Welcome to Protogame¶
Protogame is a cross-platform .NET game engine. It aims to allow developers to prototype games quickly during the early stages of development, and then scale those games into full projects.
Protogame is fully open source and available under an MIT license.
This documentation is organised into several sections, depending on what you need to achieve:
General Information¶
Frequently Asked Questions¶
If there is a question not answered here, ask @hachque on Twitter.
How do I get started?¶
We recommend reading the Creating your first game as this will guide you through the initial download and setup, and lead onto future tutorials which cover rendering, entities and handling input.
What platforms are supported?¶
Windows, Mac OS X and Linux are all currently supported and tested development platforms. These desktop platforms are also supported targets for running games made with Protogame.
Android and Ouya are currently supported mobile platforms for running games. iOS support is expected in the future.
MonoGame supports other platforms as well, such as PlayStation Mobile and Native Client. We don’t know whether Protogame will work on these platforms, but it’s likely they will work with some changes depending on platform limitations.
For more information, refer to the table below.
- “Supported” indicates that we actively develop and run games on this platform.
- “Changes Needed” means that you would need to make changes to the engine for it to work.
- An empty space means it’s not supported and / or we don’t know how well it will work.
Platform | Games can be developed on this platform | Games can run on this platform |
---|---|---|
Windows | Supported | Supported |
Mac OS X | Supported | Supported |
Linux | Supported | Supported |
Android | Supported | |
Ouya | Supported | |
iOS | Supported | |
Windows Phone | ||
Windows 8 (Metro) |
What platforms can compile assets?¶
Asset compilation is needed to turn source information (such as PNG and FBX files) into a version of the texture, model or otherwise that is suitable for the game to use at runtime. Since each platform needs assets in different formats, you have to compile your assets for the target platforms.
Support is determined by:
- The type of asset
- The platform you are targetting (for running the game)
- The platform you are compiling the asset on (where you are developing)
The general rule of thumb is, if you are developing on Windows, you can target all platforms. Windows has the strongest support for compiling assets and can target all available platforms that MonoGame supports.
Linux support can compile all types of assets, although shaders require another computer running Windows for remote compilation (effects require DirectX to parse the shader language). Fonts must be under the /usr/share/fonts/truetype folder for them to be picked up, and the font name indicates the TTF filename.
Font compilation is likely to change in the future, with font assets being specified from a source TTF instead of by name.
You will need a Windows machine to compile shaders.
See the Asset Management article for more information on compile assets, cross-compilation and compilation of shaders on non-Windows platforms.
Missing MSVCR100.dll or MSVCP100.dll¶
Compilation of model assets under Windows requires the Visual C++ runtime.
FBX animations are not importing from Maya correctly¶
The FBX importer has some restrictions about the structure of the animations that you import. These relate to “optimizations” that Maya and other 3D modelling tools do in their export; unfortunately these optimizations are not compatible with the importer.
The restrictions are as follows:
- All bones in the hierarchy must have a joint offset. Maya is known to optimize hierarchy that doesn’t have a joint offset, and this causes transformations to be applied to the wrong node.
- You must have at least one frame for each bone with a non-default value for translation, rotation and scaling. If you leave the default translation (0, 0, 0), rotation (0, 0, 0), scaling (1, 1, 1) for a given bone, and you export a rig with no animations, relevant nodes for the bone will not be exported and Protogame will not be able to re-apply the animation transformations because the target node does not exist. An easy solution to this issue is to have the base FBX file also contain an animation, so Maya will not remove the nodes required to re-apply the animation.
Note that these restrictions only apply when you are dealing with animations. Non-animated FBX files will import just fine.
Running games under Mono for Windows does not work¶
Running Protogame-based games under Mono for Windows is not supported. Please use the Microsoft.NET runtime instead.
This means that you should use Visual Studio Express instead of Xamarin Studio if your target is the Windows platform (i.e. on Windows use Xamarin Studio only if the runtime platform is Android or iOS).
‘FastDev directory creation failed’ when deploying to Android¶
This appears to be a transient error with Xamarin Android. To fix this issue, right-click on the project for your game in Xamarin Studio and select “Options”. In the Options dialog that appears, under Build -> Android Build, uncheck the “Fast Assembly Deployment” option.
Basic Walkthroughs¶
If you’re just starting out with Protogame, it is highly recommended that you follow the first walkthrough: Creating your first game. This will walk you through creating your first game with absolutely nothing installed or set up.
Creating your first game¶
Unlike other game engines, Protogame is not installed on your computer; instead it is a library that you download for each project. If you’ve ever used FlashPunk, you’ll be used to this way of working.
Install an IDE¶
It’s pretty safe to assume that you’ve already done this step, especially if you’ve been developing in C# before.
You will need either Visual Studio, Xamarin Studio or MonoDevelop. You can also use command-line build tools such as msbuild or xbuild if you wish.
Visual Studio Community¶
If you are developing on Windows, then Visual Studio Community is highly recommended. You can download Visual Studio Community from the Visual Studio website.

Xamarin Studio / MonoDevelop¶
If you are developing on Mac OS X or Linux, or you want to target mobile platforms through Xamarin, you’ll need to use Xamarin Studio or MonoDevelop.
Xamarin Studio for Windows or Mac OS X can be downloaded from the Xamarin download site.
MonoDevelop for Linux can be downloaded through the package manager for your Linux distribution.

Install Protobuild¶
Protobuild is a cross-platform project manager for .NET. It makes developing cross-platform games in C# easy, by taking care of all of the platform-specific dependencies you need.
To install Protobuild, go the Protobuild website and install it for the operating system you want to develop on.
After you have installed Protobuild, run the Protobuild Manager from your Start Menu (on Windows), Spotlight (on Mac) or KDE/GNOME menu (on Linux).
Create your project¶
Once you have the Protobuild Manager open, you should see the following start screen:

From here, click on “Create New Project” and select the Empty Project template:

Give your project a name, and click “Create Project”. Leave the project type as “Protobuild”.

This will take a while Protogame is downloaded and all of the dependencies are fetched:


Once this finishes, either Visual Studio, Xamarin Studio or MonoDevelop will be automatically launched to open your project.
Note
In future you should open your project through the Protobuild Manager rather than your IDE. This will ensure that the cross-platform information about your project is saved correctly.
Running the game¶
Once you have opened the solution file with your IDE, you can build and run the game.
Starting the debugger¶
Under Visual Studio, you can run the game with the “Debug” button on the toolbar:

Under Xamarin Studio or MonoDevelop, you can run the game with the large “Play” icon:

Verifying everything works¶
If you have downloaded the blank template, you should now see something similar to the following window when running the game:

Next steps¶
We recommend continuing onto the next walkthough, Rendering textures.
Rendering textures¶
Warning
For this walkthrough, we are assuming you are starting from the blank template. If you haven’t downloaded the blank template, please see Creating your first game first.
The blank template starts you off with a very basic structure; just enough to run a game on your development platform.
One of the most essential components of a game is the ability to render graphics to the screen. Although the blank template demonstrates rendering text (using the built in font), it does not cover how to render a texture.
This tutorial will cover both importing a texture into the content directory, and then rendering this texture as part of the world’s “RenderAbove” logic.
For this tutorial, we’ll be using the following image:

Right-click on the image above and save the image to your local computer.
This image is licensed CC0 / Public Domain from OpenGameArt. It was sourced from http://opengameart.org/content/stg-object-image.
Importing a texture¶
Protogame uses content projects to reference and compile various different types of assets, such as textures, audio, models and shaders.
The blank template will give you a project layout like the following:

In this structure, the MyProject
folder is where your code is being stored;
for example the MyProjectWorld.cs
file is located in here.
We need to add the texture file to the content project, which is stored
as the MyProject.Content
project.
Warning
Protogame content projects do not work in the same way as XNA content projects. There is no explicit “content project file” with the .contentproj extension, as these types of projects do not work on any platform other Windows / XNA.
To import the texture, it is a simple case of placing the PNG file within the
content project folder. It is general convention to organise assets by their
type; because are importing a texture, we create a texture
folder and then
place our PNG file within it.
Once this is complete, you should end up with a structure like the following:

Due to the way content projects work in Protogame, you now need to resynchronise the projects with the Protobuild Manager. On this screen, press the “Re-sync Now” button:

Danger
You must resynchronise cross-platform projects at this point. If you do not, the texture will not be copied to the output folder upon build, and you will not be able to load it.
After running Protobuild, the project should now show the texture within the MyGame project:

Rendering a texture: Summary¶
Now that we have imported our texture, we need to call the appropriate Protogame APIs to render the texture.
Since we have not yet covered adding entities to the game, we will be adding the render call to the world’s render logic.
To be able to render textures in a game, we need to have four steps completed:
- Inject the
I2DRenderUtilities
interface. This provides the API to render the texture.- Inject the
IAssetManagerProvider
interface. From this we can gain access to the asset manager, and from there gain access to our texture asset.- Gain a reference to the texture asset within the world’s constructor.
- Call the
RenderTexture
method againstI2DRenderUtilities
within the render loop.
Luckily for us, the blank template already injects both the I2DRenderUtilities
and IAssetManagerProvider
interfaces, as it needs these interfaces to
perform text rendering.
However, we still need to gain a reference to the texture asset and store it for later usage within the render loop.
Referencing an asset¶
To reference an asset, we gain a reference to the asset manager and call the Get method. To gain access to our texture, add the following call to the world’s constructor:
_playerTexture = _assetManager.Get<TextureAsset>("texture.Player");
You will also need to add a field to the world implementation for storing a reference to the player texture:
private readonly TextureAsset _playerTexture;
Overall, the start of the world implementation should now look similar to this:
namespace MyGame
{
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Protogame;
public class MyGameWorld : IWorld
{
private readonly I2DRenderUtilities _renderUtilities;
private readonly IAssetManager _assetManager;
private readonly FontAsset _defaultFont;
private readonly TextureAsset _playerTexture;
public MyGameWorld(
I2DRenderUtilities renderUtilities,
IAssetManagerProvider assetManagerProvider,
IEntityFactory entityFactory)
{
this.Entities = new List<IEntity>();
_renderUtilities = renderUtilities;
_assetManager = assetManagerProvider.GetAssetManager();
_defaultFont = this._assetManager.Get<FontAsset>("font.Default");
// You can also save the entity factory in a field and use it, e.g. in the Update
// loop or anywhere else in your game.
var entityA = entityFactory.CreateExampleEntity("EntityA");
entityA.X = 100;
entityA.Y = 50;
var entityB = entityFactory.CreateExampleEntity("EntityB");
entityB.X = 120;
entityB.Y = 100;
// Don't forget to add your entities to the world!
this.Entities.Add(entityA);
this.Entities.Add(entityB);
// This pulls in the texture asset via the asset manager. Note that
// the folder seperator from "texture/Player" has been translated
// into a single dot.
_playerTexture = _assetManager.Get<TextureAsset>("texture.Player");
}
// ... more code ...
}
}
Call the 2D Render Utilities API¶
Inside the render loop, we now need to call the API to render the texture. Add the following call to the end of the RenderBelow method:
_renderUtilities.RenderTexture(
renderContext,
new Vector2(100, 200),
_playerTexture);
This should result in the RenderBelow method looking similar to the following code:
public void RenderBelow(IGameContext gameContext, IRenderContext renderContext)
{
gameContext.Graphics.GraphicsDevice.Clear(Color.Purple);
_renderUtilities.RenderText(
renderContext,
new Vector2(10, 10),
"Hello MyGame!",
this._defaultFont);
_renderUtilities.RenderText(
renderContext,
new Vector2(10, 30),
"Running at " + gameContext.FPS + " FPS; " + gameContext.FrameCount + " frames counted so far",
this._defaultFont);
_renderUtilities.RenderTexture(
renderContext,
new Vector2(100, 200),
_playerTexture);
}
Next steps¶
We recommend continuing onto the next walkthough, Add a player.
Add a player¶
Danger
This walkthrough is seriously out-of-date. It will be updated in the near future.
Warning
For this walkthrough, we are assuming you are following on from the Rendering textures walkthrough.
The rendering textures tutorial introduced rendering a player texture as part of the world’s render loop. Obviously in a full game we can not be placing rendering and update logic for every object in the world, so we need some way of abstracting these concepts apart.
Entities are the concept that seperates individual instances of “things” in the game world; everything from players to enemies are encapsulated as entities.
Note
For more information about the exact sequence of Update and Render calls on entities, refer to the Updating and rendering documentation.
Defining a new entity¶
Now we need to define a new player entity. Entities are defined by
implementing the IEntity
interface. The most simplest entity that we can
define (that also does nothing), is:
using System;
using Protogame;
namespace MyGame
{
public class PlayerEntity : IEntity
{
// This is the constructor for the player entity.
public PlayerEntity()
{
}
// These properties indicate the X, Y and Z position of the entity.
public float X { get; set; }
public float Y { get; set; }
public float Z { get; set; }
// This is the update method called by the world manager during the update loop.
public void Update(IGameContext gameContext, IUpdateContext updateContext)
{
}
// This is the render method called by the world manager during the render loop.
public void Render(IGameContext gameContext, IRenderContext renderContext)
{
}
}
}
Add a new class to your project that matches this definition, such that the entity is called PlayerEntity.
Add a factory method¶
To create entities at runtime while still allowing them to be dependency injected, you need to create a factory method. The implementation of the factory is automatically provided to you by Protogame; you just need to add the method so that you have a way of instantiating the entity.
Modify the IEntityFactory
interface in the project so that it has a method
to create a player entity:
using System;
using Protoinject;
namespace MyGame
{
public interface IEntityFactory : IGenerateFactory
{
ExampleEntity CreateExampleEntity(string name);
PlayerEntity CreatePlayerEntity();
}
}
Creating the player entity¶
Now that we have set up our interfaces, we can begin to create the entity in our existing world.
Modify the constructor of the world to create an instance of PlayerEntity
using the new CreatePlayerEntity
method.
The world’s constructor should now look similar to this:
public MyGameWorld(
I2DRenderUtilities twoDRenderUtilities,
IAssetManagerProvider assetManagerProvider,
IEntityFactory entityFactory)
{
this.Entities = new List<IEntity>();
_renderUtilities = twoDRenderUtilities;
_assetManager = assetManagerProvider.GetAssetManager();
_defaultFont = this._assetManager.Get<FontAsset>("font.Default");
// You can also save the entity factory in a field and use it, e.g. in the Update
// loop or anywhere else in your game.
var entityA = entityFactory.CreateExampleEntity("EntityA");
entityA.X = 100;
entityA.Y = 50;
var entityB = entityFactory.CreateExampleEntity("EntityB");
entityB.X = 120;
entityB.Y = 100;
// Don't forget to add your entities to the world!
this.Entities.Add(entityA);
this.Entities.Add(entityB);
// This pulls in the texture asset via the asset manager. Note that
// the folder seperator from "texture/Player" has been translated
// into a single dot.
_playerTexture = _assetManager.Get<TextureAsset>("texture.Player");
// Add the player entity.
this.Entities.Add(entityFactory.CreatePlayerEntity());
}
Testing the player¶
If we now run the game and set a breakpoint in the IDE appropriately (as indicated by the screenshot below), we will see the player entity in the world’s entity list:

If we place a breakpoint on the entity’s Update method, we can see that it is also hit as the game runs:

Rendering the player¶
Now let’s make our entity appear on screen. To do so, we need to render a texture as part of entity’s Render call.
The process is very similar to what is described in Rendering textures. If you have not read that walkthrough, we highly recommend you do so.
In the same way that we rendered a texture in the world, we’re going to render a texture in the entity. To recap, we needed to follow four steps:
- Inject the
I2DRenderUtilities
interface. This provides the API to render the texture.- Inject the
IAssetManagerProvider
interface. From this we can gain access to the asset manager, and from there gain access to our texture asset.- Gain a reference to the texture asset within the entity’s constructor.
- Call the
RenderTexture
method againstI2DRenderUtilities
within the render loop.
Adjusting the render code¶
This results in an entity definition that looks similar to the following:
using System;
using Microsoft.Xna.Framework;
using Protogame;
namespace MyProject
{
public class PlayerEntity : IEntity
{
// This is the field where we keep a reference to the 2D render utilities.
private readonly I2DRenderUtilities m_2DRenderUtilities;
// This is the field where we keep a reference to the player texture we will render.
private readonly TextureAsset m_PlayerTexture;
// This is the player constructor. Both parameters are automatically dependency
// injected when we call CreatePlayerEntity on the entity factory.
public PlayerEntity(
I2DRenderUtilities twodRenderUtilities,
IAssetManagerProvider assetManagerProvider)
{
// Keep the 2D render utilities around for later.
this.m_2DRenderUtilities = twodRenderUtilities;
// Some implementations might assign the asset manager to a field, depending on
// whether or not they need to look up assets during the update or render
// loops. In this case we just need access to one texture, so we just keep
// it in a local variable for easy access.
var assetManager = assetManagerProvider.GetAssetManager();
// Retrieve the player texture.
this.m_PlayerTexture = assetManager.Get<TextureAsset>("texture.Player");
}
public float X { get; set; }
public float Y { get; set; }
public float Z { get; set; }
public void Update(IGameContext gameContext, IUpdateContext updateContext)
{
}
public void Render(IGameContext gameContext, IRenderContext renderContext)
{
// This check is not strictly required when using a 2D world manager, but it
// is recommended in case you want to change to a 3D world manager later on
// down the track.
//
// You can not use I2DRenderUtilities when the render context is 3D (and
// vica-versa; you can not use I3DRenderUtilities when the render context
// is 2D).
if (renderContext.Is3DContext)
{
return;
}
// Render the texture at our current position.
this.m_2DRenderUtilities.RenderTexture(
renderContext,
new Vector2(this.X, this.Y),
this.m_PlayerTexture);
}
}
}
Viewing the result¶
If you now run the game, you will see the following on your screen:

Warning
The texture being rendered at position 100, 100 is due to the render texture call made in the world. You will see this if you are following on directly from the rendering textures tutorial. The texture in the top left of the screen is the texture being rendered by the player entity (due to it’s X and Y position being initially 0, 0).
Updating the player¶
Now that we have our player entity rendering, let’s do something with it. We won’t yet cover handling input from the player (that is discussed in Handling input), but we will make it move around the screen on it’s own.
We are going to make the following changes to our entity:
- It will be initially positioned at 300, 300.
- We will make it’s X position the result of a sine wave, with an increasing counter as the input value.
Modify the entity’s code so that Update loop matches the following code, and that the specified field is defined:
// This is our new counter field that we increment every frame.
private float m_Counter = 0;
public void Update(IGameContext gameContext, IUpdateContext updateContext)
{
// Increments the counter.
this.m_Counter++;
// Adjust the X and Y position so that the X position deviates 50
// pixels either side of 300 as the game updates.
this.X = 300 + (float)Math.Sin(MathHelper.ToRadians(this.m_Counter)) * 50;
this.Y = 300;
}
Viewing the animation¶
When running the game, you should get a result that looks similar to the following video:
Next steps¶
We recommend continuing onto the next walkthough, Handling input.
Handling input¶
Danger
These walkthroughs currently need to be updated to reflect the new render pipeline functionality in Protogame.
Warning
For this walkthrough, we are assuming you are following on from the Add a player walkthrough.
In the “add a player” tutorial, we introduced the concepts of defining and creating entities, as well as performing rendering and updating for them. However, we are still missing one crucial component left for a game; that is, the ability to accept input from the player and react to it.
Traditional XNA or MonoGame games directly access the abstracted hardware APIs
such as MouseState
and KeyboardState
to determine what input the player
is provided. While this works for simple scenarios, it quickly becomes
unfeasible when you have the potential for multiple entities or UI elements
to be accepting input and you only want one entity to react to the player’s
actions.
To this end, Protogame provides an event system which uses bindings to map player inputs to actions that the game should take. The event system is the recommended way of accepting input in a Protogame-based game (but you do not have to use it).
Adding the module¶
In order to use the events system, we have to load it’s module into the dependency injection kernel. Modify the contents of your Program.cs file so that the initialization of the kernel looks like the following:
var kernel = new StandardKernel();
kernel.Load<Protogame2DIoCModule>();
kernel.Load<ProtogameAssetIoCModule>();
kernel.Load<ProtogameEventsIoCModule>(); // Load the events module
kernel.Load<MyProjectModule>(); // This was added in the previous tutorial
AssetManagerClient.AcceptArgumentsAndSetup<GameAssetManagerProvider>(kernel, args);
We can now use the events system.
Creating an event binder¶
The events system allows multiple event binders to be registered (through
dependency injection). The most commonly used binder is the StaticEventBinder
,
which uses a fluent syntax for allowing the developer to map input to actions.
That said, you can derive from the IEventBinder
interface and implement
another mechanism for mapping inputs to actions. You will most likely want
to do this when you want to allow the player to remap inputs.
However, implementation of a custom IEventBinder
is outside the scope of
this walkthrough, so we will be deriving from StaticEventBinder
and registering
it.
First, we need to create a new class called MyProjectEventBinder
(adjusting
the project name appropriately), with the following content:
using System;
using Protogame;
namespace MyProject
{
public class MyProjectEventBinder : StaticEventBinder<IGameContext>
{
public override void Configure()
{
// We haven't defined any bindings yet.
}
}
}
Now let’s register it in our dependency injection module. Modify the Load
method of MyProjectModule
such that it looks like:
using System;
using Ninject.Extensions.Factory;
using Ninject.Modules;
using Protogame;
namespace MyProject
{
public class MyProjectModule : NinjectModule
{
public override void Load()
{
// This was added in the previous tutorial.
this.Bind<IEntityFactory>().ToFactory();
// Our new event binder.
this.Bind<IEventBinder<IGameContext>>().To<MyProjectEventBinder>();
}
}
}
Creating actions¶
We will now define an action that the player can take. This is seperate from the actual input the player will provide, but indicates what should occur.
Event bindings can target one of multiple things; you can have bindings map inputs to actions, entity actions, commands or listeners.
In this case we want to perform an action against a type of entity, where we are expecting only one entity of this type to be in the world. Thus we can use an entity action and simplify our logic drastically, since the event binder will take care of locating the entity and passing it in as a parameter.
To start, we are going to define four actions for moving our entity. We have
placed these four actions in one file for the walkthrough’s simplicity, although
the normal convention is to have one class per file. Add the following
content to a file called MoveActions.cs
:
using System;
using Protogame;
namespace MyProject
{
public class MoveUpwardAction : IEventEntityAction<PlayerEntity>
{
public void Handle(IGameContext context, PlayerEntity entity, Event @event)
{
entity.Y -= 4;
}
}
public class MoveDownwardAction : IEventEntityAction<PlayerEntity>
{
public void Handle(IGameContext context, PlayerEntity entity, Event @event)
{
entity.Y += 4;
}
}
public class MoveLeftAction : IEventEntityAction<PlayerEntity>
{
public void Handle(IGameContext context, PlayerEntity entity, Event @event)
{
entity.X -= 4;
}
}
public class MoveRightAction : IEventEntityAction<PlayerEntity>
{
public void Handle(IGameContext context, PlayerEntity entity, Event @event)
{
entity.X += 4;
}
}
}
Binding input to actions¶
Now that we have defined both our event binder and our actions, we can create our input bindings.
Modify the event binder so that the Configure
method looks like the
following:
using System;
using Microsoft.Xna.Framework.Input;
using Protogame;
namespace MyProject
{
public class MyProjectEventBinder : StaticEventBinder<IGameContext>
{
public override void Configure()
{
this.Bind<KeyHeldEvent>(x => x.Key == Keys.Up).On<PlayerEntity>().To<MoveUpwardAction>();
this.Bind<KeyHeldEvent>(x => x.Key == Keys.Down).On<PlayerEntity>().To<MoveDownwardAction>();
this.Bind<KeyHeldEvent>(x => x.Key == Keys.Left).On<PlayerEntity>().To<MoveLeftAction>();
this.Bind<KeyHeldEvent>(x => x.Key == Keys.Right).On<PlayerEntity>().To<MoveRightAction>();
}
}
}
In the code above, we bind various “key held events”, (that is, they fire while the player holds a key down)
onto the PlayerEntity
instance in the world, with the specified action being invoked against
the instance of the PlayerEntity
.
Modify the player entity¶
Before we go any further, we need to remove the modifications to the player entity that cause it’s position to be updated automatically every step.
Danger
If you leave this code in, you won’t see the effects of your keyboard presses, as the result will be immediately reset when the entity updates.
If you followed the previous tutorial, your player entity might have it’s Update method defined as:
// This is our new counter field that we increment every frame.
private float m_Counter = 0;
public void Update(IGameContext gameContext, IUpdateContext updateContext)
{
// Increments the counter.
this.m_Counter++;
// Adjust the X and Y position so that the X position deviates 50
// pixels either side of 300 as the game updates.
this.X = 300 + (float)Math.Sin(MathHelper.ToRadians(this.m_Counter)) * 50;
this.Y = 300;
}
Remove the above code so that it becomes it’s original form:
public void Update(IGameContext gameContext, IUpdateContext updateContext)
{
}
Testing the result¶
With the event bindings now set up, you should be able to run the game and see something similar to the following video:
Conclusion¶
For now, this ends the series of basic walkthroughs on getting started with Protogame. We’ve covered the basics, such as rendering graphics, entity management and handling input.
Note
Is there something we’ve missed or didn’t cover? Please let me know!
Engine API¶
This documentation covers the core concepts of the engine, as well as the APIs that are available for use. It is organised into sections that roughly correlate with various aspects of the engine; core structure, graphics APIs, networking, etc.
Core: Architecture¶
This area of the Protogame documentation covers core concepts of the engine, such as how games are initialized and how Protogame manages the game lifecycle.
Game startup¶
When writing a game in Protogame, you’ll need to configure your program’s entry point so that the game initializes correctly.
Dependency injection¶
Dependency injection is a core concept of Protogame; it allows games to be built in an extremely flexible and scalable way, without locking down early design or architectural decisions.
Dependency injection does have a cost in game development, often it takes a little longer to wire up new systems as you’ll need to register them in the dependency injection kernel at startup. However, dependency injection significantly pays off in the long term as it almost completely eliminates the need for large refactors; any system which is to be replaced can be done so gracefully by providing a shim for older interfaces.
The usage of dependency injection is what allows your games to scale in Protogame from the prototyping stage to full development, without throwing away prototype code. You can gradually migrate away from your prototype code one system at a time, without being forced to do a “big bang” approach to refactors.
Quick summary¶
Dependency injection involves two main tasks:
- Registering an interface to an implementation in the kernel
- Adding the dependencies of your implementation to it’s constructor
We’ll go into more details on each of these concepts in the next sections, but a very rough summary of what both of these look like in code follows. To register an interface in the kernel, you’d add the following binding code either to the program startup, or inside a dependency injection module:
Bind<ISomeInterface>().To<DefaultSomeImplementation>();
then in the class where you want to use the functionality of the interface or implementation, you would inject it into your class constructor like so:
public class MyClass
{
public MyClass(ISomeInterface someInterface)
{
// Either use someInterface or store it in a private readonly field.
}
}
Now you can see how this allows systems within your game to be changed out extremely easily; when you need to change the implementation of a system you only need to change it in one place: at the point of binding.
For example, you could implement your player movement calculation code in
an IPlayerMovement
interface and DefaultPlayerMovement
implementation. In
C# you would make DefaultPlayerMovement
implement IPlayerMovement
, and
write the appropriate calculation code inside the implementation. Later on
in development if you want to start trialling a new movement system, you
don’t need to replace or directly change the existing implementation; you
can create a new implementation like NewPlayerMovement
(preferably more
sensibly named), and change the binding to bind to NewPlayerMovement
instead. Now everywhere in your game that uses player movement will start
using the new code, without any refactoring.
In depth: Binding services¶
TODO
In depth: Injecting services¶
TODO
Creating game entities with factories¶
TODO
Updating and rendering¶
Core: Services and APIs¶
This section of the documention details the core APIs provided by Protogame.
CoreGame<TInitialWorld>¶
-
class
CoreGame<TInitialWorld>
: Protogame.CoreGame<TInitialWorld, RenderPipelineWorldManager>, System.IDisposable, Protogame.ICoreGame The core Protogame game implementation. You should derive your Game class from this implementation.
Type Parameters: - TInitialWorld – The initial world class to start the game with.
-
protected abstract void
ConfigureRenderPipeline
(IRenderPipeline pipeline, IKernel kernel) Configure the render pipeline before the game begins.
In the new rendering system, you need to add render passes to the render pipeline of your game to indicate how things will be rendered. Use M:Protogame.IRenderPipeline.AddFixedRenderPass(Protogame.IRenderPass) or M:Protogame.IRenderPipeline.AppendTransientRenderPass(Protogame.IRenderPass) to add passes to the render pipeline.
Parameters: - pipeline (Protogame.IRenderPipeline) – The render pipeline to configure.
- kernel (Protoinject.IKernel) – The dependency injection kernel, on which you can call Get on to create new render passes for adding to the pipeline.
Entity¶
-
class
Entity
: System.Object, Protogame.IBoundingBox, IHasTransform, IHasSize, IHasVelocity, IEntity The default implementation of a game entity that doesn’t use components. You can inherit from this class to make implementing T:Protogame.IEntity easier.
-
float
Depth
Gets or sets the depth.
Value: The depth.
-
float
Height
Gets or sets the height.
Value: The height.
-
float
Width
Gets or sets the width.
Value: The width.
-
float
XSpeed
Gets or sets the x speed.
Value: The x speed.
-
float
YSpeed
Gets or sets the y speed.
Value: The y speed.
-
float
ZSpeed
Gets or sets the z speed.
Value: The z speed.
-
readonly Protogame.ITransform
Transform
-
readonly Protogame.IFinalTransform
FinalTransform
-
public void
Render
(IGameContext gameContext, IRenderContext renderContext) The render.
Parameters: - gameContext (Protogame.IGameContext) – The game context.
- renderContext (Protogame.IRenderContext) – The render context.
-
public void
Update
(IGameContext gameContext, IUpdateContext updateContext) The update.
Parameters: - gameContext (Protogame.IGameContext) – The game context.
- updateContext (Protogame.IUpdateContext) – The update context.
-
float
HasTransformExtensions¶
-
class
HasTransformExtensions
: System.Object Extension methods which assist developers in writing classes that implement T:Protogame.IHasTransform.
-
public Protogame.IFinalTransform
GetAttachedFinalTransformImplementation
(IHasTransform hasTransform, INode node) Returns a final transform by combining the final transform of the parent in the hierarchy (if the parent node has a transform), and the local transform of this object. You should use this method to implement P:Protogame.IHasTransform.FinalTransform if your object resides in the hierarchy.
Parameters: - hasTransform (Protogame.IHasTransform) – The current object.
- node (Protoinject.INode) – The node in the dependency injection hierarchy that points to this object. This value can be obtained by injecting T:Protoinject.INode into the constructor of your object.
Returns: A final computed transform.
-
public Protogame.IFinalTransform
GetDetachedFinalTransformImplementation
(IHasTransform hasTransform) Gets a final transform which is just representative of the local transform. This method should be used sparingly, but is intended when either you know the parent of this object will have no transform (i.e. you are implementing an entity which resides directly in the world), or when there’s no way for the caller to know it’s position in the hierarchy.
Parameters: - hasTransform (Protogame.IHasTransform) – The current object.
Returns: A final computed transform.
-
public Protogame.IFinalTransform
IEngineHook¶
-
interface
IEngineHook
An interface representing a low-level engine hook. These hooks are should be registered in the dependency injection container. All registered engine hooks will be automatically fired during execution of the game.
-
void
Render
(IGameContext gameContext, IRenderContext renderContext) The render callback for the engine hook. This is triggered right before the rendering of the world manager.
Parameters: - gameContext (Protogame.IGameContext) – The game context.
- renderContext (Protogame.IRenderContext) – The render context.
-
void
Update
(IGameContext gameContext, IUpdateContext updateContext) The update callback for the engine hook. This is triggered right before the update of the world manager.
Parameters: - gameContext (Protogame.IGameContext) – The game context.
- updateContext (Protogame.IUpdateContext) – The update context.
-
void
Update
(Protogame.IServerContext serverContext, IUpdateContext updateContext) The update callback for the engine hook on a server. This is triggered right before the update of the world manager.
Parameters: - serverContext (Protogame.IServerContext) – The server context.
- updateContext (Protogame.IUpdateContext) – The update context.
-
void
IEntity¶
-
interface
IEntity
: IHasTransform Represents an entity.
For a base implementation that has the required interfaces implemented, inherit from T:Protogame.Entity.
For a base implementation that supports components, inherit from T:Protogame.ComponentizedEntity.
-
void
Render
(IGameContext gameContext, IRenderContext renderContext) Called by the T:Protogame.IWorldManager when it’s time for this entity to be rendered in the game.
Parameters: - gameContext (Protogame.IGameContext) – The game context.
- renderContext (Protogame.IRenderContext) – The render context.
-
void
Update
(IGameContext gameContext, IUpdateContext updateContext) Called by the T:Protogame.IWorldManager when this entity’s state should be updated in the game.
Parameters: - gameContext (Protogame.IGameContext) – The game context.
- updateContext (Protogame.IUpdateContext) – The update context.
-
void
IGameConfiguration¶
-
interface
IGameConfiguration
The game configuration interface. All of the implementations of T:Protogame.IGameConfiguration are instantiated at startup and are used to configure the dependency injection system and the game.
-
void
ConfigureKernel
(IKernel kernel) Called at application startup to configure the kernel before the game is created.
Parameters: - kernel (Protoinject.IKernel) – The dependency injection kernel.
-
void
IGameContext¶
-
interface
IGameContext
Represents the state of the game at runtime. This interface is frequently used, and is passed in to Render and Update methods of all worlds and entities.
-
int
FPS
Gets the frames-per-second of the current game.
Value: The FPS.
-
int
FrameCount
Gets the number of frames that have been rendered in total during the game.
Value: The total number of frames rendered.
-
readonly Game
Game
Gets the game instance.
Value: The game instance.
-
GameTime
GameTime
Gets the amount of game time elapsed since the last update or render step.
Value: The elapsed game time since the last update or render step.
-
readonly GraphicsDeviceManager
Graphics
Gets the graphics device manager, which provide a high-level API to the graphics device.
Value: The graphics device manager.
-
readonly Protogame.IGameWindow
Window
Gets the game window.
Value: The window the game is rendering in.
-
readonly IWorld
World
Gets the current world.
Value: The current active world in the game.
-
readonly IWorldManager
WorldManager
Gets the world manager.
Value: The world manager.
-
readonly IHierarchy
Hierarchy
Gets the dependency injection hierarchy, which contains all worlds, entities and components.
Value: The dependency injection hierarchy, which contains all worlds, entities and components.
-
Ray
MouseRay
Gets or sets the ray representing the mouse cursor in 3D space. This is updated automatically by DefaultRenderContext based on the World, View and Projection properties of the current render context.
Value: The ray representing the mouse cursor in 3D space.
-
Plane
MouseHorizontalPlane
Gets or sets the plane representing the mouse cursor’s Y position in 3D space. This forms a plane such that if it were projected back to the screen it would intersect the mouse’s Y position along the X axis of the screen. This is updated automatically by DefaultRenderContext based on the World, View and Projection properties of the current render context.
Value: The plane representing the mouse cursor’s Y position in 3D space.
-
Plane
MouseVerticalPlane
Gets or sets the plane representing the mouse cursor’s X position in 3D space. This forms a plane such that if it were projected back to the screen it would intersect the mouse’s X position along the Y axis of the screen. This is updated automatically by DefaultRenderContext based on the World, View and Projection properties of the current render context.
Value: The plane representing the mouse cursor’s X position in 3D space.
-
void
Begin
() Called by the game at the beginning of a frame, immediately before any update logic is processed. This method is used by the engine, and should not be called from user code.
-
IWorld
CreateWorld<T>
() Creates the specified world and returns it.
Type Parameters: - T – The type of the world to create.
Returns: The T:Protogame.IWorld.
-
IWorld
CreateWorld<TFactory>
(System.Func<TFactory, IWorld> creator) Creates the specified world using a given factory and returns it.
Type Parameters: - TFactory – The type of the world to create.
Parameters: - IWorld> creator (System.Func<TFactory,) – The method used to create the world.
Returns: The T:Protogame.IWorld.
-
void
ResizeWindow
(int width, int height) Resizes the game window to the specified width and height. This method can only be called during the update step (not during rendering).
Parameters: - width (int) – The desired width of the game window.
- height (int) – The desired height of the game window.
-
void
SwitchWorld<T>
() Asynchronously switches the current active world to a new instance of the world, as specified by the given type.
Type Parameters: - T – The type of world to create and switch to.
-
void
SwitchWorld<TFactory>
(System.Func<TFactory, IWorld> creator) Switches the current active world to a new instance of the world, using the specified factory method to create the instance of the world.
Type Parameters: - TFactory – The type of world to create and switch to.
Parameters: - IWorld> creator (System.Func<TFactory,) – The factory method used to create the world.
-
void
SwitchWorld<TFactory>
(System.Func<TFactory, Task`1> creator) Asynchronously switches the current active world to a new instance of the world, using the specified factory method to create the instance of the world.
Type Parameters: - TFactory – The type of world to create and switch to.
Parameters: - Task`1> creator (System.Func<TFactory,) – The factory method used to create the world.
-
void
SwitchWorld<T>
(Protogame.T world) Type Parameters: - T –
Parameters: - world (Protogame.T) –
-
int
IHasSize¶
-
interface
IHasSize
An interface which indicates that an object has a bounding box size assocated with it.
-
float
Depth
Gets or sets the depth.
Value: The depth.
-
float
Height
Gets or sets the height.
Value: The height.
-
float
Width
Gets or sets the width.
Value: The width.
-
float
IHasTransform¶
-
interface
IHasTransform
An interface which indicates that an object has a transform associated with it.
-
readonly Protogame.ITransform
Transform
The local transform of this object.
-
readonly Protogame.IFinalTransform
FinalTransform
The final transform of this object.
If you’re implementing this property, you probably want to use M:Protogame.HasTransformExtensions.GetAttachedFinalTransformImplementation(Protogame.IHasTransform,Protoinject.INode) or M:Protogame.HasTransformExtensions.GetDetachedFinalTransformImplementation(Protogame.IHasTransform).
-
readonly Protogame.ITransform
IHasVelocity¶
-
interface
IHasVelocity
An interface which indicates that an object has a velocity associated with it.
-
float
XSpeed
Gets or sets the X speed.
Value: The X speed.
-
float
YSpeed
Gets or sets the Y speed.
Value: The Y speed.
-
float
ZSpeed
Gets or sets the Z speed.
Value: The Z speed.
-
float
IRenderContext¶
-
interface
IRenderContext
An interface which provides the current context in which rendering is being performed. This is passed to all Render methods by the engine.
You should avoid performing calls to MonoGame’s rendering APIs unless you have an accessible instance of T:Protogame.IRenderContext. Without having an instance of T:Protogame.IRenderContext, it’s possible that the code you are writing will be invoked outside of the standard rendering loop.
-
readonly BoundingFrustum
BoundingFrustum
Gets the bounding frustum for the current view and projection matrixes.
Value: The bounding frustum for the current view and projection matrixes.
-
readonly GraphicsDevice
GraphicsDevice
Gets the associated graphics device.
Value: The graphics device.
-
bool
IsRendering
Gets a value indicating whether the game is currently rendering in either the render pipeline or the backbuffer. This value will always be true within any method call that occurs below M:Microsoft.Xna.Framework.Game.Draw(Microsoft.Xna.Framework.GameTime) in the call stack. When you are rendering, certain operations can not be performed, in particular, operations which reset the graphics device like resizing the game window.
-
Vector3
CameraPosition
Gets or sets the last known camera position. The value of this property is set internally by cameras so that the camera position is known when lighting effects are applied. Setting this property from user code will not actually update the camera position or modify projection parameters; it will only impact the way lights are rendered.
-
Vector3
CameraLookAt
Gets or sets the last known camera look at vector. The value of this property is set internally by cameras so that the camera look at vector is known when lighting effects are applied. Setting this property from user code will not actually update the camera look at vector or modify projection parameters; it will only impact the way lights are rendered.
-
Matrix
Projection
Gets or sets the projection matrix for 3D rendering.
Value: The projection matrix for 3D rendering.
-
readonly Texture2D
SingleWhitePixel
Gets a texture representing a single white pixel.
Value: The single white pixel.
-
readonly SpriteBatch
SpriteBatch
Gets a sprite batch associated with the current device, upon which 2D rendering is performed.
Value: The sprite batch.
-
Matrix
View
Gets or sets the view matrix for 3D rendering.
Value: The view matrix for 3D rendering.
-
Matrix
World
Gets or sets the world matrix for 3D rendering.
Value: The world matrix for 3D rendering.
-
readonly IRenderPass
CurrentRenderPass
Gets the current render pass that is being used.
Value: The current render pass that is being used.
-
void
PopRenderTarget
() Pops the current render target from the current rendering context. If there are no more render targets in the stack after this call, then the rendering will default back to rendering to the back buffer.
-
void
PushRenderTarget
(RenderTargetBinding renderTarget) Push a render target onto the current rendering context, making it the active target for rendering. By using the PushRenderTarget / PopRenderTarget methods, this allows you to safely chain render target switches, without risk of losing the previous render target. An example of where this can be used is if you want to capture the next frame, you can simply start with a PushRenderTarget and as long as all other render target switching uses these methods or respects the previous render target, then everything will be captured as intended.
Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTargetBinding) – The render target instance to make active.
-
void
PushRenderTarget
(Microsoft.Xna.Framework.Graphics.RenderTargetBinding[] renderTargets) Push an array of render targets onto the current rendering context, making them the active target for rendering. By using the PushRenderTarget / PopRenderTarget methods, this allows you to safely chain render target switches, without risk of losing the previous render target.
Parameters: - renderTargets (Microsoft.Xna.Framework.Graphics.RenderTargetBinding[]) – The render targets to make active.
-
void
Render
(IGameContext context) Called by the world manager to set up the render context at the beginning of a render.
Parameters: - context (Protogame.IGameContext) – The current game context.
-
IRenderPass
AddFixedRenderPass
(IRenderPass renderPass) Adds the specified render pass to the render pipeline permanently. This render pass will take effect after the start of the next frame.
Parameters: - renderPass (Protogame.IRenderPass) – The render pass to add.
Returns: The render pass that was given to this function. This return value is for convenience only, so that you may construct and add a render pass in a single statement, while obtaining a reference to it if you need to modify it’s values or call M:Protogame.IRenderContext.RemoveFixedRenderPass(Protogame.IRenderPass) later. The render pass is not modified by this function.
-
void
RemoveFixedRenderPass
(IRenderPass renderPass) Removes the specified render pass from the render pipeline.
Parameters: - renderPass (Protogame.IRenderPass) – The render pass to remove.
-
IRenderPass
AppendTransientRenderPass
(IRenderPass renderPass) Append the specified render pass to the render pipeline for this frame only. This is method that allows you to temporarily add additional render passes to a frame.
If all standard (non-post-processing) render passes have finished post-processing has begun and this method is given a standard render pass, it will have no effect.
Render passes that were appended can not be removed with M:Protogame.IRenderContext.RemoveFixedRenderPass(Protogame.IRenderPass).
Parameters: - renderPass (Protogame.IRenderPass) – The render pass to add.
Returns: The render pass that was given to this function. This return value is for convenience only, so that you may construct and add a render pass in a single statement, while obtaining a reference to it if you need to modify it’s value. The render pass is not modified by this function.
-
bool
IsCurrentRenderPass<T>
() Returns whether or not the current render pass is of the specified type.
Type Parameters: - T – The type to check the render pass against.
Returns: Whether or not the current render pass is of the specified type.
-
bool
IsCurrentRenderPass<T>
(ref Protogame.T currentRenderPass) Type Parameters: - T –
Parameters: - (ref) currentRenderPass (Protogame.T) –
-
Protogame.T
GetCurrentRenderPass<T>
() Returns the current render pass as the type T.
Type Parameters: - T – The type of render pass to return.
Returns: The current render pass as the type T.
-
bool
IsFirstRenderPass
() Returns whether this is the first render pass being performed. You can use this method to isolate render logic that should only occur once per frame (such as appending transient render passes).
Returns: Whether this is the first render pass being performed.
-
readonly BoundingFrustum
IServerConfiguration¶
-
interface
IServerConfiguration
The server configuration interface. All of the implementations of T:Protogame.IServerConfiguration are instantiated at startup and are used to configure the dependency injection system and the server.
-
void
ConfigureKernel
(IKernel kernel) Called at application startup to configure the kernel before the server is created.
Parameters: - kernel (Protoinject.IKernel) – The dependency injection kernel.
-
Protogame.ICoreServer
ConstructServer
(IKernel kernel) Called at application startup to construct the main server instance. This instance will be run as the main server.
Parameters: - kernel (Protoinject.IKernel) – The dependency injection kernel.
Returns: The server instance to run.
-
void
IStringSanitizer¶
-
interface
IStringSanitizer
An interface which provides mechanisms to sanitize text input.
-
string
SanitizeCharacters
(SpriteFont font, string text) Sanitizes the specified text such that it can be rendered with the specified font.
Parameters: - font (Microsoft.Xna.Framework.Graphics.SpriteFont) – The font that will render or measure the text.
- text (string) – The text to sanitize.
Returns: The text containing only characters that the font can render.
-
string
IUpdateContext¶
-
interface
IUpdateContext
The UpdateContext interface.
This interface provides a mechanism to perform additional update logic based on the current state of the game.
Bind this interface in the Protoinject kernel before creating an instance of your game, and the T:Protogame.CoreGame`1 implementation will create an instance of the bound type and use it during execution.
-
void
Update
(IGameContext context) The update.
Parameters: - context (Protogame.IGameContext) – The context.
-
void
IWorld¶
-
interface
IWorld
: System.IDisposable The World interface.
A world is a container for the entities and logic of the current game state. It encapsulates the general appearance and logic of the game while the world is active (unlike T:Protogame.IWorldManager which applies throughout the execution of the entire game).
This is an interface which all of the worlds you define should implement.
-
void
RenderAbove
(IGameContext gameContext, IRenderContext renderContext) This is called by T:Protogame.IWorldManager when rendering is about to finish. Rendering has not yet been completely finalized, but all entities have been rendered in the current context.
Parameters: - gameContext (Protogame.IGameContext) – The game context.
- renderContext (Protogame.IRenderContext) – The render context.
-
void
RenderBelow
(IGameContext gameContext, IRenderContext renderContext) This is called by T:Protogame.IWorldManager when rendering has started, but no entities have yet been rendering in the current context.
Parameters: - gameContext (Protogame.IGameContext) – The game context.
- renderContext (Protogame.IRenderContext) – The render context.
-
void
Update
(IGameContext gameContext, IUpdateContext updateContext) This is called by T:Protogame.IWorldManager after all of the entities have been updated.
Parameters: - gameContext (Protogame.IGameContext) – The game context.
- updateContext (Protogame.IUpdateContext) – The update context.
-
void
IWorldManager¶
-
interface
IWorldManager
The WorldManager interface.
A world manager handles the main game loop; that is, is the top most object responsible for rendering and updating the game. Within a world manager, you will call Render and Update on the current world, usually after setting up the appropriate rendering contexts.
There is a default world manager implementation bound when loading the T:Protogame.ProtogameCoreModule. You can rebind this interface to perform advanced rendering or update logic.
-
void
Render<T>
(Protogame.T game) Type Parameters: - T –
Parameters: - game (Protogame.T) –
-
void
Update<T>
(Protogame.T game) Type Parameters: - T –
Parameters: - game (Protogame.T) –
-
void
ProtogameCoreModule¶
-
class
ProtogameCoreModule
: ProtogameBaseModule, IProtoinjectModule The core Protogame dependency injection module, which loads all of the core classes required for basic game functionality. You must load this module for Protogame to work.
-
public void
Load
(IKernel kernel) You should call M:Protoinject.StandardKernel.Load``1 instead of calling this method directly.
Parameters: - kernel (Protoinject.IKernel) –
-
public void
Asset Management¶
Protogame uses the concept of assets to distinguish between logic / code and data / assets. Unlike other engines, assets are intended to be used to define not only low-level data such as textures, but also types of things in your game, such as different types or enemies.
Examples of assets common to all Protogame games are:
- Textures
- Sounds
- 3D models
- Effects (shaders)
- AI logic
- Ogmo Editor levels
Examples of custom assets that you might define for your game are:
- Enemy types
- Spells
- Weapons
Conceptual model¶
The diagram below outlines the conceptual model of the asset system, including how assets are stored, compiled and loaded:

