets whether given key is currently being pressed.
|
||
</summary>
|
||
<param name="key">The key to query.</param>
|
||
<returns>true if the key is pressed; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.KeyboardState.IsKeyUp(Microsoft.Xna.Framework.Input.Keys)">
|
||
<summary>
|
||
Gets whether given key is currently being not pressed.
|
||
</summary>
|
||
<param name="key">The key to query.</param>
|
||
<returns>true if the key is not pressed; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.KeyboardState.GetPressedKeys">
|
||
<summary>
|
||
Returns an array of values holding keys that are currently being pressed.
|
||
</summary>
|
||
<returns>The keys that are currently being pressed.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.KeyboardState.GetHashCode">
|
||
<summary>
|
||
Gets the hash code for <see cref="T:Microsoft.Xna.Framework.Input.KeyboardState"/> instance.
|
||
</summary>
|
||
<returns>Hash code of the object.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.KeyboardState.op_Equality(Microsoft.Xna.Framework.Input.KeyboardState,Microsoft.Xna.Framework.Input.KeyboardState)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Input.KeyboardState"/> instances are equal.
|
||
</summary>
|
||
<param name="a"><see cref="T:Microsoft.Xna.Framework.Input.KeyboardState"/> instance to the left of the equality operator.</param>
|
||
<param name="b"><see cref="T:Microsoft.Xna.Framework.Input.KeyboardState"/> instance to the right of the equality operator.</param>
|
||
<returns>true if the instances are equal; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.KeyboardState.op_Inequality(Microsoft.Xna.Framework.Input.KeyboardState,Microsoft.Xna.Framework.Input.KeyboardState)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Input.KeyboardState"/> instances are not equal.
|
||
</summary>
|
||
<param name="a"><see cref="T:Microsoft.Xna.Framework.Input.KeyboardState"/> instance to the left of the inequality operator.</param>
|
||
<param name="b"><see cref="T:Microsoft.Xna.Framework.Input.KeyboardState"/> instance to the right of the inequality operator.</param>
|
||
<returns>true if the instances are different; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.KeyboardState.Equals(System.Object)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified object.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:Microsoft.Xna.Framework.Input.KeyboardState"/> to compare.</param>
|
||
<returns>true if the provided <see cref="T:Microsoft.Xna.Framework.Input.KeyboardState"/> instance is same with current; false otherwise.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.Keys">
|
||
<summary>
|
||
Defines the keys on a keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.None">
|
||
<summary>
|
||
Reserved.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Back">
|
||
<summary>
|
||
BACKSPACE key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Tab">
|
||
<summary>
|
||
TAB key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Enter">
|
||
<summary>
|
||
ENTER key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.CapsLock">
|
||
<summary>
|
||
CAPS LOCK key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Escape">
|
||
<summary>
|
||
ESC key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Space">
|
||
<summary>
|
||
SPACEBAR key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.PageUp">
|
||
<summary>
|
||
PAGE UP key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.PageDown">
|
||
<summary>
|
||
PAGE DOWN key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.End">
|
||
<summary>
|
||
END key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Home">
|
||
<summary>
|
||
HOME key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Left">
|
||
<summary>
|
||
LEFT ARROW key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Up">
|
||
<summary>
|
||
UP ARROW key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Right">
|
||
<summary>
|
||
RIGHT ARROW key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Down">
|
||
<summary>
|
||
DOWN ARROW key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Select">
|
||
<summary>
|
||
SELECT key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Print">
|
||
<summary>
|
||
PRINT key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Execute">
|
||
<summary>
|
||
EXECUTE key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.PrintScreen">
|
||
<summary>
|
||
PRINT SCREEN key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Insert">
|
||
<summary>
|
||
INS key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Delete">
|
||
<summary>
|
||
DEL key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Help">
|
||
<summary>
|
||
HELP key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.D0">
|
||
<summary>
|
||
Used for miscellaneous characters; it can vary by keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.D1">
|
||
<summary>
|
||
Used for miscellaneous characters; it can vary by keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.D2">
|
||
<summary>
|
||
Used for miscellaneous characters; it can vary by keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.D3">
|
||
<summary>
|
||
Used for miscellaneous characters; it can vary by keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.D4">
|
||
<summary>
|
||
Used for miscellaneous characters; it can vary by keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.D5">
|
||
<summary>
|
||
Used for miscellaneous characters; it can vary by keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.D6">
|
||
<summary>
|
||
Used for miscellaneous characters; it can vary by keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.D7">
|
||
<summary>
|
||
Used for miscellaneous characters; it can vary by keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.D8">
|
||
<summary>
|
||
Used for miscellaneous characters; it can vary by keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.D9">
|
||
<summary>
|
||
Used for miscellaneous characters; it can vary by keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.A">
|
||
<summary>
|
||
A key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.B">
|
||
<summary>
|
||
B key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.C">
|
||
<summary>
|
||
C key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.D">
|
||
<summary>
|
||
D key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.E">
|
||
<summary>
|
||
E key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F">
|
||
<summary>
|
||
F key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.G">
|
||
<summary>
|
||
G key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.H">
|
||
<summary>
|
||
H key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.I">
|
||
<summary>
|
||
I key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.J">
|
||
<summary>
|
||
J key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.K">
|
||
<summary>
|
||
K key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.L">
|
||
<summary>
|
||
L key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.M">
|
||
<summary>
|
||
M key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.N">
|
||
<summary>
|
||
N key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.O">
|
||
<summary>
|
||
O key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.P">
|
||
<summary>
|
||
P key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Q">
|
||
<summary>
|
||
Q key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.R">
|
||
<summary>
|
||
R key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.S">
|
||
<summary>
|
||
S key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.T">
|
||
<summary>
|
||
T key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.U">
|
||
<summary>
|
||
U key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.V">
|
||
<summary>
|
||
V key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.W">
|
||
<summary>
|
||
W key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.X">
|
||
<summary>
|
||
X key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Y">
|
||
<summary>
|
||
Y key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Z">
|
||
<summary>
|
||
Z key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.LeftWindows">
|
||
<summary>
|
||
Left Windows key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.RightWindows">
|
||
<summary>
|
||
Right Windows key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Apps">
|
||
<summary>
|
||
Applications key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Sleep">
|
||
<summary>
|
||
Computer Sleep key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad0">
|
||
<summary>
|
||
Numeric keypad 0 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad1">
|
||
<summary>
|
||
Numeric keypad 1 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad2">
|
||
<summary>
|
||
Numeric keypad 2 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad3">
|
||
<summary>
|
||
Numeric keypad 3 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad4">
|
||
<summary>
|
||
Numeric keypad 4 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad5">
|
||
<summary>
|
||
Numeric keypad 5 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad6">
|
||
<summary>
|
||
Numeric keypad 6 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad7">
|
||
<summary>
|
||
Numeric keypad 7 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad8">
|
||
<summary>
|
||
Numeric keypad 8 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad9">
|
||
<summary>
|
||
Numeric keypad 9 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Multiply">
|
||
<summary>
|
||
Multiply key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Add">
|
||
<summary>
|
||
Add key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Separator">
|
||
<summary>
|
||
Separator key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Subtract">
|
||
<summary>
|
||
Subtract key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Decimal">
|
||
<summary>
|
||
Decimal key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Divide">
|
||
<summary>
|
||
Divide key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F1">
|
||
<summary>
|
||
F1 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F2">
|
||
<summary>
|
||
F2 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F3">
|
||
<summary>
|
||
F3 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F4">
|
||
<summary>
|
||
F4 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F5">
|
||
<summary>
|
||
F5 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F6">
|
||
<summary>
|
||
F6 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F7">
|
||
<summary>
|
||
F7 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F8">
|
||
<summary>
|
||
F8 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F9">
|
||
<summary>
|
||
F9 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F10">
|
||
<summary>
|
||
F10 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F11">
|
||
<summary>
|
||
F11 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F12">
|
||
<summary>
|
||
F12 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F13">
|
||
<summary>
|
||
F13 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F14">
|
||
<summary>
|
||
F14 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F15">
|
||
<summary>
|
||
F15 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F16">
|
||
<summary>
|
||
F16 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F17">
|
||
<summary>
|
||
F17 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F18">
|
||
<summary>
|
||
F18 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F19">
|
||
<summary>
|
||
F19 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F20">
|
||
<summary>
|
||
F20 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F21">
|
||
<summary>
|
||
F21 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F22">
|
||
<summary>
|
||
F22 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F23">
|
||
<summary>
|
||
F23 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.F24">
|
||
<summary>
|
||
F24 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.NumLock">
|
||
<summary>
|
||
NUM LOCK key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Scroll">
|
||
<summary>
|
||
SCROLL LOCK key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.LeftShift">
|
||
<summary>
|
||
Left SHIFT key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.RightShift">
|
||
<summary>
|
||
Right SHIFT key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.LeftControl">
|
||
<summary>
|
||
Left CONTROL key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.RightControl">
|
||
<summary>
|
||
Right CONTROL key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.LeftAlt">
|
||
<summary>
|
||
Left ALT key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.RightAlt">
|
||
<summary>
|
||
Right ALT key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.BrowserBack">
|
||
<summary>
|
||
Browser Back key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.BrowserForward">
|
||
<summary>
|
||
Browser Forward key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.BrowserRefresh">
|
||
<summary>
|
||
Browser Refresh key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.BrowserStop">
|
||
<summary>
|
||
Browser Stop key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.BrowserSearch">
|
||
<summary>
|
||
Browser Search key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.BrowserFavorites">
|
||
<summary>
|
||
Browser Favorites key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.BrowserHome">
|
||
<summary>
|
||
Browser Start and Home key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.VolumeMute">
|
||
<summary>
|
||
Volume Mute key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.VolumeDown">
|
||
<summary>
|
||
Volume Down key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.VolumeUp">
|
||
<summary>
|
||
Volume Up key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.MediaNextTrack">
|
||
<summary>
|
||
Next Track key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.MediaPreviousTrack">
|
||
<summary>
|
||
Previous Track key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.MediaStop">
|
||
<summary>
|
||
Stop Media key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.MediaPlayPause">
|
||
<summary>
|
||
Play/Pause Media key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.LaunchMail">
|
||
<summary>
|
||
Start Mail key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.SelectMedia">
|
||
<summary>
|
||
Select Media key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.LaunchApplication1">
|
||
<summary>
|
||
Start Application 1 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.LaunchApplication2">
|
||
<summary>
|
||
Start Application 2 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemSemicolon">
|
||
<summary>
|
||
The OEM Semicolon key on a US standard keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemPlus">
|
||
<summary>
|
||
For any country/region, the '+' key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemComma">
|
||
<summary>
|
||
For any country/region, the ',' key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemMinus">
|
||
<summary>
|
||
For any country/region, the '-' key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemPeriod">
|
||
<summary>
|
||
For any country/region, the '.' key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemQuestion">
|
||
<summary>
|
||
The OEM question mark key on a US standard keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemTilde">
|
||
<summary>
|
||
The OEM tilde key on a US standard keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemOpenBrackets">
|
||
<summary>
|
||
The OEM open bracket key on a US standard keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemPipe">
|
||
<summary>
|
||
The OEM pipe key on a US standard keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemCloseBrackets">
|
||
<summary>
|
||
The OEM close bracket key on a US standard keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemQuotes">
|
||
<summary>
|
||
The OEM singled/double quote key on a US standard keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Oem8">
|
||
<summary>
|
||
Used for miscellaneous characters; it can vary by keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemBackslash">
|
||
<summary>
|
||
The OEM angle bracket or backslash key on the RT 102 key keyboard.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.ProcessKey">
|
||
<summary>
|
||
IME PROCESS key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Attn">
|
||
<summary>
|
||
Attn key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Crsel">
|
||
<summary>
|
||
CrSel key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Exsel">
|
||
<summary>
|
||
ExSel key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.EraseEof">
|
||
<summary>
|
||
Erase EOF key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Play">
|
||
<summary>
|
||
Play key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Zoom">
|
||
<summary>
|
||
Zoom key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Pa1">
|
||
<summary>
|
||
PA1 key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemClear">
|
||
<summary>
|
||
CLEAR key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.ChatPadGreen">
|
||
<summary>
|
||
Green ChatPad key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.ChatPadOrange">
|
||
<summary>
|
||
Orange ChatPad key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Pause">
|
||
<summary>
|
||
PAUSE key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.ImeConvert">
|
||
<summary>
|
||
IME Convert key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.ImeNoConvert">
|
||
<summary>
|
||
IME NoConvert key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Kana">
|
||
<summary>
|
||
Kana key on Japanese keyboards.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.Kanji">
|
||
<summary>
|
||
Kanji key on Japanese keyboards.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemAuto">
|
||
<summary>
|
||
OEM Auto key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemCopy">
|
||
<summary>
|
||
OEM Copy key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Keys.OemEnlW">
|
||
<summary>
|
||
OEM Enlarge Window key.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.KeyState">
|
||
<summary>
|
||
Identifies the state of a keyboard key.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.KeyState.Up">
|
||
<summary>
|
||
Key is released.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.KeyState.Down">
|
||
<summary>
|
||
Key is pressed.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.MouseState">
|
||
<summary>
|
||
Represents a mouse state with cursor position and button press information.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.MouseState.#ctor(System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState)">
|
||
<summary>
|
||
Initializes a new instance of the MouseState.
|
||
</summary>
|
||
<param name="x">Horizontal position of the mouse in relation to the window.</param>
|
||
<param name="y">Vertical position of the mouse in relation to the window.</param>
|
||
<param name="scrollWheel">Mouse scroll wheel's value.</param>
|
||
<param name="leftButton">Left mouse button's state.</param>
|
||
<param name="middleButton">Middle mouse button's state.</param>
|
||
<param name="rightButton">Right mouse button's state.</param>
|
||
<param name="xButton1">XBUTTON1's state.</param>
|
||
<param name="xButton2">XBUTTON2's state.</param>
|
||
<remarks>Normally <see cref="M:Microsoft.Xna.Framework.Input.Mouse.GetState"/> should be used to get mouse current state. The constructor is provided for simulating mouse input.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.MouseState.#ctor(System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.Input.ButtonState,System.Int32)">
|
||
<summary>
|
||
Initializes a new instance of the MouseState.
|
||
</summary>
|
||
<param name="x">Horizontal position of the mouse in relation to the window.</param>
|
||
<param name="y">Vertical position of the mouse in relation to the window.</param>
|
||
<param name="scrollWheel">Mouse scroll wheel's value.</param>
|
||
<param name="leftButton">Left mouse button's state.</param>
|
||
<param name="middleButton">Middle mouse button's state.</param>
|
||
<param name="rightButton">Right mouse button's state.</param>
|
||
<param name="xButton1">XBUTTON1's state.</param>
|
||
<param name="xButton2">XBUTTON2's state.</param>
|
||
<param name="horizontalScrollWheel">Mouse horizontal scroll wheel's value.</param>
|
||
<remarks>Normally <see cref="M:Microsoft.Xna.Framework.Input.Mouse.GetState"/> should be used to get mouse current state. The constructor is provided for simulating mouse input.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.MouseState.op_Equality(Microsoft.Xna.Framework.Input.MouseState,Microsoft.Xna.Framework.Input.MouseState)">
|
||
<summary>
|
||
Compares whether two MouseState instances are equal.
|
||
</summary>
|
||
<param name="left">MouseState instance on the left of the equal sign.</param>
|
||
<param name="right">MouseState instance on the right of the equal sign.</param>
|
||
<returns>true if the instances are equal; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.MouseState.op_Inequality(Microsoft.Xna.Framework.Input.MouseState,Microsoft.Xna.Framework.Input.MouseState)">
|
||
<summary>
|
||
Compares whether two MouseState instances are not equal.
|
||
</summary>
|
||
<param name="left">MouseState instance on the left of the equal sign.</param>
|
||
<param name="right">MouseState instance on the right of the equal sign.</param>
|
||
<returns>true if the objects are not equal; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.MouseState.Equals(System.Object)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified object.
|
||
</summary>
|
||
<param name="obj">The MouseState to compare.</param>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.MouseState.GetHashCode">
|
||
<summary>
|
||
Gets the hash code for MouseState instance.
|
||
</summary>
|
||
<returns>Hash code of the object.</returns>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseState.X">
|
||
<summary>
|
||
Gets horizontal position of the cursor in relation to the window.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseState.Y">
|
||
<summary>
|
||
Gets vertical position of the cursor in relation to the window.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseState.Position">
|
||
<summary>
|
||
Gets cursor position.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseState.LeftButton">
|
||
<summary>
|
||
Gets state of the left mouse button.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseState.MiddleButton">
|
||
<summary>
|
||
Gets state of the middle mouse button.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseState.RightButton">
|
||
<summary>
|
||
Gets state of the right mouse button.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseState.ScrollWheelValue">
|
||
<summary>
|
||
Returns cumulative scroll wheel value since the game start.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseState.HorizontalScrollWheelValue">
|
||
<summary>
|
||
Returns the cumulative horizontal scroll wheel value since the game start
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseState.XButton1">
|
||
<summary>
|
||
Gets state of the XButton1.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.MouseState.XButton2">
|
||
<summary>
|
||
Gets state of the XButton2.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureSample">
|
||
<summary>
|
||
Represents data from a multi-touch gesture over a span of time.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.GestureType">
|
||
<summary>
|
||
Gets the type of the gesture.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Timestamp">
|
||
<summary>
|
||
Gets the starting time for this multi-touch gesture sample.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position">
|
||
<summary>
|
||
Gets the position of the first touch-point in the gesture sample.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position2">
|
||
<summary>
|
||
Gets the position of the second touch-point in the gesture sample.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta">
|
||
<summary>
|
||
Gets the delta information for the first touch-point in the gesture sample.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta2">
|
||
<summary>
|
||
Gets the delta information for the second touch-point in the gesture sample.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.GestureSample.#ctor(Microsoft.Xna.Framework.Input.Touch.GestureType,System.TimeSpan,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Initializes a new <see cref="T:Microsoft.Xna.Framework.Input.Touch.GestureSample"/>.
|
||
</summary>
|
||
<param name="gestureType"><see cref="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.GestureType"/></param>
|
||
<param name="timestamp"></param>
|
||
<param name="position"></param>
|
||
<param name="position2"></param>
|
||
<param name="delta"></param>
|
||
<param name="delta2"></param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureType">
|
||
<summary>
|
||
Enumuration of values that represent different gestures that can be processed by <see cref="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.None">
|
||
<summary>
|
||
No gestures.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Tap">
|
||
<summary>
|
||
The user touched a single point.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DragComplete">
|
||
<summary>
|
||
States completion of a drag gesture(VerticalDrag, HorizontalDrag, or FreeDrag).
|
||
</summary>
|
||
<remarks>No position or delta information is available for this sample.</remarks>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Flick">
|
||
<summary>
|
||
States that a touch was combined with a quick swipe.
|
||
</summary>
|
||
<remarks>Flicks does not contain position information. The velocity of it can be read from <see cref="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta"/></remarks>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.FreeDrag">
|
||
<summary>
|
||
The use touched a point and then performed a free-form drag.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Hold">
|
||
<summary>
|
||
The use touched a single point for approximately one second.
|
||
</summary>
|
||
<remarks>As this is a single event, it will not be contionusly fired while the user is holding the touch-point.</remarks>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.HorizontalDrag">
|
||
<summary>
|
||
The user touched the screen and performed either left to right or right to left drag gesture.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Pinch">
|
||
<summary>
|
||
The user either converged or diverged two touch-points on the screen which is like a two-finger drag.
|
||
</summary>
|
||
<remarks>When this gesture-type is enabled and two fingers are down, it takes precedence over drag gestures.</remarks>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.PinchComplete">
|
||
<summary>
|
||
An in-progress pinch operation was completed.
|
||
</summary>
|
||
<remarks>No position or delta information is available for this sample.</remarks>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap">
|
||
<summary>
|
||
The user tapped the device twice which is always preceded by a Tap gesture.
|
||
</summary>
|
||
<remarks>If the time between two touchs are long enough, insted two seperate single Tap gestures will be generated.</remarks>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.VerticalDrag">
|
||
<summary>
|
||
The user touched the screen and performed either top to bottom or bottom to top drag gesture.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection">
|
||
<summary>
|
||
Provides state information for a touch screen enabled device.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsConnected">
|
||
<summary>
|
||
States if a touch screen is available.
|
||
</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 <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection"/> with a pre-determined set of touch locations.
|
||
</summary>
|
||
<param name="touches">Array of <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> items to initialize with.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.FindById(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||
<summary>
|
||
Returns <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> specified by ID.
|
||
</summary>
|
||
<param name="id"></param>
|
||
<param name="touchLocation"></param>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsReadOnly">
|
||
<summary>
|
||
States if touch collection is read only.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IndexOf(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||
<summary>
|
||
Returns the index of the first occurrence of specified <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> item in the collection.
|
||
</summary>
|
||
<param name="item"><see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> to query.</param>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Insert(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||
<summary>
|
||
Inserts a <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> item into the indicated position.
|
||
</summary>
|
||
<param name="index">The position to insert into.</param>
|
||
<param name="item">The <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> item to insert.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.RemoveAt(System.Int32)">
|
||
<summary>
|
||
Removes the <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> item at specified index.
|
||
</summary>
|
||
<param name="index">Index of the item that will be removed from collection.</param>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Item(System.Int32)">
|
||
<summary>
|
||
Gets or sets the item at the specified index of the collection.
|
||
</summary>
|
||
<param name="index">Position of the item.</param>
|
||
<returns><see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/></returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Add(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||
<summary>
|
||
Adds a <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> to the collection.
|
||
</summary>
|
||
<param name="item">The <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> item to be added. </param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Clear">
|
||
<summary>
|
||
Clears all the items in collection.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Contains(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||
<summary>
|
||
Returns true if specified <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> item exists in the collection, false otherwise./>
|
||
</summary>
|
||
<param name="item">The <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> item to query for.</param>
|
||
<returns>Returns true if queried item is found, false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.CopyTo(Microsoft.Xna.Framework.Input.Touch.TouchLocation[],System.Int32)">
|
||
<summary>
|
||
Copies the <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/>collection to specified array starting from the given index.
|
||
</summary>
|
||
<param name="array">The array to copy <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> items.</param>
|
||
<param name="arrayIndex">The starting index of the copy operation.</param>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Count">
|
||
<summary>
|
||
Returns the number of <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> items that exist in the collection.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Remove(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||
<summary>
|
||
Removes the specified <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> item from the collection.
|
||
</summary>
|
||
<param name="item">The <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> item to remove.</param>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.GetEnumerator">
|
||
<summary>
|
||
Returns an enumerator for the <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection"/>.
|
||
</summary>
|
||
<returns>Enumerable list of <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> objects.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.System#Collections#Generic#IEnumerable{Microsoft#Xna#Framework#Input#Touch#TouchLocation}#GetEnumerator">
|
||
<summary>
|
||
Returns an enumerator for the <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection"/>.
|
||
</summary>
|
||
<returns>Enumerable list of <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation"/> objects.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.System#Collections#IEnumerable#GetEnumerator">
|
||
<summary>
|
||
Returns an enumerator for the <see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection"/>.
|
||
</summary>
|
||
<returns>Enumerable list of objects.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator">
|
||
<summary>
|
||
Provides the ability to iterate through the TouchLocations in an 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.MoveNext">
|
||
<summary>
|
||
Advances the enumerator to the next element of 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="F:Microsoft.Xna.Framework.Input.Touch.TouchLocation._id">
|
||
<summary>
|
||
Attributes
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocation.SameFrameReleased">
|
||
<summary>
|
||
True if this touch was pressed and released on the same frame.
|
||
In this case we will keep it around for the user to get by GetState that frame.
|
||
However if they do not call GetState that frame, this touch will be forgotten.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Invalid">
|
||
<summary>
|
||
Helper for assigning an invalid touch location.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.AsMovedState">
|
||
<summary>
|
||
Returns a copy of the touch with the state changed to moved.
|
||
</summary>
|
||
<returns>The new touch location.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.UpdateState(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||
<summary>
|
||
Updates the touch location using the new event.
|
||
</summary>
|
||
<param name="touchEvent">The next event for this touch location.</param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocationState">
|
||
<summary>
|
||
Holds the possible state information for a touch location..
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Invalid">
|
||
<summary>
|
||
This touch location position is invalid.
|
||
</summary>
|
||
<remarks>Typically, you will encounter this state when a new touch location attempts to get the previous state of itself.</remarks>
|
||
</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>
|
||
Allows retrieval of information from Touch Panel device.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetState">
|
||
<summary>
|
||
Gets the current state of the touch panel.
|
||
</summary>
|
||
<returns><see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection"/></returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture">
|
||
<summary>
|
||
Returns the next available gesture on touch panel device.
|
||
</summary>
|
||
<returns><see cref="T:Microsoft.Xna.Framework.Input.Touch.GestureSample"/></returns>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.WindowHandle">
|
||
<summary>
|
||
The window handle of the touch panel. Purely for Xna compatibility.
|
||
</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 enabled gestures.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.IsGestureAvailable">
|
||
<summary>
|
||
Returns true if a touch gesture is available.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities">
|
||
<summary>
|
||
Allows retrieval of capabilities information from touch panel device.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.IsConnected">
|
||
<summary>
|
||
Returns true if a device is available for use.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.MaximumTouchCount">
|
||
<summary>
|
||
Returns the maximum number of touch locations tracked by the touch panel device.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchPanelState.MouseTouchId">
|
||
<summary>
|
||
The reserved touchId for all mouse touch points.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchPanelState._touchState">
|
||
<summary>
|
||
The current touch state.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchPanelState._gestureState">
|
||
<summary>
|
||
The current gesture state.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchPanelState._touchScale">
|
||
<summary>
|
||
The positional scale to apply to touch input.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchPanelState._displaySize">
|
||
<summary>
|
||
The current size of the display.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchPanelState._nextTouchId">
|
||
<summary>
|
||
The next touch location identifier.
|
||
The value 1 is reserved for the mouse touch point.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelState.CurrentTimestamp">
|
||
<summary>
|
||
The current timestamp that we use for setting the timestamp of new TouchLocations
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchPanelState._touchIds">
|
||
<summary>
|
||
The mapping between platform specific touch ids
|
||
and the touch ids we assign to touch locations.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelState.WindowHandle">
|
||
<summary>
|
||
The window handle of the touch panel. Purely for Xna compatibility.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanelState.GetCapabilities">
|
||
<summary>
|
||
Returns capabilities of touch panel device.
|
||
</summary>
|
||
<returns><see cref="T:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities"/></returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanelState.AgeTouches(System.Collections.Generic.List{Microsoft.Xna.Framework.Input.Touch.TouchLocation})">
|
||
<summary>
|
||
Age all the touches, so any that were Pressed become Moved, and any that were Released are removed
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanelState.ApplyTouch(System.Collections.Generic.List{Microsoft.Xna.Framework.Input.Touch.TouchLocation},Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||
<summary>
|
||
Apply the given new touch to the state. If it is a Pressed it will be added as a new touch, otherwise we update the existing touch it matches
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanelState.ReleaseAllTouches">
|
||
<summary>
|
||
This will release all touch locations. It should only be
|
||
called on platforms where touch state is reset all at once.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelState.DisplayHeight">
|
||
<summary>
|
||
Gets or sets the display height of the touch panel.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelState.DisplayOrientation">
|
||
<summary>
|
||
Gets or sets the display orientation of the touch panel.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelState.DisplayWidth">
|
||
<summary>
|
||
Gets or sets the display width of the touch panel.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelState.EnabledGestures">
|
||
<summary>
|
||
Gets or sets enabled gestures.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelState.IsGestureAvailable">
|
||
<summary>
|
||
Returns true if a touch gesture is available.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanelState.ReadGesture">
|
||
<summary>
|
||
Returns the next available gesture on touch panel device.
|
||
</summary>
|
||
<returns><see cref="T:Microsoft.Xna.Framework.Input.Touch.GestureSample"/></returns>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchPanelState.TapJitterTolerance">
|
||
<summary>
|
||
Maximum distance a touch location can wiggle and
|
||
not be considered to have moved.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchPanelState._pinchTouch">
|
||
<summary>
|
||
The pinch touch locations.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchPanelState._pinchGestureStarted">
|
||
<summary>
|
||
If true the pinch touch locations are valid and
|
||
a pinch gesture has begun.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchPanelState._tapDisabled">
|
||
<summary>
|
||
Used to disable emitting of tap gestures.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchPanelState._holdDisabled">
|
||
<summary>
|
||
Used to disable emitting of hold gestures.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingBox.CreateFromPoints(System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.Vector3})">
|
||
<summary>
|
||
Create a bounding box from the given list of points.
|
||
</summary>
|
||
<param name="points">The list of Vector3 instances defining the point cloud to bound</param>
|
||
<returns>A bounding box that encapsulates the given point cloud.</returns>
|
||
<exception cref="T:System.ArgumentException">Thrown if the given list has no points.</exception>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingBox.Deconstruct(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Deconstruction method for <see cref="T:Microsoft.Xna.Framework.BoundingBox"/>.
|
||
</summary>
|
||
<param name="min"></param>
|
||
<param name="max"></param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.BoundingFrustum">
|
||
<summary>
|
||
Defines a viewing frustum for intersection operations.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.BoundingFrustum.PlaneCount">
|
||
<summary>
|
||
The number of planes in the frustum.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.BoundingFrustum.CornerCount">
|
||
<summary>
|
||
The number of corner points in the frustum.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.BoundingFrustum.Matrix">
|
||
<summary>
|
||
Gets or sets the <see cref="P:Microsoft.Xna.Framework.BoundingFrustum.Matrix"/> of the frustum.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.BoundingFrustum.Near">
|
||
<summary>
|
||
Gets the near plane of the frustum.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.BoundingFrustum.Far">
|
||
<summary>
|
||
Gets the far plane of the frustum.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.BoundingFrustum.Left">
|
||
<summary>
|
||
Gets the left plane of the frustum.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.BoundingFrustum.Right">
|
||
<summary>
|
||
Gets the right plane of the frustum.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.BoundingFrustum.Top">
|
||
<summary>
|
||
Gets the top plane of the frustum.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.BoundingFrustum.Bottom">
|
||
<summary>
|
||
Gets the bottom plane of the frustum.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.#ctor(Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Constructs the frustum by extracting the view planes from a matrix.
|
||
</summary>
|
||
<param name="value">Combined matrix which usually is (View * Projection).</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.op_Equality(Microsoft.Xna.Framework.BoundingFrustum,Microsoft.Xna.Framework.BoundingFrustum)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> instances are equal.
|
||
</summary>
|
||
<param name="a"><see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> instance on the left of the equal sign.</param>
|
||
<param name="b"><see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> instance on the right of the equal sign.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.op_Inequality(Microsoft.Xna.Framework.BoundingFrustum,Microsoft.Xna.Framework.BoundingFrustum)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> instances are not equal.
|
||
</summary>
|
||
<param name="a"><see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> instance on the left of the not equal sign.</param>
|
||
<param name="b"><see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> instance on the right of the not equal sign.</param>
|
||
<returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Contains(Microsoft.Xna.Framework.BoundingBox)">
|
||
<summary>
|
||
Containment test between this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> and specified <see cref="T:Microsoft.Xna.Framework.BoundingBox"/>.
|
||
</summary>
|
||
<param name="box">A <see cref="T:Microsoft.Xna.Framework.BoundingBox"/> for testing.</param>
|
||
<returns>Result of testing for containment between this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> and specified <see cref="T:Microsoft.Xna.Framework.BoundingBox"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Contains(Microsoft.Xna.Framework.BoundingBox@,Microsoft.Xna.Framework.ContainmentType@)">
|
||
<summary>
|
||
Containment test between this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> and specified <see cref="T:Microsoft.Xna.Framework.BoundingBox"/>.
|
||
</summary>
|
||
<param name="box">A <see cref="T:Microsoft.Xna.Framework.BoundingBox"/> for testing.</param>
|
||
<param name="result">Result of testing for containment between this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> and specified <see cref="T:Microsoft.Xna.Framework.BoundingBox"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Contains(Microsoft.Xna.Framework.BoundingFrustum)">
|
||
<summary>
|
||
Containment test between this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> and specified <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.
|
||
</summary>
|
||
<param name="frustum">A <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> for testing.</param>
|
||
<returns>Result of testing for containment between this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> and specified <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Contains(Microsoft.Xna.Framework.BoundingSphere)">
|
||
<summary>
|
||
Containment test between this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> and specified <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/>.
|
||
</summary>
|
||
<param name="sphere">A <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> for testing.</param>
|
||
<returns>Result of testing for containment between this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> and specified <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Contains(Microsoft.Xna.Framework.BoundingSphere@,Microsoft.Xna.Framework.ContainmentType@)">
|
||
<summary>
|
||
Containment test between this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> and specified <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/>.
|
||
</summary>
|
||
<param name="sphere">A <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> for testing.</param>
|
||
<param name="result">Result of testing for containment between this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> and specified <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Contains(Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Containment test between this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> and specified <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
<param name="point">A <see cref="T:Microsoft.Xna.Framework.Vector3"/> for testing.</param>
|
||
<returns>Result of testing for containment between this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> and specified <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Contains(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.ContainmentType@)">
|
||
<summary>
|
||
Containment test between this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> and specified <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
<param name="point">A <see cref="T:Microsoft.Xna.Framework.Vector3"/> for testing.</param>
|
||
<param name="result">Result of testing for containment between this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> and specified <see cref="T:Microsoft.Xna.Framework.Vector3"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Equals(Microsoft.Xna.Framework.BoundingFrustum)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.
|
||
</summary>
|
||
<param name="other">The <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Equals(System.Object)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:System.Object"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.GetCorners">
|
||
<summary>
|
||
Returns a copy of internal corners array.
|
||
</summary>
|
||
<returns>The array of corners.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.GetCorners(Microsoft.Xna.Framework.Vector3[])">
|
||
<summary>
|
||
Returns a copy of internal corners array.
|
||
</summary>
|
||
<param name="corners">The array which values will be replaced to corner values of this instance. It must have size of <see cref="F:Microsoft.Xna.Framework.BoundingFrustum.CornerCount"/>.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.GetHashCode">
|
||
<summary>
|
||
Gets the hash code of this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.
|
||
</summary>
|
||
<returns>Hash code of this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.BoundingBox)">
|
||
<summary>
|
||
Gets whether or not a specified <see cref="T:Microsoft.Xna.Framework.BoundingBox"/> intersects with this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.
|
||
</summary>
|
||
<param name="box">A <see cref="T:Microsoft.Xna.Framework.BoundingBox"/> for intersection test.</param>
|
||
<returns><c>true</c> if specified <see cref="T:Microsoft.Xna.Framework.BoundingBox"/> intersects with this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.BoundingBox@,System.Boolean@)">
|
||
<summary>
|
||
Gets whether or not a specified <see cref="T:Microsoft.Xna.Framework.BoundingBox"/> intersects with this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.
|
||
</summary>
|
||
<param name="box">A <see cref="T:Microsoft.Xna.Framework.BoundingBox"/> for intersection test.</param>
|
||
<param name="result"><c>true</c> if specified <see cref="T:Microsoft.Xna.Framework.BoundingBox"/> intersects with this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>; <c>false</c> otherwise as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.BoundingFrustum)">
|
||
<summary>
|
||
Gets whether or not a specified <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> intersects with this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.
|
||
</summary>
|
||
<param name="frustum">An other <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> for intersection test.</param>
|
||
<returns><c>true</c> if other <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> intersects with this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.BoundingSphere)">
|
||
<summary>
|
||
Gets whether or not a specified <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> intersects with this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.
|
||
</summary>
|
||
<param name="sphere">A <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> for intersection test.</param>
|
||
<returns><c>true</c> if specified <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> intersects with this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.BoundingSphere@,System.Boolean@)">
|
||
<summary>
|
||
Gets whether or not a specified <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> intersects with this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.
|
||
</summary>
|
||
<param name="sphere">A <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> for intersection test.</param>
|
||
<param name="result"><c>true</c> if specified <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> intersects with this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>; <c>false</c> otherwise as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.Plane)">
|
||
<summary>
|
||
Gets type of intersection between specified <see cref="T:Microsoft.Xna.Framework.Plane"/> and this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.
|
||
</summary>
|
||
<param name="plane">A <see cref="T:Microsoft.Xna.Framework.Plane"/> for intersection test.</param>
|
||
<returns>A plane intersection type.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.Plane@,Microsoft.Xna.Framework.PlaneIntersectionType@)">
|
||
<summary>
|
||
Gets type of intersection between specified <see cref="T:Microsoft.Xna.Framework.Plane"/> and this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.
|
||
</summary>
|
||
<param name="plane">A <see cref="T:Microsoft.Xna.Framework.Plane"/> for intersection test.</param>
|
||
<param name="result">A plane intersection type as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.Ray)">
|
||
<summary>
|
||
Gets the distance of intersection of <see cref="T:Microsoft.Xna.Framework.Ray"/> and this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> or null if no intersection happens.
|
||
</summary>
|
||
<param name="ray">A <see cref="T:Microsoft.Xna.Framework.Ray"/> for intersection test.</param>
|
||
<returns>Distance at which ray intersects with this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> or null if no intersection happens.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.Ray@,System.Nullable{System.Single}@)">
|
||
<summary>
|
||
Gets the distance of intersection of <see cref="T:Microsoft.Xna.Framework.Ray"/> and this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> or null if no intersection happens.
|
||
</summary>
|
||
<param name="ray">A <see cref="T:Microsoft.Xna.Framework.Ray"/> for intersection test.</param>
|
||
<param name="result">Distance at which ray intersects with this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> or null if no intersection happens as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingFrustum.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/> in the format:
|
||
{Near:[nearPlane] Far:[farPlane] Left:[leftPlane] Right:[rightPlane] Top:[topPlane] Bottom:[bottomPlane]}
|
||
</summary>
|
||
<returns><see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.BoundingSphere">
|
||
<summary>
|
||
Describes a sphere in 3D-space for bounding operations.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.BoundingSphere.Center">
|
||
<summary>
|
||
The sphere center.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.BoundingSphere.Radius">
|
||
<summary>
|
||
The sphere radius.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.#ctor(Microsoft.Xna.Framework.Vector3,System.Single)">
|
||
<summary>
|
||
Constructs a bounding sphere with the specified center and radius.
|
||
</summary>
|
||
<param name="center">The sphere center.</param>
|
||
<param name="radius">The sphere radius.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.BoundingBox)">
|
||
<summary>
|
||
Test if a bounding box is fully inside, outside, or just intersecting the sphere.
|
||
</summary>
|
||
<param name="box">The box for testing.</param>
|
||
<returns>The containment type.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.BoundingBox@,Microsoft.Xna.Framework.ContainmentType@)">
|
||
<summary>
|
||
Test if a bounding box is fully inside, outside, or just intersecting the sphere.
|
||
</summary>
|
||
<param name="box">The box for testing.</param>
|
||
<param name="result">The containment type as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.BoundingFrustum)">
|
||
<summary>
|
||
Test if a frustum is fully inside, outside, or just intersecting the sphere.
|
||
</summary>
|
||
<param name="frustum">The frustum for testing.</param>
|
||
<returns>The containment type.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.BoundingFrustum@,Microsoft.Xna.Framework.ContainmentType@)">
|
||
<summary>
|
||
Test if a frustum is fully inside, outside, or just intersecting the sphere.
|
||
</summary>
|
||
<param name="frustum">The frustum for testing.</param>
|
||
<param name="result">The containment type as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.BoundingSphere)">
|
||
<summary>
|
||
Test if a sphere is fully inside, outside, or just intersecting the sphere.
|
||
</summary>
|
||
<param name="sphere">The other sphere for testing.</param>
|
||
<returns>The containment type.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.BoundingSphere@,Microsoft.Xna.Framework.ContainmentType@)">
|
||
<summary>
|
||
Test if a sphere is fully inside, outside, or just intersecting the sphere.
|
||
</summary>
|
||
<param name="sphere">The other sphere for testing.</param>
|
||
<param name="result">The containment type as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Test if a point is fully inside, outside, or just intersecting the sphere.
|
||
</summary>
|
||
<param name="point">The vector in 3D-space for testing.</param>
|
||
<returns>The containment type.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.ContainmentType@)">
|
||
<summary>
|
||
Test if a point is fully inside, outside, or just intersecting the sphere.
|
||
</summary>
|
||
<param name="point">The vector in 3D-space for testing.</param>
|
||
<param name="result">The containment type as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.CreateFromBoundingBox(Microsoft.Xna.Framework.BoundingBox)">
|
||
<summary>
|
||
Creates the smallest <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> that can contain a specified <see cref="T:Microsoft.Xna.Framework.BoundingBox"/>.
|
||
</summary>
|
||
<param name="box">The box to create the sphere from.</param>
|
||
<returns>The new <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.CreateFromBoundingBox(Microsoft.Xna.Framework.BoundingBox@,Microsoft.Xna.Framework.BoundingSphere@)">
|
||
<summary>
|
||
Creates the smallest <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> that can contain a specified <see cref="T:Microsoft.Xna.Framework.BoundingBox"/>.
|
||
</summary>
|
||
<param name="box">The box to create the sphere from.</param>
|
||
<param name="result">The new <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.CreateFromFrustum(Microsoft.Xna.Framework.BoundingFrustum)">
|
||
<summary>
|
||
Creates the smallest <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> that can contain a specified <see cref="T:Microsoft.Xna.Framework.BoundingFrustum"/>.
|
||
</summary>
|
||
<param name="frustum">The frustum to create the sphere from.</param>
|
||
<returns>The new <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.CreateFromPoints(System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.Vector3})">
|
||
<summary>
|
||
Creates the smallest <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> that can contain a specified list of points in 3D-space.
|
||
</summary>
|
||
<param name="points">List of point to create the sphere from.</param>
|
||
<returns>The new <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.CreateMerged(Microsoft.Xna.Framework.BoundingSphere,Microsoft.Xna.Framework.BoundingSphere)">
|
||
<summary>
|
||
Creates the smallest <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> that can contain two spheres.
|
||
</summary>
|
||
<param name="original">First sphere.</param>
|
||
<param name="additional">Second sphere.</param>
|
||
<returns>The new <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.CreateMerged(Microsoft.Xna.Framework.BoundingSphere@,Microsoft.Xna.Framework.BoundingSphere@,Microsoft.Xna.Framework.BoundingSphere@)">
|
||
<summary>
|
||
Creates the smallest <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> that can contain two spheres.
|
||
</summary>
|
||
<param name="original">First sphere.</param>
|
||
<param name="additional">Second sphere.</param>
|
||
<param name="result">The new <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Equals(Microsoft.Xna.Framework.BoundingSphere)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/>.
|
||
</summary>
|
||
<param name="other">The <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Equals(System.Object)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:System.Object"/>.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:System.Object"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.GetHashCode">
|
||
<summary>
|
||
Gets the hash code of this <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/>.
|
||
</summary>
|
||
<returns>Hash code of this <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.BoundingBox)">
|
||
<summary>
|
||
Gets whether or not a specified <see cref="T:Microsoft.Xna.Framework.BoundingBox"/> intersects with this sphere.
|
||
</summary>
|
||
<param name="box">The box for testing.</param>
|
||
<returns><c>true</c> if <see cref="T:Microsoft.Xna.Framework.BoundingBox"/> intersects with this sphere; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.BoundingBox@,System.Boolean@)">
|
||
<summary>
|
||
Gets whether or not a specified <see cref="T:Microsoft.Xna.Framework.BoundingBox"/> intersects with this sphere.
|
||
</summary>
|
||
<param name="box">The box for testing.</param>
|
||
<param name="result"><c>true</c> if <see cref="T:Microsoft.Xna.Framework.BoundingBox"/> intersects with this sphere; <c>false</c> otherwise. As an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.BoundingSphere)">
|
||
<summary>
|
||
Gets whether or not the other <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> intersects with this sphere.
|
||
</summary>
|
||
<param name="sphere">The other sphere for testing.</param>
|
||
<returns><c>true</c> if other <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> intersects with this sphere; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.BoundingSphere@,System.Boolean@)">
|
||
<summary>
|
||
Gets whether or not the other <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> intersects with this sphere.
|
||
</summary>
|
||
<param name="sphere">The other sphere for testing.</param>
|
||
<param name="result"><c>true</c> if other <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> intersects with this sphere; <c>false</c> otherwise. As an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.Plane)">
|
||
<summary>
|
||
Gets whether or not a specified <see cref="T:Microsoft.Xna.Framework.Plane"/> intersects with this sphere.
|
||
</summary>
|
||
<param name="plane">The plane for testing.</param>
|
||
<returns>Type of intersection.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.Plane@,Microsoft.Xna.Framework.PlaneIntersectionType@)">
|
||
<summary>
|
||
Gets whether or not a specified <see cref="T:Microsoft.Xna.Framework.Plane"/> intersects with this sphere.
|
||
</summary>
|
||
<param name="plane">The plane for testing.</param>
|
||
<param name="result">Type of intersection as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.Ray)">
|
||
<summary>
|
||
Gets whether or not a specified <see cref="T:Microsoft.Xna.Framework.Ray"/> intersects with this sphere.
|
||
</summary>
|
||
<param name="ray">The ray for testing.</param>
|
||
<returns>Distance of ray intersection or <c>null</c> if there is no intersection.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.Ray@,System.Nullable{System.Single}@)">
|
||
<summary>
|
||
Gets whether or not a specified <see cref="T:Microsoft.Xna.Framework.Ray"/> intersects with this sphere.
|
||
</summary>
|
||
<param name="ray">The ray for testing.</param>
|
||
<param name="result">Distance of ray intersection or <c>null</c> if there is no intersection as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> in the format:
|
||
{Center:[<see cref="F:Microsoft.Xna.Framework.BoundingSphere.Center"/>] Radius:[<see cref="F:Microsoft.Xna.Framework.BoundingSphere.Radius"/>]}
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Transform(Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> that contains a transformation of translation and scale from this sphere by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns>Transformed <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Transform(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.BoundingSphere@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> that contains a transformation of translation and scale from this sphere by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="result">Transformed <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.Deconstruct(Microsoft.Xna.Framework.Vector3@,System.Single@)">
|
||
<summary>
|
||
Deconstruction method for <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/>.
|
||
</summary>
|
||
<param name="center"></param>
|
||
<param name="radius"></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.op_Equality(Microsoft.Xna.Framework.BoundingSphere,Microsoft.Xna.Framework.BoundingSphere)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> instances are equal.
|
||
</summary>
|
||
<param name="a"><see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> instance on the left of the equal sign.</param>
|
||
<param name="b"><see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> instance on the right of the equal sign.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.BoundingSphere.op_Inequality(Microsoft.Xna.Framework.BoundingSphere,Microsoft.Xna.Framework.BoundingSphere)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> instances are not equal.
|
||
</summary>
|
||
<param name="a"><see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> instance on the left of the not equal sign.</param>
|
||
<param name="b"><see cref="T:Microsoft.Xna.Framework.BoundingSphere"/> instance on the right of the not equal sign.</param>
|
||
<returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Color">
|
||
<summary>
|
||
Describes a 32-bit packed color.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.#ctor(System.UInt32)">
|
||
<summary>
|
||
Constructs an RGBA color from a packed value.
|
||
The value is a 32-bit unsigned integer, with R in the least significant octet.
|
||
</summary>
|
||
<param name="packedValue">The packed value.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.#ctor(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Constructs an RGBA color from the XYZW unit length components of a vector.
|
||
</summary>
|
||
<param name="color">A <see cref="T:Microsoft.Xna.Framework.Vector4"/> representing color.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.#ctor(Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Constructs an RGBA color from the XYZ unit length components of a vector. Alpha value will be opaque.
|
||
</summary>
|
||
<param name="color">A <see cref="T:Microsoft.Xna.Framework.Vector3"/> representing color.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.#ctor(Microsoft.Xna.Framework.Color,System.Int32)">
|
||
<summary>
|
||
Constructs an RGBA color from a <see cref="T:Microsoft.Xna.Framework.Color"/> and an alpha value.
|
||
</summary>
|
||
<param name="color">A <see cref="T:Microsoft.Xna.Framework.Color"/> for RGB values of new <see cref="T:Microsoft.Xna.Framework.Color"/> instance.</param>
|
||
<param name="alpha">The alpha component value from 0 to 255.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.#ctor(Microsoft.Xna.Framework.Color,System.Single)">
|
||
<summary>
|
||
Constructs an RGBA color from color and alpha value.
|
||
</summary>
|
||
<param name="color">A <see cref="T:Microsoft.Xna.Framework.Color"/> for RGB values of new <see cref="T:Microsoft.Xna.Framework.Color"/> instance.</param>
|
||
<param name="alpha">Alpha component value from 0.0f to 1.0f.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.#ctor(System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Constructs an RGBA color from scalars representing red, green and blue values. Alpha value will be opaque.
|
||
</summary>
|
||
<param name="r">Red component value from 0.0f to 1.0f.</param>
|
||
<param name="g">Green component value from 0.0f to 1.0f.</param>
|
||
<param name="b">Blue component value from 0.0f to 1.0f.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.#ctor(System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Constructs an RGBA color from scalars representing red, green, blue and alpha values.
|
||
</summary>
|
||
<param name="r">Red component value from 0.0f to 1.0f.</param>
|
||
<param name="g">Green component value from 0.0f to 1.0f.</param>
|
||
<param name="b">Blue component value from 0.0f to 1.0f.</param>
|
||
<param name="alpha">Alpha component value from 0.0f to 1.0f.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.#ctor(System.Int32,System.Int32,System.Int32)">
|
||
<summary>
|
||
Constructs an RGBA color from scalars representing red, green and blue values. Alpha value will be opaque.
|
||
</summary>
|
||
<param name="r">Red component value from 0 to 255.</param>
|
||
<param name="g">Green component value from 0 to 255.</param>
|
||
<param name="b">Blue component value from 0 to 255.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.#ctor(System.Int32,System.Int32,System.Int32,System.Int32)">
|
||
<summary>
|
||
Constructs an RGBA color from scalars representing red, green, blue and alpha values.
|
||
</summary>
|
||
<param name="r">Red component value from 0 to 255.</param>
|
||
<param name="g">Green component value from 0 to 255.</param>
|
||
<param name="b">Blue component value from 0 to 255.</param>
|
||
<param name="alpha">Alpha component value from 0 to 255.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.#ctor(System.Byte,System.Byte,System.Byte,System.Byte)">
|
||
<summary>
|
||
Constructs an RGBA color from scalars representing red, green, blue and alpha values.
|
||
</summary>
|
||
<remarks>
|
||
This overload sets the values directly without clamping, and may therefore be faster than the other overloads.
|
||
</remarks>
|
||
<param name="r"></param>
|
||
<param name="g"></param>
|
||
<param name="b"></param>
|
||
<param name="alpha"></param>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.B">
|
||
<summary>
|
||
Gets or sets the blue component.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.G">
|
||
<summary>
|
||
Gets or sets the green component.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.R">
|
||
<summary>
|
||
Gets or sets the red component.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.A">
|
||
<summary>
|
||
Gets or sets the alpha component.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.op_Equality(Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Color"/> instances are equal.
|
||
</summary>
|
||
<param name="a"><see cref="T:Microsoft.Xna.Framework.Color"/> instance on the left of the equal sign.</param>
|
||
<param name="b"><see cref="T:Microsoft.Xna.Framework.Color"/> instance on the right of the equal sign.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.op_Inequality(Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Color"/> instances are not equal.
|
||
</summary>
|
||
<param name="a"><see cref="T:Microsoft.Xna.Framework.Color"/> instance on the left of the not equal sign.</param>
|
||
<param name="b"><see cref="T:Microsoft.Xna.Framework.Color"/> instance on the right of the not equal sign.</param>
|
||
<returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.GetHashCode">
|
||
<summary>
|
||
Gets the hash code of this <see cref="T:Microsoft.Xna.Framework.Color"/>.
|
||
</summary>
|
||
<returns>Hash code of this <see cref="T:Microsoft.Xna.Framework.Color"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.Equals(System.Object)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified object.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:Microsoft.Xna.Framework.Color"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.TransparentBlack">
|
||
<summary>
|
||
TransparentBlack color (R:0,G:0,B:0,A:0).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Transparent">
|
||
<summary>
|
||
Transparent color (R:0,G:0,B:0,A:0).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.AliceBlue">
|
||
<summary>
|
||
AliceBlue color (R:240,G:248,B:255,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.AntiqueWhite">
|
||
<summary>
|
||
AntiqueWhite color (R:250,G:235,B:215,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Aqua">
|
||
<summary>
|
||
Aqua color (R:0,G:255,B:255,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Aquamarine">
|
||
<summary>
|
||
Aquamarine color (R:127,G:255,B:212,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Azure">
|
||
<summary>
|
||
Azure color (R:240,G:255,B:255,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Beige">
|
||
<summary>
|
||
Beige color (R:245,G:245,B:220,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Bisque">
|
||
<summary>
|
||
Bisque color (R:255,G:228,B:196,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Black">
|
||
<summary>
|
||
Black color (R:0,G:0,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.BlanchedAlmond">
|
||
<summary>
|
||
BlanchedAlmond color (R:255,G:235,B:205,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Blue">
|
||
<summary>
|
||
Blue color (R:0,G:0,B:255,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.BlueViolet">
|
||
<summary>
|
||
BlueViolet color (R:138,G:43,B:226,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Brown">
|
||
<summary>
|
||
Brown color (R:165,G:42,B:42,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.BurlyWood">
|
||
<summary>
|
||
BurlyWood color (R:222,G:184,B:135,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.CadetBlue">
|
||
<summary>
|
||
CadetBlue color (R:95,G:158,B:160,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Chartreuse">
|
||
<summary>
|
||
Chartreuse color (R:127,G:255,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Chocolate">
|
||
<summary>
|
||
Chocolate color (R:210,G:105,B:30,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Coral">
|
||
<summary>
|
||
Coral color (R:255,G:127,B:80,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.CornflowerBlue">
|
||
<summary>
|
||
CornflowerBlue color (R:100,G:149,B:237,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Cornsilk">
|
||
<summary>
|
||
Cornsilk color (R:255,G:248,B:220,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Crimson">
|
||
<summary>
|
||
Crimson color (R:220,G:20,B:60,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Cyan">
|
||
<summary>
|
||
Cyan color (R:0,G:255,B:255,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkBlue">
|
||
<summary>
|
||
DarkBlue color (R:0,G:0,B:139,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkCyan">
|
||
<summary>
|
||
DarkCyan color (R:0,G:139,B:139,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkGoldenrod">
|
||
<summary>
|
||
DarkGoldenrod color (R:184,G:134,B:11,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkGray">
|
||
<summary>
|
||
DarkGray color (R:169,G:169,B:169,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkGreen">
|
||
<summary>
|
||
DarkGreen color (R:0,G:100,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkKhaki">
|
||
<summary>
|
||
DarkKhaki color (R:189,G:183,B:107,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkMagenta">
|
||
<summary>
|
||
DarkMagenta color (R:139,G:0,B:139,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkOliveGreen">
|
||
<summary>
|
||
DarkOliveGreen color (R:85,G:107,B:47,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkOrange">
|
||
<summary>
|
||
DarkOrange color (R:255,G:140,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkOrchid">
|
||
<summary>
|
||
DarkOrchid color (R:153,G:50,B:204,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkRed">
|
||
<summary>
|
||
DarkRed color (R:139,G:0,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkSalmon">
|
||
<summary>
|
||
DarkSalmon color (R:233,G:150,B:122,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkSeaGreen">
|
||
<summary>
|
||
DarkSeaGreen color (R:143,G:188,B:139,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkSlateBlue">
|
||
<summary>
|
||
DarkSlateBlue color (R:72,G:61,B:139,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkSlateGray">
|
||
<summary>
|
||
DarkSlateGray color (R:47,G:79,B:79,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkTurquoise">
|
||
<summary>
|
||
DarkTurquoise color (R:0,G:206,B:209,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DarkViolet">
|
||
<summary>
|
||
DarkViolet color (R:148,G:0,B:211,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DeepPink">
|
||
<summary>
|
||
DeepPink color (R:255,G:20,B:147,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DeepSkyBlue">
|
||
<summary>
|
||
DeepSkyBlue color (R:0,G:191,B:255,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DimGray">
|
||
<summary>
|
||
DimGray color (R:105,G:105,B:105,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.DodgerBlue">
|
||
<summary>
|
||
DodgerBlue color (R:30,G:144,B:255,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Firebrick">
|
||
<summary>
|
||
Firebrick color (R:178,G:34,B:34,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.FloralWhite">
|
||
<summary>
|
||
FloralWhite color (R:255,G:250,B:240,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.ForestGreen">
|
||
<summary>
|
||
ForestGreen color (R:34,G:139,B:34,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Fuchsia">
|
||
<summary>
|
||
Fuchsia color (R:255,G:0,B:255,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Gainsboro">
|
||
<summary>
|
||
Gainsboro color (R:220,G:220,B:220,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.GhostWhite">
|
||
<summary>
|
||
GhostWhite color (R:248,G:248,B:255,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Gold">
|
||
<summary>
|
||
Gold color (R:255,G:215,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Goldenrod">
|
||
<summary>
|
||
Goldenrod color (R:218,G:165,B:32,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Gray">
|
||
<summary>
|
||
Gray color (R:128,G:128,B:128,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Green">
|
||
<summary>
|
||
Green color (R:0,G:128,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.GreenYellow">
|
||
<summary>
|
||
GreenYellow color (R:173,G:255,B:47,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Honeydew">
|
||
<summary>
|
||
Honeydew color (R:240,G:255,B:240,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.HotPink">
|
||
<summary>
|
||
HotPink color (R:255,G:105,B:180,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.IndianRed">
|
||
<summary>
|
||
IndianRed color (R:205,G:92,B:92,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Indigo">
|
||
<summary>
|
||
Indigo color (R:75,G:0,B:130,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Ivory">
|
||
<summary>
|
||
Ivory color (R:255,G:255,B:240,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Khaki">
|
||
<summary>
|
||
Khaki color (R:240,G:230,B:140,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Lavender">
|
||
<summary>
|
||
Lavender color (R:230,G:230,B:250,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LavenderBlush">
|
||
<summary>
|
||
LavenderBlush color (R:255,G:240,B:245,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LawnGreen">
|
||
<summary>
|
||
LawnGreen color (R:124,G:252,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LemonChiffon">
|
||
<summary>
|
||
LemonChiffon color (R:255,G:250,B:205,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LightBlue">
|
||
<summary>
|
||
LightBlue color (R:173,G:216,B:230,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LightCoral">
|
||
<summary>
|
||
LightCoral color (R:240,G:128,B:128,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LightCyan">
|
||
<summary>
|
||
LightCyan color (R:224,G:255,B:255,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LightGoldenrodYellow">
|
||
<summary>
|
||
LightGoldenrodYellow color (R:250,G:250,B:210,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LightGray">
|
||
<summary>
|
||
LightGray color (R:211,G:211,B:211,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LightGreen">
|
||
<summary>
|
||
LightGreen color (R:144,G:238,B:144,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LightPink">
|
||
<summary>
|
||
LightPink color (R:255,G:182,B:193,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LightSalmon">
|
||
<summary>
|
||
LightSalmon color (R:255,G:160,B:122,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LightSeaGreen">
|
||
<summary>
|
||
LightSeaGreen color (R:32,G:178,B:170,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LightSkyBlue">
|
||
<summary>
|
||
LightSkyBlue color (R:135,G:206,B:250,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LightSlateGray">
|
||
<summary>
|
||
LightSlateGray color (R:119,G:136,B:153,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LightSteelBlue">
|
||
<summary>
|
||
LightSteelBlue color (R:176,G:196,B:222,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LightYellow">
|
||
<summary>
|
||
LightYellow color (R:255,G:255,B:224,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Lime">
|
||
<summary>
|
||
Lime color (R:0,G:255,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.LimeGreen">
|
||
<summary>
|
||
LimeGreen color (R:50,G:205,B:50,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Linen">
|
||
<summary>
|
||
Linen color (R:250,G:240,B:230,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Magenta">
|
||
<summary>
|
||
Magenta color (R:255,G:0,B:255,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Maroon">
|
||
<summary>
|
||
Maroon color (R:128,G:0,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.MediumAquamarine">
|
||
<summary>
|
||
MediumAquamarine color (R:102,G:205,B:170,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.MediumBlue">
|
||
<summary>
|
||
MediumBlue color (R:0,G:0,B:205,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.MediumOrchid">
|
||
<summary>
|
||
MediumOrchid color (R:186,G:85,B:211,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.MediumPurple">
|
||
<summary>
|
||
MediumPurple color (R:147,G:112,B:219,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.MediumSeaGreen">
|
||
<summary>
|
||
MediumSeaGreen color (R:60,G:179,B:113,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.MediumSlateBlue">
|
||
<summary>
|
||
MediumSlateBlue color (R:123,G:104,B:238,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.MediumSpringGreen">
|
||
<summary>
|
||
MediumSpringGreen color (R:0,G:250,B:154,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.MediumTurquoise">
|
||
<summary>
|
||
MediumTurquoise color (R:72,G:209,B:204,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.MediumVioletRed">
|
||
<summary>
|
||
MediumVioletRed color (R:199,G:21,B:133,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.MidnightBlue">
|
||
<summary>
|
||
MidnightBlue color (R:25,G:25,B:112,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.MintCream">
|
||
<summary>
|
||
MintCream color (R:245,G:255,B:250,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.MistyRose">
|
||
<summary>
|
||
MistyRose color (R:255,G:228,B:225,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Moccasin">
|
||
<summary>
|
||
Moccasin color (R:255,G:228,B:181,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.MonoGameOrange">
|
||
<summary>
|
||
MonoGame orange theme color (R:231,G:60,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.NavajoWhite">
|
||
<summary>
|
||
NavajoWhite color (R:255,G:222,B:173,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Navy">
|
||
<summary>
|
||
Navy color (R:0,G:0,B:128,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.OldLace">
|
||
<summary>
|
||
OldLace color (R:253,G:245,B:230,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Olive">
|
||
<summary>
|
||
Olive color (R:128,G:128,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.OliveDrab">
|
||
<summary>
|
||
OliveDrab color (R:107,G:142,B:35,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Orange">
|
||
<summary>
|
||
Orange color (R:255,G:165,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.OrangeRed">
|
||
<summary>
|
||
OrangeRed color (R:255,G:69,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Orchid">
|
||
<summary>
|
||
Orchid color (R:218,G:112,B:214,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.PaleGoldenrod">
|
||
<summary>
|
||
PaleGoldenrod color (R:238,G:232,B:170,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.PaleGreen">
|
||
<summary>
|
||
PaleGreen color (R:152,G:251,B:152,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.PaleTurquoise">
|
||
<summary>
|
||
PaleTurquoise color (R:175,G:238,B:238,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.PaleVioletRed">
|
||
<summary>
|
||
PaleVioletRed color (R:219,G:112,B:147,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.PapayaWhip">
|
||
<summary>
|
||
PapayaWhip color (R:255,G:239,B:213,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.PeachPuff">
|
||
<summary>
|
||
PeachPuff color (R:255,G:218,B:185,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Peru">
|
||
<summary>
|
||
Peru color (R:205,G:133,B:63,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Pink">
|
||
<summary>
|
||
Pink color (R:255,G:192,B:203,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Plum">
|
||
<summary>
|
||
Plum color (R:221,G:160,B:221,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.PowderBlue">
|
||
<summary>
|
||
PowderBlue color (R:176,G:224,B:230,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Purple">
|
||
<summary>
|
||
Purple color (R:128,G:0,B:128,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Red">
|
||
<summary>
|
||
Red color (R:255,G:0,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.RosyBrown">
|
||
<summary>
|
||
RosyBrown color (R:188,G:143,B:143,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.RoyalBlue">
|
||
<summary>
|
||
RoyalBlue color (R:65,G:105,B:225,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.SaddleBrown">
|
||
<summary>
|
||
SaddleBrown color (R:139,G:69,B:19,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Salmon">
|
||
<summary>
|
||
Salmon color (R:250,G:128,B:114,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.SandyBrown">
|
||
<summary>
|
||
SandyBrown color (R:244,G:164,B:96,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.SeaGreen">
|
||
<summary>
|
||
SeaGreen color (R:46,G:139,B:87,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.SeaShell">
|
||
<summary>
|
||
SeaShell color (R:255,G:245,B:238,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Sienna">
|
||
<summary>
|
||
Sienna color (R:160,G:82,B:45,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Silver">
|
||
<summary>
|
||
Silver color (R:192,G:192,B:192,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.SkyBlue">
|
||
<summary>
|
||
SkyBlue color (R:135,G:206,B:235,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.SlateBlue">
|
||
<summary>
|
||
SlateBlue color (R:106,G:90,B:205,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.SlateGray">
|
||
<summary>
|
||
SlateGray color (R:112,G:128,B:144,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Snow">
|
||
<summary>
|
||
Snow color (R:255,G:250,B:250,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.SpringGreen">
|
||
<summary>
|
||
SpringGreen color (R:0,G:255,B:127,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.SteelBlue">
|
||
<summary>
|
||
SteelBlue color (R:70,G:130,B:180,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Tan">
|
||
<summary>
|
||
Tan color (R:210,G:180,B:140,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Teal">
|
||
<summary>
|
||
Teal color (R:0,G:128,B:128,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Thistle">
|
||
<summary>
|
||
Thistle color (R:216,G:191,B:216,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Tomato">
|
||
<summary>
|
||
Tomato color (R:255,G:99,B:71,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Turquoise">
|
||
<summary>
|
||
Turquoise color (R:64,G:224,B:208,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Violet">
|
||
<summary>
|
||
Violet color (R:238,G:130,B:238,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Wheat">
|
||
<summary>
|
||
Wheat color (R:245,G:222,B:179,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.White">
|
||
<summary>
|
||
White color (R:255,G:255,B:255,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.WhiteSmoke">
|
||
<summary>
|
||
WhiteSmoke color (R:245,G:245,B:245,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.Yellow">
|
||
<summary>
|
||
Yellow color (R:255,G:255,B:0,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.YellowGreen">
|
||
<summary>
|
||
YellowGreen color (R:154,G:205,B:50,A:255).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.Lerp(Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Single)">
|
||
<summary>
|
||
Performs linear interpolation of <see cref="T:Microsoft.Xna.Framework.Color"/>.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Color"/>.</param>
|
||
<param name="value2">Destination <see cref="T:Microsoft.Xna.Framework.Color"/>.</param>
|
||
<param name="amount">Interpolation factor.</param>
|
||
<returns>Interpolated <see cref="T:Microsoft.Xna.Framework.Color"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.LerpPrecise(Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Single)">
|
||
<summary>
|
||
<see cref="M:Microsoft.Xna.Framework.Color.Lerp(Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Single)"/> should be used instead of this function.
|
||
</summary>
|
||
<returns>Interpolated <see cref="T:Microsoft.Xna.Framework.Color"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.Multiply(Microsoft.Xna.Framework.Color,System.Single)">
|
||
<summary>
|
||
Multiply <see cref="T:Microsoft.Xna.Framework.Color"/> by value.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Color"/>.</param>
|
||
<param name="scale">Multiplicator.</param>
|
||
<returns>Multiplication result.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.op_Multiply(Microsoft.Xna.Framework.Color,System.Single)">
|
||
<summary>
|
||
Multiply <see cref="T:Microsoft.Xna.Framework.Color"/> by value.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Color"/>.</param>
|
||
<param name="scale">Multiplicator.</param>
|
||
<returns>Multiplication result.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.ToVector3">
|
||
<summary>
|
||
Gets a <see cref="T:Microsoft.Xna.Framework.Vector3"/> representation for this object.
|
||
</summary>
|
||
<returns>A <see cref="T:Microsoft.Xna.Framework.Vector3"/> representation for this object.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.ToVector4">
|
||
<summary>
|
||
Gets a <see cref="T:Microsoft.Xna.Framework.Vector4"/> representation for this object.
|
||
</summary>
|
||
<returns>A <see cref="T:Microsoft.Xna.Framework.Vector4"/> representation for this object.</returns>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Color.PackedValue">
|
||
<summary>
|
||
Gets or sets packed value of this <see cref="T:Microsoft.Xna.Framework.Color"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Color"/> in the format:
|
||
{R:[red] G:[green] B:[blue] A:[alpha]}
|
||
</summary>
|
||
<returns><see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Color"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.FromNonPremultiplied(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Translate a non-premultipled alpha <see cref="T:Microsoft.Xna.Framework.Color"/> to a <see cref="T:Microsoft.Xna.Framework.Color"/> that contains premultiplied alpha.
|
||
</summary>
|
||
<param name="vector">A <see cref="T:Microsoft.Xna.Framework.Vector4"/> representing color.</param>
|
||
<returns>A <see cref="T:Microsoft.Xna.Framework.Color"/> which contains premultiplied alpha data.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.FromNonPremultiplied(System.Int32,System.Int32,System.Int32,System.Int32)">
|
||
<summary>
|
||
Translate a non-premultipled alpha <see cref="T:Microsoft.Xna.Framework.Color"/> to a <see cref="T:Microsoft.Xna.Framework.Color"/> that contains premultiplied alpha.
|
||
</summary>
|
||
<param name="r">Red component value.</param>
|
||
<param name="g">Green component value.</param>
|
||
<param name="b">Blue component value.</param>
|
||
<param name="a">Alpha component value.</param>
|
||
<returns>A <see cref="T:Microsoft.Xna.Framework.Color"/> which contains premultiplied alpha data.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.Equals(Microsoft.Xna.Framework.Color)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:Microsoft.Xna.Framework.Color"/>.
|
||
</summary>
|
||
<param name="other">The <see cref="T:Microsoft.Xna.Framework.Color"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.Deconstruct(System.Single@,System.Single@,System.Single@)">
|
||
<summary>
|
||
Deconstruction method for <see cref="T:Microsoft.Xna.Framework.Color"/>.
|
||
</summary>
|
||
<param name="r"></param>
|
||
<param name="g"></param>
|
||
<param name="b"></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Color.Deconstruct(System.Single@,System.Single@,System.Single@,System.Single@)">
|
||
<summary>
|
||
Deconstruction method for <see cref="T:Microsoft.Xna.Framework.Color"/> with Alpha.
|
||
</summary>
|
||
<param name="r"></param>
|
||
<param name="g"></param>
|
||
<param name="b"></param>
|
||
<param name="a"></param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.ContainmentType">
|
||
<summary>
|
||
Defines how the bounding volumes intersects or contain one another.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.ContainmentType.Disjoint">
|
||
<summary>
|
||
Indicates that there is no overlap between two bounding volumes.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.ContainmentType.Contains">
|
||
<summary>
|
||
Indicates that one bounding volume completely contains another volume.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.ContainmentType.Intersects">
|
||
<summary>
|
||
Indicates that bounding volumes partially overlap one another.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.CurveContinuity">
|
||
<summary>
|
||
Defines the continuity of keys on a <see cref="T:Microsoft.Xna.Framework.Curve"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.CurveContinuity.Smooth">
|
||
<summary>
|
||
Interpolation can be used between this key and the next.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.CurveContinuity.Step">
|
||
<summary>
|
||
Interpolation cannot be used. A position between the two points returns this point.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Curve">
|
||
<summary>
|
||
Contains a collection of <see cref="T:Microsoft.Xna.Framework.CurveKey"/> points in 2D space and provides methods for evaluating features of the curve they define.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Curve.IsConstant">
|
||
<summary>
|
||
Returns <c>true</c> if this curve is constant (has zero or one points); <c>false</c> otherwise.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Curve.PreLoop">
|
||
<summary>
|
||
Defines how to handle weighting values that are less than the first control point in the curve.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Curve.PostLoop">
|
||
<summary>
|
||
Defines how to handle weighting values that are greater than the last control point in the curve.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Curve.Keys">
|
||
<summary>
|
||
The collection of curve keys.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Curve.#ctor">
|
||
<summary>
|
||
Constructs a curve.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Curve.Clone">
|
||
<summary>
|
||
Creates a copy of this curve.
|
||
</summary>
|
||
<returns>A copy of this curve.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Curve.Evaluate(System.Single)">
|
||
<summary>
|
||
Evaluate the value at a position of this <see cref="T:Microsoft.Xna.Framework.Curve"/>.
|
||
</summary>
|
||
<param name="position">The position on this <see cref="T:Microsoft.Xna.Framework.Curve"/>.</param>
|
||
<returns>Value at the position on this <see cref="T:Microsoft.Xna.Framework.Curve"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Curve.ComputeTangents(Microsoft.Xna.Framework.CurveTangent)">
|
||
<summary>
|
||
Computes tangents for all keys in the collection.
|
||
</summary>
|
||
<param name="tangentType">The tangent type for both in and out.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Curve.ComputeTangents(Microsoft.Xna.Framework.CurveTangent,Microsoft.Xna.Framework.CurveTangent)">
|
||
<summary>
|
||
Computes tangents for all keys in the collection.
|
||
</summary>
|
||
<param name="tangentInType">The tangent in-type. <see cref="P:Microsoft.Xna.Framework.CurveKey.TangentIn"/> for more details.</param>
|
||
<param name="tangentOutType">The tangent out-type. <see cref="P:Microsoft.Xna.Framework.CurveKey.TangentOut"/> for more details.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Curve.ComputeTangent(System.Int32,Microsoft.Xna.Framework.CurveTangent)">
|
||
<summary>
|
||
Computes tangent for the specific key in the collection.
|
||
</summary>
|
||
<param name="keyIndex">The index of a key in the collection.</param>
|
||
<param name="tangentType">The tangent type for both in and out.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Curve.ComputeTangent(System.Int32,Microsoft.Xna.Framework.CurveTangent,Microsoft.Xna.Framework.CurveTangent)">
|
||
<summary>
|
||
Computes tangent for the specific key in the collection.
|
||
</summary>
|
||
<param name="keyIndex">The index of key in the collection.</param>
|
||
<param name="tangentInType">The tangent in-type. <see cref="P:Microsoft.Xna.Framework.CurveKey.TangentIn"/> for more details.</param>
|
||
<param name="tangentOutType">The tangent out-type. <see cref="P:Microsoft.Xna.Framework.CurveKey.TangentOut"/> for more details.</param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.CurveKeyCollection">
|
||
<summary>
|
||
The collection of the <see cref="T:Microsoft.Xna.Framework.CurveKey"/> elements and a part of the <see cref="T:Microsoft.Xna.Framework.Curve"/> class.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.CurveKeyCollection.Item(System.Int32)">
|
||
<summary>
|
||
Indexer.
|
||
</summary>
|
||
<param name="index">The index of key in this collection.</param>
|
||
<returns><see cref="T:Microsoft.Xna.Framework.CurveKey"/> at <paramref name="index"/> position.</returns>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.CurveKeyCollection.Count">
|
||
<summary>
|
||
Returns the count of keys in this collection.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.CurveKeyCollection.IsReadOnly">
|
||
<summary>
|
||
Returns false because it is not a read-only collection.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKeyCollection.#ctor">
|
||
<summary>
|
||
Creates a new instance of <see cref="T:Microsoft.Xna.Framework.CurveKeyCollection"/> class.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKeyCollection.Add(Microsoft.Xna.Framework.CurveKey)">
|
||
<summary>
|
||
Adds a key to this collection.
|
||
</summary>
|
||
<param name="item">New key for the collection.</param>
|
||
<exception cref="T:System.ArgumentNullException">Throws if <paramref name="item"/> is null.</exception>
|
||
<remarks>The new key would be added respectively to a position of that key and the position of other keys.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKeyCollection.Clear">
|
||
<summary>
|
||
Removes all keys from this collection.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKeyCollection.Clone">
|
||
<summary>
|
||
Creates a copy of this collection.
|
||
</summary>
|
||
<returns>A copy of this collection.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKeyCollection.Contains(Microsoft.Xna.Framework.CurveKey)">
|
||
<summary>
|
||
Determines whether this collection contains a specific key.
|
||
</summary>
|
||
<param name="item">The key to locate in this collection.</param>
|
||
<returns><c>true</c> if the key is found; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKeyCollection.CopyTo(Microsoft.Xna.Framework.CurveKey[],System.Int32)">
|
||
<summary>
|
||
Copies the keys of this collection to an array, starting at the array index provided.
|
||
</summary>
|
||
<param name="array">Destination array where elements will be copied.</param>
|
||
<param name="arrayIndex">The zero-based index in the array to start copying from.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKeyCollection.GetEnumerator">
|
||
<summary>
|
||
Returns an enumerator that iterates through the collection.
|
||
</summary>
|
||
<returns>An enumerator for the <see cref="T:Microsoft.Xna.Framework.CurveKeyCollection"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKeyCollection.IndexOf(Microsoft.Xna.Framework.CurveKey)">
|
||
<summary>
|
||
Finds element in the collection and returns its index.
|
||
</summary>
|
||
<param name="item">Element for the search.</param>
|
||
<returns>Index of the element; or -1 if item is not found.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKeyCollection.RemoveAt(System.Int32)">
|
||
<summary>
|
||
Removes element at the specified index.
|
||
</summary>
|
||
<param name="index">The index which element will be removed.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKeyCollection.Remove(Microsoft.Xna.Framework.CurveKey)">
|
||
<summary>
|
||
Removes specific element.
|
||
</summary>
|
||
<param name="item">The element</param>
|
||
<returns><c>true</c> if item is successfully removed; <c>false</c> otherwise. This method also returns <c>false</c> if item was not found.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.CurveKey">
|
||
<summary>
|
||
Key point on the <see cref="T:Microsoft.Xna.Framework.Curve"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.CurveKey.Continuity">
|
||
<summary>
|
||
Gets or sets the indicator whether the segment between this point and the next point on the curve is discrete or continuous.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.CurveKey.Position">
|
||
<summary>
|
||
Gets a position of the key on the curve.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.CurveKey.TangentIn">
|
||
<summary>
|
||
Gets or sets a tangent when approaching this point from the previous point on the curve.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.CurveKey.TangentOut">
|
||
<summary>
|
||
Gets or sets a tangent when leaving this point to the next point on the curve.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.CurveKey.Value">
|
||
<summary>
|
||
Gets a value of this point.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKey.#ctor">
|
||
<summary>
|
||
Creates a new instance of <see cref="T:Microsoft.Xna.Framework.CurveKey"/> class with position: 0 and value: 0.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKey.#ctor(System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new instance of <see cref="T:Microsoft.Xna.Framework.CurveKey"/> class.
|
||
</summary>
|
||
<param name="position">Position on the curve.</param>
|
||
<param name="value">Value of the control point.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKey.#ctor(System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new instance of <see cref="T:Microsoft.Xna.Framework.CurveKey"/> class.
|
||
</summary>
|
||
<param name="position">Position on the curve.</param>
|
||
<param name="value">Value of the control point.</param>
|
||
<param name="tangentIn">Tangent approaching point from the previous point on the curve.</param>
|
||
<param name="tangentOut">Tangent leaving point toward next point on the curve.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKey.#ctor(System.Single,System.Single,System.Single,System.Single,Microsoft.Xna.Framework.CurveContinuity)">
|
||
<summary>
|
||
Creates a new instance of <see cref="T:Microsoft.Xna.Framework.CurveKey"/> class.
|
||
</summary>
|
||
<param name="position">Position on the curve.</param>
|
||
<param name="value">Value of the control point.</param>
|
||
<param name="tangentIn">Tangent approaching point from the previous point on the curve.</param>
|
||
<param name="tangentOut">Tangent leaving point toward next point on the curve.</param>
|
||
<param name="continuity">Indicates whether the curve is discrete or continuous.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKey.op_Inequality(Microsoft.Xna.Framework.CurveKey,Microsoft.Xna.Framework.CurveKey)">
|
||
<summary>
|
||
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.CurveKey"/> instances are not equal.
|
||
</summary>
|
||
<param name="value1"><see cref="T:Microsoft.Xna.Framework.CurveKey"/> instance on the left of the not equal sign.</param>
|
||
<param name="value2"><see cref="T:Microsoft.Xna.Framework.CurveKey"/> instance on the right of the not equal sign.</param>
|
||
<returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKey.op_Equality(Microsoft.Xna.Framework.CurveKey,Microsoft.Xna.Framework.CurveKey)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.CurveKey"/> instances are equal.
|
||
</summary>
|
||
<param name="value1"><see cref="T:Microsoft.Xna.Framework.CurveKey"/> instance on the left of the equal sign.</param>
|
||
<param name="value2"><see cref="T:Microsoft.Xna.Framework.CurveKey"/> instance on the right of the equal sign.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.CurveKey.Clone">
|
||
<summary>
|
||
Creates a copy of this key.
|
||
</summary>
|
||
<returns>A copy of this key.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.CurveLoopType">
|
||
<summary>
|
||
Defines how the <see cref="T:Microsoft.Xna.Framework.Curve"/> value is determined for position before first point or after the end point on the <see cref="T:Microsoft.Xna.Framework.Curve"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.CurveLoopType.Constant">
|
||
<summary>
|
||
The value of <see cref="T:Microsoft.Xna.Framework.Curve"/> will be evaluated as first point for positions before the beginning and end point for positions after the end.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.CurveLoopType.Cycle">
|
||
<summary>
|
||
The positions will wrap around from the end to beginning of the <see cref="T:Microsoft.Xna.Framework.Curve"/> for determined the value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.CurveLoopType.CycleOffset">
|
||
<summary>
|
||
The positions will wrap around from the end to beginning of the <see cref="T:Microsoft.Xna.Framework.Curve"/>.
|
||
The value will be offset by the difference between the values of first and end <see cref="T:Microsoft.Xna.Framework.CurveKey"/> multiplied by the wrap amount.
|
||
If the position is before the beginning of the <see cref="T:Microsoft.Xna.Framework.Curve"/> the difference will be subtracted from its value; otherwise the difference will be added.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.CurveLoopType.Oscillate">
|
||
<summary>
|
||
The value at the end of the <see cref="T:Microsoft.Xna.Framework.Curve"/> act as an offset from the same side of the <see cref="T:Microsoft.Xna.Framework.Curve"/> toward the opposite side.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.CurveLoopType.Linear">
|
||
<summary>
|
||
The linear interpolation will be performed for determined the value.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.CurveTangent">
|
||
<summary>
|
||
Defines the different tangent types to be calculated for <see cref="T:Microsoft.Xna.Framework.CurveKey"/> points in a <see cref="T:Microsoft.Xna.Framework.Curve"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.CurveTangent.Flat">
|
||
<summary>
|
||
The tangent which always has a value equal to zero.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.CurveTangent.Linear">
|
||
<summary>
|
||
The tangent which contains a difference between current tangent value and the tangent value from the previous <see cref="T:Microsoft.Xna.Framework.CurveKey"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.CurveTangent.Smooth">
|
||
<summary>
|
||
The smoouth tangent which contains the inflection between <see cref="P:Microsoft.Xna.Framework.CurveKey.TangentIn"/> and <see cref="P:Microsoft.Xna.Framework.CurveKey.TangentOut"/> by taking into account the values of both neighbors of the <see cref="T:Microsoft.Xna.Framework.CurveKey"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.DisplayOrientation">
|
||
<summary>
|
||
Defines the orientation of the display.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.DisplayOrientation.Default">
|
||
<summary>
|
||
The default orientation.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.DisplayOrientation.LandscapeLeft">
|
||
<summary>
|
||
The display is rotated counterclockwise into a landscape orientation. Width is greater than height.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.DisplayOrientation.LandscapeRight">
|
||
<summary>
|
||
The display is rotated clockwise into a landscape orientation. Width is greater than height.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.DisplayOrientation.Portrait">
|
||
<summary>
|
||
The display is rotated as portrait, where height is greater than width.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.DisplayOrientation.PortraitDown">
|
||
<summary>
|
||
The display is rotated as inverted portrait, where height is greater than width.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.DisplayOrientation.Unknown">
|
||
<summary>
|
||
Unknown display orientation.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.EventHelpers">
|
||
<summary>
|
||
Provides helper methods to make it easier
|
||
to safely raise events.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.EventHelpers.Raise``1(System.Object,System.EventHandler{``0},``0)">
|
||
<summary>
|
||
Safely raises an event by storing a copy of the event's delegate
|
||
in the <paramref name="handler"/> parameter and checking it for
|
||
null before invoking it.
|
||
</summary>
|
||
<typeparam name="TEventArgs"></typeparam>
|
||
<param name="sender">The object raising the event.</param>
|
||
<param name="handler"><see cref="T:System.EventHandler`1"/> to be invoked</param>
|
||
<param name="e">The <typeparamref name="TEventArgs"/> passed to <see cref="T:System.EventHandler`1"/></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.EventHelpers.Raise(System.Object,System.EventHandler,System.EventArgs)">
|
||
<summary>
|
||
Safely raises an event by storing a copy of the event's delegate
|
||
in the <paramref name="handler"/> parameter and checking it for
|
||
null before invoking it.
|
||
</summary>
|
||
<param name="sender">The object raising the event.</param>
|
||
<param name="handler"><see cref="T:System.EventHandler"/> to be invoked</param>
|
||
<param name="e">The <see cref="T:System.EventArgs"/> passed to <see cref="T:System.EventHandler"/></param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.FrameworkDispatcher">
|
||
<summary>
|
||
Helper class for processing internal framework events.
|
||
</summary>
|
||
<remarks>
|
||
If you use <see cref="T:Microsoft.Xna.Framework.Game"/> class, <see cref="M:Microsoft.Xna.Framework.FrameworkDispatcher.Update"/> is called automatically.
|
||
Otherwise you must call it as part of your game loop.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.FrameworkDispatcher.Update">
|
||
<summary>
|
||
Processes framework events.
|
||
</summary>
|
||
</member>
|
||
<member name="E:Microsoft.Xna.Framework.GameComponentCollection.ComponentAdded">
|
||
<summary>
|
||
Event that is triggered when a <see cref="T:Microsoft.Xna.Framework.GameComponent"/> is added
|
||
to this <see cref="T:Microsoft.Xna.Framework.GameComponentCollection"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="E:Microsoft.Xna.Framework.GameComponentCollection.ComponentRemoved">
|
||
<summary>
|
||
Event that is triggered when a <see cref="T:Microsoft.Xna.Framework.GameComponent"/> is removed
|
||
from this <see cref="T:Microsoft.Xna.Framework.GameComponentCollection"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GameComponentCollection.ClearItems">
|
||
<summary>
|
||
Removes every <see cref="T:Microsoft.Xna.Framework.GameComponent"/> from this <see cref="T:Microsoft.Xna.Framework.GameComponentCollection"/>.
|
||
Triggers <see cref="M:Microsoft.Xna.Framework.GameComponentCollection.OnComponentRemoved(Microsoft.Xna.Framework.GameComponentCollectionEventArgs)"/> once for each <see cref="T:Microsoft.Xna.Framework.GameComponent"/> removed.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GameComponent.Dispose(System.Boolean)">
|
||
<summary>
|
||
Shuts down the component.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GameComponent.Dispose">
|
||
<summary>
|
||
Shuts down the component.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Game.MaxElapsedTime">
|
||
<summary>
|
||
The maximum amount of time we will frameskip over and only perform Update calls with no Draw calls.
|
||
MonoGame extension.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Game.SortingFilteringCollection`1">
|
||
<summary>
|
||
The SortingFilteringCollection class provides efficient, reusable
|
||
sorting and filtering based on a configurable sort comparer, filter
|
||
predicate, and associate change events.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GamePlatform.DefaultRunBehavior">
|
||
<summary>
|
||
When implemented in a derived class, reports the default
|
||
GameRunBehavior for this platform.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GamePlatform.Game">
|
||
<summary>
|
||
Gets the Game instance that owns this GamePlatform instance.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.RaiseAsyncRunLoopEnded">
|
||
<summary>
|
||
Raises the AsyncRunLoopEnded event. This method must be called by
|
||
derived classes when the asynchronous run loop they start has
|
||
stopped running.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.BeforeInitialize">
|
||
<summary>
|
||
Gives derived classes an opportunity to do work before any
|
||
components are initialized. Note that the base implementation sets
|
||
IsActive to true, so derived classes should either call the base
|
||
implementation or set IsActive to true by their own means.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.BeforeRun">
|
||
<summary>
|
||
Gives derived classes an opportunity to do work just before the
|
||
run loop is begun. Implementations may also return false to prevent
|
||
the run loop from starting.
|
||
</summary>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.Exit">
|
||
<summary>
|
||
When implemented in a derived, ends the active run loop.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.RunLoop">
|
||
<summary>
|
||
When implemented in a derived, starts the run loop and blocks
|
||
until it has ended.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.StartRunLoop">
|
||
<summary>
|
||
When implemented in a derived, starts the run loop and returns
|
||
immediately.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.BeforeUpdate(Microsoft.Xna.Framework.GameTime)">
|
||
<summary>
|
||
Gives derived classes an opportunity to do work just before Update
|
||
is called for all IUpdatable components. Returning false from this
|
||
method will result in this round of Update calls being skipped.
|
||
</summary>
|
||
<param name="gameTime"></param>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.BeforeDraw(Microsoft.Xna.Framework.GameTime)">
|
||
<summary>
|
||
Gives derived classes an opportunity to do work just before Draw
|
||
is called for all IDrawable components. Returning false from this
|
||
method will result in this round of Draw calls being skipped.
|
||
</summary>
|
||
<param name="gameTime"></param>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.EnterFullScreen">
|
||
<summary>
|
||
When implemented in a derived class, causes the game to enter
|
||
full-screen mode.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.ExitFullScreen">
|
||
<summary>
|
||
When implemented in a derived class, causes the game to exit
|
||
full-screen mode.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.TargetElapsedTimeChanging(System.TimeSpan)">
|
||
<summary>
|
||
Gives derived classes an opportunity to modify
|
||
Game.TargetElapsedTime before it is set.
|
||
</summary>
|
||
<param name="value">The proposed new value of TargetElapsedTime.</param>
|
||
<returns>The new value of TargetElapsedTime that will be set.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.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="M:Microsoft.Xna.Framework.GamePlatform.EndScreenDeviceChange(System.String,System.Int32,System.Int32)">
|
||
<summary>
|
||
Completes a device transition.
|
||
</summary>
|
||
<param name='screenDeviceName'>
|
||
Screen device name.
|
||
</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="M:Microsoft.Xna.Framework.GamePlatform.TargetElapsedTimeChanged">
|
||
<summary>
|
||
Gives derived classes an opportunity to take action after
|
||
Game.TargetElapsedTime has been set.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.ResetElapsedTime">
|
||
<summary>
|
||
MSDN: Use this method if your game is recovering from a slow-running state, and ElapsedGameTime is too large to be useful.
|
||
Frame timing is generally handled by the Game class, but some platforms still handle it elsewhere. Once all platforms
|
||
rely on the Game class's functionality, this method and any overrides should be removed.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.OnPresentationChanged(Microsoft.Xna.Framework.Graphics.PresentationParameters)">
|
||
<summary>
|
||
Called by the GraphicsDeviceManager to notify the platform
|
||
that the presentation parameters have changed.
|
||
</summary>
|
||
<param name="pp">The new presentation parameters.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.Dispose">
|
||
<summary>
|
||
Performs application-defined tasks associated with freeing,
|
||
releasing, or resetting unmanaged resources.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.GamePlatform.Log(System.String)">
|
||
<summary>
|
||
Log the specified Message.
|
||
</summary>
|
||
<param name='Message'>
|
||
|
||
</param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.GameRunBehavior">
|
||
<summary>
|
||
Defines how <see cref="T:Microsoft.Xna.Framework.Game"/> should be runned.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.GameRunBehavior.Asynchronous">
|
||
<summary>
|
||
The game loop will be runned asynchronous.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.GameRunBehavior.Synchronous">
|
||
<summary>
|
||
The game loop will be runned synchronous.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GameWindow.AllowAltF4">
|
||
<summary>
|
||
Gets or sets a bool that enables usage of Alt+F4 for window closing on desktop platforms. Value is true by default.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GameWindow.Position">
|
||
<summary>
|
||
The location of this window on the desktop, eg: global coordinate space
|
||
which stretches across all screens.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GameWindow.Title">
|
||
<summary>
|
||
Gets or sets the title of the game window.
|
||
</summary>
|
||
<remarks>
|
||
For Windows 8 and Windows 10 UWP this has no effect. For these platforms the title should be
|
||
set by using the DisplayName property found in the app manifest file.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GameWindow.IsBorderless">
|
||
<summary>
|
||
Determines whether the border of the window is visible. Currently only supported on the WinDX and WinGL/Linux platforms.
|
||
</summary>
|
||
<exception cref="T:System.NotImplementedException">
|
||
Thrown when trying to use this property on a platform other than the WinDX and WinGL/Linux platforms.
|
||
</exception>
|
||
</member>
|
||
<member name="E:Microsoft.Xna.Framework.GameWindow.TextInput">
|
||
<summary>
|
||
Use this event to retrieve text for objects like textbox's.
|
||
This event is not raised by noncharacter keys.
|
||
This event also supports key repeat.
|
||
For more information this event is based off:
|
||
http://msdn.microsoft.com/en-AU/library/system.windows.forms.control.keypress.aspx
|
||
</summary>
|
||
<remarks>
|
||
This event is only supported on the Windows DirectX, Windows OpenGL and Linux platforms.
|
||
</remarks>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.IGraphicsDeviceManager">
|
||
<summary>
|
||
Used by the platform code to control the graphics device.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.BeginDraw">
|
||
<summary>
|
||
Called at the start of rendering a frame.
|
||
</summary>
|
||
<returns>Returns true if the frame should be rendered.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.CreateDevice">
|
||
<summary>
|
||
Called to create the graphics device.
|
||
</summary>
|
||
<remarks>Does nothing if the graphics device is already created.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.EndDraw">
|
||
<summary>
|
||
Called after rendering to present the frame to the screen.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.MathHelper">
|
||
<summary>
|
||
Contains commonly used precalculated values and mathematical operations.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.MathHelper.E">
|
||
<summary>
|
||
Represents the mathematical constant e(2.71828175).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.MathHelper.Log10E">
|
||
<summary>
|
||
Represents the log base ten of e(0.4342945).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.MathHelper.Log2E">
|
||
<summary>
|
||
Represents the log base two of e(1.442695).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.MathHelper.Pi">
|
||
<summary>
|
||
Represents the value of pi(3.14159274).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.MathHelper.PiOver2">
|
||
<summary>
|
||
Represents the value of pi divided by two(1.57079637).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.MathHelper.PiOver4">
|
||
<summary>
|
||
Represents the value of pi divided by four(0.7853982).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.MathHelper.TwoPi">
|
||
<summary>
|
||
Represents the value of pi times two(6.28318548).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.Barycentric(System.Single,System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Returns the Cartesian coordinate for one axis of a point that is defined by a given triangle and two normalized barycentric (areal) coordinates.
|
||
</summary>
|
||
<param name="value1">The coordinate on one axis of vertex 1 of the defining triangle.</param>
|
||
<param name="value2">The coordinate on the same axis of vertex 2 of the defining triangle.</param>
|
||
<param name="value3">The coordinate on the same axis of vertex 3 of the defining triangle.</param>
|
||
<param name="amount1">The normalized barycentric (areal) coordinate b2, equal to the weighting factor for vertex 2, the coordinate of which is specified in value2.</param>
|
||
<param name="amount2">The normalized barycentric (areal) coordinate b3, equal to the weighting factor for vertex 3, the coordinate of which is specified in value3.</param>
|
||
<returns>Cartesian coordinate of the specified point with respect to the axis being used.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.CatmullRom(System.Single,System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Performs a Catmull-Rom interpolation using the specified positions.
|
||
</summary>
|
||
<param name="value1">The first position in the interpolation.</param>
|
||
<param name="value2">The second position in the interpolation.</param>
|
||
<param name="value3">The third position in the interpolation.</param>
|
||
<param name="value4">The fourth position in the interpolation.</param>
|
||
<param name="amount">Weighting factor.</param>
|
||
<returns>A position that is the result of the Catmull-Rom interpolation.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.Clamp(System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Restricts a value to be within a specified range.
|
||
</summary>
|
||
<param name="value">The value to clamp.</param>
|
||
<param name="min">The minimum value. If <c>value</c> is less than <c>min</c>, <c>min</c> will be returned.</param>
|
||
<param name="max">The maximum value. If <c>value</c> is greater than <c>max</c>, <c>max</c> will be returned.</param>
|
||
<returns>The clamped value.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.Clamp(System.Int32,System.Int32,System.Int32)">
|
||
<summary>
|
||
Restricts a value to be within a specified range.
|
||
</summary>
|
||
<param name="value">The value to clamp.</param>
|
||
<param name="min">The minimum value. If <c>value</c> is less than <c>min</c>, <c>min</c> will be returned.</param>
|
||
<param name="max">The maximum value. If <c>value</c> is greater than <c>max</c>, <c>max</c> will be returned.</param>
|
||
<returns>The clamped value.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.Distance(System.Single,System.Single)">
|
||
<summary>
|
||
Calculates the absolute value of the difference of two values.
|
||
</summary>
|
||
<param name="value1">Source value.</param>
|
||
<param name="value2">Source value.</param>
|
||
<returns>Distance between the two values.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.Hermite(System.Single,System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Performs a Hermite spline interpolation.
|
||
</summary>
|
||
<param name="value1">Source position.</param>
|
||
<param name="tangent1">Source tangent.</param>
|
||
<param name="value2">Source position.</param>
|
||
<param name="tangent2">Source tangent.</param>
|
||
<param name="amount">Weighting factor.</param>
|
||
<returns>The result of the Hermite spline interpolation.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.Lerp(System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Linearly interpolates between two values.
|
||
</summary>
|
||
<param name="value1">Source value.</param>
|
||
<param name="value2">Destination value.</param>
|
||
<param name="amount">Value between 0 and 1 indicating the weight of value2.</param>
|
||
<returns>Interpolated value.</returns>
|
||
<remarks>This method performs the linear interpolation based on the following formula:
|
||
<code>value1 + (value2 - value1) * amount</code>.
|
||
Passing amount a value of 0 will cause value1 to be returned, a value of 1 will cause value2 to be returned.
|
||
See <see cref="M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single)"/> for a less efficient version with more precision around edge cases.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Linearly interpolates between two values.
|
||
This method is a less efficient, more precise version of <see cref="M:Microsoft.Xna.Framework.MathHelper.Lerp(System.Single,System.Single,System.Single)"/>.
|
||
See remarks for more info.
|
||
</summary>
|
||
<param name="value1">Source value.</param>
|
||
<param name="value2">Destination value.</param>
|
||
<param name="amount">Value between 0 and 1 indicating the weight of value2.</param>
|
||
<returns>Interpolated value.</returns>
|
||
<remarks>This method performs the linear interpolation based on the following formula:
|
||
<code>((1 - amount) * value1) + (value2 * amount)</code>.
|
||
Passing amount a value of 0 will cause value1 to be returned, a value of 1 will cause value2 to be returned.
|
||
This method does not have the floating point precision issue that <see cref="M:Microsoft.Xna.Framework.MathHelper.Lerp(System.Single,System.Single,System.Single)"/> has.
|
||
i.e. If there is a big gap between value1 and value2 in magnitude (e.g. value1=10000000000000000, value2=1),
|
||
right at the edge of the interpolation range (amount=1), <see cref="M:Microsoft.Xna.Framework.MathHelper.Lerp(System.Single,System.Single,System.Single)"/> will return 0 (whereas it should return 1).
|
||
This also holds for value1=10^17, value2=10; value1=10^18,value2=10^2... so on.
|
||
For an in depth explanation of the issue, see below references:
|
||
Relevant Wikipedia Article: https://en.wikipedia.org/wiki/Linear_interpolation#Programming_language_support
|
||
Relevant StackOverflow Answer: http://stackoverflow.com/questions/4353525/floating-point-linear-interpolation#answer-23716956
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.Max(System.Single,System.Single)">
|
||
<summary>
|
||
Returns the greater of two values.
|
||
</summary>
|
||
<param name="value1">Source value.</param>
|
||
<param name="value2">Source value.</param>
|
||
<returns>The greater value.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.Max(System.Int32,System.Int32)">
|
||
<summary>
|
||
Returns the greater of two values.
|
||
</summary>
|
||
<param name="value1">Source value.</param>
|
||
<param name="value2">Source value.</param>
|
||
<returns>The greater value.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.Min(System.Single,System.Single)">
|
||
<summary>
|
||
Returns the lesser of two values.
|
||
</summary>
|
||
<param name="value1">Source value.</param>
|
||
<param name="value2">Source value.</param>
|
||
<returns>The lesser value.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.Min(System.Int32,System.Int32)">
|
||
<summary>
|
||
Returns the lesser of two values.
|
||
</summary>
|
||
<param name="value1">Source value.</param>
|
||
<param name="value2">Source value.</param>
|
||
<returns>The lesser value.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.SmoothStep(System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Interpolates between two values using a cubic equation.
|
||
</summary>
|
||
<param name="value1">Source value.</param>
|
||
<param name="value2">Source value.</param>
|
||
<param name="amount">Weighting value.</param>
|
||
<returns>Interpolated value.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.ToDegrees(System.Single)">
|
||
<summary>
|
||
Converts radians to degrees.
|
||
</summary>
|
||
<param name="radians">The angle in radians.</param>
|
||
<returns>The angle in degrees.</returns>
|
||
<remarks>
|
||
This method uses double precission internally,
|
||
though it returns single float
|
||
Factor = 180 / pi
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.ToRadians(System.Single)">
|
||
<summary>
|
||
Converts degrees to radians.
|
||
</summary>
|
||
<param name="degrees">The angle in degrees.</param>
|
||
<returns>The angle in radians.</returns>
|
||
<remarks>
|
||
This method uses double precission internally,
|
||
though it returns single float
|
||
Factor = pi / 180
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.WrapAngle(System.Single)">
|
||
<summary>
|
||
Reduces a given angle to a value between π and -π.
|
||
</summary>
|
||
<param name="angle">The angle to reduce, in radians.</param>
|
||
<returns>The new angle, in radians.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.MathHelper.IsPowerOfTwo(System.Int32)">
|
||
<summary>
|
||
Determines if value is powered by two.
|
||
</summary>
|
||
<param name="value">A value.</param>
|
||
<returns><c>true</c> if <c>value</c> is powered by two; otherwise <c>false</c>.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Matrix">
|
||
<summary>
|
||
Represents the right-handed 4x4 floating point matrix, which can store translation, scale and rotation information.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Constructs a matrix.
|
||
</summary>
|
||
<param name="m11">A first row and first column value.</param>
|
||
<param name="m12">A first row and second column value.</param>
|
||
<param name="m13">A first row and third column value.</param>
|
||
<param name="m14">A first row and fourth column value.</param>
|
||
<param name="m21">A second row and first column value.</param>
|
||
<param name="m22">A second row and second column value.</param>
|
||
<param name="m23">A second row and third column value.</param>
|
||
<param name="m24">A second row and fourth column value.</param>
|
||
<param name="m31">A third row and first column value.</param>
|
||
<param name="m32">A third row and second column value.</param>
|
||
<param name="m33">A third row and third column value.</param>
|
||
<param name="m34">A third row and fourth column value.</param>
|
||
<param name="m41">A fourth row and first column value.</param>
|
||
<param name="m42">A fourth row and second column value.</param>
|
||
<param name="m43">A fourth row and third column value.</param>
|
||
<param name="m44">A fourth row and fourth column value.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.#ctor(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Constructs a matrix.
|
||
</summary>
|
||
<param name="row1">A first row of the created matrix.</param>
|
||
<param name="row2">A second row of the created matrix.</param>
|
||
<param name="row3">A third row of the created matrix.</param>
|
||
<param name="row4">A fourth row of the created matrix.</param>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M11">
|
||
<summary>
|
||
A first row and first column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M12">
|
||
<summary>
|
||
A first row and second column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M13">
|
||
<summary>
|
||
A first row and third column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M14">
|
||
<summary>
|
||
A first row and fourth column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M21">
|
||
<summary>
|
||
A second row and first column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M22">
|
||
<summary>
|
||
A second row and second column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M23">
|
||
<summary>
|
||
A second row and third column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M24">
|
||
<summary>
|
||
A second row and fourth column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M31">
|
||
<summary>
|
||
A third row and first column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M32">
|
||
<summary>
|
||
A third row and second column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M33">
|
||
<summary>
|
||
A third row and third column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M34">
|
||
<summary>
|
||
A third row and fourth column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M41">
|
||
<summary>
|
||
A fourth row and first column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M42">
|
||
<summary>
|
||
A fourth row and second column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M43">
|
||
<summary>
|
||
A fourth row and third column value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Matrix.M44">
|
||
<summary>
|
||
A fourth row and fourth column value.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Matrix.Backward">
|
||
<summary>
|
||
The backward vector formed from the third row M31, M32, M33 elements.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Matrix.Down">
|
||
<summary>
|
||
The down vector formed from the second row -M21, -M22, -M23 elements.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Matrix.Forward">
|
||
<summary>
|
||
The forward vector formed from the third row -M31, -M32, -M33 elements.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Matrix.Identity">
|
||
<summary>
|
||
Returns the identity matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Matrix.Left">
|
||
<summary>
|
||
The left vector formed from the first row -M11, -M12, -M13 elements.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Matrix.Right">
|
||
<summary>
|
||
The right vector formed from the first row M11, M12, M13 elements.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Matrix.Translation">
|
||
<summary>
|
||
Position stored in this matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Matrix.Up">
|
||
<summary>
|
||
The upper vector formed from the second row M21, M22, M23 elements.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Add(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> which contains sum of two matrixes.
|
||
</summary>
|
||
<param name="matrix1">The first matrix to add.</param>
|
||
<param name="matrix2">The second matrix to add.</param>
|
||
<returns>The result of the matrix addition.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Add(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> which contains sum of two matrixes.
|
||
</summary>
|
||
<param name="matrix1">The first matrix to add.</param>
|
||
<param name="matrix2">The second matrix to add.</param>
|
||
<param name="result">The result of the matrix addition as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateBillboard(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Nullable{Microsoft.Xna.Framework.Vector3})">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> for spherical billboarding that rotates around specified object position.
|
||
</summary>
|
||
<param name="objectPosition">Position of billboard object. It will rotate around that vector.</param>
|
||
<param name="cameraPosition">The camera position.</param>
|
||
<param name="cameraUpVector">The camera up vector.</param>
|
||
<param name="cameraForwardVector">Optional camera forward vector.</param>
|
||
<returns>The <see cref="T:Microsoft.Xna.Framework.Matrix"/> for spherical billboarding.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateBillboard(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Nullable{Microsoft.Xna.Framework.Vector3},Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> for spherical billboarding that rotates around specified object position.
|
||
</summary>
|
||
<param name="objectPosition">Position of billboard object. It will rotate around that vector.</param>
|
||
<param name="cameraPosition">The camera position.</param>
|
||
<param name="cameraUpVector">The camera up vector.</param>
|
||
<param name="cameraForwardVector">Optional camera forward vector.</param>
|
||
<param name="result">The <see cref="T:Microsoft.Xna.Framework.Matrix"/> for spherical billboarding as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateConstrainedBillboard(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Nullable{Microsoft.Xna.Framework.Vector3},System.Nullable{Microsoft.Xna.Framework.Vector3})">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> for cylindrical billboarding that rotates around specified axis.
|
||
</summary>
|
||
<param name="objectPosition">Object position the billboard will rotate around.</param>
|
||
<param name="cameraPosition">Camera position.</param>
|
||
<param name="rotateAxis">Axis of billboard for rotation.</param>
|
||
<param name="cameraForwardVector">Optional camera forward vector.</param>
|
||
<param name="objectForwardVector">Optional object forward vector.</param>
|
||
<returns>The <see cref="T:Microsoft.Xna.Framework.Matrix"/> for cylindrical billboarding.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateConstrainedBillboard(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Nullable{Microsoft.Xna.Framework.Vector3},System.Nullable{Microsoft.Xna.Framework.Vector3},Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> for cylindrical billboarding that rotates around specified axis.
|
||
</summary>
|
||
<param name="objectPosition">Object position the billboard will rotate around.</param>
|
||
<param name="cameraPosition">Camera position.</param>
|
||
<param name="rotateAxis">Axis of billboard for rotation.</param>
|
||
<param name="cameraForwardVector">Optional camera forward vector.</param>
|
||
<param name="objectForwardVector">Optional object forward vector.</param>
|
||
<param name="result">The <see cref="T:Microsoft.Xna.Framework.Matrix"/> for cylindrical billboarding as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateFromAxisAngle(Microsoft.Xna.Framework.Vector3,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> which contains the rotation moment around specified axis.
|
||
</summary>
|
||
<param name="axis">The axis of rotation.</param>
|
||
<param name="angle">The angle of rotation in radians.</param>
|
||
<returns>The rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateFromAxisAngle(Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> which contains the rotation moment around specified axis.
|
||
</summary>
|
||
<param name="axis">The axis of rotation.</param>
|
||
<param name="angle">The angle of rotation in radians.</param>
|
||
<param name="result">The rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateFromQuaternion(Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Creates a new rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> from a <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
<param name="quaternion"><see cref="T:Microsoft.Xna.Framework.Quaternion"/> of rotation moment.</param>
|
||
<returns>The rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateFromQuaternion(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> from a <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
<param name="quaternion"><see cref="T:Microsoft.Xna.Framework.Quaternion"/> of rotation moment.</param>
|
||
<param name="result">The rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateFromYawPitchRoll(System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> from the specified yaw, pitch and roll values.
|
||
</summary>
|
||
<param name="yaw">The yaw rotation value in radians.</param>
|
||
<param name="pitch">The pitch rotation value in radians.</param>
|
||
<param name="roll">The roll rotation value in radians.</param>
|
||
<returns>The rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</returns>
|
||
<remarks>For more information about yaw, pitch and roll visit http://en.wikipedia.org/wiki/Euler_angles.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateFromYawPitchRoll(System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> from the specified yaw, pitch and roll values.
|
||
</summary>
|
||
<param name="yaw">The yaw rotation value in radians.</param>
|
||
<param name="pitch">The pitch rotation value in radians.</param>
|
||
<param name="roll">The roll rotation value in radians.</param>
|
||
<param name="result">The rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> as an output parameter.</param>
|
||
<remarks>For more information about yaw, pitch and roll visit http://en.wikipedia.org/wiki/Euler_angles.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateLookAt(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Creates a new viewing <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="cameraPosition">Position of the camera.</param>
|
||
<param name="cameraTarget">Lookup vector of the camera.</param>
|
||
<param name="cameraUpVector">The direction of the upper edge of the camera.</param>
|
||
<returns>The viewing <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateLookAt(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new viewing <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="cameraPosition">Position of the camera.</param>
|
||
<param name="cameraTarget">Lookup vector of the camera.</param>
|
||
<param name="cameraUpVector">The direction of the upper edge of the camera.</param>
|
||
<param name="result">The viewing <see cref="T:Microsoft.Xna.Framework.Matrix"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateOrthographic(System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for orthographic view.
|
||
</summary>
|
||
<param name="width">Width of the viewing volume.</param>
|
||
<param name="height">Height of the viewing volume.</param>
|
||
<param name="zNearPlane">Depth of the near plane.</param>
|
||
<param name="zFarPlane">Depth of the far plane.</param>
|
||
<returns>The new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for orthographic view.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateOrthographic(System.Single,System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for orthographic view.
|
||
</summary>
|
||
<param name="width">Width of the viewing volume.</param>
|
||
<param name="height">Height of the viewing volume.</param>
|
||
<param name="zNearPlane">Depth of the near plane.</param>
|
||
<param name="zFarPlane">Depth of the far plane.</param>
|
||
<param name="result">The new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for orthographic view as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateOrthographicOffCenter(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for customized orthographic view.
|
||
</summary>
|
||
<param name="left">Lower x-value at the near plane.</param>
|
||
<param name="right">Upper x-value at the near plane.</param>
|
||
<param name="bottom">Lower y-coordinate at the near plane.</param>
|
||
<param name="top">Upper y-value at the near plane.</param>
|
||
<param name="zNearPlane">Depth of the near plane.</param>
|
||
<param name="zFarPlane">Depth of the far plane.</param>
|
||
<returns>The new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for customized orthographic view.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateOrthographicOffCenter(Microsoft.Xna.Framework.Rectangle,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for customized orthographic view.
|
||
</summary>
|
||
<param name="viewingVolume">The viewing volume.</param>
|
||
<param name="zNearPlane">Depth of the near plane.</param>
|
||
<param name="zFarPlane">Depth of the far plane.</param>
|
||
<returns>The new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for customized orthographic view.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateOrthographicOffCenter(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for customized orthographic view.
|
||
</summary>
|
||
<param name="left">Lower x-value at the near plane.</param>
|
||
<param name="right">Upper x-value at the near plane.</param>
|
||
<param name="bottom">Lower y-coordinate at the near plane.</param>
|
||
<param name="top">Upper y-value at the near plane.</param>
|
||
<param name="zNearPlane">Depth of the near plane.</param>
|
||
<param name="zFarPlane">Depth of the far plane.</param>
|
||
<param name="result">The new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for customized orthographic view as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreatePerspective(System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for perspective view.
|
||
</summary>
|
||
<param name="width">Width of the viewing volume.</param>
|
||
<param name="height">Height of the viewing volume.</param>
|
||
<param name="nearPlaneDistance">Distance to the near plane.</param>
|
||
<param name="farPlaneDistance">Distance to the far plane.</param>
|
||
<returns>The new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for perspective view.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreatePerspective(System.Single,System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for perspective view.
|
||
</summary>
|
||
<param name="width">Width of the viewing volume.</param>
|
||
<param name="height">Height of the viewing volume.</param>
|
||
<param name="nearPlaneDistance">Distance to the near plane.</param>
|
||
<param name="farPlaneDistance">Distance to the far plane.</param>
|
||
<param name="result">The new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for perspective view as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreatePerspectiveFieldOfView(System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for perspective view with field of view.
|
||
</summary>
|
||
<param name="fieldOfView">Field of view in the y direction in radians.</param>
|
||
<param name="aspectRatio">Width divided by height of the viewing volume.</param>
|
||
<param name="nearPlaneDistance">Distance to the near plane.</param>
|
||
<param name="farPlaneDistance">Distance to the far plane.</param>
|
||
<returns>The new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for perspective view with FOV.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreatePerspectiveFieldOfView(System.Single,System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for perspective view with field of view.
|
||
</summary>
|
||
<param name="fieldOfView">Field of view in the y direction in radians.</param>
|
||
<param name="aspectRatio">Width divided by height of the viewing volume.</param>
|
||
<param name="nearPlaneDistance">Distance of the near plane.</param>
|
||
<param name="farPlaneDistance">Distance of the far plane.</param>
|
||
<param name="result">The new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for perspective view with FOV as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreatePerspectiveOffCenter(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for customized perspective view.
|
||
</summary>
|
||
<param name="left">Lower x-value at the near plane.</param>
|
||
<param name="right">Upper x-value at the near plane.</param>
|
||
<param name="bottom">Lower y-coordinate at the near plane.</param>
|
||
<param name="top">Upper y-value at the near plane.</param>
|
||
<param name="nearPlaneDistance">Distance to the near plane.</param>
|
||
<param name="farPlaneDistance">Distance to the far plane.</param>
|
||
<returns>The new <see cref="T:Microsoft.Xna.Framework.Matrix"/> for customized perspective view.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreatePerspectiveOffCenter(Microsoft.Xna.Framework.Rectangle,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for customized perspective view.
|
||
</summary>
|
||
<param name="viewingVolume">The viewing volume.</param>
|
||
<param name="nearPlaneDistance">Distance to the near plane.</param>
|
||
<param name="farPlaneDistance">Distance to the far plane.</param>
|
||
<returns>The new <see cref="T:Microsoft.Xna.Framework.Matrix"/> for customized perspective view.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreatePerspectiveOffCenter(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new projection <see cref="T:Microsoft.Xna.Framework.Matrix"/> for customized perspective view.
|
||
</summary>
|
||
<param name="left">Lower x-value at the near plane.</param>
|
||
<param name="right">Upper x-value at the near plane.</param>
|
||
<param name="bottom">Lower y-coordinate at the near plane.</param>
|
||
<param name="top">Upper y-value at the near plane.</param>
|
||
<param name="nearPlaneDistance">Distance to the near plane.</param>
|
||
<param name="farPlaneDistance">Distance to the far plane.</param>
|
||
<param name="result">The new <see cref="T:Microsoft.Xna.Framework.Matrix"/> for customized perspective view as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateRotationX(System.Single)">
|
||
<summary>
|
||
Creates a new rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> around X axis.
|
||
</summary>
|
||
<param name="radians">Angle in radians.</param>
|
||
<returns>The rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> around X axis.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateRotationX(System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> around X axis.
|
||
</summary>
|
||
<param name="radians">Angle in radians.</param>
|
||
<param name="result">The rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> around X axis as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateRotationY(System.Single)">
|
||
<summary>
|
||
Creates a new rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> around Y axis.
|
||
</summary>
|
||
<param name="radians">Angle in radians.</param>
|
||
<returns>The rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> around Y axis.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateRotationY(System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> around Y axis.
|
||
</summary>
|
||
<param name="radians">Angle in radians.</param>
|
||
<param name="result">The rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> around Y axis as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateRotationZ(System.Single)">
|
||
<summary>
|
||
Creates a new rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> around Z axis.
|
||
</summary>
|
||
<param name="radians">Angle in radians.</param>
|
||
<returns>The rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> around Z axis.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateRotationZ(System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> around Z axis.
|
||
</summary>
|
||
<param name="radians">Angle in radians.</param>
|
||
<param name="result">The rotation <see cref="T:Microsoft.Xna.Framework.Matrix"/> around Z axis as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateScale(System.Single)">
|
||
<summary>
|
||
Creates a new scaling <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="scale">Scale value for all three axises.</param>
|
||
<returns>The scaling <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateScale(System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new scaling <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="scale">Scale value for all three axises.</param>
|
||
<param name="result">The scaling <see cref="T:Microsoft.Xna.Framework.Matrix"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateScale(System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new scaling <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="xScale">Scale value for X axis.</param>
|
||
<param name="yScale">Scale value for Y axis.</param>
|
||
<param name="zScale">Scale value for Z axis.</param>
|
||
<returns>The scaling <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateScale(System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new scaling <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="xScale">Scale value for X axis.</param>
|
||
<param name="yScale">Scale value for Y axis.</param>
|
||
<param name="zScale">Scale value for Z axis.</param>
|
||
<param name="result">The scaling <see cref="T:Microsoft.Xna.Framework.Matrix"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateScale(Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Creates a new scaling <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="scales"><see cref="T:Microsoft.Xna.Framework.Vector3"/> representing x,y and z scale values.</param>
|
||
<returns>The scaling <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateScale(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new scaling <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="scales"><see cref="T:Microsoft.Xna.Framework.Vector3"/> representing x,y and z scale values.</param>
|
||
<param name="result">The scaling <see cref="T:Microsoft.Xna.Framework.Matrix"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateShadow(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Plane)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> that flattens geometry into a specified <see cref="T:Microsoft.Xna.Framework.Plane"/> as if casting a shadow from a specified light source.