Using assets¶
To use assets in-game, you need to inject IAssetManagerProvider
and call
GetAssetManager()
on it. This is covered in detail in the
Rendering textures walkthough, and as such is not covered
here.
Types of assets¶
Textures¶
Textures can be provided in source form with a standard PNG image. They represent images that can be rendered at runtime in your game.
Textures are platform-specific and thus they require compilation. When the game is running on a desktop platform, compilation can be done transparently from the PNG file specified, but for either mobile or release builds you need to compile texture assets using the Protogame asset tool.
Sounds¶
Sounds are used for playing back audio during the game. Sounds are provided in a standard Wave format. This format is reasonably specific due to the requirement for it to be playable across platforms.
As specified in the XNA documentation, the requirements for the Wave format are:
Note
The Stream object must point to the head of a valid PCM wave file. Also, this wave file must be in the RIFF bitstream format.
The audio format has the following restrictions:
- Must be a PCM wave file
- Can only be mono or stereo
- Must be 8 or 16 bit
- Sample rate must be between 8,000 Hz and 48,000 Hz
Sounds are platform-specific and thus they require compilation. When the game is running on a desktop platform, compilation can be done transparently from the Wave file specified, but for either mobile or release builds you need to compile sound assets using the Protogame asset tool.
3D Models¶
3D models are used to render shapes when building a 3D game. They are provided in source form with an FBX file, and have support for animations in this format.
3D models must be converted into a format for fast loading at runtime and thus they require compilation. The library that reads FBX files runs on desktop platforms and thus FBX files can be read at runtime on these platforms, but for either mobile or release builds you need to compile model assets using the Protogame asset tool.
Effects¶
Effects are cross-platform shaders that are written in a format similar to
HLSL and are provided in a .fx
file on disk. Since effects are written in
a derivative of HLSL, effects can only be compiled on a Windows machine.
Protogame provides a remote compilation mechanism that allows effects to be sent from a non-Windows machine (such as Linux) over the network, compiled on a Windows machine for the appropriate target type, returned and loaded transparently. For more information, see Remote compilation.
Sounds are platform-specific and thus they require compilation. When the game is running on a desktop platform, compilation can be done transparently from the effect file specified, but for either mobile or release builds you need to compile effect assets using the Protogame asset tool.
AI logic¶
Unlike other forms on assets, AIs are defined as classes in your code and
carry the [Asset("name")]
attribute on the class declaration, while also
inheriting from AIAsset
. An example of an AI asset that does not
perform any functionality would be as follows:
AI assets do not require any additional processing to work as they are compiled as part of your codebase. AI assets are designed as a way for custom assets (such as enemy types) to specify how they should behave in the game.
Ogmo Editor Levels¶
Ogmo Editor levels are saved as .oel
files by Ogmo Editor. .oel
files
can be read and loaded on any platform, and are internally converted to
normal source asset files. When you compile assets, the result will be
an .asset
file that embeds the original level file’s data.
Compiling assets¶
As mentioned above, some types of assets require compilation before they can be used. This can happen at runtime for desktop platforms in Debug mode, but you must precompile assets for mobile or release builds.
To compile assets, we use the Protogame asset tool, which is included in the solution you use to build your game.
The Protogame asset tool accepts the following options to determine how it will compile assets:
Option | Description |
---|---|
-o ...\MyProject.Content\compiled |
This should be the “compiled” folder in your content project. It specifies the location to output the compiled assets for each target platform. |
-p Windows -p Linux ... |
This option is specified for each platform
you want to target. If you wanted to target Linux and Android,
you would specify The supported platform names are (these are from the
|
-a MyAssembly.dll
--assembly=MyAssembly.dll |
This specifies additional assemblies to load during asset compilation. This is required if you have defined custom asset types as the Protogame asset tool needs to know where to locate the loader, saver and (optionally) compiler classes for the custom assets. |
-m remote |
This changes the behaviour of the Protogame asset tool so that instead of compiling assets, it instead listens for remote requests for asset compilation. See the Remote compilation section for more information on remote effect compilation. |
Often for large projects you will want to encapsulate this command in a batch or shell script so that you don’t need to type the command each time.
For a Windows machine, a batch script placed in the content project (such that this file resides next to the “assets” and “compiled” directories), might look like:
For Linux, the shell script might look like:
Remote compilation¶
Compilation of effects (shaders) requires a Windows machine because the process requires access to the DirectX APIs to parse the HLSL syntax. However, it is possible for the compilation to be performed remotely; that is, the compilation is invoked on a Linux machine (either during the game or part of the asset tool) and the request is routed over the network to a Windows machine where the compilation actually occurs. The resulting shader code is then returned back over the network to the original machine.
For non-Windows machines, the default effect compiler searches the local network for a Windows machine running the remote compiler. On a Windows machine, you can start the remote compiler with the following command:
ProtogameAssetTool.exe -m remote
This tool requires port 4321 and 8080 to be open in the Windows firewall; when it starts for the first time it will attempt to do this and you may see UAC dialogs appear as it requests administrator permission.
As long as there is at least one Windows machine running this tool on the same subnet as the Linux or Mac OS X machines, they will transparently compile effects correctly as if it was being done locally.
The remote compiler requires both the latest DirectX and the Visual C++ 2010 Redistributable installed on the machine that is running it in order to invoke the shader compilation library.
API Documentation¶
IAsset¶
-
interface
IAsset
The interface for all assets.
When you implement a new asset type, you need to implement this interface.
-
readonly bool
CompiledOnly
Gets a value indicating whether the asset only contains compiled information.
Value: Whether the asset only contains compiled information.
-
readonly string
Name
Gets the name of the asset.
Value: The name of the asset.
-
readonly bool
SourceOnly
Gets a value indicating whether the asset only contains source information.
Value: Whether the asset only contains source information.
-
Protogame.T
Resolve<T>
() Attempt to resolve this asset to the specified type.
Type Parameters: - T – The target type of the asset.
Returns: The current asset as a :T.
-
readonly bool
LevelDataFormat¶
-
enum
LevelDataFormat
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines the format of level data in level assets.
-
LevelDataFormat
Unknown
The level data is in an unknown format.
-
LevelDataFormat
OgmoEditor
The level data is exported from Ogmo Editor.
-
LevelDataFormat
ATF
The level data is exported from an ATF-based level editor.
-
LevelDataFormat
ModelVertex¶
-
struct
ModelVertex
: System.ValueType Represents a model vertex with all available data from the model.
Models may store different data in different areas depending on what shader is intended to be used with the model. For example, some models might specify vertex colors, and others might use textures and bump maps.
-
System.Nullable<Vector3>
Position
The 3D position in space of this vertex, if specified.
-
System.Nullable<Vector3>
Normal
The normal of the vertex, if specified.
-
System.Nullable<Vector3>
Tangent
The tangent of the vertex, if specified.
-
System.Nullable<Vector3>
BiTangent
The bitangent of the vertex, if specified.
-
Microsoft.Xna.Framework.Color[]
Colors
The color channels associated with the vertex. A vertex can have zero or more color channels.
-
Microsoft.Xna.Framework.Vector2[]
TexCoordsUV
The 2D texture coordinates associated with the vertex. These texture coordinates are often refered to as UV-coordinates. A vertex can have zero or more texture coordinate channels.
-
Microsoft.Xna.Framework.Vector3[]
TexCoordsUVW
The 3D texture coordinates associated with the vertex. These texture coordinates are often refered to as UVW-coordinates. Often you won’t use these; they’re only used if the model is being rendered using a 3D texture or cube, or if you’re storing non-texture data in these channels. A vertex can have zero or more texture coordinate channels.
-
System.Nullable<Byte4>
BoneIndices
The indicies of the bones associated with this vertex. This data is calculated by the model importer based on the bones configured in the model. If there are no bones in the model, or this vertex isn’t affected by bones, this value is null.
-
System.Nullable<Vector4>
BoneWeights
The weights of the bones associated with this vertex. This data is calculated by the model importer based on the bones configured in the model. If there are no bones in the model, or this vertex isn’t affected by bones, this value is null.
-
string
ToString
() Provides a very basic representation of the vertex (just the position information).
Returns: A string representation of the model vertex.
-
ModelVertex
Transform
(Matrix matrix) Transforms the current model vertex by the matrix.
Parameters: - matrix (Microsoft.Xna.Framework.Matrix) –
Returns:
-
System.Nullable<Vector3>
ProtogameAssetModule¶
-
class
ProtogameAssetModule
: System.Object, IProtoinjectModule The asset management module, which provides functionality for loading, saving, compiling and using game assets. Loading this module is recommended, but you can omit it if you want to use your own asset management system.
-
public void
Load
(IKernel kernel) Parameters: - kernel (Protoinject.IKernel) –
-
public void
LoadRawAssetStrategies
(IKernel kernel) Parameters: - kernel (Protoinject.IKernel) –
-
public void
TargetPlatform¶
-
enum
TargetPlatform
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Represents a platform that Protogame can either execute on, or output asset content for.
-
TargetPlatform
Windows
The Windows desktop. This represents running on the Windows desktop using the Win32 API (not Metro).
-
TargetPlatform
Xbox360
XBox 360. This platform is only supported by the original XNA toolkit, and Protogame can not run on it.
-
TargetPlatform
WindowsPhone
Windows Phone 7. This platform is no longer recognised by MonoGame; Protogame still includes this declaration for backwards compatible as this enumeration is serialized as part of assets.
-
TargetPlatform
iOS
Apple iOS devices (including iPhone and iPad).
-
TargetPlatform
Android
Android devices (including phones and tablets).
-
TargetPlatform
Linux
The Linux desktop.
-
TargetPlatform
MacOSX
The Mac OS X desktop.
-
TargetPlatform
WindowsStoreApp
Windows Store applications. This represents running under the new Metro API offered by Windows 8 and later.
-
TargetPlatform
NativeClient
Google NativeClient. This platform is not supported by MonoGame, and as such, Protogame can not run on it.
-
TargetPlatform
Ouya
The OUYA console, which is a superset of the Android functionality.
-
TargetPlatform
PlayStationMobile
PlayStation Mobile. This platform has since been deprecated by Sony.
-
TargetPlatform
WindowsPhone8
Windows Phone 8.
-
TargetPlatform
RaspberryPi
Raspberry Pi. This platform is not supported by MonoGame, and as such, Protogame can not run on it.
-
TargetPlatform
Web
A web application, where the C# code has been converted to Javascript with JSIL. This platform is not yet supported by MonoGame, and as such, Protogame can not run on it.
-
TargetPlatform
TargetPlatformUtility¶
-
class
TargetPlatformUtility
: System.Object - A static utility class which returns the platform that
code is currently executing under.
This method allows you to access platform information at runtime. To change what code is built at compile-time based on the platform, use one of the following constants:
PLATFORM_ANDROID
PLATFORM_IOS
PLATFORM_LINUX
PLATFORM_MACOS
PLATFORM_OUYA
PLATFORM_PSMOBILE
PLATFORM_WINDOWS
PLATFORM_WINDOWS8
PLATFORM_WINDOWSGL
PLATFORM_WINDOWSPHONE
PLATFORM_WEB
You can use these constants with the
#if
construct in C#. For example:
public void MyMethod() { #if PLATFORM_WINDOWS SomeWindowsSpecificCall() #elif PLATFORM_LINUX SomeLinuxSpecificCall() #endif }
-
public TargetPlatform
GetExecutingPlatform
() Returns the platform that the game is currently executing on.
Returns: The T:Protogame.TargetPlatform value representing the platform that the game is currently executing on.
TextureAsset¶
-
class
TextureAsset
: System.MarshalByRefObject, IAsset, Protogame.INativeAsset A texture asset.
This represents a texture, stored in a Protogame asset.
-
readonly bool
CompiledOnly
Gets a value indicating whether the asset only contains compiled information.
Value: Whether the asset only contains compiled information.
-
readonly string
Name
Gets the name of the asset.
Value: The name of the asset.
-
Protogame.PlatformData
PlatformData
Gets or sets the platform-specific data associated with this asset.
Value: The platform-specific data for this asset.
-
System.Byte[]
RawData
Gets or sets the raw texture data. This is the source information used to compile the asset.
Value: The raw texture data.
-
readonly bool
SourceOnly
Gets a value indicating whether the asset only contains source information.
Value: Whether the asset only contains source information.
-
readonly bool
SourcedFromRaw
Gets a value indicating whether or not this asset was sourced from a raw file (such as a PNG image).
Value: The sourced from raw.
-
readonly Texture2D
Texture
Gets the runtime, MonoGame texture.
Value: The MonoGame texture.
-
public void
ReadyOnGameThread
() Reloads the texture from the associated compiled data. After compilation of the texture asset, this reloads the MonoGame representation of the texture so that the Texture property correctly represents a texture based on the compiled data.
-
public Protogame.T
Resolve<T>
() Attempt to resolve this asset to the specified type.
Type Parameters: - T – The target type of the asset.
Returns: The current asset as a :T.
-
readonly bool
UserInterfaceFormat¶
-
enum
UserInterfaceFormat
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines the format of user interface schema.
-
UserInterfaceFormat
Unknown
The user interface is in an unknown format.
-
UserInterfaceFormat
XmlVersion2
The user interface is in XML Version 2 format.
-
UserInterfaceFormat
Audio¶
This section of the documention details the audio APIs provided by Protogame.
IAudioHandle¶
-
interface
IAudioHandle
An interface which represents an instance of an audio asset.
-
float
Volume
The volume of the audio instance.
-
readonly bool
IsPlaying
Whether the audio instance is still playing. When this is false, the audio instance has finished playing.
-
void
Loop
() Plays this audio instance in a loop.
-
void
Pause
() Pauses playback of this audio instance.
-
void
Play
() Starts playing or resumes this audio instance once (not looped).
-
void
Stop
(bool immediate) Stops playback of this audio instance, resetting the playback position to the start of the audio instance.
Parameters: - immediate (bool) – Wehether to stop the sound immediately.
-
float
IAudioUtilities¶
-
interface
IAudioUtilities
The AudioUtilities interface.
-
IAudioHandle
GetHandle
(Protogame.IAssetReference<AudioAsset> asset) Obtains an audio handle instance for an audio asset. This instance can then be played, looped or stopped through the T:Protogame.IAudioHandle interface.
Parameters: - asset (Protogame.IAssetReference<AudioAsset>) – The audio asset to obtain an instance handle for.
Returns: The T:Protogame.IAudioHandle instance handle.
-
IAudioHandle
Loop
(Protogame.IAssetReference<AudioAsset> asset) Obtains an audio handle instance for an audio asset and starts playing it looped. This instance can then be controlled through the T:Protogame.IAudioHandle interface.
Parameters: - asset (Protogame.IAssetReference<AudioAsset>) – The audio asset to obtain an instance handle for.
Returns: The T:Protogame.IAudioHandle instance handle.
-
IAudioHandle
Play
(Protogame.IAssetReference<AudioAsset> asset) Obtains an audio handle instance for an audio asset and plays it once. This instance can then be controlled through the T:Protogame.IAudioHandle interface.
Parameters: - asset (Protogame.IAssetReference<AudioAsset>) – The audio asset to obtain an instance handle for.
Returns: The T:Protogame.IAudioHandle instance handle.
-
IAudioHandle
Graphics¶
In order to facilitate rendering to the screen, Protogame makes use of a render pipeline, in which multiple render passes are chained together to produce the final result.
Render pipeline overview¶
Protogame uses a render pipeline to allow multiple render passes to build the final result that is rendered to the screen. This allows post-processing effects to be easily applied to your game.
The Protogame render pipeline is broken up into two stages; the standard render stage and the post-processing render stage.
Each render stage consists of fixed render passes and transient render passes.
Fixed render passes are added to the pipeline during game startup CoreGame<TInitialWorld>.ConfigureRenderPipeline, and added or removed from the pipeline at runtime with IRenderPipeline.AddFixedRenderPass and IRenderPipeline.RemoveFixedRenderPass respectively.
Transient render passes are appended to the current frame of the render pipeline with IRenderPipeline.AppendTransientRenderPass. Transient render passes are only used for the current frame, and do not occur on any future frames unless you call IRenderPipeline.AppendTransientRenderPass again.
A visual graph of the render pipeline demonstrates the method calls that are made during each stage, how render pipelines are added, and what render targets are used when rendering is performed in each pass:

Standard render stage¶
During the standard render stage, all render passes are directed at the same render target, and are applied in order.
Types of standard render passes are:
These render passes are used for general game rendering. For example, you can render your game in a Protogame.I3DRenderPass, and your UI in a Protogame.I2DDirectRenderPass or Protogame.I2DBatchedRenderPass.
Post-processing render stage¶
During the post-processing render stage, each render pass is provided a render target representing the result of the previous render stage.
Types of post-processing render passes are:
These render passes are for applying additional effects after your game has been rendered.
Creating render passes¶
Render passes can be created by injecting the Protogame.IGraphicsFactory service, and using the methods available.
Adding fixed render passes¶
Fixed render passes are the main render passes that apply every frame, for the entire time that your game is running.
Fixed render passes are primarily set up when deriving from CoreGame<TInitialWorld>.ConfigureRenderPipeline in your own game class. You can add and remove fixed render passes at runtime using the methods on Protogame.IRenderContext.
Configuring at game start¶
You can configure the fixed render passes used in game at game start, by calling IRenderPipeline.AddFixedRenderPass:
public class AddingFixedRenderPassExampleGame : CoreGame<RenderPipelineWorld>
{
public AddingFixedRenderPassExampleGame(IKernel kernel) : base(kernel)
{
}
protected override void ConfigureRenderPipeline(IRenderPipeline pipeline, IKernel kernel)
{
var factory = kernel.Get<IGraphicsFactory>();
// Add a 3D render pass in which we render the main game world.
pipeline.AddFixedRenderPass(factory.Create3DRenderPass());
// Add a 2D batched render pass in which we render the UI.
pipeline.AddFixedRenderPass(factory.Create2DBatchedRenderPass());
}
}
Modifying at runtime¶
You can add and remove fixed render passes at runtime, by calling IRenderContext.AddFixedRenderPass and IRenderContext.RemoveFixedRenderPass:
public class FixedRenderPassEntity : Entity
{
private readonly IRenderPass _renderPass;
private bool _someOnceOffField;
public FixedRenderPassEntity(IGraphicsFactory graphicsFactory)
{
_renderPass = graphicsFactory.Create3DRenderPass();
_someOnceOffField = true;
}
public override void Render(IGameContext gameContext, IRenderContext renderContext)
{
if (renderContext.IsFirstRenderPass() && _someOnceOffField)
{
// You only want to call this method once, since fixed render passes are
// permanently in the pipeline until RemoveFixedRenderPass is called. If
// this block of code were allowed to execute every frame, the render
// pipeline would become infinitely long.
renderContext.AddFixedRenderPass(_renderPass);
_someOnceOffField = false;
}
}
}
Adding transient render passes¶
Transient render passes are additional render passes that apply only on the frame that they are appended.
Transient render passes are primarily used for applying temporary effects to the screen, such as applying a post-processing effect when the player dies.
Appending at runtime¶
You can append transient render passes to the game at runtime using the IRenderContext.AppendTransientRenderPass method:
public class TransientRenderPassEntity : Entity
{
private readonly IRenderPass _renderPass;
public TransientRenderPassEntity(IGraphicsFactory graphicsFactory)
{
_renderPass = graphicsFactory.CreateBlurPostProcessingRenderPass();
}
public override void Render(IGameContext gameContext, IRenderContext renderContext)
{
if (renderContext.IsFirstRenderPass())
{
renderContext.AppendTransientRenderPass(_renderPass);
}
}
}
API Documentation¶
I2DBatchedLoadingScreenRenderPass¶
-
interface
I2DBatchedLoadingScreenRenderPass
: IRenderPass, Protogame.IRenderPassWithViewport A render pass in which graphics rendering is configured for an orthographic view. When this render pass is active, the X and Y positions of entities map directly to the X and Y positions of the game window, with (0, 0) being located in the top-left.
During this render pass, all texture render calls are batched together with a T:Microsoft.Xna.Framework.Graphics.SpriteBatch, and flushed at the end of the render pass.
This is a seperate render pass to T:Protogame.I2DBatchedRenderPass to allow optimal rendering of basic loading screens.
-
SpriteSortMode
TextureSortMode
Gets or sets the sorting mode for textures during batch rendering.
This value is used as the sorting mode for the underlying T:Microsoft.Xna.Framework.Graphics.SpriteBatch.
Value: The sorting mode to use when rendering textures.
-
SpriteSortMode
I2DBatchedRenderPass¶
-
interface
I2DBatchedRenderPass
: IRenderPass, Protogame.IRenderPassWithViewport A render pass in which graphics rendering is configured for an orthographic view. When this render pass is active, the X and Y positions of entities map directly to the X and Y positions of the game window, with (0, 0) being located in the top-left.
During this render pass, all texture render calls are batched together with a T:Microsoft.Xna.Framework.Graphics.SpriteBatch, and flushed at the end of the render pass.
-
SpriteSortMode
TextureSortMode
Gets or sets the sorting mode for textures during batch rendering.
This value is used as the sorting mode for the underlying T:Microsoft.Xna.Framework.Graphics.SpriteBatch.
Value: The sorting mode to use when rendering textures.
-
SpriteSortMode
I2DDirectRenderPass¶
-
interface
I2DDirectRenderPass
: IRenderPass, Protogame.IRenderPassWithViewport A render pass in which graphics rendering is configured for an orthographic view. When this render pass is active, the X and Y positions of entities map directly to the X and Y positions of the game window, with (0, 0) being located in the top-left.
During this render pass, rendering operations are performed immediately on the rendering target. To batch multiple texture render calls, use an T:Protogame.I2DBatchedRenderPass instead or in addition to this render pass.
I3DBatchedRenderPass¶
-
interface
I3DBatchedRenderPass
: I3DRenderPass, IRenderPass Indicates a 3D render pass in which calls to render data should go through the T:Protogame.IRenderBatcher service for optimal rendering.
I3DDeferredRenderPass¶
-
interface
I3DDeferredRenderPass
: I3DBatchedRenderPass, I3DRenderPass, IRenderPass, Protogame.IRenderPassWithViewport A 3D render pass that uses forward rendering.
-
bool
DebugGBuffer
If set to true, renders the scene as four quadrants with the internal render target state. This can be used to diagnose rendering issues related to colors, normals, depth map or lighting shaders.
-
bool
ClearDepthBuffer
Clear the depth buffer before this render pass starts rendering. This allows you to alpha blend a 3D deferred render pass on top of a 2D render pass, without the 2D render pass interfering with the rendering of 3D objects.
-
bool
ClearTarget
Clear the target before this render pass starts rendering. If your scene doesn’t fully cover the scene this should be turned on (unless you want what was previously rendered to remain on screen). This is on by default.
-
BlendState
GBufferBlendState
The blend state to use when rendering the final G-buffer onto the backbuffer (or current render target). By default this is opaque, which is probably what you want if the deferred rendering pass is the first in the pipeline. However if you’re rendering 2D content underneath the 3D content, you should set this to something like F:Microsoft.Xna.Framework.Graphics.BlendState.AlphaBlend.
-
bool
I3DForwardRenderPass¶
-
interface
I3DForwardRenderPass
: I3DBatchedRenderPass, I3DRenderPass, IRenderPass, Protogame.IRenderPassWithViewport A 3D render pass that uses forward rendering.
I3DRenderPass¶
-
interface
I3DRenderPass
: IRenderPass The base render pass interface for 3D render passes.
IBlurPostProcessingRenderPass¶
-
interface
IBlurPostProcessingRenderPass
: IRenderPass, Protogame.IRenderPassWithViewport A post-processing render pass which applies a guassian blur to the screen.
-
int
Iterations
The number of iterations of blur to apply.
-
int
ICanvasRenderPass¶
-
interface
ICanvasRenderPass
: IRenderPass, Protogame.IRenderPassWithViewport A render pass in which graphics rendering is configured for an orthographic view, and canvas entities will automatically render their canvases. When this render pass is active, the X and Y positions of entities map directly to the X and Y positions of the game window, with (0, 0) being located in the top-left.
During this render pass, all texture render calls are batched together with a T:Microsoft.Xna.Framework.Graphics.SpriteBatch, and flushed at the end of the render pass.
This render pass is identical to T:Protogame.I2DBatchedRenderPass, except it is given an explicit interface so that T:Protogame.CanvasEntity knows when to render.
-
System.Nullable<Viewport>
Viewport
Gets or sets the viewport used in this rendering pass.
By configuring different viewports on multiple render passes, you can easily configure split-screen games, where different viewports are used for different players.
Value: The viewport used for rendering.
-
SpriteSortMode
TextureSortMode
Gets or sets the sorting mode for textures during batch rendering.
This value is used as the sorting mode for the underlying T:Microsoft.Xna.Framework.Graphics.SpriteBatch.
Value: The sorting mode to use when rendering textures.
-
System.Nullable<Viewport>
ICaptureCopyPostProcessingRenderPass¶
-
interface
ICaptureCopyPostProcessingRenderPass
: IRenderPass A post-processing render pass which captures the current state of the render pipeline as a separate render target. This is more expensive than T:Protogame.ICaptureInlinePostProcessingRenderPass, but allows you to access the result at any time between the end of this render pass, and the begin of this render pass in the next frame.
-
readonly RenderTarget2D
CapturedRenderTarget
The captured render target. This property is null before the first frame is rendered.
-
readonly RenderTarget2D
ICaptureInlinePostProcessingRenderPass¶
-
interface
ICaptureInlinePostProcessingRenderPass
: IRenderPass A post-processing render pass which captures the current state of the render pipeline as a separate render target. This is cheaper than T:Protogame.ICaptureCopyPostProcessingRenderPass, but you can only access the render target state in the action callback set on the render pass. Modifying the render target, e.g. by performing any rendering at all, will modify the result of the render pipeline.
-
System.Action<RenderTarget2D>
RenderPipelineStateAvailable
A callback that is issued when the render pipeline reaches this render pass. This callback makes the current source render target available for capture.
-
System.Action<RenderTarget2D>
ICustomPostProcessingRenderPass¶
-
interface
ICustomPostProcessingRenderPass
: IRenderPass A post-processing render pass for a custom shader. You can create this shader via T:Protogame.IGraphicsFactory if you don’t want to strongly type your shader.
-
readonly Protogame.IAssetReference<EffectAsset>
Effect
-
void
SetValue
(string name, bool value) Sets the custom shader parameter to the specified boolean.
Parameters: - name (string) – The name of the parameter to set.
- value (bool) – The new boolean value.
-
void
SetValue
(string name, int value) Sets the custom shader parameter to the specified integer.
Parameters: - name (string) – The name of the parameter to set.
- value (int) – The new integer value.
-
void
SetValue
(string name, Matrix value) Sets the custom shader parameter to the specified matrix.
Parameters: - name (string) – The name of the parameter to set.
- value (Microsoft.Xna.Framework.Matrix) – The new matrix.
-
void
SetValue
(string name, Microsoft.Xna.Framework.Matrix[] value) Sets the custom shader parameter to the specified array of matrixes.
Parameters: - name (string) – The name of the parameter to set.
- value (Microsoft.Xna.Framework.Matrix[]) – The new array of matrixes.
-
void
SetValue
(string name, Quaternion value) Sets the custom shader parameter to the specified quaternion.
Parameters: - name (string) – The name of the parameter to set.
- value (Microsoft.Xna.Framework.Quaternion) – The new quaternion.
-
void
SetValue
(string name, float value) Sets the custom shader parameter to the specified floating point value.
Parameters: - name (string) – The name of the parameter to set.
- value (float) – The new floating point value.
-
void
SetValue
(string name, System.Single[] value) Sets the custom shader parameter to the specified array of floating point values.
Parameters: - name (string) – The name of the parameter to set.
- value (System.Single[]) – The new array of floating point values.
-
void
SetValue
(string name, Texture value) Sets the custom shader parameter to the specified texture.
Parameters: - name (string) – The name of the parameter to set.
- value (Microsoft.Xna.Framework.Graphics.Texture) – The new texture.
-
void
SetValue
(string name, Vector2 value) Sets the custom shader parameter to the specified 2-dimensional vector.
Parameters: - name (string) – The name of the parameter to set.
- value (Microsoft.Xna.Framework.Vector2) – The new 2-dimensional vector.
-
void
SetValue
(string name, Microsoft.Xna.Framework.Vector2[] value) Sets the custom shader parameter to the specified array of 2-dimensional vectors.
Parameters: - name (string) – The name of the parameter to set.
- value (Microsoft.Xna.Framework.Vector2[]) – The new array of 2-dimensional vectors.
-
void
SetValue
(string name, Vector3 value) Sets the custom shader parameter to the specified 3-dimensional vector.
Parameters: - name (string) – The name of the parameter to set.
- value (Microsoft.Xna.Framework.Vector3) – The new 3-dimensional vector.
-
void
SetValue
(string name, Microsoft.Xna.Framework.Vector3[] value) Sets the custom shader parameter to the specified array of 3-dimensional vectors.
Parameters: - name (string) – The name of the parameter to set.
- value (Microsoft.Xna.Framework.Vector3[]) – The new array of 3-dimensional vectors.
-
void
SetValue
(string name, Vector4 value) Sets the custom shader parameter to the specified 4-dimensional vector.
Parameters: - name (string) – The name of the parameter to set.
- value (Microsoft.Xna.Framework.Vector4) – The new 4-dimensional vector.
-
void
SetValue
(string name, Microsoft.Xna.Framework.Vector4[] value) Sets the custom shader parameter to the specified array of 4-dimensional vectors.
Parameters: - name (string) – The name of the parameter to set.
- value (Microsoft.Xna.Framework.Vector4[]) – The new array of 4-dimensional vectors.
-
readonly Protogame.IAssetReference<EffectAsset>
IGraphicsBlit¶
-
interface
IGraphicsBlit
Provides basic graphics blitting functionality.
This services provides a M:Protogame.IGraphicsBlit.Blit(Protogame.IRenderContext,Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Graphics.RenderTarget2D,Protogame.IEffect,Protogame.IEffectParameterSet,Microsoft.Xna.Framework.Graphics.BlendState,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2}) method, which can be used to copy the contents of one render target to another render target (or the backbuffer), optionally using a different shader.
-
void
Blit
(IRenderContext renderContext, Texture2D source, RenderTarget2D destination, Protogame.IEffect shader, Protogame.IEffectParameterSet effectParameterSet, BlendState blendState, System.Nullable<Vector2> offset, System.Nullable<Vector2> size) Blits a render target onto another render target (or the backbuffer), using either the default blit shader, or a specific effect for post-processing render passes.
Parameters: - renderContext (Protogame.IRenderContext) – The current render context.
- source (Microsoft.Xna.Framework.Graphics.Texture2D) – The source render target. If null, does not load a source texture.
- destination (Microsoft.Xna.Framework.Graphics.RenderTarget2D) – The destination render target, or the current render target if null.
- shader (Protogame.IEffect) – The effect shader to use, or the default blit shader if null.
- effectParameterSet (Protogame.IEffectParameterSet) – The effect parameters to use, or the default parameter set if null.
- blendState (Microsoft.Xna.Framework.Graphics.BlendState) – The blend state to use, or opaque blend mode if null.
- offset (System.Nullable<Vector2>) – The top left position on the target. (0, 0) is top left, (1, 1) is bottom right.
- size (System.Nullable<Vector2>) – The size of the render onto the target. (1, 1) is the full size of the target.
-
void
BlitMRT
(IRenderContext renderContext, Texture2D source, Microsoft.Xna.Framework.Graphics.RenderTarget2D[] destinations, Protogame.IEffect shader, Protogame.IEffectParameterSet effectParameterSet, BlendState blendState, System.Nullable<Vector2> offset, System.Nullable<Vector2> size) Blits a render target to multiple other render targets, using a specific effect that writes to multiple render targets.
Parameters: - renderContext (Protogame.IRenderContext) – The current render context.
- source (Microsoft.Xna.Framework.Graphics.Texture2D) – The source render target. If null, does not load a source texture.
- destinations (Microsoft.Xna.Framework.Graphics.RenderTarget2D[]) – The destination render targets.
- shader (Protogame.IEffect) – The effect shader to use.
- effectParameterSet (Protogame.IEffectParameterSet) – The effect parameters to use.
- blendState (Microsoft.Xna.Framework.Graphics.BlendState) – The blend state to use, or opaque blend mode if null.
- offset (System.Nullable<Vector2>) – The top left position on the target. (0, 0) is top left, (1, 1) is bottom right.
- size (System.Nullable<Vector2>) – The size of the render onto the target. (1, 1) is the full size of the target.
-
void
IGraphicsFactory¶
-
interface
IGraphicsFactory
: IGenerateFactory The factory interface which is used to create render passes before they are added to the render pipeline.
Use these methods to construct render passes with the appropriate settings, and pass the resulting value into M:Protogame.IRenderPipeline.AddFixedRenderPass(Protogame.IRenderPass) or M:Protogame.IRenderPipeline.AppendTransientRenderPass(Protogame.IRenderPass).
-
I2DDirectRenderPass
Create2DDirectRenderPass
() Creates a render pass in which graphics rendering is configured for an orthographic view. When this render pass is active, the X and Y positions of entities map directly to the X and Y positions of the game window, with (0, 0) being located in the top-left.
During this render pass, rendering operations are performed immediately on the rendering target. To batch multiple texture render calls, use an T:Protogame.I2DBatchedRenderPass instead or in addition to this render pass.
Returns: A 2D render pass where rendering is performed directly.
-
I2DBatchedRenderPass
Create2DBatchedRenderPass
() Creates a render pass in which graphics rendering is configured for an orthographic view. When this render pass is active, the X and Y positions of entities map directly to the X and Y positions of the game window, with (0, 0) being located in the top-left.
During this render pass, all texture render calls are batched together with a T:Microsoft.Xna.Framework.Graphics.SpriteBatch, and flushed at the end of the render pass.
Returns: A 2D render pass where rendering is batched together.
-
I2DBatchedLoadingScreenRenderPass
Create2DBatchedLoadingScreenRenderPass
() Creates a render pass in which graphics rendering is configured for an orthographic view. When this render pass is active, the X and Y positions of entities map directly to the X and Y positions of the game window, with (0, 0) being located in the top-left.
During this render pass, all texture render calls are batched together with a T:Microsoft.Xna.Framework.Graphics.SpriteBatch, and flushed at the end of the render pass.
This is a seperate render pass to T:Protogame.I2DBatchedRenderPass to allow optimal rendering of basic loading screens.
Returns: A 2D render pass where rendering is batched together.
-
ICanvasRenderPass
CreateCanvasRenderPass
() Creates a render pass in which graphics rendering is configured for an orthographic view, and canvas entities will automatically render their canvases. When this render pass is active, the X and Y positions of entities map directly to the X and Y positions of the game window, with (0, 0) being located in the top-left.
During this render pass, all texture render calls are batched together with a T:Microsoft.Xna.Framework.Graphics.SpriteBatch, and flushed at the end of the render pass.
This render pass is identical to T:Protogame.I2DBatchedRenderPass, except it is given an explicit interface so that T:Protogame.CanvasEntity knows when to render.
Returns: A 2D render pass where canvases are rendered.
-
I3DForwardRenderPass
Create3DRenderPass
()
-
I3DForwardRenderPass
Create3DForwardRenderPass
() Creates a render pass in which forward rendering is used.
Returns: A 3D render pass.
-
I3DDeferredRenderPass
Create3DDeferredRenderPass
() Creates a render pass in which deferred rendering is used.
Returns: A 3D render pass.
-
Protogame.IDebugRenderPass
CreateDebugRenderPass
() Creates a render pass in which calls to T:Protogame.IDebugRenderer and the state of physics objects are rendered to the screen.
Returns: A debug render pass.
-
Protogame.IConsoleRenderPass
CreateConsoleRenderPass
() Creates a render pass which handles an in-game console. You need to include a console render pass if you want custom commands with T:Protogame.ICommand to work.
Returns: A console render pass.
-
IInvertPostProcessingRenderPass
CreateInvertPostProcessingRenderPass
() Creates a post-processing render pass which inverts all of the colors on the screen.
Returns: A color inversion post-processing render pass.
-
IBlurPostProcessingRenderPass
CreateBlurPostProcessingRenderPass
() Creates a post-processing render pass which applies a guassian blur filter to the screen.
Returns: A guassian blur post-processing render pass.
-
ICustomPostProcessingRenderPass
CreateCustomPostProcessingRenderPass
(string effectAssetName) Creates a post-processing render pass that uses a custom effect (shader).
This method is a quick way of creating new post-processing render passes based on custom shaders, without implementing T:Protogame.IRenderPass. However, by using T:Protogame.ICustomPostProcessingRenderPass, you don’t obtain any strongly typed validation of shader usage, so it’s preferable to implement a render pass for each new post-processing render pass you want to create.
Parameters: - effectAssetName (string) – The name of the effect asset to use.
Returns: A custom post-processing render pass using the shader you specified.
-
ICustomPostProcessingRenderPass
CreateCustomPostProcessingRenderPass
(Protogame.EffectAsset effectAsset) Creates a post-processing render pass that uses a custom effect (shader).
This method is a quick way of creating new post-processing render passes based on custom shaders, without implementing T:Protogame.IRenderPass. However, by using T:Protogame.ICustomPostProcessingRenderPass, you don’t obtain any strongly typed validation of shader usage, so it’s preferable to implement a render pass for each new post-processing render pass you want to create.
Parameters: - effectAsset (Protogame.EffectAsset) – The effect asset to use.
Returns: A custom post-processing render pass using the shader you specified.
-
ICustomPostProcessingRenderPass
CreateCustomPostProcessingRenderPass
(Effect effect) Creates a post-processing render pass that uses a custom effect (shader).
This method is a quick way of creating new post-processing render passes based on custom shaders, without implementing T:Protogame.IRenderPass. However, by using T:Protogame.ICustomPostProcessingRenderPass, you don’t obtain any strongly typed validation of shader usage, so it’s preferable to implement a render pass for each new post-processing render pass you want to create.
Parameters: - effect (Microsoft.Xna.Framework.Graphics.Effect) – The effect to use.
Returns: A custom post-processing render pass using the shader you specified.
-
ICaptureCopyPostProcessingRenderPass
CreateCaptureCopyPostProcessingRenderPass
() Creates a post-processing render pass which captures the current state of the render pipeline as a separate render target. This is more expensive than T:Protogame.ICaptureInlinePostProcessingRenderPass, but allows you to access the result at any time between the end of this render pass, and the begin of this render pass in the next frame.
-
ICaptureInlinePostProcessingRenderPass
CreateCaptureInlinePostProcessingRenderPass
() Creates a post-processing render pass which captures the current state of the render pipeline as a separate render target. This is cheaper than T:Protogame.ICaptureCopyPostProcessingRenderPass, but you can only access the render target state in the action callback set on the render pass. Modifying the render target, e.g. by performing any rendering at all, will modify the result of the render pipeline.
-
I2DDirectRenderPass
IInvertPostProcessingRenderPass¶
-
interface
IInvertPostProcessingRenderPass
: IRenderPass A post-processing render pass which inverts all colours on the screen.
IRenderPass¶
-
interface
IRenderPass
A render pass represents an evaluation of all entities within the render pipeline, or a post-processing render pass which applies to the rendered image of the game.
-
readonly bool
IsPostProcessingPass
Gets a value indicating whether this render pass applies a post-processing effect.
A standard (non-post-processing) render pass calls a Render method for all entities in the world, as well as RenderBelow and RenderAbove on the current world.
If there are no post-processing render passes configured, then all standard render passes perform draw calls directly to the backbuffer.
If there are post-processing render passes configured, then all standard render passes perform draw calls to an internal render target, which is used as the texture when rendering the screen triangles for the first post-processing pass.
The result of each post-processing pass is directed to a render target, which is used as the texture for the next post-processing pass. The exception is that the last post-processing render pass will draw to the back-buffer instead of an internal render target.
When render passes are added or appended to the T:Protogame.IRenderContext, the engine ensures that all post-processing render passes occur after all standard render passes.
Value: true if this render pass is a post-processing render pass; otherwise, false.
-
readonly bool
SkipWorldRenderBelow
Gets a value indicating whether the call to M:Protogame.IWorld.RenderBelow(Protogame.IGameContext,Protogame.IRenderContext) should be skipped in this render pipeline. This value is ignored for post-processing render passes, which never call M:Protogame.IWorld.RenderBelow(Protogame.IGameContext,Protogame.IRenderContext).
-
readonly bool
SkipEntityRender
Gets a value indicating whether the call to M:Protogame.IEntity.Render(Protogame.IGameContext,Protogame.IRenderContext) should be skipped in this render pipeline. This value is ignored for post-processing render passes, which never call M:Protogame.IEntity.Render(Protogame.IGameContext,Protogame.IRenderContext).
-
readonly bool
SkipWorldRenderAbove
Gets a value indicating whether the call to M:Protogame.IWorld.RenderAbove(Protogame.IGameContext,Protogame.IRenderContext) should be skipped in this render pipeline. This value is ignored for post-processing render passes, which never call M:Protogame.IWorld.RenderAbove(Protogame.IGameContext,Protogame.IRenderContext).
-
readonly bool
SkipEngineHookRender
Gets a value indicating whether the call to M:Protogame.IEngineHook.Render(Protogame.IGameContext,Protogame.IRenderContext) should be skipped in this render pipeline. This value is ignored for post-processing render passes, which never call M:Protogame.IEngineHook.Render(Protogame.IGameContext,Protogame.IRenderContext).
-
readonly string
EffectTechniqueName
Sets the technique name that should be used when effects are used within this render pass. Effects can have multiple techniques, each with different names. When effects are pushed onto the render context, the technique that matches the name requested by the render pass is the one selected for the effect. This allows effects to be written that support both forward and deferred rendering, which supply different techniques for each.
-
string
Name
An optional name that can be set against a render pass. If you have multiple render passes in your game of the same type, you can set a name against each of the render passes and distinguish where in the render pipeline you are currently rendering by checking the name. This is useful, for example, if you want to render a 2D sprite below a 3D world, and then layer 2D text on top (using two 2D batched render passes).
-
void
BeginRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource) Begins the render pass.
During this method, the render pass implementation will configure the T:Microsoft.Xna.Framework.Graphics.GraphicsDevice (which is available via T:Protogame.IRenderContext) so that the correct shader and graphics settings are configured. Before this method is called, the game engine will set up any render targets that are required for the render pipeline to operate.
Parameters: - gameContext (Protogame.IGameContext) – The current game context.
- renderContext (Protogame.IRenderContext) – The current render context.
- previousPass (Protogame.IRenderPass) – The previous render pass, or null if this is the first pass in the pipeline.
- postProcessingSource (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
If this is a post-processing render pass, this argument is set to the source texture that is used as input for the shader. As a general guide, you should pass this texture as the source parameter to the M:Protogame.IGraphicsBlit.Blit(Protogame.IRenderContext,Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Graphics.RenderTarget2D,Protogame.IEffect,Protogame.IEffectParameterSet,Microsoft.Xna.Framework.Graphics.BlendState,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2}) if you are using that API.
If this is a standard render pass, this argument is always null.
-
void
EndRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass nextPass) Ends the render pass.
During this method, the render pass implementation will perform any remaining operations that need to occur before the next render pass runs. It is not required that a render pass configure the graphics device back to it’s original state; it is expected that each new render pass will configure all of the appropriate settings of the T:Microsoft.Xna.Framework.Graphics.GraphicsDevice when it runs.
Parameters: - gameContext (Protogame.IGameContext) – The current game context.
- renderContext (Protogame.IRenderContext) – The current render context.
- nextPass (Protogame.IRenderPass) – The next render pass, or null if this is the last pass in the pipeline.
-
readonly bool
IRenderPipeline¶
-
interface
IRenderPipeline
The interface for the rendering pipeline.
-
void
Render
(IGameContext gameContext, IRenderContext renderContext) Renders the game using the render pipeline.
Parameters: - gameContext (Protogame.IGameContext) – The current game context.
- renderContext (Protogame.IRenderContext) – The current render context.
-
IRenderPass
AddFixedRenderPass
(IRenderPass renderPass) Adds the specified render pass to the render pipeline permanently. This render pass will take effect after the start of the next frame.
Parameters: - renderPass (Protogame.IRenderPass) – The render pass to add.
Returns: The render pass that was given to this function. This return value is for convenience only, so that you may construct and add a render pass in a single statement, while obtaining a reference to it if you need to modify it’s values or call M:Protogame.IRenderPipeline.RemoveFixedRenderPass(Protogame.IRenderPass) later. The render pass is not modified by this function.
-
void
RemoveFixedRenderPass
(IRenderPass renderPass) Removes the specified render pass from the render pipeline.
Parameters: - renderPass (Protogame.IRenderPass) – The render pass to remove.
-
IRenderPass
AppendTransientRenderPass
(IRenderPass renderPass) Append the specified render pass to the render pipeline for this frame only. This is method that allows you to temporarily add additional render passes to a frame.
If all standard (non-post-processing) render passes have finished post-processing has begun and this method is given a standard render pass, it will have no effect.
Render passes that were appended can not be removed with M:Protogame.IRenderPipeline.RemoveFixedRenderPass(Protogame.IRenderPass).
Parameters: - renderPass (Protogame.IRenderPass) – The render pass to add.
Returns: The render pass that was given to this function. This return value is for convenience only, so that you may construct and add a render pass in a single statement, while obtaining a reference to it if you need to modify it’s value. The render pass is not modified by this function.
-
IRenderPass
GetCurrentRenderPass
() Returns the current render pass. Returns null if the code is not currently executing from within M:Protogame.IRenderPipeline.Render(Protogame.IGameContext,Protogame.IRenderContext).
Returns: The current render pass, or null if the render pipeline isn’t rendering.
-
bool
IsFirstRenderPass
() Returns if the current render pass is the first one in the pipeline.
Returns: Whether the current render pass is the first one in the pipeline.
-
void
IRenderTargetBackBufferUtilities¶
-
interface
IRenderTargetBackBufferUtilities
This services provides utility methods for making render targets match the backbuffer.
-
RenderTarget2D
UpdateRenderTarget
(RenderTarget2D renderTarget, IGameContext gameContext) Given an existing (or null) render target, returns either the existing render target, or disposes the existing render target and creates a new one so that the returned render target matches the backbuffer.
Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTarget2D) – The existing render target, which is either returned or disposed.
- gameContext (Protogame.IGameContext) – The current game context.
Returns: A render target that matches the backbuffer.
-
RenderTarget2D
UpdateCustomRenderTarget
(RenderTarget2D renderTarget, IGameContext gameContext, System.Nullable<SurfaceFormat> surfaceFormat, System.Nullable<DepthFormat> depthFormat, System.Nullable<Int32> multiSampleCount) Given an existing (or null) render target, returns either the existing render target, or disposes the existing render target and creates a new one so that the returned render target matches the backbuffer size, with a custom surface format and no depth buffer.
Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTarget2D) – The existing render target, which is either returned or disposed.
- gameContext (Protogame.IGameContext) – The current game context.
- surfaceFormat (System.Nullable<SurfaceFormat>) – The surface format to use.
- depthFormat (System.Nullable<DepthFormat>) –
- multiSampleCount (System.Nullable<Int32>) –
Returns: A render target that matches the backbuffer in size.
-
bool
IsRenderTargetOutOfDate
(RenderTarget2D renderTarget, IGameContext gameContext) Returns whether the specified render target matches the backbuffer.
Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTarget2D) – The render target to check.
- gameContext (Protogame.IGameContext) – The current game context.
Returns: Whether the specified render target matches the backbuffer.
-
bool
IsCustomRenderTargetOutOfDate
(RenderTarget2D renderTarget, IGameContext gameContext, System.Nullable<SurfaceFormat> surfaceFormat, System.Nullable<DepthFormat> depthFormat, System.Nullable<Int32> multiSampleCount) Returns whether the specified custom render target matches the backbuffer size and specified surface format.
Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTarget2D) – The render target to check.
- gameContext (Protogame.IGameContext) – The current game context.
- surfaceFormat (System.Nullable<SurfaceFormat>) – The surface format to use.
- depthFormat (System.Nullable<DepthFormat>) –
- multiSampleCount (System.Nullable<Int32>) –
Returns: Whether the specified render target matches the backbuffer size and specified surface format.
-
RenderTarget2D
Graphics: 2D Rendering¶
Note
This documentation is a work-in-progress.
The 2D rendering utilities provide common functionality for rendering textures, text and other primitives to the screen.
These utilities are available for all games, and are always bound. You do not need to load a module to access them.
HorizontalAlignment¶
-
enum
HorizontalAlignment
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Represents horizontal alignment.
-
HorizontalAlignment
Left
The given X value should indicate the left of what is being aligned.
-
HorizontalAlignment
Center
The given X value should indicate the center of what is being aligned.
-
HorizontalAlignment
Right
The given X value should indicate the right of what is being aligned.
-
HorizontalAlignment
I2DRenderUtilities¶
-
interface
I2DRenderUtilities
The 2DRenderUtilities interface.
-
Vector2
MeasureText
(IRenderContext context, string text, Protogame.IAssetReference<FontAsset> font) Measures text as if it was rendered with the font asset.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- text (string) – The text to render.
- font (Protogame.IAssetReference<FontAsset>) – The font to use for rendering.
Returns: The T:Microsoft.Xna.Framework.Vector2.
-
void
RenderLine
(IRenderContext context, Vector2 start, Vector2 end, Color color, float width) Renders a 2D line.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- start (Microsoft.Xna.Framework.Vector2) – The start of the line.
- end (Microsoft.Xna.Framework.Vector2) – The end of the line.
- color (Microsoft.Xna.Framework.Color) – The color of the line.
- width (float) – The width of the line (defaults to 1).
-
void
RenderRectangle
(IRenderContext context, Rectangle rectangle, Color color, bool filled) Renders a rectangle.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- rectangle (Microsoft.Xna.Framework.Rectangle) – The rectangle to render.
- color (Microsoft.Xna.Framework.Color) – The color of the rectangle.
- filled (bool) – If set to true, the rectangle is rendered filled.
-
void
RenderText
(IRenderContext context, Vector2 position, string text, Protogame.IAssetReference<FontAsset> font, HorizontalAlignment horizontalAlignment, VerticalAlignment verticalAlignment, System.Nullable<Color> textColor, bool renderShadow, System.Nullable<Color> shadowColor) Renders text at the specified position.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- position (Microsoft.Xna.Framework.Vector2) – The position to render the text.
- text (string) – The text to render.
- font (Protogame.IAssetReference<FontAsset>) – The font to use for rendering.
- horizontalAlignment (Protogame.HorizontalAlignment) – The horizontal alignment of the text (defaults to Left).
- verticalAlignment (Protogame.VerticalAlignment) – The vertical alignment of the text (defaults to Top).
- textColor (System.Nullable<Color>) – The text color (defaults to white).
- renderShadow (bool) – Whether to render a shadow on the text (defaults to true).
- shadowColor (System.Nullable<Color>) – The text shadow’s color (defaults to black).