|
||
</summary>
|
||
<param name="lightDirection">A vector specifying the direction from which the light that will cast the shadow is coming.</param>
|
||
<param name="plane">The plane onto which the new matrix should flatten geometry so as to cast a shadow.</param>
|
||
<returns>A <see cref="T:Microsoft.Xna.Framework.Matrix"/> that can be used to flatten geometry onto the specified plane from the specified direction. </returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateShadow(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Plane@,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> that flattens geometry into a specified <see cref="T:Microsoft.Xna.Framework.Plane"/> as if casting a shadow from a specified light source.
|
||
</summary>
|
||
<param name="lightDirection">A vector specifying the direction from which the light that will cast the shadow is coming.</param>
|
||
<param name="plane">The plane onto which the new matrix should flatten geometry so as to cast a shadow.</param>
|
||
<param name="result">A <see cref="T:Microsoft.Xna.Framework.Matrix"/> that can be used to flatten geometry onto the specified plane from the specified direction as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateTranslation(System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new translation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="xPosition">X coordinate of translation.</param>
|
||
<param name="yPosition">Y coordinate of translation.</param>
|
||
<param name="zPosition">Z coordinate of translation.</param>
|
||
<returns>The translation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateTranslation(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new translation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="position">X,Y and Z coordinates of translation.</param>
|
||
<param name="result">The translation <see cref="T:Microsoft.Xna.Framework.Matrix"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateTranslation(Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Creates a new translation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="position">X,Y and Z coordinates of translation.</param>
|
||
<returns>The translation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateTranslation(System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new translation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="xPosition">X coordinate of translation.</param>
|
||
<param name="yPosition">Y coordinate of translation.</param>
|
||
<param name="zPosition">Z coordinate of translation.</param>
|
||
<param name="result">The translation <see cref="T:Microsoft.Xna.Framework.Matrix"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateReflection(Microsoft.Xna.Framework.Plane)">
|
||
<summary>
|
||
Creates a new reflection <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="value">The plane that used for reflection calculation.</param>
|
||
<returns>The reflection <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateReflection(Microsoft.Xna.Framework.Plane@,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new reflection <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="value">The plane that used for reflection calculation.</param>
|
||
<param name="result">The reflection <see cref="T:Microsoft.Xna.Framework.Matrix"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateWorld(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Creates a new world <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="position">The position vector.</param>
|
||
<param name="forward">The forward direction vector.</param>
|
||
<param name="up">The upward direction vector. Usually <see cref="P:Microsoft.Xna.Framework.Vector3.Up"/>.</param>
|
||
<returns>The world <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.CreateWorld(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new world <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="position">The position vector.</param>
|
||
<param name="forward">The forward direction vector.</param>
|
||
<param name="up">The upward direction vector. Usually <see cref="P:Microsoft.Xna.Framework.Vector3.Up"/>.</param>
|
||
<param name="result">The world <see cref="T:Microsoft.Xna.Framework.Matrix"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Decompose(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Decomposes this matrix to translation, rotation and scale elements. Returns <c>true</c> if matrix can be decomposed; <c>false</c> otherwise.
|
||
</summary>
|
||
<param name="scale">Scale vector as an output parameter.</param>
|
||
<param name="rotation">Rotation quaternion as an output parameter.</param>
|
||
<param name="translation">Translation vector as an output parameter.</param>
|
||
<returns><c>true</c> if matrix can be decomposed; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Determinant">
|
||
<summary>
|
||
Returns a determinant of this <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<returns>Determinant of this <see cref="T:Microsoft.Xna.Framework.Matrix"/></returns>
|
||
<remarks>See more about determinant here - http://en.wikipedia.org/wiki/Determinant.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Divide(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Divides the elements of a <see cref="T:Microsoft.Xna.Framework.Matrix"/> by the elements of another matrix.
|
||
</summary>
|
||
<param name="matrix1">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="matrix2">Divisor <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns>The result of dividing the matrix.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Divide(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Divides the elements of a <see cref="T:Microsoft.Xna.Framework.Matrix"/> by the elements of another matrix.
|
||
</summary>
|
||
<param name="matrix1">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="matrix2">Divisor <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="result">The result of dividing the matrix as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Divide(Microsoft.Xna.Framework.Matrix,System.Single)">
|
||
<summary>
|
||
Divides the elements of a <see cref="T:Microsoft.Xna.Framework.Matrix"/> by a scalar.
|
||
</summary>
|
||
<param name="matrix1">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="divider">Divisor scalar.</param>
|
||
<returns>The result of dividing a matrix by a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Divide(Microsoft.Xna.Framework.Matrix@,System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Divides the elements of a <see cref="T:Microsoft.Xna.Framework.Matrix"/> by a scalar.
|
||
</summary>
|
||
<param name="matrix1">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="divider">Divisor scalar.</param>
|
||
<param name="result">The result of dividing a matrix by a scalar as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Equals(Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:Microsoft.Xna.Framework.Matrix"/> without any tolerance.
|
||
</summary>
|
||
<param name="other">The <see cref="T:Microsoft.Xna.Framework.Matrix"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Equals(System.Object)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:System.Object"/> without any tolerance.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:System.Object"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.GetHashCode">
|
||
<summary>
|
||
Gets the hash code of this <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<returns>Hash code of this <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Invert(Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> which contains inversion of the specified matrix.
|
||
</summary>
|
||
<param name="matrix">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns>The inverted matrix.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Invert(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> which contains inversion of the specified matrix.
|
||
</summary>
|
||
<param name="matrix">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="result">The inverted matrix as output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Lerp(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> that contains linear interpolation of the values in specified matrixes.
|
||
</summary>
|
||
<param name="matrix1">The first <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="matrix2">The second <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="amount">Weighting value(between 0.0 and 1.0).</param>
|
||
<returns>>The result of linear interpolation of the specified matrixes.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Lerp(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> that contains linear interpolation of the values in specified matrixes.
|
||
</summary>
|
||
<param name="matrix1">The first <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="matrix2">The second <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="amount">Weighting value(between 0.0 and 1.0).</param>
|
||
<param name="result">The result of linear interpolation of the specified matrixes as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Multiply(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> that contains a multiplication of two matrix.
|
||
</summary>
|
||
<param name="matrix1">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="matrix2">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns>Result of the matrix multiplication.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Multiply(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> that contains a multiplication of two matrix.
|
||
</summary>
|
||
<param name="matrix1">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="matrix2">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="result">Result of the matrix multiplication as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Multiply(Microsoft.Xna.Framework.Matrix,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> that contains a multiplication of <see cref="T:Microsoft.Xna.Framework.Matrix"/> and a scalar.
|
||
</summary>
|
||
<param name="matrix1">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="scaleFactor">Scalar value.</param>
|
||
<returns>Result of the matrix multiplication with a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Multiply(Microsoft.Xna.Framework.Matrix@,System.Single,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> that contains a multiplication of <see cref="T:Microsoft.Xna.Framework.Matrix"/> and a scalar.
|
||
</summary>
|
||
<param name="matrix1">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="scaleFactor">Scalar value.</param>
|
||
<param name="result">Result of the matrix multiplication with a scalar as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.ToFloatArray(Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Copy the values of specified <see cref="T:Microsoft.Xna.Framework.Matrix"/> to the float array.
|
||
</summary>
|
||
<param name="matrix">The source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns>The array which matrix values will be stored.</returns>
|
||
<remarks>
|
||
Required for OpenGL 2.0 projection matrix stuff.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Negate(Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Returns a matrix with the all values negated.
|
||
</summary>
|
||
<param name="matrix">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns>Result of the matrix negation.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Negate(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Returns a matrix with the all values negated.
|
||
</summary>
|
||
<param name="matrix">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="result">Result of the matrix negation as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.op_Addition(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Adds two matrixes.
|
||
</summary>
|
||
<param name="matrix1">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the left of the add sign.</param>
|
||
<param name="matrix2">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the right of the add sign.</param>
|
||
<returns>Sum of the matrixes.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.op_Division(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Divides the elements of a <see cref="T:Microsoft.Xna.Framework.Matrix"/> by the elements of another <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="matrix1">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the left of the div sign.</param>
|
||
<param name="matrix2">Divisor <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the right of the div sign.</param>
|
||
<returns>The result of dividing the matrixes.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.op_Division(Microsoft.Xna.Framework.Matrix,System.Single)">
|
||
<summary>
|
||
Divides the elements of a <see cref="T:Microsoft.Xna.Framework.Matrix"/> by a scalar.
|
||
</summary>
|
||
<param name="matrix">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the left of the div sign.</param>
|
||
<param name="divider">Divisor scalar on the right of the div sign.</param>
|
||
<returns>The result of dividing a matrix by a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.op_Equality(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Matrix"/> instances are equal without any tolerance.
|
||
</summary>
|
||
<param name="matrix1">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the left of the equal sign.</param>
|
||
<param name="matrix2">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the right of the equal sign.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.op_Inequality(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Matrix"/> instances are not equal without any tolerance.
|
||
</summary>
|
||
<param name="matrix1">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the left of the not equal sign.</param>
|
||
<param name="matrix2">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the right of the not equal sign.</param>
|
||
<returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.op_Multiply(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Multiplies two matrixes.
|
||
</summary>
|
||
<param name="matrix1">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the left of the mul sign.</param>
|
||
<param name="matrix2">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the right of the mul sign.</param>
|
||
<returns>Result of the matrix multiplication.</returns>
|
||
<remarks>
|
||
Using matrix multiplication algorithm - see http://en.wikipedia.org/wiki/Matrix_multiplication.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.op_Multiply(Microsoft.Xna.Framework.Matrix,System.Single)">
|
||
<summary>
|
||
Multiplies the elements of matrix by a scalar.
|
||
</summary>
|
||
<param name="matrix">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the left of the mul sign.</param>
|
||
<param name="scaleFactor">Scalar value on the right of the mul sign.</param>
|
||
<returns>Result of the matrix multiplication with a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.op_Subtraction(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Subtracts the values of one <see cref="T:Microsoft.Xna.Framework.Matrix"/> from another <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="matrix1">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the left of the sub sign.</param>
|
||
<param name="matrix2">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the right of the sub sign.</param>
|
||
<returns>Result of the matrix subtraction.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.op_UnaryNegation(Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Inverts values in the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="matrix">Source <see cref="T:Microsoft.Xna.Framework.Matrix"/> on the right of the sub sign.</param>
|
||
<returns>Result of the inversion.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Subtract(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> that contains subtraction of one matrix from another.
|
||
</summary>
|
||
<param name="matrix1">The first <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="matrix2">The second <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns>The result of the matrix subtraction.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Subtract(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Matrix"/> that contains subtraction of one matrix from another.
|
||
</summary>
|
||
<param name="matrix1">The first <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="matrix2">The second <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="result">The result of the matrix subtraction as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Matrix"/> in the format:
|
||
{M11:[<see cref="F:Microsoft.Xna.Framework.Matrix.M11"/>] M12:[<see cref="F:Microsoft.Xna.Framework.Matrix.M12"/>] M13:[<see cref="F:Microsoft.Xna.Framework.Matrix.M13"/>] M14:[<see cref="F:Microsoft.Xna.Framework.Matrix.M14"/>]}
|
||
{M21:[<see cref="F:Microsoft.Xna.Framework.Matrix.M21"/>] M12:[<see cref="F:Microsoft.Xna.Framework.Matrix.M22"/>] M13:[<see cref="F:Microsoft.Xna.Framework.Matrix.M23"/>] M14:[<see cref="F:Microsoft.Xna.Framework.Matrix.M24"/>]}
|
||
{M31:[<see cref="F:Microsoft.Xna.Framework.Matrix.M31"/>] M32:[<see cref="F:Microsoft.Xna.Framework.Matrix.M32"/>] M33:[<see cref="F:Microsoft.Xna.Framework.Matrix.M33"/>] M34:[<see cref="F:Microsoft.Xna.Framework.Matrix.M34"/>]}
|
||
{M41:[<see cref="F:Microsoft.Xna.Framework.Matrix.M41"/>] M42:[<see cref="F:Microsoft.Xna.Framework.Matrix.M42"/>] M43:[<see cref="F:Microsoft.Xna.Framework.Matrix.M43"/>] M44:[<see cref="F:Microsoft.Xna.Framework.Matrix.M44"/>]}
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Transpose(Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Swap the matrix rows and columns.
|
||
</summary>
|
||
<param name="matrix">The matrix for transposing operation.</param>
|
||
<returns>The new <see cref="T:Microsoft.Xna.Framework.Matrix"/> which contains the transposing result.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.Transpose(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@)">
|
||
<summary>
|
||
Swap the matrix rows and columns.
|
||
</summary>
|
||
<param name="matrix">The matrix for transposing operation.</param>
|
||
<param name="result">The new <see cref="T:Microsoft.Xna.Framework.Matrix"/> which contains the transposing result as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Matrix.FindDeterminants(Microsoft.Xna.Framework.Matrix@,System.Single@,System.Single@,System.Single@,System.Single@,System.Single@,System.Single@,System.Single@,System.Single@,System.Single@,System.Single@,System.Single@,System.Single@,System.Single@)">
|
||
<summary>
|
||
Helper method for using the Laplace expansion theorem using two rows expansions to calculate major and
|
||
minor determinants of a 4x4 matrix. This method is used for inverting a matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Audio.NamespaceDoc">
|
||
<summary>
|
||
Support for playing sound effects and XACT audio.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Content.NamespaceDoc">
|
||
<summary>
|
||
The runtime support for loading content pipeline content.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Content.ContentManager.LoadedAssets">
|
||
<summary>
|
||
Virtual property to allow a derived ContentManager to have it's assets reloaded
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Content.ExternalReferenceReader">
|
||
<summary>
|
||
External reference reader, provided for compatibility with XNA Framework built content
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Content.ContentSerializerAttribute.#ctor">
|
||
<summary>
|
||
Creates an instance of the attribute.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Content.ContentSerializerAttribute.CollectionItemName">
|
||
<summary>
|
||
Returns the overriden XML element name or the default "Item".
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Content.ContentSerializerAttribute.HasCollectionItemName">
|
||
<summary>
|
||
Returns true if the default CollectionItemName value was overridden.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Content.ContentSerializerCollectionItemNameAttribute">
|
||
<summary>
|
||
This is used to specify the XML element name to use for each item in a collection.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Content.ContentSerializerCollectionItemNameAttribute.#ctor(System.String)">
|
||
<summary>
|
||
Creates an instance of the attribute.
|
||
</summary>
|
||
<param name="collectionItemName">The XML element name to use for each item in the collection.</param>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Content.ContentSerializerCollectionItemNameAttribute.CollectionItemName">
|
||
<summary>
|
||
The XML element name to use for each item in the collection.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Content.ContentSerializerRuntimeTypeAttribute">
|
||
<summary>
|
||
This is used to specify the type to use when deserializing this object at runtime.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Content.ContentSerializerRuntimeTypeAttribute.#ctor(System.String)">
|
||
<summary>
|
||
Creates an instance of the attribute.
|
||
</summary>
|
||
<param name="runtimeType">The name of the type to use at runtime.</param>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Content.ContentSerializerRuntimeTypeAttribute.RuntimeType">
|
||
<summary>
|
||
The name of the type to use at runtime.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Content.ContentSerializerTypeVersionAttribute">
|
||
<summary>
|
||
This is used to specify the version when deserializing this object at runtime.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Content.ContentSerializerTypeVersionAttribute.#ctor(System.Int32)">
|
||
<summary>
|
||
Creates an instance of the attribute.
|
||
</summary>
|
||
<param name="typeVersion">The version passed to the type at runtime.</param>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Content.ContentSerializerTypeVersionAttribute.TypeVersion">
|
||
<summary>
|
||
The version passed to the type at runtime.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Content.ContentTypeReaderManager.PrepareType(System.String)">
|
||
<summary>
|
||
Removes Version, Culture and PublicKeyToken from a type string.
|
||
</summary>
|
||
<remarks>
|
||
Supports multiple generic types (e.g. Dictionary<TKey,TValue>) and nested generic types (e.g. List<List<int>>).
|
||
</remarks>
|
||
<param name="type">
|
||
A <see cref="T:System.String"/>
|
||
</param>
|
||
<returns>
|
||
A <see cref="T:System.String"/>
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Content.ContentTypeReaderManager.AddTypeCreator(System.String,System.Func{Microsoft.Xna.Framework.Content.ContentTypeReader})">
|
||
<summary>
|
||
Adds the type creator.
|
||
</summary>
|
||
<param name='typeString'>
|
||
Type string.
|
||
</param>
|
||
<param name='createFunction'>
|
||
Create function.
|
||
</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.PlaneHelper.ClassifyPoint(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Plane@)">
|
||
<summary>
|
||
Returns a value indicating what side (positive/negative) of a plane a point is
|
||
</summary>
|
||
<param name="point">The point to check with</param>
|
||
<param name="plane">The plane to check against</param>
|
||
<returns>Greater than zero if on the positive side, less than zero if on the negative size, 0 otherwise</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.PlaneHelper.PerpendicularDistance(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Plane@)">
|
||
<summary>
|
||
Returns the perpendicular distance from a point to a plane
|
||
</summary>
|
||
<param name="point">The point to check</param>
|
||
<param name="plane">The place to check</param>
|
||
<returns>The perpendicular distance from the point to the plane</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Plane.Transform(Microsoft.Xna.Framework.Plane,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Transforms a normalized plane by a matrix.
|
||
</summary>
|
||
<param name="plane">The normalized plane to transform.</param>
|
||
<param name="matrix">The transformation matrix.</param>
|
||
<returns>The transformed plane.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Plane.Transform(Microsoft.Xna.Framework.Plane@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Plane@)">
|
||
<summary>
|
||
Transforms a normalized plane by a matrix.
|
||
</summary>
|
||
<param name="plane">The normalized plane to transform.</param>
|
||
<param name="matrix">The transformation matrix.</param>
|
||
<param name="result">The transformed plane.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Plane.Transform(Microsoft.Xna.Framework.Plane,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Transforms a normalized plane by a quaternion rotation.
|
||
</summary>
|
||
<param name="plane">The normalized plane to transform.</param>
|
||
<param name="rotation">The quaternion rotation.</param>
|
||
<returns>The transformed plane.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Plane.Transform(Microsoft.Xna.Framework.Plane@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Plane@)">
|
||
<summary>
|
||
Transforms a normalized plane by a quaternion rotation.
|
||
</summary>
|
||
<param name="plane">The normalized plane to transform.</param>
|
||
<param name="rotation">The quaternion rotation.</param>
|
||
<param name="result">The transformed plane.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Plane.Deconstruct(Microsoft.Xna.Framework.Vector3@,System.Single@)">
|
||
<summary>
|
||
Deconstruction method for <see cref="T:Microsoft.Xna.Framework.Plane"/>.
|
||
</summary>
|
||
<param name="normal"></param>
|
||
<param name="d"></param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.PlaneIntersectionType">
|
||
<summary>
|
||
Defines the intersection between a <see cref="T:Microsoft.Xna.Framework.Plane"/> and a bounding volume.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.PlaneIntersectionType.Front">
|
||
<summary>
|
||
There is no intersection, the bounding volume is in the negative half space of the plane.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.PlaneIntersectionType.Back">
|
||
<summary>
|
||
There is no intersection, the bounding volume is in the positive half space of the plane.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.PlaneIntersectionType.Intersecting">
|
||
<summary>
|
||
The plane is intersected.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.PlayerIndex">
|
||
<summary>
|
||
Defines the index of player for various MonoGame components.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.PlayerIndex.One">
|
||
<summary>
|
||
The first player index.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.PlayerIndex.Two">
|
||
<summary>
|
||
The second player index.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.PlayerIndex.Three">
|
||
<summary>
|
||
The third player index.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.PlayerIndex.Four">
|
||
<summary>
|
||
The fourth player index.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Point">
|
||
<summary>
|
||
Describes a 2D-point.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Point.X">
|
||
<summary>
|
||
The x coordinate of this <see cref="T:Microsoft.Xna.Framework.Point"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Point.Y">
|
||
<summary>
|
||
The y coordinate of this <see cref="T:Microsoft.Xna.Framework.Point"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Point.Zero">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Point"/> with coordinates 0, 0.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Point.#ctor(System.Int32,System.Int32)">
|
||
<summary>
|
||
Constructs a point with X and Y from two values.
|
||
</summary>
|
||
<param name="x">The x coordinate in 2d-space.</param>
|
||
<param name="y">The y coordinate in 2d-space.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Point.#ctor(System.Int32)">
|
||
<summary>
|
||
Constructs a point with X and Y set to the same value.
|
||
</summary>
|
||
<param name="value">The x and y coordinates in 2d-space.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Point.op_Addition(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
|
||
<summary>
|
||
Adds two points.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Point"/> on the left of the add sign.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Point"/> on the right of the add sign.</param>
|
||
<returns>Sum of the points.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Point.op_Subtraction(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
|
||
<summary>
|
||
Subtracts a <see cref="T:Microsoft.Xna.Framework.Point"/> from a <see cref="T:Microsoft.Xna.Framework.Point"/>.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Point"/> on the left of the sub sign.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Point"/> on the right of the sub sign.</param>
|
||
<returns>Result of the subtraction.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Point.op_Multiply(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
|
||
<summary>
|
||
Multiplies the components of two points by each other.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Point"/> on the left of the mul sign.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Point"/> on the right of the mul sign.</param>
|
||
<returns>Result of the multiplication.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Point.op_Division(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Point"/> by the components of another <see cref="T:Microsoft.Xna.Framework.Point"/>.
|
||
</summary>
|
||
<param name="source">Source <see cref="T:Microsoft.Xna.Framework.Point"/> on the left of the div sign.</param>
|
||
<param name="divisor">Divisor <see cref="T:Microsoft.Xna.Framework.Point"/> on the right of the div sign.</param>
|
||
<returns>The result of dividing the points.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Point.op_Equality(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Point"/> instances are equal.
|
||
</summary>
|
||
<param name="a"><see cref="T:Microsoft.Xna.Framework.Point"/> instance on the left of the equal sign.</param>
|
||
<param name="b"><see cref="T:Microsoft.Xna.Framework.Point"/> instance on the right of the equal sign.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Point.op_Inequality(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Point"/> instances are not equal.
|
||
</summary>
|
||
<param name="a"><see cref="T:Microsoft.Xna.Framework.Point"/> instance on the left of the not equal sign.</param>
|
||
<param name="b"><see cref="T:Microsoft.Xna.Framework.Point"/> instance on the right of the not equal sign.</param>
|
||
<returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Point.Equals(System.Object)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:System.Object"/>.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:System.Object"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Point.Equals(Microsoft.Xna.Framework.Point)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:Microsoft.Xna.Framework.Point"/>.
|
||
</summary>
|
||
<param name="other">The <see cref="T:Microsoft.Xna.Framework.Point"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Point.GetHashCode">
|
||
<summary>
|
||
Gets the hash code of this <see cref="T:Microsoft.Xna.Framework.Point"/>.
|
||
</summary>
|
||
<returns>Hash code of this <see cref="T:Microsoft.Xna.Framework.Point"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Point.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Point"/> in the format:
|
||
{X:[<see cref="F:Microsoft.Xna.Framework.Point.X"/>] Y:[<see cref="F:Microsoft.Xna.Framework.Point.Y"/>]}
|
||
</summary>
|
||
<returns><see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Point"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Point.ToVector2">
|
||
<summary>
|
||
Gets a <see cref="T:Microsoft.Xna.Framework.Vector2"/> representation for this object.
|
||
</summary>
|
||
<returns>A <see cref="T:Microsoft.Xna.Framework.Vector2"/> representation for this object.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Point.Deconstruct(System.Int32@,System.Int32@)">
|
||
<summary>
|
||
Deconstruction method for <see cref="T:Microsoft.Xna.Framework.Point"/>.
|
||
</summary>
|
||
<param name="x"></param>
|
||
<param name="y"></param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs">
|
||
<summary>
|
||
The arguments to the <see cref="E:Microsoft.Xna.Framework.GraphicsDeviceManager.PreparingDeviceSettings"/> event.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs.#ctor(Microsoft.Xna.Framework.GraphicsDeviceInformation)">
|
||
<summary>
|
||
Create a new instance of the event.
|
||
</summary>
|
||
<param name="graphicsDeviceInformation">The default settings to be used in device creation.</param>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs.GraphicsDeviceInformation">
|
||
<summary>
|
||
The default settings that will be used in device creation.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Quaternion">
|
||
<summary>
|
||
An efficient mathematical representation for three dimensional rotations.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Quaternion.X">
|
||
<summary>
|
||
The x coordinate of this <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Quaternion.Y">
|
||
<summary>
|
||
The y coordinate of this <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Quaternion.Z">
|
||
<summary>
|
||
The z coordinate of this <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Quaternion.W">
|
||
<summary>
|
||
The rotation component of this <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Constructs a quaternion with X, Y, Z and W from four values.
|
||
</summary>
|
||
<param name="x">The x coordinate in 3d-space.</param>
|
||
<param name="y">The y coordinate in 3d-space.</param>
|
||
<param name="z">The z coordinate in 3d-space.</param>
|
||
<param name="w">The rotation component.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.#ctor(Microsoft.Xna.Framework.Vector3,System.Single)">
|
||
<summary>
|
||
Constructs a quaternion with X, Y, Z from <see cref="T:Microsoft.Xna.Framework.Vector3"/> and rotation component from a scalar.
|
||
</summary>
|
||
<param name="value">The x, y, z coordinates in 3d-space.</param>
|
||
<param name="w">The rotation component.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.#ctor(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Constructs a quaternion from <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
<param name="value">The x, y, z coordinates in 3d-space and the rotation component.</param>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Quaternion.Identity">
|
||
<summary>
|
||
Returns a quaternion representing no rotation.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Add(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> that contains the sum of two quaternions.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="quaternion2">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<returns>The result of the quaternion addition.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Add(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> that contains the sum of two quaternions.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="quaternion2">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="result">The result of the quaternion addition as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Concatenate(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> that contains concatenation between two quaternion.
|
||
</summary>
|
||
<param name="value1">The first <see cref="T:Microsoft.Xna.Framework.Quaternion"/> to concatenate.</param>
|
||
<param name="value2">The second <see cref="T:Microsoft.Xna.Framework.Quaternion"/> to concatenate.</param>
|
||
<returns>The result of rotation of <paramref name="value1"/> followed by <paramref name="value2"/> rotation.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Concatenate(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> that contains concatenation between two quaternion.
|
||
</summary>
|
||
<param name="value1">The first <see cref="T:Microsoft.Xna.Framework.Quaternion"/> to concatenate.</param>
|
||
<param name="value2">The second <see cref="T:Microsoft.Xna.Framework.Quaternion"/> to concatenate.</param>
|
||
<param name="result">The result of rotation of <paramref name="value1"/> followed by <paramref name="value2"/> rotation as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Conjugate">
|
||
<summary>
|
||
Transforms this quaternion into its conjugated version.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Conjugate(Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> that contains conjugated version of the specified quaternion.
|
||
</summary>
|
||
<param name="value">The quaternion which values will be used to create the conjugated version.</param>
|
||
<returns>The conjugate version of the specified quaternion.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Conjugate(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> that contains conjugated version of the specified quaternion.
|
||
</summary>
|
||
<param name="value">The quaternion which values will be used to create the conjugated version.</param>
|
||
<param name="result">The conjugated version of the specified quaternion as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.CreateFromAxisAngle(Microsoft.Xna.Framework.Vector3,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> from the specified axis and angle.
|
||
</summary>
|
||
<param name="axis">The axis of rotation.</param>
|
||
<param name="angle">The angle in radians.</param>
|
||
<returns>The new quaternion builded from axis and angle.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.CreateFromAxisAngle(Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> from the specified axis and angle.
|
||
</summary>
|
||
<param name="axis">The axis of rotation.</param>
|
||
<param name="angle">The angle in radians.</param>
|
||
<param name="result">The new quaternion builded from axis and angle as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.CreateFromRotationMatrix(Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> from the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="matrix">The rotation matrix.</param>
|
||
<returns>A quaternion composed from the rotation part of the matrix.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.CreateFromRotationMatrix(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> from the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="matrix">The rotation matrix.</param>
|
||
<param name="result">A quaternion composed from the rotation part of the matrix as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.CreateFromYawPitchRoll(System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> from the specified yaw, pitch and roll angles.
|
||
</summary>
|
||
<param name="yaw">Yaw around the y axis in radians.</param>
|
||
<param name="pitch">Pitch around the x axis in radians.</param>
|
||
<param name="roll">Roll around the z axis in radians.</param>
|
||
<returns>A new quaternion from the concatenated yaw, pitch, and roll angles.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.CreateFromYawPitchRoll(System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> from the specified yaw, pitch and roll angles.
|
||
</summary>
|
||
<param name="yaw">Yaw around the y axis in radians.</param>
|
||
<param name="pitch">Pitch around the x axis in radians.</param>
|
||
<param name="roll">Roll around the z axis in radians.</param>
|
||
<param name="result">A new quaternion from the concatenated yaw, pitch, and roll angles as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Divide(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Divides a <see cref="T:Microsoft.Xna.Framework.Quaternion"/> by the other <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="quaternion2">Divisor <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<returns>The result of dividing the quaternions.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Divide(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Divides a <see cref="T:Microsoft.Xna.Framework.Quaternion"/> by the other <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="quaternion2">Divisor <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="result">The result of dividing the quaternions as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Dot(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Returns a dot product of two quaternions.
|
||
</summary>
|
||
<param name="quaternion1">The first quaternion.</param>
|
||
<param name="quaternion2">The second quaternion.</param>
|
||
<returns>The dot product of two quaternions.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Dot(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,System.Single@)">
|
||
<summary>
|
||
Returns a dot product of two quaternions.
|
||
</summary>
|
||
<param name="quaternion1">The first quaternion.</param>
|
||
<param name="quaternion2">The second quaternion.</param>
|
||
<param name="result">The dot product of two quaternions as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Equals(System.Object)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:System.Object"/>.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:System.Object"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Equals(Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
<param name="other">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.GetHashCode">
|
||
<summary>
|
||
Gets the hash code of this <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
<returns>Hash code of this <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Inverse(Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Returns the inverse quaternion which represents the opposite rotation.
|
||
</summary>
|
||
<param name="quaternion">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<returns>The inverse quaternion.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Inverse(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Returns the inverse quaternion which represents the opposite rotation.
|
||
</summary>
|
||
<param name="quaternion">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="result">The inverse quaternion as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Length">
|
||
<summary>
|
||
Returns the magnitude of the quaternion components.
|
||
</summary>
|
||
<returns>The magnitude of the quaternion components.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.LengthSquared">
|
||
<summary>
|
||
Returns the squared magnitude of the quaternion components.
|
||
</summary>
|
||
<returns>The squared magnitude of the quaternion components.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Lerp(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion,System.Single)">
|
||
<summary>
|
||
Performs a linear blend between two quaternions.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="quaternion2">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="amount">The blend amount where 0 returns <paramref name="quaternion1"/> and 1 <paramref name="quaternion2"/>.</param>
|
||
<returns>The result of linear blending between two quaternions.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Lerp(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,System.Single,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Performs a linear blend between two quaternions.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="quaternion2">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="amount">The blend amount where 0 returns <paramref name="quaternion1"/> and 1 <paramref name="quaternion2"/>.</param>
|
||
<param name="result">The result of linear blending between two quaternions as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Slerp(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion,System.Single)">
|
||
<summary>
|
||
Performs a spherical linear blend between two quaternions.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="quaternion2">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="amount">The blend amount where 0 returns <paramref name="quaternion1"/> and 1 <paramref name="quaternion2"/>.</param>
|
||
<returns>The result of spherical linear blending between two quaternions.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Slerp(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,System.Single,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Performs a spherical linear blend between two quaternions.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="quaternion2">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="amount">The blend amount where 0 returns <paramref name="quaternion1"/> and 1 <paramref name="quaternion2"/>.</param>
|
||
<param name="result">The result of spherical linear blending between two quaternions as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Subtract(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> that contains subtraction of one <see cref="T:Microsoft.Xna.Framework.Quaternion"/> from another.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="quaternion2">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<returns>The result of the quaternion subtraction.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Subtract(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> that contains subtraction of one <see cref="T:Microsoft.Xna.Framework.Quaternion"/> from another.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="quaternion2">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="result">The result of the quaternion subtraction as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Multiply(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> that contains a multiplication of two quaternions.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="quaternion2">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<returns>The result of the quaternion multiplication.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Multiply(Microsoft.Xna.Framework.Quaternion,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> that contains a multiplication of <see cref="T:Microsoft.Xna.Framework.Quaternion"/> and a scalar.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="scaleFactor">Scalar value.</param>
|
||
<returns>The result of the quaternion multiplication with a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Multiply(Microsoft.Xna.Framework.Quaternion@,System.Single,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> that contains a multiplication of <see cref="T:Microsoft.Xna.Framework.Quaternion"/> and a scalar.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="scaleFactor">Scalar value.</param>
|
||
<param name="result">The result of the quaternion multiplication with a scalar as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Multiply(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Quaternion"/> that contains a multiplication of two quaternions.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="quaternion2">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="result">The result of the quaternion multiplication as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Negate(Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Flips the sign of the all the quaternion components.
|
||
</summary>
|
||
<param name="quaternion">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<returns>The result of the quaternion negation.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Negate(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Flips the sign of the all the quaternion components.
|
||
</summary>
|
||
<param name="quaternion">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="result">The result of the quaternion negation as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Normalize">
|
||
<summary>
|
||
Scales the quaternion magnitude to unit length.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Normalize(Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Scales the quaternion magnitude to unit length.
|
||
</summary>
|
||
<param name="quaternion">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<returns>The unit length quaternion.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.Normalize(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
|
||
<summary>
|
||
Scales the quaternion magnitude to unit length.
|
||
</summary>
|
||
<param name="quaternion">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</param>
|
||
<param name="result">The unit length quaternion an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Quaternion"/> in the format:
|
||
{X:[<see cref="F:Microsoft.Xna.Framework.Quaternion.X"/>] Y:[<see cref="F:Microsoft.Xna.Framework.Quaternion.Y"/>] Z:[<see cref="F:Microsoft.Xna.Framework.Quaternion.Z"/>] W:[<see cref="F:Microsoft.Xna.Framework.Quaternion.W"/>]}
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.ToVector4">
|
||
<summary>
|
||
Gets a <see cref="T:Microsoft.Xna.Framework.Vector4"/> representation for this object.
|
||
</summary>
|
||
<returns>A <see cref="T:Microsoft.Xna.Framework.Vector4"/> representation for this object.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.op_Addition(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Adds two quaternions.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/> on the left of the add sign.</param>
|
||
<param name="quaternion2">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/> on the right of the add sign.</param>
|
||
<returns>Sum of the vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.op_Division(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Divides a <see cref="T:Microsoft.Xna.Framework.Quaternion"/> by the other <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/> on the left of the div sign.</param>
|
||
<param name="quaternion2">Divisor <see cref="T:Microsoft.Xna.Framework.Quaternion"/> on the right of the div sign.</param>
|
||
<returns>The result of dividing the quaternions.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.op_Equality(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Quaternion"/> instances are equal.
|
||
</summary>
|
||
<param name="quaternion1"><see cref="T:Microsoft.Xna.Framework.Quaternion"/> instance on the left of the equal sign.</param>
|
||
<param name="quaternion2"><see cref="T:Microsoft.Xna.Framework.Quaternion"/> instance on the right of the equal sign.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.op_Inequality(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Quaternion"/> instances are not equal.
|
||
</summary>
|
||
<param name="quaternion1"><see cref="T:Microsoft.Xna.Framework.Quaternion"/> instance on the left of the not equal sign.</param>
|
||
<param name="quaternion2"><see cref="T:Microsoft.Xna.Framework.Quaternion"/> instance on the right of the not equal sign.</param>
|
||
<returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.op_Multiply(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Multiplies two quaternions.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/> on the left of the mul sign.</param>
|
||
<param name="quaternion2">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/> on the right of the mul sign.</param>
|
||
<returns>Result of the quaternions multiplication.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.op_Multiply(Microsoft.Xna.Framework.Quaternion,System.Single)">
|
||
<summary>
|
||
Multiplies the components of quaternion by a scalar.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the left of the mul sign.</param>
|
||
<param name="scaleFactor">Scalar value on the right of the mul sign.</param>
|
||
<returns>Result of the quaternion multiplication with a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.op_Subtraction(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Subtracts a <see cref="T:Microsoft.Xna.Framework.Quaternion"/> from a <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
<param name="quaternion1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the left of the sub sign.</param>
|
||
<param name="quaternion2">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the right of the sub sign.</param>
|
||
<returns>Result of the quaternion subtraction.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Quaternion.op_UnaryNegation(Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Flips the sign of the all the quaternion components.
|
||
</summary>
|
||
<param name="quaternion">Source <see cref="T:Microsoft.Xna.Framework.Quaternion"/> on the right of the sub sign.</param>
|
||
<returns>The result of the quaternion negation.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Ray.Deconstruct(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Deconstruction method for <see cref="T:Microsoft.Xna.Framework.Ray"/>.
|
||
</summary>
|
||
<param name="position">Receives the start position of the ray.</param>
|
||
<param name="direction">Receives the direction of the ray.</param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Rectangle">
|
||
<summary>
|
||
Describes a 2D-rectangle.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Rectangle.X">
|
||
<summary>
|
||
The x coordinate of the top-left corner of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Rectangle.Y">
|
||
<summary>
|
||
The y coordinate of the top-left corner of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Rectangle.Width">
|
||
<summary>
|
||
The width of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Rectangle.Height">
|
||
<summary>
|
||
The height of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Rectangle.Empty">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Rectangle"/> with X=0, Y=0, Width=0, Height=0.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Rectangle.Left">
|
||
<summary>
|
||
Returns the x coordinate of the left edge of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Rectangle.Right">
|
||
<summary>
|
||
Returns the x coordinate of the right edge of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Rectangle.Top">
|
||
<summary>
|
||
Returns the y coordinate of the top edge of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Rectangle.Bottom">
|
||
<summary>
|
||
Returns the y coordinate of the bottom edge of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Rectangle.IsEmpty">
|
||
<summary>
|
||
Whether or not this <see cref="T:Microsoft.Xna.Framework.Rectangle"/> has a <see cref="F:Microsoft.Xna.Framework.Rectangle.Width"/> and
|
||
<see cref="F:Microsoft.Xna.Framework.Rectangle.Height"/> of 0, and a <see cref="P:Microsoft.Xna.Framework.Rectangle.Location"/> of (0, 0).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Rectangle.Location">
|
||
<summary>
|
||
The top-left coordinates of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Rectangle.Size">
|
||
<summary>
|
||
The width-height coordinates of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Rectangle.Center">
|
||
<summary>
|
||
A <see cref="T:Microsoft.Xna.Framework.Point"/> located in the center of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<remarks>
|
||
If <see cref="F:Microsoft.Xna.Framework.Rectangle.Width"/> or <see cref="F:Microsoft.Xna.Framework.Rectangle.Height"/> is an odd number,
|
||
the center point will be rounded down.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.#ctor(System.Int32,System.Int32,System.Int32,System.Int32)">
|
||
<summary>
|
||
Creates a new instance of <see cref="T:Microsoft.Xna.Framework.Rectangle"/> struct, with the specified
|
||
position, width, and height.
|
||
</summary>
|
||
<param name="x">The x coordinate of the top-left corner of the created <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="y">The y coordinate of the top-left corner of the created <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="width">The width of the created <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="height">The height of the created <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.#ctor(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
|
||
<summary>
|
||
Creates a new instance of <see cref="T:Microsoft.Xna.Framework.Rectangle"/> struct, with the specified
|
||
location and size.
|
||
</summary>
|
||
<param name="location">The x and y coordinates of the top-left corner of the created <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="size">The width and height of the created <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.op_Equality(Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Rectangle)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Rectangle"/> instances are equal.
|
||
</summary>
|
||
<param name="a"><see cref="T:Microsoft.Xna.Framework.Rectangle"/> instance on the left of the equal sign.</param>
|
||
<param name="b"><see cref="T:Microsoft.Xna.Framework.Rectangle"/> instance on the right of the equal sign.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.op_Inequality(Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Rectangle)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Rectangle"/> instances are not equal.
|
||
</summary>
|
||
<param name="a"><see cref="T:Microsoft.Xna.Framework.Rectangle"/> instance on the left of the not equal sign.</param>
|
||
<param name="b"><see cref="T:Microsoft.Xna.Framework.Rectangle"/> instance on the right of the not equal sign.</param>
|
||
<returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Contains(System.Int32,System.Int32)">
|
||
<summary>
|
||
Gets whether or not the provided coordinates lie within the bounds of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<param name="x">The x coordinate of the point to check for containment.</param>
|
||
<param name="y">The y coordinate of the point to check for containment.</param>
|
||
<returns><c>true</c> if the provided coordinates lie inside this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Contains(System.Single,System.Single)">
|
||
<summary>
|
||
Gets whether or not the provided coordinates lie within the bounds of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<param name="x">The x coordinate of the point to check for containment.</param>
|
||
<param name="y">The y coordinate of the point to check for containment.</param>
|
||
<returns><c>true</c> if the provided coordinates lie inside this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Contains(Microsoft.Xna.Framework.Point)">
|
||
<summary>
|
||
Gets whether or not the provided <see cref="T:Microsoft.Xna.Framework.Point"/> lies within the bounds of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<param name="value">The coordinates to check for inclusion in this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<returns><c>true</c> if the provided <see cref="T:Microsoft.Xna.Framework.Point"/> lies inside this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Contains(Microsoft.Xna.Framework.Point@,System.Boolean@)">
|
||
<summary>
|
||
Gets whether or not the provided <see cref="T:Microsoft.Xna.Framework.Point"/> lies within the bounds of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<param name="value">The coordinates to check for inclusion in this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="result"><c>true</c> if the provided <see cref="T:Microsoft.Xna.Framework.Point"/> lies inside this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>; <c>false</c> otherwise. As an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Contains(Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Gets whether or not the provided <see cref="T:Microsoft.Xna.Framework.Vector2"/> lies within the bounds of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<param name="value">The coordinates to check for inclusion in this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<returns><c>true</c> if the provided <see cref="T:Microsoft.Xna.Framework.Vector2"/> lies inside this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Contains(Microsoft.Xna.Framework.Vector2@,System.Boolean@)">
|
||
<summary>
|
||
Gets whether or not the provided <see cref="T:Microsoft.Xna.Framework.Vector2"/> lies within the bounds of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<param name="value">The coordinates to check for inclusion in this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="result"><c>true</c> if the provided <see cref="T:Microsoft.Xna.Framework.Vector2"/> lies inside this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>; <c>false</c> otherwise. As an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Contains(Microsoft.Xna.Framework.Rectangle)">
|
||
<summary>
|
||
Gets whether or not the provided <see cref="T:Microsoft.Xna.Framework.Rectangle"/> lies within the bounds of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<param name="value">The <see cref="T:Microsoft.Xna.Framework.Rectangle"/> to check for inclusion in this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<returns><c>true</c> if the provided <see cref="T:Microsoft.Xna.Framework.Rectangle"/>'s bounds lie entirely inside this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Contains(Microsoft.Xna.Framework.Rectangle@,System.Boolean@)">
|
||
<summary>
|
||
Gets whether or not the provided <see cref="T:Microsoft.Xna.Framework.Rectangle"/> lies within the bounds of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<param name="value">The <see cref="T:Microsoft.Xna.Framework.Rectangle"/> to check for inclusion in this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="result"><c>true</c> if the provided <see cref="T:Microsoft.Xna.Framework.Rectangle"/>'s bounds lie entirely inside this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>; <c>false</c> otherwise. As an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Equals(System.Object)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:System.Object"/>.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:System.Object"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Equals(Microsoft.Xna.Framework.Rectangle)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<param name="other">The <see cref="T:Microsoft.Xna.Framework.Rectangle"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.GetHashCode">
|
||
<summary>
|
||
Gets the hash code of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<returns>Hash code of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Inflate(System.Int32,System.Int32)">
|
||
<summary>
|
||
Adjusts the edges of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/> by specified horizontal and vertical amounts.
|
||
</summary>
|
||
<param name="horizontalAmount">Value to adjust the left and right edges.</param>
|
||
<param name="verticalAmount">Value to adjust the top and bottom edges.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Inflate(System.Single,System.Single)">
|
||
<summary>
|
||
Adjusts the edges of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/> by specified horizontal and vertical amounts.
|
||
</summary>
|
||
<param name="horizontalAmount">Value to adjust the left and right edges.</param>
|
||
<param name="verticalAmount">Value to adjust the top and bottom edges.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Intersects(Microsoft.Xna.Framework.Rectangle)">
|
||
<summary>
|
||
Gets whether or not the other <see cref="T:Microsoft.Xna.Framework.Rectangle"/> intersects with this rectangle.
|
||
</summary>
|
||
<param name="value">The other rectangle for testing.</param>
|
||
<returns><c>true</c> if other <see cref="T:Microsoft.Xna.Framework.Rectangle"/> intersects with this rectangle; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Intersects(Microsoft.Xna.Framework.Rectangle@,System.Boolean@)">
|
||
<summary>
|
||
Gets whether or not the other <see cref="T:Microsoft.Xna.Framework.Rectangle"/> intersects with this rectangle.
|
||
</summary>
|
||
<param name="value">The other rectangle for testing.</param>
|
||
<param name="result"><c>true</c> if other <see cref="T:Microsoft.Xna.Framework.Rectangle"/> intersects with this rectangle; <c>false</c> otherwise. As an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Intersect(Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Rectangle)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Rectangle"/> that contains overlapping region of two other rectangles.
|
||
</summary>
|
||
<param name="value1">The first <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="value2">The second <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<returns>Overlapping region of the two rectangles.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Intersect(Microsoft.Xna.Framework.Rectangle@,Microsoft.Xna.Framework.Rectangle@,Microsoft.Xna.Framework.Rectangle@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Rectangle"/> that contains overlapping region of two other rectangles.
|
||
</summary>
|
||
<param name="value1">The first <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="value2">The second <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="result">Overlapping region of the two rectangles as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Offset(System.Int32,System.Int32)">
|
||
<summary>
|
||
Changes the <see cref="P:Microsoft.Xna.Framework.Rectangle.Location"/> of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<param name="offsetX">The x coordinate to add to this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="offsetY">The y coordinate to add to this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Offset(System.Single,System.Single)">
|
||
<summary>
|
||
Changes the <see cref="P:Microsoft.Xna.Framework.Rectangle.Location"/> of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<param name="offsetX">The x coordinate to add to this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="offsetY">The y coordinate to add to this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Offset(Microsoft.Xna.Framework.Point)">
|
||
<summary>
|
||
Changes the <see cref="P:Microsoft.Xna.Framework.Rectangle.Location"/> of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<param name="amount">The x and y components to add to this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Offset(Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Changes the <see cref="P:Microsoft.Xna.Framework.Rectangle.Location"/> of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<param name="amount">The x and y components to add to this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/> in the format:
|
||
{X:[<see cref="F:Microsoft.Xna.Framework.Rectangle.X"/>] Y:[<see cref="F:Microsoft.Xna.Framework.Rectangle.Y"/>] Width:[<see cref="F:Microsoft.Xna.Framework.Rectangle.Width"/>] Height:[<see cref="F:Microsoft.Xna.Framework.Rectangle.Height"/>]}
|
||
</summary>
|
||
<returns><see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Union(Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Rectangle)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Rectangle"/> that completely contains two other rectangles.
|
||
</summary>
|
||
<param name="value1">The first <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="value2">The second <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<returns>The union of the two rectangles.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Union(Microsoft.Xna.Framework.Rectangle@,Microsoft.Xna.Framework.Rectangle@,Microsoft.Xna.Framework.Rectangle@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Rectangle"/> that completely contains two other rectangles.
|
||
</summary>
|
||
<param name="value1">The first <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="value2">The second <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.</param>
|
||
<param name="result">The union of the two rectangles as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Rectangle.Deconstruct(System.Int32@,System.Int32@,System.Int32@,System.Int32@)">
|
||
<summary>
|
||
Deconstruction method for <see cref="T:Microsoft.Xna.Framework.Rectangle"/>.
|
||
</summary>
|
||
<param name="x"></param>
|
||
<param name="y"></param>
|
||
<param name="width"></param>
|
||
<param name="height"></param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.TextInputEventArgs">
|
||
<summary>
|
||
This class is used for the game window's TextInput event as EventArgs.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Threading.IsOnUIThread">
|
||
<summary>
|
||
Checks if the code is currently running on the UI thread.
|
||
</summary>
|
||
<returns>true if the code is currently running on the UI thread.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Threading.EnsureUIThread">
|
||
<summary>
|
||
Throws an exception if the code is not currently running on the UI thread.
|
||
</summary>
|
||
<exception cref="T:System.InvalidOperationException">Thrown if the code is not currently running on the UI thread.</exception>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Threading.BlockOnUIThread(System.Action)">
|
||
<summary>
|
||
Runs the given action on the UI thread and blocks the current thread while the action is running.
|
||
If the current thread is the UI thread, the action will run immediately.
|
||
</summary>
|
||
<param name="action">The action to be run on the UI thread</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Threading.Run">
|
||
<summary>
|
||
Runs all pending actions. Must be called from the UI thread.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.TitleContainer.OpenStream(System.String)">
|
||
<summary>
|
||
Returns an open stream to an exsiting file in the title storage area.
|
||
</summary>
|
||
<param name="name">The filepath relative to the title storage area.</param>
|
||
<returns>A open stream or null if the file is not found.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Vector2">
|
||
<summary>
|
||
Describes a 2D-vector.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Vector2.X">
|
||
<summary>
|
||
The x coordinate of this <see cref="T:Microsoft.Xna.Framework.Vector2"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Vector2.Y">
|
||
<summary>
|
||
The y coordinate of this <see cref="T:Microsoft.Xna.Framework.Vector2"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector2.Zero">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector2"/> with components 0, 0.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector2.One">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector2"/> with components 1, 1.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector2.UnitX">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector2"/> with components 1, 0.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector2.UnitY">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector2"/> with components 0, 1.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.#ctor(System.Single,System.Single)">
|
||
<summary>
|
||
Constructs a 2d vector with X and Y from two values.
|
||
</summary>
|
||
<param name="x">The x coordinate in 2d-space.</param>
|
||
<param name="y">The y coordinate in 2d-space.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.#ctor(System.Single)">
|
||
<summary>
|
||
Constructs a 2d vector with X and Y set to the same value.
|
||
</summary>
|
||
<param name="value">The x and y coordinates in 2d-space.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.op_UnaryNegation(Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Inverts values in the specified <see cref="T:Microsoft.Xna.Framework.Vector2"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/> on the right of the sub sign.</param>
|
||
<returns>Result of the inversion.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.op_Addition(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Adds two vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/> on the left of the add sign.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/> on the right of the add sign.</param>
|
||
<returns>Sum of the vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.op_Subtraction(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Subtracts a <see cref="T:Microsoft.Xna.Framework.Vector2"/> from a <see cref="T:Microsoft.Xna.Framework.Vector2"/>.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/> on the left of the sub sign.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/> on the right of the sub sign.</param>
|
||
<returns>Result of the vector subtraction.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.op_Multiply(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Multiplies the components of two vectors by each other.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/> on the left of the mul sign.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/> on the right of the mul sign.</param>
|
||
<returns>Result of the vector multiplication.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.op_Multiply(Microsoft.Xna.Framework.Vector2,System.Single)">
|
||
<summary>
|
||
Multiplies the components of vector by a scalar.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/> on the left of the mul sign.</param>
|
||
<param name="scaleFactor">Scalar value on the right of the mul sign.</param>
|
||
<returns>Result of the vector multiplication with a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.op_Multiply(System.Single,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Multiplies the components of vector by a scalar.
|
||
</summary>
|
||
<param name="scaleFactor">Scalar value on the left of the mul sign.</param>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/> on the right of the mul sign.</param>
|
||
<returns>Result of the vector multiplication with a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.op_Division(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector2"/> by the components of another <see cref="T:Microsoft.Xna.Framework.Vector2"/>.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/> on the left of the div sign.</param>
|
||
<param name="value2">Divisor <see cref="T:Microsoft.Xna.Framework.Vector2"/> on the right of the div sign.</param>
|
||
<returns>The result of dividing the vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.op_Division(Microsoft.Xna.Framework.Vector2,System.Single)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector2"/> by a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/> on the left of the div sign.</param>
|
||
<param name="divider">Divisor scalar on the right of the div sign.</param>
|
||
<returns>The result of dividing a vector by a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.op_Equality(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Vector2"/> instances are equal.
|
||
</summary>
|
||
<param name="value1"><see cref="T:Microsoft.Xna.Framework.Vector2"/> instance on the left of the equal sign.</param>
|
||
<param name="value2"><see cref="T:Microsoft.Xna.Framework.Vector2"/> instance on the right of the equal sign.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.op_Inequality(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Vector2"/> instances are not equal.
|
||
</summary>
|
||
<param name="value1"><see cref="T:Microsoft.Xna.Framework.Vector2"/> instance on the left of the not equal sign.</param>
|
||
<param name="value2"><see cref="T:Microsoft.Xna.Framework.Vector2"/> instance on the right of the not equal sign.</param>
|
||
<returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Add(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Performs vector addition on <paramref name="value1"/> and <paramref name="value2"/>.
|
||
</summary>
|
||
<param name="value1">The first vector to add.</param>
|
||
<param name="value2">The second vector to add.</param>
|
||
<returns>The result of the vector addition.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Add(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Performs vector addition on <paramref name="value1"/> and
|
||
<paramref name="value2"/>, storing the result of the
|
||
addition in <paramref name="result"/>.
|
||
</summary>
|
||
<param name="value1">The first vector to add.</param>
|
||
<param name="value2">The second vector to add.</param>
|
||
<param name="result">The result of the vector addition.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Barycentric(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 2d-triangle.
|
||
</summary>
|
||
<param name="value1">The first vector of 2d-triangle.</param>
|
||
<param name="value2">The second vector of 2d-triangle.</param>
|
||
<param name="value3">The third vector of 2d-triangle.</param>
|
||
<param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 2d-triangle.</param>
|
||
<param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 2d-triangle.</param>
|
||
<returns>The cartesian translation of barycentric coordinates.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Barycentric(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single,System.Single,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 2d-triangle.
|
||
</summary>
|
||
<param name="value1">The first vector of 2d-triangle.</param>
|
||
<param name="value2">The second vector of 2d-triangle.</param>
|
||
<param name="value3">The third vector of 2d-triangle.</param>
|
||
<param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 2d-triangle.</param>
|
||
<param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 2d-triangle.</param>
|
||
<param name="result">The cartesian translation of barycentric coordinates as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.CatmullRom(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains CatmullRom interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">The first vector in interpolation.</param>
|
||
<param name="value2">The second vector in interpolation.</param>
|
||
<param name="value3">The third vector in interpolation.</param>
|
||
<param name="value4">The fourth vector in interpolation.</param>
|
||
<param name="amount">Weighting factor.</param>
|
||
<returns>The result of CatmullRom interpolation.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.CatmullRom(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains CatmullRom interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">The first vector in interpolation.</param>
|
||
<param name="value2">The second vector in interpolation.</param>
|
||
<param name="value3">The third vector in interpolation.</param>
|
||
<param name="value4">The fourth vector in interpolation.</param>
|
||
<param name="amount">Weighting factor.</param>
|
||
<param name="result">The result of CatmullRom interpolation as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Clamp(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Clamps the specified value within a range.
|
||
</summary>
|
||
<param name="value1">The value to clamp.</param>
|
||
<param name="min">The min value.</param>
|
||
<param name="max">The max value.</param>
|
||
<returns>The clamped value.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Clamp(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Clamps the specified value within a range.
|
||
</summary>
|
||
<param name="value1">The value to clamp.</param>
|
||
<param name="min">The min value.</param>
|
||
<param name="max">The max value.</param>
|
||
<param name="result">The clamped value as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Distance(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Returns the distance between two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The distance between two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Distance(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single@)">
|
||
<summary>
|
||
Returns the distance between two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The distance between two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.DistanceSquared(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Returns the squared distance between two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The squared distance between two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.DistanceSquared(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single@)">
|
||
<summary>
|
||
Returns the squared distance between two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The squared distance between two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Divide(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector2"/> by the components of another <see cref="T:Microsoft.Xna.Framework.Vector2"/>.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="value2">Divisor <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<returns>The result of dividing the vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Divide(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector2"/> by the components of another <see cref="T:Microsoft.Xna.Framework.Vector2"/>.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="value2">Divisor <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="result">The result of dividing the vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Divide(Microsoft.Xna.Framework.Vector2,System.Single)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector2"/> by a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="divider">Divisor scalar.</param>
|
||
<returns>The result of dividing a vector by a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Divide(Microsoft.Xna.Framework.Vector2@,System.Single,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector2"/> by a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="divider">Divisor scalar.</param>
|
||
<param name="result">The result of dividing a vector by a scalar as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Dot(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Returns a dot product of two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The dot product of two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Dot(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single@)">
|
||
<summary>
|
||
Returns a dot product of two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The dot product of two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Equals(System.Object)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:System.Object"/>.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:System.Object"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Equals(Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:Microsoft.Xna.Framework.Vector2"/>.
|
||
</summary>
|
||
<param name="other">The <see cref="T:Microsoft.Xna.Framework.Vector2"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.GetHashCode">
|
||
<summary>
|
||
Gets the hash code of this <see cref="T:Microsoft.Xna.Framework.Vector2"/>.
|
||
</summary>
|
||
<returns>Hash code of this <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Hermite(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains hermite spline interpolation.
|
||
</summary>
|
||
<param name="value1">The first position vector.</param>
|
||
<param name="tangent1">The first tangent vector.</param>
|
||
<param name="value2">The second position vector.</param>
|
||
<param name="tangent2">The second tangent vector.</param>
|
||
<param name="amount">Weighting factor.</param>
|
||
<returns>The hermite spline interpolation vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Hermite(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains hermite spline interpolation.
|
||
</summary>
|
||
<param name="value1">The first position vector.</param>
|
||
<param name="tangent1">The first tangent vector.</param>
|
||
<param name="value2">The second position vector.</param>
|
||
<param name="tangent2">The second tangent vector.</param>
|
||
<param name="amount">Weighting factor.</param>
|
||
<param name="result">The hermite spline interpolation vector as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Length">
|
||
<summary>
|
||
Returns the length of this <see cref="T:Microsoft.Xna.Framework.Vector2"/>.
|
||
</summary>
|
||
<returns>The length of this <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.LengthSquared">
|
||
<summary>
|
||
Returns the squared length of this <see cref="T:Microsoft.Xna.Framework.Vector2"/>.
|
||
</summary>
|
||
<returns>The squared length of this <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Lerp(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains linear interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="amount">Weighting value(between 0.0 and 1.0).</param>
|
||
<returns>The result of linear interpolation of the specified vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Lerp(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains linear interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="amount">Weighting value(between 0.0 and 1.0).</param>
|
||
<param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.LerpPrecise(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains linear interpolation of the specified vectors.
|
||
Uses <see cref="M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single)"/> on MathHelper for the interpolation.
|
||
Less efficient but more precise compared to <see cref="M:Microsoft.Xna.Framework.Vector2.Lerp(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single)"/>.
|
||
See remarks section of <see cref="M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single)"/> on MathHelper for more info.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="amount">Weighting value(between 0.0 and 1.0).</param>
|
||
<returns>The result of linear interpolation of the specified vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.LerpPrecise(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains linear interpolation of the specified vectors.
|
||
Uses <see cref="M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single)"/> on MathHelper for the interpolation.
|
||
Less efficient but more precise compared to <see cref="M:Microsoft.Xna.Framework.Vector2.Lerp(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single,Microsoft.Xna.Framework.Vector2@)"/>.
|
||
See remarks section of <see cref="M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single)"/> on MathHelper for more info.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="amount">Weighting value(between 0.0 and 1.0).</param>
|
||
<param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Max(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a maximal values from the two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The <see cref="T:Microsoft.Xna.Framework.Vector2"/> with maximal values from the two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Max(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a maximal values from the two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The <see cref="T:Microsoft.Xna.Framework.Vector2"/> with maximal values from the two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Min(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a minimal values from the two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The <see cref="T:Microsoft.Xna.Framework.Vector2"/> with minimal values from the two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Min(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a minimal values from the two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The <see cref="T:Microsoft.Xna.Framework.Vector2"/> with minimal values from the two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Multiply(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a multiplication of two vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<returns>The result of the vector multiplication.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Multiply(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a multiplication of two vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="result">The result of the vector multiplication as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Multiply(Microsoft.Xna.Framework.Vector2,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a multiplication of <see cref="T:Microsoft.Xna.Framework.Vector2"/> and a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="scaleFactor">Scalar value.</param>
|
||
<returns>The result of the vector multiplication with a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Multiply(Microsoft.Xna.Framework.Vector2@,System.Single,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a multiplication of <see cref="T:Microsoft.Xna.Framework.Vector2"/> and a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="scaleFactor">Scalar value.</param>
|
||
<param name="result">The result of the multiplication with a scalar as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Negate(Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains the specified vector inversion.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<returns>The result of the vector inversion.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Negate(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains the specified vector inversion.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="result">The result of the vector inversion as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Normalize">
|
||
<summary>
|
||
Turns this <see cref="T:Microsoft.Xna.Framework.Vector2"/> to a unit vector with the same direction.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Normalize(Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a normalized values from another vector.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<returns>Unit vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Normalize(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a normalized values from another vector.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="result">Unit vector as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Reflect(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains reflect vector of the given vector and normal.
|
||
</summary>
|
||
<param name="vector">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="normal">Reflection normal.</param>
|
||
<returns>Reflected vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Reflect(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains reflect vector of the given vector and normal.
|
||
</summary>
|
||
<param name="vector">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="normal">Reflection normal.</param>
|
||
<param name="result">Reflected vector as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.SmoothStep(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains cubic interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="amount">Weighting value.</param>
|
||
<returns>Cubic interpolation of the specified vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.SmoothStep(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains cubic interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="amount">Weighting value.</param>
|
||
<param name="result">Cubic interpolation of the specified vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Subtract(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains subtraction of on <see cref="T:Microsoft.Xna.Framework.Vector2"/> from a another.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<returns>The result of the vector subtraction.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Subtract(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains subtraction of on <see cref="T:Microsoft.Xna.Framework.Vector2"/> from a another.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="result">The result of the vector subtraction as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Vector2"/> in the format:
|
||
{X:[<see cref="F:Microsoft.Xna.Framework.Vector2.X"/>] Y:[<see cref="F:Microsoft.Xna.Framework.Vector2.Y"/>]}
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.ToPoint">
|
||
<summary>
|
||
Gets a <see cref="T:Microsoft.Xna.Framework.Point"/> representation for this object.
|
||
</summary>
|
||
<returns>A <see cref="T:Microsoft.Xna.Framework.Point"/> representation for this object.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="position">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns>Transformed <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="position">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="result">Transformed <see cref="T:Microsoft.Xna.Framework.Vector2"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/>, representing the rotation.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<returns>Transformed <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a transformation of 2d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/>, representing the rotation.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<param name="result">Transformed <see cref="T:Microsoft.Xna.Framework.Vector2"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2[],System.Int32,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector2[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Apply transformation on vectors within array of <see cref="T:Microsoft.Xna.Framework.Vector2"/> by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="sourceIndex">The starting index of transformation in the source array.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
<param name="destinationIndex">The starting index in the destination array, where the first <see cref="T:Microsoft.Xna.Framework.Vector2"/> should be written.</param>
|
||
<param name="length">The number of vectors to be transformed.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2[],System.Int32,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector2[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Apply transformation on vectors within array of <see cref="T:Microsoft.Xna.Framework.Vector2"/> by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="sourceIndex">The starting index of transformation in the source array.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
<param name="destinationIndex">The starting index in the destination array, where the first <see cref="T:Microsoft.Xna.Framework.Vector2"/> should be written.</param>
|
||
<param name="length">The number of vectors to be transformed.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2[],Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector2[])">
|
||
<summary>
|
||
Apply transformation on all vectors within array of <see cref="T:Microsoft.Xna.Framework.Vector2"/> by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2[],Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector2[])">
|
||
<summary>
|
||
Apply transformation on all vectors within array of <see cref="T:Microsoft.Xna.Framework.Vector2"/> by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.TransformNormal(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a transformation of the specified normal by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="normal">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/> which represents a normal vector.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns>Transformed normal.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.TransformNormal(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector2@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector2"/> that contains a transformation of the specified normal by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="normal">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/> which represents a normal vector.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="result">Transformed normal as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.TransformNormal(Microsoft.Xna.Framework.Vector2[],System.Int32,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector2[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Apply transformation on normals within array of <see cref="T:Microsoft.Xna.Framework.Vector2"/> by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="sourceIndex">The starting index of transformation in the source array.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
<param name="destinationIndex">The starting index in the destination array, where the first <see cref="T:Microsoft.Xna.Framework.Vector2"/> should be written.</param>
|
||
<param name="length">The number of normals to be transformed.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.TransformNormal(Microsoft.Xna.Framework.Vector2[],Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector2[])">
|
||
<summary>
|
||
Apply transformation on all normals within array of <see cref="T:Microsoft.Xna.Framework.Vector2"/> by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector2.Deconstruct(System.Single@,System.Single@)">
|
||
<summary>
|
||
Deconstruction method for <see cref="T:Microsoft.Xna.Framework.Vector2"/>.
|
||
</summary>
|
||
<param name="x"></param>
|
||
<param name="y"></param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Vector3">
|
||
<summary>
|
||
Describes a 3D-vector.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Vector3.X">
|
||
<summary>
|
||
The x coordinate of this <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Vector3.Y">
|
||
<summary>
|
||
The y coordinate of this <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Vector3.Z">
|
||
<summary>
|
||
The z coordinate of this <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector3.Zero">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector3"/> with components 0, 0, 0.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector3.One">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector3"/> with components 1, 1, 1.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector3.UnitX">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector3"/> with components 1, 0, 0.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector3.UnitY">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector3"/> with components 0, 1, 0.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector3.UnitZ">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector3"/> with components 0, 0, 1.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector3.Up">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector3"/> with components 0, 1, 0.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector3.Down">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector3"/> with components 0, -1, 0.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector3.Right">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector3"/> with components 1, 0, 0.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector3.Left">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector3"/> with components -1, 0, 0.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector3.Forward">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector3"/> with components 0, 0, -1.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector3.Backward">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector3"/> with components 0, 0, 1.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.#ctor(System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Constructs a 3d vector with X, Y and Z from three values.
|
||
</summary>
|
||
<param name="x">The x coordinate in 3d-space.</param>
|
||
<param name="y">The y coordinate in 3d-space.</param>
|
||
<param name="z">The z coordinate in 3d-space.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.#ctor(System.Single)">
|
||
<summary>
|
||
Constructs a 3d vector with X, Y and Z set to the same value.
|
||
</summary>
|
||
<param name="value">The x, y and z coordinates in 3d-space.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.#ctor(Microsoft.Xna.Framework.Vector2,System.Single)">
|
||
<summary>
|
||
Constructs a 3d vector with X, Y from <see cref="T:Microsoft.Xna.Framework.Vector2"/> and Z from a scalar.
|
||
</summary>
|
||
<param name="value">The x and y coordinates in 3d-space.</param>
|
||
<param name="z">The z coordinate in 3d-space.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Add(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Performs vector addition on <paramref name="value1"/> and <paramref name="value2"/>.
|
||
</summary>
|
||
<param name="value1">The first vector to add.</param>
|
||
<param name="value2">The second vector to add.</param>
|
||
<returns>The result of the vector addition.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Add(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Performs vector addition on <paramref name="value1"/> and
|
||
<paramref name="value2"/>, storing the result of the
|
||
addition in <paramref name="result"/>.
|
||
</summary>
|
||
<param name="value1">The first vector to add.</param>
|
||
<param name="value2">The second vector to add.</param>
|
||
<param name="result">The result of the vector addition.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Barycentric(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 3d-triangle.
|
||
</summary>
|
||
<param name="value1">The first vector of 3d-triangle.</param>
|
||
<param name="value2">The second vector of 3d-triangle.</param>
|
||
<param name="value3">The third vector of 3d-triangle.</param>
|
||
<param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 3d-triangle.</param>
|
||
<param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 3d-triangle.</param>
|
||
<returns>The cartesian translation of barycentric coordinates.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Barycentric(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single,System.Single,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 3d-triangle.
|
||
</summary>
|
||
<param name="value1">The first vector of 3d-triangle.</param>
|
||
<param name="value2">The second vector of 3d-triangle.</param>
|
||
<param name="value3">The third vector of 3d-triangle.</param>
|
||
<param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 3d-triangle.</param>
|
||
<param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 3d-triangle.</param>
|
||
<param name="result">The cartesian translation of barycentric coordinates as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.CatmullRom(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains CatmullRom interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">The first vector in interpolation.</param>
|
||
<param name="value2">The second vector in interpolation.</param>
|
||
<param name="value3">The third vector in interpolation.</param>
|
||
<param name="value4">The fourth vector in interpolation.</param>
|
||
<param name="amount">Weighting factor.</param>
|
||
<returns>The result of CatmullRom interpolation.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.CatmullRom(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains CatmullRom interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">The first vector in interpolation.</param>
|
||
<param name="value2">The second vector in interpolation.</param>
|
||
<param name="value3">The third vector in interpolation.</param>
|
||
<param name="value4">The fourth vector in interpolation.</param>
|
||
<param name="amount">Weighting factor.</param>
|
||
<param name="result">The result of CatmullRom interpolation as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Clamp(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Clamps the specified value within a range.
|
||
</summary>
|
||
<param name="value1">The value to clamp.</param>
|
||
<param name="min">The min value.</param>
|
||
<param name="max">The max value.</param>
|
||
<returns>The clamped value.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Clamp(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Clamps the specified value within a range.
|
||
</summary>
|
||
<param name="value1">The value to clamp.</param>
|
||
<param name="min">The min value.</param>
|
||
<param name="max">The max value.</param>
|
||
<param name="result">The clamped value as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Cross(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Computes the cross product of two vectors.
|
||
</summary>
|
||
<param name="vector1">The first vector.</param>
|
||
<param name="vector2">The second vector.</param>
|
||
<returns>The cross product of two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Cross(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Computes the cross product of two vectors.
|
||
</summary>
|
||
<param name="vector1">The first vector.</param>
|
||
<param name="vector2">The second vector.</param>
|
||
<param name="result">The cross product of two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Distance(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Returns the distance between two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The distance between two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Distance(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single@)">
|
||
<summary>
|
||
Returns the distance between two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The distance between two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.DistanceSquared(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Returns the squared distance between two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The squared distance between two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.DistanceSquared(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single@)">
|
||
<summary>
|
||
Returns the squared distance between two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The squared distance between two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Divide(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector3"/> by the components of another <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="value2">Divisor <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<returns>The result of dividing the vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Divide(Microsoft.Xna.Framework.Vector3,System.Single)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector3"/> by a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="divider">Divisor scalar.</param>
|
||
<returns>The result of dividing a vector by a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Divide(Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector3"/> by a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="divider">Divisor scalar.</param>
|
||
<param name="result">The result of dividing a vector by a scalar as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Divide(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector3"/> by the components of another <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="value2">Divisor <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="result">The result of dividing the vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Dot(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Returns a dot product of two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The dot product of two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Dot(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single@)">
|
||
<summary>
|
||
Returns a dot product of two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The dot product of two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Equals(System.Object)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:System.Object"/>.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:System.Object"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Equals(Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
<param name="other">The <see cref="T:Microsoft.Xna.Framework.Vector3"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.GetHashCode">
|
||
<summary>
|
||
Gets the hash code of this <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
<returns>Hash code of this <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Hermite(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains hermite spline interpolation.
|
||
</summary>
|
||
<param name="value1">The first position vector.</param>
|
||
<param name="tangent1">The first tangent vector.</param>
|
||
<param name="value2">The second position vector.</param>
|
||
<param name="tangent2">The second tangent vector.</param>
|
||
<param name="amount">Weighting factor.</param>
|
||
<returns>The hermite spline interpolation vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Hermite(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains hermite spline interpolation.
|
||
</summary>
|
||
<param name="value1">The first position vector.</param>
|
||
<param name="tangent1">The first tangent vector.</param>
|
||
<param name="value2">The second position vector.</param>
|
||
<param name="tangent2">The second tangent vector.</param>
|
||
<param name="amount">Weighting factor.</param>
|
||
<param name="result">The hermite spline interpolation vector as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Length">
|
||
<summary>
|
||
Returns the length of this <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
<returns>The length of this <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.LengthSquared">
|
||
<summary>
|
||
Returns the squared length of this <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
<returns>The squared length of this <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Lerp(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains linear interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="amount">Weighting value(between 0.0 and 1.0).</param>
|
||
<returns>The result of linear interpolation of the specified vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Lerp(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains linear interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="amount">Weighting value(between 0.0 and 1.0).</param>
|
||
<param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.LerpPrecise(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains linear interpolation of the specified vectors.
|
||
Uses <see cref="M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single)"/> on MathHelper for the interpolation.
|
||
Less efficient but more precise compared to <see cref="M:Microsoft.Xna.Framework.Vector3.Lerp(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single)"/>.
|
||
See remarks section of <see cref="M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single)"/> on MathHelper for more info.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="amount">Weighting value(between 0.0 and 1.0).</param>
|
||
<returns>The result of linear interpolation of the specified vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.LerpPrecise(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains linear interpolation of the specified vectors.
|
||
Uses <see cref="M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single)"/> on MathHelper for the interpolation.
|
||
Less efficient but more precise compared to <see cref="M:Microsoft.Xna.Framework.Vector3.Lerp(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Vector3@)"/>.
|
||
See remarks section of <see cref="M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single)"/> on MathHelper for more info.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="amount">Weighting value(between 0.0 and 1.0).</param>
|
||
<param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Max(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a maximal values from the two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The <see cref="T:Microsoft.Xna.Framework.Vector3"/> with maximal values from the two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Max(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a maximal values from the two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The <see cref="T:Microsoft.Xna.Framework.Vector3"/> with maximal values from the two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Min(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a minimal values from the two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The <see cref="T:Microsoft.Xna.Framework.Vector3"/> with minimal values from the two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Min(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a minimal values from the two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The <see cref="T:Microsoft.Xna.Framework.Vector3"/> with minimal values from the two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Multiply(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a multiplication of two vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<returns>The result of the vector multiplication.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Multiply(Microsoft.Xna.Framework.Vector3,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a multiplication of <see cref="T:Microsoft.Xna.Framework.Vector3"/> and a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="scaleFactor">Scalar value.</param>
|
||
<returns>The result of the vector multiplication with a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Multiply(Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a multiplication of <see cref="T:Microsoft.Xna.Framework.Vector3"/> and a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="scaleFactor">Scalar value.</param>
|
||
<param name="result">The result of the multiplication with a scalar as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Multiply(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a multiplication of two vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="result">The result of the vector multiplication as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Negate(Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains the specified vector inversion.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<returns>The result of the vector inversion.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Negate(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains the specified vector inversion.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="result">The result of the vector inversion as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Normalize">
|
||
<summary>
|
||
Turns this <see cref="T:Microsoft.Xna.Framework.Vector3"/> to a unit vector with the same direction.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Normalize(Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a normalized values from another vector.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<returns>Unit vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Normalize(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a normalized values from another vector.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="result">Unit vector as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Reflect(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains reflect vector of the given vector and normal.
|
||
</summary>
|
||
<param name="vector">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="normal">Reflection normal.</param>
|
||
<returns>Reflected vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Reflect(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains reflect vector of the given vector and normal.
|
||
</summary>
|
||
<param name="vector">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="normal">Reflection normal.</param>
|
||
<param name="result">Reflected vector as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.SmoothStep(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains cubic interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="amount">Weighting value.</param>
|
||
<returns>Cubic interpolation of the specified vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.SmoothStep(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains cubic interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="amount">Weighting value.</param>
|
||
<param name="result">Cubic interpolation of the specified vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Subtract(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains subtraction of on <see cref="T:Microsoft.Xna.Framework.Vector3"/> from a another.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<returns>The result of the vector subtraction.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Subtract(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains subtraction of on <see cref="T:Microsoft.Xna.Framework.Vector3"/> from a another.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="result">The result of the vector subtraction as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Vector3"/> in the format:
|
||
{X:[<see cref="F:Microsoft.Xna.Framework.Vector3.X"/>] Y:[<see cref="F:Microsoft.Xna.Framework.Vector3.Y"/>] Z:[<see cref="F:Microsoft.Xna.Framework.Vector3.Z"/>]}
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a transformation of 3d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="position">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns>Transformed <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a transformation of 3d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="position">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="result">Transformed <see cref="T:Microsoft.Xna.Framework.Vector3"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a transformation of 3d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/>, representing the rotation.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<returns>Transformed <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a transformation of 3d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/>, representing the rotation.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<param name="result">Transformed <see cref="T:Microsoft.Xna.Framework.Vector3"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3[],System.Int32,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector3[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Apply transformation on vectors within array of <see cref="T:Microsoft.Xna.Framework.Vector3"/> by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="sourceIndex">The starting index of transformation in the source array.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
<param name="destinationIndex">The starting index in the destination array, where the first <see cref="T:Microsoft.Xna.Framework.Vector3"/> should be written.</param>
|
||
<param name="length">The number of vectors to be transformed.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3[],System.Int32,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector3[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Apply transformation on vectors within array of <see cref="T:Microsoft.Xna.Framework.Vector3"/> by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="sourceIndex">The starting index of transformation in the source array.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
<param name="destinationIndex">The starting index in the destination array, where the first <see cref="T:Microsoft.Xna.Framework.Vector3"/> should be written.</param>
|
||
<param name="length">The number of vectors to be transformed.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3[],Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector3[])">
|
||
<summary>
|
||
Apply transformation on all vectors within array of <see cref="T:Microsoft.Xna.Framework.Vector3"/> by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3[],Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector3[])">
|
||
<summary>
|
||
Apply transformation on all vectors within array of <see cref="T:Microsoft.Xna.Framework.Vector3"/> by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.TransformNormal(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a transformation of the specified normal by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="normal">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> which represents a normal vector.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns>Transformed normal.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.TransformNormal(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector3@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector3"/> that contains a transformation of the specified normal by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="normal">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> which represents a normal vector.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="result">Transformed normal as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.TransformNormal(Microsoft.Xna.Framework.Vector3[],System.Int32,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector3[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Apply transformation on normals within array of <see cref="T:Microsoft.Xna.Framework.Vector3"/> by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="sourceIndex">The starting index of transformation in the source array.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
<param name="destinationIndex">The starting index in the destination array, where the first <see cref="T:Microsoft.Xna.Framework.Vector3"/> should be written.</param>
|
||
<param name="length">The number of normals to be transformed.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.TransformNormal(Microsoft.Xna.Framework.Vector3[],Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector3[])">
|
||
<summary>
|
||
Apply transformation on all normals within array of <see cref="T:Microsoft.Xna.Framework.Vector3"/> by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.Deconstruct(System.Single@,System.Single@,System.Single@)">
|
||
<summary>
|
||
Deconstruction method for <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
<param name="x"></param>
|
||
<param name="y"></param>
|
||
<param name="z"></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.op_Equality(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Vector3"/> instances are equal.
|
||
</summary>
|
||
<param name="value1"><see cref="T:Microsoft.Xna.Framework.Vector3"/> instance on the left of the equal sign.</param>
|
||
<param name="value2"><see cref="T:Microsoft.Xna.Framework.Vector3"/> instance on the right of the equal sign.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.op_Inequality(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Vector3"/> instances are not equal.
|
||
</summary>
|
||
<param name="value1"><see cref="T:Microsoft.Xna.Framework.Vector3"/> instance on the left of the not equal sign.</param>
|
||
<param name="value2"><see cref="T:Microsoft.Xna.Framework.Vector3"/> instance on the right of the not equal sign.</param>
|
||
<returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.op_Addition(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Adds two vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the left of the add sign.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the right of the add sign.</param>
|
||
<returns>Sum of the vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.op_UnaryNegation(Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Inverts values in the specified <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the right of the sub sign.</param>
|
||
<returns>Result of the inversion.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.op_Subtraction(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Subtracts a <see cref="T:Microsoft.Xna.Framework.Vector3"/> from a <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the left of the sub sign.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the right of the sub sign.</param>
|
||
<returns>Result of the vector subtraction.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.op_Multiply(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Multiplies the components of two vectors by each other.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the left of the mul sign.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the right of the mul sign.</param>
|
||
<returns>Result of the vector multiplication.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.op_Multiply(Microsoft.Xna.Framework.Vector3,System.Single)">
|
||
<summary>
|
||
Multiplies the components of vector by a scalar.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the left of the mul sign.</param>
|
||
<param name="scaleFactor">Scalar value on the right of the mul sign.</param>
|
||
<returns>Result of the vector multiplication with a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.op_Multiply(System.Single,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Multiplies the components of vector by a scalar.
|
||
</summary>
|
||
<param name="scaleFactor">Scalar value on the left of the mul sign.</param>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the right of the mul sign.</param>
|
||
<returns>Result of the vector multiplication with a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.op_Division(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector3"/> by the components of another <see cref="T:Microsoft.Xna.Framework.Vector3"/>.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the left of the div sign.</param>
|
||
<param name="value2">Divisor <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the right of the div sign.</param>
|
||
<returns>The result of dividing the vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector3.op_Division(Microsoft.Xna.Framework.Vector3,System.Single)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector3"/> by a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/> on the left of the div sign.</param>
|
||
<param name="divider">Divisor scalar on the right of the div sign.</param>
|
||
<returns>The result of dividing a vector by a scalar.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Vector4">
|
||
<summary>
|
||
Describes a 4D-vector.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Vector4.X">
|
||
<summary>
|
||
The x coordinate of this <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Vector4.Y">
|
||
<summary>
|
||
The y coordinate of this <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Vector4.Z">
|
||
<summary>
|
||
The z coordinate of this <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Vector4.W">
|
||
<summary>
|
||
The w coordinate of this <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector4.Zero">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector4"/> with components 0, 0, 0, 0.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector4.One">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector4"/> with components 1, 1, 1, 1.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector4.UnitX">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector4"/> with components 1, 0, 0, 0.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector4.UnitY">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector4"/> with components 0, 1, 0, 0.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector4.UnitZ">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector4"/> with components 0, 0, 1, 0.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Vector4.UnitW">
|
||
<summary>
|
||
Returns a <see cref="T:Microsoft.Xna.Framework.Vector4"/> with components 0, 0, 0, 1.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.#ctor(System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Constructs a 3d vector with X, Y, Z and W from four values.
|
||
</summary>
|
||
<param name="x">The x coordinate in 4d-space.</param>
|
||
<param name="y">The y coordinate in 4d-space.</param>
|
||
<param name="z">The z coordinate in 4d-space.</param>
|
||
<param name="w">The w coordinate in 4d-space.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.#ctor(Microsoft.Xna.Framework.Vector2,System.Single,System.Single)">
|
||
<summary>
|
||
Constructs a 3d vector with X and Z from <see cref="T:Microsoft.Xna.Framework.Vector2"/> and Z and W from the scalars.
|
||
</summary>
|
||
<param name="value">The x and y coordinates in 4d-space.</param>
|
||
<param name="z">The z coordinate in 4d-space.</param>
|
||
<param name="w">The w coordinate in 4d-space.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.#ctor(Microsoft.Xna.Framework.Vector3,System.Single)">
|
||
<summary>
|
||
Constructs a 3d vector with X, Y, Z from <see cref="T:Microsoft.Xna.Framework.Vector3"/> and W from a scalar.
|
||
</summary>
|
||
<param name="value">The x, y and z coordinates in 4d-space.</param>
|
||
<param name="w">The w coordinate in 4d-space.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.#ctor(System.Single)">
|
||
<summary>
|
||
Constructs a 4d vector with X, Y, Z and W set to the same value.
|
||
</summary>
|
||
<param name="value">The x, y, z and w coordinates in 4d-space.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Add(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Performs vector addition on <paramref name="value1"/> and <paramref name="value2"/>.
|
||
</summary>
|
||
<param name="value1">The first vector to add.</param>
|
||
<param name="value2">The second vector to add.</param>
|
||
<returns>The result of the vector addition.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Add(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Performs vector addition on <paramref name="value1"/> and
|
||
<paramref name="value2"/>, storing the result of the
|
||
addition in <paramref name="result"/>.
|
||
</summary>
|
||
<param name="value1">The first vector to add.</param>
|
||
<param name="value2">The second vector to add.</param>
|
||
<param name="result">The result of the vector addition.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Barycentric(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 4d-triangle.
|
||
</summary>
|
||
<param name="value1">The first vector of 4d-triangle.</param>
|
||
<param name="value2">The second vector of 4d-triangle.</param>
|
||
<param name="value3">The third vector of 4d-triangle.</param>
|
||
<param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 4d-triangle.</param>
|
||
<param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 4d-triangle.</param>
|
||
<returns>The cartesian translation of barycentric coordinates.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Barycentric(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single,System.Single,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 4d-triangle.
|
||
</summary>
|
||
<param name="value1">The first vector of 4d-triangle.</param>
|
||
<param name="value2">The second vector of 4d-triangle.</param>
|
||
<param name="value3">The third vector of 4d-triangle.</param>
|
||
<param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 4d-triangle.</param>
|
||
<param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 4d-triangle.</param>
|
||
<param name="result">The cartesian translation of barycentric coordinates as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.CatmullRom(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains CatmullRom interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">The first vector in interpolation.</param>
|
||
<param name="value2">The second vector in interpolation.</param>
|
||
<param name="value3">The third vector in interpolation.</param>
|
||
<param name="value4">The fourth vector in interpolation.</param>
|
||
<param name="amount">Weighting factor.</param>
|
||
<returns>The result of CatmullRom interpolation.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.CatmullRom(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains CatmullRom interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">The first vector in interpolation.</param>
|
||
<param name="value2">The second vector in interpolation.</param>
|
||
<param name="value3">The third vector in interpolation.</param>
|
||
<param name="value4">The fourth vector in interpolation.</param>
|
||
<param name="amount">Weighting factor.</param>
|
||
<param name="result">The result of CatmullRom interpolation as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Clamp(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Clamps the specified value within a range.
|
||
</summary>
|
||
<param name="value1">The value to clamp.</param>
|
||
<param name="min">The min value.</param>
|
||
<param name="max">The max value.</param>
|
||
<returns>The clamped value.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Clamp(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Clamps the specified value within a range.
|
||
</summary>
|
||
<param name="value1">The value to clamp.</param>
|
||
<param name="min">The min value.</param>
|
||
<param name="max">The max value.</param>
|
||
<param name="result">The clamped value as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Distance(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Returns the distance between two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The distance between two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Distance(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single@)">
|
||
<summary>
|
||
Returns the distance between two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The distance between two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.DistanceSquared(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Returns the squared distance between two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The squared distance between two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.DistanceSquared(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single@)">
|
||
<summary>
|
||
Returns the squared distance between two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The squared distance between two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Divide(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector4"/> by the components of another <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="value2">Divisor <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<returns>The result of dividing the vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Divide(Microsoft.Xna.Framework.Vector4,System.Single)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector4"/> by a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="divider">Divisor scalar.</param>
|
||
<returns>The result of dividing a vector by a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Divide(Microsoft.Xna.Framework.Vector4@,System.Single,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector4"/> by a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="divider">Divisor scalar.</param>
|
||
<param name="result">The result of dividing a vector by a scalar as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Divide(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector4"/> by the components of another <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="value2">Divisor <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="result">The result of dividing the vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Dot(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Returns a dot product of two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The dot product of two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Dot(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single@)">
|
||
<summary>
|
||
Returns a dot product of two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The dot product of two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Equals(System.Object)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:System.Object"/>.
|
||
</summary>
|
||
<param name="obj">The <see cref="T:System.Object"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Equals(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Compares whether current instance is equal to specified <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
<param name="other">The <see cref="T:Microsoft.Xna.Framework.Vector4"/> to compare.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.GetHashCode">
|
||
<summary>
|
||
Gets the hash code of this <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
<returns>Hash code of this <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Hermite(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains hermite spline interpolation.
|
||
</summary>
|
||
<param name="value1">The first position vector.</param>
|
||
<param name="tangent1">The first tangent vector.</param>
|
||
<param name="value2">The second position vector.</param>
|
||
<param name="tangent2">The second tangent vector.</param>
|
||
<param name="amount">Weighting factor.</param>
|
||
<returns>The hermite spline interpolation vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Hermite(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains hermite spline interpolation.
|
||
</summary>
|
||
<param name="value1">The first position vector.</param>
|
||
<param name="tangent1">The first tangent vector.</param>
|
||
<param name="value2">The second position vector.</param>
|
||
<param name="tangent2">The second tangent vector.</param>
|
||
<param name="amount">Weighting factor.</param>
|
||
<param name="result">The hermite spline interpolation vector as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Length">
|
||
<summary>
|
||
Returns the length of this <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
<returns>The length of this <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.LengthSquared">
|
||
<summary>
|
||
Returns the squared length of this <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
<returns>The squared length of this <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Lerp(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains linear interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="amount">Weighting value(between 0.0 and 1.0).</param>
|
||
<returns>The result of linear interpolation of the specified vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Lerp(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains linear interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="amount">Weighting value(between 0.0 and 1.0).</param>
|
||
<param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.LerpPrecise(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains linear interpolation of the specified vectors.
|
||
Uses <see cref="M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single)"/> on MathHelper for the interpolation.
|
||
Less efficient but more precise compared to <see cref="M:Microsoft.Xna.Framework.Vector4.Lerp(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,System.Single)"/>.
|
||
See remarks section of <see cref="M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single)"/> on MathHelper for more info.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="amount">Weighting value(between 0.0 and 1.0).</param>
|
||
<returns>The result of linear interpolation of the specified vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.LerpPrecise(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains linear interpolation of the specified vectors.
|
||
Uses <see cref="M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single)"/> on MathHelper for the interpolation.
|
||
Less efficient but more precise compared to <see cref="M:Microsoft.Xna.Framework.Vector4.Lerp(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single,Microsoft.Xna.Framework.Vector4@)"/>.
|
||
See remarks section of <see cref="M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single)"/> on MathHelper for more info.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="amount">Weighting value(between 0.0 and 1.0).</param>
|
||
<param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Max(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a maximal values from the two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The <see cref="T:Microsoft.Xna.Framework.Vector4"/> with maximal values from the two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Max(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a maximal values from the two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The <see cref="T:Microsoft.Xna.Framework.Vector4"/> with maximal values from the two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Min(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a minimal values from the two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<returns>The <see cref="T:Microsoft.Xna.Framework.Vector4"/> with minimal values from the two vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Min(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a minimal values from the two vectors.
|
||
</summary>
|
||
<param name="value1">The first vector.</param>
|
||
<param name="value2">The second vector.</param>
|
||
<param name="result">The <see cref="T:Microsoft.Xna.Framework.Vector4"/> with minimal values from the two vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Multiply(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a multiplication of two vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<returns>The result of the vector multiplication.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Multiply(Microsoft.Xna.Framework.Vector4,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a multiplication of <see cref="T:Microsoft.Xna.Framework.Vector4"/> and a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="scaleFactor">Scalar value.</param>
|
||
<returns>The result of the vector multiplication with a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Multiply(Microsoft.Xna.Framework.Vector4@,System.Single,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a multiplication of <see cref="T:Microsoft.Xna.Framework.Vector4"/> and a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="scaleFactor">Scalar value.</param>
|
||
<param name="result">The result of the multiplication with a scalar as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Multiply(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a multiplication of two vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="result">The result of the vector multiplication as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Negate(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains the specified vector inversion.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<returns>The result of the vector inversion.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Negate(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains the specified vector inversion.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="result">The result of the vector inversion as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Normalize">
|
||
<summary>
|
||
Turns this <see cref="T:Microsoft.Xna.Framework.Vector4"/> to a unit vector with the same direction.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Normalize(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a normalized values from another vector.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<returns>Unit vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Normalize(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a normalized values from another vector.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="result">Unit vector as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.SmoothStep(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,System.Single)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains cubic interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="amount">Weighting value.</param>
|
||
<returns>Cubic interpolation of the specified vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.SmoothStep(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains cubic interpolation of the specified vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="amount">Weighting value.</param>
|
||
<param name="result">Cubic interpolation of the specified vectors as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Subtract(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains subtraction of on <see cref="T:Microsoft.Xna.Framework.Vector4"/> from a another.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<returns>The result of the vector subtraction.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Subtract(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains subtraction of on <see cref="T:Microsoft.Xna.Framework.Vector4"/> from a another.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="result">The result of the vector subtraction as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns>Transformed <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<returns>Transformed <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns>Transformed <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<returns>Transformed <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns>Transformed <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Quaternion)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<returns>Transformed <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="result">Transformed <see cref="T:Microsoft.Xna.Framework.Vector4"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector2"/>.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<param name="result">Transformed <see cref="T:Microsoft.Xna.Framework.Vector4"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="result">Transformed <see cref="T:Microsoft.Xna.Framework.Vector4"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector3"/>.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<param name="result">Transformed <see cref="T:Microsoft.Xna.Framework.Vector4"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="result">Transformed <see cref="T:Microsoft.Xna.Framework.Vector4"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Creates a new <see cref="T:Microsoft.Xna.Framework.Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<param name="result">Transformed <see cref="T:Microsoft.Xna.Framework.Vector4"/> as an output parameter.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4[],System.Int32,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector4[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Apply transformation on vectors within array of <see cref="T:Microsoft.Xna.Framework.Vector4"/> by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="sourceIndex">The starting index of transformation in the source array.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
<param name="destinationIndex">The starting index in the destination array, where the first <see cref="T:Microsoft.Xna.Framework.Vector4"/> should be written.</param>
|
||
<param name="length">The number of vectors to be transformed.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4[],System.Int32,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector4[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Apply transformation on vectors within array of <see cref="T:Microsoft.Xna.Framework.Vector4"/> by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="sourceIndex">The starting index of transformation in the source array.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
<param name="destinationIndex">The starting index in the destination array, where the first <see cref="T:Microsoft.Xna.Framework.Vector4"/> should be written.</param>
|
||
<param name="length">The number of vectors to be transformed.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4[],Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector4[])">
|
||
<summary>
|
||
Apply transformation on all vectors within array of <see cref="T:Microsoft.Xna.Framework.Vector4"/> by the specified <see cref="T:Microsoft.Xna.Framework.Matrix"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="matrix">The transformation <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4[],Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector4[])">
|
||
<summary>
|
||
Apply transformation on all vectors within array of <see cref="T:Microsoft.Xna.Framework.Vector4"/> by the specified <see cref="T:Microsoft.Xna.Framework.Quaternion"/> and places the results in an another array.
|
||
</summary>
|
||
<param name="sourceArray">Source array.</param>
|
||
<param name="rotation">The <see cref="T:Microsoft.Xna.Framework.Quaternion"/> which contains rotation transformation.</param>
|
||
<param name="destinationArray">Destination array.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Vector4"/> in the format:
|
||
{X:[<see cref="F:Microsoft.Xna.Framework.Vector4.X"/>] Y:[<see cref="F:Microsoft.Xna.Framework.Vector4.Y"/>] Z:[<see cref="F:Microsoft.Xna.Framework.Vector4.Z"/>] W:[<see cref="F:Microsoft.Xna.Framework.Vector4.W"/>]}
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Vector4"/>.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.Deconstruct(System.Single@,System.Single@,System.Single@,System.Single@)">
|
||
<summary>
|
||
Deconstruction method for <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
<param name="x"></param>
|
||
<param name="y"></param>
|
||
<param name="z"></param>
|
||
<param name="w"></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.op_UnaryNegation(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Inverts values in the specified <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/> on the right of the sub sign.</param>
|
||
<returns>Result of the inversion.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.op_Equality(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Vector4"/> instances are equal.
|
||
</summary>
|
||
<param name="value1"><see cref="T:Microsoft.Xna.Framework.Vector4"/> instance on the left of the equal sign.</param>
|
||
<param name="value2"><see cref="T:Microsoft.Xna.Framework.Vector4"/> instance on the right of the equal sign.</param>
|
||
<returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.op_Inequality(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Compares whether two <see cref="T:Microsoft.Xna.Framework.Vector4"/> instances are not equal.
|
||
</summary>
|
||
<param name="value1"><see cref="T:Microsoft.Xna.Framework.Vector4"/> instance on the left of the not equal sign.</param>
|
||
<param name="value2"><see cref="T:Microsoft.Xna.Framework.Vector4"/> instance on the right of the not equal sign.</param>
|
||
<returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.op_Addition(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Adds two vectors.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/> on the left of the add sign.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/> on the right of the add sign.</param>
|
||
<returns>Sum of the vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.op_Subtraction(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Subtracts a <see cref="T:Microsoft.Xna.Framework.Vector4"/> from a <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/> on the left of the sub sign.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/> on the right of the sub sign.</param>
|
||
<returns>Result of the vector subtraction.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.op_Multiply(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Multiplies the components of two vectors by each other.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/> on the left of the mul sign.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/> on the right of the mul sign.</param>
|
||
<returns>Result of the vector multiplication.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.op_Multiply(Microsoft.Xna.Framework.Vector4,System.Single)">
|
||
<summary>
|
||
Multiplies the components of vector by a scalar.
|
||
</summary>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/> on the left of the mul sign.</param>
|
||
<param name="scaleFactor">Scalar value on the right of the mul sign.</param>
|
||
<returns>Result of the vector multiplication with a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.op_Multiply(System.Single,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Multiplies the components of vector by a scalar.
|
||
</summary>
|
||
<param name="scaleFactor">Scalar value on the left of the mul sign.</param>
|
||
<param name="value">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/> on the right of the mul sign.</param>
|
||
<returns>Result of the vector multiplication with a scalar.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.op_Division(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector4"/> by the components of another <see cref="T:Microsoft.Xna.Framework.Vector4"/>.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/> on the left of the div sign.</param>
|
||
<param name="value2">Divisor <see cref="T:Microsoft.Xna.Framework.Vector4"/> on the right of the div sign.</param>
|
||
<returns>The result of dividing the vectors.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Vector4.op_Division(Microsoft.Xna.Framework.Vector4,System.Single)">
|
||
<summary>
|
||
Divides the components of a <see cref="T:Microsoft.Xna.Framework.Vector4"/> by a scalar.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Vector4"/> on the left of the div sign.</param>
|
||
<param name="divider">Divisor scalar on the right of the div sign.</param>
|
||
<returns>The result of dividing a vector by a scalar.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.ClearOptions">
|
||
<summary>
|
||
Defines the buffers for clearing when calling <see cref="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Clear(Microsoft.Xna.Framework.Graphics.ClearOptions,Microsoft.Xna.Framework.Color,System.Single,System.Int32)"/> operation.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.ClearOptions.Target">
|
||
<summary>
|
||
Color buffer.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.ClearOptions.DepthBuffer">
|
||
<summary>
|
||
Depth buffer.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.ClearOptions.Stencil">
|
||
<summary>
|
||
Stencil buffer.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.ColorWriteChannels">
|
||
<summary>
|
||
Defines the color channels for render target blending operations.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.ColorWriteChannels.None">
|
||
<summary>
|
||
No channels selected.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.ColorWriteChannels.Red">
|
||
<summary>
|
||
Red channel selected.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.ColorWriteChannels.Green">
|
||
<summary>
|
||
Green channel selected.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.ColorWriteChannels.Blue">
|
||
<summary>
|
||
Blue channel selected.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.ColorWriteChannels.Alpha">
|
||
<summary>
|
||
Alpha channel selected.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.ColorWriteChannels.All">
|
||
<summary>
|
||
All channels selected.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.CubeMapFace">
|
||
<summary>
|
||
Defines the faces in a cube map for the <see cref="T:Microsoft.Xna.Framework.Graphics.TextureCube"/> class.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CubeMapFace.PositiveX">
|
||
<summary>
|
||
Positive X face in the cube map.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CubeMapFace.NegativeX">
|
||
<summary>
|
||
Negative X face in the cube map.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CubeMapFace.PositiveY">
|
||
<summary>
|
||
Positive Y face in the cube map.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CubeMapFace.NegativeY">
|
||
<summary>
|
||
Negative Y face in the cube map.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CubeMapFace.PositiveZ">
|
||
<summary>
|
||
Positive Z face in the cube map.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CubeMapFace.NegativeZ">
|
||
<summary>
|
||
Negative Z face in the cube map.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.GraphicsMetrics">
|
||
<summary>
|
||
A snapshot of rendering statistics from <see cref="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Metrics"/> to be used for runtime debugging and profiling.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsMetrics.ClearCount">
|
||
<summary>
|
||
Number of times Clear was called.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsMetrics.DrawCount">
|
||
<summary>
|
||
Number of times Draw was called.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsMetrics.PixelShaderCount">
|
||
<summary>
|
||
Number of times the pixel shader was changed on the GPU.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsMetrics.PrimitiveCount">
|
||
<summary>
|
||
Number of rendered primitives.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsMetrics.SpriteCount">
|
||
<summary>
|
||
Number of sprites and text characters rendered via <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsMetrics.TargetCount">
|
||
<summary>
|
||
Number of times a target was changed on the GPU.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsMetrics.TextureCount">
|
||
<summary>
|
||
Number of times a texture was changed on the GPU.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsMetrics.VertexShaderCount">
|
||
<summary>
|
||
Number of times the vertex shader was changed on the GPU.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsMetrics.op_Subtraction(Microsoft.Xna.Framework.Graphics.GraphicsMetrics,Microsoft.Xna.Framework.Graphics.GraphicsMetrics)">
|
||
<summary>
|
||
Returns the difference between two sets of metrics.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsMetrics"/> on the left of the sub sign.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsMetrics"/> on the right of the sub sign.</param>
|
||
<returns>Difference between two sets of metrics.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsMetrics.op_Addition(Microsoft.Xna.Framework.Graphics.GraphicsMetrics,Microsoft.Xna.Framework.Graphics.GraphicsMetrics)">
|
||
<summary>
|
||
Returns the combination of two sets of metrics.
|
||
</summary>
|
||
<param name="value1">Source <see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsMetrics"/> on the left of the add sign.</param>
|
||
<param name="value2">Source <see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsMetrics"/> on the right of the add sign.</param>
|
||
<returns>Combination of two sets of metrics.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.AlphaTestEffect">
|
||
<summary>
|
||
Built-in effect that supports alpha testing.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.World">
|
||
<summary>
|
||
Gets or sets the world matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.View">
|
||
<summary>
|
||
Gets or sets the view matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.Projection">
|
||
<summary>
|
||
Gets or sets the projection matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.DiffuseColor">
|
||
<summary>
|
||
Gets or sets the material diffuse color (range 0 to 1).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.Alpha">
|
||
<summary>
|
||
Gets or sets the material alpha.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.FogEnabled">
|
||
<summary>
|
||
Gets or sets the fog enable flag.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.FogStart">
|
||
<summary>
|
||
Gets or sets the fog start distance.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.FogEnd">
|
||
<summary>
|
||
Gets or sets the fog end distance.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.FogColor">
|
||
<summary>
|
||
Gets or sets the fog color.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.Texture">
|
||
<summary>
|
||
Gets or sets the current texture.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.VertexColorEnabled">
|
||
<summary>
|
||
Gets or sets whether vertex color is enabled.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.AlphaFunction">
|
||
<summary>
|
||
Gets or sets the alpha compare function (default Greater).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.ReferenceAlpha">
|
||
<summary>
|
||
Gets or sets the reference alpha value (default 0).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
|
||
<summary>
|
||
Creates a new AlphaTestEffect with default parameter settings.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.#ctor(Microsoft.Xna.Framework.Graphics.AlphaTestEffect)">
|
||
<summary>
|
||
Creates a new AlphaTestEffect by cloning parameter settings from an existing instance.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.Clone">
|
||
<summary>
|
||
Creates a clone of the current AlphaTestEffect instance.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.CacheEffectParameters">
|
||
<summary>
|
||
Looks up shortcut references to our effect parameters.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.AlphaTestEffect.OnApply">
|
||
<summary>
|
||
Lazily computes derived parameter values immediately before applying the effect.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.BasicEffect">
|
||
<summary>
|
||
Built-in effect that supports optional texturing, vertex coloring, fog, and lighting.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.World">
|
||
<summary>
|
||
Gets or sets the world matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.View">
|
||
<summary>
|
||
Gets or sets the view matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.Projection">
|
||
<summary>
|
||
Gets or sets the projection matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.DiffuseColor">
|
||
<summary>
|
||
Gets or sets the material diffuse color (range 0 to 1).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.EmissiveColor">
|
||
<summary>
|
||
Gets or sets the material emissive color (range 0 to 1).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.SpecularColor">
|
||
<summary>
|
||
Gets or sets the material specular color (range 0 to 1).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.SpecularPower">
|
||
<summary>
|
||
Gets or sets the material specular power.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.Alpha">
|
||
<summary>
|
||
Gets or sets the material alpha.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.LightingEnabled">
|
||
<inheritdoc/>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.PreferPerPixelLighting">
|
||
<summary>
|
||
Gets or sets the per-pixel lighting prefer flag.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.AmbientLightColor">
|
||
<inheritdoc/>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.DirectionalLight0">
|
||
<inheritdoc/>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.DirectionalLight1">
|
||
<inheritdoc/>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.DirectionalLight2">
|
||
<inheritdoc/>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.FogEnabled">
|
||
<inheritdoc/>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.FogStart">
|
||
<inheritdoc/>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.FogEnd">
|
||
<inheritdoc/>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.FogColor">
|
||
<inheritdoc/>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.TextureEnabled">
|
||
<summary>
|
||
Gets or sets whether texturing is enabled.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.Texture">
|
||
<summary>
|
||
Gets or sets the current texture.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.VertexColorEnabled">
|
||
<summary>
|
||
Gets or sets whether vertex color is enabled.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.BasicEffect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
|
||
<summary>
|
||
Creates a new BasicEffect with default parameter settings.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.BasicEffect.#ctor(Microsoft.Xna.Framework.Graphics.BasicEffect)">
|
||
<summary>
|
||
Creates a new BasicEffect by cloning parameter settings from an existing instance.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.BasicEffect.Clone">
|
||
<summary>
|
||
Creates a clone of the current BasicEffect instance.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.BasicEffect.EnableDefaultLighting">
|
||
<inheritdoc/>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.BasicEffect.CacheEffectParameters(Microsoft.Xna.Framework.Graphics.BasicEffect)">
|
||
<summary>
|
||
Looks up shortcut references to our effect parameters.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.BasicEffect.OnApply">
|
||
<summary>
|
||
Lazily computes derived parameter values immediately before applying the effect.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.DualTextureEffect">
|
||
<summary>
|
||
Built-in effect that supports two-layer multitexturing.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.DualTextureEffect.World">
|
||
<summary>
|
||
Gets or sets the world matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.DualTextureEffect.View">
|
||
<summary>
|
||
Gets or sets the view matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.DualTextureEffect.Projection">
|
||
<summary>
|
||
Gets or sets the projection matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.DualTextureEffect.DiffuseColor">
|
||
<summary>
|
||
Gets or sets the material diffuse color (range 0 to 1).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.DualTextureEffect.Alpha">
|
||
<summary>
|
||
Gets or sets the material alpha.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.DualTextureEffect.FogEnabled">
|
||
<summary>
|
||
Gets or sets the fog enable flag.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.DualTextureEffect.FogStart">
|
||
<summary>
|
||
Gets or sets the fog start distance.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.DualTextureEffect.FogEnd">
|
||
<summary>
|
||
Gets or sets the fog end distance.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.DualTextureEffect.FogColor">
|
||
<summary>
|
||
Gets or sets the fog color.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.DualTextureEffect.Texture">
|
||
<summary>
|
||
Gets or sets the current base texture.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.DualTextureEffect.Texture2">
|
||
<summary>
|
||
Gets or sets the current overlay texture.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.DualTextureEffect.VertexColorEnabled">
|
||
<summary>
|
||
Gets or sets whether vertex color is enabled.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.DualTextureEffect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
|
||
<summary>
|
||
Creates a new DualTextureEffect with default parameter settings.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.DualTextureEffect.#ctor(Microsoft.Xna.Framework.Graphics.DualTextureEffect)">
|
||
<summary>
|
||
Creates a new DualTextureEffect by cloning parameter settings from an existing instance.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.DualTextureEffect.Clone">
|
||
<summary>
|
||
Creates a clone of the current DualTextureEffect instance.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.DualTextureEffect.CacheEffectParameters">
|
||
<summary>
|
||
Looks up shortcut references to our effect parameters.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.DualTextureEffect.OnApply">
|
||
<summary>
|
||
Lazily computes derived parameter values immediately before applying the effect.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Effect.MGFXHeader.MGFXSignature">
|
||
<summary>
|
||
The MonoGame Effect file format header identifier ("MGFX").
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Effect.MGFXHeader.MGFXVersion">
|
||
<summary>
|
||
The current MonoGame Effect file format versions
|
||
used to detect old packaged content.
|
||
</summary>
|
||
<remarks>
|
||
We should avoid supporting old versions for very long if at all
|
||
as users should be rebuilding content when packaging their game.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Effect.Clone(Microsoft.Xna.Framework.Graphics.Effect)">
|
||
<summary>
|
||
Clone the source into this existing object.
|
||
</summary>
|
||
<remarks>
|
||
Note this is not overloaded in derived classes on purpose. This is
|
||
only a reason this exists is for caching effects.
|
||
</remarks>
|
||
<param name="cloneSource">The source effect to clone from.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Effect.Clone">
|
||
<summary>
|
||
Returns a deep copy of the effect where immutable types
|
||
are shared and mutable data is duplicated.
|
||
</summary>
|
||
<remarks>
|
||
See "Cloning an Effect" in MSDN:
|
||
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476138(v=vs.85).aspx
|
||
</remarks>
|
||
<returns>The cloned effect.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.EffectDirtyFlags">
|
||
<summary>
|
||
Track which effect parameters need to be recomputed during the next OnApply.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.EffectHelpers">
|
||
<summary>
|
||
Helper code shared between the various built-in effects.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.EffectHelpers.EnableDefaultLighting(Microsoft.Xna.Framework.Graphics.DirectionalLight,Microsoft.Xna.Framework.Graphics.DirectionalLight,Microsoft.Xna.Framework.Graphics.DirectionalLight)">
|
||
<summary>
|
||
Sets up the standard key/fill/back lighting rig.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.EffectHelpers.SetWorldViewProjAndFog(Microsoft.Xna.Framework.Graphics.EffectDirtyFlags,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,System.Boolean,System.Single,System.Single,Microsoft.Xna.Framework.Graphics.EffectParameter,Microsoft.Xna.Framework.Graphics.EffectParameter)">
|
||
<summary>
|
||
Lazily recomputes the world+view+projection matrix and
|
||
fog vector based on the current effect parameter settings.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.EffectHelpers.SetFogVector(Microsoft.Xna.Framework.Matrix@,System.Single,System.Single,Microsoft.Xna.Framework.Graphics.EffectParameter)">
|
||
<summary>
|
||
Sets a vector which can be dotted with the object space vertex position to compute fog amount.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.EffectHelpers.SetLightingMatrices(Microsoft.Xna.Framework.Graphics.EffectDirtyFlags,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Graphics.EffectParameter,Microsoft.Xna.Framework.Graphics.EffectParameter,Microsoft.Xna.Framework.Graphics.EffectParameter)">
|
||
<summary>
|
||
Lazily recomputes the world inverse transpose matrix and
|
||
eye position based on the current effect parameter settings.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.EffectHelpers.SetMaterialColor(System.Boolean,System.Single,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Graphics.EffectParameter,Microsoft.Xna.Framework.Graphics.EffectParameter)">
|
||
<summary>
|
||
Sets the diffuse/emissive/alpha material color parameters.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.EffectParameterClass">
|
||
<summary>
|
||
Defines classes for effect parameters and shader constants.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterClass.Scalar">
|
||
<summary>
|
||
Scalar class type.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterClass.Vector">
|
||
<summary>
|
||
Vector class type.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterClass.Matrix">
|
||
<summary>
|
||
Matrix class type.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterClass.Object">
|
||
<summary>
|
||
Class type for textures, shaders or strings.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterClass.Struct">
|
||
<summary>
|
||
Structure class type.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EffectParameter.NextStateKey">
|
||
<summary>
|
||
The next state key used when an effect parameter
|
||
is updated by any of the 'set' methods.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EffectParameter.StateKey">
|
||
<summary>
|
||
The current state key which is used to detect
|
||
if the parameter value has been changed.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EffectParameter.DebugDisplayString">
|
||
<summary>
|
||
Property referenced by the DebuggerDisplayAttribute.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.EffectParameterType">
|
||
<summary>
|
||
Defines types for effect parameters and shader constants.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Void">
|
||
<summary>
|
||
Pointer to void type.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Bool">
|
||
<summary>
|
||
Boolean type. Any non-zero will be <c>true</c>; <c>false</c> otherwise.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Int32">
|
||
<summary>
|
||
32-bit integer type.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Single">
|
||
<summary>
|
||
Float type.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.String">
|
||
<summary>
|
||
String type.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Texture">
|
||
<summary>
|
||
Any texture type.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Texture1D">
|
||
<summary>
|
||
1D-texture type.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Texture2D">
|
||
<summary>
|
||
2D-texture type.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Texture3D">
|
||
<summary>
|
||
3D-texture type.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.TextureCube">
|
||
<summary>
|
||
Cubic texture type.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.EffectResource">
|
||
<summary>
|
||
Internal helper for accessing the bytecode for stock effects.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect">
|
||
<summary>
|
||
Built-in effect that supports environment mapping.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.World">
|
||
<summary>
|
||
Gets or sets the world matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.View">
|
||
<summary>
|
||
Gets or sets the view matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.Projection">
|
||
<summary>
|
||
Gets or sets the projection matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.DiffuseColor">
|
||
<summary>
|
||
Gets or sets the material diffuse color (range 0 to 1).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.EmissiveColor">
|
||
<summary>
|
||
Gets or sets the material emissive color (range 0 to 1).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.Alpha">
|
||
<summary>
|
||
Gets or sets the material alpha.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.AmbientLightColor">
|
||
<summary>
|
||
Gets or sets the ambient light color (range 0 to 1).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.DirectionalLight0">
|
||
<summary>
|
||
Gets the first directional light.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.DirectionalLight1">
|
||
<summary>
|
||
Gets the second directional light.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.DirectionalLight2">
|
||
<summary>
|
||
Gets the third directional light.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.FogEnabled">
|
||
<summary>
|
||
Gets or sets the fog enable flag.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.FogStart">
|
||
<summary>
|
||
Gets or sets the fog start distance.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.FogEnd">
|
||
<summary>
|
||
Gets or sets the fog end distance.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.FogColor">
|
||
<summary>
|
||
Gets or sets the fog color.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.Texture">
|
||
<summary>
|
||
Gets or sets the current texture.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.EnvironmentMap">
|
||
<summary>
|
||
Gets or sets the current environment map texture.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.EnvironmentMapAmount">
|
||
<summary>
|
||
Gets or sets the amount of the environment map RGB that will be blended over
|
||
the base texture. Range 0 to 1, default 1. If set to zero, the RGB channels
|
||
of the environment map will completely ignored (but the environment map alpha
|
||
may still be visible if EnvironmentMapSpecular is greater than zero).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.EnvironmentMapSpecular">
|
||
<summary>
|
||
Gets or sets the amount of the environment map alpha channel that will
|
||
be added to the base texture. Range 0 to 1, default 0. This can be used
|
||
to implement cheap specular lighting, by encoding one or more specular
|
||
highlight patterns into the environment map alpha channel, then setting
|
||
EnvironmentMapSpecular to the desired specular light color.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.FresnelFactor">
|
||
<summary>
|
||
Gets or sets the Fresnel factor used for the environment map blending.
|
||
Higher values make the environment map only visible around the silhouette
|
||
edges of the object, while lower values make it visible everywhere.
|
||
Setting this property to 0 disables Fresnel entirely, making the
|
||
environment map equally visible regardless of view angle. The default is
|
||
1. Fresnel only affects the environment map RGB (the intensity of which is
|
||
controlled by EnvironmentMapAmount). The alpha contribution (controlled by
|
||
EnvironmentMapSpecular) is not affected by the Fresnel setting.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.Microsoft#Xna#Framework#Graphics#IEffectLights#LightingEnabled">
|
||
<summary>
|
||
This effect requires lighting, so we explicitly implement
|
||
IEffectLights.LightingEnabled, and do not allow turning it off.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
|
||
<summary>
|
||
Creates a new EnvironmentMapEffect with default parameter settings.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.#ctor(Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect)">
|
||
<summary>
|
||
Creates a new EnvironmentMapEffect by cloning parameter settings from an existing instance.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.Clone">
|
||
<summary>
|
||
Creates a clone of the current EnvironmentMapEffect instance.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.EnableDefaultLighting">
|
||
<summary>
|
||
Sets up the standard key/fill/back lighting rig.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.CacheEffectParameters(Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect)">
|
||
<summary>
|
||
Looks up shortcut references to our effect parameters.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.EnvironmentMapEffect.OnApply">
|
||
<summary>
|
||
Lazily computes derived parameter values immediately before applying the effect.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.IEffectFog">
|
||
<summary>
|
||
The common effect fog rendering parameters.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.IEffectFog.FogColor">
|
||
<summary>
|
||
The floating point fog color.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.IEffectFog.FogEnabled">
|
||
<summary>
|
||
Used to toggle the rendering of fog.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.IEffectFog.FogEnd">
|
||
<summary>
|
||
The world space distance from the camera at which fogging is fully applied.
|
||
</summary>
|
||
<remarks>
|
||
FogEnd should be greater than FogStart. If FogEnd and FogStart
|
||
are the same value everything is fully fogged.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.IEffectFog.FogStart">
|
||
<summary>
|
||
The world space distance from the camera at which fogging begins.
|
||
</summary>
|
||
<remarks>
|
||
FogStart should be less than FogEnd. If FogEnd and FogStart are the
|
||
same value everything is fully fogged.