-
void
RenderTexture
(IRenderContext context, Vector2 position, Protogame.IAssetReference<TextureAsset> texture, System.Nullable<Vector2> size, System.Nullable<Color> color, float rotation, System.Nullable<Vector2> rotationAnchor, bool flipHorizontally, bool flipVertically, System.Nullable<Rectangle> sourceArea) Renders a texture at the specified position.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- position (Microsoft.Xna.Framework.Vector2) – The position to render the texture.
- texture (Protogame.IAssetReference<TextureAsset>) – The texture.
- size (System.Nullable<Vector2>) – The size to render the texture as (defaults to the texture size).
- color (System.Nullable<Color>) – The colorization to apply to the texture.
- rotation (float) – The rotation to apply to the texture.
- rotationAnchor (System.Nullable<Vector2>) – The anchor for rotation, or null to use the top-left corner.
- flipHorizontally (bool) – If set to true the texture is flipped horizontally.
- flipVertically (bool) – If set to true the texture is flipped vertically.
- sourceArea (System.Nullable<Rectangle>) – The source area of the texture (defaults to the full texture).
-
void
RenderTexture
(IRenderContext context, Vector2 position, Texture2D texture, System.Nullable<Vector2> size, System.Nullable<Color> color, float rotation, System.Nullable<Vector2> rotationAnchor, bool flipHorizontally, bool flipVertically, System.Nullable<Rectangle> sourceArea) Renders a texture at the specified position.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- position (Microsoft.Xna.Framework.Vector2) – The position to render the texture.
- texture (Microsoft.Xna.Framework.Graphics.Texture2D) – The texture.
- size (System.Nullable<Vector2>) – The size to render the texture as (defaults to the texture size).
- color (System.Nullable<Color>) – The colorization to apply to the texture.
- rotation (float) – The rotation to apply to the texture.
- rotationAnchor (System.Nullable<Vector2>) – The anchor for rotation, or null to use the top-left corner.
- flipHorizontally (bool) – If set to true the texture is flipped horizontally.
- flipVertically (bool) – If set to true the texture is flipped vertically.
- sourceArea (System.Nullable<Rectangle>) – The source area of the texture (defaults to the full texture).
-
void
RenderCircle
(IRenderContext context, Vector2 center, int radius, Color color, bool filled) Renders a circle.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- center (Microsoft.Xna.Framework.Vector2) – The center of the circle.
- radius (int) – The radius of the circle.
- color (Microsoft.Xna.Framework.Color) – The color of the circle.
- filled (bool) – If set to true, the circle is rendered filled.
-
void
SuspendSpriteBatch
(IRenderContext renderContext) Suspends usage of the sprite batch so that direct rendering can occur during a 2D context.
Parameters: - renderContext (Protogame.IRenderContext) – The current rendering context.
-
void
ResumeSpriteBatch
(IRenderContext renderContext) Resumes usage of the sprite batch again.
Parameters: - renderContext (Protogame.IRenderContext) – The current rendering context.
-
Vector2
VerticalAlignment¶
-
enum
VerticalAlignment
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Represents vertical alignment.
-
VerticalAlignment
Top
The given Y value should indicate the top of what is being aligned.
-
VerticalAlignment
Center
The given Y value should indicate the center of what is being aligned.
-
VerticalAlignment
Bottom
The given Y value should indicate the bottom of what is being aligned.
-
VerticalAlignment
Graphics: 3D Rendering¶
Note
This documentation is a work-in-progress.
The 3D rendering utilities provide common functionality for rendering textures, text and other primitives to the screen.
These utilities are only available if your game loads the
Protogame3DIoCModule
instead of the Protogame2DIoCModule
.
I3DRenderUtilities¶
-
interface
I3DRenderUtilities
The 3DRenderUtilities interface.
-
Vector2
MeasureText
(IRenderContext context, string text, Protogame.IAssetReference<FontAsset> font) Measures text as if it was rendered with the font asset.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- text (string) – The text to render.
- font (Protogame.IAssetReference<FontAsset>) – The font to use for rendering.
Returns: The T:Microsoft.Xna.Framework.Vector2.
-
void
RenderLine
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Vector3 start, Vector3 end, Color color) Renders a 3D line.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- start (Microsoft.Xna.Framework.Vector3) – The start of the line.
- end (Microsoft.Xna.Framework.Vector3) – The end of the line.
- color (Microsoft.Xna.Framework.Color) – The color of the line.
-
void
RenderLine
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Vector3 start, Vector3 end, TextureAsset texture, Vector2 startUV, Vector2 endUV) Renders a 3D line using texture UVs.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- start (Microsoft.Xna.Framework.Vector3) – The start of the line.
- end (Microsoft.Xna.Framework.Vector3) – The end of the line.
- texture (Protogame.TextureAsset) – The texture to use.
- startUV (Microsoft.Xna.Framework.Vector2) – The UV for the start of the line.
- endUV (Microsoft.Xna.Framework.Vector2) – The UV for the end of the line.
-
void
RenderRectangle
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Vector3 start, Vector3 end, Color color, bool filled) Renders a rectangle.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- start (Microsoft.Xna.Framework.Vector3) – The top, left, position of the rectangle.
- end (Microsoft.Xna.Framework.Vector3) – The bottom, right position of the rectangle.
- color (Microsoft.Xna.Framework.Color) – The color of the rectangle.
- filled (bool) – If set to true, the rectangle is rendered filled.
-
void
RenderText
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Matrix matrix, string text, Protogame.IAssetReference<FontAsset> font, HorizontalAlignment horizontalAlignment, VerticalAlignment verticalAlignment, System.Nullable<Color> textColor, bool renderShadow, System.Nullable<Color> shadowColor) Renders text at the specified position.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- matrix (Microsoft.Xna.Framework.Matrix) – The matrix.
- text (string) – The text to render.
- font (Protogame.IAssetReference<FontAsset>) – The font to use for rendering.
- horizontalAlignment (Protogame.HorizontalAlignment) – The horizontal alignment of the text (defaults to Left).
- verticalAlignment (Protogame.VerticalAlignment) – The vertical alignment of the text (defaults to Top).
- textColor (System.Nullable<Color>) – The text color (defaults to white).
- renderShadow (bool) – Whether to render a shadow on the text (defaults to true).
- shadowColor (System.Nullable<Color>) – The text shadow’s color (defaults to black).
-
void
RenderTexture
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Matrix matrix, Protogame.IAssetReference<TextureAsset> texture, System.Nullable<Color> color, bool flipHorizontally, bool flipVertically, System.Nullable<Rectangle> sourceArea) Renders a texture at the specified position.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- matrix (Microsoft.Xna.Framework.Matrix) – The matrix.
- texture (Protogame.IAssetReference<TextureAsset>) – The texture.
- color (System.Nullable<Color>) – The colorization to apply to the texture.
- flipHorizontally (bool) – If set to true the texture is flipped horizontally.
- flipVertically (bool) – If set to true the texture is flipped vertically.
- sourceArea (System.Nullable<Rectangle>) – The source Area.
-
void
RenderCube
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Matrix transform, Color color) Renders a 3D cube from 0, 0, 0 to 1, 1, 1, applying the specified transformation.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- transform (Microsoft.Xna.Framework.Matrix) – The transformation to apply.
- color (Microsoft.Xna.Framework.Color) – The color of the cube.
-
void
RenderCube
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Matrix transform, TextureAsset texture, Vector2 topLeftUV, Vector2 bottomRightUV) Renders a 3D cube from 0, 0, 0 to 1, 1, 1, applying the specified transformation, with the given texture and using the specified UV coordinates for each face of the cube.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- transform (Microsoft.Xna.Framework.Matrix) – The transformation to apply.
- texture (Protogame.TextureAsset) – The texture to render on the cube.
- topLeftUV (Microsoft.Xna.Framework.Vector2) – The top-left UV coordinate.
- bottomRightUV (Microsoft.Xna.Framework.Vector2) – The bottom-right UV coordinate.
-
void
RenderPlane
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Matrix transform, Color color) Renders a 2D plane from 0, 0 to 1, 1, applying the specified transformation.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- transform (Microsoft.Xna.Framework.Matrix) – The transformation to apply.
- color (Microsoft.Xna.Framework.Color) – The color of the plane.
-
void
RenderPlane
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Matrix transform, TextureAsset texture, Vector2 topLeftUV, Vector2 bottomRightUV) Renders a 2D plane from 0, 0 to 1, 1, applying the specified transformation.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- transform (Microsoft.Xna.Framework.Matrix) – The transformation to apply.
- texture (Protogame.TextureAsset) – The texture to render on the plane.
- topLeftUV (Microsoft.Xna.Framework.Vector2) – The top-left UV coordinate.
- bottomRightUV (Microsoft.Xna.Framework.Vector2) – The bottom-right UV coordinate.
-
void
RenderCircle
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Matrix matrix, Vector2 center, int radius, Color color, bool filled) Renders a circle.
Parameters: - context (Protogame.IRenderContext) – The rendering context.
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- matrix (Microsoft.Xna.Framework.Matrix) –
- center (Microsoft.Xna.Framework.Vector2) – The center of the circle.
- radius (int) – The radius of the circle.
- color (Microsoft.Xna.Framework.Color) – The color of the circle.
- filled (bool) – If set to true, the circle is rendered filled.
-
Vector2
Graphics: Caching¶
Note
This documentation is a work-in-progress.
The graphics caching module provides an API for caching the construction of index and vertex buffers.
Events (Input)¶
Note
This documentation is a work-in-progress.
The event system provides a general mechanism for propagating events from one part of your game to another. As opposed to the .NET events framework, the Protogame events system allows for events to be consumed by handlers, filtered at runtime, and bound with a fluent syntax.
The event system is primarily used to handle input in Protogame; this allows entities in a game to handle input events, without multiple entities receiving the same event.
Physics¶
Note
This documentation is a work-in-progress.
Physics in Protogame is provided by the Jitter library, a fully managed physics engine written in C#. Therefore, the physics APIs in Protogame are available on all platforms.
Most of the physics APIs are provided directly by Jitter.
Loading the module¶
The physics module can be loaded by including the following during creation of the dependency injection kernel:
kernel.Load<ProtogamePhysicsIoCModule>();
ConversionExtensions¶
-
class
ConversionExtensions
: System.Object Provides extension methods for converting between Jitter and XNA / MonoGame data structures.
-
public JVector
ToJitterVector
(Vector3 vector) Convert the XNA vector to a Jitter vector.
Parameters: - vector (Microsoft.Xna.Framework.Vector3) – The XNA vector.
Returns: The Jitter representation of the XNA vector.
-
public Matrix
ToXNAMatrix
(JMatrix matrix) Convert the Jitter matrix to an XNA matrix.
Parameters: - matrix (Jitter.LinearMath.JMatrix) – The Jitter matrix.
Returns: The XNA representation of the Jitter matrix.
-
public JMatrix
ToJitterMatrix
(Matrix matrix) Convert the XNA matrix to a Jitter matrix.
Parameters: - matrix (Microsoft.Xna.Framework.Matrix) – The XNA matrix.
Returns: The Jitter representation of the XNA matrix.
-
public Vector3
ToXNAVector
(JVector vector) Converts the Jitter vector to an XNA vector.
Parameters: - vector (Jitter.LinearMath.JVector) – The Jitter vector.
Returns: The XNA representation of the Jitter vector.
-
public JQuaternion
ToJitterQuaternion
(Quaternion quat) Converts the XNA quaternion to an Jitter quaternion.
Parameters: - quat (Microsoft.Xna.Framework.Quaternion) – The XNA quaternion.
Returns: The Jitter representation of the XNA quaternion.
-
public Quaternion
ToXNAQuaternion
(JQuaternion quat) Converts the Jitter quaternion to an XNA quaternion.
Parameters: - quat (Jitter.LinearMath.JQuaternion) – The Jitter quaternion.
Returns: The XNA representation of the Jitter quaternion.
-
public JVector
GeneralPhysicsEventBinder¶
-
class
GeneralPhysicsEventBinder
: System.Object, Protogame.IEventBinder<IPhysicsEventContext> A general event binder for the physics system which dispatches events to only the entities involved in those events. This event binder is automatically bound when you load T:Protogame.ProtogamePhysicsModule, but you can implement your own additional event binders if you want to dispatch physics events to other unrelated entities or services in your game.
-
readonly int
Priority
The priority of this event binder. Event binders with lower priority values will have the opportunity to consume events first.
-
public void
Assign
(IKernel kernel) Assigns the dependency injection kernel to this instance.
Parameters: - kernel (Protoinject.IKernel) – The dependency injection kernel.
-
public bool
Handle
(IPhysicsEventContext context, Protogame.IEventEngine<IPhysicsEventContext> eventEngine, Event event) Handles physics events raised by the physics event engine.
Parameters: - context (Protogame.IPhysicsEventContext) – The physics event context, which doesn’t contain any information.
- eventEngine (Protogame.IEventEngine<IPhysicsEventContext>) – The event engine for physics events.
- event (Protogame.Event) – The physics event that is being handled.
Returns: Whether the physics event was consumed by this event binder.
-
readonly int
IPhysicsEventContext¶
-
interface
IPhysicsEventContext
The event context when a physics event is raised. This interface doesn’t actually contain any useful information; all of the data is stored in the physics event that is raised.
IPhysicsWorldControl¶
-
interface
IPhysicsWorldControl
This interface provides control over the physics properties of the current world.
-
Vector3
Gravity
The gravity in the current world.
-
Jitter.Dynamics.MaterialCoefficientMixingType
MaterialCoefficientMixing
The coefficient mixing to use for physics collisions in the world. When two bodies collide, this determines the strategy to use for calculating static friction, dynamic friction and restitution between the two bodies.
-
System.Func<RigidBody, RigidBody, Boolean>
ConsiderAngularVelocityCallback
Optionally set a callback which determines whether or not angular velocity should be considered between two bodies that are colliding.
For most scenarios, you want to leave this unset, which means angular velocity will always be considered during collisions.
-
System.Func<RigidBody, RigidBody, Single>
CalculateStaticFrictionCallback
Optionally set a callback that returns the static friction between two bodies when they collide. This is used if P:Protogame.IPhysicsWorldControl.MaterialCoefficientMixing is set to F:Jitter.Dynamics.ContactSettings.MaterialCoefficientMixingType.UseCallback.
-
System.Func<RigidBody, RigidBody, Single>
CalculateDynamicFrictionCallback
Optionally set a callback that returns the dynamic friction between two bodies when they collide. This is used if P:Protogame.IPhysicsWorldControl.MaterialCoefficientMixing is set to F:Jitter.Dynamics.ContactSettings.MaterialCoefficientMixingType.UseCallback.
-
System.Func<RigidBody, RigidBody, Single>
CalculateRestitutionCallback
Optionally set a callback that returns the restitution between two bodies when they collide. This is used if P:Protogame.IPhysicsWorldControl.MaterialCoefficientMixing is set to F:Jitter.Dynamics.ContactSettings.MaterialCoefficientMixingType.UseCallback.
-
bool
EnableSpeculativeContacts
Speculative contacts increases collision accuracy and reduces the number of situations where rigid bodies get stuck inside each other. However, it can also impact material coefficient calculations by preventing objects from ever being considered to have collided. Speculative contacts is turned on by default in Protogame.
-
void
SyncPendingChanges
() This is an internal method used to synchronise pending changes to the physics world. The internal physics world state is not always available when users of this interface set properties, so this method is called by the engine hook to ensure those changes are propagated to the physics world when it becomes available.
-
Vector3
PhysicsCharacterController¶
-
class
PhysicsCharacterController
: Constraint, IConstraint, IDebugDrawable, System.IComparable<Constraint> A simple physics-based character controller.
-
readonly JitterWorld
World
-
JVector
TargetVelocity
-
bool
TryJump
-
RigidBody
BodyWalkingOn
-
float
JumpVelocity
-
float
Stiffness
-
readonly bool
OnFloor
-
public void
DebugDraw
(IDebugDrawer drawer) Parameters: - drawer (Jitter.IDebugDrawer) –
-
public void
PrepareForIteration
(float timestep) Parameters: - timestep (float) –
-
public void
Iterate
()
-
readonly JitterWorld
PhysicsCollisionBeginEvent¶
-
class
PhysicsCollisionBeginEvent
: Protogame.PhysicsEvent An event that signals that two rigid bodies have started colliding in the game.
-
readonly RigidBody
Body1
The first body involved in the collision.
-
readonly RigidBody
Body2
The second body involved in the collision.
-
readonly System.Object
Owner1
The owner of the first body.
-
readonly System.Object
Owner2
The owner of the second body.
-
readonly RigidBody
PhysicsCollisionEndEvent¶
-
class
PhysicsCollisionEndEvent
: Protogame.PhysicsEvent An event that signals that two rigid bodies have stopped colliding in the game.
-
readonly RigidBody
Body1
The first body involved in the collision.
-
readonly RigidBody
Body2
The second body involved in the collision.
-
readonly System.Object
Owner1
The owner of the first body.
-
readonly System.Object
Owner2
The owner of the second body.
-
readonly RigidBody
PhysicsTarget¶
-
enum
PhysicsTarget
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Indicates the target that the physics engine will synchronise to.
-
PhysicsTarget
ComponentOwner
Indicates that the physics system should synchronise position and rotation changes made by the physics engine against the component owner (usually the entity) that owns this component. When this option is selected, the position and rotation of the entity changes.
-
PhysicsTarget
Component
Indicates that the physics system should synchronise position and rotation changes made by the physics engine against the component itself. When this option is selected, the position and rotation of the component changes (in the Transform property of the component).
-
PhysicsTarget
ProtogamePhysicsModule¶
-
class
ProtogamePhysicsModule
: System.Object, IProtoinjectModule This modules provides services and implementations related to physics in a game. You can load it by calling M:Protoinject.IKernel.Load``1 during the execution of M:Protogame.IGameConfiguration.ConfigureKernel(Protoinject.IKernel).
-
public void
Load
(IKernel kernel) Parameters: - kernel (Protoinject.IKernel) –
-
public void
Level Management¶
The level module provides services for loading Ogmo Editor or Tiled levels into a currently running world.
Loading the module¶
The level module can be loaded by including the following during creation of the dependency injection kernel:
kernel.Load<ProtogameLevelIoCModule>();
ILevelManager¶
The level manager service provides a simple mechanism for loading a
level into a world. It has one method, Load
, which accepts a reference
to the current world and the name of the level asset. In the context
of a world, it can be used like so:
this.m_LevelManager.Load(this, "level.MyLevel");
The default level manager implementation uses the ILevelReader
service
to load entities, before it adds them to the world.
Please note that calling Load
does not remove previous entities from the
world, so if you are loading a different level, remember to remove all
entities from the world that you do not want to have persist between levels.
ILevelReader¶
The level reader service provides a low-level mechanism for converting a
stream into an enumerable of IEntity
.
By default, the implementation bound to this service reads Ogmo Editor levels, although you could rebind this service to a different implementation, and the level manager service would thus be able to load a level format of your choice.
In order to load levels with the default Ogmo Editor reader implementation,
you must bind an entity class to the ISolidEntity
interface. The reader
will instantiate new objects of the bound type for the “solids” layer
in the Ogmo Editor level.
this.Bind<ISolidEntity>().To<MySolidEntity>();
On construction of the bound type, it is provided with 4 arguments: the X
position x
, Y position y
, width width
and height height
of the solid tile.
As with automatic factories, the names of the parameters in the constructor
must match those listed.
When using tiles in the Ogmo Editor, you must bind tile entities with the appropriate name in the dependency injection kernel so that they can be resolved as the level is read. For example, if you use a dirt tileset in Ogmo Editor that has a name “dirt”, then you need to create the following binding.
this.Bind<ITileEntity>().To<DirtTileEntity>().Named("dirt");
On construction of DirtTileEntity, it is provided with 4 arguments; the pixel
X position x
, pixel Y position y
, tile X position tx
, and tile Y position
ty
. As with automatic factories, the names of the parameters in the constructor
must match those listed.
API Documentation¶
ILevelManager¶
-
interface
ILevelManager
The LevelManager interface.
-
void
Load
(System.Object context, Protogame.LevelAsset levelAssel) Loads a level entity into the game hierarchy, with the specified context as the place to load entities. Normally you’ll pass in the game world here, but you don’t have to. For example, if you wanted to load the level into an entity group, you would pass the entity group as the context instead.
Parameters: - context (System.Object) – Usually the current game world, but can be any object in the hierarchy.
- levelAssel (Protogame.LevelAsset) –
-
void
Load
(System.Object context, Protogame.LevelAsset levelAsset, System.Func<IPlan, Object, Boolean> filter) Loads a level entity into the game hierarchy, with the specified context as the place to load entities. Normally you’ll pass in the game world here, but you don’t have to. For example, if you wanted to load the level into an entity group, you would pass the entity group as the context instead.
Parameters: - context (System.Object) – Usually the current game world, but can be any object in the hierarchy.
- levelAsset (Protogame.LevelAsset) – The level to load.
- Object, Boolean> filter (System.Func<IPlan,) – An optional filter which can be used to exclude parts of the level during load.
-
System.Threading.Tasks.Task
LoadAsync
(System.Object context, Protogame.LevelAsset levelAssel) Asynchronously loads a level entity into the game hierarchy, with the specified context as the place to load entities. Normally you’ll pass in the game world here, but you don’t have to. For example, if you wanted to load the level into an entity group, you would pass the entity group as the context instead.
Parameters: - context (System.Object) – Usually the current game world, but can be any object in the hierarchy.
- levelAssel (Protogame.LevelAsset) –
-
System.Threading.Tasks.Task
LoadAsync
(System.Object context, Protogame.LevelAsset levelAsset, System.Func<IPlan, Object, Boolean> filter) Asynchronously loads a level entity into the game hierarchy, with the specified context as the place to load entities. Normally you’ll pass in the game world here, but you don’t have to. For example, if you wanted to load the level into an entity group, you would pass the entity group as the context instead.
Parameters: - context (System.Object) – Usually the current game world, but can be any object in the hierarchy.
- levelAsset (Protogame.LevelAsset) – The level to load.
- Object, Boolean> filter (System.Func<IPlan,) – An optional filter which can be used to exclude parts of the level during load.
-
void
ILevelReader¶
-
interface
ILevelReader
The level reader interface that supplies services for reading level formats and returning a list of entities.
-
System.Collections.Generic.IEnumerable<IEntity>
Read
(System.IO.Stream stream, System.Object context) Read the specified stream and return a list of constructed entities.
Parameters: - stream (System.IO.Stream) – The stream which contains level data.
- context (System.Object) – The context in which entities are being spawned in the hierarchy. This is usually the current world, but it doesn’t have to be (e.g. if you wanted to load a level under an entity group, you would pass the entity group here).
Returns: A list of entities to spawn within the world.
-
System.Collections.Generic.IEnumerable<IEntity>
Read
(System.IO.Stream stream, System.Object context, System.Func<IPlan, Object, Boolean> filter) Read the specified stream and return a list of constructed entities, filtering the entities during loading.
Parameters: - stream (System.IO.Stream) – The stream which contains level data.
- context (System.Object) – The context in which entities are being spawned in the hierarchy. This is usually the current world, but it doesn’t have to be (e.g. if you wanted to load a level under an entity group, you would pass the entity group here).
- Object, Boolean> filter (System.Func<IPlan,) – A filter to apply to the dependency injection plans before they are resolved.
Returns: A list of entities to spawn within the world.
-
System.Collections.Generic.IEnumerable<IEntity>
ITileset¶
-
interface
ITileset
: IEntity, IHasTransform The Tileset interface.
-
IEntity
Item
-
IEntity
ProtogameLevelModule¶
-
class
ProtogameLevelModule
: System.Object, IProtoinjectModule The level loading module, which provides functionality for loading game levels into the current world.
-
public void
Load
(IKernel kernel) The load.
Parameters: - kernel (Protoinject.IKernel) –
-
public void
Command Framework¶
Note
This documentation is a work-in-progress.
The command framework provides an in-game console with which commands can be registered. Players can open the console with ~ by default, and run commands that you have registered.
AI Framework¶
Note
This documentation is a work-in-progress.
The AI module provides services for natural moving AI agents.
Wall¶
-
class
Wall
: System.Object, IEntity, IHasTransform Represents a wall which blocks raycasts by AI agents.
-
Vector2
Start
-
Vector2
End
-
bool
DebugRender
-
Color
DebugRenderWallColor
-
Color
DebugRenderWallNormalColor
-
float
X
-
float
Y
-
float
Z
-
readonly Vector2
Normal
-
readonly Protogame.ITransform
Transform
-
readonly Protogame.IFinalTransform
FinalTransform
-
public void
Render
(IGameContext gameContext, IRenderContext renderContext) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
-
public Vector2
NormalOf
(Vector2 start, Vector2 end) Parameters: - start (Microsoft.Xna.Framework.Vector2) –
- end (Microsoft.Xna.Framework.Vector2) –
-
public void
Update
(IGameContext gameContext, IUpdateContext updateContext) Parameters: - gameContext (Protogame.IGameContext) –
- updateContext (Protogame.IUpdateContext) –
-
Vector2
Particle Systems¶
Note
This documentation is a work-in-progress.
The particle systems module provides particle systems for use in 2D and 3D games.
Networking: Multiplayer¶
The networking module provides classes for building multiplayer games.
BooleanTimeMachine¶
-
class
BooleanTimeMachine
: Protogame.TimeMachine<Boolean>, Protogame.ITimeMachine<Boolean>, Protogame.ITimeMachine A time machine for a boolean.
DoubleTimeMachine¶
-
class
DoubleTimeMachine
: Protogame.InterpolatedTimeMachine<Double>, Protogame.ITimeMachine<Double>, Protogame.ITimeMachine The double time machine.
FlowControlChangedEventArgs¶
-
class
FlowControlChangedEventArgs
: System.EventArgs The flow control changed event args.
-
bool
IsGoodSendMode
Gets or sets a value indicating whether flow control is currently in good send mode.
Value: Whether flow control is in good send mode.
-
double
PenaltyTime
Gets or sets the penalty time.
Value: The penalty time.
-
bool
FlowControlChangedEventHandler¶
-
class
FlowControlChangedEventHandler
: System.MulticastDelegate, System.ICloneable, System.Runtime.Serialization.ISerializable The flow control changed event handler.
-
public void
Invoke
(System.Object sender, FlowControlChangedEventArgs e) Parameters: - sender (System.Object) –
- e (Protogame.FlowControlChangedEventArgs) –
-
public System.IAsyncResult
BeginInvoke
(System.Object sender, FlowControlChangedEventArgs e, System.AsyncCallback callback, System.Object object) Parameters: - sender (System.Object) –
- e (Protogame.FlowControlChangedEventArgs) –
- callback (System.AsyncCallback) –
- object (System.Object) –
-
public void
EndInvoke
(System.IAsyncResult result) Parameters: - result (System.IAsyncResult) –
-
public void
Fragment¶
-
class
Fragment
: System.Object Represents a fragment of data being sent over the network. This is used to track what fragments have been received / sent.
-
System.Byte[]
Data
Gets or sets the raw data of the fragment.
Value: The raw data of the fragment.
-
FragmentStatus
Status
Gets or sets the status.
Value: The status.
-
System.Byte[]
FragmentStatus¶
-
enum
FragmentStatus
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Represents a fragment’s status.
-
FragmentStatus
WaitingOnSend
This indicates the fragment is currently waiting to be sent. This can either be because it’s the first time the fragment is being sent, or we received a MessageLost event and we are resending it.
-
FragmentStatus
WaitingOnAcknowledgement
This indicates the fragment has been sent, but we are waiting on either an acknowledgement or lost event to be sent relating to this fragment.
-
FragmentStatus
Acknowledged
This indicates the fragment has been acknowledged by the remote client.
-
FragmentStatus
WaitingOnReceive
This indicates that we know about this fragment (because we have received the header indicating the number of fragments to expect), but we haven’t received the content fragment yet.
-
FragmentStatus
Received
This indicates the fragment has been received.
-
FragmentStatus
INetworkEventContext¶
-
interface
INetworkEventContext
The event context when a networking event is raised. This interface doesn’t actually contain any useful information; all of the data is stored in the network event that is raised.
InputPrediction¶
-
class
InputPrediction
: System.Object The input prediction.
-
public void
Acknowledge
(int count) Mark the specified input as acknowledged, removing all actions in the prediction queue prior to this point in time.
Parameters: - count (int) – The counter originally given by Predict.
-
public int
Predict
(System.Action action) Place an action in the input prediction queue, and return the counter that the server needs to acknowledge.
Parameters: - action (System.Action) – The prediction action.
Returns: The counter that should be sent to the server for acknowledgement.
-
public void
Replay
() Replays the list of actions that are currently not acknowledged by the server.
-
public void
Int16TimeMachine¶
-
class
Int16TimeMachine
: Protogame.InterpolatedTimeMachine<Int16>, Protogame.ITimeMachine<Int16>, Protogame.ITimeMachine The int 16 time machine.
Int32TimeMachine¶
-
class
Int32TimeMachine
: Protogame.InterpolatedTimeMachine<Int32>, Protogame.ITimeMachine<Int32>, Protogame.ITimeMachine The int 32 time machine.
InterpolatedTimeMachine<T>¶
-
class
InterpolatedTimeMachine<T>
: TimeMachine<T>, Protogame.ITimeMachine<T>, Protogame.ITimeMachine A form of time machine that supports interpolation and extrapolation of values between keys.
Type Parameters: - T – The type of data that will be tracked by the time machine.
-
public Protogame.T
Get
(int tick) Retrieves the value at the specified tick, or interpolates / extrapolates a value from the known values in the time machine.
Parameters: - tick (int) – The tick at which to retrieve the value.
Returns: The .
-
protected abstract Protogame.T
AddType
(Protogame.T a, Protogame.T b) Parameters: - a (Protogame.T) –
- b (Protogame.T) –
-
protected abstract Protogame.T
DefaultType
() Return the default value of when neither interpolation or extrapolation can be performed.
Returns: The default value.
-
protected abstract Protogame.T
DivideType
(Protogame.T b, int a) Parameters: - b (Protogame.T) –
- a (int) –
-
protected abstract Protogame.T
MultiplyType
(Protogame.T a, int b) Parameters: - a (Protogame.T) –
- b (int) –
-
protected abstract Protogame.T
SubtractType
(Protogame.T a, Protogame.T b) Parameters: - a (Protogame.T) –
- b (Protogame.T) –
-
protected abstract bool
ValueIsZeroType
(Protogame.T value) Parameters: - value (Protogame.T) –
MxClient¶
-
class
MxClient
: System.Object A client on the Mx protocol.
-
readonly System.Net.IPEndPoint
Endpoint
Gets the endpoint that this client is responsible for.
Value: The endpoint that this client is responsible for.
-
readonly float
Latency
Gets the amount of network latency (lag) in milliseconds.
Value: The network latency.
-
Protogame.MxClientGroup
Group
The group that this Mx client is in. You should not set this directly; instead call M:Protogame.MxDispatcher.PlaceInGroup(Protogame.MxClient,System.String).
-
int
DisconnectLimit
The disconnection timeout limit.
-
int
DisconnectWarningLimit
The disconnection timeout warning limit.
-
readonly int
DisconnectAccumulator
The disconnection accumulator.
-
readonly bool
HasReceivedPacket
Whether or not this client has ever received a packet. When a group is isolating connections via M:Protogame.MxClientGroup.Isolate, it checks this value to see whether or not the client has had successful communications as opposed to simply not having timed out yet.
-
public void
add_DisconnectWarning
(MxDisconnectEventHandler value) Parameters: - value (Protogame.MxDisconnectEventHandler) –
-
public void
remove_DisconnectWarning
(MxDisconnectEventHandler value) Parameters: - value (Protogame.MxDisconnectEventHandler) –
-
public void
add_FlowControlChanged
(FlowControlChangedEventHandler value) Parameters: - value (Protogame.FlowControlChangedEventHandler) –
-
public void
remove_FlowControlChanged
(FlowControlChangedEventHandler value) Parameters: - value (Protogame.FlowControlChangedEventHandler) –
-
public void
add_MessageAcknowledged
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
remove_MessageAcknowledged
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
add_MessageLost
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
remove_MessageLost
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
add_MessageReceived
(MxMessageReceiveEventHandler value) Parameters: - value (Protogame.MxMessageReceiveEventHandler) –
-
public void
remove_MessageReceived
(MxMessageReceiveEventHandler value) Parameters: - value (Protogame.MxMessageReceiveEventHandler) –
-
public void
add_MessageSent
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
remove_MessageSent
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
EnqueueReceive
(System.Byte[] packet) Enqueues a byte array to be handled in the receiving logic when Update() is called.
Parameters: - packet (System.Byte[]) – The packet’s byte data.
-
public void
EnqueueSend
(System.Byte[] packet, uint protocol) Enqueues a byte array to be sent to the target endpoint when Update() is called.
Parameters: - packet (System.Byte[]) – The packet’s byte data.
- protocol (uint) – The packet’s protocol type.
-
public void
Update
() Updates the state of the Mx client, sending outgoing packets and receiving incoming packets.
-
readonly System.Net.IPEndPoint
MxClientEventArgs¶
-
class
MxClientEventArgs
: System.EventArgs The mx client event args.
-
MxClient
Client
Gets or sets the client.
Value: The client.
-
MxClient
MxClientEventHandler¶
-
class
MxClientEventHandler
: System.MulticastDelegate, System.ICloneable, System.Runtime.Serialization.ISerializable The mx client event handler.
-
public void
Invoke
(System.Object sender, MxClientEventArgs e) Parameters: - sender (System.Object) –
- e (Protogame.MxClientEventArgs) –
-
public System.IAsyncResult
BeginInvoke
(System.Object sender, MxClientEventArgs e, System.AsyncCallback callback, System.Object object) Parameters: - sender (System.Object) –
- e (Protogame.MxClientEventArgs) –
- callback (System.AsyncCallback) –
- object (System.Object) –
-
public void
EndInvoke
(System.IAsyncResult result) Parameters: - result (System.IAsyncResult) –
-
public void
MxDisconnectEventArgs¶
-
class
MxDisconnectEventArgs
: System.EventArgs The mx client event args.
-
MxClient
Client
Gets or sets the client.
Value: The client.
-
int
DisconnectAccumulator
Gets or sets the disconnect accumulator.
Value: The disconnect accumulator.
-
int
DisconnectTimeout
Gets or sets the disconnect timeout.
Value: The disconnect timeout.
-
bool
IsDisconnected
Gets or sets a value indicating whether or not the client has disconnected.
Value: Whether or not the client has disconnected.
-
MxClient
MxDisconnectEventHandler¶
-
class
MxDisconnectEventHandler
: System.MulticastDelegate, System.ICloneable, System.Runtime.Serialization.ISerializable The mx client event handler.
-
public void
Invoke
(System.Object sender, MxDisconnectEventArgs e) Parameters: - sender (System.Object) –
- e (Protogame.MxDisconnectEventArgs) –
-
public System.IAsyncResult
BeginInvoke
(System.Object sender, MxDisconnectEventArgs e, System.AsyncCallback callback, System.Object object) Parameters: - sender (System.Object) –
- e (Protogame.MxDisconnectEventArgs) –
- callback (System.AsyncCallback) –
- object (System.Object) –
-
public void
EndInvoke
(System.IAsyncResult result) Parameters: - result (System.IAsyncResult) –
-
public void
MxDispatcher¶
-
class
MxDispatcher
: System.Object The Mx dispatcher; this handles receiving messages on the UDP client and dispatching them to the correct connected Mx client.
-
readonly bool
Closed
Gets a value indicating whether this dispatcher has been closed.
Value: Whether or not this dispatcher has been closed.
-
readonly Protogame.MxClientGroup
Item
-
readonly System.Collections.Generic.IEnumerable<KeyValuePair`2>
Latencies
Gets an enumeration of the latencies for all connected endpoints.
Value: An enumeration of the latencies for all connected endpoints.
-
readonly System.Collections.Generic.IEnumerable<MxClientGroup>
AllClientGroups
-
readonly System.Collections.Generic.IEnumerable<MxClientGroup>
ValidClientGroups
-
public void
add_ClientConnected
(MxClientEventHandler value) Parameters: - value (Protogame.MxClientEventHandler) –
-
public void
remove_ClientConnected
(MxClientEventHandler value) Parameters: - value (Protogame.MxClientEventHandler) –
-
public void
add_ClientDisconnectWarning
(MxDisconnectEventHandler value) Parameters: - value (Protogame.MxDisconnectEventHandler) –
-
public void
remove_ClientDisconnectWarning
(MxDisconnectEventHandler value) Parameters: - value (Protogame.MxDisconnectEventHandler) –
-
public void
add_ClientDisconnected
(MxClientEventHandler value) Parameters: - value (Protogame.MxClientEventHandler) –
-
public void
remove_ClientDisconnected
(MxClientEventHandler value) Parameters: - value (Protogame.MxClientEventHandler) –
-
public void
add_MessageAcknowledged
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
remove_MessageAcknowledged
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
add_MessageLost
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
remove_MessageLost
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
add_MessageReceived
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
remove_MessageReceived
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
add_MessageSent
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
remove_MessageSent
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
add_ReliableReceivedProgress
(MxReliabilityTransmitEventHandler value) Parameters: - value (Protogame.MxReliabilityTransmitEventHandler) –
-
public void
remove_ReliableReceivedProgress
(MxReliabilityTransmitEventHandler value) Parameters: - value (Protogame.MxReliabilityTransmitEventHandler) –
-
public void
add_ReliableSendProgress
(MxReliabilityTransmitEventHandler value) Parameters: - value (Protogame.MxReliabilityTransmitEventHandler) –
-
public void
remove_ReliableSendProgress
(MxReliabilityTransmitEventHandler value) Parameters: - value (Protogame.MxReliabilityTransmitEventHandler) –
-
public void
Close
() Closes the dispatcher permanently, terminating all inbound and outbound connections.
-
public Protogame.MxClientGroup
PlaceInGroup
(MxClient client, string identifier) Places the specified Mx client in the specified group.
Parameters: - client (Protogame.MxClient) – The Mx client.
- identifier (string) – The group identifier.
-
public MxClient
Connect
(System.Net.IPEndPoint endpoint) Explicitly connect to the specified endpoint, assuming there is an Mx dispatcher at the specified address.
This method is used to explicitly add clients, not to start the dispatcher. The dispatcher does not require an explicit start.
Parameters: - endpoint (System.Net.IPEndPoint) – The endpoint to connect to.
-
public void
Disconnect
(Protogame.MxClientGroup clientGroup) Disconnects the entire Mx client group, disconnecting all clients inside it.
Parameters: - clientGroup (Protogame.MxClientGroup) – The client group.
-
public void
Disconnect
(MxClient client) Disconnects the specified Mx client. This removes it from the group that owns it, and prevents it from reconnecting to this dispatcher implicitly.
Parameters: - client (Protogame.MxClient) – The client.
-
public int
GetBytesLastReceivedAndReset
()
-
public int
GetBytesLastSentAndReset
()
-
public void
Send
(Protogame.MxClientGroup group, System.Byte[] packet, bool reliable) Queue a packet for sending to the specified endpoint.
Parameters: - group (Protogame.MxClientGroup) – The group to send the message to.
- packet (System.Byte[]) – The associated data to send.
- reliable (bool) – Whether or not this message should be sent reliably and intact. This also permits messages larger than 512 bytes to be sent.
-
public void
Send
(MxClient client, System.Byte[] packet, bool reliable) Queue a packet for sending to the specified client.
Parameters: - client (Protogame.MxClient) – The client to send the message to.
- packet (System.Byte[]) – The associated data to send.
- reliable (bool) – Whether or not this message should be sent reliably and intact. This also permits messages larger than 512 bytes to be sent.
-
public void
Update
() Updates the dispatcher, receiving messages and connecting clients as appropriate.
-
readonly bool
MxMessage¶
-
class
MxMessage
: System.Object The message class that represents a message being transferred over the Mx protocol.
-
uint
RealtimeProtocol
Indicates the message is for the real time protocol.
-
uint
ReliableProtocol
Indicates the message is for the reliable protocol.
-
uint
Ack
Gets or sets the latest sequence number this packet is acknowledging.
Value: The latest sequence number this packet is acknowledging.
-
uint
AckBitfield
Gets or sets the ack bitfield, which represents of the last 32 acks, which have been acknowledged.
Value: The ack bitfield, which represents of the last 32 acks, which have been acknowledged.
-
Protogame.MxPayload[]
Payloads
Gets or sets the payloads for this message.
Value: The payloads associated with this message.
-
uint
ProtocolID
Gets or sets the protocol ID.
Value: The protocol ID.
-
uint
Sequence
Gets or sets the sequence number.
Value: The sequence number.
-
public bool
DidAck
(uint sequence) Returns whether this message did acknowledge the specified sequence number.
Parameters: - sequence (uint) – The sequence number to check.
Returns: Whether this message acknowledges the specified sequence number.
-
public System.Boolean[]
GetAckBitfield
() Converts the bitfield into an array of T:System.Boolean.
Returns: The array of T:System.Boolean representing the acknowledgement status.
-
public bool
HasAck
(uint sequence) Returns whether or not this message can acknowledge the specified sequence number. This will return false if the specified sequence number is more than 32 messages ago.
Parameters: - sequence (uint) – The sequence number to check.
Returns: Whether this message can acknowledge the specified sequence number.
-
public void
SetAckBitfield
(System.Boolean[] received) Sets the bitfield based on an input array of T:System.Boolean.
Parameters: - received (System.Boolean[]) – The array of T:System.Boolean representing the acknowledgement status.
-
uint
MxMessageEventArgs¶
-
class
MxMessageEventArgs
: System.EventArgs The mx message event args.
-
MxClient
Client
Gets or sets the client.
Value: The client.
-
System.Byte[]
Payload
Gets or sets the payload of the message.
Value: The payload of the message.
-
uint
ProtocolID
Gets or sets the protocol ID of the message.
Value: The protocol ID of the message.
-
MxClient
MxMessageEventHandler¶
-
class
MxMessageEventHandler
: System.MulticastDelegate, System.ICloneable, System.Runtime.Serialization.ISerializable The mx message event handler.
-
public void
Invoke
(System.Object sender, MxMessageEventArgs e) Parameters: - sender (System.Object) –
- e (Protogame.MxMessageEventArgs) –
-
public System.IAsyncResult
BeginInvoke
(System.Object sender, MxMessageEventArgs e, System.AsyncCallback callback, System.Object object) Parameters: - sender (System.Object) –
- e (Protogame.MxMessageEventArgs) –
- callback (System.AsyncCallback) –
- object (System.Object) –
-
public void
EndInvoke
(System.IAsyncResult result) Parameters: - result (System.IAsyncResult) –
-
public void
MxMessageReceiveEventArgs¶
-
class
MxMessageReceiveEventArgs
: MxMessageEventArgs The mx message event args.
-
bool
DoNotAcknowledge
Gets or sets whether the client should not acknowledge this message.
Value: Set to true if the client should not acknowledge this message has been received. This can be used when the packet is invalid or the receiver has no way of determining what to do with it.
-
bool
MxMessageReceiveEventHandler¶
-
class
MxMessageReceiveEventHandler
: System.MulticastDelegate, System.ICloneable, System.Runtime.Serialization.ISerializable The mx message receive event handler.
-
public void
Invoke
(System.Object sender, MxMessageReceiveEventArgs e) Parameters: - sender (System.Object) –
- e (Protogame.MxMessageReceiveEventArgs) –
-
public System.IAsyncResult
BeginInvoke
(System.Object sender, MxMessageReceiveEventArgs e, System.AsyncCallback callback, System.Object object) Parameters: - sender (System.Object) –
- e (Protogame.MxMessageReceiveEventArgs) –
- callback (System.AsyncCallback) –
- object (System.Object) –
-
public void
EndInvoke
(System.IAsyncResult result) Parameters: - result (System.IAsyncResult) –
-
public void
MxMessageSerializer¶
-
class
MxMessageSerializer
: ProtoBuf.Meta.TypeModel This is a Protobuf serializer that serializes and deserializes the MxMessage class.
MxPayload¶
-
class
MxPayload
: System.Object Encapsulates an Mx payload. We have a seperate class since we need an array of byte arrays, which can’t be represented directly in Protobuf.
-
System.Byte[]
Data
Gets or sets the data.
Value: The data of the payload.
-
System.Byte[]
MxReliability¶
-
class
MxReliability
: System.Object The class that provides reliability and fragmentation infrastructure for Mx clients.
This class is used by T:Protogame.MxDispatcher to interface with an T:Protogame.MxClient in a reliable manner. When data is sent reliably, this class is used to fragment and reconstruct sets of data, ensuring that each fragment is either acknowledged by the receiving machine, or sent again.
-
int
SafeFragmentSize
The safe fragment size.
-
readonly MxClient
Client
The underlying Mx client instance.
-
public void
add_FragmentReceived
(MxReliabilityTransmitEventHandler value) Parameters: - value (Protogame.MxReliabilityTransmitEventHandler) –
-
public void
remove_FragmentReceived
(MxReliabilityTransmitEventHandler value) Parameters: - value (Protogame.MxReliabilityTransmitEventHandler) –
-
public void
add_FragmentSent
(MxReliabilityTransmitEventHandler value) Parameters: - value (Protogame.MxReliabilityTransmitEventHandler) –
-
public void
remove_FragmentSent
(MxReliabilityTransmitEventHandler value) Parameters: - value (Protogame.MxReliabilityTransmitEventHandler) –
-
public void
add_MessageAcknowledged
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
remove_MessageAcknowledged
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
add_MessageReceived
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
remove_MessageReceived
(MxMessageEventHandler value) Parameters: - value (Protogame.MxMessageEventHandler) –
-
public void
Send
(System.Byte[] data) Sends data to the associated client reliably.
Parameters: - data (System.Byte[]) – The data to be sent.
-
public void
Update
() Updates this reliability class, sending and receiving messages as required.
-
int
MxReliabilityReceiveState¶
-
class
MxReliabilityReceiveState
: System.Object Represents the current receive state of a reliable message.
-
readonly int
CurrentReceiveMessageID
The ID of the message we are currently receiving; this binds packets to the original header so that in the case of duplicated sends we can’t get packets that aren’t associated with the given header.
Value: The current receive message id.
-
readonly int
TotalFragments
The total number of fragments that this message contains.
Value: The total fragments.
-
public bool
IsComplete
() The is complete.
Returns: The T:System.Boolean.
-
public System.Byte[]
Reconstruct
() The reconstruct.
Returns: The :byte[].
-
public void
SetFragment
(int currentIndex, Fragment fragment) The set fragment.
Parameters: - currentIndex (int) – The current index.
- fragment (Protogame.Fragment) – The fragment.
-
readonly int
MxReliabilitySendState¶
-
class
MxReliabilitySendState
: System.Object Represents the current send state of a reliable message.
-
System.Collections.Generic.List<Fragment>
CurrentSendFragments
A list of fragments that are currently being sent. Each of the fragments is used to track whether or not it has been acknowledged by the remote client.
-
System.Byte[]
CurrentSendMessage
The current message that is being sent.
-
int
CurrentSendMessageID
The ID of the message we are currently sending.
-
public bool
MarkFragmentIfPresent
(System.Byte[] data, FragmentStatus newStatus) Parameters: - data (System.Byte[]) –
- newStatus (Protogame.FragmentStatus) –
-
public bool
HasPendingSends
()
-
System.Collections.Generic.List<Fragment>
MxReliabilityTransmitEventArgs¶
-
class
MxReliabilityTransmitEventArgs
: System.EventArgs The mx message event args.
-
MxClient
Client
Gets or sets the client.
Value: The client.
-
int
CurrentFragments
Gets or sets the current fragments.
Value: The current fragments.
-
bool
IsSending
Gets or sets a value indicating whether is sending.
Value: The is sending.
-
int
TotalFragments
Gets or sets the total fragments.
Value: The total fragments.
-
int
TotalSize
Gets or sets the total size.
Value: The total size.
-
MxClient
MxReliabilityTransmitEventHandler¶
-
class
MxReliabilityTransmitEventHandler
: System.MulticastDelegate, System.ICloneable, System.Runtime.Serialization.ISerializable The mx message event handler.
-
public void
Invoke
(System.Object sender, MxReliabilityTransmitEventArgs e) Parameters: - sender (System.Object) –
- e (Protogame.MxReliabilityTransmitEventArgs) –
-
public System.IAsyncResult
BeginInvoke
(System.Object sender, MxReliabilityTransmitEventArgs e, System.AsyncCallback callback, System.Object object) Parameters: - sender (System.Object) –
- e (Protogame.MxReliabilityTransmitEventArgs) –
- callback (System.AsyncCallback) –
- object (System.Object) –
-
public void
EndInvoke
(System.IAsyncResult result) Parameters: - result (System.IAsyncResult) –
-
public void
MxUtility¶
-
class
MxUtility
: System.Object The mx utility.
-
int
UIntBitsize
The u int bitsize.
-
public long
GetSequenceNumberDifference
(uint new, uint current) Gets the sequence number difference between the “new” and “current” messages. If the “new” sequence ID represents a later message, then the result is positive; if the “new” sequence ID represents an older message, then the result is negative.
Parameters: - new (uint) –
- current (uint) –
Returns: The T:System.Int64.
-
int
SingleTimeMachine¶
-
class
SingleTimeMachine
: Protogame.InterpolatedTimeMachine<Single>, Protogame.ITimeMachine<Single>, Protogame.ITimeMachine The single time machine.
StringTimeMachine¶
-
class
StringTimeMachine
: Protogame.TimeMachine<String>, Protogame.ITimeMachine<String>, Protogame.ITimeMachine A time machine for a string.
TimeMachine<T>¶
-
class
TimeMachine<T>
: System.Object, Protogame.ITimeMachine<T>, Protogame.ITimeMachine This class facilitates lag compensation and value prediction for data that is being synchronized over a latent stream (such as a network connection). For interpolation and extrapolation, use T:Protogame.InterpolatedTimeMachine`1.
Type Parameters: - T – The type of data that will be tracked by the time machine.
-
readonly System.Type
Type
The type of the values stored by this time machine.
-
public void
FindSurroundingTickValues
(System.Collections.Generic.IList<Int32> keys, int current, ref int previous, ref int next) Parameters: - keys (System.Collections.Generic.IList<Int32>) –
- current (int) –
- (ref) previous (int) –
- (ref) next (int) –
-
public Protogame.T
Get
(int tick) Retrieves the value at the specified tick, or interpolates / extrapolates a value from the known values in the time machine.
Parameters: - tick (int) – The tick at which to retrieve the value.
Returns: The .
-
public void
Purge
(int tick) Purges old history in the time machine, freeing up memory.
Parameters: - tick (int) – The current tick. This value minus the history setting will be the tick from which older ticks will be removed.
-
public void
Set
(int tick, System.Object value) Sets the specified tick and value into the time machine. Once you have set a value at a specified time, you can only set values with a higher tick.
Parameters: - tick (int) – The tick at which this value exists.
- value (System.Object) – The value to store in the time machine.
-
public void
Set
(int tick, Protogame.T value) Parameters: - tick (int) –
- value (Protogame.T) –
TransformTimeMachine¶
-
class
TransformTimeMachine
: Protogame.TimeMachine<ITransform>, Protogame.ITimeMachine<ITransform>, Protogame.ITimeMachine A time machine for transforms.
-
public Protogame.ITransform
Get
(int tick) Parameters: - tick (int) –
-
public void
Set
(int tick, System.Object value) Parameters: - tick (int) –
- value (System.Object) –
-
public Protogame.ITransform
Vector3TimeMachine¶
-
class
Vector3TimeMachine
: Protogame.InterpolatedTimeMachine<Vector3>, Protogame.ITimeMachine<Vector3>, Protogame.ITimeMachine A time machine for the Vector3 structure.
Networking: Dedicated Servers¶
Note
This documentation is a work-in-progress.
The server module in Protogame provides a framework for writing dedicated servers. It contains entity and world interfaces suitable for dedicated servers, where graphics APIs are not available.
Scripting and Modding¶
Note
This documentation is a work-in-progress.
The scripting module provides mechanisms for loading and executing scripts written in a shader-like language called LogicControl. LogicControl is implemented purely in C#, and can be used on all platforms.
Like shaders, method parameters and return values in LogicControl have semantics declared on them, which are then used to call scripts from C#. Scripts are integrated into the asset management system, so scripts are loaded through the standard asset management system, while still being available on disk for players to modify.
The scripting module also supports being extended with different languages, by creating
new implementations of IScriptEngine
and IScriptEngineInstance
.
Thus the Protogame scripting module provides an extremely easy way of providing modding and extension APIs for your games.
Hardware Sensors¶
Note
This documentation is a work-in-progress.
Warning
The camera sensor APIs are currently only available on Windows Desktop.
The sensor module provides access to hardware attached to the machine or device that your game is running on. Currently this includes only camera devices, but we expect this will expand in future to provide abstractions for location and accelerometer sensors.
ICamera¶
-
interface
ICamera
A camera sensor on the current device.
-
readonly string
Name
The user-friendly name of the camera hardware.
-
readonly int
Width
The width of the images captured by this camera.
-
readonly int
Height
The height of images captured by this camera.
-
readonly string
ICameraSensor¶
-
interface
ICameraSensor
: ISensor A sensor which represents all available cameras on the current device.
-
readonly Texture2D
VideoCaptureFrame
The texture representing what the currently active camera is capturing. This value may be null if no active camera is set, or if the image from the active camera is not ready.
-
readonly System.Byte[]
VideoCaptureUnlockedRGBA
The raw RGBA data from the camera. This data is written to by another thread, which means that it is not atomically correct. The data in this array may be written to as you are reading from it.
-
readonly System.Nullable<Int32>
VideoCaptureWidth
The width of the current texture, or null if no texture is currently available.
-
readonly System.Nullable<Int32>
VideoCaptureHeight
The height of the current texture, or null if no texture is currently available.
-
ICamera
ActiveCamera
The currently active camera. This is initially null, and you need to set this value to one of the cameras returned by M:Protogame.ICameraSensor.GetAvailableCameras.
-
System.Collections.Generic.List<ICamera>
GetAvailableCameras
() Gets all of the available cameras on this device.
Returns:
-
readonly Texture2D
ISensor¶
-
interface
ISensor
An abstract sensor attached to this device.
-
void
Render
(IGameContext gameContext, IRenderContext renderContext) Updates the sensor during the render step of the game.
Parameters: - gameContext (Protogame.IGameContext) – The current game context.
- renderContext (Protogame.IRenderContext) – The current render context.
-
void
Update
(IGameContext gameContext, IUpdateContext updateContext) Updates the sensor during the update step of the game.
Parameters: - gameContext (Protogame.IGameContext) – The current game context.
- updateContext (Protogame.IUpdateContext) – The current update context.
-
void
ISensorEngine¶
-
interface
ISensorEngine
The sensor engine which automatically updates registered sensors.
Because hardware sensors may activate hardware components, or may require additional permissions on some operating systems, they are not activated by default. Instead, you need to M:Protogame.ISensorEngine.Register(Protogame.ISensor) sensors after you inject them into your class.
-
void
Render
(IGameContext gameContext, IRenderContext renderContext) Internally called by T:Protogame.SensorEngineHook to update sensors during the render step.
Parameters: - gameContext (Protogame.IGameContext) – The current game context.
- renderContext (Protogame.IRenderContext) – The current render context.
-
void
Update
(IGameContext gameContext, IUpdateContext updateContext) Internally called by T:Protogame.SensorEngineHook to update sensors during the update step.
Parameters: - gameContext (Protogame.IGameContext) – The current game context.
- updateContext (Protogame.IUpdateContext) – The current update context.
-
void
Register
(ISensor sensor) Registers a hardware sensor with the sensor engine, ensuring that it is updated as the game runs.
Parameters: - sensor (Protogame.ISensor) – The hardware sensor to register.
-
void
Deregister
(ISensor sensor) Deregisters a hardware sensor from the sensor engine, ensuring that it is no longer updated as the game runs.
Parameters: - sensor (Protogame.ISensor) – The hardware sensor to deregister.
-
void
UI Framework¶
Note
This documentation is a work-in-progress.
The UI framework module provides a powerful UI system in Protogame.
Engine Utilities¶
Protogame provides various smaller utility APIs that serve very specific purposes. These APIs are often only used for specific games, or when targeting specific platforms.
Analytics Reporting¶
Note
This documentation is a work-in-progress.
The analytics module provides APIs which allow you to track player behaviour in-game, and submit it to online services such as GameAnalytics.
Performance Profiling¶
Note
This documentation is a work-in-progress.
The performance profiling module allows you to profile events and method calls in Protogame-based games.
This API provides both a general API for measuring the length of events explicitly, and an automatic profiling system for desktop platforms.
Warning
The automatic profiling mechanism is only available on desktop platforms, but works without requiring developers to explicitly scope measured events.
Compression Utilities¶
The compression utilities inside Protogame provide helper methods which compress byte arrays using the LZMA algorithm.
The compression utilities do not require loading a module; instead use
the LzmaHelper
class directly.
LzmaHelper.Compress¶
This method takes an input (uncompressed) stream and an output stream.
To compress a byte array, use this method in conjunction with the MemoryStream class available in .NET:
byte[] uncompressedBytes;
byte[] compressedBytes;
using (var input = new MemoryStream(uncompressedBytes))
{
using (var output = new MemoryStream())
{
LzmaHelper.Compress(input, output);
var length = output.Position;
compressedBytes = new byte[length];
output.Seek(SeekOrigin.Begin, 0);
output.Read(compressedBytes, 0, length);
}
}
LzmaHelper.Decompress¶
This method takes an input (compressed) stream and an output stream.
To compress a byte array, use this method in conjunction with the MemoryStream class available in .NET:
byte[] uncompressedBytes;
byte[] compressedBytes;
using (var input = new MemoryStream(compressedBytes))
{
using (var output = new MemoryStream())
{
LzmaHelper.Decompress(input, output);
var length = output.Position;
uncompressedBytes = new byte[length];
output.Seek(SeekOrigin.Begin, 0);
output.Read(uncompressedBytes, 0, length);
}
}
Primitive Collisions¶
Note
This documentation is a work-in-progress.
The collisions module provides basic, non-physics collision checking on primitives, such as triangle-triangle intersection tests.
Image Processing¶
Note
This documentation is a work-in-progress.
The image processing module allows you to process images in memory and extract meaningful information from them. When combined with the Hardware Sensors API, this can be used to create augmented reality games.
IColorInImageDetection¶
-
interface
IColorInImageDetection
: System.IDisposable An interface that represents an implementation which detects the color in images (from a given image source) and returns locations in the image where the color appears in high concentrations.
This interface must be constructed using T:Protogame.IImageProcessingFactory. Because it processes data in a background thread, you must call M:Protogame.IColorInImageDetection.Start to begin the actual image analysis.
-
float
GlobalSensitivity
The global sensitivity used to detect color in the image. This is preset at a sensible default, so you should not really need to change this value.
-
int
ChunkSize
The size of chunks to perform the analysis with. The smaller this value, the exponentially larger number of sections the algorithm has to scan over.
In testing, we have found that for a 640x480 image source, a chunk size of 5 is a reasonable value. This is the default value. If scanning larger images, or if you’re finding the results are being processed too slowly on the background thread, you may need to set this property to a higher value.
Once M:Protogame.IColorInImageDetection.Start has been called, you can not change this value. If you need to change the chunk size after image analysis has been started, you need to M:System.IDisposable.Dispose of this instance and create a new one using the T:Protogame.IImageProcessingFactory factory.
-
Protogame.ISelectedColorHandle
RegisterColorForAnalysis
(Color color, string name) Registers a color for detection. The implementation will continuosly scan the image source on a background thread to detect this color in the image.
You can register multiple colors for detection by calling this method multiple times.
This method returns a handle which you can then use in other methods on this interface to get the results of scanning for this color.
Parameters: - color (Microsoft.Xna.Framework.Color) – The color to detect in the image.
- name (string) – The name of the color for diagnostic purposes.
Returns:
-
System.Int32[,]
GetUnlockedResultsForColor
(Protogame.ISelectedColorHandle handle) Returns a two-dimensional integer array representing the strength of color detected in the image.
When the image is analysed, it is split up into a grid of chunks, where each chunk is P:Protogame.IColorInImageDetection.ChunkSize`x:ref:`P:Protogame.IColorInImageDetection.ChunkSize pixels in size. Each chunk is represented by a single integer in the array. Thus if you map the array returned by this method onto the screen, using a P:Protogame.IColorInImageDetection.ChunkSize`x:ref:`P:Protogame.IColorInImageDetection.ChunkSize rectangle to represent each value going across and then down, you will see the analysis of the original image with the desired color represented as high integer values.
In the returned array, negative values represent a lack of the requested color, while positive values represent a presence of the requested color. Neutral values (close to 0) represent parts of the image which are neither strongly correlated or strongly against the desired color.
For example, if you were detecting the color red, and you had a picture of a blue object in the image source, this array would be filled with a large amount of negative values representing the blue object in the image. If you had a very red object in the image, you would see very high positive integers representing the presence of that object.
In testing, and with the default global sensitivity, we have found that a threshold of positive 100 (after dividing the value by the color’s local sensivity; see M:Protogame.IColorInImageDetection.GetSensitivityForColor(Protogame.ISelectedColorHandle)) represents the precense of a color in an image, while lower values represent neutral or opposite of colors. However, you should be aware that you might need to offer calibration of global sensitivity in your game if your image source is from an external camera, as different lighting conditions may require a different sensitivity level.
Parameters: - handle (Protogame.ISelectedColorHandle) – The color handle returned by M:Protogame.IColorInImageDetection.RegisterColorForAnalysis(Microsoft.Xna.Framework.Color,System.String).
Returns: The two-dimensional integer array representing the strength of color in the image.
-
float
GetSensitivityForColor
(Protogame.ISelectedColorHandle handle) Gets the localised sensitivity value for the specified color.
Because images may contain varying amounts of a specific color in them, the color detection algorithm attempts to normalize the sensitivity on a per-color basis, depending on how much of the image contains that color.
You should divide the integers inside M:Protogame.IColorInImageDetection.GetUnlockedResultsForColor(Protogame.ISelectedColorHandle) by this value to determine the actual score.
Parameters: - handle (Protogame.ISelectedColorHandle) – The color handle returned by M:Protogame.IColorInImageDetection.RegisterColorForAnalysis(Microsoft.Xna.Framework.Color,System.String).
Returns: The sensitivity calculated for the color.
-
int
GetTotalDetectedForColor
(Protogame.ISelectedColorHandle handle) Gets the total amount of color detected in the image.
This value is primarily useful for diagnositic purposes.
Parameters: - handle (Protogame.ISelectedColorHandle) – The color handle returned by M:Protogame.IColorInImageDetection.RegisterColorForAnalysis(Microsoft.Xna.Framework.Color,System.String).
Returns: The total amount of color detected in the image.
-
string
GetNameForColor
(Protogame.ISelectedColorHandle handle) Gets the name of the color when it was originally registered.
Parameters: - handle (Protogame.ISelectedColorHandle) – The color handle returned by M:Protogame.IColorInImageDetection.RegisterColorForAnalysis(Microsoft.Xna.Framework.Color,System.String).
Returns: The name of the color when it was originally registered.
-
Color
GetValueForColor
(Protogame.ISelectedColorHandle handle) Gets the color value of the color when it was originally registered.
Parameters: - handle (Protogame.ISelectedColorHandle) – The color handle returned by M:Protogame.IColorInImageDetection.RegisterColorForAnalysis(Microsoft.Xna.Framework.Color,System.String).
Returns: The color value of the color when it was originally registered.
-
void
Start
() Starts the background image analysis. Until you call this function, no image analysis is performed.
-
float
IImageProcessingFactory¶
-
interface
IImageProcessingFactory
: IGenerateFactory A factory which instantiates objects for image processing.
-
ImageSourceFromRGBAArray
CreateImageSource
(System.Func<Byte[]> getRGBAArray, System.Func<Int32> getWidth) Creates an image source from a callback that returns an RGBA array and an image width. This is the fastest kind of image source for image analysis.
Parameters: - getRGBAArray (System.Func<Byte[]>) – The callback which returns an array of RGBA values.
- getWidth (System.Func<Int32>) – The callback which returns the width of the image.
Returns: An image source which can be used in image analysis.
-
ImageSourceFromTexture
CreateImageSource
(System.Func<Texture2D> getTexture2D) Creates an image source from an in-memory texture.
Parameters: - getTexture2D (System.Func<Texture2D>) – The callback which returns the texture.
Returns: An image source which can be used in image analysis.
-
IColorInImageDetection
CreateColorInImageDetection
(IImageSource source) Creates an object which can be used for detecting colors in an image. This functionality is useful for augmented reality, where you need to detect specific colored markers in an environment.
Parameters: - source (Protogame.IImageSource) – The image source to detect color in.
Returns: The color detection object.
-
Protogame.IPointInAnalysedImageDetection
CreatePointInAnalysedImageDetection
(IColorInImageDetection colorInImageDetection, Protogame.ISelectedColorHandle selectedColorHandle) Creates an object which can be used for converting detected colors in an image into a series of discrete points.
Parameters: - colorInImageDetection (Protogame.IColorInImageDetection) – The color detection object.
- selectedColorHandle (Protogame.ISelectedColorHandle) – The color to detect points with.
Returns:
-
ImageSourceFromRGBAArray
IImageSource¶
-
interface
IImageSource
Represents an image source for image processing.
-
System.Byte[]
GetSourceAsBytes
(ref int width, ref int height) Parameters: - (ref) width (int) –
- (ref) height (int) –
-
System.Byte[]
2D Platforming Utilities¶
Note
This documentation is a work-in-progress.
The platforming module provides utilities for handling collisions and movement in 2D platformer games.
Memory Pooling¶
Note
This documentation is a work-in-progress.
The pooling module provides classes for pooling data in games. Memory pooling in games is used to avoid expensive garbage collection and memory allocation operations, especially on mobile platforms.
IPool<T>¶
-
interface
IPool<T>
: IRawPool A memory pool of objects.
Type Parameters: - T –
-
Protogame.T
Get
()
-
void
Release
(Protogame.T instance) Parameters: - instance (Protogame.T) –
-
void
ReleaseAll
()
IPoolManager¶
-
interface
IPoolManager
The memory pool manager, which is used to create new pools of objects.
-
IPool<T>
NewPool<T>
(string name, int size, System.Action<T> resetAction) Creates a new fixed-size memory pool of the specified size.
To use this method, the objects must have a public, parameter-less constructor. If they do not, you should use one of the variants of this method call that require for a factory function.
Type Parameters: - T – The type of objects to store in the memory pool.
Parameters: - name (string) – The user-friendly name of the pool which can be viewed during memory debugging.
- size (int) – The size of the memory pool.
- resetAction (System.Action<T>) – An action which is called when the state of an object needs to be reset before reusing it.
Returns: The memory pool.
-
IPool<T>
NewPool<T>
(string name, int size, System.Func<T> factoryFunc, System.Action<T> resetAction) Creates a new fixed-size memory pool of the specified size.
Type Parameters: - T – The type of objects to store in the memory pool.
Parameters: - name (string) – The user-friendly name of the pool which can be viewed during memory debugging.
- size (int) – The size of the memory pool.
- factoryFunc (System.Func<T>) – The factory function which allocates new objects for the pool.
- resetAction (System.Action<T>) – An action which is called when the state of an object needs to be reset before reusing it.
Returns: The memory pool.
-
IPool<T>
NewPool<T>
(string name, int size, System.Func<T> factoryFunc, System.Action<T> resetAction, System.Action<T> newAction) Creates a new fixed-size memory pool of the specified size.
Type Parameters: - T – The type of objects to store in the memory pool.
Parameters: - name (string) – The user-friendly name of the pool which can be viewed during memory debugging.
- size (int) – The size of the memory pool.
- factoryFunc (System.Func<T>) – The factory function which allocates new objects for the pool.
- resetAction (System.Action<T>) – An action which is called when the state of an object needs to be reset before reusing it.
- newAction (System.Action<T>) – An action which is called before an object is given out for the first time.
Returns: The memory pool.
-
IPool<T>
NewScalingPool<T>
(string name, int increment, System.Action<T> resetAction) Creates a new scaling memory pool which can allocate and de-allocate blocks of objects as needed. This ensures that allocations of memory happen less frequently that they would otherwise for normal allocation and garbage collection.
To use this method, the objects must have a public, parameter-less constructor. If they do not, you should use one of the variants of this method call that require for a factory function.
Type Parameters: - T – The type of objects to store in the memory pool.
Parameters: - name (string) – The user-friendly name of the pool which can be viewed during memory debugging.
- increment (int) – The size by which to increment the memory pool when more objects are needed, and the size by which to decrement the pool when less objects are needed.
- resetAction (System.Action<T>) – An action which is called when the state of an object needs to be reset before reusing it.
Returns: The memory pool.
-
IPool<T>
NewScalingPool<T>
(string name, int increment, System.Func<T> factoryFunc, System.Action<T> resetAction) Creates a new scaling memory pool which can allocate and de-allocate blocks of objects as needed. This ensures that allocations of memory happen less frequently that they would otherwise for normal allocation and garbage collection.
To use this method, the objects must have a public, parameter-less constructor. If they do not, you should use one of the variants of this method call that require for a factory function.
Type Parameters: - T – The type of objects to store in the memory pool.
Parameters: - name (string) – The user-friendly name of the pool which can be viewed during memory debugging.
- increment (int) – The size by which to increment the memory pool when more objects are needed, and the size by which to decrement the pool when less objects are needed.
- factoryFunc (System.Func<T>) – The factory function which allocates new objects for the pool.
- resetAction (System.Action<T>) – An action which is called when the state of an object needs to be reset before reusing it.
Returns: The memory pool.
-
IPool<T>
NewScalingPool<T>
(string name, int increment, System.Func<T> factoryFunc, System.Action<T> resetAction, System.Action<T> newAction) Creates a new scaling memory pool which can allocate and de-allocate blocks of objects as needed. This ensures that allocations of memory happen less frequently that they would otherwise for normal allocation and garbage collection.
To use this method, the objects must have a public, parameter-less constructor. If they do not, you should use one of the variants of this method call that require for a factory function.
Type Parameters: - T – The type of objects to store in the memory pool.
Parameters: - name (string) – The user-friendly name of the pool which can be viewed during memory debugging.
- increment (int) – The size by which to increment the memory pool when more objects are needed, and the size by which to decrement the pool when less objects are needed.
- factoryFunc (System.Func<T>) – The factory function which allocates new objects for the pool.
- resetAction (System.Action<T>) – An action which is called when the state of an object needs to be reset before reusing it.
- newAction (System.Action<T>) – An action which is called before an object is given out for the first time.
Returns: The memory pool.
-
Protogame.IPool<T[]>
NewArrayPool<T>
(string name, int size, int arraySize, System.Action<T[]> resetAction) Type Parameters: - T –
Parameters: - name (string) –
- size (int) –
- arraySize (int) –
- resetAction (System.Action<T[]>) –
-
Protogame.IPool<T[]>
NewScalingArrayPool<T>
(string name, int increment, int arraySize, System.Action<T[]> resetAction) Type Parameters: - T –
Parameters: - name (string) –
- increment (int) –
- arraySize (int) –
- resetAction (System.Action<T[]>) –
-
IPool<T>