|
||
</remarks>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.IEffectLights">
|
||
<summary>
|
||
The common effect light rendering parameters.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.IEffectLights.AmbientLightColor">
|
||
<summary>
|
||
The floating point ambient light color.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.IEffectLights.DirectionalLight0">
|
||
<summary>
|
||
Returns the first directional light.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.IEffectLights.DirectionalLight1">
|
||
<summary>
|
||
Returns the second directional light.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.IEffectLights.DirectionalLight2">
|
||
<summary>
|
||
Returns the third directional light.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.IEffectLights.LightingEnabled">
|
||
<summary>
|
||
Toggles the rendering of lighting.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.IEffectLights.EnableDefaultLighting">
|
||
<summary>
|
||
Initializes the lights to the standard key/fill/back lighting rig.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.SkinnedEffect">
|
||
<summary>
|
||
Built-in effect for rendering skinned character models.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.World">
|
||
<summary>
|
||
Gets or sets the world matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.View">
|
||
<summary>
|
||
Gets or sets the view matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.Projection">
|
||
<summary>
|
||
Gets or sets the projection matrix.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.DiffuseColor">
|
||
<summary>
|
||
Gets or sets the material diffuse color (range 0 to 1).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.EmissiveColor">
|
||
<summary>
|
||
Gets or sets the material emissive color (range 0 to 1).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.SpecularColor">
|
||
<summary>
|
||
Gets or sets the material specular color (range 0 to 1).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.SpecularPower">
|
||
<summary>
|
||
Gets or sets the material specular power.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.Alpha">
|
||
<summary>
|
||
Gets or sets the material alpha.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.PreferPerPixelLighting">
|
||
<summary>
|
||
Gets or sets the per-pixel lighting prefer flag.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.AmbientLightColor">
|
||
<summary>
|
||
Gets or sets the ambient light color (range 0 to 1).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.DirectionalLight0">
|
||
<summary>
|
||
Gets the first directional light.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.DirectionalLight1">
|
||
<summary>
|
||
Gets the second directional light.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.DirectionalLight2">
|
||
<summary>
|
||
Gets the third directional light.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.FogEnabled">
|
||
<summary>
|
||
Gets or sets the fog enable flag.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.FogStart">
|
||
<summary>
|
||
Gets or sets the fog start distance.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.FogEnd">
|
||
<summary>
|
||
Gets or sets the fog end distance.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.FogColor">
|
||
<summary>
|
||
Gets or sets the fog color.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.Texture">
|
||
<summary>
|
||
Gets or sets the current texture.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.WeightsPerVertex">
|
||
<summary>
|
||
Gets or sets the number of skinning weights to evaluate for each vertex (1, 2, or 4).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SkinnedEffect.SetBoneTransforms(Microsoft.Xna.Framework.Matrix[])">
|
||
<summary>
|
||
Sets an array of skinning bone transform matrices.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SkinnedEffect.GetBoneTransforms(System.Int32)">
|
||
<summary>
|
||
Gets a copy of the current skinning bone transform matrices.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SkinnedEffect.Microsoft#Xna#Framework#Graphics#IEffectLights#LightingEnabled">
|
||
<summary>
|
||
This effect requires lighting, so we explicitly implement
|
||
IEffectLights.LightingEnabled, and do not allow turning it off.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SkinnedEffect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
|
||
<summary>
|
||
Creates a new SkinnedEffect with default parameter settings.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SkinnedEffect.#ctor(Microsoft.Xna.Framework.Graphics.SkinnedEffect)">
|
||
<summary>
|
||
Creates a new SkinnedEffect by cloning parameter settings from an existing instance.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SkinnedEffect.Clone">
|
||
<summary>
|
||
Creates a clone of the current SkinnedEffect instance.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SkinnedEffect.EnableDefaultLighting">
|
||
<summary>
|
||
Sets up the standard key/fill/back lighting rig.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SkinnedEffect.CacheEffectParameters(Microsoft.Xna.Framework.Graphics.SkinnedEffect)">
|
||
<summary>
|
||
Looks up shortcut references to our effect parameters.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SkinnedEffect.OnApply">
|
||
<summary>
|
||
Lazily computes derived parameter values immediately before applying the effect.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.SpriteEffect">
|
||
<summary>
|
||
The default effect used by SpriteBatch.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteEffect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
|
||
<summary>
|
||
Creates a new SpriteEffect.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteEffect.#ctor(Microsoft.Xna.Framework.Graphics.SpriteEffect)">
|
||
<summary>
|
||
Creates a new SpriteEffect by cloning parameter settings from an existing instance.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteEffect.Clone">
|
||
<summary>
|
||
Creates a clone of the current SpriteEffect instance.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteEffect.CacheEffectParameters">
|
||
<summary>
|
||
Looks up shortcut references to our effect parameters.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteEffect.OnApply">
|
||
<summary>
|
||
Lazily computes derived parameter values immediately before applying the effect.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.DriverType">
|
||
<summary>
|
||
Defines the driver type for graphics adapter. Usable only on DirectX platforms for now.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.DriverType.Hardware">
|
||
<summary>
|
||
Hardware device been used for rendering. Maximum speed and performance.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.DriverType.Reference">
|
||
<summary>
|
||
Emulates the hardware device on CPU. Slowly, only for testing.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.DriverType.FastSoftware">
|
||
<summary>
|
||
Useful when <see cref="F:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.DriverType.Hardware"/> acceleration does not work.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.UseReferenceDevice">
|
||
<summary>
|
||
Used to request creation of the reference graphics device,
|
||
or the default hardware accelerated device (when set to false).
|
||
</summary>
|
||
<remarks>
|
||
This only works on DirectX platforms where a reference graphics
|
||
device is available and must be defined before the graphics device
|
||
is created. It defaults to false.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.UseDriverType">
|
||
<summary>
|
||
Used to request creation of a specific kind of driver.
|
||
</summary>
|
||
<remarks>
|
||
These values only work on DirectX platforms and must be defined before the graphics device
|
||
is created. <see cref="F:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.DriverType.Hardware"/> by default.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.UseDebugLayers">
|
||
<summary>
|
||
Used to request the graphics device should be created with debugging
|
||
features enabled.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.IsWideScreen">
|
||
<summary>
|
||
Returns true if the <see cref="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.CurrentDisplayMode"/> is widescreen.
|
||
</summary>
|
||
<remarks>
|
||
Common widescreen modes include 16:9, 16:10 and 2:1.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.QueryRenderTargetFormat(Microsoft.Xna.Framework.Graphics.GraphicsProfile,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.DepthFormat,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat@,Microsoft.Xna.Framework.Graphics.DepthFormat@,System.Int32@)">
|
||
<summary>
|
||
Queries for support of the requested render target format on the adaptor.
|
||
</summary>
|
||
<param name="graphicsProfile">The graphics profile.</param>
|
||
<param name="format">The requested surface format.</param>
|
||
<param name="depthFormat">The requested depth stencil format.</param>
|
||
<param name="multiSampleCount">The requested multisample count.</param>
|
||
<param name="selectedFormat">Set to the best format supported by the adaptor for the requested surface format.</param>
|
||
<param name="selectedDepthFormat">Set to the best format supported by the adaptor for the requested depth stencil format.</param>
|
||
<param name="selectedMultiSampleCount">Set to the best count supported by the adaptor for the requested multisample count.</param>
|
||
<returns>True if the requested format is supported by the adaptor. False if one or more of the values was changed.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.GraphicsCapabilities">
|
||
<summary>
|
||
Provides information about the capabilities of the
|
||
current graphics device. A very useful thread for investigating GL extenion names
|
||
http://stackoverflow.com/questions/3881197/opengl-es-2-0-extensions-on-android-devices
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsCapabilities.SupportsNonPowerOfTwo">
|
||
<summary>
|
||
Whether the device fully supports non power-of-two textures, including
|
||
mip maps and wrap modes other than CLAMP_TO_EDGE
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsCapabilities.SupportsTextureFilterAnisotropic">
|
||
<summary>
|
||
Whether the device supports anisotropic texture filtering
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsCapabilities.SupportsDxt1">
|
||
<summary>
|
||
Gets the support for DXT1
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsCapabilities.SupportsS3tc">
|
||
<summary>
|
||
Gets the support for S3TC (DXT1, DXT3, DXT5)
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsCapabilities.SupportsPvrtc">
|
||
<summary>
|
||
Gets the support for PVRTC
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsCapabilities.SupportsEtc1">
|
||
<summary>
|
||
Gets the support for ETC1
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsCapabilities.SupportsAtitc">
|
||
<summary>
|
||
Gets the support for ATITC
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsCapabilities.SupportsSRgb">
|
||
<summary>
|
||
True, if sRGB is supported. On Direct3D platforms, this is always <code>true</code>.
|
||
On OpenGL platforms, it is <code>true</code> if both framebuffer sRGB
|
||
and texture sRGB are supported.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsCapabilities.SupportsFloatTextures">
|
||
<summary>
|
||
True, if the underlying platform supports floating point textures.
|
||
For Direct3D platforms this is always <code>true</code>.
|
||
For OpenGL Desktop platforms it is always <code>true</code>.
|
||
For OpenGL Mobile platforms it requires `GL_EXT_color_buffer_float`.
|
||
If the requested format is not supported an <code>NotSupportedException</code>
|
||
will be thrown.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsCapabilities.SupportsHalfFloatTextures">
|
||
<summary>
|
||
True, if the underlying platform supports half floating point textures.
|
||
For Direct3D platforms this is always <code>true</code>.
|
||
For OpenGL Desktop platforms it is always <code>true</code>.
|
||
For OpenGL Mobile platforms it requires `GL_EXT_color_buffer_half_float`.
|
||
If the requested format is not supported an <code>NotSupportedException</code>
|
||
will be thrown.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsCapabilities.MaxTextureAnisotropy">
|
||
<summary>
|
||
Gets the max texture anisotropy. This value typically lies
|
||
between 0 and 16, where 0 means anisotropic filtering is not
|
||
supported.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDebug.TryDequeueMessage(Microsoft.Xna.Framework.Graphics.GraphicsDebugMessage@)">
|
||
<summary>
|
||
Attempt to dequeue a debugging message from the graphics subsystem.
|
||
</summary>
|
||
<remarks>
|
||
When running on a graphics device with debugging enabled, this allows you to retrieve
|
||
subsystem-specific (e.g. DirectX, OpenGL, etc.) debugging messages including information
|
||
about improper usage of shaders and APIs.
|
||
</remarks>
|
||
<param name="message">The graphics debugging message if retrieved, null otherwise.</param>
|
||
<returns>True if a graphics debugging message was retrieved, false otherwise.</returns>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDevice._vertexShader">
|
||
<summary>
|
||
The active vertex shader.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDevice._pixelShader">
|
||
<summary>
|
||
The active pixel shader.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDevice.EffectCache">
|
||
<summary>
|
||
The cache of effects from unique byte streams.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Metrics">
|
||
<summary>
|
||
The rendering information for debugging and profiling.
|
||
The metrics are reset every frame after draw within <see cref="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Present"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GraphicsDebug">
|
||
<summary>
|
||
Access debugging APIs for the graphics subsystem.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsAdapter,Microsoft.Xna.Framework.Graphics.GraphicsProfile,Microsoft.Xna.Framework.Graphics.PresentationParameters)">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsDevice" /> class.
|
||
</summary>
|
||
<param name="adapter">The graphics adapter.</param>
|
||
<param name="graphicsProfile">The graphics profile.</param>
|
||
<param name="presentationParameters">The presentation options.</param>
|
||
<exception cref="T:System.ArgumentNullException">
|
||
<paramref name="presentationParameters"/> is <see langword="null"/>.
|
||
</exception>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.BlendFactor">
|
||
<summary>
|
||
The color used as blend factor when alpha blending.
|
||
</summary>
|
||
<remarks>
|
||
When only changing BlendFactor, use this rather than <see cref="P:Microsoft.Xna.Framework.Graphics.BlendState.BlendFactor"/> to
|
||
only update BlendFactor so the whole BlendState does not have to be updated.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.OnDeviceResetting">
|
||
<summary>
|
||
Trigger the DeviceResetting event
|
||
Currently internal to allow the various platforms to send the event at the appropriate time.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.OnDeviceReset">
|
||
<summary>
|
||
Trigger the DeviceReset event to allow games to be notified of a device reset.
|
||
Currently internal to allow the various platforms to send the event at the appropriate time.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
|
||
<summary>
|
||
Draw geometry by indexing into the vertex buffer.
|
||
</summary>
|
||
<param name="primitiveType">The type of primitives in the index buffer.</param>
|
||
<param name="baseVertex">Used to offset the vertex range indexed from the vertex buffer.</param>
|
||
<param name="minVertexIndex">This is unused and remains here only for XNA API compatibility.</param>
|
||
<param name="numVertices">This is unused and remains here only for XNA API compatibility.</param>
|
||
<param name="startIndex">The index within the index buffer to start drawing from.</param>
|
||
<param name="primitiveCount">The number of primitives to render from the index buffer.</param>
|
||
<remarks>Note that minVertexIndex and numVertices are unused in MonoGame and will be ignored.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType,System.Int32,System.Int32,System.Int32)">
|
||
<summary>
|
||
Draw geometry by indexing into the vertex buffer.
|
||
</summary>
|
||
<param name="primitiveType">The type of primitives in the index buffer.</param>
|
||
<param name="baseVertex">Used to offset the vertex range indexed from the vertex buffer.</param>
|
||
<param name="startIndex">The index within the index buffer to start drawing from.</param>
|
||
<param name="primitiveCount">The number of primitives to render from the index buffer.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawUserPrimitives``1(Microsoft.Xna.Framework.Graphics.PrimitiveType,``0[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Draw primitives of the specified type from the data in an array of vertices without indexing.
|
||
</summary>
|
||
<typeparam name="T">The type of the vertices.</typeparam>
|
||
<param name="primitiveType">The type of primitives to draw with the vertices.</param>
|
||
<param name="vertexData">An array of vertices to draw.</param>
|
||
<param name="vertexOffset">The index in the array of the first vertex that should be rendered.</param>
|
||
<param name="primitiveCount">The number of primitives to draw.</param>
|
||
<remarks>The <see cref="T:Microsoft.Xna.Framework.Graphics.VertexDeclaration"/> will be found by getting <see cref="P:Microsoft.Xna.Framework.Graphics.IVertexType.VertexDeclaration"/>
|
||
from an instance of <typeparamref name="T"/> and cached for subsequent calls.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawUserPrimitives``1(Microsoft.Xna.Framework.Graphics.PrimitiveType,``0[],System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.VertexDeclaration)">
|
||
<summary>
|
||
Draw primitives of the specified type from the data in the given array of vertices without indexing.
|
||
</summary>
|
||
<typeparam name="T">The type of the vertices.</typeparam>
|
||
<param name="primitiveType">The type of primitives to draw with the vertices.</param>
|
||
<param name="vertexData">An array of vertices to draw.</param>
|
||
<param name="vertexOffset">The index in the array of the first vertex that should be rendered.</param>
|
||
<param name="primitiveCount">The number of primitives to draw.</param>
|
||
<param name="vertexDeclaration">The layout of the vertices.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType,System.Int32,System.Int32)">
|
||
<summary>
|
||
Draw primitives of the specified type from the currently bound vertexbuffers without indexing.
|
||
</summary>
|
||
<param name="primitiveType">The type of primitives to draw.</param>
|
||
<param name="vertexStart">Index of the vertex to start at.</param>
|
||
<param name="primitiveCount">The number of primitives to draw.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawUserIndexedPrimitives``1(Microsoft.Xna.Framework.Graphics.PrimitiveType,``0[],System.Int32,System.Int32,System.Int16[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Draw primitives of the specified type by indexing into the given array of vertices with 16-bit indices.
|
||
</summary>
|
||
<typeparam name="T">The type of the vertices.</typeparam>
|
||
<param name="primitiveType">The type of primitives to draw with the vertices.</param>
|
||
<param name="vertexData">An array of vertices to draw.</param>
|
||
<param name="vertexOffset">The index in the array of the first vertex to draw.</param>
|
||
<param name="indexOffset">The index in the array of indices of the first index to use</param>
|
||
<param name="primitiveCount">The number of primitives to draw.</param>
|
||
<param name="numVertices">The number of vertices to draw.</param>
|
||
<param name="indexData">The index data.</param>
|
||
<remarks>The <see cref="T:Microsoft.Xna.Framework.Graphics.VertexDeclaration"/> will be found by getting <see cref="P:Microsoft.Xna.Framework.Graphics.IVertexType.VertexDeclaration"/>
|
||
from an instance of <typeparamref name="T"/> and cached for subsequent calls.</remarks>
|
||
<remarks>All indices in the vertex buffer are interpreted relative to the specified <paramref name="vertexOffset"/>.
|
||
For example a value of zero in the array of indices points to the vertex at index <paramref name="vertexOffset"/>
|
||
in the array of vertices.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawUserIndexedPrimitives``1(Microsoft.Xna.Framework.Graphics.PrimitiveType,``0[],System.Int32,System.Int32,System.Int16[],System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.VertexDeclaration)">
|
||
<summary>
|
||
Draw primitives of the specified type by indexing into the given array of vertices with 16-bit indices.
|
||
</summary>
|
||
<typeparam name="T">The type of the vertices.</typeparam>
|
||
<param name="primitiveType">The type of primitives to draw with the vertices.</param>
|
||
<param name="vertexData">An array of vertices to draw.</param>
|
||
<param name="vertexOffset">The index in the array of the first vertex to draw.</param>
|
||
<param name="indexOffset">The index in the array of indices of the first index to use</param>
|
||
<param name="primitiveCount">The number of primitives to draw.</param>
|
||
<param name="numVertices">The number of vertices to draw.</param>
|
||
<param name="indexData">The index data.</param>
|
||
<param name="vertexDeclaration">The layout of the vertices.</param>
|
||
<remarks>All indices in the vertex buffer are interpreted relative to the specified <paramref name="vertexOffset"/>.
|
||
For example a value of zero in the array of indices points to the vertex at index <paramref name="vertexOffset"/>
|
||
in the array of vertices.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawUserIndexedPrimitives``1(Microsoft.Xna.Framework.Graphics.PrimitiveType,``0[],System.Int32,System.Int32,System.Int32[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Draw primitives of the specified type by indexing into the given array of vertices with 32-bit indices.
|
||
</summary>
|
||
<typeparam name="T">The type of the vertices.</typeparam>
|
||
<param name="primitiveType">The type of primitives to draw with the vertices.</param>
|
||
<param name="vertexData">An array of vertices to draw.</param>
|
||
<param name="vertexOffset">The index in the array of the first vertex to draw.</param>
|
||
<param name="indexOffset">The index in the array of indices of the first index to use</param>
|
||
<param name="primitiveCount">The number of primitives to draw.</param>
|
||
<param name="numVertices">The number of vertices to draw.</param>
|
||
<param name="indexData">The index data.</param>
|
||
<remarks>The <see cref="T:Microsoft.Xna.Framework.Graphics.VertexDeclaration"/> will be found by getting <see cref="P:Microsoft.Xna.Framework.Graphics.IVertexType.VertexDeclaration"/>
|
||
from an instance of <typeparamref name="T"/> and cached for subsequent calls.</remarks>
|
||
<remarks>All indices in the vertex buffer are interpreted relative to the specified <paramref name="vertexOffset"/>.
|
||
For example a value of zero in the array of indices points to the vertex at index <paramref name="vertexOffset"/>
|
||
in the array of vertices.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawUserIndexedPrimitives``1(Microsoft.Xna.Framework.Graphics.PrimitiveType,``0[],System.Int32,System.Int32,System.Int32[],System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.VertexDeclaration)">
|
||
<summary>
|
||
Draw primitives of the specified type by indexing into the given array of vertices with 32-bit indices.
|
||
</summary>
|
||
<typeparam name="T">The type of the vertices.</typeparam>
|
||
<param name="primitiveType">The type of primitives to draw with the vertices.</param>
|
||
<param name="vertexData">An array of vertices to draw.</param>
|
||
<param name="vertexOffset">The index in the array of the first vertex to draw.</param>
|
||
<param name="indexOffset">The index in the array of indices of the first index to use</param>
|
||
<param name="primitiveCount">The number of primitives to draw.</param>
|
||
<param name="numVertices">The number of vertices to draw.</param>
|
||
<param name="indexData">The index data.</param>
|
||
<param name="vertexDeclaration">The layout of the vertices.</param>
|
||
<remarks>All indices in the vertex buffer are interpreted relative to the specified <paramref name="vertexOffset"/>.
|
||
For example value of zero in the array of indices points to the vertex at index <paramref name="vertexOffset"/>
|
||
in the array of vertices.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawInstancedPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
|
||
<summary>
|
||
Draw instanced geometry from the bound vertex buffers and index buffer.
|
||
</summary>
|
||
<param name="primitiveType">The type of primitives in the index buffer.</param>
|
||
<param name="baseVertex">Used to offset the vertex range indexed from the vertex buffer.</param>
|
||
<param name="minVertexIndex">This is unused and remains here only for XNA API compatibility.</param>
|
||
<param name="numVertices">This is unused and remains here only for XNA API compatibility.</param>
|
||
<param name="startIndex">The index within the index buffer to start drawing from.</param>
|
||
<param name="primitiveCount">The number of primitives in a single instance.</param>
|
||
<param name="instanceCount">The number of instances to render.</param>
|
||
<remarks>Note that minVertexIndex and numVertices are unused in MonoGame and will be ignored.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawInstancedPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType,System.Int32,System.Int32,System.Int32,System.Int32)">
|
||
<summary>
|
||
Draw instanced geometry from the bound vertex buffers and index buffer.
|
||
</summary>
|
||
<param name="primitiveType">The type of primitives in the index buffer.</param>
|
||
<param name="baseVertex">Used to offset the vertex range indexed from the vertex buffer.</param>
|
||
<param name="startIndex">The index within the index buffer to start drawing from.</param>
|
||
<param name="primitiveCount">The number of primitives in a single instance.</param>
|
||
<param name="instanceCount">The number of instances to render.</param>
|
||
<remarks>Draw geometry with data from multiple bound vertex streams at different frequencies.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetBackBufferData``1(``0[])">
|
||
<summary>
|
||
Gets the Pixel data of what is currently drawn on screen.
|
||
The format is whatever the current format of the backbuffer is.
|
||
</summary>
|
||
<typeparam name="T">A byte[] of size (ViewPort.Width * ViewPort.Height * 4)</typeparam>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Handle">
|
||
<summary>
|
||
Returns a handle to internal device object. Valid only on DirectX platforms.
|
||
For usage, convert this to SharpDX.Direct3D11.Device.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.CreateDeviceResources">
|
||
<summary>
|
||
Create graphics device specific resources.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetMultiSamplingQuality(SharpDX.DXGI.Format,System.Int32)">
|
||
<summary>
|
||
Get highest multisample quality level for specified format and multisample count.
|
||
Returns 0 if multisampling is not supported for input parameters.
|
||
</summary>
|
||
<param name="format">The texture format.</param>
|
||
<param name="multiSampleCount">The number of samples during multisampling.</param>
|
||
<returns>
|
||
Higher than zero if multiSampleCount is supported.
|
||
Zero if multiSampleCount is not supported.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Flush">
|
||
<summary>
|
||
Sends queued-up commands in the command buffer to the graphics processing unit (GPU).
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceStatus">
|
||
<summary>
|
||
Describes the status of the <see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsDevice"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceStatus.Normal">
|
||
<summary>
|
||
The device is normal.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceStatus.Lost">
|
||
<summary>
|
||
The device has been lost.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceStatus.NotReset">
|
||
<summary>
|
||
The device has not been reset.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.GraphicsProfile">
|
||
<summary>
|
||
Defines a set of graphic capabilities.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.GraphicsProfile.Reach">
|
||
<summary>
|
||
Use a limited set of graphic features and capabilities, allowing the game to support the widest variety of devices.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.GraphicsProfile.HiDef">
|
||
<summary>
|
||
Use the largest available set of graphic features and capabilities to target devices, that have more enhanced graphic capabilities.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsResource.GraphicsDeviceResetting">
|
||
<summary>
|
||
Called before the device is reset. Allows graphics resources to
|
||
invalidate their state so they can be recreated after the device reset.
|
||
Warning: This may be called after a call to Dispose() up until
|
||
the resource is garbage collected.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.GraphicsResource.Dispose(System.Boolean)">
|
||
<summary>
|
||
The method that derived classes should override to implement disposing of managed and native resources.
|
||
</summary>
|
||
<param name="disposing">True if managed objects should be disposed.</param>
|
||
<remarks>Native resources should always be released regardless of the value of the disposing parameter.</remarks>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.IRenderTarget">
|
||
<summary>
|
||
Represents a render target.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.IRenderTarget.Width">
|
||
<summary>
|
||
Gets the width of the render target in pixels
|
||
</summary>
|
||
<value>The width of the render target in pixels.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.IRenderTarget.Height">
|
||
<summary>
|
||
Gets the height of the render target in pixels
|
||
</summary>
|
||
<value>The height of the render target in pixels.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.IRenderTarget.RenderTargetUsage">
|
||
<summary>
|
||
Gets the usage mode of the render target.
|
||
</summary>
|
||
<value>The usage mode of the render target.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.IRenderTarget.GetRenderTargetView(System.Int32)">
|
||
<summary>
|
||
Gets the <see cref="T:SharpDX.Direct3D11.RenderTargetView"/> for the specified array slice.
|
||
</summary>
|
||
<param name="arraySlice">The array slice.</param>
|
||
<returns>The <see cref="T:SharpDX.Direct3D11.RenderTargetView"/>.</returns>
|
||
<remarks>
|
||
For texture cubes: The array slice is the index of the cube map face.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.IRenderTarget.GetDepthStencilView">
|
||
<summary>
|
||
Gets the <see cref="T:SharpDX.Direct3D11.DepthStencilView"/>.
|
||
</summary>
|
||
<returns>The <see cref="T:SharpDX.Direct3D11.DepthStencilView"/>. Can be <see langword="null"/>.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.ModelBoneCollection">
|
||
<summary>
|
||
Represents a set of bones associated with a model.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.ModelBoneCollection.Item(System.String)">
|
||
<summary>
|
||
Retrieves a ModelBone from the collection, given the name of the bone.
|
||
</summary>
|
||
<param name="boneName">The name of the bone to retrieve.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.ModelBoneCollection.TryGetValue(System.String,Microsoft.Xna.Framework.Graphics.ModelBone@)">
|
||
<summary>
|
||
Finds a bone with a given name if it exists in the collection.
|
||
</summary>
|
||
<param name="boneName">The name of the bone to find.</param>
|
||
<param name="value">The bone named boneName, if found.</param>
|
||
<returns>true if the bone was found</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.ModelBoneCollection.GetEnumerator">
|
||
<summary>
|
||
Returns a ModelMeshCollection.Enumerator that can iterate through a ModelMeshCollection.
|
||
</summary>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.ModelBoneCollection.Enumerator">
|
||
<summary>
|
||
Provides the ability to iterate through the bones in an ModelMeshCollection.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.ModelBoneCollection.Enumerator.Current">
|
||
<summary>
|
||
Gets the current element in the ModelMeshCollection.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.ModelBoneCollection.Enumerator.MoveNext">
|
||
<summary>
|
||
Advances the enumerator to the next element of the ModelMeshCollection.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.ModelBoneCollection.Enumerator.Dispose">
|
||
<summary>
|
||
Immediately releases the unmanaged resources used by this object.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.ModelBone.ModelTransform">
|
||
<summary>
|
||
Transform of this node from the root of the model not from the parent
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.Model">
|
||
<summary>
|
||
A basic 3D model with per mesh parent bones.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Model.Bones">
|
||
<summary>
|
||
A collection of <see cref="T:Microsoft.Xna.Framework.Graphics.ModelBone"/> objects which describe how each mesh in the
|
||
mesh collection for this model relates to its parent mesh.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Model.Meshes">
|
||
<summary>
|
||
A collection of <see cref="T:Microsoft.Xna.Framework.Graphics.ModelMesh"/> objects which compose the model. Each <see cref="T:Microsoft.Xna.Framework.Graphics.ModelMesh"/>
|
||
in a model may be moved independently and may be composed of multiple materials
|
||
identified as <see cref="T:Microsoft.Xna.Framework.Graphics.ModelMeshPart"/> objects.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Model.Root">
|
||
<summary>
|
||
Root bone for this model.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Model.Tag">
|
||
<summary>
|
||
Custom attached object.
|
||
<remarks>
|
||
Skinning data is example of attached object for model.
|
||
</remarks>
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Model.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Collections.Generic.List{Microsoft.Xna.Framework.Graphics.ModelBone},System.Collections.Generic.List{Microsoft.Xna.Framework.Graphics.ModelMesh})">
|
||
<summary>
|
||
Constructs a model.
|
||
</summary>
|
||
<param name="graphicsDevice">A valid reference to <see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsDevice"/>.</param>
|
||
<param name="bones">The collection of bones.</param>
|
||
<param name="meshes">The collection of meshes.</param>
|
||
<exception cref="T:System.ArgumentNullException">
|
||
<paramref name="graphicsDevice"/> is null.
|
||
</exception>
|
||
<exception cref="T:System.ArgumentNullException">
|
||
<paramref name="bones"/> is null.
|
||
</exception>
|
||
<exception cref="T:System.ArgumentNullException">
|
||
<paramref name="meshes"/> is null.
|
||
</exception>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Model.Draw(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Draws the model meshes.
|
||
</summary>
|
||
<param name="world">The world transform.</param>
|
||
<param name="view">The view transform.</param>
|
||
<param name="projection">The projection transform.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Model.CopyAbsoluteBoneTransformsTo(Microsoft.Xna.Framework.Matrix[])">
|
||
<summary>
|
||
Copies bone transforms relative to all parent bones of the each bone from this model to a given array.
|
||
</summary>
|
||
<param name="destinationBoneTransforms">The array receiving the transformed bones.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Model.CopyBoneTransformsFrom(Microsoft.Xna.Framework.Matrix[])">
|
||
<summary>
|
||
Copies bone transforms relative to <see cref="P:Microsoft.Xna.Framework.Graphics.Model.Root"/> bone from a given array to this model.
|
||
</summary>
|
||
<param name="sourceBoneTransforms">The array of prepared bone transform data.</param>
|
||
<exception cref="T:System.ArgumentNullException">
|
||
<paramref name="sourceBoneTransforms"/> is null.
|
||
</exception>
|
||
<exception cref="T:System.ArgumentOutOfRangeException">
|
||
<paramref name="sourceBoneTransforms"/> is invalid.
|
||
</exception>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Model.CopyBoneTransformsTo(Microsoft.Xna.Framework.Matrix[])">
|
||
<summary>
|
||
Copies bone transforms relative to <see cref="P:Microsoft.Xna.Framework.Graphics.Model.Root"/> bone from this model to a given array.
|
||
</summary>
|
||
<param name="destinationBoneTransforms">The array receiving the transformed bones.</param>
|
||
<exception cref="T:System.ArgumentNullException">
|
||
<paramref name="destinationBoneTransforms"/> is null.
|
||
</exception>
|
||
<exception cref="T:System.ArgumentOutOfRangeException">
|
||
<paramref name="destinationBoneTransforms"/> is invalid.
|
||
</exception>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.ModelMeshCollection">
|
||
<summary>
|
||
Represents a collection of ModelMesh objects.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.ModelMeshCollection.Item(System.String)">
|
||
<summary>
|
||
Retrieves a ModelMesh from the collection, given the name of the mesh.
|
||
</summary>
|
||
<param name="meshName">The name of the mesh to retrieve.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.ModelMeshCollection.TryGetValue(System.String,Microsoft.Xna.Framework.Graphics.ModelMesh@)">
|
||
<summary>
|
||
Finds a mesh with a given name if it exists in the collection.
|
||
</summary>
|
||
<param name="meshName">The name of the mesh to find.</param>
|
||
<param name="value">The mesh named meshName, if found.</param>
|
||
<returns>true if a mesh was found</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.ModelMeshCollection.GetEnumerator">
|
||
<summary>
|
||
Returns a ModelMeshCollection.Enumerator that can iterate through a ModelMeshCollection.
|
||
</summary>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.ModelMeshCollection.Enumerator">
|
||
<summary>
|
||
Provides the ability to iterate through the bones in an ModelMeshCollection.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.ModelMeshCollection.Enumerator.Current">
|
||
<summary>
|
||
Gets the current element in the ModelMeshCollection.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.ModelMeshCollection.Enumerator.MoveNext">
|
||
<summary>
|
||
Advances the enumerator to the next element of the ModelMeshCollection.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.ModelMeshCollection.Enumerator.Dispose">
|
||
<summary>
|
||
Immediately releases the unmanaged resources used by this object.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.OcclusionQuery.IsComplete">
|
||
<summary>
|
||
Gets a value indicating whether the occlusion query has completed.
|
||
</summary>
|
||
<value>
|
||
<see langword="true"/> if the occlusion query has completed; otherwise,
|
||
<see langword="false"/>.
|
||
</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.OcclusionQuery.PixelCount">
|
||
<summary>
|
||
Gets the number of visible pixels.
|
||
</summary>
|
||
<value>The number of visible pixels.</value>
|
||
<exception cref="T:System.InvalidOperationException">
|
||
The occlusion query has not yet completed. Check <see cref="P:Microsoft.Xna.Framework.Graphics.OcclusionQuery.IsComplete"/> before reading
|
||
the result!
|
||
</exception>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.OcclusionQuery.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Graphics.OcclusionQuery"/> class.
|
||
</summary>
|
||
<param name="graphicsDevice">The graphics device.</param>
|
||
<exception cref="T:System.ArgumentNullException">
|
||
<paramref name="graphicsDevice"/> is <see langword="null"/>.
|
||
</exception>
|
||
<exception cref="T:System.NotSupportedException">
|
||
The current graphics profile does not support occlusion queries.
|
||
</exception>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.OcclusionQuery.Begin">
|
||
<summary>
|
||
Begins the occlusion query.
|
||
</summary>
|
||
<exception cref="T:System.InvalidOperationException">
|
||
<see cref="M:Microsoft.Xna.Framework.Graphics.OcclusionQuery.Begin"/> is called again before calling <see cref="M:Microsoft.Xna.Framework.Graphics.OcclusionQuery.End"/>.
|
||
</exception>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.OcclusionQuery.End">
|
||
<summary>
|
||
Ends the occlusion query.
|
||
</summary>
|
||
<exception cref="T:System.InvalidOperationException">
|
||
<see cref="M:Microsoft.Xna.Framework.Graphics.OcclusionQuery.End"/> is called before calling <see cref="M:Microsoft.Xna.Framework.Graphics.OcclusionQuery.Begin"/>.
|
||
</exception>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8">
|
||
<summary>
|
||
Packed vector type containing a single 8 bit normalized W values that is ranging from 0 to 1.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.PackedValue">
|
||
<summary>
|
||
Gets and sets the packed value.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.#ctor(System.Single)">
|
||
<summary>
|
||
Creates a new instance of Alpha8.
|
||
</summary>
|
||
<param name="alpha">The alpha component</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.ToAlpha">
|
||
<summary>
|
||
Gets the packed vector in float format.
|
||
</summary>
|
||
<returns>The packed vector in Vector3 format</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.Microsoft#Xna#Framework#Graphics#PackedVector#IPackedVector#PackFromVector4(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Sets the packed vector from a Vector4.
|
||
</summary>
|
||
<param name="vector">Vector containing the components.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.Microsoft#Xna#Framework#Graphics#PackedVector#IPackedVector#ToVector4">
|
||
<summary>
|
||
Gets the packed vector in Vector4 format.
|
||
</summary>
|
||
<returns>The packed vector in Vector4 format</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.Equals(System.Object)">
|
||
<summary>
|
||
Compares an object with the packed vector.
|
||
</summary>
|
||
<param name="obj">The object to compare.</param>
|
||
<returns>True if the object is equal to the packed vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8)">
|
||
<summary>
|
||
Compares another Alpha8 packed vector with the packed vector.
|
||
</summary>
|
||
<param name="other">The Alpha8 packed vector to compare.</param>
|
||
<returns>True if the packed vectors are equal.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.ToString">
|
||
<summary>
|
||
Gets a string representation of the packed vector.
|
||
</summary>
|
||
<returns>A string representation of the packed vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.GetHashCode">
|
||
<summary>
|
||
Gets a hash code of the packed vector.
|
||
</summary>
|
||
<returns>The hash code for the packed vector.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565">
|
||
<summary>
|
||
Packed vector type containing unsigned normalized values ranging from 0 to 1. The x and z components use 5 bits, and the y component uses 6 bits.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.#ctor(System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new instance of Bgr565.
|
||
</summary>
|
||
<param name="x">The x component</param>
|
||
<param name="y">The y component</param>
|
||
<param name="z">The z component</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.#ctor(Microsoft.Xna.Framework.Vector3)">
|
||
<summary>
|
||
Creates a new instance of Bgr565.
|
||
</summary>
|
||
<param name="vector">Vector containing the components for the packed vector.</param>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.PackedValue">
|
||
<summary>
|
||
Gets and sets the packed value.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.ToVector3">
|
||
<summary>
|
||
Gets the packed vector in Vector3 format.
|
||
</summary>
|
||
<returns>The packed vector in Vector3 format</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.Microsoft#Xna#Framework#Graphics#PackedVector#IPackedVector#PackFromVector4(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Sets the packed vector from a Vector4.
|
||
</summary>
|
||
<param name="vector">Vector containing the components.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.Microsoft#Xna#Framework#Graphics#PackedVector#IPackedVector#ToVector4">
|
||
<summary>
|
||
Gets the packed vector in Vector4 format.
|
||
</summary>
|
||
<returns>The packed vector in Vector4 format</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.Equals(System.Object)">
|
||
<summary>
|
||
Compares an object with the packed vector.
|
||
</summary>
|
||
<param name="obj">The object to compare.</param>
|
||
<returns>true if the object is equal to the packed vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565)">
|
||
<summary>
|
||
Compares another Bgr565 packed vector with the packed vector.
|
||
</summary>
|
||
<param name="other">The Bgr565 packed vector to compare.</param>
|
||
<returns>true if the packed vectors are equal.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.ToString">
|
||
<summary>
|
||
Gets a string representation of the packed vector.
|
||
</summary>
|
||
<returns>A string representation of the packed vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.GetHashCode">
|
||
<summary>
|
||
Gets a hash code of the packed vector.
|
||
</summary>
|
||
<returns>The hash code for the packed vector.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra4444">
|
||
<summary>
|
||
Packed vector type containing unsigned normalized values, ranging from 0 to 1, using 4 bits each for x, y, z, and w.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra4444.#ctor(System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new instance of Bgra4444.
|
||
</summary>
|
||
<param name="x">The x component</param>
|
||
<param name="y">The y component</param>
|
||
<param name="z">The z component</param>
|
||
<param name="w">The w component</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra4444.#ctor(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Creates a new instance of Bgra4444.
|
||
</summary>
|
||
<param name="vector">Vector containing the components for the packed vector.</param>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra4444.PackedValue">
|
||
<summary>
|
||
Gets and sets the packed value.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra4444.ToVector4">
|
||
<summary>
|
||
Gets the packed vector in Vector4 format.
|
||
</summary>
|
||
<returns>The packed vector in Vector4 format</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra4444.Microsoft#Xna#Framework#Graphics#PackedVector#IPackedVector#PackFromVector4(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Sets the packed vector from a Vector4.
|
||
</summary>
|
||
<param name="vector">Vector containing the components.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra4444.Equals(System.Object)">
|
||
<summary>
|
||
Compares an object with the packed vector.
|
||
</summary>
|
||
<param name="obj">The object to compare.</param>
|
||
<returns>true if the object is equal to the packed vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra4444.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Bgra4444)">
|
||
<summary>
|
||
Compares another Bgra4444 packed vector with the packed vector.
|
||
</summary>
|
||
<param name="other">The Bgra4444 packed vector to compare.</param>
|
||
<returns>true if the packed vectors are equal.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra4444.ToString">
|
||
<summary>
|
||
Gets a string representation of the packed vector.
|
||
</summary>
|
||
<returns>A string representation of the packed vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra4444.GetHashCode">
|
||
<summary>
|
||
Gets a hash code of the packed vector.
|
||
</summary>
|
||
<returns>The hash code for the packed vector.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551">
|
||
<summary>
|
||
Packed vector type containing unsigned normalized values ranging from 0 to 1.
|
||
The x , y and z components use 5 bits, and the w component uses 1 bit.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.PackedValue">
|
||
<summary>
|
||
Gets and sets the packed value.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.#ctor(System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new instance of Bgra5551.
|
||
</summary>
|
||
<param name="x">The x component</param>
|
||
<param name="y">The y component</param>
|
||
<param name="z">The z component</param>
|
||
<param name="w">The w component</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.#ctor(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Creates a new instance of Bgra5551.
|
||
</summary>
|
||
<param name="vector">
|
||
Vector containing the components for the packed vector.
|
||
</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.ToVector4">
|
||
<summary>
|
||
Gets the packed vector in Vector4 format.
|
||
</summary>
|
||
<returns>The packed vector in Vector4 format</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.Microsoft#Xna#Framework#Graphics#PackedVector#IPackedVector#PackFromVector4(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Sets the packed vector from a Vector4.
|
||
</summary>
|
||
<param name="vector">Vector containing the components.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.Equals(System.Object)">
|
||
<summary>
|
||
Compares an object with the packed vector.
|
||
</summary>
|
||
<param name="obj">The object to compare.</param>
|
||
<returns>True if the object is equal to the packed vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551)">
|
||
<summary>
|
||
Compares another Bgra5551 packed vector with the packed vector.
|
||
</summary>
|
||
<param name="other">The Bgra5551 packed vector to compare.</param>
|
||
<returns>True if the packed vectors are equal.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.ToString">
|
||
<summary>
|
||
Gets a string representation of the packed vector.
|
||
</summary>
|
||
<returns>A string representation of the packed vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.GetHashCode">
|
||
<summary>
|
||
Gets a hash code of the packed vector.
|
||
</summary>
|
||
<returns>The hash code for the packed vector.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4">
|
||
<summary>
|
||
Packed vector type containing four 8-bit unsigned integer values, ranging from 0 to 255.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.#ctor(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Initializes a new instance of the Byte4 class.
|
||
</summary>
|
||
<param name="vector">A vector containing the initial values for the components of the Byte4 structure.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.#ctor(System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Initializes a new instance of the Byte4 class.
|
||
</summary>
|
||
<param name="x">Initial value for the x component.</param>
|
||
<param name="y">Initial value for the y component.</param>
|
||
<param name="z">Initial value for the z component.</param>
|
||
<param name="w">Initial value for the w component.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.Byte4,Microsoft.Xna.Framework.Graphics.PackedVector.Byte4)">
|
||
<summary>
|
||
Compares the current instance of a class to another instance to determine whether they are different.
|
||
</summary>
|
||
<param name="a">The object to the left of the equality operator.</param>
|
||
<param name="b">The object to the right of the equality operator.</param>
|
||
<returns>true if the objects are different; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.Byte4,Microsoft.Xna.Framework.Graphics.PackedVector.Byte4)">
|
||
<summary>
|
||
Compares the current instance of a class to another instance to determine whether they are the same.
|
||
</summary>
|
||
<param name="a">The object to the left of the equality operator.</param>
|
||
<param name="b">The object to the right of the equality operator.</param>
|
||
<returns>true if the objects are the same; false otherwise.</returns>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.PackedValue">
|
||
<summary>
|
||
Directly gets or sets the packed representation of the value.
|
||
</summary>
|
||
<value>The packed representation of the value.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.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 with which to make the comparison.</param>
|
||
<returns>true if the current instance is equal to the specified object; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Byte4)">
|
||
<summary>
|
||
Returns a value that indicates whether the current instance is equal to a specified object.
|
||
</summary>
|
||
<param name="other">The object with which to make the comparison.</param>
|
||
<returns>true if the current instance is equal to the specified object; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.GetHashCode">
|
||
<summary>
|
||
Gets the hash code for the current instance.
|
||
</summary>
|
||
<returns>Hash code for the instance.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.ToString">
|
||
<summary>
|
||
Returns a string representation of the current instance.
|
||
</summary>
|
||
<returns>String that represents the object.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.Pack(Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Packs a vector into a uint.
|
||
</summary>
|
||
<param name="vector">The vector containing the values to pack.</param>
|
||
<returns>The ulong containing the packed values.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.Microsoft#Xna#Framework#Graphics#PackedVector#IPackedVector#PackFromVector4(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Sets the packed representation from a Vector4.
|
||
</summary>
|
||
<param name="vector">The vector to create the packed representation from.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.ToVector4">
|
||
<summary>
|
||
Expands the packed representation into a Vector4.
|
||
</summary>
|
||
<returns>The expanded vector.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4">
|
||
<summary>
|
||
Packed vector type containing four 16-bit floating-point values.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.#ctor(System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Initializes a new instance of the HalfVector4 structure.
|
||
</summary>
|
||
<param name="x">Initial value for the x component.</param>
|
||
<param name="y">Initial value for the y component.</param>
|
||
<param name="z">Initial value for the z component.</param>
|
||
<param name="w">Initial value for the q component.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.#ctor(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Initializes a new instance of the HalfVector4 structure.
|
||
</summary>
|
||
<param name="vector">A vector containing the initial values for the components of the HalfVector4 structure.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.Microsoft#Xna#Framework#Graphics#PackedVector#IPackedVector#PackFromVector4(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Sets the packed representation from a Vector4.
|
||
</summary>
|
||
<param name="vector">The vector to create the packed representation from.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.PackHelper(Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Packs a vector into a ulong.
|
||
</summary>
|
||
<param name="vector">The vector containing the values to pack.</param>
|
||
<returns>The ulong containing the packed values.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.ToVector4">
|
||
<summary>
|
||
Expands the packed representation into a Vector4.
|
||
</summary>
|
||
<returns>The expanded vector.</returns>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.PackedValue">
|
||
<summary>
|
||
Directly gets or sets the packed representation of the value.
|
||
</summary>
|
||
<value>The packed representation of the value.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.ToString">
|
||
<summary>
|
||
Returns a string representation of the current instance.
|
||
</summary>
|
||
<returns>String that represents the object.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.GetHashCode">
|
||
<summary>
|
||
Gets the hash code for the current instance.
|
||
</summary>
|
||
<returns>Hash code for the instance.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.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 with which to make the comparison.</param>
|
||
<returns>true if the current instance is equal to the specified object; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4)">
|
||
<summary>
|
||
Returns a value that indicates whether the current instance is equal to a specified object.
|
||
</summary>
|
||
<param name="other">The object with which to make the comparison.</param>
|
||
<returns>true if the current instance is equal to the specified object; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4,Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4)">
|
||
<summary>
|
||
Compares the current instance of a class to another instance to determine whether they are the same.
|
||
</summary>
|
||
<param name="a">The object to the left of the equality operator.</param>
|
||
<param name="b">The object to the right of the equality operator.</param>
|
||
<returns>true if the objects are the same; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4,Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4)">
|
||
<summary>
|
||
Compares the current instance of a class to another instance to determine whether they are different.
|
||
</summary>
|
||
<param name="a">The object to the left of the equality operator.</param>
|
||
<param name="b">The object to the right of the equality operator.</param>
|
||
<returns>true if the objects are different; false otherwise.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32">
|
||
<summary>
|
||
Packed vector type containing two 16-bit unsigned normalized values ranging from 0 to 1.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.PackedValue">
|
||
<summary>
|
||
Gets and sets the packed value.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.#ctor(System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new instance of Rg32.
|
||
</summary>
|
||
<param name="x">The x component</param>
|
||
<param name="y">The y component</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.#ctor(Microsoft.Xna.Framework.Vector2)">
|
||
<summary>
|
||
Creates a new instance of Rg32.
|
||
</summary>
|
||
<param name="vector">
|
||
Vector containing the components for the packed vector.
|
||
</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.ToVector2">
|
||
<summary>
|
||
Gets the packed vector in Vector2 format.
|
||
</summary>
|
||
<returns>The packed vector in Vector2 format</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.Microsoft#Xna#Framework#Graphics#PackedVector#IPackedVector#PackFromVector4(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Sets the packed vector from a Vector4.
|
||
</summary>
|
||
<param name="vector">Vector containing the components.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.Microsoft#Xna#Framework#Graphics#PackedVector#IPackedVector#ToVector4">
|
||
<summary>
|
||
Gets the packed vector in Vector4 format.
|
||
</summary>
|
||
<returns>The packed vector in Vector4 format</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.Equals(System.Object)">
|
||
<summary>
|
||
Compares an object with the packed vector.
|
||
</summary>
|
||
<param name="obj">The object to compare.</param>
|
||
<returns>True if the object is equal to the packed vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Rg32)">
|
||
<summary>
|
||
Compares another Rg32 packed vector with the packed vector.
|
||
</summary>
|
||
<param name="other">The Rg32 packed vector to compare.</param>
|
||
<returns>True if the packed vectors are equal.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.ToString">
|
||
<summary>
|
||
Gets a string representation of the packed vector.
|
||
</summary>
|
||
<returns>A string representation of the packed vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.GetHashCode">
|
||
<summary>
|
||
Gets a hash code of the packed vector.
|
||
</summary>
|
||
<returns>The hash code for the packed vector.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64">
|
||
<summary>
|
||
Packed vector type containing four 16-bit unsigned normalized values ranging from 0 to 1.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.PackedValue">
|
||
<summary>
|
||
Gets and sets the packed value.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.#ctor(System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new instance of Rgba64.
|
||
</summary>
|
||
<param name="x">The x component</param>
|
||
<param name="y">The y component</param>
|
||
<param name="z">The z component</param>
|
||
<param name="w">The w component</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.#ctor(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Creates a new instance of Rgba64.
|
||
</summary>
|
||
<param name="vector">
|
||
Vector containing the components for the packed vector.
|
||
</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.ToVector4">
|
||
<summary>
|
||
Gets the packed vector in Vector4 format.
|
||
</summary>
|
||
<returns>The packed vector in Vector4 format</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.Microsoft#Xna#Framework#Graphics#PackedVector#IPackedVector#PackFromVector4(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Sets the packed vector from a Vector4.
|
||
</summary>
|
||
<param name="vector">Vector containing the components.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.Equals(System.Object)">
|
||
<summary>
|
||
Compares an object with the packed vector.
|
||
</summary>
|
||
<param name="obj">The object to compare.</param>
|
||
<returns>True if the object is equal to the packed vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64)">
|
||
<summary>
|
||
Compares another Rgba64 packed vector with the packed vector.
|
||
</summary>
|
||
<param name="other">The Rgba64 packed vector to compare.</param>
|
||
<returns>True if the packed vectors are equal.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.ToString">
|
||
<summary>
|
||
Gets a string representation of the packed vector.
|
||
</summary>
|
||
<returns>A string representation of the packed vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.GetHashCode">
|
||
<summary>
|
||
Gets a hash code of the packed vector.
|
||
</summary>
|
||
<returns>The hash code for the packed vector.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102">
|
||
<summary>
|
||
Packed vector type containing unsigned normalized values ranging from 0 to 1.
|
||
The x, y and z components use 10 bits, and the w component uses 2 bits.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.PackedValue">
|
||
<summary>
|
||
Gets and sets the packed value.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.#ctor(System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Creates a new instance of Rgba1010102.
|
||
</summary>
|
||
<param name="x">The x component</param>
|
||
<param name="y">The y component</param>
|
||
<param name="z">The z component</param>
|
||
<param name="w">The w component</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.#ctor(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Creates a new instance of Rgba1010102.
|
||
</summary>
|
||
<param name="vector">
|
||
Vector containing the components for the packed vector.
|
||
</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.ToVector4">
|
||
<summary>
|
||
Gets the packed vector in Vector4 format.
|
||
</summary>
|
||
<returns>The packed vector in Vector4 format</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.Microsoft#Xna#Framework#Graphics#PackedVector#IPackedVector#PackFromVector4(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Sets the packed vector from a Vector4.
|
||
</summary>
|
||
<param name="vector">Vector containing the components.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.Equals(System.Object)">
|
||
<summary>
|
||
Compares an object with the packed vector.
|
||
</summary>
|
||
<param name="obj">The object to compare.</param>
|
||
<returns>True if the object is equal to the packed vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102)">
|
||
<summary>
|
||
Compares another Rgba1010102 packed vector with the packed vector.
|
||
</summary>
|
||
<param name="other">The Rgba1010102 packed vector to compare.</param>
|
||
<returns>True if the packed vectors are equal.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.ToString">
|
||
<summary>
|
||
Gets a string representation of the packed vector.
|
||
</summary>
|
||
<returns>A string representation of the packed vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.GetHashCode">
|
||
<summary>
|
||
Gets a hash code of the packed vector.
|
||
</summary>
|
||
<returns>The hash code for the packed vector.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Short4">
|
||
<summary>
|
||
Packed vector type containing four 16-bit signed integer values.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.#ctor(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Initializes a new instance of the Short4 class.
|
||
</summary>
|
||
<param name="vector">A vector containing the initial values for the components of the Short4 structure.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.#ctor(System.Single,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Initializes a new instance of the Short4 class.
|
||
</summary>
|
||
<param name="x">Initial value for the x component.</param>
|
||
<param name="y">Initial value for the y component.</param>
|
||
<param name="z">Initial value for the z component.</param>
|
||
<param name="w">Initial value for the w component.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.Short4,Microsoft.Xna.Framework.Graphics.PackedVector.Short4)">
|
||
<summary>
|
||
Compares the current instance of a class to another instance to determine whether they are different.
|
||
</summary>
|
||
<param name="a">The object to the left of the equality operator.</param>
|
||
<param name="b">The object to the right of the equality operator.</param>
|
||
<returns>true if the objects are different; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.Short4,Microsoft.Xna.Framework.Graphics.PackedVector.Short4)">
|
||
<summary>
|
||
Compares the current instance of a class to another instance to determine whether they are the same.
|
||
</summary>
|
||
<param name="a">The object to the left of the equality operator.</param>
|
||
<param name="b">The object to the right of the equality operator.</param>
|
||
<returns>true if the objects are the same; false otherwise.</returns>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.PackedValue">
|
||
<summary>
|
||
Directly gets or sets the packed representation of the value.
|
||
</summary>
|
||
<value>The packed representation of the value.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.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 with which to make the comparison.</param>
|
||
<returns>true if the current instance is equal to the specified object; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Short4)">
|
||
<summary>
|
||
Returns a value that indicates whether the current instance is equal to a specified object.
|
||
</summary>
|
||
<param name="other">The object with which to make the comparison.</param>
|
||
<returns>true if the current instance is equal to the specified object; false otherwise.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.GetHashCode">
|
||
<summary>
|
||
Gets the hash code for the current instance.
|
||
</summary>
|
||
<returns>Hash code for the instance.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.ToString">
|
||
<summary>
|
||
Returns a string representation of the current instance.
|
||
</summary>
|
||
<returns>String that represents the object.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.Pack(Microsoft.Xna.Framework.Vector4@)">
|
||
<summary>
|
||
Packs a vector into a ulong.
|
||
</summary>
|
||
<param name="vector">The vector containing the values to pack.</param>
|
||
<returns>The ulong containing the packed values.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.Microsoft#Xna#Framework#Graphics#PackedVector#IPackedVector#PackFromVector4(Microsoft.Xna.Framework.Vector4)">
|
||
<summary>
|
||
Sets the packed representation from a Vector4.
|
||
</summary>
|
||
<param name="vector">The vector to create the packed representation from.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.ToVector4">
|
||
<summary>
|
||
Expands the packed representation into a Vector4.
|
||
</summary>
|
||
<returns>The expanded vector.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PresentationParameters.#ctor">
|
||
<summary>
|
||
Create a <see cref="T:Microsoft.Xna.Framework.Graphics.PresentationParameters"/> instance with default values for all properties.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.BackBufferFormat">
|
||
<summary>
|
||
Get or set the format of the back buffer.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.BackBufferHeight">
|
||
<summary>
|
||
Get or set the height of the back buffer.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.BackBufferWidth">
|
||
<summary>
|
||
Get or set the width of the back buffer.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.Bounds">
|
||
<summary>
|
||
Get the bounds of the back buffer.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.DeviceWindowHandle">
|
||
<summary>
|
||
Get or set the handle of the window that will present the back buffer.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.DepthStencilFormat">
|
||
<summary>
|
||
Get or set the depth stencil format for the back buffer.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.IsFullScreen">
|
||
<summary>
|
||
Get or set a value indicating if we are in full screen mode.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.HardwareModeSwitch">
|
||
<summary>
|
||
If <code>true</code> the <see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsDevice"/> will do a mode switch
|
||
when going to full screen mode. If <code>false</code> it will instead do a
|
||
soft full screen by maximizing the window and making it borderless.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.MultiSampleCount">
|
||
<summary>
|
||
Get or set the multisample count for the back buffer.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.PresentationInterval">
|
||
<summary>
|
||
Get or set the presentation interval.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.DisplayOrientation">
|
||
<summary>
|
||
Get or set the display orientation.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.RenderTargetUsage">
|
||
<summary>
|
||
Get or set the RenderTargetUsage for the back buffer.
|
||
Determines if the back buffer is cleared when it is set as the
|
||
render target by the <see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsDevice"/>.
|
||
<see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsDevice"/> target.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PresentationParameters.Clear">
|
||
<summary>
|
||
Reset all properties to their default values.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.PresentationParameters.Clone">
|
||
<summary>
|
||
Create a copy of this <see cref="T:Microsoft.Xna.Framework.Graphics.PresentationParameters"/> instance.
|
||
</summary>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.PresentInterval">
|
||
<summary>
|
||
Defines how <see cref="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Present"/> updates the game window.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.PresentInterval.Default">
|
||
<summary>
|
||
Equivalent to <see cref="F:Microsoft.Xna.Framework.Graphics.PresentInterval.One"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.PresentInterval.One">
|
||
<summary>
|
||
The driver waits for the vertical retrace period, before updating window client area. Present operations are not affected more frequently than the screen refresh rate.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.PresentInterval.Two">
|
||
<summary>
|
||
The driver waits for the vertical retrace period, before updating window client area. Present operations are not affected more frequently than every second screen refresh.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.PresentInterval.Immediate">
|
||
<summary>
|
||
The driver updates the window client area immediately. Present operations might be affected immediately. There is no limit for framerate.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.RenderTarget2D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Boolean,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.DepthFormat,System.Int32,Microsoft.Xna.Framework.Graphics.RenderTargetUsage,Microsoft.Xna.Framework.Graphics.Texture2D.SurfaceType)">
|
||
<summary>
|
||
Allows child class to specify the surface type, eg: a swap chain.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.RenderTargetCube">
|
||
<summary>
|
||
Represents a texture cube that can be used as a render target.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.RenderTargetCube.DepthStencilFormat">
|
||
<summary>
|
||
Gets the depth-stencil buffer format of this render target.
|
||
</summary>
|
||
<value>The format of the depth-stencil buffer.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.RenderTargetCube.MultiSampleCount">
|
||
<summary>
|
||
Gets the number of multisample locations.
|
||
</summary>
|
||
<value>The number of multisample locations.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.RenderTargetCube.RenderTargetUsage">
|
||
<summary>
|
||
Gets the usage mode of this render target.
|
||
</summary>
|
||
<value>The usage mode of the render target.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.RenderTargetCube.Microsoft#Xna#Framework#Graphics#IRenderTarget#Width">
|
||
<inheritdoc/>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.RenderTargetCube.Microsoft#Xna#Framework#Graphics#IRenderTarget#Height">
|
||
<inheritdoc/>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.RenderTargetCube.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Boolean,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.DepthFormat)">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Graphics.RenderTargetCube"/> class.
|
||
</summary>
|
||
<param name="graphicsDevice">The graphics device.</param>
|
||
<param name="size">The width and height of a texture cube face in pixels.</param>
|
||
<param name="mipMap"><see langword="true"/> to generate a full mipmap chain; otherwise <see langword="false"/>.</param>
|
||
<param name="preferredFormat">The preferred format of the surface.</param>
|
||
<param name="preferredDepthFormat">The preferred format of the depth-stencil buffer.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.RenderTargetCube.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Boolean,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.DepthFormat,System.Int32,Microsoft.Xna.Framework.Graphics.RenderTargetUsage)">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Graphics.RenderTargetCube"/> class.