Structure Utilities¶
Note
This documentation is a work-in-progress.
The structure utilities module provide various classes for organising data in games.
Noise Generation¶
Note
This documentation is a work-in-progress.
The noise generation module provides classes for procedurally generating noise, such as perlin noise maps.
Math Utilities¶
Protogame provides math utilities for various purposes.
CircumcentreSolver¶
-
class
CircumcentreSolver
: System.Object Given four points in 3D space, solves for a sphere such that all four points lie on the sphere’s surface.
-
readonly System.Double[]
Centre
The centre of the resulting sphere.
Value: The centre.
-
readonly double
Radius
The radius of the resulting sphere.
Value: The radius.
-
readonly bool
Valid
Whether the result was a valid sphere.
Value: The valid.
-
readonly System.Double[]
Extension Methods¶
Protogame provides extension methods for various built-in classes.
BoundingBoxExtensions¶
-
class
BoundingBoxExtensions
: System.Object These extension methods assist with converting between bounding boxes and rectangles.
Protogame’s bounding box includes speed attributes, which the built-in MonoGame bounding box does not have.
-
public void
CopyTo
(Protogame.IBoundingBox boundingBox, Rectangle rectangle) Copies the specified Protogame bounding box to the XNA rectangle.
Parameters: - boundingBox (Protogame.IBoundingBox) – The Protogame bounding box to copy from.
- rectangle (Microsoft.Xna.Framework.Rectangle) – The XNA rectangle to copy to.
-
public void
CopyTo
(Rectangle rectangle, Protogame.IBoundingBox boundingBox) Copies the specified XNA rectangle to the Protogame bounding box.
Parameters: - rectangle (Microsoft.Xna.Framework.Rectangle) – The XNA rectangle to copy from.
- boundingBox (Protogame.IBoundingBox) – The Protogame bounding box to copy to.
-
public Protogame.IBoundingBox
ToBoundingBox
(Rectangle rectangle) Converts the specified XNA rectangle to a Protogame bounding box.
Parameters: - rectangle (Microsoft.Xna.Framework.Rectangle) – The XNA rectangle to convert.
Returns: The T:Protogame.IBoundingBox.
-
public Protogame.IBoundingBox
ToProtogame
(BoundingBox boundingBox) Converts the specified XNA bounding box to a Protogame bounding box.
Parameters: - boundingBox (Microsoft.Xna.Framework.BoundingBox) – The XNA bounding box to convert.
Returns: The T:Protogame.IBoundingBox.
-
public Rectangle
ToRectangle
(Protogame.IBoundingBox boundingBox) Converts the specified Protogame bounding box to an XNA rectangle.
Parameters: - boundingBox (Protogame.IBoundingBox) – The Protogame bounding box to convert.
Returns: The T:Microsoft.Xna.Framework.Rectangle.
-
public BoundingBox
ToXna
(Protogame.IBoundingBox boundingBox) Converts the specified Protogame bounding box to an XNA bounding box.
Parameters: - boundingBox (Protogame.IBoundingBox) – The Protogame bounding box to convert.
Returns: The T:Microsoft.Xna.Framework.BoundingBox.
-
public void
KeyboardStateExtensions¶
-
class
KeyboardStateExtensions
: System.Object Extensions for the XNA T:Microsoft.Xna.Framework.Input.KeyboardState class.
This provides state-aware functions for detecting changes in the keyboard state, without having to track the previous state in each object that wants to know about key presses.
-
public System.Nullable<KeyState>
IsKeyChanged
(KeyboardState state, System.Object obj, Keys key) Detects whether the specified key has changed state.
Parameters: - state (Microsoft.Xna.Framework.Input.KeyboardState) – The keyboard state to check.
- obj (System.Object) – The object for the unique check to be done against.
- key (Microsoft.Xna.Framework.Input.Keys) – The key to check.
Returns: The state change of the key, or null if there’s no change.
-
public bool
IsKeyPressed
(KeyboardState state, System.Object obj, Keys key) Parameters: - state (Microsoft.Xna.Framework.Input.KeyboardState) –
- obj (System.Object) –
- key (Microsoft.Xna.Framework.Input.Keys) –
-
public bool
TryConvertKeyboardInput
(KeyboardState keyboard, KeyboardState oldKeyboard, ref char key, ref Keys special) Parameters: - keyboard (Microsoft.Xna.Framework.Input.KeyboardState) –
- oldKeyboard (Microsoft.Xna.Framework.Input.KeyboardState) –
- (ref) key (char) –
- (ref) special (Microsoft.Xna.Framework.Input.Keys) –
-
public System.Nullable<KeyState>
MouseStateExtensions¶
-
class
MouseStateExtensions
: System.Object Extensions for the XNA T:Microsoft.Xna.Framework.Input.MouseState class.
This provides state-aware functions for detecting changes in the mouse state, without having to track the previous state in each object that wants to know about button presses.
-
public System.Nullable<ButtonState>
LeftChanged
(MouseState state, System.Object obj) Detects whether or not the left mouse button has changed state.
Parameters: - state (Microsoft.Xna.Framework.Input.MouseState) – The mouse state to check.
- obj (System.Object) – The object for the unique check to be done against.
Returns: The state change of the left mouse button, or null if there’s no change.
-
public System.Nullable<ButtonState>
LeftChanged
(MouseState state, int hash) Detects whether or not the left mouse button has changed state.
Parameters: - state (Microsoft.Xna.Framework.Input.MouseState) – The mouse state to check.
- hash (int) – The unique hash code for the unique check to be done against.
Returns: The state change of the left mouse button, or null if there’s no change.
-
public System.Nullable<ButtonState>
MiddleChanged
(MouseState state, System.Object obj) Detects whether or not the middle mouse button has changed state.
Parameters: - state (Microsoft.Xna.Framework.Input.MouseState) – The mouse state to check.
- obj (System.Object) – The object for the unique check to be done against.
Returns: The state change of the middle mouse button, or null if there’s no change.
-
public System.Nullable<ButtonState>
MiddleChanged
(MouseState state, int hash) Detects whether or not the middle mouse button has changed state.
Parameters: - state (Microsoft.Xna.Framework.Input.MouseState) – The mouse state to check.
- hash (int) – The unique hash code for the unique check to be done against.
Returns: The state change of the middle mouse button, or null if there’s no change.
-
public System.Nullable<ButtonState>
RightChanged
(MouseState state, System.Object obj) Detects whether or not the right mouse button has changed state.
Parameters: - state (Microsoft.Xna.Framework.Input.MouseState) – The mouse state to check.
- obj (System.Object) – The object for the unique check to be done against.
Returns: The state change of the right mouse button, or null if there’s no change.
-
public System.Nullable<ButtonState>
RightChanged
(MouseState state, int hash) Detects whether or not the right mouse button has changed state.
Parameters: - state (Microsoft.Xna.Framework.Input.MouseState) – The mouse state to check.
- hash (int) – The unique hash code for the unique check to be done against.
Returns: The state change of the right mouse button, or null if there’s no change.
-
public bool
LeftPressed
(MouseState state, System.Object obj) Parameters: - state (Microsoft.Xna.Framework.Input.MouseState) –
- obj (System.Object) –
-
public bool
LeftPressed
(MouseState state, int hash) Parameters: - state (Microsoft.Xna.Framework.Input.MouseState) –
- hash (int) –
-
public bool
MiddlePressed
(MouseState state, System.Object obj) Parameters: - state (Microsoft.Xna.Framework.Input.MouseState) –
- obj (System.Object) –
-
public bool
MiddlePressed
(MouseState state, int hash) Parameters: - state (Microsoft.Xna.Framework.Input.MouseState) –
- hash (int) –
-
public bool
RightPressed
(MouseState state, System.Object obj) Parameters: - state (Microsoft.Xna.Framework.Input.MouseState) –
- obj (System.Object) –
-
public bool
RightPressed
(MouseState state, int hash) Parameters: - state (Microsoft.Xna.Framework.Input.MouseState) –
- hash (int) –
-
public System.Nullable<ButtonState>
RandomExtensions¶
-
class
RandomExtensions
: System.Object These extension methods provide additional types of random number generation on the T:System.Random class provided by .NET
-
public double
NextGuassian
(System.Random rand, double min, double max) Returns a new normally distributed number.
Parameters: - rand (System.Random) – The random number generator.
- min (double) – The negative sigma 3 lower bound.
- max (double) – The positive sigma 3 upper bound.
Returns: A random normally distributed number.
-
public double
NextGuassianClamped
(System.Random rand, double min, double max) Returns a new normally distributed number, clamped to specified values.
Parameters: - rand (System.Random) – The random number generator.
- min (double) – The lower bound.
- max (double) – The upper bound.
Returns: A random normally distributed number, clamped to within sigma 3.
-
public double
UtilityExtensions¶
-
class
UtilityExtensions
: System.Object These utility extension methods don’t belong anywhere else.
-
public void
Shuffle<T>
(System.Collections.Generic.IList<T> list) Shuffles the specified list in-place.
Type Parameters: - T –
Parameters: - list (System.Collections.Generic.IList<T>) – The list to shuffle.
-
public void
VectorExtensions¶
-
class
VectorExtensions
: System.Object These extension methods provide additional functionality to vector classes.
-
public Quaternion
CreateLookQuaternion
(Vector3 originalDirection, Vector3 targetDirection, Vector3 up) Creates a Quaternion representing the rotation to look from the original direction vector to the target direction vector.
Parameters: - originalDirection (Microsoft.Xna.Framework.Vector3) – The original direction vector.
- targetDirection (Microsoft.Xna.Framework.Vector3) – The target direction vector.
- up (Microsoft.Xna.Framework.Vector3) – The up vector.
Returns: A quaternion representing the rotation.
-
public Quaternion
Third-Party APIs¶
Protogame makes wide usage of third-party libraries to provide functionality, most notably MonoGame. Classes and methods in those third-party libraries are documented in the section below.
MonoGame Framework¶
MonoGame is an open source implementation of XNA, a low-level game engine written in C#. MonoGame is used in Protogame to provide abstraction of graphics rendering APIs, audio output and receiving input from hardware devices.
MonoGame also provides core classes, such as Vector3 and Matrix, which are used for almost all mathematical operations relating to games.
You will encounter these APIs frequently when using Protogame, either through use of the math APIs, or when you want to perform custom rendering.
Album¶
-
class
Album
: System.Object, System.IDisposable -
readonly Artist
Artist
-
readonly System.TimeSpan
Duration
Gets the duration of the Album.
-
readonly Genre
Genre
Gets the Genre of the Album.
-
readonly bool
HasArt
Gets a value indicating whether the Album has associated album art.
-
readonly bool
IsDisposed
Gets a value indicating whether the object is disposed.
-
readonly string
Name
Gets the name of the Album.
-
readonly SongCollection
Songs
Gets a SongCollection that contains the songs on the album.
-
public void
Dispose
() Immediately releases the unmanaged resources used by this object.
-
public System.IO.Stream
GetAlbumArt
() Returns the stream that contains the album art image data.
-
public System.IO.Stream
GetThumbnail
() Returns the stream that contains the album thumbnail image data.
-
public string
ToString
() Returns a String representation of this Album.
-
public int
GetHashCode
() Gets the hash code for this instance.
-
readonly Artist
AlbumCollection¶
-
class
AlbumCollection
: System.Object, System.IDisposable -
readonly int
Count
Gets the number of Album objects in the AlbumCollection.
-
readonly bool
IsDisposed
Gets a value indicating whether the object is disposed.
-
readonly Album
Item
-
public void
Dispose
() Immediately releases the unmanaged resources used by this object.
-
readonly int
Alpha8¶
-
struct
Alpha8
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<Byte>, IPackedVector, System.IEquatable<Alpha8> Packed vector type containing a single 8 bit normalized W values that is ranging from 0 to 1.
-
byte
PackedValue
Gets and sets the packed value.
-
float
ToAlpha
() Gets the packed vector in float format.
Returns: The packed vector in Vector3 format
-
bool
Equals
(System.Object obj) Compares an object with the packed vector.
Parameters: - obj (System.Object) – The object to compare.
Returns: True if the object is equal to the packed vector.
-
bool
Equals
(Alpha8 other) Compares another Alpha8 packed vector with the packed vector.
Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8) – The Alpha8 packed vector to compare.
Returns: True if the packed vectors are equal.
-
string
ToString
() Gets a string representation of the packed vector.
Returns: A string representation of the packed vector.
-
int
GetHashCode
() Gets a hash code of the packed vector.
Returns: The hash code for the packed vector.
-
byte
AlphaTestEffect¶
-
class
AlphaTestEffect
: Effect, System.IDisposable, IEffectMatrices, IEffectFog Built-in effect that supports alpha testing.
-
Matrix
World
Gets or sets the world matrix.
-
Matrix
View
Gets or sets the view matrix.
-
Matrix
Projection
Gets or sets the projection matrix.
-
Vector3
DiffuseColor
Gets or sets the material diffuse color (range 0 to 1).
-
float
Alpha
Gets or sets the material alpha.
-
bool
FogEnabled
Gets or sets the fog enable flag.
-
float
FogStart
Gets or sets the fog start distance.
-
float
FogEnd
Gets or sets the fog end distance.
-
Vector3
FogColor
Gets or sets the fog color.
-
Texture2D
Texture
Gets or sets the current texture.
-
bool
VertexColorEnabled
Gets or sets whether vertex color is enabled.
-
CompareFunction
AlphaFunction
Gets or sets the alpha compare function (default Greater).
-
int
ReferenceAlpha
Gets or sets the reference alpha value (default 0).
-
public Effect
Clone
() Creates a clone of the current AlphaTestEffect instance.
-
void
OnApply
() Lazily computes derived parameter values immediately before applying the effect.
-
Matrix
Artist¶
-
class
Artist
: System.Object, System.IDisposable -
readonly AlbumCollection
Albums
Gets the AlbumCollection for the Artist.
-
readonly bool
IsDisposed
Gets a value indicating whether the object is disposed.
-
readonly string
Name
Gets the name of the Artist.
-
readonly SongCollection
Songs
Gets the SongCollection for the Artist.
-
public void
Dispose
() Immediately releases the unmanaged resources used by this object.
-
public string
ToString
() Returns a String representation of the Artist.
-
public int
GetHashCode
() Gets the hash code for this instance.
-
readonly AlbumCollection
AudioCategory¶
-
struct
AudioCategory
: System.ValueType, System.IEquatable<AudioCategory> Provides functionality for manipulating multiple sounds at a time.
-
readonly string
Name
Gets the category’s friendly name.
-
void
AddSound
(Microsoft.Xna.Framework.Audio.XactSound sound) Parameters: - sound (Microsoft.Xna.Framework.Audio.XactSound) –
-
int
GetPlayingInstanceCount
()
-
Microsoft.Xna.Framework.Audio.XactSound
GetOldestInstance
()
-
void
Pause
() Pauses all associated sounds.
-
void
Resume
() Resumes all associated paused sounds.
-
void
Stop
(AudioStopOptions options) Stops all associated sounds.
Parameters: - options (Microsoft.Xna.Framework.Audio.AudioStopOptions) –
-
void
SetVolume
(float volume) Parameters: - volume (float) –
-
bool
op_Equality
(AudioCategory first, AudioCategory second) Determines whether two AudioCategory instances are equal.
Parameters: - first (Microsoft.Xna.Framework.Audio.AudioCategory) – First AudioCategory instance to compare.
- second (Microsoft.Xna.Framework.Audio.AudioCategory) – Second AudioCategory instance to compare.
Returns: true if the objects are equal or false if they aren’t.
-
bool
op_Inequality
(AudioCategory first, AudioCategory second) Determines whether two AudioCategory instances are not equal.
Parameters: - first (Microsoft.Xna.Framework.Audio.AudioCategory) – First AudioCategory instance to compare.
- second (Microsoft.Xna.Framework.Audio.AudioCategory) – Second AudioCategory instance to compare.
Returns: true if the objects are not equal or false if they are.
-
bool
Equals
(AudioCategory other) Determines whether two AudioCategory instances are equal.
Parameters: - other (Microsoft.Xna.Framework.Audio.AudioCategory) – AudioCategory to compare with this instance.
Returns: true if the objects are equal or false if they aren’t
-
bool
Equals
(System.Object obj) Determines whether two AudioCategory instances are equal.
Parameters: - obj (System.Object) – Object to compare with this instance.
Returns: true if the objects are equal or false if they aren’t.
-
int
GetHashCode
() Gets the hash code for this instance.
Returns: Hash code for this object.
-
string
ToString
() Returns the name of this AudioCategory
Returns: Friendly name of the AudioCategory
-
readonly string
AudioChannels¶
-
enum
AudioChannels
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Represents how many channels are used in the audio data.
-
AudioChannels
Mono
Single channel.
-
AudioChannels
Stereo
Two channels.
-
AudioChannels
AudioEmitter¶
-
class
AudioEmitter
: System.Object Represents a 3D audio emitter. Used to simulate 3D audio effects.
-
float
DopplerScale
Gets or sets a scale applied to the Doppler effect between the AudioEmitter and an AudioListener.
-
Vector3
Forward
Gets or sets the emitter’s forward vector.
-
Vector3
Position
Gets or sets the position of this emitter.
-
Vector3
Up
Gets or sets the emitter’s Up vector.
-
Vector3
Velocity
Gets or sets the emitter’s velocity vector.
-
float
AudioEngine¶
-
class
AudioEngine
: System.Object, System.IDisposable Class used to create and manipulate code audio objects.
-
int
ContentVersion
The current content version.
-
readonly bool
IsDisposed
Is true if the AudioEngine has been disposed.
-
Microsoft.Xna.Framework.Audio.AudioCategory[]
get_Categories
()
-
Microsoft.Xna.Framework.Audio.RpcVariable[]
CreateCueVariables
()
-
System.IO.Stream
OpenStream
(string filePath) Parameters: - filePath (string) –
-
int
GetRpcIndex
(uint fileOffset) Parameters: - fileOffset (uint) –
-
public void
Update
() Performs periodic work required by the audio engine.
-
public AudioCategory
GetCategory
(string name) Returns an audio category by name.
Parameters: - name (string) – Friendly name of the category to get.
Returns: The AudioCategory with a matching name. Throws an exception if not found.
-
public float
GetGlobalVariable
(string name) Gets the value of a global variable.
Parameters: - name (string) – Friendly name of the variable.
Returns: float value of the queried variable.
-
float
GetGlobalVariable
(int index) Parameters: - index (int) –
-
public void
SetGlobalVariable
(string name, float value) Sets the value of a global variable.
Parameters: - name (string) – Friendly name of the variable.
- value (float) – Value of the global variable.
-
public void
add_Disposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_Disposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
Dispose
() Disposes the AudioEngine.
-
int
AudioListener¶
-
class
AudioListener
: System.Object Represents a 3D audio listener. Used when simulating 3D Audio.
-
Vector3
Forward
Gets or sets the listener’s forward vector.
-
Vector3
Position
Gets or sets the listener’s position.
-
Vector3
Up
Gets or sets the listener’s up vector..
-
Vector3
Velocity
Gets or sets the listener’s velocity vector.
-
Vector3
AudioStopOptions¶
-
enum
AudioStopOptions
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Controls how Cue objects should cease playback when told to stop.
-
AudioStopOptions
AsAuthored
Stop normally, playing any pending release phases or transitions.
-
AudioStopOptions
Immediate
Immediately stops the cue, ignoring any pending release phases or transitions.
-
AudioStopOptions
BasicEffect¶
-
class
BasicEffect
: Effect, System.IDisposable, IEffectMatrices, IEffectLights, IEffectFog Built-in effect that supports optional texturing, vertex coloring, fog, and lighting.
-
Matrix
World
Gets or sets the world matrix.
-
Matrix
View
Gets or sets the view matrix.
-
Matrix
Projection
Gets or sets the projection matrix.
-
Vector3
DiffuseColor
Gets or sets the material diffuse color (range 0 to 1).
-
Vector3
EmissiveColor
Gets or sets the material emissive color (range 0 to 1).
-
Vector3
SpecularColor
Gets or sets the material specular color (range 0 to 1).
-
float
SpecularPower
Gets or sets the material specular power.
-
float
Alpha
Gets or sets the material alpha.
-
bool
LightingEnabled
-
bool
PreferPerPixelLighting
Gets or sets the per-pixel lighting prefer flag.
-
Vector3
AmbientLightColor
-
readonly DirectionalLight
DirectionalLight0
-
readonly DirectionalLight
DirectionalLight1
-
readonly DirectionalLight
DirectionalLight2
-
bool
FogEnabled
-
float
FogStart
-
float
FogEnd
-
Vector3
FogColor
-
bool
TextureEnabled
Gets or sets whether texturing is enabled.
-
Texture2D
Texture
Gets or sets the current texture.
-
bool
VertexColorEnabled
Gets or sets whether vertex color is enabled.
-
public Effect
Clone
() Creates a clone of the current BasicEffect instance.
-
public void
EnableDefaultLighting
()
-
void
OnApply
() Lazily computes derived parameter values immediately before applying the effect.
-
Matrix
Bgr565¶
-
struct
Bgr565
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt16>, IPackedVector, System.IEquatable<Bgr565> 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.
-
ushort
PackedValue
Gets and sets the packed value.
-
Vector3
ToVector3
() Gets the packed vector in Vector3 format.
Returns: The packed vector in Vector3 format
-
bool
Equals
(System.Object obj) Compares an object with the packed vector.
Parameters: - obj (System.Object) – The object to compare.
Returns: true if the object is equal to the packed vector.
-
bool
Equals
(Bgr565 other) Compares another Bgr565 packed vector with the packed vector.
Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565) – The Bgr565 packed vector to compare.
Returns: true if the packed vectors are equal.
-
string
ToString
() Gets a string representation of the packed vector.
Returns: A string representation of the packed vector.
-
int
GetHashCode
() Gets a hash code of the packed vector.
Returns: The hash code for the packed vector.
-
ushort
Bgra4444¶
-
struct
Bgra4444
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt16>, IPackedVector, System.IEquatable<Bgra4444> Packed vector type containing unsigned normalized values, ranging from 0 to 1, using 4 bits each for x, y, z, and w.
-
ushort
PackedValue
Gets and sets the packed value.
-
Vector4
ToVector4
() Gets the packed vector in Vector4 format.
Returns: The packed vector in Vector4 format
-
bool
Equals
(System.Object obj) Compares an object with the packed vector.
Parameters: - obj (System.Object) – The object to compare.
Returns: true if the object is equal to the packed vector.
-
bool
Equals
(Bgra4444 other) Compares another Bgra4444 packed vector with the packed vector.
Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.Bgra4444) – The Bgra4444 packed vector to compare.
Returns: true if the packed vectors are equal.
-
string
ToString
() Gets a string representation of the packed vector.
Returns: A string representation of the packed vector.
-
int
GetHashCode
() Gets a hash code of the packed vector.
Returns: The hash code for the packed vector.
-
ushort
Bgra5551¶
-
struct
Bgra5551
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt16>, IPackedVector, System.IEquatable<Bgra5551> 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.
-
ushort
PackedValue
Gets and sets the packed value.
-
Vector4
ToVector4
() Gets the packed vector in Vector4 format.
Returns: The packed vector in Vector4 format
-
bool
Equals
(System.Object obj) Compares an object with the packed vector.
Parameters: - obj (System.Object) – The object to compare.
Returns: True if the object is equal to the packed vector.
-
bool
Equals
(Bgra5551 other) Compares another Bgra5551 packed vector with the packed vector.
Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551) – The Bgra5551 packed vector to compare.
Returns: True if the packed vectors are equal.
-
string
ToString
() Gets a string representation of the packed vector.
Returns: A string representation of the packed vector.
-
int
GetHashCode
() Gets a hash code of the packed vector.
Returns: The hash code for the packed vector.
-
ushort
Blend¶
-
enum
Blend
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines a blend mode.
-
Blend
One
Each component of the color is multiplied by {1, 1, 1, 1}.
-
Blend
Zero
Each component of the color is multiplied by {0, 0, 0, 0}.
-
Blend
SourceColor
Each component of the color is multiplied by the source color. {Rs, Gs, Bs, As}, where Rs, Gs, Bs, As are color source values.
-
Blend
InverseSourceColor
- 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.
-
Blend
SourceAlpha
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.
-
Blend
InverseSourceAlpha
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.
-
Blend
DestinationColor
Each component color is multiplied by the destination color. {Rd, Gd, Bd, Ad}, where Rd, Gd, Bd, Ad are color destination values.
-
Blend
InverseDestinationColor
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.
-
Blend
DestinationAlpha
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.
-
Blend
InverseDestinationAlpha
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.
-
Blend
BlendFactor
Each component of the color is multiplied by a constant in the P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.BlendFactor.
-
Blend
InverseBlendFactor
Each component of the color is multiplied by a inversed constant in the P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.BlendFactor.
-
Blend
SourceAlphaSaturation
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.
-
Blend
BlendFunction¶
-
enum
BlendFunction
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines a function for color blending.
-
BlendFunction
Add
The function will adds destination to the source. (srcColor * srcBlend) + (destColor * destBlend)
-
BlendFunction
Subtract
The function will subtracts destination from source. (srcColor * srcBlend) − (destColor * destBlend)
-
BlendFunction
ReverseSubtract
The function will subtracts source from destination. (destColor * destBlend) - (srcColor * srcBlend)
-
BlendFunction
Min
The function will extracts minimum of the source and destination. min((srcColor * srcBlend),(destColor * destBlend))
-
BlendFunction
Max
The function will extracts maximum of the source and destination. max((srcColor * srcBlend),(destColor * destBlend))
-
BlendFunction
BlendState¶
-
class
BlendState
: GraphicsResource, System.IDisposable -
BlendState
Additive
-
BlendState
AlphaBlend
-
BlendState
NonPremultiplied
-
BlendState
Opaque
-
readonly TargetBlendState
Item
-
BlendFunction
AlphaBlendFunction
-
Blend
AlphaDestinationBlend
-
Blend
AlphaSourceBlend
-
BlendFunction
ColorBlendFunction
-
Blend
ColorDestinationBlend
-
Blend
ColorSourceBlend
-
ColorWriteChannels
ColorWriteChannels
-
ColorWriteChannels
ColorWriteChannels1
-
ColorWriteChannels
ColorWriteChannels2
-
ColorWriteChannels
ColorWriteChannels3
-
Color
BlendFactor
The color used as blend factor when alpha blending.
-
int
MultiSampleMask
-
bool
IndependentBlendEnable
Enables use of the per-target blend states.
-
void
BindToGraphicsDevice
(GraphicsDevice device) Parameters: - device (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
-
void
ThrowIfBound
()
-
BlendState
Clone
()
-
void
GraphicsDeviceResetting
()
-
SharpDX.Direct3D11.BlendState
GetDxState
(GraphicsDevice device) Parameters: - device (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
-
BlendState
BoundingBox¶
-
struct
BoundingBox
: System.ValueType, System.IEquatable<BoundingBox> -
Vector3
Min
-
Vector3
Max
-
int
CornerCount
-
ContainmentType
Contains
(BoundingBox box) Parameters: - box (Microsoft.Xna.Framework.BoundingBox) –
-
void
Contains
(ref BoundingBox box, ref ContainmentType result) Parameters: - (ref) box (Microsoft.Xna.Framework.BoundingBox) –
- (ref) result (Microsoft.Xna.Framework.ContainmentType) –
-
ContainmentType
Contains
(BoundingFrustum frustum) Parameters: - frustum (Microsoft.Xna.Framework.BoundingFrustum) –
-
ContainmentType
Contains
(BoundingSphere sphere) Parameters: - sphere (Microsoft.Xna.Framework.BoundingSphere) –
-
void
Contains
(ref BoundingSphere sphere, ref ContainmentType result) Parameters: - (ref) sphere (Microsoft.Xna.Framework.BoundingSphere) –
- (ref) result (Microsoft.Xna.Framework.ContainmentType) –
-
ContainmentType
Contains
(Vector3 point) Parameters: - point (Microsoft.Xna.Framework.Vector3) –
-
void
Contains
(ref Vector3 point, ref ContainmentType result) Parameters: - (ref) point (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.ContainmentType) –
-
BoundingBox
CreateFromPoints
(System.Collections.Generic.IEnumerable<Vector3> points) Create a bounding box from the given list of points.
Parameters: - points (System.Collections.Generic.IEnumerable<Vector3>) – The list of Vector3 instances defining the point cloud to bound
Returns: A bounding box that encapsulates the given point cloud.
-
BoundingBox
CreateFromSphere
(BoundingSphere sphere) Parameters: - sphere (Microsoft.Xna.Framework.BoundingSphere) –
-
void
CreateFromSphere
(ref BoundingSphere sphere, ref BoundingBox result) Parameters: - (ref) sphere (Microsoft.Xna.Framework.BoundingSphere) –
- (ref) result (Microsoft.Xna.Framework.BoundingBox) –
-
BoundingBox
CreateMerged
(BoundingBox original, BoundingBox additional) Parameters: - original (Microsoft.Xna.Framework.BoundingBox) –
- additional (Microsoft.Xna.Framework.BoundingBox) –
-
void
CreateMerged
(ref BoundingBox original, ref BoundingBox additional, ref BoundingBox result) Parameters: - (ref) original (Microsoft.Xna.Framework.BoundingBox) –
- (ref) additional (Microsoft.Xna.Framework.BoundingBox) –
- (ref) result (Microsoft.Xna.Framework.BoundingBox) –
-
bool
Equals
(BoundingBox other) Parameters: - other (Microsoft.Xna.Framework.BoundingBox) –
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
Microsoft.Xna.Framework.Vector3[]
GetCorners
()
-
void
GetCorners
(Microsoft.Xna.Framework.Vector3[] corners) Parameters: - corners (Microsoft.Xna.Framework.Vector3[]) –
-
int
GetHashCode
()
-
bool
Intersects
(BoundingBox box) Parameters: - box (Microsoft.Xna.Framework.BoundingBox) –
-
void
Intersects
(ref BoundingBox box, ref bool result) Parameters: - (ref) box (Microsoft.Xna.Framework.BoundingBox) –
- (ref) result (bool) –
-
bool
Intersects
(BoundingFrustum frustum) Parameters: - frustum (Microsoft.Xna.Framework.BoundingFrustum) –
-
bool
Intersects
(BoundingSphere sphere) Parameters: - sphere (Microsoft.Xna.Framework.BoundingSphere) –
-
void
Intersects
(ref BoundingSphere sphere, ref bool result) Parameters: - (ref) sphere (Microsoft.Xna.Framework.BoundingSphere) –
- (ref) result (bool) –
-
PlaneIntersectionType
Intersects
(Plane plane) Parameters: - plane (Microsoft.Xna.Framework.Plane) –
-
void
Intersects
(ref Plane plane, ref PlaneIntersectionType result) Parameters: - (ref) plane (Microsoft.Xna.Framework.Plane) –
- (ref) result (Microsoft.Xna.Framework.PlaneIntersectionType) –
-
System.Nullable<Single>
Intersects
(Ray ray) Parameters: - ray (Microsoft.Xna.Framework.Ray) –
-
void
Intersects
(ref Ray ray, ref System.Nullable<Single> result) Parameters: - (ref) ray (Microsoft.Xna.Framework.Ray) –
- (ref) result (System.Nullable<Single>) –
-
bool
op_Equality
(BoundingBox a, BoundingBox b) Parameters: - a (Microsoft.Xna.Framework.BoundingBox) –
- b (Microsoft.Xna.Framework.BoundingBox) –
-
bool
op_Inequality
(BoundingBox a, BoundingBox b) Parameters: - a (Microsoft.Xna.Framework.BoundingBox) –
- b (Microsoft.Xna.Framework.BoundingBox) –
-
string
get_DebugDisplayString
()
-
string
ToString
()
-
Vector3
BoundingFrustum¶
-
class
BoundingFrustum
: System.Object, System.IEquatable<BoundingFrustum> Defines a viewing frustum for intersection operations.
-
int
PlaneCount
The number of planes in the frustum.
-
int
CornerCount
The number of corner points in the frustum.
-
Matrix
Matrix
Gets or sets the P:Microsoft.Xna.Framework.BoundingFrustum.Matrix of the frustum.
-
readonly Plane
Near
Gets the near plane of the frustum.
-
readonly Plane
Far
Gets the far plane of the frustum.
-
readonly Plane
Left
Gets the left plane of the frustum.
-
readonly Plane
Right
Gets the right plane of the frustum.
-
readonly Plane
Top
Gets the top plane of the frustum.
-
readonly Plane
Bottom
Gets the bottom plane of the frustum.
-
string
get_DebugDisplayString
()
-
public bool
op_Equality
(BoundingFrustum a, BoundingFrustum b) Compares whether two T:Microsoft.Xna.Framework.BoundingFrustum instances are equal.
Parameters: - a (Microsoft.Xna.Framework.BoundingFrustum) – T:Microsoft.Xna.Framework.BoundingFrustum instance on the left of the equal sign.
- b (Microsoft.Xna.Framework.BoundingFrustum) – T:Microsoft.Xna.Framework.BoundingFrustum instance on the right of the equal sign.
Returns: true if the instances are equal; false otherwise.
-
public bool
op_Inequality
(BoundingFrustum a, BoundingFrustum b) Compares whether two T:Microsoft.Xna.Framework.BoundingFrustum instances are not equal.
Parameters: - a (Microsoft.Xna.Framework.BoundingFrustum) – T:Microsoft.Xna.Framework.BoundingFrustum instance on the left of the not equal sign.
- b (Microsoft.Xna.Framework.BoundingFrustum) – T:Microsoft.Xna.Framework.BoundingFrustum instance on the right of the not equal sign.
Returns: true if the instances are not equal; false otherwise.
-
public ContainmentType
Contains
(BoundingBox box) Containment test between this T:Microsoft.Xna.Framework.BoundingFrustum and specified T:Microsoft.Xna.Framework.BoundingBox.
Parameters: - box (Microsoft.Xna.Framework.BoundingBox) – A T:Microsoft.Xna.Framework.BoundingBox for testing.
Returns: Result of testing for containment between this T:Microsoft.Xna.Framework.BoundingFrustum and specified T:Microsoft.Xna.Framework.BoundingBox.
-
public void
Contains
(ref BoundingBox box, ref ContainmentType result) Parameters: - (ref) box (Microsoft.Xna.Framework.BoundingBox) –
- (ref) result (Microsoft.Xna.Framework.ContainmentType) –
-
public ContainmentType
Contains
(BoundingFrustum frustum) Containment test between this T:Microsoft.Xna.Framework.BoundingFrustum and specified T:Microsoft.Xna.Framework.BoundingFrustum.
Parameters: - frustum (Microsoft.Xna.Framework.BoundingFrustum) – A T:Microsoft.Xna.Framework.BoundingFrustum for testing.
Returns: Result of testing for containment between this T:Microsoft.Xna.Framework.BoundingFrustum and specified T:Microsoft.Xna.Framework.BoundingFrustum.
-
public ContainmentType
Contains
(BoundingSphere sphere) Containment test between this T:Microsoft.Xna.Framework.BoundingFrustum and specified T:Microsoft.Xna.Framework.BoundingSphere.
Parameters: - sphere (Microsoft.Xna.Framework.BoundingSphere) – A T:Microsoft.Xna.Framework.BoundingSphere for testing.
Returns: Result of testing for containment between this T:Microsoft.Xna.Framework.BoundingFrustum and specified T:Microsoft.Xna.Framework.BoundingSphere.
-
public void
Contains
(ref BoundingSphere sphere, ref ContainmentType result) Parameters: - (ref) sphere (Microsoft.Xna.Framework.BoundingSphere) –
- (ref) result (Microsoft.Xna.Framework.ContainmentType) –
-
public ContainmentType
Contains
(Vector3 point) Containment test between this T:Microsoft.Xna.Framework.BoundingFrustum and specified T:Microsoft.Xna.Framework.Vector3.
Parameters: - point (Microsoft.Xna.Framework.Vector3) – A T:Microsoft.Xna.Framework.Vector3 for testing.
Returns: Result of testing for containment between this T:Microsoft.Xna.Framework.BoundingFrustum and specified T:Microsoft.Xna.Framework.Vector3.
-
public void
Contains
(ref Vector3 point, ref ContainmentType result) Parameters: - (ref) point (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.ContainmentType) –
-
public bool
Equals
(BoundingFrustum other) Compares whether current instance is equal to specified T:Microsoft.Xna.Framework.BoundingFrustum.
Parameters: - other (Microsoft.Xna.Framework.BoundingFrustum) – The T:Microsoft.Xna.Framework.BoundingFrustum to compare.
Returns: true if the instances are equal; false otherwise.
-
public bool
Equals
(System.Object obj) Compares whether current instance is equal to specified T:Microsoft.Xna.Framework.BoundingFrustum.
Parameters: - obj (System.Object) – The T:System.Object to compare.
Returns: true if the instances are equal; false otherwise.
-
public Microsoft.Xna.Framework.Vector3[]
GetCorners
() Returns a copy of internal corners array.
Returns: The array of corners.
-
public void
GetCorners
(Microsoft.Xna.Framework.Vector3[] corners) Returns a copy of internal corners array.
Parameters: - corners (Microsoft.Xna.Framework.Vector3[]) – The array which values will be replaced to corner values of this instance. It must have size of F:Microsoft.Xna.Framework.BoundingFrustum.CornerCount.
-
public int
GetHashCode
() Gets the hash code of this T:Microsoft.Xna.Framework.BoundingFrustum.
Returns: Hash code of this T:Microsoft.Xna.Framework.BoundingFrustum.
-
public bool
Intersects
(BoundingBox box) Gets whether or not a specified T:Microsoft.Xna.Framework.BoundingBox intersects with this T:Microsoft.Xna.Framework.BoundingFrustum.
Parameters: - box (Microsoft.Xna.Framework.BoundingBox) – A T:Microsoft.Xna.Framework.BoundingBox for intersection test.
Returns: true if specified T:Microsoft.Xna.Framework.BoundingBox intersects with this T:Microsoft.Xna.Framework.BoundingFrustum; false otherwise.
-
public void
Intersects
(ref BoundingBox box, ref bool result) Parameters: - (ref) box (Microsoft.Xna.Framework.BoundingBox) –
- (ref) result (bool) –
-
public bool
Intersects
(BoundingFrustum frustum) Gets whether or not a specified T:Microsoft.Xna.Framework.BoundingFrustum intersects with this T:Microsoft.Xna.Framework.BoundingFrustum.
Parameters: - frustum (Microsoft.Xna.Framework.BoundingFrustum) – An other T:Microsoft.Xna.Framework.BoundingFrustum for intersection test.
Returns: true if other T:Microsoft.Xna.Framework.BoundingFrustum intersects with this T:Microsoft.Xna.Framework.BoundingFrustum; false otherwise.
-
public bool
Intersects
(BoundingSphere sphere) Gets whether or not a specified T:Microsoft.Xna.Framework.BoundingSphere intersects with this T:Microsoft.Xna.Framework.BoundingFrustum.
Parameters: - sphere (Microsoft.Xna.Framework.BoundingSphere) – A T:Microsoft.Xna.Framework.BoundingSphere for intersection test.
Returns: true if specified T:Microsoft.Xna.Framework.BoundingSphere intersects with this T:Microsoft.Xna.Framework.BoundingFrustum; false otherwise.
-
public void
Intersects
(ref BoundingSphere sphere, ref bool result) Parameters: - (ref) sphere (Microsoft.Xna.Framework.BoundingSphere) –
- (ref) result (bool) –
-
public PlaneIntersectionType
Intersects
(Plane plane) Gets type of intersection between specified T:Microsoft.Xna.Framework.Plane and this T:Microsoft.Xna.Framework.BoundingFrustum.
Parameters: - plane (Microsoft.Xna.Framework.Plane) – A T:Microsoft.Xna.Framework.Plane for intersection test.
Returns: A plane intersection type.
-
public void
Intersects
(ref Plane plane, ref PlaneIntersectionType result) Parameters: - (ref) plane (Microsoft.Xna.Framework.Plane) –
- (ref) result (Microsoft.Xna.Framework.PlaneIntersectionType) –
-
public System.Nullable<Single>
Intersects