|
||
</summary>
|
||
<param name="graphicsDevice">The graphics device.</param>
|
||
<param name="size">The width and height of a texture cube face in pixels.</param>
|
||
<param name="mipMap"><see langword="true"/> to generate a full mipmap chain; otherwise <see langword="false"/>.</param>
|
||
<param name="preferredFormat">The preferred format of the surface.</param>
|
||
<param name="preferredDepthFormat">The preferred format of the depth-stencil buffer.</param>
|
||
<param name="preferredMultiSampleCount">The preferred number of multisample locations.</param>
|
||
<param name="usage">The usage mode of the render target.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.RenderTargetCube.GetRenderTargetView(System.Int32)">
|
||
<inheritdoc/>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.RenderTargetCube.GetDepthStencilView">
|
||
<inheritdoc/>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.RenderTargetUsage">
|
||
<summary>
|
||
Defines if the previous content in a render target is preserved when it set on the graphics device.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.RenderTargetUsage.DiscardContents">
|
||
<summary>
|
||
The render target content will not be preserved.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.RenderTargetUsage.PreserveContents">
|
||
<summary>
|
||
The render target content will be preserved even if it is slow or requires extra memory.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.RenderTargetUsage.PlatformContents">
|
||
<summary>
|
||
The render target content might be preserved if the platform can do so without a penalty in performance or memory usage.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.ResourceCreatedEventArgs.Resource">
|
||
<summary>
|
||
The newly created resource object.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.ResourceDestroyedEventArgs.Name">
|
||
<summary>
|
||
The name of the destroyed resource.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.ResourceDestroyedEventArgs.Tag">
|
||
<summary>
|
||
The resource manager tag of the destroyed resource.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SamplerStateCollection.Dirty">
|
||
<summary>
|
||
Mark all the sampler slots as dirty.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.SetDataOptions">
|
||
<summary>
|
||
Defines how vertex or index buffer data will be flushed during a SetData operation.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SetDataOptions.None">
|
||
<summary>
|
||
The SetData can overwrite the portions of existing data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SetDataOptions.Discard">
|
||
<summary>
|
||
The SetData will discard the entire buffer. A pointer to a new memory area is returned and rendering from the previous area do not stall.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SetDataOptions.NoOverwrite">
|
||
<summary>
|
||
The SetData operation will not overwrite existing data. This allows the driver to return immediately from a SetData operation and continue rendering.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Shader.Profile">
|
||
<summary>
|
||
Returns the platform specific shader profile identifier.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Shader.HashKey">
|
||
<summary>
|
||
A hash value which can be used to compare shaders.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.SpriteBatch">
|
||
<summary>
|
||
Helper class for drawing text strings and sprites in one or more optimized batches.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
|
||
<summary>
|
||
Constructs a <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/>.
|
||
</summary>
|
||
<param name="graphicsDevice">The <see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsDevice"/>, which will be used for sprite rendering.</param>
|
||
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="graphicsDevice"/> is null.</exception>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})">
|
||
<summary>
|
||
Begins a new sprite and text batch with the specified render state.
|
||
</summary>
|
||
<param name="sortMode">The drawing order for sprite and text drawing. <see cref="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Deferred"/> by default.</param>
|
||
<param name="blendState">State of the blending. Uses <see cref="F:Microsoft.Xna.Framework.Graphics.BlendState.AlphaBlend"/> if null.</param>
|
||
<param name="samplerState">State of the sampler. Uses <see cref="F:Microsoft.Xna.Framework.Graphics.SamplerState.LinearClamp"/> if null.</param>
|
||
<param name="depthStencilState">State of the depth-stencil buffer. Uses <see cref="F:Microsoft.Xna.Framework.Graphics.DepthStencilState.None"/> if null.</param>
|
||
<param name="rasterizerState">State of the rasterization. Uses <see cref="F:Microsoft.Xna.Framework.Graphics.RasterizerState.CullCounterClockwise"/> if null.</param>
|
||
<param name="effect">A custom <see cref="T:Microsoft.Xna.Framework.Graphics.Effect"/> to override the default sprite effect. Uses default sprite effect if null.</param>
|
||
<param name="transformMatrix">An optional matrix used to transform the sprite geometry. Uses <see cref="P:Microsoft.Xna.Framework.Matrix.Identity"/> if null.</param>
|
||
<exception cref="T:System.InvalidOperationException">Thrown if <see cref="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> is called next time without previous <see cref="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.End"/>.</exception>
|
||
<remarks>This method uses optional parameters.</remarks>
|
||
<remarks>The <see cref="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> Begin should be called before drawing commands, and you cannot call it again before subsequent <see cref="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.End"/>.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.End">
|
||
<summary>
|
||
Flushes all batched text and sprites to the screen.
|
||
</summary>
|
||
<remarks>This command should be called after <see cref="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})"/> and drawing commands.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Rectangle},System.Nullable{Microsoft.Xna.Framework.Rectangle},System.Nullable{Microsoft.Xna.Framework.Vector2},System.Single,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Color},Microsoft.Xna.Framework.Graphics.SpriteEffects,System.Single)">
|
||
<summary>
|
||
Submit a sprite for drawing in the current batch.
|
||
</summary>
|
||
<param name="texture">A texture.</param>
|
||
<param name="position">The drawing location on screen or null if <paramref name="destinationRectangle"> is used.</paramref></param>
|
||
<param name="destinationRectangle">The drawing bounds on screen or null if <paramref name="position"> is used.</paramref></param>
|
||
<param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
|
||
<param name="origin">An optional center of rotation. Uses <see cref="P:Microsoft.Xna.Framework.Vector2.Zero"/> if null.</param>
|
||
<param name="rotation">An optional rotation of this sprite. 0 by default.</param>
|
||
<param name="scale">An optional scale vector. Uses <see cref="P:Microsoft.Xna.Framework.Vector2.One"/> if null.</param>
|
||
<param name="color">An optional color mask. Uses <see cref="P:Microsoft.Xna.Framework.Color.White"/> if null.</param>
|
||
<param name="effects">The optional drawing modificators. <see cref="F:Microsoft.Xna.Framework.Graphics.SpriteEffects.None"/> by default.</param>
|
||
<param name="layerDepth">An optional depth of the layer of this sprite. 0 by default.</param>
|
||
<exception cref="T:System.InvalidOperationException">Throwns if both <paramref name="position"/> and <paramref name="destinationRectangle"/> been used.</exception>
|
||
<remarks>This overload uses optional parameters. This overload requires only one of <paramref name="position"/> and <paramref name="destinationRectangle"/> been used.</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Rectangle},Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.SpriteEffects,System.Single)">
|
||
<summary>
|
||
Submit a sprite for drawing in the current batch.
|
||
</summary>
|
||
<param name="texture">A texture.</param>
|
||
<param name="position">The drawing location on screen.</param>
|
||
<param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
|
||
<param name="color">A color mask.</param>
|
||
<param name="rotation">A rotation of this sprite.</param>
|
||
<param name="origin">Center of the rotation. 0,0 by default.</param>
|
||
<param name="scale">A scaling of this sprite.</param>
|
||
<param name="effects">Modificators for drawing. Can be combined.</param>
|
||
<param name="layerDepth">A depth of the layer of this sprite.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Rectangle},Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2,System.Single,Microsoft.Xna.Framework.Graphics.SpriteEffects,System.Single)">
|
||
<summary>
|
||
Submit a sprite for drawing in the current batch.
|
||
</summary>
|
||
<param name="texture">A texture.</param>
|
||
<param name="position">The drawing location on screen.</param>
|
||
<param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
|
||
<param name="color">A color mask.</param>
|
||
<param name="rotation">A rotation of this sprite.</param>
|
||
<param name="origin">Center of the rotation. 0,0 by default.</param>
|
||
<param name="scale">A scaling of this sprite.</param>
|
||
<param name="effects">Modificators for drawing. Can be combined.</param>
|
||
<param name="layerDepth">A depth of the layer of this sprite.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Rectangle,System.Nullable{Microsoft.Xna.Framework.Rectangle},Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.SpriteEffects,System.Single)">
|
||
<summary>
|
||
Submit a sprite for drawing in the current batch.
|
||
</summary>
|
||
<param name="texture">A texture.</param>
|
||
<param name="destinationRectangle">The drawing bounds on screen.</param>
|
||
<param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
|
||
<param name="color">A color mask.</param>
|
||
<param name="rotation">A rotation of this sprite.</param>
|
||
<param name="origin">Center of the rotation. 0,0 by default.</param>
|
||
<param name="effects">Modificators for drawing. Can be combined.</param>
|
||
<param name="layerDepth">A depth of the layer of this sprite.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Rectangle},Microsoft.Xna.Framework.Color)">
|
||
<summary>
|
||
Submit a sprite for drawing in the current batch.
|
||
</summary>
|
||
<param name="texture">A texture.</param>
|
||
<param name="position">The drawing location on screen.</param>
|
||
<param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
|
||
<param name="color">A color mask.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Rectangle,System.Nullable{Microsoft.Xna.Framework.Rectangle},Microsoft.Xna.Framework.Color)">
|
||
<summary>
|
||
Submit a sprite for drawing in the current batch.
|
||
</summary>
|
||
<param name="texture">A texture.</param>
|
||
<param name="destinationRectangle">The drawing bounds on screen.</param>
|
||
<param name="sourceRectangle">An optional region on the texture which will be rendered. If null - draws full texture.</param>
|
||
<param name="color">A color mask.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)">
|
||
<summary>
|
||
Submit a sprite for drawing in the current batch.
|
||
</summary>
|
||
<param name="texture">A texture.</param>
|
||
<param name="position">The drawing location on screen.</param>
|
||
<param name="color">A color mask.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color)">
|
||
<summary>
|
||
Submit a sprite for drawing in the current batch.
|
||
</summary>
|
||
<param name="texture">A texture.</param>
|
||
<param name="destinationRectangle">The drawing bounds on screen.</param>
|
||
<param name="color">A color mask.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.DrawString(Microsoft.Xna.Framework.Graphics.SpriteFont,System.String,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)">
|
||
<summary>
|
||
Submit a text string of sprites for drawing in the current batch.
|
||
</summary>
|
||
<param name="spriteFont">A font.</param>
|
||
<param name="text">The text which will be drawn.</param>
|
||
<param name="position">The drawing location on screen.</param>
|
||
<param name="color">A color mask.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.DrawString(Microsoft.Xna.Framework.Graphics.SpriteFont,System.String,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2,System.Single,Microsoft.Xna.Framework.Graphics.SpriteEffects,System.Single)">
|
||
<summary>
|
||
Submit a text string of sprites for drawing in the current batch.
|
||
</summary>
|
||
<param name="spriteFont">A font.</param>
|
||
<param name="text">The text which will be drawn.</param>
|
||
<param name="position">The drawing location on screen.</param>
|
||
<param name="color">A color mask.</param>
|
||
<param name="rotation">A rotation of this string.</param>
|
||
<param name="origin">Center of the rotation. 0,0 by default.</param>
|
||
<param name="scale">A scaling of this string.</param>
|
||
<param name="effects">Modificators for drawing. Can be combined.</param>
|
||
<param name="layerDepth">A depth of the layer of this string.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.DrawString(Microsoft.Xna.Framework.Graphics.SpriteFont,System.String,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.SpriteEffects,System.Single)">
|
||
<summary>
|
||
Submit a text string of sprites for drawing in the current batch.
|
||
</summary>
|
||
<param name="spriteFont">A font.</param>
|
||
<param name="text">The text which will be drawn.</param>
|
||
<param name="position">The drawing location on screen.</param>
|
||
<param name="color">A color mask.</param>
|
||
<param name="rotation">A rotation of this string.</param>
|
||
<param name="origin">Center of the rotation. 0,0 by default.</param>
|
||
<param name="scale">A scaling of this string.</param>
|
||
<param name="effects">Modificators for drawing. Can be combined.</param>
|
||
<param name="layerDepth">A depth of the layer of this string.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.DrawString(Microsoft.Xna.Framework.Graphics.SpriteFont,System.Text.StringBuilder,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)">
|
||
<summary>
|
||
Submit a text string of sprites for drawing in the current batch.
|
||
</summary>
|
||
<param name="spriteFont">A font.</param>
|
||
<param name="text">The text which will be drawn.</param>
|
||
<param name="position">The drawing location on screen.</param>
|
||
<param name="color">A color mask.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.DrawString(Microsoft.Xna.Framework.Graphics.SpriteFont,System.Text.StringBuilder,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2,System.Single,Microsoft.Xna.Framework.Graphics.SpriteEffects,System.Single)">
|
||
<summary>
|
||
Submit a text string of sprites for drawing in the current batch.
|
||
</summary>
|
||
<param name="spriteFont">A font.</param>
|
||
<param name="text">The text which will be drawn.</param>
|
||
<param name="position">The drawing location on screen.</param>
|
||
<param name="color">A color mask.</param>
|
||
<param name="rotation">A rotation of this string.</param>
|
||
<param name="origin">Center of the rotation. 0,0 by default.</param>
|
||
<param name="scale">A scaling of this string.</param>
|
||
<param name="effects">Modificators for drawing. Can be combined.</param>
|
||
<param name="layerDepth">A depth of the layer of this string.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.DrawString(Microsoft.Xna.Framework.Graphics.SpriteFont,System.Text.StringBuilder,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color,System.Single,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.SpriteEffects,System.Single)">
|
||
<summary>
|
||
Submit a text string of sprites for drawing in the current batch.
|
||
</summary>
|
||
<param name="spriteFont">A font.</param>
|
||
<param name="text">The text which will be drawn.</param>
|
||
<param name="position">The drawing location on screen.</param>
|
||
<param name="color">A color mask.</param>
|
||
<param name="rotation">A rotation of this string.</param>
|
||
<param name="origin">Center of the rotation. 0,0 by default.</param>
|
||
<param name="scale">A scaling of this string.</param>
|
||
<param name="effects">Modificators for drawing. Can be combined.</param>
|
||
<param name="layerDepth">A depth of the layer of this string.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Dispose(System.Boolean)">
|
||
<summary>
|
||
Immediately releases the unmanaged resources used by this object.
|
||
</summary>
|
||
<param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.SpriteBatcher">
|
||
<summary>
|
||
This class handles the queueing of batch items into the GPU by creating the triangle tesselations
|
||
that are used to draw the sprite textures. This class supports int.MaxValue number of sprites to be
|
||
batched and will process them into short.MaxValue groups (strided by 6 for the number of vertices
|
||
sent to the GPU).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteBatcher.InitialBatchSize">
|
||
<summary>
|
||
Initialization size for the batch item list and queue.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteBatcher.MaxBatchSize">
|
||
<summary>
|
||
The maximum number of batch items that can be processed per iteration
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteBatcher.InitialVertexArraySize">
|
||
<summary>
|
||
Initialization size for the vertex array, in batch units.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteBatcher._batchItemList">
|
||
<summary>
|
||
The list of batch items to process.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteBatcher._batchItemCount">
|
||
<summary>
|
||
Index pointer to the next available SpriteBatchItem in _batchItemList.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteBatcher._device">
|
||
<summary>
|
||
The target graphics device.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteBatcher._index">
|
||
<summary>
|
||
Vertex index array. The values in this array never change.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatcher.CreateBatchItem">
|
||
<summary>
|
||
Reuse a previously allocated SpriteBatchItem from the item pool.
|
||
if there is none available grow the pool and initialize new items.
|
||
</summary>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatcher.EnsureArrayCapacity(System.Int32)">
|
||
<summary>
|
||
Resize and recreate the missing indices for the index and vertex position color buffers.
|
||
</summary>
|
||
<param name="numBatchItems"></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatcher.DrawBatch(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.Effect)">
|
||
<summary>
|
||
Sorts the batch items and then groups batch drawing into maximal allowed batch sets that do not
|
||
overflow the 16 bit array indices for vertices.
|
||
</summary>
|
||
<param name="sortMode">The type of depth sorting desired for the rendering.</param>
|
||
<param name="effect">The custom effect to apply to the drawn geometry</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatcher.FlushVertexArray(System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.Effect,Microsoft.Xna.Framework.Graphics.Texture)">
|
||
<summary>
|
||
Sends the triangle list to the graphics device. Here is where the actual drawing starts.
|
||
</summary>
|
||
<param name="start">Start index of vertices to draw. Not used except to compute the count of vertices to draw.</param>
|
||
<param name="end">End index of vertices to draw. Not used except to compute the count of vertices to draw.</param>
|
||
<param name="effect">The custom effect to apply to the geometry</param>
|
||
<param name="texture">The texture to draw.</param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.SpriteEffects">
|
||
<summary>
|
||
Defines sprite visual options for mirroring.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteEffects.None">
|
||
<summary>
|
||
No options specified.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteEffects.FlipHorizontally">
|
||
<summary>
|
||
Render the sprite reversed along the X axis.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteEffects.FlipVertically">
|
||
<summary>
|
||
Render the sprite reversed along the Y axis.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SpriteFont.Glyphs">
|
||
<summary>
|
||
All the glyphs in this SpriteFont.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteFont.#ctor(Microsoft.Xna.Framework.Graphics.Texture2D,System.Collections.Generic.List{Microsoft.Xna.Framework.Rectangle},System.Collections.Generic.List{Microsoft.Xna.Framework.Rectangle},System.Collections.Generic.List{System.Char},System.Int32,System.Single,System.Collections.Generic.List{Microsoft.Xna.Framework.Vector3},System.Nullable{System.Char})">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteFont" /> class.
|
||
</summary>
|
||
<param name="texture">The font texture.</param>
|
||
<param name="glyphBounds">The rectangles in the font texture containing letters.</param>
|
||
<param name="cropping">The cropping rectangles, which are applied to the corresponding glyphBounds to calculate the bounds of the actual character.</param>
|
||
<param name="characters">The characters.</param>
|
||
<param name="lineSpacing">The line spacing (the distance from baseline to baseline) of the font.</param>
|
||
<param name="spacing">The spacing (tracking) between characters in the font.</param>
|
||
<param name="kerning">The letters kernings(X - left side bearing, Y - width and Z - right side bearing).</param>
|
||
<param name="defaultCharacter">The character that will be substituted when a given character is not included in the font.</param>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SpriteFont.Texture">
|
||
<summary>
|
||
Gets the texture that this SpriteFont draws from.
|
||
</summary>
|
||
<remarks>Can be used to implement custom rendering of a SpriteFont</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteFont.GetGlyphs">
|
||
<summary>
|
||
Returns a copy of the dictionary containing the glyphs in this SpriteFont.
|
||
</summary>
|
||
<returns>A new Dictionary containing all of the glyphs inthis SpriteFont</returns>
|
||
<remarks>Can be used to calculate character bounds when implementing custom SpriteFont rendering.</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SpriteFont.Characters">
|
||
<summary>
|
||
Gets a collection of the characters in the font.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SpriteFont.DefaultCharacter">
|
||
<summary>
|
||
Gets or sets the character that will be substituted when a
|
||
given character is not included in the font.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SpriteFont.LineSpacing">
|
||
<summary>
|
||
Gets or sets the line spacing (the distance from baseline
|
||
to baseline) of the font.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SpriteFont.Spacing">
|
||
<summary>
|
||
Gets or sets the spacing (tracking) between characters in
|
||
the font.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteFont.MeasureString(System.String)">
|
||
<summary>
|
||
Returns the size of a string when rendered in this font.
|
||
</summary>
|
||
<param name="text">The text to measure.</param>
|
||
<returns>The size, in pixels, of 'text' when rendered in
|
||
this font.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SpriteFont.MeasureString(System.Text.StringBuilder)">
|
||
<summary>
|
||
Returns the size of the contents of a StringBuilder when
|
||
rendered in this font.
|
||
</summary>
|
||
<param name="text">The text to measure.</param>
|
||
<returns>The size, in pixels, of 'text' when rendered in
|
||
this font.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.SpriteFont.Glyph">
|
||
<summary>
|
||
Struct that defines the spacing, Kerning, and bounds of a character.
|
||
</summary>
|
||
<remarks>Provides the data necessary to implement custom SpriteFont rendering.</remarks>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteFont.Glyph.Character">
|
||
<summary>
|
||
The char associated with this glyph.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteFont.Glyph.BoundsInTexture">
|
||
<summary>
|
||
Rectangle in the font texture where this letter exists.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteFont.Glyph.Cropping">
|
||
<summary>
|
||
Cropping applied to the BoundsInTexture to calculate the bounds of the actual character.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteFont.Glyph.LeftSideBearing">
|
||
<summary>
|
||
The amount of space between the left side ofthe character and its first pixel in the X dimention.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteFont.Glyph.RightSideBearing">
|
||
<summary>
|
||
The amount of space between the right side of the character and its last pixel in the X dimention.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteFont.Glyph.Width">
|
||
<summary>
|
||
Width of the character before kerning is applied.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteFont.Glyph.WidthIncludingBearings">
|
||
<summary>
|
||
Width of the character before kerning is applied.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.SpriteSortMode">
|
||
<summary>
|
||
Defines sprite sort rendering options.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Deferred">
|
||
<summary>
|
||
All sprites are drawing when <see cref="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.End"/> invokes, in order of draw call sequence. Depth is ignored.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Immediate">
|
||
<summary>
|
||
Each sprite is drawing at individual draw call, instead of <see cref="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.End"/>. Depth is ignored.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Texture">
|
||
<summary>
|
||
Same as <see cref="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Deferred"/>, except sprites are sorted by texture prior to drawing. Depth is ignored.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.BackToFront">
|
||
<summary>
|
||
Same as <see cref="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Deferred"/>, except sprites are sorted by depth in back-to-front order prior to drawing.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.FrontToBack">
|
||
<summary>
|
||
Same as <see cref="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Deferred"/>, except sprites are sorted by depth in front-to-back order prior to drawing.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.Blend">
|
||
<summary>
|
||
Defines a blend mode.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Blend.One">
|
||
<summary>
|
||
Each component of the color is multiplied by {1, 1, 1, 1}.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Blend.Zero">
|
||
<summary>
|
||
Each component of the color is multiplied by {0, 0, 0, 0}.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Blend.SourceColor">
|
||
<summary>
|
||
Each component of the color is multiplied by the source color.
|
||
{Rs, Gs, Bs, As}, where Rs, Gs, Bs, As are color source values.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Blend.InverseSourceColor">
|
||
<summary>
|
||
Each component of the color is multiplied by the inverse of the source color.
|
||
{1 − Rs, 1 − Gs, 1 − Bs, 1 − As}, where Rs, Gs, Bs, As are color source values.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Blend.SourceAlpha">
|
||
<summary>
|
||
Each component of the color is multiplied by the alpha value of the source.
|
||
{As, As, As, As}, where As is the source alpha value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Blend.InverseSourceAlpha">
|
||
<summary>
|
||
Each component of the color is multiplied by the inverse of the alpha value of the source.
|
||
{1 − As, 1 − As, 1 − As, 1 − As}, where As is the source alpha value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Blend.DestinationColor">
|
||
<summary>
|
||
Each component color is multiplied by the destination color.
|
||
{Rd, Gd, Bd, Ad}, where Rd, Gd, Bd, Ad are color destination values.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Blend.InverseDestinationColor">
|
||
<summary>
|
||
Each component of the color is multiplied by the inversed destination color.
|
||
{1 − Rd, 1 − Gd, 1 − Bd, 1 − Ad}, where Rd, Gd, Bd, Ad are color destination values.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Blend.DestinationAlpha">
|
||
<summary>
|
||
Each component of the color is multiplied by the alpha value of the destination.
|
||
{Ad, Ad, Ad, Ad}, where Ad is the destination alpha value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Blend.InverseDestinationAlpha">
|
||
<summary>
|
||
Each component of the color is multiplied by the inversed alpha value of the destination.
|
||
{1 − Ad, 1 − Ad, 1 − Ad, 1 − Ad}, where Ad is the destination alpha value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Blend.BlendFactor">
|
||
<summary>
|
||
Each component of the color is multiplied by a constant in the <see cref="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.BlendFactor"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Blend.InverseBlendFactor">
|
||
<summary>
|
||
Each component of the color is multiplied by a inversed constant in the <see cref="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.BlendFactor"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.Blend.SourceAlphaSaturation">
|
||
<summary>
|
||
Each component of the color is multiplied by either the alpha of the source color, or the inverse of the alpha of the source color, whichever is greater.
|
||
{f, f, f, 1}, where f = min(As, 1 − As), where As is the source alpha value.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.BlendFunction">
|
||
<summary>
|
||
Defines a function for color blending.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.BlendFunction.Add">
|
||
<summary>
|
||
The function will adds destination to the source. (srcColor * srcBlend) + (destColor * destBlend)
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.BlendFunction.Subtract">
|
||
<summary>
|
||
The function will subtracts destination from source. (srcColor * srcBlend) − (destColor * destBlend)
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.BlendFunction.ReverseSubtract">
|
||
<summary>
|
||
The function will subtracts source from destination. (destColor * destBlend) - (srcColor * srcBlend)
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.BlendFunction.Min">
|
||
<summary>
|
||
The function will extracts minimum of the source and destination. min((srcColor * srcBlend),(destColor * destBlend))
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.BlendFunction.Max">
|
||
<summary>
|
||
The function will extracts maximum of the source and destination. max((srcColor * srcBlend),(destColor * destBlend))
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BlendState.Item(System.Int32)">
|
||
<summary>
|
||
Returns the target specific blend state.
|
||
</summary>
|
||
<param name="index">The 0 to 3 target blend state index.</param>
|
||
<returns>A target blend state.</returns>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BlendState.BlendFactor">
|
||
<summary>
|
||
The color used as blend factor when alpha blending.
|
||
</summary>
|
||
<remarks>
|
||
<see cref="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.BlendFactor"/> is set to this value when this <see cref="T:Microsoft.Xna.Framework.Graphics.BlendState"/>
|
||
is bound to a GraphicsDevice.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.BlendState.IndependentBlendEnable">
|
||
<summary>
|
||
Enables use of the per-target blend states.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.CompareFunction">
|
||
<summary>
|
||
The comparison function used for depth, stencil, and alpha tests.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.Always">
|
||
<summary>
|
||
Always passes the test.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.Never">
|
||
<summary>
|
||
Never passes the test.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.Less">
|
||
<summary>
|
||
Passes the test when the new pixel value is less than current pixel value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.LessEqual">
|
||
<summary>
|
||
Passes the test when the new pixel value is less than or equal to current pixel value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.Equal">
|
||
<summary>
|
||
Passes the test when the new pixel value is equal to current pixel value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.GreaterEqual">
|
||
<summary>
|
||
Passes the test when the new pixel value is greater than or equal to current pixel value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.Greater">
|
||
<summary>
|
||
Passes the test when the new pixel value is greater than current pixel value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.NotEqual">
|
||
<summary>
|
||
Passes the test when the new pixel value does not equal to current pixel value.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.CullMode">
|
||
<summary>
|
||
Defines a culling mode for faces in rasterization process.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CullMode.None">
|
||
<summary>
|
||
Do not cull faces.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CullMode.CullClockwiseFace">
|
||
<summary>
|
||
Cull faces with clockwise order.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.CullMode.CullCounterClockwiseFace">
|
||
<summary>
|
||
Cull faces with counter clockwise order.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.DepthFormat">
|
||
<summary>
|
||
Defines formats for depth-stencil buffer.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.DepthFormat.None">
|
||
<summary>
|
||
Depth-stencil buffer will not be created.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.DepthFormat.Depth16">
|
||
<summary>
|
||
16-bit depth buffer.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.DepthFormat.Depth24">
|
||
<summary>
|
||
24-bit depth buffer. Equivalent of <see cref="F:Microsoft.Xna.Framework.Graphics.DepthFormat.Depth24Stencil8"/> for DirectX platforms.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.DepthFormat.Depth24Stencil8">
|
||
<summary>
|
||
32-bit depth-stencil buffer. Where 24-bit depth and 8-bit for stencil used.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.FillMode">
|
||
<summary>
|
||
Defines options for filling the primitive.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.FillMode.Solid">
|
||
<summary>
|
||
Draw solid faces for each primitive.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.FillMode.WireFrame">
|
||
<summary>
|
||
Draw lines for each primitive.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.SamplerState.ComparisonFunction">
|
||
<summary>
|
||
When using comparison sampling, also set <see cref="P:Microsoft.Xna.Framework.Graphics.SamplerState.FilterMode"/> to <see cref="F:Microsoft.Xna.Framework.Graphics.TextureFilterMode.Comparison"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.StencilOperation">
|
||
<summary>
|
||
Defines stencil buffer operations.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.Keep">
|
||
<summary>
|
||
Does not update the stencil buffer entry.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.Zero">
|
||
<summary>
|
||
Sets the stencil buffer entry to 0.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.Replace">
|
||
<summary>
|
||
Replaces the stencil buffer entry with a reference value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.Increment">
|
||
<summary>
|
||
Increments the stencil buffer entry, wrapping to 0 if the new value exceeds the maximum value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.Decrement">
|
||
<summary>
|
||
Decrements the stencil buffer entry, wrapping to the maximum value if the new value is less than 0.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.IncrementSaturation">
|
||
<summary>
|
||
Increments the stencil buffer entry, clamping to the maximum value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.DecrementSaturation">
|
||
<summary>
|
||
Decrements the stencil buffer entry, clamping to 0.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.Invert">
|
||
<summary>
|
||
Inverts the bits in the stencil buffer entry.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.TextureAddressMode">
|
||
<summary>
|
||
Defines modes for addressing texels using texture coordinates that are outside of the range of 0.0 to 1.0.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.TextureAddressMode.Wrap">
|
||
<summary>
|
||
Texels outside range will form the tile at every integer junction.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.TextureAddressMode.Clamp">
|
||
<summary>
|
||
Texels outside range will be set to color of 0.0 or 1.0 texel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.TextureAddressMode.Mirror">
|
||
<summary>
|
||
Same as <see cref="F:Microsoft.Xna.Framework.Graphics.TextureAddressMode.Wrap"/> but tiles will also flipped at every integer junction.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.TextureAddressMode.Border">
|
||
<summary>
|
||
Texels outside range will be set to the border color.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.TextureFilter">
|
||
<summary>
|
||
Defines filtering types for texture sampler.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.Linear">
|
||
<summary>
|
||
Use linear filtering.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.Point">
|
||
<summary>
|
||
Use point filtering.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.Anisotropic">
|
||
<summary>
|
||
Use anisotropic filtering.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.LinearMipPoint">
|
||
<summary>
|
||
Use linear filtering to shrink or expand, and point filtering between mipmap levels (mip).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.PointMipLinear">
|
||
<summary>
|
||
Use point filtering to shrink (minify) or expand (magnify), and linear filtering between mipmap levels.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.MinLinearMagPointMipLinear">
|
||
<summary>
|
||
Use linear filtering to shrink, point filtering to expand, and linear filtering between mipmap levels.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.MinLinearMagPointMipPoint">
|
||
<summary>
|
||
Use linear filtering to shrink, point filtering to expand, and point filtering between mipmap levels.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.MinPointMagLinearMipLinear">
|
||
<summary>
|
||
Use point filtering to shrink, linear filtering to expand, and linear filtering between mipmap levels.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.MinPointMagLinearMipPoint">
|
||
<summary>
|
||
Use point filtering to shrink, linear filtering to expand, and point filtering between mipmap levels.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.TextureFilterMode">
|
||
<summary>
|
||
Filtering modes for texture samplers.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.SurfaceFormat">
|
||
<summary>
|
||
Defines types of surface formats.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Color">
|
||
<summary>
|
||
Unsigned 32-bit ARGB pixel format for store 8 bits per channel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgr565">
|
||
<summary>
|
||
Unsigned 16-bit BGR pixel format for store 5 bits for blue, 6 bits for green, and 5 bits for red.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgra5551">
|
||
<summary>
|
||
Unsigned 16-bit BGRA pixel format where 5 bits reserved for each color and last bit is reserved for alpha.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgra4444">
|
||
<summary>
|
||
Unsigned 16-bit BGRA pixel format for store 4 bits per channel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Dxt1">
|
||
<summary>
|
||
DXT1. Texture format with compression. Surface dimensions must be a multiple 4.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Dxt3">
|
||
<summary>
|
||
DXT3. Texture format with compression. Surface dimensions must be a multiple 4.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Dxt5">
|
||
<summary>
|
||
DXT5. Texture format with compression. Surface dimensions must be a multiple 4.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.NormalizedByte2">
|
||
<summary>
|
||
Signed 16-bit bump-map format for store 8 bits for <c>u</c> and <c>v</c> data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.NormalizedByte4">
|
||
<summary>
|
||
Signed 32-bit bump-map format for store 8 bits per channel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Rgba1010102">
|
||
<summary>
|
||
Unsigned 32-bit RGBA pixel format for store 10 bits for each color and 2 bits for alpha.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Rg32">
|
||
<summary>
|
||
Unsigned 32-bit RG pixel format using 16 bits per channel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Rgba64">
|
||
<summary>
|
||
Unsigned 64-bit RGBA pixel format using 16 bits per channel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Alpha8">
|
||
<summary>
|
||
Unsigned A 8-bit format for store 8 bits to alpha channel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Single">
|
||
<summary>
|
||
IEEE 32-bit R float format for store 32 bits to red channel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Vector2">
|
||
<summary>
|
||
IEEE 64-bit RG float format for store 32 bits per channel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Vector4">
|
||
<summary>
|
||
IEEE 128-bit RGBA float format for store 32 bits per channel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.HalfSingle">
|
||
<summary>
|
||
Float 16-bit R format for store 16 bits to red channel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.HalfVector2">
|
||
<summary>
|
||
Float 32-bit RG format for store 16 bits per channel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.HalfVector4">
|
||
<summary>
|
||
Float 64-bit ARGB format for store 16 bits per channel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.HdrBlendable">
|
||
<summary>
|
||
Float pixel format for high dynamic range data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgr32">
|
||
<summary>
|
||
For compatibility with WPF D3DImage.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgra32">
|
||
<summary>
|
||
For compatibility with WPF D3DImage.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.ColorSRgb">
|
||
<summary>
|
||
Unsigned 32-bit RGBA sRGB pixel format that supports 8 bits per channel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgr32SRgb">
|
||
<summary>
|
||
Unsigned 32-bit sRGB pixel format that supports 8 bits per channel. 8 bits are unused.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgra32SRgb">
|
||
<summary>
|
||
Unsigned 32-bit sRGB pixel format that supports 8 bits per channel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Dxt1SRgb">
|
||
<summary>
|
||
DXT1. sRGB texture format with compression. Surface dimensions must be a multiple of 4.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Dxt3SRgb">
|
||
<summary>
|
||
DXT3. sRGB texture format with compression. Surface dimensions must be a multiple of 4.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Dxt5SRgb">
|
||
<summary>
|
||
DXT5. sRGB texture format with compression. Surface dimensions must be a multiple of 4.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.RgbPvrtc2Bpp">
|
||
<summary>
|
||
PowerVR texture compression format (iOS and Android).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.RgbPvrtc4Bpp">
|
||
<summary>
|
||
PowerVR texture compression format (iOS and Android).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.RgbaPvrtc2Bpp">
|
||
<summary>
|
||
PowerVR texture compression format (iOS and Android).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.RgbaPvrtc4Bpp">
|
||
<summary>
|
||
PowerVR texture compression format (iOS and Android).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.RgbEtc1">
|
||
<summary>
|
||
Ericcson Texture Compression (Android)
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Dxt1a">
|
||
<summary>
|
||
DXT1 version where 1-bit alpha is used.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.RgbaAtcExplicitAlpha">
|
||
<summary>
|
||
ATC/ATITC compression (Android)
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.RgbaAtcInterpolatedAlpha">
|
||
<summary>
|
||
ATC/ATITC compression (Android)
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.SwapChainRenderTarget">
|
||
<summary>
|
||
A swap chain used for rendering to a secondary GameWindow.
|
||
</summary>
|
||
<remarks>
|
||
This is an extension and not part of stock XNA.
|
||
It is currently implemented for Windows and DirectX only.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.SwapChainRenderTarget.Present">
|
||
<summary>
|
||
Displays the contents of the active back buffer to the screen.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Texture2D.Bounds">
|
||
<summary>
|
||
Gets the dimensions of the texture
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32)">
|
||
<summary>
|
||
Creates a new texture of the given size
|
||
</summary>
|
||
<param name="graphicsDevice"></param>
|
||
<param name="width"></param>
|
||
<param name="height"></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Boolean,Microsoft.Xna.Framework.Graphics.SurfaceFormat)">
|
||
<summary>
|
||
Creates a new texture of a given size with a surface format and optional mipmaps
|
||
</summary>
|
||
<param name="graphicsDevice"></param>
|
||
<param name="width"></param>
|
||
<param name="height"></param>
|
||
<param name="mipmap"></param>
|
||
<param name="format"></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Boolean,Microsoft.Xna.Framework.Graphics.SurfaceFormat,System.Int32)">
|
||
<summary>
|
||
Creates a new texture array of a given size with a surface format and optional mipmaps.
|
||
Throws ArgumentException if the current GraphicsDevice can't work with texture arrays
|
||
</summary>
|
||
<param name="graphicsDevice"></param>
|
||
<param name="width"></param>
|
||
<param name="height"></param>
|
||
<param name="mipmap"></param>
|
||
<param name="format"></param>
|
||
<param name="arraySize"></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Boolean,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.Texture2D.SurfaceType)">
|
||
<summary>
|
||
Creates a new texture of a given size with a surface format and optional mipmaps.
|
||
</summary>
|
||
<param name="graphicsDevice"></param>
|
||
<param name="width"></param>
|
||
<param name="height"></param>
|
||
<param name="mipmap"></param>
|
||
<param name="format"></param>
|
||
<param name="type"></param>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Texture2D.Width">
|
||
<summary>
|
||
Gets the width of the texture in pixels.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Texture2D.Height">
|
||
<summary>
|
||
Gets the height of the texture in pixels.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.SetData``1(System.Int32,System.Int32,System.Nullable{Microsoft.Xna.Framework.Rectangle},``0[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Changes the pixels of the texture
|
||
Throws ArgumentNullException if data is null
|
||
Throws ArgumentException if arraySlice is greater than 0, and the GraphicsDevice does not support texture arrays
|
||
</summary>
|
||
<typeparam name="T"></typeparam>
|
||
<param name="level">Layer of the texture to modify</param>
|
||
<param name="arraySlice">Index inside the texture array</param>
|
||
<param name="rect">Area to modify</param>
|
||
<param name="data">New data for the texture</param>
|
||
<param name="startIndex">Start position of data</param>
|
||
<param name="elementCount"></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.SetData``1(System.Int32,System.Nullable{Microsoft.Xna.Framework.Rectangle},``0[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Changes the pixels of the texture
|
||
</summary>
|
||
<typeparam name="T"></typeparam>
|
||
<param name="level">Layer of the texture to modify</param>
|
||
<param name="rect">Area to modify</param>
|
||
<param name="data">New data for the texture</param>
|
||
<param name="startIndex">Start position of data</param>
|
||
<param name="elementCount"></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.SetData``1(``0[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Changes the texture's pixels
|
||
</summary>
|
||
<typeparam name="T"></typeparam>
|
||
<param name="data">New data for the texture</param>
|
||
<param name="startIndex">Start position of data</param>
|
||
<param name="elementCount"></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.SetData``1(``0[])">
|
||
<summary>
|
||
Changes the texture's pixels
|
||
</summary>
|
||
<typeparam name="T">New data for the texture</typeparam>
|
||
<param name="data"></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.GetData``1(System.Int32,System.Int32,System.Nullable{Microsoft.Xna.Framework.Rectangle},``0[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Retrieves the contents of the texture
|
||
Throws ArgumentException if data is null, data.length is too short or
|
||
if arraySlice is greater than 0 and the GraphicsDevice doesn't support texture arrays
|
||
</summary>
|
||
<typeparam name="T"></typeparam>
|
||
<param name="level">Layer of the texture</param>
|
||
<param name="arraySlice">Index inside the texture array</param>
|
||
<param name="rect">Area of the texture to retrieve</param>
|
||
<param name="data">Destination array for the data</param>
|
||
<param name="startIndex">Starting index of data where to write the pixel data</param>
|
||
<param name="elementCount">Number of pixels to read</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.GetData``1(System.Int32,System.Nullable{Microsoft.Xna.Framework.Rectangle},``0[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Retrieves the contents of the texture
|
||
Throws ArgumentException if data is null, data.length is too short or
|
||
if arraySlice is greater than 0 and the GraphicsDevice doesn't support texture arrays
|
||
</summary>
|
||
<typeparam name="T"></typeparam>
|
||
<param name="level">Layer of the texture</param>
|
||
<param name="rect">Area of the texture</param>
|
||
<param name="data">Destination array for the texture data</param>
|
||
<param name="startIndex">First position in data where to write the pixel data</param>
|
||
<param name="elementCount">Number of pixels to read</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.GetData``1(``0[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Retrieves the contents of the texture
|
||
Throws ArgumentException if data is null, data.length is too short or
|
||
if arraySlice is greater than 0 and the GraphicsDevice doesn't support texture arrays
|
||
</summary>
|
||
<typeparam name="T"></typeparam>
|
||
<param name="data">Destination array for the texture data</param>
|
||
<param name="startIndex">First position in data where to write the pixel data</param>
|
||
<param name="elementCount">Number of pixels to read</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.GetData``1(``0[])">
|
||
<summary>
|
||
Retrieves the contents of the texture
|
||
Throws ArgumentException if data is null, data.length is too short or
|
||
if arraySlice is greater than 0 and the GraphicsDevice doesn't support texture arrays
|
||
</summary>
|
||
<typeparam name="T"></typeparam>
|
||
<param name="data">Destination array for the texture data</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.FromStream(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream)">
|
||
<summary>
|
||
Creates a Texture2D from a stream, supported formats bmp, gif, jpg, png, tif and dds (only for simple textures).
|
||
May work with other formats, but will not work with tga files.
|
||
</summary>
|
||
<param name="graphicsDevice">The graphics device where the texture will be created.</param>
|
||
<param name="stream">The stream from which to read the image data.</param>
|
||
<returns>The <see cref="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Color"/> texture created from the image stream.</returns>
|
||
<remarks>Note that different image decoders may generate slight differences between platforms, but perceptually
|
||
the images should be identical. This call does not premultiply the image alpha, but areas of zero alpha will
|
||
result in black color data.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.TextureDataFromStream(System.IO.Stream,System.Int32@,System.Int32@,System.Int32@)">
|
||
<summary>
|
||
Loads a byte array from a compressed image format.
|
||
</summary>
|
||
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.SaveAsJpeg(System.IO.Stream,System.Int32,System.Int32)">
|
||
<summary>
|
||
Converts the texture to a JPG image
|
||
</summary>
|
||
<param name="stream">Destination for the image</param>
|
||
<param name="width"></param>
|
||
<param name="height"></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.SaveAsPng(System.IO.Stream,System.Int32,System.Int32)">
|
||
<summary>
|
||
Converts the texture to a PNG image
|
||
</summary>
|
||
<param name="stream">Destination for the image</param>
|
||
<param name="width"></param>
|
||
<param name="height"></param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.GetData``1(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,``0[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Gets a copy of 3D texture data, specifying a mipmap level, source box, start index, and number of elements.
|
||
</summary>
|
||
<typeparam name="T">The type of the elements in the array.</typeparam>
|
||
<param name="level">Mipmap level.</param>
|
||
<param name="left">Position of the left side of the box on the x-axis.</param>
|
||
<param name="top">Position of the top of the box on the y-axis.</param>
|
||
<param name="right">Position of the right side of the box on the x-axis.</param>
|
||
<param name="bottom">Position of the bottom of the box on the y-axis.</param>
|
||
<param name="front">Position of the front of the box on the z-axis.</param>
|
||
<param name="back">Position of the back of the box on the z-axis.</param>
|
||
<param name="data">Array of data.</param>
|
||
<param name="startIndex">Index of the first element to get.</param>
|
||
<param name="elementCount">Number of elements to get.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.GetData``1(``0[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Gets a copy of 3D texture data, specifying a start index and number of elements.
|
||
</summary>
|
||
<typeparam name="T">The type of the elements in the array.</typeparam>
|
||
<param name="data">Array of data.</param>
|
||
<param name="startIndex">Index of the first element to get.</param>
|
||
<param name="elementCount">Number of elements to get.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.GetData``1(``0[])">
|
||
<summary>
|
||
Gets a copy of 3D texture data.
|
||
</summary>
|
||
<typeparam name="T">The type of the elements in the array.</typeparam>
|
||
<param name="data">Array of data.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.TextureCollection.Dirty">
|
||
<summary>
|
||
Marks all texture slots as dirty.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Texture.SortingKey">
|
||
<summary>
|
||
Gets a unique identifier of this texture for sorting purposes.
|
||
</summary>
|
||
<remarks>
|
||
<para>For example, this value is used by <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/> when drawing with <see cref="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Texture"/>.</para>
|
||
<para>The value is an implementation detail and may change between application launches or MonoGame versions.
|
||
It is only guaranteed to stay consistent during application lifetime.</para>
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Texture.GetSharedHandle">
|
||
<summary>
|
||
Gets the handle to a shared resource.
|
||
</summary>
|
||
<returns>
|
||
The handle of the shared resource, or <see cref="F:System.IntPtr.Zero"/> if the texture was not
|
||
created as a shared resource.
|
||
</returns>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.TextureCube.Size">
|
||
<summary>
|
||
Gets the width and height of the cube map face in pixels.
|
||
</summary>
|
||
<value>The width and height of a cube map face in pixels.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.GetData``1(Microsoft.Xna.Framework.Graphics.CubeMapFace,``0[])">
|
||
<summary>
|
||
Gets a copy of cube texture data specifying a cubemap face.
|
||
</summary>
|
||
<typeparam name="T"></typeparam>
|
||
<param name="cubeMapFace">The cube map face.</param>
|
||
<param name="data">The data.</param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.BufferUsage">
|
||
<summary>
|
||
A usage hint for optimizing memory placement of graphics buffers.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.BufferUsage.None">
|
||
<summary>
|
||
No special usage.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.BufferUsage.WriteOnly">
|
||
<summary>
|
||
The buffer will not be readable and will be optimized for rendering and writing.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.DynamicIndexBuffer.UserOffset">
|
||
<summary>
|
||
Special offset used internally by GraphicsDevice.DrawUserXXX() methods.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer.UserOffset">
|
||
<summary>
|
||
Special offset used internally by GraphicsDevice.DrawUserXXX() methods.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.ImmutableVertexInputLayout">
|
||
<summary>
|
||
Immutable version of <see cref="T:Microsoft.Xna.Framework.Graphics.VertexInputLayout"/>. Can be used as a key in the
|
||
<see cref="T:Microsoft.Xna.Framework.Graphics.InputLayoutCache"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.ImmutableVertexInputLayout.#ctor(Microsoft.Xna.Framework.Graphics.VertexDeclaration[],System.Int32[])">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Graphics.ImmutableVertexInputLayout"/> class.
|
||
</summary>
|
||
<param name="vertexDeclarations">The vertex declarations per resource slot.</param>
|
||
<param name="instanceFrequencies">The instance frequencies per resource slot.</param>
|
||
<remarks>
|
||
The specified arrays are stored internally - the arrays are not copied.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.ImmutableVertexInputLayout.GetHashCode">
|
||
<summary>
|
||
Returns a hash code for this instance.
|
||
</summary>
|
||
<returns>
|
||
A hash code for this instance, suitable for use in hashing algorithms and data
|
||
structures like a hash table.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.SizeForType(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type)">
|
||
<summary>
|
||
Gets the relevant IndexElementSize enum value for the given type.
|
||
</summary>
|
||
<param name="graphicsDevice">The graphics device.</param>
|
||
<param name="type">The type to use for the index buffer</param>
|
||
<returns>The IndexElementSize enum value that matches the type</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.GraphicsDeviceResetting">
|
||
<summary>
|
||
The GraphicsDevice is resetting, so GPU resources must be recreated.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.IndexElementSize">
|
||
<summary>
|
||
Defines size for index in <see cref="T:Microsoft.Xna.Framework.Graphics.IndexBuffer"/> and <see cref="T:Microsoft.Xna.Framework.Graphics.DynamicIndexBuffer"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.IndexElementSize.SixteenBits">
|
||
<summary>
|
||
16-bit short/ushort value been used.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.IndexElementSize.ThirtyTwoBits">
|
||
<summary>
|
||
32-bit int/uint value been used.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.InputLayoutCache">
|
||
<summary>
|
||
Caches DirectX input layouts for the input assembler stage.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.InputLayoutCache.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Byte[])">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Graphics.InputLayoutCache"/> class.
|
||
</summary>
|
||
<param name="graphicsDevice">The graphics device.</param>
|
||
<param name="shaderByteCode">The byte code of the vertex shader.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.InputLayoutCache.Dispose">
|
||
<summary>
|
||
Releases all resources used by an instance of the <see cref="T:Microsoft.Xna.Framework.Graphics.InputLayoutCache"/> class.
|
||
</summary>
|
||
<remarks>
|
||
This method calls the virtual <see cref="M:Microsoft.Xna.Framework.Graphics.InputLayoutCache.Dispose(System.Boolean)"/> method, passing in
|
||
<see langword="true"/>, and then suppresses finalization of the instance.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.InputLayoutCache.Dispose(System.Boolean)">
|
||
<summary>
|
||
Releases the unmanaged resources used by an instance of the
|
||
<see cref="T:Microsoft.Xna.Framework.Graphics.InputLayoutCache"/> class and optionally releases the managed resources.
|
||
</summary>
|
||
<param name="disposing">
|
||
<see langword="true"/> to release both managed and unmanaged resources;
|
||
<see langword="false"/> to release only unmanaged resources.
|
||
</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.InputLayoutCache.GetOrCreate(Microsoft.Xna.Framework.Graphics.VertexBufferBindings)">
|
||
<summary>
|
||
Gets or create the DirectX input layout for the specified vertex buffers.
|
||
</summary>
|
||
<param name="vertexBuffers">The vertex buffers.</param>
|
||
<returns>The DirectX input layout.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.InputLayoutCache.GetInvalidArgMessage(SharpDX.Direct3D11.InputElement[])">
|
||
<summary>
|
||
Gets a more helpful message for the SharpDX invalid arg error.
|
||
</summary>
|
||
<param name="inputElements">The input elements.</param>
|
||
<returns>The exception message.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.PrimitiveType">
|
||
<summary>
|
||
Defines how vertex data is ordered.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleList">
|
||
<summary>
|
||
Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle. Back-face culling is affected by the current winding-order render state.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleStrip">
|
||
<summary>
|
||
Renders the vertices as a triangle strip. The back-face culling flag is flipped automatically on even-numbered triangles.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.PrimitiveType.LineList">
|
||
<summary>
|
||
Renders the vertices as a list of isolated straight line segments; the count may be any positive integer.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.PrimitiveType.LineStrip">
|
||
<summary>
|
||
Renders the vertices as a single polyline; the count may be any positive integer.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.GraphicsDeviceResetting">
|
||
<summary>
|
||
The GraphicsDevice is resetting, so GPU resources must be recreated.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.GetData``1(System.Int32,``0[],System.Int32,System.Int32,System.Int32)">
|
||
<summary>
|
||
Get the vertex data froom this VertexBuffer.
|
||
</summary>
|
||
<typeparam name="T">The struct you want to fill.</typeparam>
|
||
<param name="offsetInBytes">The offset to the first element in the vertex buffer in bytes.</param>
|
||
<param name="data">An array of T's to be filled.</param>
|
||
<param name="startIndex">The index to start filling the data array.</param>
|
||
<param name="elementCount">The number of T's to get.</param>
|
||
<param name="vertexStride">The size of how a vertex buffer element should be interpreted.</param>
|
||
|
||
<remarks>
|
||
Note that this pulls data from VRAM into main memory and because of that is a very expensive operation.
|
||
It is often a better idea to keep a copy of the data in main memory.
|
||
</remarks>
|
||
|
||
<remarks>
|
||
<p>Using this operation it is easy to get certain vertex elements from a VertexBuffer.</p>
|
||
<p>
|
||
For example to get the texture coordinates from a VertexBuffer of <see cref="T:Microsoft.Xna.Framework.Graphics.VertexPositionTexture"/> you can call
|
||
GetData(4 * 3, data, elementCount, 20). 'data'should be an array of <see cref="T:Microsoft.Xna.Framework.Vector2"/> in this example.
|
||
The offsetInBytes is the number of bytes taken up by the <see cref="F:Microsoft.Xna.Framework.Graphics.VertexPositionTexture.Position"/> of the vertex.
|
||
For vertexStride we pass the size of a <see cref="T:Microsoft.Xna.Framework.Graphics.VertexPositionTexture"/>.
|
||
</p>
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.SetData``1(System.Int32,``0[],System.Int32,System.Int32,System.Int32)">
|
||
<summary>
|
||
Sets the vertex buffer data, specifying the index at which to start copying from the source data array,
|
||
the number of elements to copy from the source data array,
|
||
and how far apart elements from the source data array should be when they are copied into the vertex buffer.
|
||
</summary>
|
||
<typeparam name="T">Type of elements in the data array.</typeparam>
|
||
<param name="offsetInBytes">Offset in bytes from the beginning of the vertex buffer to the start of the copied data.</param>
|
||
<param name="data">Data array.</param>
|
||
<param name="startIndex">Index at which to start copying from <paramref name="data"/>.
|
||
Must be within the <paramref name="data"/> array bounds.</param>
|
||
<param name="elementCount">Number of elements to copy from <paramref name="data"/>.
|
||
The combination of <paramref name="startIndex"/> and <paramref name="elementCount"/>
|
||
must be within the <paramref name="data"/> array bounds.</param>
|
||
<param name="vertexStride">Specifies how far apart, in bytes, elements from <paramref name="data"/> should be when
|
||
they are copied into the vertex buffer.
|
||
In almost all cases this should be <c>sizeof(T)</c>, to create a tightly-packed vertex buffer.
|
||
If you specify <c>sizeof(T)</c>, elements from <paramref name="data"/> will be copied into the
|
||
vertex buffer with no padding between each element.
|
||
If you specify a value greater than <c>sizeof(T)</c>, elements from <paramref name="data"/> will be copied
|
||
into the vertex buffer with padding between each element.
|
||
If you specify <c>0</c> for this parameter, it will be treated as if you had specified <c>sizeof(T)</c>.
|
||
With the exception of <c>0</c>, you must specify a value greater than or equal to <c>sizeof(T)</c>.</param>
|
||
<remarks>
|
||
If <c>T</c> is <c>VertexPositionTexture</c>, but you want to set only the position component of the vertex data,
|
||
you would call this method as follows:
|
||
<code>
|
||
Vector3[] positions = new Vector3[numVertices];
|
||
vertexBuffer.SetData(0, positions, 0, numVertices, vertexBuffer.VertexDeclaration.VertexStride);
|
||
</code>
|
||
|
||
Continuing from the previous example, if you want to set only the texture coordinate component of the vertex data,
|
||
you would call this method as follows (note the use of <paramref name="offsetInBytes"/>:
|
||
<code>
|
||
Vector2[] texCoords = new Vector2[numVertices];
|
||
vertexBuffer.SetData(12, texCoords, 0, numVertices, vertexBuffer.VertexDeclaration.VertexStride);
|
||
</code>
|
||
</remarks>
|
||
<remarks>
|
||
If you provide a <c>byte[]</c> in the <paramref name="data"/> parameter, then you should almost certainly
|
||
set <paramref name="vertexStride"/> to <c>1</c>, to avoid leaving any padding between the <c>byte</c> values
|
||
when they are copied into the vertex buffer.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.SetData``1(``0[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Sets the vertex buffer data, specifying the index at which to start copying from the source data array,
|
||
and the number of elements to copy from the source data array. This is the same as calling
|
||
<see cref="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.SetData``1(System.Int32,``0[],System.Int32,System.Int32,System.Int32)"/> with <c>offsetInBytes</c> equal to <c>0</c>,
|
||
and <c>vertexStride</c> equal to <c>sizeof(T)</c>.
|
||
</summary>
|
||
<typeparam name="T">Type of elements in the data array.</typeparam>
|
||
<param name="data">Data array.</param>
|
||
<param name="startIndex">Index at which to start copying from <paramref name="data"/>.
|
||
Must be within the <paramref name="data"/> array bounds.</param>
|
||
<param name="elementCount">Number of elements to copy from <paramref name="data"/>.
|
||
The combination of <paramref name="startIndex"/> and <paramref name="elementCount"/>
|
||
must be within the <paramref name="data"/> array bounds.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.SetData``1(``0[])">
|
||
<summary>
|
||
Sets the vertex buffer data. This is the same as calling <see cref="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.SetData``1(System.Int32,``0[],System.Int32,System.Int32,System.Int32)"/>
|
||
with <c>offsetInBytes</c> and <c>startIndex</c> equal to <c>0</c>, <c>elementCount</c> equal to <c>data.Length</c>,
|
||
and <c>vertexStride</c> equal to <c>sizeof(T)</c>.
|
||
</summary>
|
||
<typeparam name="T">Type of elements in the data array.</typeparam>
|
||
<param name="data">Data array.</param>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.VertexBufferBinding">
|
||
<summary>
|
||
Defines how a vertex buffer is bound to the graphics device for rendering.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.VertexBufferBinding.VertexBuffer">
|
||
<summary>
|
||
Gets the vertex buffer.
|
||
</summary>
|
||
<value>The vertex buffer.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.VertexBufferBinding.VertexOffset">
|
||
<summary>
|
||
Gets the index of the first vertex in the vertex buffer to use.
|
||
</summary>
|
||
<value>The index of the first vertex in the vertex buffer to use.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.VertexBufferBinding.InstanceFrequency">
|
||
<summary>
|
||
Gets the number of instances to draw using the same per-instance data before advancing
|
||
in the buffer by one element.
|
||
</summary>
|
||
<value>
|
||
The number of instances to draw using the same per-instance data before advancing in the
|
||
buffer by one element. This value must be 0 for an element that contains per-vertex
|
||
data and greater than 0 for per-instance data.
|
||
</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBufferBinding.#ctor(Microsoft.Xna.Framework.Graphics.VertexBuffer)">
|
||
<summary>
|
||
Creates an instance of <see cref="T:Microsoft.Xna.Framework.Graphics.VertexBufferBinding"/>.
|
||
</summary>
|
||
<param name="vertexBuffer">The vertex buffer to bind.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBufferBinding.#ctor(Microsoft.Xna.Framework.Graphics.VertexBuffer,System.Int32)">
|
||
<summary>
|
||
Creates an instance of <see cref="T:Microsoft.Xna.Framework.Graphics.VertexBufferBinding"/>.
|
||
</summary>
|
||
<param name="vertexBuffer">The vertex buffer to bind.</param>
|
||
<param name="vertexOffset">
|
||
The index of the first vertex in the vertex buffer to use.
|
||
</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBufferBinding.#ctor(Microsoft.Xna.Framework.Graphics.VertexBuffer,System.Int32,System.Int32)">
|
||
<summary>
|
||
Creates an instance of VertexBufferBinding.
|
||
</summary>
|
||
<param name="vertexBuffer">The vertex buffer to bind.</param>
|
||
<param name="vertexOffset">
|
||
The index of the first vertex in the vertex buffer to use.
|
||
</param>
|
||
<param name="instanceFrequency">
|
||
The number of instances to draw using the same per-instance data before advancing in the
|
||
buffer by one element. This value must be 0 for an element that contains per-vertex data
|
||
and greater than 0 for per-instance data.
|
||
</param>
|
||
<exception cref="T:System.ArgumentNullException">
|
||
<paramref name="vertexBuffer"/> is <see langword="null"/>.
|
||
</exception>
|
||
<exception cref="T:System.ArgumentOutOfRangeException">
|
||
<paramref name="vertexOffset"/> or <paramref name="instanceFrequency"/> is invalid.
|
||
</exception>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.VertexBufferBindings">
|
||
<summary>
|
||
Stores the vertex buffers to be bound to the input assembler stage.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBufferBindings.#ctor(System.Int32)">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Graphics.VertexBufferBindings" /> class.
|
||
</summary>
|
||
<param name="maxVertexBufferSlots">The maximum number of vertex buffer slots.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBufferBindings.Clear">
|
||
<summary>
|
||
Clears the vertex buffer slots.
|
||
</summary>
|
||
<returns>
|
||
<see langword="true"/> if the input layout was changed; otherwise,
|
||
<see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBufferBindings.Set(Microsoft.Xna.Framework.Graphics.VertexBuffer,System.Int32)">
|
||
<summary>
|
||
Binds the specified vertex buffer to the first input slot.
|
||
</summary>
|
||
<param name="vertexBuffer">The vertex buffer.</param>
|
||
<param name="vertexOffset">
|
||
The offset (in vertices) from the beginning of the vertex buffer to the first vertex to
|
||
use.
|
||
</param>
|
||
<returns>
|
||
<see langword="true"/> if the input layout was changed; otherwise,
|
||
<see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBufferBindings.Set(Microsoft.Xna.Framework.Graphics.VertexBufferBinding[])">
|
||
<summary>
|
||
Binds the the specified vertex buffers to the input slots.
|
||
</summary>
|
||
<param name="vertexBufferBindings">The vertex buffer bindings.</param>
|
||
<returns>
|
||
<see langword="true"/> if the input layout was changed; otherwise,
|
||
<see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBufferBindings.Get(System.Int32)">
|
||
<summary>
|
||
Gets vertex buffer bound to the specified input slots.
|
||
</summary>
|
||
<returns>The vertex buffer binding.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBufferBindings.Get">
|
||
<summary>
|
||
Gets vertex buffers bound to the input slots.
|
||
</summary>
|
||
<returns>The vertex buffer bindings.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexBufferBindings.ToImmutable">
|
||
<summary>
|
||
Creates an <see cref="T:Microsoft.Xna.Framework.Graphics.ImmutableVertexInputLayout"/> that can be used as a key in the
|
||
<see cref="T:Microsoft.Xna.Framework.Graphics.InputLayoutCache"/>.
|
||
</summary>
|
||
<returns>The <see cref="T:Microsoft.Xna.Framework.Graphics.ImmutableVertexInputLayout"/>.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.VertexDeclarationCache`1">
|
||
<summary>
|
||
Helper class which ensures we only lookup a vertex
|
||
declaration for a particular type once.
|
||
</summary>
|
||
<typeparam name="T">A vertex structure which implements IVertexType.</typeparam>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.VertexDeclaration">
|
||
<summary>
|
||
Defines per-vertex data of a vertex buffer.
|
||
</summary>
|
||
<remarks>
|
||
<see cref="T:Microsoft.Xna.Framework.Graphics.VertexDeclaration"/> implements <see cref="T:System.IEquatable`1"/> and can be used as
|
||
a key in a dictionary. Two vertex declarations are considered equal if the vertices are
|
||
structurally equivalent, i.e. the vertex elements and the vertex stride are identical. (The
|
||
properties <see cref="P:Microsoft.Xna.Framework.Graphics.GraphicsResource.Name"/> and <see cref="P:Microsoft.Xna.Framework.Graphics.GraphicsResource.Tag"/> are
|
||
ignored in <see cref="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.GetHashCode"/> and <see cref="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.Equals(Microsoft.Xna.Framework.Graphics.VertexDeclaration)"/>!)
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.VertexDeclaration.InternalVertexElements">
|
||
<summary>
|
||
Gets the internal vertex elements array.
|
||
</summary>
|
||
<value>The internal vertex elements array.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.#ctor(Microsoft.Xna.Framework.Graphics.VertexElement[])">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Graphics.VertexDeclaration"/> class.
|
||
</summary>
|
||
<param name="elements">The vertex elements.</param>
|
||
<exception cref="T:System.ArgumentNullException">
|
||
<paramref name="elements"/> is <see langword="null"/> or empty.
|
||
</exception>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.#ctor(System.Int32,Microsoft.Xna.Framework.Graphics.VertexElement[])">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Graphics.VertexDeclaration"/> class.
|
||
</summary>
|
||
<param name="vertexStride">The size of a vertex (including padding) in bytes.</param>
|
||
<param name="elements">The vertex elements.</param>
|
||
<exception cref="T:System.ArgumentNullException">
|
||
<paramref name="elements"/> is <see langword="null"/> or empty.
|
||
</exception>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.FromType(System.Type)">
|
||
<summary>
|
||
Returns the VertexDeclaration for Type.
|
||
</summary>
|
||
<param name="vertexType">A value type which implements the IVertexType interface.</param>
|
||
<returns>The VertexDeclaration.</returns>
|
||
<remarks>
|
||
Prefer to use VertexDeclarationCache when the declaration lookup
|
||
can be performed with a templated type.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.GetVertexElements">
|
||
<summary>
|
||
Gets a copy of the vertex elements.
|
||
</summary>
|
||
<returns>A copy of the vertex elements.</returns>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.VertexDeclaration.VertexStride">
|
||
<summary>
|
||
Gets the size of a vertex (including padding) in bytes.
|
||
</summary>
|
||
<value>The size of a vertex (including padding) in bytes.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.Equals(System.Object)">
|
||
<summary>
|
||
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
|
||
</summary>
|
||
<param name="obj">The object to compare with the current object.</param>
|
||
<returns>
|
||
<see langword="true"/> if the specified <see cref="T:System.Object"/> is equal to this instance;
|
||
otherwise, <see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.Equals(Microsoft.Xna.Framework.Graphics.VertexDeclaration)">
|
||
<summary>
|
||
Determines whether the specified <see cref="T:Microsoft.Xna.Framework.Graphics.VertexDeclaration"/> is equal to this
|
||
instance.
|
||
</summary>
|
||
<param name="other">The object to compare with the current object.</param>
|
||
<returns>
|
||
<see langword="true"/> if the specified <see cref="T:Microsoft.Xna.Framework.Graphics.VertexDeclaration"/> is equal to this
|
||
instance; otherwise, <see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.GetHashCode">
|
||
<summary>
|
||
Returns a hash code for this instance.
|
||
</summary>
|
||
<returns>
|
||
A hash code for this instance, suitable for use in hashing algorithms and data
|
||
structures like a hash table.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.op_Equality(Microsoft.Xna.Framework.Graphics.VertexDeclaration,Microsoft.Xna.Framework.Graphics.VertexDeclaration)">
|
||
<summary>
|
||
Compares two <see cref="T:Microsoft.Xna.Framework.Graphics.VertexElement"/> instances to determine whether they are the
|
||
same.
|
||
</summary>
|
||
<param name="left">The first instance.</param>
|
||
<param name="right">The second instance.</param>
|
||
<returns>
|
||
<see langword="true"/> if the <paramref name="left"/> and <paramref name="right"/> are
|
||
the same; otherwise, <see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.op_Inequality(Microsoft.Xna.Framework.Graphics.VertexDeclaration,Microsoft.Xna.Framework.Graphics.VertexDeclaration)">
|
||
<summary>
|
||
Compares two <see cref="T:Microsoft.Xna.Framework.Graphics.VertexElement"/> instances to determine whether they are
|
||
different.
|
||
</summary>
|
||
<param name="left">The first instance.</param>
|
||
<param name="right">The second instance.</param>
|
||
<returns>
|
||
<see langword="true"/> if the <paramref name="left"/> and <paramref name="right"/> are
|
||
the different; otherwise, <see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.VertexElement">
|
||
<summary>
|
||
Defines a single element in a vertex.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.VertexElement.Offset">
|
||
<summary>
|
||
Gets or sets the offset in bytes from the beginning of the stream to the vertex element.
|
||
</summary>
|
||
<value>The offset in bytes.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.VertexElement.VertexElementFormat">
|
||
<summary>
|
||
Gets or sets the data format.
|
||
</summary>
|
||
<value>The data format.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.VertexElement.VertexElementUsage">
|
||
<summary>
|
||
Gets or sets the HLSL semantic of the element in the vertex shader input.
|
||
</summary>
|
||
<value>The HLSL semantic of the element in the vertex shader input.</value>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.VertexElement.UsageIndex">
|
||
<summary>
|
||
Gets or sets the semantic index.
|
||
</summary>
|
||
<value>
|
||
The semantic index, which is required if the semantic is used for more than one vertex
|
||
element.
|
||
</value>
|
||
<remarks>
|
||
Usage indices in a vertex declaration usually start with 0. When multiple vertex buffers
|
||
are bound to the input assembler stage (see <see cref="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexBuffers(Microsoft.Xna.Framework.Graphics.VertexBufferBinding[])"/>),
|
||
MonoGame internally adjusts the usage indices based on the order in which the vertex
|
||
buffers are bound.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexElement.#ctor(System.Int32,Microsoft.Xna.Framework.Graphics.VertexElementFormat,Microsoft.Xna.Framework.Graphics.VertexElementUsage,System.Int32)">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Graphics.VertexElement"/> struct.
|
||
</summary>
|
||
<param name="offset">The offset in bytes from the beginning of the stream to the vertex element.</param>
|
||
<param name="elementFormat">The element format.</param>
|
||
<param name="elementUsage">The HLSL semantic of the element in the vertex shader input-signature.</param>
|
||
<param name="usageIndex">The semantic index, which is required if the semantic is used for more than one vertex element.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexElement.GetHashCode">
|
||
<summary>
|
||
Returns a hash code for this instance.
|
||
</summary>
|
||
<returns>
|
||
A hash code for this instance, suitable for use in hashing algorithms and data
|
||
structures like a hash table.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexElement.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String" /> that represents this instance.
|
||
</summary>
|
||
<returns>A <see cref="T:System.String" /> that represents this instance.</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexElement.Equals(System.Object)">
|
||
<summary>
|
||
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
|
||
</summary>
|
||
<param name="obj">The object to compare with the current object.</param>
|
||
<returns>
|
||
<see langword="true"/> if the specified <see cref="T:System.Object"/> is equal to this instance;
|
||
otherwise, <see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexElement.Equals(Microsoft.Xna.Framework.Graphics.VertexElement)">
|
||
<summary>
|
||
Determines whether the specified <see cref="T:Microsoft.Xna.Framework.Graphics.VertexElement"/> is equal to this
|
||
instance.
|
||
</summary>
|
||
<param name="other">The object to compare with the current object.</param>
|
||
<returns>
|
||
<see langword="true"/> if the specified <see cref="T:Microsoft.Xna.Framework.Graphics.VertexElement"/> is equal to this
|
||
instance; otherwise, <see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexElement.op_Equality(Microsoft.Xna.Framework.Graphics.VertexElement,Microsoft.Xna.Framework.Graphics.VertexElement)">
|
||
<summary>
|
||
Compares two <see cref="T:Microsoft.Xna.Framework.Graphics.VertexElement"/> instances to determine whether they are the
|
||
same.
|
||
</summary>
|
||
<param name="left">The first instance.</param>
|
||
<param name="right">The second instance.</param>
|
||
<returns>
|
||
<see langword="true"/> if the <paramref name="left"/> and <paramref name="right"/> are
|
||
the same; otherwise, <see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexElement.op_Inequality(Microsoft.Xna.Framework.Graphics.VertexElement,Microsoft.Xna.Framework.Graphics.VertexElement)">
|
||
<summary>
|
||
Compares two <see cref="T:Microsoft.Xna.Framework.Graphics.VertexElement"/> instances to determine whether they are
|
||
different.
|
||
</summary>
|
||
<param name="left">The first instance.</param>
|
||
<param name="right">The second instance.</param>
|
||
<returns>
|
||
<see langword="true"/> if the <paramref name="left"/> and <paramref name="right"/> are
|
||
the different; otherwise, <see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexElement.GetInputElement(System.Int32,System.Int32)">
|
||
<summary>
|
||
Gets the DirectX <see cref="T:SharpDX.Direct3D11.InputElement"/>.
|
||
</summary>
|
||
<param name="slot">The input resource slot.</param>
|
||
<param name="instanceFrequency">
|
||
The number of instances to draw using the same per-instance data before advancing in the
|
||
buffer by one element. This value must be 0 for an element that contains per-vertex
|
||
data.
|
||
</param>
|
||
<returns><see cref="T:SharpDX.Direct3D11.InputElement"/>.</returns>
|
||
<exception cref="T:System.NotSupportedException">
|
||
Unknown vertex element format or usage!
|
||
</exception>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.VertexElementFormat">
|
||
<summary>
|
||
Defines vertex element formats.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Single">
|
||
<summary>
|
||
Single 32-bit floating point number.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Vector2">
|
||
<summary>
|
||
Two component 32-bit floating point number.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Vector3">
|
||
<summary>
|
||
Three component 32-bit floating point number.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Vector4">
|
||
<summary>
|
||
Four component 32-bit floating point number.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Color">
|
||
<summary>
|
||
Four component, packed unsigned byte, mapped to 0 to 1 range.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Byte4">
|
||
<summary>
|
||
Four component unsigned byte.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Short2">
|
||
<summary>
|
||
Two component signed 16-bit integer.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Short4">
|
||
<summary>
|
||
Four component signed 16-bit integer.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.NormalizedShort2">
|
||
<summary>
|
||
Normalized, two component signed 16-bit integer.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.NormalizedShort4">
|
||
<summary>
|
||
Normalized, four component signed 16-bit integer.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.HalfVector2">
|
||
<summary>
|
||
Two component 16-bit floating point number.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.HalfVector4">
|
||
<summary>
|
||
Four component 16-bit floating point number.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.VertexElementUsage">
|
||
<summary>
|
||
Defines usage for vertex elements.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Position">
|
||
<summary>
|
||
Position data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Color">
|
||
<summary>
|
||
Color data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.TextureCoordinate">
|
||
<summary>
|
||
Texture coordinate data or can be used for user-defined data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Normal">
|
||
<summary>
|
||
Normal data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Binormal">
|
||
<summary>
|
||
Binormal data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Tangent">
|
||
<summary>
|
||
Tangent data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.BlendIndices">
|
||
<summary>
|
||
Blending indices data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.BlendWeight">
|
||
<summary>
|
||
Blending weight data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Depth">
|
||
<summary>
|
||
Depth data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Fog">
|
||
<summary>
|
||
Fog data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.PointSize">
|
||
<summary>
|
||
Point size data. Usable for drawing point sprites.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Sample">
|
||
<summary>
|
||
Sampler data for specifies the displacement value to look up.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.TessellateFactor">
|
||
<summary>
|
||
Single, positive float value, specifies a tessellation factor used in the tessellation unit to control the rate of tessellation.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.VertexInputLayout">
|
||
<summary>
|
||
Stores the vertex layout (input elements) for the input assembler stage.
|
||
</summary>
|
||
<remarks>
|
||
In the DirectX version the input layouts are cached in a dictionary. The
|
||
<see cref="T:Microsoft.Xna.Framework.Graphics.VertexInputLayout"/> is used as the key in the dictionary and therefore needs to
|
||
implement <see cref="T:System.IEquatable`1"/>. Two <see cref="T:Microsoft.Xna.Framework.Graphics.VertexInputLayout"/> instance are
|
||
considered equal if the vertex layouts are structurally identical.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.VertexInputLayout.Count">
|
||
<summary>
|
||
Gets or sets the number of used input slots.
|
||
</summary>
|
||
<value>The number of used input slots.</value>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexInputLayout.#ctor(System.Int32)">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Graphics.VertexInputLayout"/> class.
|
||
</summary>
|
||
<param name="maxVertexBufferSlots">The maximum number of vertex buffer slots.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexInputLayout.#ctor(Microsoft.Xna.Framework.Graphics.VertexDeclaration[],System.Int32[],System.Int32)">
|
||
<summary>
|
||
Initializes a new instance of the <see cref="T:Microsoft.Xna.Framework.Graphics.VertexInputLayout"/> class.
|
||
</summary>
|
||
<param name="vertexDeclarations">The array for storing vertex declarations.</param>
|
||
<param name="instanceFrequencies">The array for storing instance frequencies.</param>
|
||
<param name="count">The number of used slots.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexInputLayout.Equals(System.Object)">
|
||
<summary>
|
||
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
|
||
</summary>
|
||
<param name="obj">The object to compare with the current object.</param>
|
||
<returns>
|
||
<see langword="true"/> if the specified <see cref="T:System.Object"/> is equal to this instance;
|
||
otherwise, <see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexInputLayout.Equals(Microsoft.Xna.Framework.Graphics.VertexInputLayout)">
|
||
<summary>
|
||
Determines whether the specified <see cref="T:Microsoft.Xna.Framework.Graphics.VertexInputLayout"/> is equal to this
|
||
instance.
|
||
</summary>
|
||
<param name="other">The object to compare with the current object.</param>
|
||
<returns>
|
||
<see langword="true"/> if the specified <see cref="T:Microsoft.Xna.Framework.Graphics.VertexInputLayout"/> is equal to this
|
||
instance; otherwise, <see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexInputLayout.GetHashCode">
|
||
<summary>
|
||
Returns a hash code for this instance.
|
||
</summary>
|
||
<returns>
|
||
A hash code for this instance, suitable for use in hashing algorithms and data
|
||
structures like a hash table.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexInputLayout.op_Equality(Microsoft.Xna.Framework.Graphics.VertexInputLayout,Microsoft.Xna.Framework.Graphics.VertexInputLayout)">
|
||
<summary>
|
||
Compares two <see cref="T:Microsoft.Xna.Framework.Graphics.VertexInputLayout"/> instances to determine whether they are the
|
||
same.
|
||
</summary>
|
||
<param name="left">The first instance.</param>
|
||
<param name="right">The second instance.</param>
|
||
<returns>
|
||
<see langword="true"/> if the <paramref name="left"/> and <paramref name="right"/> are
|
||
the same; otherwise, <see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.VertexInputLayout.op_Inequality(Microsoft.Xna.Framework.Graphics.VertexInputLayout,Microsoft.Xna.Framework.Graphics.VertexInputLayout)">
|
||
<summary>
|
||
Compares two <see cref="T:Microsoft.Xna.Framework.Graphics.VertexInputLayout"/> instances to determine whether they are
|
||
different.
|
||
</summary>
|
||
<param name="left">The first instance.</param>
|
||
<param name="right">The second instance.</param>
|
||
<returns>
|
||
<see langword="true"/> if the <paramref name="left"/> and <paramref name="right"/> are
|
||
the different; otherwise, <see langword="false"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.Graphics.Viewport">
|
||
<summary>
|
||
Describes the view bounds for render-target surface.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Viewport.Height">
|
||
<summary>
|
||
The height of the bounds in pixels.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Viewport.MaxDepth">
|
||
<summary>
|
||
The upper limit of depth of this viewport.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Viewport.MinDepth">
|
||
<summary>
|
||
The lower limit of depth of this viewport.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Viewport.Width">
|
||
<summary>
|
||
The width of the bounds in pixels.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Viewport.Y">
|
||
<summary>
|
||
The y coordinate of the beginning of this viewport.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Viewport.X">
|
||
<summary>
|
||
The x coordinate of the beginning of this viewport.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Viewport.AspectRatio">
|
||
<summary>
|
||
Gets the aspect ratio of this <see cref="T:Microsoft.Xna.Framework.Graphics.Viewport"/>, which is width / height.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Viewport.Bounds">
|
||
<summary>
|
||
Gets or sets a boundary of this <see cref="T:Microsoft.Xna.Framework.Graphics.Viewport"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.Graphics.Viewport.TitleSafeArea">
|
||
<summary>
|
||
Returns the subset of the viewport that is guaranteed to be visible on a lower quality display.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Viewport.#ctor(System.Int32,System.Int32,System.Int32,System.Int32)">
|
||
<summary>
|
||
Constructs a viewport from the given values. The <see cref="P:Microsoft.Xna.Framework.Graphics.Viewport.MinDepth"/> will be 0.0 and <see cref="P:Microsoft.Xna.Framework.Graphics.Viewport.MaxDepth"/> will be 1.0.
|
||
</summary>
|
||
<param name="x">The x coordinate of the upper-left corner of the view bounds in pixels.</param>
|
||
<param name="y">The y coordinate of the upper-left corner of the view bounds in pixels.</param>
|
||
<param name="width">The width of the view bounds in pixels.</param>
|
||
<param name="height">The height of the view bounds in pixels.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Viewport.#ctor(System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Single)">
|
||
<summary>
|
||
Constructs a viewport from the given values.
|
||
</summary>
|
||
<param name="x">The x coordinate of the upper-left corner of the view bounds in pixels.</param>
|
||
<param name="y">The y coordinate of the upper-left corner of the view bounds in pixels.</param>
|
||
<param name="width">The width of the view bounds in pixels.</param>
|
||
<param name="height">The height of the view bounds in pixels.</param>
|
||
<param name="minDepth">The lower limit of depth.</param>
|
||
<param name="maxDepth">The upper limit of depth.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Viewport.#ctor(Microsoft.Xna.Framework.Rectangle)">
|
||
<summary>
|
||
Creates a new instance of <see cref="T:Microsoft.Xna.Framework.Graphics.Viewport"/> struct.
|
||
</summary>
|
||
<param name="bounds">A <see cref="T:Microsoft.Xna.Framework.Rectangle"/> that defines the location and size of the <see cref="T:Microsoft.Xna.Framework.Graphics.Viewport"/> in a render target.</param>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Viewport.Project(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Projects a <see cref="T:Microsoft.Xna.Framework.Vector3"/> from world space into screen space.
|
||
</summary>
|
||
<param name="source">The <see cref="T:Microsoft.Xna.Framework.Vector3"/> to project.</param>
|
||
<param name="projection">The projection <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="view">The view <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="world">The world <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Viewport.Unproject(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
|
||
<summary>
|
||
Unprojects a <see cref="T:Microsoft.Xna.Framework.Vector3"/> from screen space into world space.
|
||
Note source.Z must be less than or equal to MaxDepth.
|
||
</summary>
|
||
<param name="source">The <see cref="T:Microsoft.Xna.Framework.Vector3"/> to unproject.</param>
|
||
<param name="projection">The projection <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="view">The view <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<param name="world">The world <see cref="T:Microsoft.Xna.Framework.Matrix"/>.</param>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Graphics.Viewport.ToString">
|
||
<summary>
|
||
Returns a <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Graphics.Viewport"/> in the format:
|
||
{X:[<see cref="P:Microsoft.Xna.Framework.Graphics.Viewport.X"/>] Y:[<see cref="P:Microsoft.Xna.Framework.Graphics.Viewport.Y"/>] Width:[<see cref="P:Microsoft.Xna.Framework.Graphics.Viewport.Width"/>] Height:[<see cref="P:Microsoft.Xna.Framework.Graphics.Viewport.Height"/>] MinDepth:[<see cref="P:Microsoft.Xna.Framework.Graphics.Viewport.MinDepth"/>] MaxDepth:[<see cref="P:Microsoft.Xna.Framework.Graphics.Viewport.MaxDepth"/>]}
|
||
</summary>
|
||
<returns>A <see cref="T:System.String"/> representation of this <see cref="T:Microsoft.Xna.Framework.Graphics.Viewport"/>.</returns>
|
||
</member>
|
||
<member name="T:Microsoft.Xna.Framework.GraphicsDeviceInformation">
|
||
<summary>
|
||
The settings used in creation of the graphics device.
|
||
See <see cref="E:Microsoft.Xna.Framework.GraphicsDeviceManager.PreparingDeviceSettings"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.Adapter">
|
||
<summary>
|
||
The graphics adapter on which the graphics device will be created.
|
||
</summary>
|
||
<remarks>
|
||
This is only valid on desktop systems where multiple graphics
|
||
adapters are possible. Defaults to <see cref="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.DefaultAdapter"/>.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.GraphicsProfile">
|
||
<summary>
|
||
The requested graphics device feature set.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.PresentationParameters">
|
||
<summary>
|
||
The settings that define how graphics will be presented to the display.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Utilities.TimerHelper.GetCurrentResolution">
|
||
<summary>
|
||
Returns the current timer resolution in milliseconds
|
||
</summary>
|
||
</member>
|
||
<member name="M:Microsoft.Xna.Framework.Utilities.TimerHelper.SleepForNoMoreThan(System.Double)">
|
||
<summary>
|
||
Sleeps as long as possible without exceeding the specified period
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.InteropHelpers.Utf8ToString(System.IntPtr)">
|
||
<summary>
|
||
Convert a pointer to a Utf8 null-terminated string to a .NET System.String
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.Hash.ComputeHash(System.Byte[])">
|
||
<summary>
|
||
Compute a hash from a byte array.
|
||
</summary>
|
||
<remarks>
|
||
Modified FNV Hash in C#
|
||
http://stackoverflow.com/a/468084
|
||
</remarks>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.Hash.ComputeHash(System.IO.Stream)">
|
||
<summary>
|
||
Compute a hash from the content of a stream and restore the position.
|
||
</summary>
|
||
<remarks>
|
||
Modified FNV Hash in C#
|
||
http://stackoverflow.com/a/468084
|
||
</remarks>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.FileHelpers.ResolveRelativePath(System.String,System.String)">
|
||
<summary>
|
||
Combines the filePath and relativeFile based on relativeFile being a file in the same location as filePath.
|
||
Relative directory operators (..) are also resolved
|
||
</summary>
|
||
<example>"A\B\C.txt","D.txt" becomes "A\B\D.txt"</example>
|
||
<example>"A\B\C.txt","..\D.txt" becomes "A\D.txt"</example>
|
||
<param name="filePath">Path to the file we are starting from</param>
|
||
<param name="relativeFile">Relative location of another file to resolve the path to</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ReflectionHelpers.GetAssembly(System.Type)">
|
||
<summary>
|
||
Returns the Assembly of a Type
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ReflectionHelpers.IsConcreteClass(System.Type)">
|
||
<summary>
|
||
Returns true if the given type represents a non-object type that is not abstract.
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ReflectionHelpers.PropertyIsPublic(System.Reflection.PropertyInfo)">
|
||
<summary>
|
||
Returns true if the get method of the given property exist and are public.
|
||
Note that we allow a getter-only property to be serialized (and deserialized),
|
||
*if* CanDeserializeIntoExistingObject is true for the property type.
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ReflectionHelpers.IsAssignableFrom(System.Type,System.Object)">
|
||
<summary>
|
||
Returns true if the given type can be assigned the given value
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ReflectionHelpers.IsAssignableFromType(System.Type,System.Type)">
|
||
<summary>
|
||
Returns true if the given type can be assigned a value with the given object type
|
||
</summary>
|
||
</member>
|
||
<member name="T:MonoGame.Utilities.ReflectionHelpers.SizeOf`1">
|
||
<summary>
|
||
Generics handler for Marshal.SizeOf
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ReflectionHelpers.ManagedSizeOf(System.Type)">
|
||
<summary>
|
||
Fallback handler for Marshal.SizeOf(type)
|
||
</summary>
|
||
</member>
|
||
<member name="T:MonoGame.Utilities.ZlibStream">
|
||
<summary>
|
||
Represents a Zlib stream for compression or decompression.
|
||
</summary>
|
||
<remarks>
|
||
|
||
<para>
|
||
The ZlibStream is a <see
|
||
href="http://en.wikipedia.org/wiki/Decorator_pattern">Decorator</see> on a <see
|
||
cref="T:System.IO.Stream"/>. It adds ZLIB compression or decompression to any
|
||
stream.
|
||
</para>
|
||
|
||
<para> Using this stream, applications can compress or decompress data via
|
||
stream <c>Read()</c> and <c>Write()</c> operations. Either compression or
|
||
decompression can occur through either reading or writing. The compression
|
||
format used is ZLIB, which is documented in <see
|
||
href="http://www.ietf.org/rfc/rfc1950.txt">IETF RFC 1950</see>, "ZLIB Compressed
|
||
Data Format Specification version 3.3". This implementation of ZLIB always uses
|
||
DEFLATE as the compression method. (see <see
|
||
href="http://www.ietf.org/rfc/rfc1951.txt">IETF RFC 1951</see>, "DEFLATE
|
||
Compressed Data Format Specification version 1.3.") </para>
|
||
|
||
<para>
|
||
The ZLIB format allows for varying compression methods, window sizes, and dictionaries.
|
||
This implementation always uses the DEFLATE compression method, a preset dictionary,
|
||
and 15 window bits by default.
|
||
</para>
|
||
|
||
<para>
|
||
This class is similar to DeflateStream, except that it adds the
|
||
RFC1950 header and trailer bytes to a compressed stream when compressing, or expects
|
||
the RFC1950 header and trailer bytes when decompressing. It is also similar to the
|
||
<see cref="T:MonoGame.Utilities.GZipStream"/>.
|
||
</para>
|
||
</remarks>
|
||
<seealso cref="T:MonoGame.Utilities.GZipStream" />
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.#ctor(System.IO.Stream,MonoGame.Utilities.CompressionMode)">
|
||
<summary>
|
||
Create a <c>ZlibStream</c> using the specified <c>CompressionMode</c>.
|
||
</summary>
|
||
<remarks>
|
||
|
||
<para>
|
||
When mode is <c>CompressionMode.Compress</c>, the <c>ZlibStream</c>
|
||
will use the default compression level. The "captive" stream will be
|
||
closed when the <c>ZlibStream</c> is closed.
|
||
</para>
|
||
|
||
</remarks>
|
||
|
||
<example>
|
||
This example uses a <c>ZlibStream</c> to compress a file, and writes the
|
||
compressed data to another file.
|
||
<code>
|
||
using (System.IO.Stream input = System.IO.File.OpenRead(fileToCompress))
|
||
{
|
||
using (var raw = System.IO.File.Create(fileToCompress + ".zlib"))
|
||
{
|
||
using (Stream compressor = new ZlibStream(raw, CompressionMode.Compress))
|
||
{
|
||
byte[] buffer = new byte[WORKING_BUFFER_SIZE];
|
||
int n;
|
||
while ((n= input.Read(buffer, 0, buffer.Length)) != 0)
|
||
{
|
||
compressor.Write(buffer, 0, n);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
</code>
|
||
<code lang="VB">
|
||
Using input As Stream = File.OpenRead(fileToCompress)
|
||
Using raw As FileStream = File.Create(fileToCompress & ".zlib")
|
||
Using compressor As Stream = New ZlibStream(raw, CompressionMode.Compress)
|
||
Dim buffer As Byte() = New Byte(4096) {}
|
||
Dim n As Integer = -1
|
||
Do While (n <> 0)
|
||
If (n > 0) Then
|
||
compressor.Write(buffer, 0, n)
|
||
End If
|
||
n = input.Read(buffer, 0, buffer.Length)
|
||
Loop
|
||
End Using
|
||
End Using
|
||
End Using
|
||
</code>
|
||
</example>
|
||
|
||
<param name="stream">The stream which will be read or written.</param>
|
||
<param name="mode">Indicates whether the ZlibStream will compress or decompress.</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.#ctor(System.IO.Stream,MonoGame.Utilities.CompressionMode,MonoGame.Utilities.CompressionLevel)">
|
||
<summary>
|
||
Create a <c>ZlibStream</c> using the specified <c>CompressionMode</c> and
|
||
the specified <c>CompressionLevel</c>.
|
||
</summary>
|
||
|
||
<remarks>
|
||
|
||
<para>
|
||
When mode is <c>CompressionMode.Decompress</c>, the level parameter is ignored.
|
||
The "captive" stream will be closed when the <c>ZlibStream</c> is closed.
|
||
</para>
|
||
|
||
</remarks>
|
||
|
||
<example>
|
||
This example uses a <c>ZlibStream</c> to compress data from a file, and writes the
|
||
compressed data to another file.
|
||
|
||
<code>
|
||
using (System.IO.Stream input = System.IO.File.OpenRead(fileToCompress))
|
||
{
|
||
using (var raw = System.IO.File.Create(fileToCompress + ".zlib"))
|
||
{
|
||
using (Stream compressor = new ZlibStream(raw,
|
||
CompressionMode.Compress,
|
||
CompressionLevel.BestCompression))
|
||
{
|
||
byte[] buffer = new byte[WORKING_BUFFER_SIZE];
|
||
int n;
|
||
while ((n= input.Read(buffer, 0, buffer.Length)) != 0)
|
||
{
|
||
compressor.Write(buffer, 0, n);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
</code>
|
||
|
||
<code lang="VB">
|
||
Using input As Stream = File.OpenRead(fileToCompress)
|
||
Using raw As FileStream = File.Create(fileToCompress & ".zlib")
|
||
Using compressor As Stream = New ZlibStream(raw, CompressionMode.Compress, CompressionLevel.BestCompression)
|
||
Dim buffer As Byte() = New Byte(4096) {}
|
||
Dim n As Integer = -1
|
||
Do While (n <> 0)
|
||
If (n > 0) Then
|
||
compressor.Write(buffer, 0, n)
|
||
End If
|
||
n = input.Read(buffer, 0, buffer.Length)
|
||
Loop
|
||
End Using
|
||
End Using
|
||
End Using
|
||
</code>
|
||
</example>
|
||
|
||
<param name="stream">The stream to be read or written while deflating or inflating.</param>
|
||
<param name="mode">Indicates whether the ZlibStream will compress or decompress.</param>
|
||
<param name="level">A tuning knob to trade speed for effectiveness.</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.#ctor(System.IO.Stream,MonoGame.Utilities.CompressionMode,System.Boolean)">
|
||
<summary>
|
||
Create a <c>ZlibStream</c> using the specified <c>CompressionMode</c>, and
|
||
explicitly specify whether the captive stream should be left open after
|
||
Deflation or Inflation.
|
||
</summary>
|
||
|
||
<remarks>
|
||
|
||
<para>
|
||
When mode is <c>CompressionMode.Compress</c>, the <c>ZlibStream</c> will use
|
||
the default compression level.
|
||
</para>
|
||
|
||
<para>
|
||
This constructor allows the application to request that the captive stream
|
||
remain open after the deflation or inflation occurs. By default, after
|
||
<c>Close()</c> is called on the stream, the captive stream is also
|
||
closed. In some cases this is not desired, for example if the stream is a
|
||
<see cref="T:System.IO.MemoryStream"/> that will be re-read after
|
||
compression. Specify true for the <paramref name="leaveOpen"/> parameter to leave the stream
|
||
open.
|
||
</para>
|
||
|
||
<para>
|
||
See the other overloads of this constructor for example code.
|
||
</para>
|
||
|
||
</remarks>
|
||
|
||
<param name="stream">The stream which will be read or written. This is called the
|
||
"captive" stream in other places in this documentation.</param>
|
||
<param name="mode">Indicates whether the ZlibStream will compress or decompress.</param>
|
||
<param name="leaveOpen">true if the application would like the stream to remain
|
||
open after inflation/deflation.</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.#ctor(System.IO.Stream,MonoGame.Utilities.CompressionMode,MonoGame.Utilities.CompressionLevel,System.Boolean)">
|
||
<summary>
|
||
Create a <c>ZlibStream</c> using the specified <c>CompressionMode</c>
|
||
and the specified <c>CompressionLevel</c>, and explicitly specify
|
||
whether the stream should be left open after Deflation or Inflation.
|
||
</summary>
|
||
|
||
<remarks>
|
||
|
||
<para>
|
||
This constructor allows the application to request that the captive
|
||
stream remain open after the deflation or inflation occurs. By
|
||
default, after <c>Close()</c> is called on the stream, the captive
|
||
stream is also closed. In some cases this is not desired, for example
|
||
if the stream is a <see cref="T:System.IO.MemoryStream"/> that will be
|
||
re-read after compression. Specify true for the <paramref
|
||
name="leaveOpen"/> parameter to leave the stream open.
|
||
</para>
|
||
|
||
<para>
|
||
When mode is <c>CompressionMode.Decompress</c>, the level parameter is
|
||
ignored.
|
||
</para>
|
||
|
||
</remarks>
|
||
|
||
<example>
|
||
|
||
This example shows how to use a ZlibStream to compress the data from a file,
|
||
and store the result into another file. The filestream remains open to allow
|
||
additional data to be written to it.
|
||
|
||
<code>
|
||
using (var output = System.IO.File.Create(fileToCompress + ".zlib"))
|
||
{
|
||
using (System.IO.Stream input = System.IO.File.OpenRead(fileToCompress))
|
||
{
|
||
using (Stream compressor = new ZlibStream(output, CompressionMode.Compress, CompressionLevel.BestCompression, true))
|
||
{
|
||
byte[] buffer = new byte[WORKING_BUFFER_SIZE];
|
||
int n;
|
||
while ((n= input.Read(buffer, 0, buffer.Length)) != 0)
|
||
{
|
||
compressor.Write(buffer, 0, n);
|
||
}
|
||
}
|
||
}
|
||
// can write additional data to the output stream here
|
||
}
|
||
</code>
|
||
<code lang="VB">
|
||
Using output As FileStream = File.Create(fileToCompress & ".zlib")
|
||
Using input As Stream = File.OpenRead(fileToCompress)
|
||
Using compressor As Stream = New ZlibStream(output, CompressionMode.Compress, CompressionLevel.BestCompression, True)
|
||
Dim buffer As Byte() = New Byte(4096) {}
|
||
Dim n As Integer = -1
|
||
Do While (n <> 0)
|
||
If (n > 0) Then
|
||
compressor.Write(buffer, 0, n)
|
||
End If
|
||
n = input.Read(buffer, 0, buffer.Length)
|
||
Loop
|
||
End Using
|
||
End Using
|
||
' can write additional data to the output stream here.
|
||
End Using
|
||
</code>
|
||
</example>
|
||
|
||
<param name="stream">The stream which will be read or written.</param>
|
||
|
||
<param name="mode">Indicates whether the ZlibStream will compress or decompress.</param>
|
||
|
||
<param name="leaveOpen">
|
||
true if the application would like the stream to remain open after
|
||
inflation/deflation.
|
||
</param>
|
||
|
||
<param name="level">
|
||
A tuning knob to trade speed for effectiveness. This parameter is
|
||
effective only when mode is <c>CompressionMode.Compress</c>.
|
||
</param>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.ZlibStream.FlushMode">
|
||
<summary>
|
||
This property sets the flush behavior on the stream.
|
||
Sorry, though, not sure exactly how to describe all the various settings.
|
||
</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.ZlibStream.BufferSize">
|
||
<summary>
|
||
The size of the working buffer for the compression codec.
|
||
</summary>
|
||
|
||
<remarks>
|
||
<para>
|
||
The working buffer is used for all stream operations. The default size is
|
||
1024 bytes. The minimum size is 128 bytes. You may get better performance
|
||
with a larger buffer. Then again, you might not. You would have to test
|
||
it.
|
||
</para>
|
||
|
||
<para>
|
||
Set this before the first call to <c>Read()</c> or <c>Write()</c> on the
|
||
stream. If you try to set it afterwards, it will throw.
|
||
</para>
|
||
</remarks>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.ZlibStream.TotalIn">
|
||
<summary> Returns the total number of bytes input so far.</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.ZlibStream.TotalOut">
|
||
<summary> Returns the total number of bytes output so far.</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.Dispose(System.Boolean)">
|
||
<summary>
|
||
Dispose the stream.
|
||
</summary>
|
||
<remarks>
|
||
<para>
|
||
This may or may not result in a <c>Close()</c> call on the captive
|
||
stream. See the constructors that have a <c>leaveOpen</c> parameter
|
||
for more information.
|
||
</para>
|
||
<para>
|
||
This method may be invoked in two distinct scenarios. If disposing
|
||
== true, the method has been called directly or indirectly by a
|
||
user's code, for example via the public Dispose() method. In this
|
||
case, both managed and unmanaged resources can be referenced and
|
||
disposed. If disposing == false, the method has been called by the
|
||
runtime from inside the object finalizer and this method should not
|
||
reference other objects; in that case only unmanaged resources must
|
||
be referenced or disposed.
|
||
</para>
|
||
</remarks>
|
||
<param name="disposing">
|
||
indicates whether the Dispose method was invoked by user code.
|
||
</param>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.ZlibStream.CanRead">
|
||
<summary>
|
||
Indicates whether the stream can be read.
|
||
</summary>
|
||
<remarks>
|
||
The return value depends on whether the captive stream supports reading.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.ZlibStream.CanSeek">
|
||
<summary>
|
||
Indicates whether the stream supports Seek operations.
|
||
</summary>
|
||
<remarks>
|
||
Always returns false.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.ZlibStream.CanWrite">
|
||
<summary>
|
||
Indicates whether the stream can be written.
|
||
</summary>
|
||
<remarks>
|
||
The return value depends on whether the captive stream supports writing.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.Flush">
|
||
<summary>
|
||
Flush the stream.
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.Finish">
|
||
<summary>
|
||
Finish and flush.
|
||
TODO: shouldn't Flush just do this all the time?
|
||
</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.ZlibStream.Length">
|
||
<summary>
|
||
Reading this property always throws a <see cref="T:System.NotSupportedException"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.ZlibStream.Position">
|
||
<summary>
|
||
The position of the stream pointer.
|
||
</summary>
|
||
|
||
<remarks>
|
||
Setting this property always throws a <see
|
||
cref="T:System.NotSupportedException"/>. Reading will return the total bytes
|
||
written out, if used in writing, or the total bytes read in, if used in
|
||
reading. The count may refer to compressed bytes or uncompressed bytes,
|
||
depending on how you've used the stream.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.Read(System.Byte[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Read data from the stream.
|
||
</summary>
|
||
|
||
<remarks>
|
||
|
||
<para>
|
||
If you wish to use the <c>ZlibStream</c> to compress data while reading,
|
||
you can create a <c>ZlibStream</c> with <c>CompressionMode.Compress</c>,
|
||
providing an uncompressed data stream. Then call <c>Read()</c> on that
|
||
<c>ZlibStream</c>, and the data read will be compressed. If you wish to
|
||
use the <c>ZlibStream</c> to decompress data while reading, you can create
|
||
a <c>ZlibStream</c> with <c>CompressionMode.Decompress</c>, providing a
|
||
readable compressed data stream. Then call <c>Read()</c> on that
|
||
<c>ZlibStream</c>, and the data will be decompressed as it is read.
|
||
</para>
|
||
|
||
<para>
|
||
A <c>ZlibStream</c> can be used for <c>Read()</c> or <c>Write()</c>, but
|
||
not both.
|
||
</para>
|
||
|
||
</remarks>
|
||
|
||
<param name="buffer">
|
||
The buffer into which the read data should be placed.</param>
|
||
|
||
<param name="offset">
|
||
the offset within that data array to put the first byte read.</param>
|
||
|
||
<param name="count">the number of bytes to read.</param>
|
||
|
||
<returns>the number of bytes read</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.Seek(System.Int64,System.IO.SeekOrigin)">
|
||
<summary>
|
||
Calling this method always throws a <see cref="T:System.NotSupportedException"/>.
|
||
</summary>
|
||
<param name="offset">
|
||
The offset to seek to....
|
||
IF THIS METHOD ACTUALLY DID ANYTHING.
|
||
</param>
|
||
<param name="origin">
|
||
The reference specifying how to apply the offset.... IF
|
||
THIS METHOD ACTUALLY DID ANYTHING.
|
||
</param>
|
||
|
||
<returns>nothing. This method always throws.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.SetLength(System.Int64)">
|
||
<summary>
|
||
Calling this method always throws a <see cref="T:System.NotSupportedException"/>.
|
||
</summary>
|
||
<param name="value">
|
||
The new value for the stream length.... IF
|
||
THIS METHOD ACTUALLY DID ANYTHING.
|
||
</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.Write(System.Byte[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Write data to the stream.
|
||
</summary>
|
||
|
||
<remarks>
|
||
|
||
<para>
|
||
If you wish to use the <c>ZlibStream</c> to compress data while writing,
|
||
you can create a <c>ZlibStream</c> with <c>CompressionMode.Compress</c>,
|
||
and a writable output stream. Then call <c>Write()</c> on that
|
||
<c>ZlibStream</c>, providing uncompressed data as input. The data sent to
|
||
the output stream will be the compressed form of the data written. If you
|
||
wish to use the <c>ZlibStream</c> to decompress data while writing, you
|
||
can create a <c>ZlibStream</c> with <c>CompressionMode.Decompress</c>, and a
|
||
writable output stream. Then call <c>Write()</c> on that stream,
|
||
providing previously compressed data. The data sent to the output stream
|
||
will be the decompressed form of the data written.
|
||
</para>
|
||
|
||
<para>
|
||
A <c>ZlibStream</c> can be used for <c>Read()</c> or <c>Write()</c>, but not both.
|
||
</para>
|
||
</remarks>
|
||
<param name="buffer">The buffer holding data to write to the stream.</param>
|
||
<param name="offset">the offset within that data array to find the first byte to write.</param>
|
||
<param name="count">the number of bytes to write.</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.CompressString(System.String)">
|
||
<summary>
|
||
Compress a string into a byte array using ZLIB.
|
||
</summary>
|
||
|
||
<remarks>
|
||
Uncompress it with <see cref="M:MonoGame.Utilities.ZlibStream.UncompressString(System.Byte[])"/>.
|
||
</remarks>
|
||
|
||
<seealso cref="M:MonoGame.Utilities.ZlibStream.UncompressString(System.Byte[])"/>
|
||
<seealso cref="M:MonoGame.Utilities.ZlibStream.CompressBuffer(System.Byte[])"/>
|
||
<seealso cref="M:MonoGame.Utilities.GZipStream.CompressString(System.String)"/>
|
||
|
||
<param name="s">
|
||
A string to compress. The string will first be encoded
|
||
using UTF8, then compressed.
|
||
</param>
|
||
|
||
<returns>The string in compressed form</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.CompressBuffer(System.Byte[])">
|
||
<summary>
|
||
Compress a byte array into a new byte array using ZLIB.
|
||
</summary>
|
||
|
||
<remarks>
|
||
Uncompress it with <see cref="M:MonoGame.Utilities.ZlibStream.UncompressBuffer(System.Byte[])"/>.
|
||
</remarks>
|
||
|
||
<seealso cref="M:MonoGame.Utilities.ZlibStream.CompressString(System.String)"/>
|
||
<seealso cref="M:MonoGame.Utilities.ZlibStream.UncompressBuffer(System.Byte[])"/>
|
||
|
||
<param name="b">
|
||
A buffer to compress.
|
||
</param>
|
||
|
||
<returns>The data in compressed form</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.UncompressString(System.Byte[])">
|
||
<summary>
|
||
Uncompress a ZLIB-compressed byte array into a single string.
|
||
</summary>
|
||
|
||
<seealso cref="M:MonoGame.Utilities.ZlibStream.CompressString(System.String)"/>
|
||
<seealso cref="M:MonoGame.Utilities.ZlibStream.UncompressBuffer(System.Byte[])"/>
|
||
|
||
<param name="compressed">
|
||
A buffer containing ZLIB-compressed data.
|
||
</param>
|
||
|
||
<returns>The uncompressed string</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibStream.UncompressBuffer(System.Byte[])">
|
||
<summary>
|
||
Uncompress a ZLIB-compressed byte array into a byte array.
|
||
</summary>
|
||
|
||
<seealso cref="M:MonoGame.Utilities.ZlibStream.CompressBuffer(System.Byte[])"/>
|
||
<seealso cref="M:MonoGame.Utilities.ZlibStream.UncompressString(System.Byte[])"/>
|
||
|
||
<param name="compressed">
|
||
A buffer containing ZLIB-compressed data.
|
||
</param>
|
||
|
||
<returns>The data in uncompressed form</returns>
|
||
</member>
|
||
<member name="T:MonoGame.Utilities.ZlibConstants">
|
||
<summary>
|
||
A bunch of constants used in the Zlib interface.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibConstants.WindowBitsMax">
|
||
<summary>
|
||
The maximum number of window bits for the Deflate algorithm.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibConstants.WindowBitsDefault">
|
||
<summary>
|
||
The default number of window bits for the Deflate algorithm.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibConstants.Z_OK">
|
||
<summary>
|
||
indicates everything is A-OK
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibConstants.Z_STREAM_END">
|
||
<summary>
|
||
Indicates that the last operation reached the end of the stream.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibConstants.Z_NEED_DICT">
|
||
<summary>
|
||
The operation ended in need of a dictionary.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibConstants.Z_STREAM_ERROR">
|
||
<summary>
|
||
There was an error with the stream - not enough data, not open and readable, etc.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibConstants.Z_DATA_ERROR">
|
||
<summary>
|
||
There was an error with the data - not enough data, bad data, etc.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibConstants.Z_BUF_ERROR">
|
||
<summary>
|
||
There was an error with the working buffer.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibConstants.WorkingBufferSizeDefault">
|
||
<summary>
|
||
The size of the working buffer used in the ZlibCodec class. Defaults to 8192 bytes.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibConstants.WorkingBufferSizeMin">
|
||
<summary>
|
||
The minimum size of the working buffer used in the ZlibCodec class. Currently it is 128 bytes.
|
||
</summary>
|
||
</member>
|
||
<member name="T:MonoGame.Utilities.ZlibCodec">
|
||
<summary>
|
||
Encoder and Decoder for ZLIB and DEFLATE (IETF RFC1950 and RFC1951).
|
||
</summary>
|
||
|
||
<remarks>
|
||
This class compresses and decompresses data according to the Deflate algorithm
|
||
and optionally, the ZLIB format, as documented in <see
|
||
href="http://www.ietf.org/rfc/rfc1950.txt">RFC 1950 - ZLIB</see> and <see
|
||
href="http://www.ietf.org/rfc/rfc1951.txt">RFC 1951 - DEFLATE</see>.
|
||
</remarks>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibCodec.InputBuffer">
|
||
<summary>
|
||
The buffer from which data is taken.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibCodec.NextIn">
|
||
<summary>
|
||
An index into the InputBuffer array, indicating where to start reading.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibCodec.AvailableBytesIn">
|
||
<summary>
|
||
The number of bytes available in the InputBuffer, starting at NextIn.
|
||
</summary>
|
||
<remarks>
|
||
Generally you should set this to InputBuffer.Length before the first Inflate() or Deflate() call.
|
||
The class will update this number as calls to Inflate/Deflate are made.
|
||
</remarks>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibCodec.TotalBytesIn">
|
||
<summary>
|
||
Total number of bytes read so far, through all calls to Inflate()/Deflate().
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibCodec.OutputBuffer">
|
||
<summary>
|
||
Buffer to store output data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibCodec.NextOut">
|
||
<summary>
|
||
An index into the OutputBuffer array, indicating where to start writing.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibCodec.AvailableBytesOut">
|
||
<summary>
|
||
The number of bytes available in the OutputBuffer, starting at NextOut.
|
||
</summary>
|
||
<remarks>
|
||
Generally you should set this to OutputBuffer.Length before the first Inflate() or Deflate() call.
|
||
The class will update this number as calls to Inflate/Deflate are made.
|
||
</remarks>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibCodec.TotalBytesOut">
|
||
<summary>
|
||
Total number of bytes written to the output so far, through all calls to Inflate()/Deflate().
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibCodec.Message">
|
||
<summary>
|
||
used for diagnostics, when something goes wrong!
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibCodec.CompressLevel">
|
||
<summary>
|
||
The compression level to use in this codec. Useful only in compression mode.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibCodec.WindowBits">
|
||
<summary>
|
||
The number of Window Bits to use.
|
||
</summary>
|
||
<remarks>
|
||
This gauges the size of the sliding window, and hence the
|
||
compression effectiveness as well as memory consumption. It's best to just leave this
|
||
setting alone if you don't know what it is. The maximum value is 15 bits, which implies
|
||
a 32k window.
|
||
</remarks>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.ZlibCodec.Strategy">
|
||
<summary>
|
||
The compression strategy to use.
|
||
</summary>
|
||
<remarks>
|
||
This is only effective in compression. The theory offered by ZLIB is that different
|
||
strategies could potentially produce significant differences in compression behavior
|
||
for different data sets. Unfortunately I don't have any good recommendations for how
|
||
to set it differently. When I tested changing the strategy I got minimally different
|
||
compression performance. It's best to leave this property alone if you don't have a
|
||
good feel for it. Or, you may want to produce a test harness that runs through the
|
||
different strategy options and evaluates them on different file types. If you do that,
|
||
let me know your results.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.ZlibCodec.Adler32">
|
||
<summary>
|
||
The Adler32 checksum on the data transferred through the codec so far. You probably don't need to look at this.