(Ray ray) Gets the distance of intersection of T:Microsoft.Xna.Framework.Ray and this T:Microsoft.Xna.Framework.BoundingFrustum or null if no intersection happens.
Parameters: - ray (Microsoft.Xna.Framework.Ray) – A T:Microsoft.Xna.Framework.Ray for intersection test.
Returns: Distance at which ray intersects with this T:Microsoft.Xna.Framework.BoundingFrustum or null if no intersection happens.
-
public void
Intersects
(ref Ray ray, ref System.Nullable<Single> result) Parameters: - (ref) ray (Microsoft.Xna.Framework.Ray) –
- (ref) result (System.Nullable<Single>) –
-
public string
ToString
() Returns a T:System.String representation of this T:Microsoft.Xna.Framework.BoundingFrustum in the format: {Near:[nearPlane] Far:[farPlane] Left:[leftPlane] Right:[rightPlane] Top:[topPlane] Bottom:[bottomPlane]}
Returns: T:System.String representation of this T:Microsoft.Xna.Framework.BoundingFrustum.
-
int
BoundingSphere¶
-
struct
BoundingSphere
: System.ValueType, System.IEquatable<BoundingSphere> Describes a sphere in 3D-space for bounding operations.
-
Vector3
Center
The sphere center.
-
float
Radius
The sphere radius.
-
string
get_DebugDisplayString
()
-
ContainmentType
Contains
(BoundingBox box) Test if a bounding box is fully inside, outside, or just intersecting the sphere.
Parameters: - box (Microsoft.Xna.Framework.BoundingBox) – The box for testing.
Returns: The containment type.
-
void
Contains
(ref BoundingBox box, ref ContainmentType result) Parameters: - (ref) box (Microsoft.Xna.Framework.BoundingBox) –
- (ref) result (Microsoft.Xna.Framework.ContainmentType) –
-
ContainmentType
Contains
(BoundingFrustum frustum) Test if a frustum is fully inside, outside, or just intersecting the sphere.
Parameters: - frustum (Microsoft.Xna.Framework.BoundingFrustum) – The frustum for testing.
Returns: The containment type.
-
void
Contains
(ref BoundingFrustum frustum, ref ContainmentType result) Parameters: - (ref) frustum (Microsoft.Xna.Framework.BoundingFrustum) –
- (ref) result (Microsoft.Xna.Framework.ContainmentType) –
-
ContainmentType
Contains
(BoundingSphere sphere) Test if a sphere is fully inside, outside, or just intersecting the sphere.
Parameters: - sphere (Microsoft.Xna.Framework.BoundingSphere) – The other sphere for testing.
Returns: The containment type.
-
void
Contains
(ref BoundingSphere sphere, ref ContainmentType result) Parameters: - (ref) sphere (Microsoft.Xna.Framework.BoundingSphere) –
- (ref) result (Microsoft.Xna.Framework.ContainmentType) –
-
ContainmentType
Contains
(Vector3 point) Test if a point is fully inside, outside, or just intersecting the sphere.
Parameters: - point (Microsoft.Xna.Framework.Vector3) – The vector in 3D-space for testing.
Returns: The containment type.
-
void
Contains
(ref Vector3 point, ref ContainmentType result) Parameters: - (ref) point (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.ContainmentType) –
-
BoundingSphere
CreateFromBoundingBox
(BoundingBox box) Creates the smallest T:Microsoft.Xna.Framework.BoundingSphere that can contain a specified T:Microsoft.Xna.Framework.BoundingBox.
Parameters: - box (Microsoft.Xna.Framework.BoundingBox) – The box to create the sphere from.
Returns: The new T:Microsoft.Xna.Framework.BoundingSphere.
-
void
CreateFromBoundingBox
(ref BoundingBox box, ref BoundingSphere result) Parameters: - (ref) box (Microsoft.Xna.Framework.BoundingBox) –
- (ref) result (Microsoft.Xna.Framework.BoundingSphere) –
-
BoundingSphere
CreateFromFrustum
(BoundingFrustum frustum) Creates the smallest T:Microsoft.Xna.Framework.BoundingSphere that can contain a specified T:Microsoft.Xna.Framework.BoundingFrustum.
Parameters: - frustum (Microsoft.Xna.Framework.BoundingFrustum) – The frustum to create the sphere from.
Returns: The new T:Microsoft.Xna.Framework.BoundingSphere.
-
BoundingSphere
CreateFromPoints
(System.Collections.Generic.IEnumerable<Vector3> points) Creates the smallest T:Microsoft.Xna.Framework.BoundingSphere that can contain a specified list of points in 3D-space.
Parameters: - points (System.Collections.Generic.IEnumerable<Vector3>) – List of point to create the sphere from.
Returns: The new T:Microsoft.Xna.Framework.BoundingSphere.
-
BoundingSphere
CreateMerged
(BoundingSphere original, BoundingSphere additional) Creates the smallest T:Microsoft.Xna.Framework.BoundingSphere that can contain two spheres.
Parameters: - original (Microsoft.Xna.Framework.BoundingSphere) – First sphere.
- additional (Microsoft.Xna.Framework.BoundingSphere) – Second sphere.
Returns: The new T:Microsoft.Xna.Framework.BoundingSphere.
-
void
CreateMerged
(ref BoundingSphere original, ref BoundingSphere additional, ref BoundingSphere result) Parameters: - (ref) original (Microsoft.Xna.Framework.BoundingSphere) –
- (ref) additional (Microsoft.Xna.Framework.BoundingSphere) –
- (ref) result (Microsoft.Xna.Framework.BoundingSphere) –
-
bool
Equals
(BoundingSphere other) Compares whether current instance is equal to specified T:Microsoft.Xna.Framework.BoundingSphere.
Parameters: - other (Microsoft.Xna.Framework.BoundingSphere) – The T:Microsoft.Xna.Framework.BoundingSphere to compare.
Returns: true if the instances are equal; false otherwise.
-
bool
Equals
(System.Object obj) Compares whether current instance is equal to specified T:System.Object.
Parameters: - obj (System.Object) – The T:System.Object to compare.
Returns: true if the instances are equal; false otherwise.
-
int
GetHashCode
() Gets the hash code of this T:Microsoft.Xna.Framework.BoundingSphere.
Returns: Hash code of this T:Microsoft.Xna.Framework.BoundingSphere.
-
bool
Intersects
(BoundingBox box) Gets whether or not a specified T:Microsoft.Xna.Framework.BoundingBox intersects with this sphere.
Parameters: - box (Microsoft.Xna.Framework.BoundingBox) – The box for testing.
Returns: true if T:Microsoft.Xna.Framework.BoundingBox intersects with this sphere; false otherwise.
-
void
Intersects
(ref BoundingBox box, ref bool result) Parameters: - (ref) box (Microsoft.Xna.Framework.BoundingBox) –
- (ref) result (bool) –
-
bool
Intersects
(BoundingSphere sphere) Gets whether or not the other T:Microsoft.Xna.Framework.BoundingSphere intersects with this sphere.
Parameters: - sphere (Microsoft.Xna.Framework.BoundingSphere) – The other sphere for testing.
Returns: true if other T:Microsoft.Xna.Framework.BoundingSphere intersects with this sphere; false otherwise.
-
void
Intersects
(ref BoundingSphere sphere, ref bool result) Parameters: - (ref) sphere (Microsoft.Xna.Framework.BoundingSphere) –
- (ref) result (bool) –
-
PlaneIntersectionType
Intersects
(Plane plane) Gets whether or not a specified T:Microsoft.Xna.Framework.Plane intersects with this sphere.
Parameters: - plane (Microsoft.Xna.Framework.Plane) – The plane for testing.
Returns: Type of intersection.
-
void
Intersects
(ref Plane plane, ref PlaneIntersectionType result) Parameters: - (ref) plane (Microsoft.Xna.Framework.Plane) –
- (ref) result (Microsoft.Xna.Framework.PlaneIntersectionType) –
-
System.Nullable<Single>
Intersects
(Ray ray) Gets whether or not a specified T:Microsoft.Xna.Framework.Ray intersects with this sphere.
Parameters: - ray (Microsoft.Xna.Framework.Ray) – The ray for testing.
Returns: Distance of ray intersection or null if there is no intersection.
-
void
Intersects
(ref Ray ray, ref System.Nullable<Single> result) Parameters: - (ref) ray (Microsoft.Xna.Framework.Ray) –
- (ref) result (System.Nullable<Single>) –
-
string
ToString
() Returns a T:System.String representation of this T:Microsoft.Xna.Framework.BoundingSphere in the format: {Center:[F:Microsoft.Xna.Framework.BoundingSphere.Center] Radius:[F:Microsoft.Xna.Framework.BoundingSphere.Radius]}
Returns: A T:System.String representation of this T:Microsoft.Xna.Framework.BoundingSphere.
-
BoundingSphere
Transform
(Matrix matrix) Creates a new T:Microsoft.Xna.Framework.BoundingSphere that contains a transformation of translation and scale from this sphere by the specified T:Microsoft.Xna.Framework.Matrix.
Parameters: - matrix (Microsoft.Xna.Framework.Matrix) – The transformation T:Microsoft.Xna.Framework.Matrix.
Returns: Transformed T:Microsoft.Xna.Framework.BoundingSphere.
-
void
Transform
(ref Matrix matrix, ref BoundingSphere result) Parameters: - (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.BoundingSphere) –
-
bool
op_Equality
(BoundingSphere a, BoundingSphere b) Compares whether two T:Microsoft.Xna.Framework.BoundingSphere instances are equal.
Parameters: - a (Microsoft.Xna.Framework.BoundingSphere) – T:Microsoft.Xna.Framework.BoundingSphere instance on the left of the equal sign.
- b (Microsoft.Xna.Framework.BoundingSphere) – T:Microsoft.Xna.Framework.BoundingSphere instance on the right of the equal sign.
Returns: true if the instances are equal; false otherwise.
-
bool
op_Inequality
(BoundingSphere a, BoundingSphere b) Compares whether two T:Microsoft.Xna.Framework.BoundingSphere instances are not equal.
Parameters: - a (Microsoft.Xna.Framework.BoundingSphere) – T:Microsoft.Xna.Framework.BoundingSphere instance on the left of the not equal sign.
- b (Microsoft.Xna.Framework.BoundingSphere) – T:Microsoft.Xna.Framework.BoundingSphere instance on the right of the not equal sign.
Returns: true if the instances are not equal; false otherwise.
-
Vector3
BufferUsage¶
-
enum
BufferUsage
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible A usage hint for optimizing memory placement of graphics buffers.
-
BufferUsage
None
No special usage.
-
BufferUsage
WriteOnly
The buffer will not be readable and will be optimized for rendering and writing.
-
BufferUsage
Buttons¶
-
enum
Buttons
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines the buttons on gamepad.
-
Buttons
DPadUp
Directional pad up.
-
Buttons
DPadDown
Directional pad down.
-
Buttons
DPadLeft
Directional pad left.
-
Buttons
DPadRight
Directional pad right.
-
Buttons
Start
START button.
-
Buttons
Back
BACK button.
-
Buttons
LeftStick
Left stick button (pressing the left stick).
-
Buttons
RightStick
Right stick button (pressing the right stick).
-
Buttons
LeftShoulder
Left bumper (shoulder) button.
-
Buttons
RightShoulder
Right bumper (shoulder) button.
-
Buttons
BigButton
Big button.
-
Buttons
A
A button.
-
Buttons
B
B button.
-
Buttons
X
X button.
-
Buttons
Y
Y button.
-
Buttons
LeftThumbstickLeft
Left stick is towards the left.
-
Buttons
RightTrigger
Right trigger.
-
Buttons
LeftTrigger
Left trigger.
-
Buttons
RightThumbstickUp
Right stick is towards up.
-
Buttons
RightThumbstickDown
Right stick is towards down.
-
Buttons
RightThumbstickRight
Right stick is towards the right.
-
Buttons
RightThumbstickLeft
Right stick is towards the left.
-
Buttons
LeftThumbstickUp
Left stick is towards up.
-
Buttons
LeftThumbstickDown
Left stick is towards down.
-
Buttons
LeftThumbstickRight
Left stick is towards the right.
-
Buttons
ButtonState¶
-
enum
ButtonState
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines a button state for buttons of mouse, gamepad or joystick.
-
ButtonState
Released
The button is released.
-
ButtonState
Pressed
The button is pressed.
-
ButtonState
Byte4¶
-
struct
Byte4
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt32>, IPackedVector, System.IEquatable<Byte4> Packed vector type containing four 8-bit unsigned integer values, ranging from 0 to 255.
-
uint
PackedValue
Directly gets or sets the packed representation of the value.
Value: The packed representation of the value.
-
bool
op_Inequality
(Byte4 a, Byte4 b) Compares the current instance of a class to another instance to determine whether they are different.
Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.Byte4) – The object to the left of the equality operator.
- b (Microsoft.Xna.Framework.Graphics.PackedVector.Byte4) – The object to the right of the equality operator.
Returns: true if the objects are different; false otherwise.
-
bool
op_Equality
(Byte4 a, Byte4 b) Compares the current instance of a class to another instance to determine whether they are the same.
Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.Byte4) – The object to the left of the equality operator.
- b (Microsoft.Xna.Framework.Graphics.PackedVector.Byte4) – The object to the right of the equality operator.
Returns: true if the objects are the same; false otherwise.
-
bool
Equals
(System.Object obj) Returns a value that indicates whether the current instance is equal to a specified object.
Parameters: - obj (System.Object) – The object with which to make the comparison.
Returns: true if the current instance is equal to the specified object; false otherwise.
-
bool
Equals
(Byte4 other) Returns a value that indicates whether the current instance is equal to a specified object.
Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.Byte4) – The object with which to make the comparison.
Returns: true if the current instance is equal to the specified object; false otherwise.
-
int
GetHashCode
() Gets the hash code for the current instance.
Returns: Hash code for the instance.
-
string
ToString
() Returns a string representation of the current instance.
Returns: String that represents the object.
-
Vector4
ToVector4
() Expands the packed representation into a Vector4.
Returns: The expanded vector.
-
uint
ClearOptions¶
-
enum
ClearOptions
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines the buffers for clearing when calling M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Clear(Microsoft.Xna.Framework.Graphics.ClearOptions,Microsoft.Xna.Framework.Color,System.Single,System.Int32) operation.
-
ClearOptions
Target
Color buffer.
-
ClearOptions
DepthBuffer
Depth buffer.
-
ClearOptions
Stencil
Stencil buffer.
-
ClearOptions
Color¶
-
struct
Color
: System.ValueType, System.IEquatable<Color> Describes a 32-bit packed color.
-
byte
B
Gets or sets the blue component.
-
byte
G
Gets or sets the green component.
-
byte
R
Gets or sets the red component.
-
byte
A
Gets or sets the alpha component.
-
readonly Color
TransparentBlack
TransparentBlack color (R:0,G:0,B:0,A:0).
-
readonly Color
Transparent
Transparent color (R:0,G:0,B:0,A:0).
-
readonly Color
AliceBlue
AliceBlue color (R:240,G:248,B:255,A:255).
-
readonly Color
AntiqueWhite
AntiqueWhite color (R:250,G:235,B:215,A:255).
-
readonly Color
Aqua
Aqua color (R:0,G:255,B:255,A:255).
-
readonly Color
Aquamarine
Aquamarine color (R:127,G:255,B:212,A:255).
-
readonly Color
Azure
Azure color (R:240,G:255,B:255,A:255).
-
readonly Color
Beige
Beige color (R:245,G:245,B:220,A:255).
-
readonly Color
Bisque
Bisque color (R:255,G:228,B:196,A:255).
-
readonly Color
Black
Black color (R:0,G:0,B:0,A:255).
-
readonly Color
BlanchedAlmond
BlanchedAlmond color (R:255,G:235,B:205,A:255).
-
readonly Color
Blue
Blue color (R:0,G:0,B:255,A:255).
-
readonly Color
BlueViolet
BlueViolet color (R:138,G:43,B:226,A:255).
-
readonly Color
Brown
Brown color (R:165,G:42,B:42,A:255).
-
readonly Color
BurlyWood
BurlyWood color (R:222,G:184,B:135,A:255).
-
readonly Color
CadetBlue
CadetBlue color (R:95,G:158,B:160,A:255).
-
readonly Color
Chartreuse
Chartreuse color (R:127,G:255,B:0,A:255).
-
readonly Color
Chocolate
Chocolate color (R:210,G:105,B:30,A:255).
-
readonly Color
Coral
Coral color (R:255,G:127,B:80,A:255).
-
readonly Color
CornflowerBlue
CornflowerBlue color (R:100,G:149,B:237,A:255).
-
readonly Color
Cornsilk
Cornsilk color (R:255,G:248,B:220,A:255).
-
readonly Color
Crimson
Crimson color (R:220,G:20,B:60,A:255).
-
readonly Color
Cyan
Cyan color (R:0,G:255,B:255,A:255).
-
readonly Color
DarkBlue
DarkBlue color (R:0,G:0,B:139,A:255).
-
readonly Color
DarkCyan
DarkCyan color (R:0,G:139,B:139,A:255).
-
readonly Color
DarkGoldenrod
DarkGoldenrod color (R:184,G:134,B:11,A:255).
-
readonly Color
DarkGray
DarkGray color (R:169,G:169,B:169,A:255).
-
readonly Color
DarkGreen
DarkGreen color (R:0,G:100,B:0,A:255).
-
readonly Color
DarkKhaki
DarkKhaki color (R:189,G:183,B:107,A:255).
-
readonly Color
DarkMagenta
DarkMagenta color (R:139,G:0,B:139,A:255).
-
readonly Color
DarkOliveGreen
DarkOliveGreen color (R:85,G:107,B:47,A:255).
-
readonly Color
DarkOrange
DarkOrange color (R:255,G:140,B:0,A:255).
-
readonly Color
DarkOrchid
DarkOrchid color (R:153,G:50,B:204,A:255).
-
readonly Color
DarkRed
DarkRed color (R:139,G:0,B:0,A:255).
-
readonly Color
DarkSalmon
DarkSalmon color (R:233,G:150,B:122,A:255).
-
readonly Color
DarkSeaGreen
DarkSeaGreen color (R:143,G:188,B:139,A:255).
-
readonly Color
DarkSlateBlue
DarkSlateBlue color (R:72,G:61,B:139,A:255).
-
readonly Color
DarkSlateGray
DarkSlateGray color (R:47,G:79,B:79,A:255).
-
readonly Color
DarkTurquoise
DarkTurquoise color (R:0,G:206,B:209,A:255).
-
readonly Color
DarkViolet
DarkViolet color (R:148,G:0,B:211,A:255).
-
readonly Color
DeepPink
DeepPink color (R:255,G:20,B:147,A:255).
-
readonly Color
DeepSkyBlue
DeepSkyBlue color (R:0,G:191,B:255,A:255).
-
readonly Color
DimGray
DimGray color (R:105,G:105,B:105,A:255).
-
readonly Color
DodgerBlue
DodgerBlue color (R:30,G:144,B:255,A:255).
-
readonly Color
Firebrick
Firebrick color (R:178,G:34,B:34,A:255).
-
readonly Color
FloralWhite
FloralWhite color (R:255,G:250,B:240,A:255).
-
readonly Color
ForestGreen
ForestGreen color (R:34,G:139,B:34,A:255).
-
readonly Color
Fuchsia
Fuchsia color (R:255,G:0,B:255,A:255).
-
readonly Color
Gainsboro
Gainsboro color (R:220,G:220,B:220,A:255).
-
readonly Color
GhostWhite
GhostWhite color (R:248,G:248,B:255,A:255).
-
readonly Color
Gold
Gold color (R:255,G:215,B:0,A:255).
-
readonly Color
Goldenrod
Goldenrod color (R:218,G:165,B:32,A:255).
-
readonly Color
Gray
Gray color (R:128,G:128,B:128,A:255).
-
readonly Color
Green
Green color (R:0,G:128,B:0,A:255).
-
readonly Color
GreenYellow
GreenYellow color (R:173,G:255,B:47,A:255).
-
readonly Color
Honeydew
Honeydew color (R:240,G:255,B:240,A:255).
-
readonly Color
HotPink
HotPink color (R:255,G:105,B:180,A:255).
-
readonly Color
IndianRed
IndianRed color (R:205,G:92,B:92,A:255).
-
readonly Color
Indigo
Indigo color (R:75,G:0,B:130,A:255).
-
readonly Color
Ivory
Ivory color (R:255,G:255,B:240,A:255).
-
readonly Color
Khaki
Khaki color (R:240,G:230,B:140,A:255).
-
readonly Color
Lavender
Lavender color (R:230,G:230,B:250,A:255).
-
readonly Color
LavenderBlush
LavenderBlush color (R:255,G:240,B:245,A:255).
-
readonly Color
LawnGreen
LawnGreen color (R:124,G:252,B:0,A:255).
-
readonly Color
LemonChiffon
LemonChiffon color (R:255,G:250,B:205,A:255).
-
readonly Color
LightBlue
LightBlue color (R:173,G:216,B:230,A:255).
-
readonly Color
LightCoral
LightCoral color (R:240,G:128,B:128,A:255).
-
readonly Color
LightCyan
LightCyan color (R:224,G:255,B:255,A:255).
-
readonly Color
LightGoldenrodYellow
LightGoldenrodYellow color (R:250,G:250,B:210,A:255).
-
readonly Color
LightGray
LightGray color (R:211,G:211,B:211,A:255).
-
readonly Color
LightGreen
LightGreen color (R:144,G:238,B:144,A:255).
-
readonly Color
LightPink
LightPink color (R:255,G:182,B:193,A:255).
-
readonly Color
LightSalmon
LightSalmon color (R:255,G:160,B:122,A:255).
-
readonly Color
LightSeaGreen
LightSeaGreen color (R:32,G:178,B:170,A:255).
-
readonly Color
LightSkyBlue
LightSkyBlue color (R:135,G:206,B:250,A:255).
-
readonly Color
LightSlateGray
LightSlateGray color (R:119,G:136,B:153,A:255).
-
readonly Color
LightSteelBlue
LightSteelBlue color (R:176,G:196,B:222,A:255).
-
readonly Color
LightYellow
LightYellow color (R:255,G:255,B:224,A:255).
-
readonly Color
Lime
Lime color (R:0,G:255,B:0,A:255).
-
readonly Color
LimeGreen
LimeGreen color (R:50,G:205,B:50,A:255).
-
readonly Color
Linen
Linen color (R:250,G:240,B:230,A:255).
-
readonly Color
Magenta
Magenta color (R:255,G:0,B:255,A:255).
-
readonly Color
Maroon
Maroon color (R:128,G:0,B:0,A:255).
-
readonly Color
MediumAquamarine
MediumAquamarine color (R:102,G:205,B:170,A:255).
-
readonly Color
MediumBlue
MediumBlue color (R:0,G:0,B:205,A:255).
-
readonly Color
MediumOrchid
MediumOrchid color (R:186,G:85,B:211,A:255).
-
readonly Color
MediumPurple
MediumPurple color (R:147,G:112,B:219,A:255).
-
readonly Color
MediumSeaGreen
MediumSeaGreen color (R:60,G:179,B:113,A:255).
-
readonly Color
MediumSlateBlue
MediumSlateBlue color (R:123,G:104,B:238,A:255).
-
readonly Color
MediumSpringGreen
MediumSpringGreen color (R:0,G:250,B:154,A:255).
-
readonly Color
MediumTurquoise
MediumTurquoise color (R:72,G:209,B:204,A:255).
-
readonly Color
MediumVioletRed
MediumVioletRed color (R:199,G:21,B:133,A:255).
-
readonly Color
MidnightBlue
MidnightBlue color (R:25,G:25,B:112,A:255).
-
readonly Color
MintCream
MintCream color (R:245,G:255,B:250,A:255).
-
readonly Color
MistyRose
MistyRose color (R:255,G:228,B:225,A:255).
-
readonly Color
Moccasin
Moccasin color (R:255,G:228,B:181,A:255).
-
readonly Color
MonoGameOrange
MonoGame orange theme color (R:231,G:60,B:0,A:255).
-
readonly Color
NavajoWhite
NavajoWhite color (R:255,G:222,B:173,A:255).
-
readonly Color
Navy
Navy color (R:0,G:0,B:128,A:255).
-
readonly Color
OldLace
OldLace color (R:253,G:245,B:230,A:255).
-
readonly Color
Olive
Olive color (R:128,G:128,B:0,A:255).
-
readonly Color
OliveDrab
OliveDrab color (R:107,G:142,B:35,A:255).
-
readonly Color
Orange
Orange color (R:255,G:165,B:0,A:255).
-
readonly Color
OrangeRed
OrangeRed color (R:255,G:69,B:0,A:255).
-
readonly Color
Orchid
Orchid color (R:218,G:112,B:214,A:255).
-
readonly Color
PaleGoldenrod
PaleGoldenrod color (R:238,G:232,B:170,A:255).
-
readonly Color
PaleGreen
PaleGreen color (R:152,G:251,B:152,A:255).
-
readonly Color
PaleTurquoise
PaleTurquoise color (R:175,G:238,B:238,A:255).
-
readonly Color
PaleVioletRed
PaleVioletRed color (R:219,G:112,B:147,A:255).
-
readonly Color
PapayaWhip
PapayaWhip color (R:255,G:239,B:213,A:255).
-
readonly Color
PeachPuff
PeachPuff color (R:255,G:218,B:185,A:255).
-
readonly Color
Peru
Peru color (R:205,G:133,B:63,A:255).
-
readonly Color
Pink
Pink color (R:255,G:192,B:203,A:255).
-
readonly Color
Plum
Plum color (R:221,G:160,B:221,A:255).
-
readonly Color
PowderBlue
PowderBlue color (R:176,G:224,B:230,A:255).
-
readonly Color
Purple
Purple color (R:128,G:0,B:128,A:255).
-
readonly Color
Red
Red color (R:255,G:0,B:0,A:255).
-
readonly Color
RosyBrown
RosyBrown color (R:188,G:143,B:143,A:255).
-
readonly Color
RoyalBlue
RoyalBlue color (R:65,G:105,B:225,A:255).
-
readonly Color
SaddleBrown
SaddleBrown color (R:139,G:69,B:19,A:255).
-
readonly Color
Salmon
Salmon color (R:250,G:128,B:114,A:255).
-
readonly Color
SandyBrown
SandyBrown color (R:244,G:164,B:96,A:255).
-
readonly Color
SeaGreen
SeaGreen color (R:46,G:139,B:87,A:255).
-
readonly Color
SeaShell
SeaShell color (R:255,G:245,B:238,A:255).
-
readonly Color
Sienna
Sienna color (R:160,G:82,B:45,A:255).
-
readonly Color
Silver
Silver color (R:192,G:192,B:192,A:255).
-
readonly Color
SkyBlue
SkyBlue color (R:135,G:206,B:235,A:255).
-
readonly Color
SlateBlue
SlateBlue color (R:106,G:90,B:205,A:255).
-
readonly Color
SlateGray
SlateGray color (R:112,G:128,B:144,A:255).
-
readonly Color
Snow
Snow color (R:255,G:250,B:250,A:255).
-
readonly Color
SpringGreen
SpringGreen color (R:0,G:255,B:127,A:255).
-
readonly Color
SteelBlue
SteelBlue color (R:70,G:130,B:180,A:255).
-
readonly Color
Tan
Tan color (R:210,G:180,B:140,A:255).
-
readonly Color
Teal
Teal color (R:0,G:128,B:128,A:255).
-
readonly Color
Thistle
Thistle color (R:216,G:191,B:216,A:255).
-
readonly Color
Tomato
Tomato color (R:255,G:99,B:71,A:255).
-
readonly Color
Turquoise
Turquoise color (R:64,G:224,B:208,A:255).
-
readonly Color
Violet
Violet color (R:238,G:130,B:238,A:255).
-
readonly Color
Wheat
Wheat color (R:245,G:222,B:179,A:255).
-
readonly Color
White
White color (R:255,G:255,B:255,A:255).
-
readonly Color
WhiteSmoke
WhiteSmoke color (R:245,G:245,B:245,A:255).
-
readonly Color
Yellow
Yellow color (R:255,G:255,B:0,A:255).
-
readonly Color
YellowGreen
YellowGreen color (R:154,G:205,B:50,A:255).
-
uint
PackedValue
Gets or sets packed value of this T:Microsoft.Xna.Framework.Color.
-
Color
Lerp
(Color value1, Color value2, float amount) Performs linear interpolation of T:Microsoft.Xna.Framework.Color.
Parameters: - value1 (Microsoft.Xna.Framework.Color) – Source T:Microsoft.Xna.Framework.Color.
- value2 (Microsoft.Xna.Framework.Color) – Destination T:Microsoft.Xna.Framework.Color.
- amount (float) – Interpolation factor.
Returns: Interpolated T:Microsoft.Xna.Framework.Color.
-
Color
LerpPrecise
(Color value1, Color value2, float amount) M:Microsoft.Xna.Framework.Color.Lerp(Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Single) should be used instead of this function.
Parameters: - value1 (Microsoft.Xna.Framework.Color) –
- value2 (Microsoft.Xna.Framework.Color) –
- amount (float) –
Returns: Interpolated T:Microsoft.Xna.Framework.Color.
-
Color
Multiply
(Color value, float scale) Multiply T:Microsoft.Xna.Framework.Color by value.
Parameters: - value (Microsoft.Xna.Framework.Color) – Source T:Microsoft.Xna.Framework.Color.
- scale (float) – Multiplicator.
Returns: Multiplication result.
-
Color
op_Multiply
(Color value, float scale) Multiply T:Microsoft.Xna.Framework.Color by value.
Parameters: - value (Microsoft.Xna.Framework.Color) – Source T:Microsoft.Xna.Framework.Color.
- scale (float) – Multiplicator.
Returns: Multiplication result.
-
Vector3
ToVector3
() Gets a T:Microsoft.Xna.Framework.Vector3 representation for this object.
Returns: A T:Microsoft.Xna.Framework.Vector3 representation for this object.
-
Vector4
ToVector4
() Gets a T:Microsoft.Xna.Framework.Vector4 representation for this object.
Returns: A T:Microsoft.Xna.Framework.Vector4 representation for this object.
-
string
get_DebugDisplayString
()
-
string
ToString
() Returns a T:System.String representation of this T:Microsoft.Xna.Framework.Color in the format: {R:[red] G:[green] B:[blue] A:[alpha]}
Returns: T:System.String representation of this T:Microsoft.Xna.Framework.Color.
-
Color
FromNonPremultiplied
(Vector4 vector) Translate a non-premultipled alpha T:Microsoft.Xna.Framework.Color to a T:Microsoft.Xna.Framework.Color that contains premultiplied alpha.
Parameters: - vector (Microsoft.Xna.Framework.Vector4) – A T:Microsoft.Xna.Framework.Vector4 representing color.
Returns: A T:Microsoft.Xna.Framework.Color which contains premultiplied alpha data.
-
Color
FromNonPremultiplied
(int r, int g, int b, int a) Translate a non-premultipled alpha T:Microsoft.Xna.Framework.Color to a T:Microsoft.Xna.Framework.Color that contains premultiplied alpha.
Parameters: - r (int) – Red component value.
- g (int) – Green component value.
- b (int) – Blue component value.
- a (int) – Alpha component value.
Returns: A T:Microsoft.Xna.Framework.Color which contains premultiplied alpha data.
-
bool
Equals
(Color other) Compares whether current instance is equal to specified T:Microsoft.Xna.Framework.Color.
Parameters: - other (Microsoft.Xna.Framework.Color) – The T:Microsoft.Xna.Framework.Color to compare.
Returns: true if the instances are equal; false otherwise.
-
bool
op_Equality
(Color a, Color b) Compares whether two T:Microsoft.Xna.Framework.Color instances are equal.
Parameters: - a (Microsoft.Xna.Framework.Color) – T:Microsoft.Xna.Framework.Color instance on the left of the equal sign.
- b (Microsoft.Xna.Framework.Color) – T:Microsoft.Xna.Framework.Color instance on the right of the equal sign.
Returns: true if the instances are equal; false otherwise.
-
bool
op_Inequality
(Color a, Color b) Compares whether two T:Microsoft.Xna.Framework.Color instances are not equal.
Parameters: - a (Microsoft.Xna.Framework.Color) – T:Microsoft.Xna.Framework.Color instance on the left of the not equal sign.
- b (Microsoft.Xna.Framework.Color) – T:Microsoft.Xna.Framework.Color instance on the right of the not equal sign.
Returns: true if the instances are not equal; false otherwise.
-
int
GetHashCode
() Gets the hash code of this T:Microsoft.Xna.Framework.Color.
Returns: Hash code of this T:Microsoft.Xna.Framework.Color.
-
bool
Equals
(System.Object obj) Compares whether current instance is equal to specified object.
Parameters: - obj (System.Object) – The T:Microsoft.Xna.Framework.Color to compare.
Returns: true if the instances are equal; false otherwise.
-
byte
ColorWriteChannels¶
-
enum
ColorWriteChannels
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines the color channels for render target blending operations.
-
ColorWriteChannels
None
No channels selected.
-
ColorWriteChannels
Red
Red channel selected.
-
ColorWriteChannels
Green
Green channel selected.
-
ColorWriteChannels
Blue
Blue channel selected.
-
ColorWriteChannels
Alpha
Alpha channel selected.
-
ColorWriteChannels
All
All channels selected.
-
ColorWriteChannels
CompareFunction¶
-
enum
CompareFunction
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible The comparison function used for depth, stencil, and alpha tests.
-
CompareFunction
Always
Always passes the test.
-
CompareFunction
Never
Never passes the test.
-
CompareFunction
Less
Passes the test when the new pixel value is less than current pixel value.
-
CompareFunction
LessEqual
Passes the test when the new pixel value is less than or equal to current pixel value.
-
CompareFunction
Equal
Passes the test when the new pixel value is equal to current pixel value.
-
CompareFunction
GreaterEqual
Passes the test when the new pixel value is greater than or equal to current pixel value.
-
CompareFunction
Greater
Passes the test when the new pixel value is greater than current pixel value.
-
CompareFunction
NotEqual
Passes the test when the new pixel value does not equal to current pixel value.
-
CompareFunction
CompressionLevel¶
-
enum
CompressionLevel
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible The compression level to be used when using a DeflateStream or ZlibStream with CompressionMode.Compress.
-
CompressionLevel
None
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.
-
CompressionLevel
Level0
Same as None.
-
CompressionLevel
BestSpeed
The fastest but least effective compression.
-
CompressionLevel
Level1
A synonym for BestSpeed.
-
CompressionLevel
Level2
A little slower, but better, than level 1.
-
CompressionLevel
Level3
A little slower, but better, than level 2.
-
CompressionLevel
Level4
A little slower, but better, than level 3.
-
CompressionLevel
Level5
A little slower than level 4, but with better compression.
-
CompressionLevel
Default
The default compression level, with a good balance of speed and compression efficiency.
-
CompressionLevel
Level6
A synonym for Default.
-
CompressionLevel
Level7
Pretty good compression!
-
CompressionLevel
Level8
Better compression than Level7!
-
CompressionLevel
BestCompression
The “best” compression, where best means greatest reduction in size of the input data stream. This is also the slowest compression.
-
CompressionLevel
Level9
A synonym for BestCompression.
-
CompressionLevel
CompressionMode¶
-
enum
CompressionMode
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible An enum to specify the direction of transcoding - whether to compress or decompress.
-
CompressionMode
Compress
Used to specify that the stream should compress the data.
-
CompressionMode
Decompress
Used to specify that the stream should decompress the data.
-
CompressionMode
ContainmentType¶
-
enum
ContainmentType
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines how the bounding volumes intersects or contain one another.
-
ContainmentType
Disjoint
Indicates that there is no overlap between two bounding volumes.
-
ContainmentType
Contains
Indicates that one bounding volume completely contains another volume.
-
ContainmentType
Intersects
Indicates that bounding volumes partially overlap one another.
-
ContainmentType
ContentLoadException¶
-
class
ContentLoadException
: System.Exception, System.Runtime.Serialization.ISerializable, System.Runtime.InteropServices._Exception
ContentManager¶
-
class
ContentManager
: System.Object, System.IDisposable -
string
RootDirectory
-
readonly System.IServiceProvider
ServiceProvider
-
void
ReloadGraphicsContent
()
-
public void
Dispose
()
-
public Microsoft.Xna.Framework.Content.T
Load<T>
(string assetName) Type Parameters: - T –
Parameters: - assetName (string) –
-
void
RecordDisposable
(System.IDisposable disposable) Parameters: - disposable (System.IDisposable) –
-
public void
Unload
()
-
string
get_RootDirectoryFullPath
()
-
System.Byte[]
GetScratchBuffer
(int size) Parameters: - size (int) –
-
string
ContentReader¶
-
class
ContentReader
: System.IO.BinaryReader, System.IDisposable -
readonly ContentManager
ContentManager
-
readonly string
AssetName
-
Microsoft.Xna.Framework.Content.ContentTypeReader[]
get_TypeReaders
()
-
GraphicsDevice
get_GraphicsDevice
()
-
System.Object
ReadAsset<T>
() Type Parameters: - T –
-
System.Object
ReadAsset<T>
(Microsoft.Xna.Framework.Content.T existingInstance) Type Parameters: - T –
Parameters: - existingInstance (Microsoft.Xna.Framework.Content.T) –
-
void
InitializeTypeReaders
()
-
void
ReadSharedResources
()
-
public Microsoft.Xna.Framework.Content.T
ReadExternalReference<T>
() Type Parameters: - T –
-
public Matrix
ReadMatrix
()
-
public Microsoft.Xna.Framework.Content.T
ReadObject<T>
() Type Parameters: - T –
-
public Microsoft.Xna.Framework.Content.T
ReadObject<T>
(ContentTypeReader typeReader) Type Parameters: - T –
Parameters: - typeReader (Microsoft.Xna.Framework.Content.ContentTypeReader) –
-
public Microsoft.Xna.Framework.Content.T
ReadObject<T>
(Microsoft.Xna.Framework.Content.T existingInstance) Type Parameters: - T –
Parameters: - existingInstance (Microsoft.Xna.Framework.Content.T) –
-
public Microsoft.Xna.Framework.Content.T
ReadObject<T>
(ContentTypeReader typeReader, Microsoft.Xna.Framework.Content.T existingInstance) Type Parameters: - T –
Parameters: - typeReader (Microsoft.Xna.Framework.Content.ContentTypeReader) –
- existingInstance (Microsoft.Xna.Framework.Content.T) –
-
public Quaternion
ReadQuaternion
()
-
public Microsoft.Xna.Framework.Content.T
ReadRawObject<T>
() Type Parameters: - T –
-
public Microsoft.Xna.Framework.Content.T
ReadRawObject<T>
(ContentTypeReader typeReader) Type Parameters: - T –
Parameters: - typeReader (Microsoft.Xna.Framework.Content.ContentTypeReader) –
-
public Microsoft.Xna.Framework.Content.T
ReadRawObject<T>
(Microsoft.Xna.Framework.Content.T existingInstance) Type Parameters: - T –
Parameters: - existingInstance (Microsoft.Xna.Framework.Content.T) –
-
public Microsoft.Xna.Framework.Content.T
ReadRawObject<T>
(ContentTypeReader typeReader, Microsoft.Xna.Framework.Content.T existingInstance) Type Parameters: - T –
Parameters: - typeReader (Microsoft.Xna.Framework.Content.ContentTypeReader) –
- existingInstance (Microsoft.Xna.Framework.Content.T) –
-
public void
ReadSharedResource<T>
(System.Action<T> fixup) Type Parameters: - T –
Parameters: - fixup (System.Action<T>) –
-
public Vector2
ReadVector2
()
-
public Vector3
ReadVector3
()
-
public Vector4
ReadVector4
()
-
public Color
ReadColor
()
-
int
Read7BitEncodedInt
()
-
BoundingSphere
ReadBoundingSphere
()
-
readonly ContentManager
ContentSerializerAttribute¶
-
class
ContentSerializerAttribute
: System.Attribute, System.Runtime.InteropServices._Attribute -
bool
AllowNull
-
string
CollectionItemName
Returns the overriden XML element name or the default “Item”.
-
string
ElementName
-
bool
FlattenContent
-
readonly bool
HasCollectionItemName
Returns true if the default CollectionItemName value was overridden.
-
bool
Optional
-
bool
SharedResource
-
public ContentSerializerAttribute
Clone
()
-
bool
ContentSerializerCollectionItemNameAttribute¶
-
class
ContentSerializerCollectionItemNameAttribute
: System.Attribute, System.Runtime.InteropServices._Attribute This is used to specify the XML element name to use for each item in a collection.
-
readonly string
CollectionItemName
The XML element name to use for each item in the collection.
-
readonly string
ContentSerializerIgnoreAttribute¶
-
class
ContentSerializerIgnoreAttribute
: System.Attribute, System.Runtime.InteropServices._Attribute
ContentSerializerRuntimeTypeAttribute¶
-
class
ContentSerializerRuntimeTypeAttribute
: System.Attribute, System.Runtime.InteropServices._Attribute This is used to specify the type to use when deserializing this object at runtime.
-
readonly string
RuntimeType
The name of the type to use at runtime.
-
readonly string
ContentSerializerTypeVersionAttribute¶
-
class
ContentSerializerTypeVersionAttribute
: System.Attribute, System.Runtime.InteropServices._Attribute This is used to specify the version when deserializing this object at runtime.
-
readonly int
TypeVersion
The version passed to the type at runtime.
-
readonly int
ContentTypeReader¶
-
class
ContentTypeReader
: System.Object -
readonly bool
CanDeserializeIntoExistingObject
-
readonly System.Type
TargetType
-
readonly int
TypeVersion
-
void
Initialize
(ContentTypeReaderManager manager) Parameters: - manager (Microsoft.Xna.Framework.Content.ContentTypeReaderManager) –
-
abstract System.Object
Read
(ContentReader input, System.Object existingInstance) Parameters: - input (Microsoft.Xna.Framework.Content.ContentReader) –
- existingInstance (System.Object) –
-
readonly bool
ContentTypeReader<T>¶
-
class
ContentTypeReader<T>
: ContentTypeReader Type Parameters: - T –
-
System.Object
Read
(ContentReader input, System.Object existingInstance) Parameters: - input (Microsoft.Xna.Framework.Content.ContentReader) –
- existingInstance (System.Object) –
-
abstract Microsoft.Xna.Framework.Content.T
Read
(ContentReader input, Microsoft.Xna.Framework.Content.T existingInstance) Parameters: - input (Microsoft.Xna.Framework.Content.ContentReader) –
- existingInstance (Microsoft.Xna.Framework.Content.T) –
ContentTypeReaderManager¶
-
class
ContentTypeReaderManager
: System.Object -
public ContentTypeReader
GetTypeReader
(System.Type targetType) Parameters: - targetType (System.Type) –
-
Microsoft.Xna.Framework.Content.ContentTypeReader[]
LoadAssetReaders
(ContentReader reader) Parameters: - reader (Microsoft.Xna.Framework.Content.ContentReader) –
-
public string
PrepareType
(string type) Removes Version, Culture and PublicKeyToken from a type string.
Parameters: - type (string) – A T:System.String
Returns: A T:System.String
-
public void
AddTypeCreator
(string typeString, System.Func<ContentTypeReader> createFunction) Adds the type creator.
Parameters: - typeString (string) – Type string.
- createFunction (System.Func<ContentTypeReader>) – Create function.
-
public void
ClearTypeCreators
()
-
public ContentTypeReader
CubeMapFace¶
-
enum
CubeMapFace
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines the faces in a cube map for the T:Microsoft.Xna.Framework.Graphics.TextureCube class.
-
CubeMapFace
PositiveX
Positive X face in the cube map.
-
CubeMapFace
NegativeX
Negative X face in the cube map.
-
CubeMapFace
PositiveY
Positive Y face in the cube map.
-
CubeMapFace
NegativeY
Negative Y face in the cube map.
-
CubeMapFace
PositiveZ
Positive Z face in the cube map.
-
CubeMapFace
NegativeZ
Negative Z face in the cube map.
-
CubeMapFace
Cue¶
-
class
Cue
: System.Object, System.IDisposable Manages the playback of a sound or set of sounds.
-
readonly bool
IsPaused
Indicates whether or not the cue is currently paused.
-
readonly bool
IsPlaying
Indicates whether or not the cue is currently playing.
-
readonly bool
IsStopped
Indicates whether or not the cue is currently stopped.
-
readonly bool
IsStopping
-
readonly bool
IsPreparing
-
readonly bool
IsPrepared
-
readonly bool
IsCreated
-
readonly string
Name
Gets the friendly name of the cue.
-
readonly bool
IsDisposed
Is true if the Cue has been disposed.