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.#ctor">
|
||
<summary>
|
||
Create a ZlibCodec.
|
||
</summary>
|
||
<remarks>
|
||
If you use this default constructor, you will later have to explicitly call
|
||
InitializeInflate() or InitializeDeflate() before using the ZlibCodec to compress
|
||
or decompress.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.#ctor(MonoGame.Utilities.CompressionMode)">
|
||
<summary>
|
||
Create a ZlibCodec that either compresses or decompresses.
|
||
</summary>
|
||
<param name="mode">
|
||
Indicates whether the codec should compress (deflate) or decompress (inflate).
|
||
</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.InitializeInflate">
|
||
<summary>
|
||
Initialize the inflation state.
|
||
</summary>
|
||
<remarks>
|
||
It is not necessary to call this before using the ZlibCodec to inflate data;
|
||
It is implicitly called when you call the constructor.
|
||
</remarks>
|
||
<returns>Z_OK if everything goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.InitializeInflate(System.Boolean)">
|
||
<summary>
|
||
Initialize the inflation state with an explicit flag to
|
||
govern the handling of RFC1950 header bytes.
|
||
</summary>
|
||
|
||
<remarks>
|
||
By default, the ZLIB header defined in <see
|
||
href="http://www.ietf.org/rfc/rfc1950.txt">RFC 1950</see> is expected. If
|
||
you want to read a zlib stream you should specify true for
|
||
expectRfc1950Header. If you have a deflate stream, you will want to specify
|
||
false. It is only necessary to invoke this initializer explicitly if you
|
||
want to specify false.
|
||
</remarks>
|
||
|
||
<param name="expectRfc1950Header">whether to expect an RFC1950 header byte
|
||
pair when reading the stream of data to be inflated.</param>
|
||
|
||
<returns>Z_OK if everything goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.InitializeInflate(System.Int32)">
|
||
<summary>
|
||
Initialize the ZlibCodec for inflation, with the specified number of window bits.
|
||
</summary>
|
||
<param name="windowBits">The number of window bits to use. If you need to ask what that is,
|
||
then you shouldn't be calling this initializer.</param>
|
||
<returns>Z_OK if all goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.InitializeInflate(System.Int32,System.Boolean)">
|
||
<summary>
|
||
Initialize the inflation state with an explicit flag to govern the handling of
|
||
RFC1950 header bytes.
|
||
</summary>
|
||
|
||
<remarks>
|
||
If you want to read a zlib stream you should specify true for
|
||
expectRfc1950Header. In this case, the library will expect to find a ZLIB
|
||
header, as defined in <see href="http://www.ietf.org/rfc/rfc1950.txt">RFC
|
||
1950</see>, in the compressed stream. If you will be reading a DEFLATE or
|
||
GZIP stream, which does not have such a header, you will want to specify
|
||
false.
|
||
</remarks>
|
||
|
||
<param name="expectRfc1950Header">whether to expect an RFC1950 header byte pair when reading
|
||
the stream of data to be inflated.</param>
|
||
<param name="windowBits">The number of window bits to use. If you need to ask what that is,
|
||
then you shouldn't be calling this initializer.</param>
|
||
<returns>Z_OK if everything goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.Inflate(MonoGame.Utilities.FlushType)">
|
||
<summary>
|
||
Inflate the data in the InputBuffer, placing the result in the OutputBuffer.
|
||
</summary>
|
||
<remarks>
|
||
You must have set InputBuffer and OutputBuffer, NextIn and NextOut, and AvailableBytesIn and
|
||
AvailableBytesOut before calling this method.
|
||
</remarks>
|
||
<example>
|
||
<code>
|
||
private void InflateBuffer()
|
||
{
|
||
int bufferSize = 1024;
|
||
byte[] buffer = new byte[bufferSize];
|
||
ZlibCodec decompressor = new ZlibCodec();
|
||
|
||
Console.WriteLine("\n============================================");
|
||
Console.WriteLine("Size of Buffer to Inflate: {0} bytes.", CompressedBytes.Length);
|
||
MemoryStream ms = new MemoryStream(DecompressedBytes);
|
||
|
||
int rc = decompressor.InitializeInflate();
|
||
|
||
decompressor.InputBuffer = CompressedBytes;
|
||
decompressor.NextIn = 0;
|
||
decompressor.AvailableBytesIn = CompressedBytes.Length;
|
||
|
||
decompressor.OutputBuffer = buffer;
|
||
|
||
// pass 1: inflate
|
||
do
|
||
{
|
||
decompressor.NextOut = 0;
|
||
decompressor.AvailableBytesOut = buffer.Length;
|
||
rc = decompressor.Inflate(FlushType.None);
|
||
|
||
if (rc != ZlibConstants.Z_OK && rc != ZlibConstants.Z_STREAM_END)
|
||
throw new Exception("inflating: " + decompressor.Message);
|
||
|
||
ms.Write(decompressor.OutputBuffer, 0, buffer.Length - decompressor.AvailableBytesOut);
|
||
}
|
||
while (decompressor.AvailableBytesIn > 0 || decompressor.AvailableBytesOut == 0);
|
||
|
||
// pass 2: finish and flush
|
||
do
|
||
{
|
||
decompressor.NextOut = 0;
|
||
decompressor.AvailableBytesOut = buffer.Length;
|
||
rc = decompressor.Inflate(FlushType.Finish);
|
||
|
||
if (rc != ZlibConstants.Z_STREAM_END && rc != ZlibConstants.Z_OK)
|
||
throw new Exception("inflating: " + decompressor.Message);
|
||
|
||
if (buffer.Length - decompressor.AvailableBytesOut > 0)
|
||
ms.Write(buffer, 0, buffer.Length - decompressor.AvailableBytesOut);
|
||
}
|
||
while (decompressor.AvailableBytesIn > 0 || decompressor.AvailableBytesOut == 0);
|
||
|
||
decompressor.EndInflate();
|
||
}
|
||
|
||
</code>
|
||
</example>
|
||
<param name="flush">The flush to use when inflating.</param>
|
||
<returns>Z_OK if everything goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.EndInflate">
|
||
<summary>
|
||
Ends an inflation session.
|
||
</summary>
|
||
<remarks>
|
||
Call this after successively calling Inflate(). This will cause all buffers to be flushed.
|
||
After calling this you cannot call Inflate() without a intervening call to one of the
|
||
InitializeInflate() overloads.
|
||
</remarks>
|
||
<returns>Z_OK if everything goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.SyncInflate">
|
||
<summary>
|
||
I don't know what this does!
|
||
</summary>
|
||
<returns>Z_OK if everything goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.InitializeDeflate">
|
||
<summary>
|
||
Initialize the ZlibCodec for deflation operation.
|
||
</summary>
|
||
<remarks>
|
||
The codec will use the MAX window bits and the default level of compression.
|
||
</remarks>
|
||
<example>
|
||
<code>
|
||
int bufferSize = 40000;
|
||
byte[] CompressedBytes = new byte[bufferSize];
|
||
byte[] DecompressedBytes = new byte[bufferSize];
|
||
|
||
ZlibCodec compressor = new ZlibCodec();
|
||
|
||
compressor.InitializeDeflate(CompressionLevel.Default);
|
||
|
||
compressor.InputBuffer = System.Text.ASCIIEncoding.ASCII.GetBytes(TextToCompress);
|
||
compressor.NextIn = 0;
|
||
compressor.AvailableBytesIn = compressor.InputBuffer.Length;
|
||
|
||
compressor.OutputBuffer = CompressedBytes;
|
||
compressor.NextOut = 0;
|
||
compressor.AvailableBytesOut = CompressedBytes.Length;
|
||
|
||
while (compressor.TotalBytesIn != TextToCompress.Length && compressor.TotalBytesOut < bufferSize)
|
||
{
|
||
compressor.Deflate(FlushType.None);
|
||
}
|
||
|
||
while (true)
|
||
{
|
||
int rc= compressor.Deflate(FlushType.Finish);
|
||
if (rc == ZlibConstants.Z_STREAM_END) break;
|
||
}
|
||
|
||
compressor.EndDeflate();
|
||
|
||
</code>
|
||
</example>
|
||
<returns>Z_OK if all goes well. You generally don't need to check the return code.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.InitializeDeflate(MonoGame.Utilities.CompressionLevel)">
|
||
<summary>
|
||
Initialize the ZlibCodec for deflation operation, using the specified CompressionLevel.
|
||
</summary>
|
||
<remarks>
|
||
The codec will use the maximum window bits (15) and the specified
|
||
CompressionLevel. It will emit a ZLIB stream as it compresses.
|
||
</remarks>
|
||
<param name="level">The compression level for the codec.</param>
|
||
<returns>Z_OK if all goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.InitializeDeflate(MonoGame.Utilities.CompressionLevel,System.Boolean)">
|
||
<summary>
|
||
Initialize the ZlibCodec for deflation operation, using the specified CompressionLevel,
|
||
and the explicit flag governing whether to emit an RFC1950 header byte pair.
|
||
</summary>
|
||
<remarks>
|
||
The codec will use the maximum window bits (15) and the specified CompressionLevel.
|
||
If you want to generate a zlib stream, you should specify true for
|
||
wantRfc1950Header. In this case, the library will emit a ZLIB
|
||
header, as defined in <see href="http://www.ietf.org/rfc/rfc1950.txt">RFC
|
||
1950</see>, in the compressed stream.
|
||
</remarks>
|
||
<param name="level">The compression level for the codec.</param>
|
||
<param name="wantRfc1950Header">whether to emit an initial RFC1950 byte pair in the compressed stream.</param>
|
||
<returns>Z_OK if all goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.InitializeDeflate(MonoGame.Utilities.CompressionLevel,System.Int32)">
|
||
<summary>
|
||
Initialize the ZlibCodec for deflation operation, using the specified CompressionLevel,
|
||
and the specified number of window bits.
|
||
</summary>
|
||
<remarks>
|
||
The codec will use the specified number of window bits and the specified CompressionLevel.
|
||
</remarks>
|
||
<param name="level">The compression level for the codec.</param>
|
||
<param name="bits">the number of window bits to use. If you don't know what this means, don't use this method.</param>
|
||
<returns>Z_OK if all goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.InitializeDeflate(MonoGame.Utilities.CompressionLevel,System.Int32,System.Boolean)">
|
||
<summary>
|
||
Initialize the ZlibCodec for deflation operation, using the specified
|
||
CompressionLevel, the specified number of window bits, and the explicit flag
|
||
governing whether to emit an RFC1950 header byte pair.
|
||
</summary>
|
||
|
||
<param name="level">The compression level for the codec.</param>
|
||
<param name="wantRfc1950Header">whether to emit an initial RFC1950 byte pair in the compressed stream.</param>
|
||
<param name="bits">the number of window bits to use. If you don't know what this means, don't use this method.</param>
|
||
<returns>Z_OK if all goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.Deflate(MonoGame.Utilities.FlushType)">
|
||
<summary>
|
||
Deflate one batch of data.
|
||
</summary>
|
||
<remarks>
|
||
You must have set InputBuffer and OutputBuffer before calling this method.
|
||
</remarks>
|
||
<example>
|
||
<code>
|
||
private void DeflateBuffer(CompressionLevel level)
|
||
{
|
||
int bufferSize = 1024;
|
||
byte[] buffer = new byte[bufferSize];
|
||
ZlibCodec compressor = new ZlibCodec();
|
||
|
||
Console.WriteLine("\n============================================");
|
||
Console.WriteLine("Size of Buffer to Deflate: {0} bytes.", UncompressedBytes.Length);
|
||
MemoryStream ms = new MemoryStream();
|
||
|
||
int rc = compressor.InitializeDeflate(level);
|
||
|
||
compressor.InputBuffer = UncompressedBytes;
|
||
compressor.NextIn = 0;
|
||
compressor.AvailableBytesIn = UncompressedBytes.Length;
|
||
|
||
compressor.OutputBuffer = buffer;
|
||
|
||
// pass 1: deflate
|
||
do
|
||
{
|
||
compressor.NextOut = 0;
|
||
compressor.AvailableBytesOut = buffer.Length;
|
||
rc = compressor.Deflate(FlushType.None);
|
||
|
||
if (rc != ZlibConstants.Z_OK && rc != ZlibConstants.Z_STREAM_END)
|
||
throw new Exception("deflating: " + compressor.Message);
|
||
|
||
ms.Write(compressor.OutputBuffer, 0, buffer.Length - compressor.AvailableBytesOut);
|
||
}
|
||
while (compressor.AvailableBytesIn > 0 || compressor.AvailableBytesOut == 0);
|
||
|
||
// pass 2: finish and flush
|
||
do
|
||
{
|
||
compressor.NextOut = 0;
|
||
compressor.AvailableBytesOut = buffer.Length;
|
||
rc = compressor.Deflate(FlushType.Finish);
|
||
|
||
if (rc != ZlibConstants.Z_STREAM_END && rc != ZlibConstants.Z_OK)
|
||
throw new Exception("deflating: " + compressor.Message);
|
||
|
||
if (buffer.Length - compressor.AvailableBytesOut > 0)
|
||
ms.Write(buffer, 0, buffer.Length - compressor.AvailableBytesOut);
|
||
}
|
||
while (compressor.AvailableBytesIn > 0 || compressor.AvailableBytesOut == 0);
|
||
|
||
compressor.EndDeflate();
|
||
|
||
ms.Seek(0, SeekOrigin.Begin);
|
||
CompressedBytes = new byte[compressor.TotalBytesOut];
|
||
ms.Read(CompressedBytes, 0, CompressedBytes.Length);
|
||
}
|
||
</code>
|
||
</example>
|
||
<param name="flush">whether to flush all data as you deflate. Generally you will want to
|
||
use Z_NO_FLUSH here, in a series of calls to Deflate(), and then call EndDeflate() to
|
||
flush everything.
|
||
</param>
|
||
<returns>Z_OK if all goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.EndDeflate">
|
||
<summary>
|
||
End a deflation session.
|
||
</summary>
|
||
<remarks>
|
||
Call this after making a series of one or more calls to Deflate(). All buffers are flushed.
|
||
</remarks>
|
||
<returns>Z_OK if all goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.ResetDeflate">
|
||
<summary>
|
||
Reset a codec for another deflation session.
|
||
</summary>
|
||
<remarks>
|
||
Call this to reset the deflation state. For example if a thread is deflating
|
||
non-consecutive blocks, you can call Reset() after the Deflate(Sync) of the first
|
||
block and before the next Deflate(None) of the second block.
|
||
</remarks>
|
||
<returns>Z_OK if all goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.SetDeflateParams(MonoGame.Utilities.CompressionLevel,MonoGame.Utilities.CompressionStrategy)">
|
||
<summary>
|
||
Set the CompressionStrategy and CompressionLevel for a deflation session.
|
||
</summary>
|
||
<param name="level">the level of compression to use.</param>
|
||
<param name="strategy">the strategy to use for compression.</param>
|
||
<returns>Z_OK if all goes well.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibCodec.SetDictionary(System.Byte[])">
|
||
<summary>
|
||
Set the dictionary to be used for either Inflation or Deflation.
|
||
</summary>
|
||
<param name="dictionary">The dictionary bytes to use.</param>
|
||
<returns>Z_OK if all goes well.</returns>
|
||
</member>
|
||
<member name="T:MonoGame.Utilities.FlushType">
|
||
<summary>
|
||
Describes how to flush the current deflate operation.
|
||
</summary>
|
||
<remarks>
|
||
The different FlushType values are useful when using a Deflate in a streaming application.
|
||
</remarks>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.FlushType.None">
|
||
<summary>No flush at all.</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.FlushType.Partial">
|
||
<summary>Closes the current block, but doesn't flush it to
|
||
the output. Used internally only in hypothetical
|
||
scenarios. This was supposed to be removed by Zlib, but it is
|
||
still in use in some edge cases.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.FlushType.Sync">
|
||
<summary>
|
||
Use this during compression to specify that all pending output should be
|
||
flushed to the output buffer and the output should be aligned on a byte
|
||
boundary. You might use this in a streaming communication scenario, so that
|
||
the decompressor can get all input data available so far. When using this
|
||
with a ZlibCodec, <c>AvailableBytesIn</c> will be zero after the call if
|
||
enough output space has been provided before the call. Flushing will
|
||
degrade compression and so it should be used only when necessary.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.FlushType.Full">
|
||
<summary>
|
||
Use this during compression to specify that all output should be flushed, as
|
||
with <c>FlushType.Sync</c>, but also, the compression state should be reset
|
||
so that decompression can restart from this point if previous compressed
|
||
data has been damaged or if random access is desired. Using
|
||
<c>FlushType.Full</c> too often can significantly degrade the compression.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.FlushType.Finish">
|
||
<summary>Signals the end of the compression/decompression stream.</summary>
|
||
</member>
|
||
<member name="T:MonoGame.Utilities.CompressionLevel">
|
||
<summary>
|
||
The compression level to be used when using a DeflateStream or ZlibStream with CompressionMode.Compress.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionLevel.None">
|
||
<summary>
|
||
None means that the data will be simply stored, with no change at all.
|
||
If you are producing ZIPs for use on Mac OSX, be aware that archives produced with CompressionLevel.None
|
||
cannot be opened with the default zip reader. Use a different CompressionLevel.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionLevel.Level0">
|
||
<summary>
|
||
Same as None.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionLevel.BestSpeed">
|
||
<summary>
|
||
The fastest but least effective compression.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionLevel.Level1">
|
||
<summary>
|
||
A synonym for BestSpeed.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionLevel.Level2">
|
||
<summary>
|
||
A little slower, but better, than level 1.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionLevel.Level3">
|
||
<summary>
|
||
A little slower, but better, than level 2.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionLevel.Level4">
|
||
<summary>
|
||
A little slower, but better, than level 3.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionLevel.Level5">
|
||
<summary>
|
||
A little slower than level 4, but with better compression.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionLevel.Default">
|
||
<summary>
|
||
The default compression level, with a good balance of speed and compression efficiency.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionLevel.Level6">
|
||
<summary>
|
||
A synonym for Default.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionLevel.Level7">
|
||
<summary>
|
||
Pretty good compression!
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionLevel.Level8">
|
||
<summary>
|
||
Better compression than Level7!
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionLevel.BestCompression">
|
||
<summary>
|
||
The "best" compression, where best means greatest reduction in size of the input data stream.
|
||
This is also the slowest compression.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionLevel.Level9">
|
||
<summary>
|
||
A synonym for BestCompression.
|
||
</summary>
|
||
</member>
|
||
<member name="T:MonoGame.Utilities.CompressionStrategy">
|
||
<summary>
|
||
Describes options for how the compression algorithm is executed. Different strategies
|
||
work better on different sorts of data. The strategy parameter can affect the compression
|
||
ratio and the speed of compression but not the correctness of the compresssion.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionStrategy.Default">
|
||
<summary>
|
||
The default strategy is probably the best for normal data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionStrategy.Filtered">
|
||
<summary>
|
||
The <c>Filtered</c> strategy is intended to be used most effectively with data produced by a
|
||
filter or predictor. By this definition, filtered data consists mostly of small
|
||
values with a somewhat random distribution. In this case, the compression algorithm
|
||
is tuned to compress them better. The effect of <c>Filtered</c> is to force more Huffman
|
||
coding and less string matching; it is a half-step between <c>Default</c> and <c>HuffmanOnly</c>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionStrategy.HuffmanOnly">
|
||
<summary>
|
||
Using <c>HuffmanOnly</c> will force the compressor to do Huffman encoding only, with no
|
||
string matching.
|
||
</summary>
|
||
</member>
|
||
<member name="T:MonoGame.Utilities.CompressionMode">
|
||
<summary>
|
||
An enum to specify the direction of transcoding - whether to compress or decompress.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionMode.Compress">
|
||
<summary>
|
||
Used to specify that the stream should compress the data.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.CompressionMode.Decompress">
|
||
<summary>
|
||
Used to specify that the stream should decompress the data.
|
||
</summary>
|
||
</member>
|
||
<member name="T:MonoGame.Utilities.ZlibException">
|
||
<summary>
|
||
A general purpose exception class for exceptions in the Zlib library.
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibException.#ctor">
|
||
<summary>
|
||
The ZlibException class captures exception information generated
|
||
by the Zlib library.
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ZlibException.#ctor(System.String)">
|
||
<summary>
|
||
This ctor collects a message attached to the exception.
|
||
</summary>
|
||
<param name="s">the message for the exception.</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.SharedUtils.URShift(System.Int32,System.Int32)">
|
||
<summary>
|
||
Performs an unsigned bitwise right shift with the specified number
|
||
</summary>
|
||
<param name="number">Number to operate on</param>
|
||
<param name="bits">Ammount of bits to shift</param>
|
||
<returns>The resulting number from the shift operation</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.SharedUtils.ReadInput(System.IO.TextReader,System.Byte[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Reads a number of characters from the current source TextReader and writes
|
||
the data to the target array at the specified index.
|
||
</summary>
|
||
|
||
<param name="sourceTextReader">The source TextReader to read from</param>
|
||
<param name="target">Contains the array of characteres read from the source TextReader.</param>
|
||
<param name="start">The starting index of the target array.</param>
|
||
<param name="count">The maximum number of characters to read from the source TextReader.</param>
|
||
|
||
<returns>
|
||
The number of characters read. The number will be less than or equal to
|
||
count depending on the data available in the source TextReader. Returns -1
|
||
if the end of the stream is reached.
|
||
</returns>
|
||
</member>
|
||
<member name="T:MonoGame.Utilities.Adler">
|
||
<summary>
|
||
Computes an Adler-32 checksum.
|
||
</summary>
|
||
<remarks>
|
||
The Adler checksum is similar to a CRC checksum, but faster to compute, though less
|
||
reliable. It is used in producing RFC1950 compressed streams. The Adler checksum
|
||
is a required part of the "ZLIB" standard. Applications will almost never need to
|
||
use this class directly.
|
||
</remarks>
|
||
|
||
<exclude/>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.Adler.Adler32(System.UInt32,System.Byte[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Calculates the Adler32 checksum.
|
||
</summary>
|
||
<remarks>
|
||
<para>
|
||
This is used within ZLIB. You probably don't need to use this directly.
|
||
</para>
|
||
</remarks>
|
||
<example>
|
||
To compute an Adler32 checksum on a byte array:
|
||
<code>
|
||
var adler = Adler.Adler32(0, null, 0, 0);
|
||
adler = Adler.Adler32(adler, buffer, index, length);
|
||
</code>
|
||
</example>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.Tree.DistanceCode(System.Int32)">
|
||
<summary>
|
||
Map from a distance to a distance code.
|
||
</summary>
|
||
<remarks>
|
||
No side effects. _dist_code[256] and _dist_code[257] are never used.
|
||
</remarks>
|
||
</member>
|
||
<member name="T:MonoGame.Utilities.GZipStream">
|
||
<summary>
|
||
A class for compressing and decompressing GZIP streams.
|
||
</summary>
|
||
<remarks>
|
||
|
||
<para>
|
||
The <c>GZipStream</c> is a <see
|
||
href="http://en.wikipedia.org/wiki/Decorator_pattern">Decorator</see> on a
|
||
<see cref="T:System.IO.Stream"/>. It adds GZIP compression or decompression to any
|
||
stream.
|
||
</para>
|
||
|
||
<para>
|
||
Like the <c>System.IO.Compression.GZipStream</c> in the .NET Base Class Library, the
|
||
<c>Ionic.Zlib.GZipStream</c> can compress while writing, or decompress while
|
||
reading, but not vice versa. The compression method used is GZIP, which is
|
||
documented in <see href="http://www.ietf.org/rfc/rfc1952.txt">IETF RFC
|
||
1952</see>, "GZIP file format specification version 4.3".</para>
|
||
|
||
<para>
|
||
A <c>GZipStream</c> can be used to decompress data (through <c>Read()</c>) or
|
||
to compress data (through <c>Write()</c>), but not both.
|
||
</para>
|
||
|
||
<para>
|
||
If you wish to use the <c>GZipStream</c> to compress data, you must wrap it
|
||
around a write-able stream. As you call <c>Write()</c> on the <c>GZipStream</c>, the
|
||
data will be compressed into the GZIP format. If you want to decompress data,
|
||
you must wrap the <c>GZipStream</c> around a readable stream that contains an
|
||
IETF RFC 1952-compliant stream. The data will be decompressed as you call
|
||
<c>Read()</c> on the <c>GZipStream</c>.
|
||
</para>
|
||
|
||
<para>
|
||
Though the GZIP format allows data from multiple files to be concatenated
|
||
together, this stream handles only a single segment of GZIP format, typically
|
||
representing a single file.
|
||
</para>
|
||
|
||
|
||
</remarks>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.GZipStream.Comment">
|
||
<summary>
|
||
The comment on the GZIP stream.
|
||
</summary>
|
||
|
||
<remarks>
|
||
<para>
|
||
The GZIP format allows for each file to optionally have an associated
|
||
comment stored with the file. The comment is encoded with the ISO-8859-1
|
||
code page. To include a comment in a GZIP stream you create, set this
|
||
property before calling <c>Write()</c> for the first time on the
|
||
<c>GZipStream</c>.
|
||
</para>
|
||
|
||
<para>
|
||
When using <c>GZipStream</c> to decompress, you can retrieve this property
|
||
after the first call to <c>Read()</c>. If no comment has been set in the
|
||
GZIP bytestream, the Comment property will return <c>null</c>
|
||
(<c>Nothing</c> in VB).
|
||
</para>
|
||
</remarks>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.GZipStream.FileName">
|
||
<summary>
|
||
The FileName for the GZIP stream.
|
||
</summary>
|
||
|
||
<remarks>
|
||
|
||
<para>
|
||
The GZIP format optionally allows each file to have an associated
|
||
filename. When compressing data (through <c>Write()</c>), set this
|
||
FileName before calling <c>Write()</c> the first time on the <c>GZipStream</c>.
|
||
The actual filename is encoded into the GZIP bytestream with the
|
||
ISO-8859-1 code page, according to RFC 1952. It is the application's
|
||
responsibility to insure that the FileName can be encoded and decoded
|
||
correctly with this code page.
|
||
</para>
|
||
|
||
<para>
|
||
When decompressing (through <c>Read()</c>), you can retrieve this value
|
||
any time after the first <c>Read()</c>. In the case where there was no filename
|
||
encoded into the GZIP bytestream, the property will return <c>null</c> (<c>Nothing</c>
|
||
in VB).
|
||
</para>
|
||
</remarks>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.GZipStream.LastModified">
|
||
<summary>
|
||
The last modified time for the GZIP stream.
|
||
</summary>
|
||
|
||
<remarks>
|
||
GZIP allows the storage of a last modified time with each GZIP entry.
|
||
When compressing data, you can set this before the first call to
|
||
<c>Write()</c>. When decompressing, you can retrieve this value any time
|
||
after the first call to <c>Read()</c>.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.GZipStream.Crc32">
|
||
<summary>
|
||
The CRC on the GZIP stream.
|
||
</summary>
|
||
<remarks>
|
||
This is used for internal error checking. You probably don't need to look at this property.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.GZipStream.#ctor(System.IO.Stream,MonoGame.Utilities.CompressionMode)">
|
||
<summary>
|
||
Create a <c>GZipStream</c> using the specified <c>CompressionMode</c>.
|
||
</summary>
|
||
<remarks>
|
||
|
||
<para>
|
||
When mode is <c>CompressionMode.Compress</c>, the <c>GZipStream</c> will use the
|
||
default compression level.
|
||
</para>
|
||
|
||
<para>
|
||
As noted in the class documentation, the <c>CompressionMode</c> (Compress
|
||
or Decompress) also establishes the "direction" of the stream. A
|
||
<c>GZipStream</c> with <c>CompressionMode.Compress</c> works only through
|
||
<c>Write()</c>. A <c>GZipStream</c> with
|
||
<c>CompressionMode.Decompress</c> works only through <c>Read()</c>.
|
||
</para>
|
||
|
||
</remarks>
|
||
|
||
<example>
|
||
This example shows how to use a GZipStream to compress data.
|
||
<code>
|
||
using (System.IO.Stream input = System.IO.File.OpenRead(fileToCompress))
|
||
{
|
||
using (var raw = System.IO.File.Create(outputFile))
|
||
{
|
||
using (Stream compressor = new GZipStream(raw, CompressionMode.Compress))
|
||
{
|
||
byte[] buffer = new byte[WORKING_BUFFER_SIZE];
|
||
int n;
|
||
while ((n= input.Read(buffer, 0, buffer.Length)) != 0)
|
||
{
|
||
compressor.Write(buffer, 0, n);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
</code>
|
||
<code lang="VB">
|
||
Dim outputFile As String = (fileToCompress & ".compressed")
|
||
Using input As Stream = File.OpenRead(fileToCompress)
|
||
Using raw As FileStream = File.Create(outputFile)
|
||
Using compressor As Stream = New GZipStream(raw, CompressionMode.Compress)
|
||
Dim buffer As Byte() = New Byte(4096) {}
|
||
Dim n As Integer = -1
|
||
Do While (n <> 0)
|
||
If (n > 0) Then
|
||
compressor.Write(buffer, 0, n)
|
||
End If
|
||
n = input.Read(buffer, 0, buffer.Length)
|
||
Loop
|
||
End Using
|
||
End Using
|
||
End Using
|
||
</code>
|
||
</example>
|
||
|
||
<example>
|
||
This example shows how to use a GZipStream to uncompress a file.
|
||
<code>
|
||
private void GunZipFile(string filename)
|
||
{
|
||
if (!filename.EndsWith(".gz))
|
||
throw new ArgumentException("filename");
|
||
var DecompressedFile = filename.Substring(0,filename.Length-3);
|
||
byte[] working = new byte[WORKING_BUFFER_SIZE];
|
||
int n= 1;
|
||
using (System.IO.Stream input = System.IO.File.OpenRead(filename))
|
||
{
|
||
using (Stream decompressor= new Ionic.Zlib.GZipStream(input, CompressionMode.Decompress, true))
|
||
{
|
||
using (var output = System.IO.File.Create(DecompressedFile))
|
||
{
|
||
while (n !=0)
|
||
{
|
||
n= decompressor.Read(working, 0, working.Length);
|
||
if (n > 0)
|
||
{
|
||
output.Write(working, 0, n);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
</code>
|
||
|
||
<code lang="VB">
|
||
Private Sub GunZipFile(ByVal filename as String)
|
||
If Not (filename.EndsWith(".gz)) Then
|
||
Throw New ArgumentException("filename")
|
||
End If
|
||
Dim DecompressedFile as String = filename.Substring(0,filename.Length-3)
|
||
Dim working(WORKING_BUFFER_SIZE) as Byte
|
||
Dim n As Integer = 1
|
||
Using input As Stream = File.OpenRead(filename)
|
||
Using decompressor As Stream = new Ionic.Zlib.GZipStream(input, CompressionMode.Decompress, True)
|
||
Using output As Stream = File.Create(UncompressedFile)
|
||
Do
|
||
n= decompressor.Read(working, 0, working.Length)
|
||
If n > 0 Then
|
||
output.Write(working, 0, n)
|
||
End IF
|
||
Loop While (n > 0)
|
||
End Using
|
||
End Using
|
||
End Using
|
||
End Sub
|
||
</code>
|
||
</example>
|
||
|
||
<param name="stream">The stream which will be read or written.</param>
|
||
<param name="mode">Indicates whether the GZipStream will compress or decompress.</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.GZipStream.#ctor(System.IO.Stream,MonoGame.Utilities.CompressionMode,MonoGame.Utilities.CompressionLevel)">
|
||
<summary>
|
||
Create a <c>GZipStream</c> using the specified <c>CompressionMode</c> and
|
||
the specified <c>CompressionLevel</c>.
|
||
</summary>
|
||
<remarks>
|
||
|
||
<para>
|
||
The <c>CompressionMode</c> (Compress or Decompress) also establishes the
|
||
"direction" of the stream. A <c>GZipStream</c> with
|
||
<c>CompressionMode.Compress</c> works only through <c>Write()</c>. A
|
||
<c>GZipStream</c> with <c>CompressionMode.Decompress</c> works only
|
||
through <c>Read()</c>.
|
||
</para>
|
||
|
||
</remarks>
|
||
|
||
<example>
|
||
|
||
This example shows how to use a <c>GZipStream</c> to compress a file into a .gz file.
|
||
|
||
<code>
|
||
using (System.IO.Stream input = System.IO.File.OpenRead(fileToCompress))
|
||
{
|
||
using (var raw = System.IO.File.Create(fileToCompress + ".gz"))
|
||
{
|
||
using (Stream compressor = new GZipStream(raw,
|
||
CompressionMode.Compress,
|
||
CompressionLevel.BestCompression))
|
||
{
|
||
byte[] buffer = new byte[WORKING_BUFFER_SIZE];
|
||
int n;
|
||
while ((n= input.Read(buffer, 0, buffer.Length)) != 0)
|
||
{
|
||
compressor.Write(buffer, 0, n);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
</code>
|
||
|
||
<code lang="VB">
|
||
Using input As Stream = File.OpenRead(fileToCompress)
|
||
Using raw As FileStream = File.Create(fileToCompress & ".gz")
|
||
Using compressor As Stream = New GZipStream(raw, CompressionMode.Compress, CompressionLevel.BestCompression)
|
||
Dim buffer As Byte() = New Byte(4096) {}
|
||
Dim n As Integer = -1
|
||
Do While (n <> 0)
|
||
If (n > 0) Then
|
||
compressor.Write(buffer, 0, n)
|
||
End If
|
||
n = input.Read(buffer, 0, buffer.Length)
|
||
Loop
|
||
End Using
|
||
End Using
|
||
End Using
|
||
</code>
|
||
</example>
|
||
<param name="stream">The stream to be read or written while deflating or inflating.</param>
|
||
<param name="mode">Indicates whether the <c>GZipStream</c> will compress or decompress.</param>
|
||
<param name="level">A tuning knob to trade speed for effectiveness.</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.GZipStream.#ctor(System.IO.Stream,MonoGame.Utilities.CompressionMode,System.Boolean)">
|
||
<summary>
|
||
Create a <c>GZipStream</c> using the specified <c>CompressionMode</c>, and
|
||
explicitly specify whether the stream should be left open after Deflation
|
||
or Inflation.
|
||
</summary>
|
||
|
||
<remarks>
|
||
<para>
|
||
This constructor allows the application to request that the captive stream
|
||
remain open after the deflation or inflation occurs. By default, after
|
||
<c>Close()</c> is called on the stream, the captive stream is also
|
||
closed. In some cases this is not desired, for example if the stream is a
|
||
memory stream that will be re-read after compressed data has been written
|
||
to it. Specify true for the <paramref name="leaveOpen"/> parameter to leave
|
||
the stream open.
|
||
</para>
|
||
|
||
<para>
|
||
The <see cref="T:MonoGame.Utilities.CompressionMode"/> (Compress or Decompress) also
|
||
establishes the "direction" of the stream. A <c>GZipStream</c> with
|
||
<c>CompressionMode.Compress</c> works only through <c>Write()</c>. A <c>GZipStream</c>
|
||
with <c>CompressionMode.Decompress</c> works only through <c>Read()</c>.
|
||
</para>
|
||
|
||
<para>
|
||
The <c>GZipStream</c> will use the default compression level. If you want
|
||
to specify the compression level, see <see cref="M:MonoGame.Utilities.GZipStream.#ctor(System.IO.Stream,MonoGame.Utilities.CompressionMode,MonoGame.Utilities.CompressionLevel,System.Boolean)"/>.
|
||
</para>
|
||
|
||
<para>
|
||
See the other overloads of this constructor for example code.
|
||
</para>
|
||
|
||
</remarks>
|
||
|
||
<param name="stream">
|
||
The stream which will be read or written. This is called the "captive"
|
||
stream in other places in this documentation.
|
||
</param>
|
||
|
||
<param name="mode">Indicates whether the GZipStream will compress or decompress.
|
||
</param>
|
||
|
||
<param name="leaveOpen">
|
||
true if the application would like the base stream to remain open after
|
||
inflation/deflation.
|
||
</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.GZipStream.#ctor(System.IO.Stream,MonoGame.Utilities.CompressionMode,MonoGame.Utilities.CompressionLevel,System.Boolean)">
|
||
<summary>
|
||
Create a <c>GZipStream</c> using the specified <c>CompressionMode</c> and the
|
||
specified <c>CompressionLevel</c>, and explicitly specify whether the
|
||
stream should be left open after Deflation or Inflation.
|
||
</summary>
|
||
|
||
<remarks>
|
||
|
||
<para>
|
||
This constructor allows the application to request that the captive stream
|
||
remain open after the deflation or inflation occurs. By default, after
|
||
<c>Close()</c> is called on the stream, the captive stream is also
|
||
closed. In some cases this is not desired, for example if the stream is a
|
||
memory stream that will be re-read after compressed data has been written
|
||
to it. Specify true for the <paramref name="leaveOpen"/> parameter to
|
||
leave the stream open.
|
||
</para>
|
||
|
||
<para>
|
||
As noted in the class documentation, the <c>CompressionMode</c> (Compress
|
||
or Decompress) also establishes the "direction" of the stream. A
|
||
<c>GZipStream</c> with <c>CompressionMode.Compress</c> works only through
|
||
<c>Write()</c>. A <c>GZipStream</c> with <c>CompressionMode.Decompress</c> works only
|
||
through <c>Read()</c>.
|
||
</para>
|
||
|
||
</remarks>
|
||
|
||
<example>
|
||
This example shows how to use a <c>GZipStream</c> to compress data.
|
||
<code>
|
||
using (System.IO.Stream input = System.IO.File.OpenRead(fileToCompress))
|
||
{
|
||
using (var raw = System.IO.File.Create(outputFile))
|
||
{
|
||
using (Stream compressor = new GZipStream(raw, CompressionMode.Compress, CompressionLevel.BestCompression, true))
|
||
{
|
||
byte[] buffer = new byte[WORKING_BUFFER_SIZE];
|
||
int n;
|
||
while ((n= input.Read(buffer, 0, buffer.Length)) != 0)
|
||
{
|
||
compressor.Write(buffer, 0, n);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
</code>
|
||
<code lang="VB">
|
||
Dim outputFile As String = (fileToCompress & ".compressed")
|
||
Using input As Stream = File.OpenRead(fileToCompress)
|
||
Using raw As FileStream = File.Create(outputFile)
|
||
Using compressor As Stream = New GZipStream(raw, CompressionMode.Compress, CompressionLevel.BestCompression, True)
|
||
Dim buffer As Byte() = New Byte(4096) {}
|
||
Dim n As Integer = -1
|
||
Do While (n <> 0)
|
||
If (n > 0) Then
|
||
compressor.Write(buffer, 0, n)
|
||
End If
|
||
n = input.Read(buffer, 0, buffer.Length)
|
||
Loop
|
||
End Using
|
||
End Using
|
||
End Using
|
||
</code>
|
||
</example>
|
||
<param name="stream">The stream which will be read or written.</param>
|
||
<param name="mode">Indicates whether the GZipStream will compress or decompress.</param>
|
||
<param name="leaveOpen">true if the application would like the stream to remain open after inflation/deflation.</param>
|
||
<param name="level">A tuning knob to trade speed for effectiveness.</param>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.GZipStream.FlushMode">
|
||
<summary>
|
||
This property sets the flush behavior on the stream.
|
||
</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.GZipStream.BufferSize">
|
||
<summary>
|
||
The size of the working buffer for the compression codec.
|
||
</summary>
|
||
|
||
<remarks>
|
||
<para>
|
||
The working buffer is used for all stream operations. The default size is
|
||
1024 bytes. The minimum size is 128 bytes. You may get better performance
|
||
with a larger buffer. Then again, you might not. You would have to test
|
||
it.
|
||
</para>
|
||
|
||
<para>
|
||
Set this before the first call to <c>Read()</c> or <c>Write()</c> on the
|
||
stream. If you try to set it afterwards, it will throw.
|
||
</para>
|
||
</remarks>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.GZipStream.TotalIn">
|
||
<summary> Returns the total number of bytes input so far.</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.GZipStream.TotalOut">
|
||
<summary> Returns the total number of bytes output so far.</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.GZipStream.Dispose(System.Boolean)">
|
||
<summary>
|
||
Dispose the stream.
|
||
</summary>
|
||
<remarks>
|
||
<para>
|
||
This may or may not result in a <c>Close()</c> call on the captive
|
||
stream. See the constructors that have a <c>leaveOpen</c> parameter
|
||
for more information.
|
||
</para>
|
||
<para>
|
||
This method may be invoked in two distinct scenarios. If disposing
|
||
== true, the method has been called directly or indirectly by a
|
||
user's code, for example via the internal Dispose() method. In this
|
||
case, both managed and unmanaged resources can be referenced and
|
||
disposed. If disposing == false, the method has been called by the
|
||
runtime from inside the object finalizer and this method should not
|
||
reference other objects; in that case only unmanaged resources must
|
||
be referenced or disposed.
|
||
</para>
|
||
</remarks>
|
||
<param name="disposing">
|
||
indicates whether the Dispose method was invoked by user code.
|
||
</param>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.GZipStream.CanRead">
|
||
<summary>
|
||
Indicates whether the stream can be read.
|
||
</summary>
|
||
<remarks>
|
||
The return value depends on whether the captive stream supports reading.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.GZipStream.CanSeek">
|
||
<summary>
|
||
Indicates whether the stream supports Seek operations.
|
||
</summary>
|
||
<remarks>
|
||
Always returns false.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.GZipStream.CanWrite">
|
||
<summary>
|
||
Indicates whether the stream can be written.
|
||
</summary>
|
||
<remarks>
|
||
The return value depends on whether the captive stream supports writing.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.GZipStream.Flush">
|
||
<summary>
|
||
Flush the stream.
|
||
</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.GZipStream.Length">
|
||
<summary>
|
||
Reading this property always throws a <see cref="T:System.NotImplementedException"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.GZipStream.Position">
|
||
<summary>
|
||
The position of the stream pointer.
|
||
</summary>
|
||
|
||
<remarks>
|
||
Setting this property always throws a <see
|
||
cref="T:System.NotImplementedException"/>. Reading will return the total bytes
|
||
written out, if used in writing, or the total bytes read in, if used in
|
||
reading. The count may refer to compressed bytes or uncompressed bytes,
|
||
depending on how you've used the stream.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.GZipStream.Read(System.Byte[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Read and decompress data from the source stream.
|
||
</summary>
|
||
|
||
<remarks>
|
||
With a <c>GZipStream</c>, decompression is done through reading.
|
||
</remarks>
|
||
|
||
<example>
|
||
<code>
|
||
byte[] working = new byte[WORKING_BUFFER_SIZE];
|
||
using (System.IO.Stream input = System.IO.File.OpenRead(_CompressedFile))
|
||
{
|
||
using (Stream decompressor= new Ionic.Zlib.GZipStream(input, CompressionMode.Decompress, true))
|
||
{
|
||
using (var output = System.IO.File.Create(_DecompressedFile))
|
||
{
|
||
int n;
|
||
while ((n= decompressor.Read(working, 0, working.Length)) !=0)
|
||
{
|
||
output.Write(working, 0, n);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
</code>
|
||
</example>
|
||
<param name="buffer">The buffer into which the decompressed data should be placed.</param>
|
||
<param name="offset">the offset within that data array to put the first byte read.</param>
|
||
<param name="count">the number of bytes to read.</param>
|
||
<returns>the number of bytes actually read</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.GZipStream.Seek(System.Int64,System.IO.SeekOrigin)">
|
||
<summary>
|
||
Calling this method always throws a <see cref="T:System.NotImplementedException"/>.
|
||
</summary>
|
||
<param name="offset">irrelevant; it will always throw!</param>
|
||
<param name="origin">irrelevant; it will always throw!</param>
|
||
<returns>irrelevant!</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.GZipStream.SetLength(System.Int64)">
|
||
<summary>
|
||
Calling this method always throws a <see cref="T:System.NotImplementedException"/>.
|
||
</summary>
|
||
<param name="value">irrelevant; this method will always throw!</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.GZipStream.Write(System.Byte[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Write data to the stream.
|
||
</summary>
|
||
|
||
<remarks>
|
||
<para>
|
||
If you wish to use the <c>GZipStream</c> to compress data while writing,
|
||
you can create a <c>GZipStream</c> with <c>CompressionMode.Compress</c>, and a
|
||
writable output stream. Then call <c>Write()</c> on that <c>GZipStream</c>,
|
||
providing uncompressed data as input. The data sent to the output stream
|
||
will be the compressed form of the data written.
|
||
</para>
|
||
|
||
<para>
|
||
A <c>GZipStream</c> can be used for <c>Read()</c> or <c>Write()</c>, but not
|
||
both. Writing implies compression. Reading implies decompression.
|
||
</para>
|
||
|
||
</remarks>
|
||
<param name="buffer">The buffer holding data to write to the stream.</param>
|
||
<param name="offset">the offset within that data array to find the first byte to write.</param>
|
||
<param name="count">the number of bytes to write.</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.GZipStream.CompressString(System.String)">
|
||
<summary>
|
||
Compress a string into a byte array using GZip.
|
||
</summary>
|
||
|
||
<remarks>
|
||
Uncompress it with <see cref="M:MonoGame.Utilities.GZipStream.UncompressString(System.Byte[])"/>.
|
||
</remarks>
|
||
|
||
<seealso cref="M:MonoGame.Utilities.GZipStream.UncompressString(System.Byte[])"/>
|
||
<seealso cref="M:MonoGame.Utilities.GZipStream.CompressBuffer(System.Byte[])"/>
|
||
|
||
<param name="s">
|
||
A string to compress. The string will first be encoded
|
||
using UTF8, then compressed.
|
||
</param>
|
||
|
||
<returns>The string in compressed form</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.GZipStream.CompressBuffer(System.Byte[])">
|
||
<summary>
|
||
Compress a byte array into a new byte array using GZip.
|
||
</summary>
|
||
|
||
<remarks>
|
||
Uncompress it with <see cref="M:MonoGame.Utilities.GZipStream.UncompressBuffer(System.Byte[])"/>.
|
||
</remarks>
|
||
|
||
<seealso cref="M:MonoGame.Utilities.GZipStream.CompressString(System.String)"/>
|
||
<seealso cref="M:MonoGame.Utilities.GZipStream.UncompressBuffer(System.Byte[])"/>
|
||
|
||
<param name="b">
|
||
A buffer to compress.
|
||
</param>
|
||
|
||
<returns>The data in compressed form</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.GZipStream.UncompressString(System.Byte[])">
|
||
<summary>
|
||
Uncompress a GZip'ed byte array into a single string.
|
||
</summary>
|
||
|
||
<seealso cref="M:MonoGame.Utilities.GZipStream.CompressString(System.String)"/>
|
||
<seealso cref="M:MonoGame.Utilities.GZipStream.UncompressBuffer(System.Byte[])"/>
|
||
|
||
<param name="compressed">
|
||
A buffer containing GZIP-compressed data.
|
||
</param>
|
||
|
||
<returns>The uncompressed string</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.GZipStream.UncompressBuffer(System.Byte[])">
|
||
<summary>
|
||
Uncompress a GZip'ed byte array into a byte array.
|
||
</summary>
|
||
|
||
<seealso cref="M:MonoGame.Utilities.GZipStream.CompressBuffer(System.Byte[])"/>
|
||
<seealso cref="M:MonoGame.Utilities.GZipStream.UncompressString(System.Byte[])"/>
|
||
|
||
<param name="compressed">
|
||
A buffer containing data that has been compressed with GZip.
|
||
</param>
|
||
|
||
<returns>The data in uncompressed form</returns>
|
||
</member>
|
||
<member name="T:MonoGame.Utilities.CRC32">
|
||
<summary>
|
||
Computes a CRC-32. The CRC-32 algorithm is parameterized - you
|
||
can set the polynomial and enable or disable bit
|
||
reversal. This can be used for GZIP, BZip2, or ZIP.
|
||
</summary>
|
||
<remarks>
|
||
This type is used internally by DotNetZip; it is generally not used
|
||
directly by applications wishing to create, read, or manipulate zip
|
||
archive files.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.CRC32.TotalBytesRead">
|
||
<summary>
|
||
Indicates the total number of bytes applied to the CRC.
|
||
</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.CRC32.Crc32Result">
|
||
<summary>
|
||
Indicates the current CRC for all blocks slurped in.
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CRC32.GetCrc32(System.IO.Stream)">
|
||
<summary>
|
||
Returns the CRC32 for the specified stream.
|
||
</summary>
|
||
<param name="input">The stream over which to calculate the CRC32</param>
|
||
<returns>the CRC32 calculation</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CRC32.GetCrc32AndCopy(System.IO.Stream,System.IO.Stream)">
|
||
<summary>
|
||
Returns the CRC32 for the specified stream, and writes the input into the
|
||
output stream.
|
||
</summary>
|
||
<param name="input">The stream over which to calculate the CRC32</param>
|
||
<param name="output">The stream into which to deflate the input</param>
|
||
<returns>the CRC32 calculation</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CRC32.ComputeCrc32(System.Int32,System.Byte)">
|
||
<summary>
|
||
Get the CRC32 for the given (word,byte) combo. This is a
|
||
computation defined by PKzip for PKZIP 2.0 (weak) encryption.
|
||
</summary>
|
||
<param name="W">The word to start with.</param>
|
||
<param name="B">The byte to combine it with.</param>
|
||
<returns>The CRC-ized result.</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CRC32.SlurpBlock(System.Byte[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Update the value for the running CRC32 using the given block of bytes.
|
||
This is useful when using the CRC32() class in a Stream.
|
||
</summary>
|
||
<param name="block">block of bytes to slurp</param>
|
||
<param name="offset">starting point in the block</param>
|
||
<param name="count">how many bytes within the block to slurp</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CRC32.UpdateCRC(System.Byte)">
|
||
<summary>
|
||
Process one byte in the CRC.
|
||
</summary>
|
||
<param name = "b">the byte to include into the CRC . </param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CRC32.UpdateCRC(System.Byte,System.Int32)">
|
||
<summary>
|
||
Process a run of N identical bytes into the CRC.
|
||
</summary>
|
||
<remarks>
|
||
<para>
|
||
This method serves as an optimization for updating the CRC when a
|
||
run of identical bytes is found. Rather than passing in a buffer of
|
||
length n, containing all identical bytes b, this method accepts the
|
||
byte value and the length of the (virtual) buffer - the length of
|
||
the run.
|
||
</para>
|
||
</remarks>
|
||
<param name = "b">the byte to include into the CRC. </param>
|
||
<param name = "n">the number of times that byte should be repeated. </param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CRC32.Combine(System.Int32,System.Int32)">
|
||
<summary>
|
||
Combines the given CRC32 value with the current running total.
|
||
</summary>
|
||
<remarks>
|
||
This is useful when using a divide-and-conquer approach to
|
||
calculating a CRC. Multiple threads can each calculate a
|
||
CRC32 on a segment of the data, and then combine the
|
||
individual CRC32 values at the end.
|
||
</remarks>
|
||
<param name="crc">the crc value to be combined with this one</param>
|
||
<param name="length">the length of data the CRC value was calculated on</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CRC32.#ctor">
|
||
<summary>
|
||
Create an instance of the CRC32 class using the default settings: no
|
||
bit reversal, and a polynomial of 0xEDB88320.
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CRC32.#ctor(System.Boolean)">
|
||
<summary>
|
||
Create an instance of the CRC32 class, specifying whether to reverse
|
||
data bits or not.
|
||
</summary>
|
||
<param name='reverseBits'>
|
||
specify true if the instance should reverse data bits.
|
||
</param>
|
||
<remarks>
|
||
<para>
|
||
In the CRC-32 used by BZip2, the bits are reversed. Therefore if you
|
||
want a CRC32 with compatibility with BZip2, you should pass true
|
||
here. In the CRC-32 used by GZIP and PKZIP, the bits are not
|
||
reversed; Therefore if you want a CRC32 with compatibility with
|
||
those, you should pass false.
|
||
</para>
|
||
</remarks>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CRC32.#ctor(System.Int32,System.Boolean)">
|
||
<summary>
|
||
Create an instance of the CRC32 class, specifying the polynomial and
|
||
whether to reverse data bits or not.
|
||
</summary>
|
||
<param name='polynomial'>
|
||
The polynomial to use for the CRC, expressed in the reversed (LSB)
|
||
format: the highest ordered bit in the polynomial value is the
|
||
coefficient of the 0th power; the second-highest order bit is the
|
||
coefficient of the 1 power, and so on. Expressed this way, the
|
||
polynomial for the CRC-32C used in IEEE 802.3, is 0xEDB88320.
|
||
</param>
|
||
<param name='reverseBits'>
|
||
specify true if the instance should reverse data bits.
|
||
</param>
|
||
|
||
<remarks>
|
||
<para>
|
||
In the CRC-32 used by BZip2, the bits are reversed. Therefore if you
|
||
want a CRC32 with compatibility with BZip2, you should pass true
|
||
here for the <c>reverseBits</c> parameter. In the CRC-32 used by
|
||
GZIP and PKZIP, the bits are not reversed; Therefore if you want a
|
||
CRC32 with compatibility with those, you should pass false for the
|
||
<c>reverseBits</c> parameter.
|
||
</para>
|
||
</remarks>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CRC32.Reset">
|
||
<summary>
|
||
Reset the CRC-32 class - clear the CRC "remainder register."
|
||
</summary>
|
||
<remarks>
|
||
<para>
|
||
Use this when employing a single instance of this class to compute
|
||
multiple, distinct CRCs on multiple, distinct data blocks.
|
||
</para>
|
||
</remarks>
|
||
</member>
|
||
<member name="T:MonoGame.Utilities.CrcCalculatorStream">
|
||
<summary>
|
||
A Stream that calculates a CRC32 (a checksum) on all bytes read,
|
||
or on all bytes written.
|
||
</summary>
|
||
|
||
<remarks>
|
||
<para>
|
||
This class can be used to verify the CRC of a ZipEntry when
|
||
reading from a stream, or to calculate a CRC when writing to a
|
||
stream. The stream should be used to either read, or write, but
|
||
not both. If you intermix reads and writes, the results are not
|
||
defined.
|
||
</para>
|
||
|
||
<para>
|
||
This class is intended primarily for use internally by the
|
||
DotNetZip library.
|
||
</para>
|
||
</remarks>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CrcCalculatorStream.#ctor(System.IO.Stream)">
|
||
<summary>
|
||
The default constructor.
|
||
</summary>
|
||
<remarks>
|
||
<para>
|
||
Instances returned from this constructor will leave the underlying
|
||
stream open upon Close(). The stream uses the default CRC32
|
||
algorithm, which implies a polynomial of 0xEDB88320.
|
||
</para>
|
||
</remarks>
|
||
<param name="stream">The underlying stream</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CrcCalculatorStream.#ctor(System.IO.Stream,System.Boolean)">
|
||
<summary>
|
||
The constructor allows the caller to specify how to handle the
|
||
underlying stream at close.
|
||
</summary>
|
||
<remarks>
|
||
<para>
|
||
The stream uses the default CRC32 algorithm, which implies a
|
||
polynomial of 0xEDB88320.
|
||
</para>
|
||
</remarks>
|
||
<param name="stream">The underlying stream</param>
|
||
<param name="leaveOpen">true to leave the underlying stream
|
||
open upon close of the <c>CrcCalculatorStream</c>; false otherwise.</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CrcCalculatorStream.#ctor(System.IO.Stream,System.Int64)">
|
||
<summary>
|
||
A constructor allowing the specification of the length of the stream
|
||
to read.
|
||
</summary>
|
||
<remarks>
|
||
<para>
|
||
The stream uses the default CRC32 algorithm, which implies a
|
||
polynomial of 0xEDB88320.
|
||
</para>
|
||
<para>
|
||
Instances returned from this constructor will leave the underlying
|
||
stream open upon Close().
|
||
</para>
|
||
</remarks>
|
||
<param name="stream">The underlying stream</param>
|
||
<param name="length">The length of the stream to slurp</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CrcCalculatorStream.#ctor(System.IO.Stream,System.Int64,System.Boolean)">
|
||
<summary>
|
||
A constructor allowing the specification of the length of the stream
|
||
to read, as well as whether to keep the underlying stream open upon
|
||
Close().
|
||
</summary>
|
||
<remarks>
|
||
<para>
|
||
The stream uses the default CRC32 algorithm, which implies a
|
||
polynomial of 0xEDB88320.
|
||
</para>
|
||
</remarks>
|
||
<param name="stream">The underlying stream</param>
|
||
<param name="length">The length of the stream to slurp</param>
|
||
<param name="leaveOpen">true to leave the underlying stream
|
||
open upon close of the <c>CrcCalculatorStream</c>; false otherwise.</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CrcCalculatorStream.#ctor(System.IO.Stream,System.Int64,System.Boolean,MonoGame.Utilities.CRC32)">
|
||
<summary>
|
||
A constructor allowing the specification of the length of the stream
|
||
to read, as well as whether to keep the underlying stream open upon
|
||
Close(), and the CRC32 instance to use.
|
||
</summary>
|
||
<remarks>
|
||
<para>
|
||
The stream uses the specified CRC32 instance, which allows the
|
||
application to specify how the CRC gets calculated.
|
||
</para>
|
||
</remarks>
|
||
<param name="stream">The underlying stream</param>
|
||
<param name="length">The length of the stream to slurp</param>
|
||
<param name="leaveOpen">true to leave the underlying stream
|
||
open upon close of the <c>CrcCalculatorStream</c>; false otherwise.</param>
|
||
<param name="crc32">the CRC32 instance to use to calculate the CRC32</param>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.CrcCalculatorStream.TotalBytesSlurped">
|
||
<summary>
|
||
Gets the total number of bytes run through the CRC32 calculator.
|
||
</summary>
|
||
|
||
<remarks>
|
||
This is either the total number of bytes read, or the total number of
|
||
bytes written, depending on the direction of this stream.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.CrcCalculatorStream.Crc">
|
||
<summary>
|
||
Provides the current CRC for all blocks slurped in.
|
||
</summary>
|
||
<remarks>
|
||
<para>
|
||
The running total of the CRC is kept as data is written or read
|
||
through the stream. read this property after all reads or writes to
|
||
get an accurate CRC for the entire stream.
|
||
</para>
|
||
</remarks>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.CrcCalculatorStream.LeaveOpen">
|
||
<summary>
|
||
Indicates whether the underlying stream will be left open when the
|
||
<c>CrcCalculatorStream</c> is Closed.
|
||
</summary>
|
||
<remarks>
|
||
<para>
|
||
Set this at any point before calling <see cref="M:System.IO.Stream.Close"/>.
|
||
</para>
|
||
</remarks>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CrcCalculatorStream.Read(System.Byte[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Read from the stream
|
||
</summary>
|
||
<param name="buffer">the buffer to read</param>
|
||
<param name="offset">the offset at which to start</param>
|
||
<param name="count">the number of bytes to read</param>
|
||
<returns>the number of bytes actually read</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CrcCalculatorStream.Write(System.Byte[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Write to the stream.
|
||
</summary>
|
||
<param name="buffer">the buffer from which to write</param>
|
||
<param name="offset">the offset at which to start writing</param>
|
||
<param name="count">the number of bytes to write</param>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.CrcCalculatorStream.CanRead">
|
||
<summary>
|
||
Indicates whether the stream supports reading.
|
||
</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.CrcCalculatorStream.CanSeek">
|
||
<summary>
|
||
Indicates whether the stream supports seeking.
|
||
</summary>
|
||
<remarks>
|
||
<para>
|
||
Always returns false.
|
||
</para>
|
||
</remarks>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.CrcCalculatorStream.CanWrite">
|
||
<summary>
|
||
Indicates whether the stream supports writing.
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CrcCalculatorStream.Flush">
|
||
<summary>
|
||
Flush the stream.
|
||
</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.CrcCalculatorStream.Length">
|
||
<summary>
|
||
Returns the length of the underlying stream.
|
||
</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.CrcCalculatorStream.Position">
|
||
<summary>
|
||
The getter for this property returns the total bytes read.
|
||
If you use the setter, it will throw
|
||
<see cref="T:System.NotSupportedException"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CrcCalculatorStream.Seek(System.Int64,System.IO.SeekOrigin)">
|
||
<summary>
|
||
Seeking is not supported on this stream. This method always throws
|
||
<see cref="T:System.NotSupportedException"/>
|
||
</summary>
|
||
<param name="offset">N/A</param>
|
||
<param name="origin">N/A</param>
|
||
<returns>N/A</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.CrcCalculatorStream.SetLength(System.Int64)">
|
||
<summary>
|
||
This method always throws
|
||
<see cref="T:System.NotSupportedException"/>
|
||
</summary>
|
||
<param name="value">N/A</param>
|
||
</member>
|
||
<member name="T:MonoGame.Utilities.Iso88591Encoding">
|
||
<summary>
|
||
A custom encoding class that provides encoding capabilities for the
|
||
'Western European (ISO)' encoding under Silverlight.<br/>
|
||
This class was generated by a tool. For more information, visit
|
||
http://www.hardcodet.net/2010/03/silverlight-text-encoding-class-generator
|
||
</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.Iso88591Encoding.WebName">
|
||
<summary>
|
||
Gets the name registered with the
|
||
Internet Assigned Numbers Authority (IANA) for the current encoding.
|
||
</summary>
|
||
<returns>
|
||
The IANA name for the current <see cref="T:System.Text.Encoding"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.Iso88591Encoding.FallbackCharacter">
|
||
<summary>
|
||
A character that can be set in order to make the encoding class
|
||
more fault tolerant. If this property is set, the encoding class will
|
||
use this property instead of throwing an exception if an unsupported
|
||
byte value is being passed for decoding.
|
||
</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.Iso88591Encoding.FallbackByte">
|
||
<summary>
|
||
A byte value that corresponds to the <see cref="P:MonoGame.Utilities.Iso88591Encoding.FallbackCharacter"/>.
|
||
It is used in encoding scenarios in case an unsupported character is
|
||
being passed for encoding.
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.Iso88591Encoding.GetBytes(System.Char[],System.Int32,System.Int32,System.Byte[],System.Int32)">
|
||
<summary>
|
||
Encodes a set of characters from the specified character array into the specified byte array.
|
||
</summary>
|
||
<returns>
|
||
The actual number of bytes written into <paramref name="bytes"/>.
|
||
</returns>
|
||
<param name="chars">The character array containing the set of characters to encode.
|
||
</param><param name="charIndex">The index of the first character to encode.
|
||
</param><param name="charCount">The number of characters to encode.
|
||
</param><param name="bytes">The byte array to contain the resulting sequence of bytes.
|
||
</param><param name="byteIndex">The index at which to start writing the resulting sequence of bytes.
|
||
</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.Iso88591Encoding.GetChars(System.Byte[],System.Int32,System.Int32,System.Char[],System.Int32)">
|
||
<summary>
|
||
Decodes a sequence of bytes from the specified byte array into the specified character array.
|
||
</summary>
|
||
<returns>
|
||
The actual number of characters written into <paramref name="chars"/>.
|
||
</returns>
|
||
<param name="bytes">The byte array containing the sequence of bytes to decode.
|
||
</param><param name="byteIndex">The index of the first byte to decode.
|
||
</param><param name="byteCount">The number of bytes to decode.
|
||
</param><param name="chars">The character array to contain the resulting set of characters.
|
||
</param><param name="charIndex">The index at which to start writing the resulting set of characters.
|
||
</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.Iso88591Encoding.GetByteCount(System.Char[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Calculates the number of bytes produced by encoding a set of characters
|
||
from the specified character array.
|
||
</summary>
|
||
<returns>
|
||
The number of bytes produced by encoding the specified characters. This class
|
||
always returns the value of <paramref name="count"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.Iso88591Encoding.GetCharCount(System.Byte[],System.Int32,System.Int32)">
|
||
<summary>
|
||
Calculates the number of characters produced by decoding a sequence
|
||
of bytes from the specified byte array.
|
||
</summary>
|
||
<returns>
|
||
The number of characters produced by decoding the specified sequence of bytes. This class
|
||
always returns the value of <paramref name="count"/>.
|
||
</returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.Iso88591Encoding.GetMaxByteCount(System.Int32)">
|
||
<summary>
|
||
Calculates the maximum number of bytes produced by encoding the specified number of characters.
|
||
</summary>
|
||
<returns>
|
||
The maximum number of bytes produced by encoding the specified number of characters. This
|
||
class always returns the value of <paramref name="charCount"/>.
|
||
</returns>
|
||
<param name="charCount">The number of characters to encode.
|
||
</param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.Iso88591Encoding.GetMaxCharCount(System.Int32)">
|
||
<summary>
|
||
Calculates the maximum number of characters produced by decoding the specified number of bytes.
|
||
</summary>
|
||
<returns>
|
||
The maximum number of characters produced by decoding the specified number of bytes. This class
|
||
always returns the value of <paramref name="byteCount"/>.
|
||
</returns>
|
||
<param name="byteCount">The number of bytes to decode.</param>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.Iso88591Encoding.CharacterCount">
|
||
<summary>
|
||
Gets the number of characters that are supported by this encoding.
|
||
This property returns a maximum value of 256, as the encoding class
|
||
only supports single byte encodings (1 byte == 256 possible values).
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.Iso88591Encoding.byteToChar">
|
||
<summary>
|
||
This table contains characters in an array. The index within the
|
||
array corresponds to the encoding's mapping of bytes to characters
|
||
(e.g. if a byte value of 5 is used to encode the character 'x', this
|
||
character will be stored at the array index 5.
|
||
</summary>
|
||
</member>
|
||
<member name="F:MonoGame.Utilities.Iso88591Encoding.charToByte">
|
||
<summary>
|
||
This dictionary is used to resolve byte values for a given character.
|
||
</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.Png.PngChunk.Length">
|
||
<summary>
|
||
Length of Data field
|
||
</summary>
|
||
</member>
|
||
<member name="P:MonoGame.Utilities.Png.PngChunk.Crc">
|
||
<summary>
|
||
CRC of both Type and Data fields, but not Length field
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.Png.PngCrc.BuildCrcTable">
|
||
<summary>
|
||
Build CRC lookup table for performance (once-off)
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.Png.PngWriter.GetOptimalFilteredScanline(System.Byte[],System.Byte[],System.Int32)">
|
||
<summary>
|
||
Applies all PNG filters to the given scanline and returns the filtered scanline that is deemed
|
||
to be most compressible, using lowest total variation as proxy for compressibility.
|
||
</summary>
|
||
<param name="rawScanline"></param>
|
||
<param name="previousScanline"></param>
|
||
<param name="bytesPerPixel"></param>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.Png.PngWriter.CalculateTotalVariation(System.Byte[])">
|
||
<summary>
|
||
Calculates the total variation of given byte array. Total variation is the sum of the absolute values of
|
||
neighbour differences.
|
||
</summary>
|
||
<param name="input"></param>
|
||
<returns></returns>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ByteBufferPool.Get(System.Int32)">
|
||
<summary>
|
||
Get a buffer that is at least as big as size.
|
||
</summary>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.ByteBufferPool.Return(System.Byte[])">
|
||
<summary>
|
||
Return the given buffer to the pool.
|
||
</summary>
|
||
<param name="buffer"></param>
|
||
</member>
|
||
<member name="M:MonoGame.Utilities.Imaging.frexp(System.Double,System.Int32*)">
|
||
<summary>
|
||
This code had been borrowed from here: https://github.com/MachineCognitis/C.math.NET
|
||
</summary>
|
||
<param name="number"></param>
|
||
<param name="exponent"></param>
|
||
<returns></returns>
|
||
</member>
|
||
</members>
|
||
</doc>
|