-
void
set_IsPrepared
(bool value) Parameters: - value (bool) –
-
void
set_IsCreated
(bool value) Parameters: - value (bool) –
-
void
Prepare
()
-
public void
Pause
() Pauses playback.
-
public void
Play
() Requests playback of a prepared or preparing Cue.
-
public void
Resume
() Resumes playback of a paused Cue.
-
public void
Stop
(AudioStopOptions options) Stops playback of a Cue.
Parameters: - options (Microsoft.Xna.Framework.Audio.AudioStopOptions) – Specifies if the sound should play any pending release phases or transitions before stopping.
-
public void
SetVariable
(string name, float value) Sets the value of a cue-instance variable based on its friendly name.
Parameters: - name (string) – Friendly name of the variable to set.
- value (float) – Value to assign to the variable.
-
public float
GetVariable
(string name) Gets a cue-instance variable value based on its friendly name.
Parameters: - name (string) – Friendly name of the variable.
Returns: Value of the variable.
-
public void
Apply3D
(AudioListener listener, AudioEmitter emitter) Updates the simulated 3D Audio settings calculated between an AudioEmitter and AudioListener.
Parameters: - listener (Microsoft.Xna.Framework.Audio.AudioListener) – The listener to calculate.
- emitter (Microsoft.Xna.Framework.Audio.AudioEmitter) – The emitter to calculate.
-
void
Update
(float dt) Parameters: - dt (float) –
-
public void
add_Disposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_Disposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
set_IsDisposed
(bool value) Parameters: - value (bool) –
-
public void
Dispose
() Disposes the Cue.
-
readonly bool
CullMode¶
-
enum
CullMode
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines a culling mode for faces in rasterization process.
-
CullMode
None
Do not cull faces.
-
CullMode
CullClockwiseFace
Cull faces with clockwise order.
-
CullMode
CullCounterClockwiseFace
Cull faces with counter clockwise order.
-
CullMode
Curve¶
-
class
Curve
: System.Object Contains a collection of T:Microsoft.Xna.Framework.CurveKey points in 2D space and provides methods for evaluating features of the curve they define.
-
readonly bool
IsConstant
Returns true if this curve is constant (has zero or one points); false otherwise.
-
readonly CurveKeyCollection
Keys
The collection of curve keys.
-
CurveLoopType
PostLoop
Defines how to handle weighting values that are greater than the last control point in the curve.
-
CurveLoopType
PreLoop
Defines how to handle weighting values that are less than the first control point in the curve.
-
public Curve
Clone
() Creates a copy of this curve.
Returns: A copy of this curve.
-
public float
Evaluate
(float position) Evaluate the value at a position of this T:Microsoft.Xna.Framework.Curve.
Parameters: - position (float) – The position on this T:Microsoft.Xna.Framework.Curve.
Returns: Value at the position on this T:Microsoft.Xna.Framework.Curve.
-
public void
ComputeTangents
(CurveTangent tangentType) Computes tangents for all keys in the collection.
Parameters: - tangentType (Microsoft.Xna.Framework.CurveTangent) – The tangent type for both in and out.
-
public void
ComputeTangents
(CurveTangent tangentInType, CurveTangent tangentOutType) Computes tangents for all keys in the collection.
Parameters: - tangentInType (Microsoft.Xna.Framework.CurveTangent) – The tangent in-type. P:Microsoft.Xna.Framework.CurveKey.TangentIn for more details.
- tangentOutType (Microsoft.Xna.Framework.CurveTangent) – The tangent out-type. P:Microsoft.Xna.Framework.CurveKey.TangentOut for more details.
-
public void
ComputeTangent
(int keyIndex, CurveTangent tangentType) Computes tangent for the specific key in the collection.
Parameters: - keyIndex (int) – The index of a key in the collection.
- tangentType (Microsoft.Xna.Framework.CurveTangent) – The tangent type for both in and out.
-
public void
ComputeTangent
(int keyIndex, CurveTangent tangentInType, CurveTangent tangentOutType) Computes tangent for the specific key in the collection.
Parameters: - keyIndex (int) – The index of key in the collection.
- tangentInType (Microsoft.Xna.Framework.CurveTangent) – The tangent in-type. P:Microsoft.Xna.Framework.CurveKey.TangentIn for more details.
- tangentOutType (Microsoft.Xna.Framework.CurveTangent) – The tangent out-type. P:Microsoft.Xna.Framework.CurveKey.TangentOut for more details.
-
readonly bool
CurveContinuity¶
-
enum
CurveContinuity
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines the continuity of keys on a T:Microsoft.Xna.Framework.Curve.
-
CurveContinuity
Smooth
Interpolation can be used between this key and the next.
-
CurveContinuity
Step
Interpolation cannot be used. A position between the two points returns this point.
-
CurveContinuity
CurveKey¶
-
class
CurveKey
: System.Object, System.IEquatable<CurveKey>, System.IComparable<CurveKey> Key point on the T:Microsoft.Xna.Framework.Curve.
-
CurveContinuity
Continuity
Gets or sets the indicator whether the segment between this point and the next point on the curve is discrete or continuous.
-
readonly float
Position
Gets a position of the key on the curve.
-
float
TangentIn
Gets or sets a tangent when approaching this point from the previous point on the curve.
-
float
TangentOut
Gets or sets a tangent when leaving this point to the next point on the curve.
-
float
Value
Gets a value of this point.
-
public bool
op_Inequality
(CurveKey value1, CurveKey value2) Compares whether two T:Microsoft.Xna.Framework.CurveKey instances are not equal.
Parameters: - value1 (Microsoft.Xna.Framework.CurveKey) – T:Microsoft.Xna.Framework.CurveKey instance on the left of the not equal sign.
- value2 (Microsoft.Xna.Framework.CurveKey) – T:Microsoft.Xna.Framework.CurveKey instance on the right of the not equal sign.
Returns: true if the instances are not equal; false otherwise.
-
public bool
op_Equality
(CurveKey value1, CurveKey value2) Compares whether two T:Microsoft.Xna.Framework.CurveKey instances are equal.
Parameters: - value1 (Microsoft.Xna.Framework.CurveKey) – T:Microsoft.Xna.Framework.CurveKey instance on the left of the equal sign.
- value2 (Microsoft.Xna.Framework.CurveKey) – T:Microsoft.Xna.Framework.CurveKey instance on the right of the equal sign.
Returns: true if the instances are equal; false otherwise.
-
public CurveKey
Clone
() Creates a copy of this key.
Returns: A copy of this key.
-
public int
CompareTo
(CurveKey other) Parameters: - other (Microsoft.Xna.Framework.CurveKey) –
-
public bool
Equals
(CurveKey other) Parameters: - other (Microsoft.Xna.Framework.CurveKey) –
-
public bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
public int
GetHashCode
()
-
CurveContinuity
CurveKeyCollection¶
-
class
CurveKeyCollection
: System.Object, System.Collections.Generic.ICollection<CurveKey>, System.Collections.Generic.IEnumerable<CurveKey>, System.Collections.IEnumerable The collection of the T:Microsoft.Xna.Framework.CurveKey elements and a part of the T:Microsoft.Xna.Framework.Curve class.
-
CurveKey
Item
-
readonly int
Count
Returns the count of keys in this collection.
-
readonly bool
IsReadOnly
Returns false because it is not a read-only collection.
-
public void
Add
(CurveKey item) Adds a key to this collection.
Parameters: - item (Microsoft.Xna.Framework.CurveKey) – New key for the collection.
-
public void
Clear
() Removes all keys from this collection.
-
public CurveKeyCollection
Clone
() Creates a copy of this collection.
Returns: A copy of this collection.
-
public bool
Contains
(CurveKey item) Determines whether this collection contains a specific key.
Parameters: - item (Microsoft.Xna.Framework.CurveKey) – The key to locate in this collection.
Returns: true if the key is found; false otherwise.
-
public void
CopyTo
(Microsoft.Xna.Framework.CurveKey[] array, int arrayIndex) Copies the keys of this collection to an array, starting at the array index provided.
Parameters: - array (Microsoft.Xna.Framework.CurveKey[]) – Destination array where elements will be copied.
- arrayIndex (int) – The zero-based index in the array to start copying from.
-
public System.Collections.Generic.IEnumerator<CurveKey>
GetEnumerator
() Returns an enumerator that iterates through the collection.
Returns: An enumerator for the T:Microsoft.Xna.Framework.CurveKeyCollection.
-
public int
IndexOf
(CurveKey item) Finds element in the collection and returns its index.
Parameters: - item (Microsoft.Xna.Framework.CurveKey) – Element for the search.
Returns: Index of the element; or -1 if item is not found.
-
public void
RemoveAt
(int index) Removes element at the specified index.
Parameters: - index (int) – The index which element will be removed.
-
public bool
Remove
(CurveKey item) Removes specific element.
Parameters: - item (Microsoft.Xna.Framework.CurveKey) – The element
Returns: true if item is successfully removed; false otherwise. This method also returns false if item was not found.
-
CurveKey
CurveLoopType¶
-
enum
CurveLoopType
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines how the T:Microsoft.Xna.Framework.Curve value is determined for position before first point or after the end point on the T:Microsoft.Xna.Framework.Curve.
-
CurveLoopType
Constant
The value of T:Microsoft.Xna.Framework.Curve will be evaluated as first point for positions before the beginning and end point for positions after the end.
-
CurveLoopType
Cycle
The positions will wrap around from the end to beginning of the T:Microsoft.Xna.Framework.Curve for determined the value.
-
CurveLoopType
CycleOffset
The positions will wrap around from the end to beginning of the T:Microsoft.Xna.Framework.Curve. The value will be offset by the difference between the values of first and end T:Microsoft.Xna.Framework.CurveKey multiplied by the wrap amount. If the position is before the beginning of the T:Microsoft.Xna.Framework.Curve the difference will be subtracted from its value; otherwise the difference will be added.
-
CurveLoopType
Oscillate
The value at the end of the T:Microsoft.Xna.Framework.Curve act as an offset from the same side of the T:Microsoft.Xna.Framework.Curve toward the opposite side.
-
CurveLoopType
Linear
The linear interpolation will be performed for determined the value.
-
CurveLoopType
CurveTangent¶
-
enum
CurveTangent
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines the different tangent types to be calculated for T:Microsoft.Xna.Framework.CurveKey points in a T:Microsoft.Xna.Framework.Curve.
-
CurveTangent
Flat
The tangent which always has a value equal to zero.
-
CurveTangent
Linear
The tangent which contains a difference between current tangent value and the tangent value from the previous T:Microsoft.Xna.Framework.CurveKey.
-
CurveTangent
Smooth
The smoouth tangent which contains the inflection between P:Microsoft.Xna.Framework.CurveKey.TangentIn and P:Microsoft.Xna.Framework.CurveKey.TangentOut by taking into account the values of both neighbors of the T:Microsoft.Xna.Framework.CurveKey.
-
CurveTangent
DepthFormat¶
-
enum
DepthFormat
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines formats for depth-stencil buffer.
-
DepthFormat
None
Depth-stencil buffer will not be created.
-
DepthFormat
Depth16
16-bit depth buffer.
-
DepthFormat
Depth24
24-bit depth buffer. Equivalent of F:Microsoft.Xna.Framework.Graphics.DepthFormat.Depth24Stencil8 for DirectX platforms.
-
DepthFormat
Depth24Stencil8
32-bit depth-stencil buffer. Where 24-bit depth and 8-bit for stencil used.
-
DepthFormat
DepthStencilState¶
-
class
DepthStencilState
: GraphicsResource, System.IDisposable -
DepthStencilState
Default
-
DepthStencilState
DepthRead
-
DepthStencilState
None
-
bool
DepthBufferEnable
-
bool
DepthBufferWriteEnable
-
StencilOperation
CounterClockwiseStencilDepthBufferFail
-
StencilOperation
CounterClockwiseStencilFail
-
CompareFunction
CounterClockwiseStencilFunction
-
StencilOperation
CounterClockwiseStencilPass
-
CompareFunction
DepthBufferFunction
-
int
ReferenceStencil
-
StencilOperation
StencilDepthBufferFail
-
bool
StencilEnable
-
StencilOperation
StencilFail
-
CompareFunction
StencilFunction
-
int
StencilMask
-
StencilOperation
StencilPass
-
int
StencilWriteMask
-
bool
TwoSidedStencilMode
-
void
BindToGraphicsDevice
(GraphicsDevice device) Parameters: - device (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
-
void
ThrowIfBound
()
-
DepthStencilState
Clone
()
-
void
GraphicsDeviceResetting
()
-
void
PlatformApplyState
(GraphicsDevice device) Parameters: - device (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
-
DepthStencilState
DeviceLostException¶
-
class
DeviceLostException
: System.Exception, System.Runtime.Serialization.ISerializable, System.Runtime.InteropServices._Exception
DeviceNotResetException¶
-
class
DeviceNotResetException
: System.Exception, System.Runtime.Serialization.ISerializable, System.Runtime.InteropServices._Exception
DirectionalLight¶
DisplayMode¶
-
class
DisplayMode
: System.Object -
readonly float
AspectRatio
-
readonly SurfaceFormat
Format
-
readonly int
Height
-
readonly int
Width
-
readonly Rectangle
TitleSafeArea
-
public bool
op_Inequality
(DisplayMode left, DisplayMode right) Parameters: - left (Microsoft.Xna.Framework.Graphics.DisplayMode) –
- right (Microsoft.Xna.Framework.Graphics.DisplayMode) –
-
public bool
op_Equality
(DisplayMode left, DisplayMode right) Parameters: - left (Microsoft.Xna.Framework.Graphics.DisplayMode) –
- right (Microsoft.Xna.Framework.Graphics.DisplayMode) –
-
public bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
public int
GetHashCode
()
-
public string
ToString
()
-
readonly float
DisplayModeCollection¶
-
class
DisplayModeCollection
: System.Object, System.Collections.Generic.IEnumerable<DisplayMode>, System.Collections.IEnumerable -
readonly System.Collections.Generic.IEnumerable<DisplayMode>
Item
-
public System.Collections.Generic.IEnumerator<DisplayMode>
GetEnumerator
()
-
readonly System.Collections.Generic.IEnumerable<DisplayMode>
DisplayOrientation¶
-
enum
DisplayOrientation
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines the orientation of the display.
-
DisplayOrientation
Default
The default orientation.
-
DisplayOrientation
LandscapeLeft
The display is rotated counterclockwise into a landscape orientation. Width is greater than height.
-
DisplayOrientation
LandscapeRight
The display is rotated clockwise into a landscape orientation. Width is greater than height.
-
DisplayOrientation
Portrait
The display is rotated as portrait, where height is greater than width.
-
DisplayOrientation
PortraitDown
The display is rotated as inverted portrait, where height is greater than width.
-
DisplayOrientation
Unknown
Unknown display orientation.
-
DisplayOrientation
DrawableGameComponent¶
-
class
DrawableGameComponent
: GameComponent, IGameComponent, IUpdateable, System.IComparable<GameComponent>, System.IDisposable, IDrawable -
readonly GraphicsDevice
GraphicsDevice
-
int
DrawOrder
-
bool
Visible
-
public void
add_DrawOrderChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_DrawOrderChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_VisibleChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_VisibleChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
Initialize
()
-
public void
Draw
(GameTime gameTime) Parameters: - gameTime (Microsoft.Xna.Framework.GameTime) –
-
readonly GraphicsDevice
DualTextureEffect¶
-
class
DualTextureEffect
: Effect, System.IDisposable, IEffectMatrices, IEffectFog Built-in effect that supports two-layer multitexturing.
-
Matrix
World
Gets or sets the world matrix.
-
Matrix
View
Gets or sets the view matrix.
-
Matrix
Projection
Gets or sets the projection matrix.
-
Vector3
DiffuseColor
Gets or sets the material diffuse color (range 0 to 1).
-
float
Alpha
Gets or sets the material alpha.
-
bool
FogEnabled
Gets or sets the fog enable flag.
-
float
FogStart
Gets or sets the fog start distance.
-
float
FogEnd
Gets or sets the fog end distance.
-
Vector3
FogColor
Gets or sets the fog color.
-
Texture2D
Texture
Gets or sets the current base texture.
-
Texture2D
Texture2
Gets or sets the current overlay texture.
-
bool
VertexColorEnabled
Gets or sets whether vertex color is enabled.
-
public Effect
Clone
() Creates a clone of the current DualTextureEffect instance.
-
void
OnApply
() Lazily computes derived parameter values immediately before applying the effect.
-
Matrix
DynamicIndexBuffer¶
-
class
DynamicIndexBuffer
: IndexBuffer, System.IDisposable -
readonly bool
IsContentLost
-
public void
SetData<T>
(int offsetInBytes, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount, SetDataOptions options) Type Parameters: - T –
Parameters: - offsetInBytes (int) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
- options (Microsoft.Xna.Framework.Graphics.SetDataOptions) –
-
public void
SetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount, SetDataOptions options) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
- options (Microsoft.Xna.Framework.Graphics.SetDataOptions) –
-
readonly bool
DynamicSoundEffectInstance¶
-
class
DynamicSoundEffectInstance
: SoundEffectInstance, System.IDisposable A T:Microsoft.Xna.Framework.Audio.SoundEffectInstance for which the audio buffer is provided by the game at run time.
-
bool
IsLooped
This value has no effect on DynamicSoundEffectInstance. It may not be set.
-
readonly SoundState
State
-
readonly int
PendingBufferCount
Returns the number of audio buffers queued for playback.
-
public void
add_BufferNeeded
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_BufferNeeded
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public System.TimeSpan
GetSampleDuration
(int sizeInBytes) Returns the duration of an audio buffer of the specified size, based on the settings of this instance.
Parameters: - sizeInBytes (int) – Size of the buffer, in bytes.
Returns: The playback length of the buffer.
-
public int
GetSampleSizeInBytes
(System.TimeSpan duration) Returns the size, in bytes, of a buffer of the specified duration, based on the settings of this instance.
Parameters: - duration (System.TimeSpan) – The playback length of the buffer.
Returns: The data size of the buffer, in bytes.
-
public void
Play
() Plays or resumes the DynamicSoundEffectInstance.
-
public void
Pause
() Pauses playback of the DynamicSoundEffectInstance.
-
public void
Resume
() Resumes playback of the DynamicSoundEffectInstance.
-
public void
Stop
() Immediately stops playing the DynamicSoundEffectInstance.
-
public void
Stop
(bool immediate) Stops playing the DynamicSoundEffectInstance. If the parameter is false, this call has no effect.
Parameters: - immediate (bool) – When set to false, this call has no effect.
-
public void
SubmitBuffer
(System.Byte[] buffer) Queues an audio buffer for playback.
Parameters: - buffer (System.Byte[]) – The buffer containing PCM audio data.
-
public void
SubmitBuffer
(System.Byte[] buffer, int offset, int count) Queues an audio buffer for playback.
Parameters: - buffer (System.Byte[]) – The buffer containing PCM audio data.
- offset (int) – The starting position of audio data.
- count (int) – The amount of bytes to use.
-
void
UpdateQueue
()
-
bool
DynamicVertexBuffer¶
-
class
DynamicVertexBuffer
: VertexBuffer, System.IDisposable -
readonly bool
IsContentLost
-
public void
SetData<T>
(int offsetInBytes, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount, int vertexStride, SetDataOptions options) Type Parameters: - T –
Parameters: - offsetInBytes (int) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
- vertexStride (int) –
- options (Microsoft.Xna.Framework.Graphics.SetDataOptions) –
-
public void
SetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount, SetDataOptions options) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
- options (Microsoft.Xna.Framework.Graphics.SetDataOptions) –
-
readonly bool
Effect¶
-
class
Effect
: GraphicsResource, System.IDisposable -
readonly EffectParameterCollection
Parameters
-
readonly EffectTechniqueCollection
Techniques
-
EffectTechnique
CurrentTechnique
-
Microsoft.Xna.Framework.Graphics.ConstantBuffer[]
get_ConstantBuffers
()
-
public Effect
Clone
() Returns a deep copy of the effect where immutable types are shared and mutable data is duplicated.
Returns: The cloned effect.
-
void
OnApply
()
-
void
GraphicsDeviceResetting
()
-
readonly EffectParameterCollection
EffectAnnotation¶
-
class
EffectAnnotation
: System.Object -
readonly EffectParameterClass
ParameterClass
-
readonly EffectParameterType
ParameterType
-
readonly string
Name
-
readonly int
RowCount
-
readonly int
ColumnCount
-
readonly string
Semantic
-
readonly EffectParameterClass
EffectAnnotationCollection¶
-
class
EffectAnnotationCollection
: System.Object, System.Collections.Generic.IEnumerable<EffectAnnotation>, System.Collections.IEnumerable -
readonly int
Count
-
readonly EffectAnnotation
Item
-
readonly EffectAnnotation
Item
-
public System.Collections.Generic.IEnumerator<EffectAnnotation>
GetEnumerator
()
-
readonly int
EffectParameter¶
-
class
EffectParameter
: System.Object -
readonly string
Name
-
readonly string
Semantic
-
readonly EffectParameterClass
ParameterClass
-
readonly EffectParameterType
ParameterType
-
readonly int
RowCount
-
readonly int
ColumnCount
-
readonly EffectParameterCollection
Elements
-
readonly EffectParameterCollection
StructureMembers
-
readonly EffectAnnotationCollection
Annotations
-
ulong
get_NextStateKey
()
-
System.Object
get_Data
()
-
ulong
get_StateKey
()
-
public bool
GetValueBoolean
()
-
public int
GetValueInt32
()
-
public Matrix
GetValueMatrix
()
-
public Microsoft.Xna.Framework.Matrix[]
GetValueMatrixArray
(int count) Parameters: - count (int) –
-
public Quaternion
GetValueQuaternion
()
-
public float
GetValueSingle
()
-
public System.Single[]
GetValueSingleArray
()
-
public string
GetValueString
()
-
public Texture2D
GetValueTexture2D
()
-
public Texture3D
GetValueTexture3D
()
-
public TextureCube
GetValueTextureCube
()
-
public Vector2
GetValueVector2
()
-
public Microsoft.Xna.Framework.Vector2[]
GetValueVector2Array
()
-
public Vector3
GetValueVector3
()
-
public Microsoft.Xna.Framework.Vector3[]
GetValueVector3Array
()
-
public Vector4
GetValueVector4
()
-
public Microsoft.Xna.Framework.Vector4[]
GetValueVector4Array
()
-
public void
SetValue
(bool value) Parameters: - value (bool) –
-
public void
SetValue
(int value) Parameters: - value (int) –
-
public void
SetValue
(Matrix value) Parameters: - value (Microsoft.Xna.Framework.Matrix) –
-
public void
SetValueTranspose
(Matrix value) Parameters: - value (Microsoft.Xna.Framework.Matrix) –
-
public void
SetValue
(Microsoft.Xna.Framework.Matrix[] value) Parameters: - value (Microsoft.Xna.Framework.Matrix[]) –
-
public void
SetValue
(Quaternion value) Parameters: - value (Microsoft.Xna.Framework.Quaternion) –
-
public void
SetValue
(float value) Parameters: - value (float) –
-
public void
SetValue
(System.Single[] value) Parameters: - value (System.Single[]) –
-
public void
SetValue
(Texture value) Parameters: - value (Microsoft.Xna.Framework.Graphics.Texture) –
-
public void
SetValue
(Vector2 value) Parameters: - value (Microsoft.Xna.Framework.Vector2) –
-
public void
SetValue
(Microsoft.Xna.Framework.Vector2[] value) Parameters: - value (Microsoft.Xna.Framework.Vector2[]) –
-
public void
SetValue
(Vector3 value) Parameters: - value (Microsoft.Xna.Framework.Vector3) –
-
public void
SetValue
(Microsoft.Xna.Framework.Vector3[] value) Parameters: - value (Microsoft.Xna.Framework.Vector3[]) –
-
public void
SetValue
(Vector4 value) Parameters: - value (Microsoft.Xna.Framework.Vector4) –
-
public void
SetValue
(Microsoft.Xna.Framework.Vector4[] value) Parameters: - value (Microsoft.Xna.Framework.Vector4[]) –
-
readonly string
EffectParameterClass¶
-
enum
EffectParameterClass
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines classes for effect parameters and shader constants.
-
EffectParameterClass
Scalar
Scalar class type.
-
EffectParameterClass
Vector
Vector class type.
-
EffectParameterClass
Matrix
Matrix class type.
-
EffectParameterClass
Object
Class type for textures, shaders or strings.
-
EffectParameterClass
Struct
Structure class type.
-
EffectParameterClass
EffectParameterCollection¶
-
class
EffectParameterCollection
: System.Object, System.Collections.Generic.IEnumerable<EffectParameter>, System.Collections.IEnumerable -
readonly int
Count
-
readonly EffectParameter
Item
-
readonly EffectParameter
Item
-
EffectParameterCollection
Clone
()
-
public System.Collections.Generic.IEnumerator<EffectParameter>
GetEnumerator
()
-
readonly int
EffectParameterType¶
-
enum
EffectParameterType
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines types for effect parameters and shader constants.
-
EffectParameterType
Void
Pointer to void type.
-
EffectParameterType
Bool
Boolean type. Any non-zero will be true; false otherwise.
-
EffectParameterType
Int32
32-bit integer type.
-
EffectParameterType
Single
Float type.
-
EffectParameterType
String
String type.
-
EffectParameterType
Texture
Any texture type.
-
EffectParameterType
Texture1D
1D-texture type.
-
EffectParameterType
Texture2D
2D-texture type.
-
EffectParameterType
Texture3D
3D-texture type.
-
EffectParameterType
TextureCube
Cubic texture type.
-
EffectParameterType
EffectPass¶
-
class
EffectPass
: System.Object -
readonly string
Name
-
readonly EffectAnnotationCollection
Annotations
-
public void
Apply
()
-
readonly string
EffectPassCollection¶
-
class
EffectPassCollection
: System.Object, System.Collections.Generic.IEnumerable<EffectPass>, System.Collections.IEnumerable -
readonly EffectPass
Item
-
readonly EffectPass
Item
-
readonly int
Count
-
EffectPassCollection
Clone
(Effect effect) Parameters: - effect (Microsoft.Xna.Framework.Graphics.Effect) –
-
public Microsoft.Xna.Framework.Graphics.Enumerator
GetEnumerator
()
-
readonly EffectPass
EffectTechnique¶
-
class
EffectTechnique
: System.Object -
readonly EffectPassCollection
Passes
-
readonly EffectAnnotationCollection
Annotations
-
readonly string
Name
-
readonly EffectPassCollection
EffectTechniqueCollection¶
-
class
EffectTechniqueCollection
: System.Object, System.Collections.Generic.IEnumerable<EffectTechnique>, System.Collections.IEnumerable -
readonly int
Count
-
readonly EffectTechnique
Item
-
readonly EffectTechnique
Item
-
EffectTechniqueCollection
Clone
(Effect effect) Parameters: - effect (Microsoft.Xna.Framework.Graphics.Effect) –
-
public System.Collections.Generic.IEnumerator<EffectTechnique>
GetEnumerator
()
-
readonly int
EnvironmentMapEffect¶
-
class
EnvironmentMapEffect
: Effect, System.IDisposable, IEffectMatrices, IEffectLights, IEffectFog Built-in effect that supports environment mapping.
-
Matrix
World
Gets or sets the world matrix.
-
Matrix
View
Gets or sets the view matrix.
-
Matrix
Projection
Gets or sets the projection matrix.
-
Vector3
DiffuseColor
Gets or sets the material diffuse color (range 0 to 1).
-
Vector3
EmissiveColor
Gets or sets the material emissive color (range 0 to 1).
-
float
Alpha
Gets or sets the material alpha.
-
Vector3
AmbientLightColor
Gets or sets the ambient light color (range 0 to 1).
-
readonly DirectionalLight
DirectionalLight0
Gets the first directional light.
-
readonly DirectionalLight
DirectionalLight1
Gets the second directional light.
-
readonly DirectionalLight
DirectionalLight2
Gets the third directional light.
-
bool
FogEnabled
Gets or sets the fog enable flag.
-
float
FogStart
Gets or sets the fog start distance.
-
float
FogEnd
Gets or sets the fog end distance.
-
Vector3
FogColor
Gets or sets the fog color.
-
Texture2D
Texture
Gets or sets the current texture.
-
TextureCube
EnvironmentMap
Gets or sets the current environment map texture.
-
float
EnvironmentMapAmount
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).
-
Vector3
EnvironmentMapSpecular
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.
-
float
FresnelFactor
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.
-
public Effect
Clone
() Creates a clone of the current EnvironmentMapEffect instance.
-
public void
EnableDefaultLighting
() Sets up the standard key/fill/back lighting rig.
-
void
OnApply
() Lazily computes derived parameter values immediately before applying the effect.
-
Matrix
FillMode¶
FlushType¶
-
enum
FlushType
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Describes how to flush the current deflate operation.
-
FlushType
None
No flush at all.
-
FlushType
Partial
- 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.
-
FlushType
Sync
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, AvailableBytesIn 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.
-
FlushType
Full
Use this during compression to specify that all output should be flushed, as with FlushType.Sync, 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 FlushType.Full too often can significantly degrade the compression.
-
FlushType
Finish
Signals the end of the compression/decompression stream.
-
FlushType
FrameworkDispatcher¶
-
class
FrameworkDispatcher
: System.Object Helper class for processing internal framework events.
-
public void
Update
() Processes framework events.
-
public void
Game¶
-
class
Game
: System.Object, System.IDisposable -
readonly LaunchParameters
LaunchParameters
-
readonly GameComponentCollection
Components
-
System.TimeSpan
InactiveSleepTime
-
System.TimeSpan
MaxElapsedTime
The maximum amount of time we will frameskip over and only perform Update calls with no Draw calls. MonoGame extension.
-
readonly bool
IsActive
-
bool
IsMouseVisible
-
System.TimeSpan
TargetElapsedTime
-
bool
IsFixedTimeStep
-
readonly GameServiceContainer
Services
-
ContentManager
Content
-
readonly GraphicsDevice
GraphicsDevice
-
readonly GameWindow
Window
-
void
Log
(string Message) Parameters: - Message (string) –
-
public void
Dispose
()
-
Game
get_Instance
()
-
bool
get_Initialized
()
-
public void
add_Activated
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_Activated
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_Deactivated
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_Deactivated
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_Disposed
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_Disposed
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_Exiting
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_Exiting
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
Exit
()
-
public void
ResetElapsedTime
()
-
public void
SuppressDraw
()
-
public void
RunOneFrame
()
-
public void
Run
()
-
public void
Run
(GameRunBehavior runBehavior) Parameters: - runBehavior (Microsoft.Xna.Framework.GameRunBehavior) –
-
public void
Tick
()
-
void
applyChanges
(GraphicsDeviceManager manager) Parameters: - manager (Microsoft.Xna.Framework.GraphicsDeviceManager) –
-
void
DoUpdate
(GameTime gameTime) Parameters: - gameTime (Microsoft.Xna.Framework.GameTime) –
-
void
DoDraw
(GameTime gameTime) Parameters: - gameTime (Microsoft.Xna.Framework.GameTime) –
-
void
DoInitialize
()
-
void
DoExiting
()
-
GraphicsDeviceManager
get_graphicsDeviceManager
()
-
readonly LaunchParameters
GameComponent¶
-
class
GameComponent
: System.Object, IGameComponent, IUpdateable, System.IComparable<GameComponent>, System.IDisposable -
readonly Game
Game
-
bool
Enabled
-
int
UpdateOrder
-
public void
add_EnabledChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_EnabledChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_UpdateOrderChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_UpdateOrderChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
Initialize
()
-
public void
Update
(GameTime gameTime) Parameters: - gameTime (Microsoft.Xna.Framework.GameTime) –
-
public void
Dispose
() Shuts down the component.
-
public int
CompareTo
(GameComponent other) Parameters: - other (Microsoft.Xna.Framework.GameComponent) –
-
readonly Game
GameComponentCollection¶
-
class
GameComponentCollection
: System.Collections.ObjectModel.Collection<IGameComponent>, System.Collections.Generic.IList<IGameComponent>, System.Collections.Generic.ICollection<IGameComponent>, System.Collections.Generic.IEnumerable<IGameComponent>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<IGameComponent>, System.Collections.Generic.IReadOnlyCollection<IGameComponent> -
public void
add_ComponentAdded
(System.EventHandler<GameComponentCollectionEventArgs> value) Parameters: - value (System.EventHandler<GameComponentCollectionEventArgs>) –
-
public void
remove_ComponentAdded
(System.EventHandler<GameComponentCollectionEventArgs> value) Parameters: - value (System.EventHandler<GameComponentCollectionEventArgs>) –
-
public void
add_ComponentRemoved
(System.EventHandler<GameComponentCollectionEventArgs> value) Parameters: - value (System.EventHandler<GameComponentCollectionEventArgs>) –
-
public void
remove_ComponentRemoved
(System.EventHandler<GameComponentCollectionEventArgs> value) Parameters: - value (System.EventHandler<GameComponentCollectionEventArgs>) –
-
public void
GameComponentCollectionEventArgs¶
-
class
GameComponentCollectionEventArgs
: System.EventArgs -
readonly IGameComponent
GameComponent
-
readonly IGameComponent
GamePad¶
-
class
GamePad
: System.Object Supports querying the game controllers and setting the vibration motors.
-
readonly int
MaximumGamePadCount
The maximum number of game pads supported on this system. Attempting to access a gamepad index higher than this number will result in an T:System.InvalidOperationException being thrown by the API.
-
public GamePadCapabilities
GetCapabilities
(PlayerIndex playerIndex) Returns the capabilites of the connected controller.
Parameters: - playerIndex (Microsoft.Xna.Framework.PlayerIndex) – Player index for the controller you want to query.
Returns: The capabilites of the controller.
-
public GamePadCapabilities
GetCapabilities
(int index) Returns the capabilites of the connected controller.
Parameters: - index (int) – Index for the controller you want to query.
Returns: The capabilites of the controller.
-
public GamePadState
GetState
(PlayerIndex playerIndex) Gets the current state of a game pad controller with an independent axes dead zone.
Parameters: - playerIndex (Microsoft.Xna.Framework.PlayerIndex) – Player index for the controller you want to query.
Returns: The state of the controller.
-
public GamePadState
GetState
(int index) Gets the current state of a game pad controller with an independent axes dead zone.
Parameters: - index (int) – Index for the controller you want to query.
Returns: The state of the controller.
-
public GamePadState
GetState
(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode) Gets the current state of a game pad controller, using a specified dead zone on analog stick positions.
Parameters: - playerIndex (Microsoft.Xna.Framework.PlayerIndex) – Player index for the controller you want to query.
- deadZoneMode (Microsoft.Xna.Framework.Input.GamePadDeadZone) – Enumerated value that specifies what dead zone type to use.
Returns: The state of the controller.
-
public GamePadState
GetState
(int index, GamePadDeadZone deadZoneMode) Gets the current state of a game pad controller, using a specified dead zone on analog stick positions.
Parameters: - index (int) – Index for the controller you want to query.
- deadZoneMode (Microsoft.Xna.Framework.Input.GamePadDeadZone) – Enumerated value that specifies what dead zone type to use.
Returns: The state of the controller.
-
public bool
SetVibration
(PlayerIndex playerIndex, float leftMotor, float rightMotor) Sets the vibration motor speeds on the controller device if supported.
Parameters: - playerIndex (Microsoft.Xna.Framework.PlayerIndex) – Player index that identifies the controller to set.
- leftMotor (float) – The speed of the left motor, between 0.0 and 1.0. This motor is a low-frequency motor.
- rightMotor (float) – The speed of the right motor, between 0.0 and 1.0. This motor is a high-frequency motor.
Returns: Returns true if the vibration motors were set.
-
public bool
SetVibration
(int index, float leftMotor, float rightMotor) Sets the vibration motor speeds on the controller device if supported.
Parameters: - index (int) – Index for the controller you want to query.
- leftMotor (float) – The speed of the left motor, between 0.0 and 1.0. This motor is a low-frequency motor.
- rightMotor (float) – The speed of the right motor, between 0.0 and 1.0. This motor is a high-frequency motor.
Returns: Returns true if the vibration motors were set.
-
readonly int
GamePadButtons¶
-
struct
GamePadButtons
: System.ValueType -
readonly ButtonState
A
-
readonly ButtonState
B
-
readonly ButtonState
Back
-
readonly ButtonState
X
-
readonly ButtonState
Y
-
readonly ButtonState
Start
-
readonly ButtonState
LeftShoulder
-
readonly ButtonState
LeftStick
-
readonly ButtonState
RightShoulder
-
readonly ButtonState
RightStick
-
readonly ButtonState
BigButton
-
bool
op_Equality
(GamePadButtons left, GamePadButtons right) Determines whether two specified instances of T:Microsoft.Xna.Framework.Input.GamePadButtons are equal.
Parameters: - left (Microsoft.Xna.Framework.Input.GamePadButtons) – The first object to compare.
- right (Microsoft.Xna.Framework.Input.GamePadButtons) – The second object to compare.
Returns: true if and are equal; otherwise, false.
-
bool
op_Inequality
(GamePadButtons left, GamePadButtons right) Determines whether two specified instances of T:Microsoft.Xna.Framework.Input.GamePadButtons are not equal.
Parameters: - left (Microsoft.Xna.Framework.Input.GamePadButtons) – The first object to compare.
- right (Microsoft.Xna.Framework.Input.GamePadButtons) – The second object to compare.
Returns: true if and are not equal; otherwise, false.
-
bool
Equals
(System.Object obj) Returns a value indicating whether this instance is equal to a specified object.
Parameters: - obj (System.Object) – An object to compare to this instance.
Returns: true if is a T:Microsoft.Xna.Framework.Input.GamePadButtons and has the same value as this instance; otherwise, false.
-
int
GetHashCode
()
-
readonly ButtonState
GamePadCapabilities¶
-
struct
GamePadCapabilities
: System.ValueType -
readonly bool
IsConnected
-
readonly bool
HasAButton
-
readonly bool
HasBackButton
-
readonly bool
HasBButton
-
readonly bool
HasDPadDownButton
-
readonly bool
HasDPadLeftButton
-
readonly bool
HasDPadRightButton
-
readonly bool
HasDPadUpButton
-
readonly bool
HasLeftShoulderButton
-
readonly bool
HasLeftStickButton
-
readonly bool
HasRightShoulderButton
-
readonly bool
HasRightStickButton
-
readonly bool
HasStartButton
-
readonly bool
HasXButton
-
readonly bool
HasYButton
-
readonly bool
HasBigButton
-
readonly bool
HasLeftXThumbStick
-
readonly bool
HasLeftYThumbStick
-
readonly bool
HasRightXThumbStick
-
readonly bool
HasRightYThumbStick
-
readonly bool
HasLeftTrigger
-
readonly bool
HasRightTrigger
-
readonly bool
HasLeftVibrationMotor
-
readonly bool
HasRightVibrationMotor
-
readonly bool
HasVoiceSupport
-
readonly GamePadType
GamePadType
-
void
set_IsConnected
(bool value) Parameters: - value (bool) –
-
void
set_HasAButton
(bool value) Parameters: - value (bool) –
-
void
set_HasBackButton
(bool value) Parameters: - value (bool) –
-
void
set_HasBButton
(bool value) Parameters: - value (bool) –
-
void
set_HasDPadDownButton
(bool value) Parameters: - value (bool) –
-
void
set_HasDPadLeftButton
(bool value) Parameters: - value (bool) –
-
void
set_HasDPadRightButton
(bool value) Parameters: - value (bool) –
-
void
set_HasDPadUpButton
(bool value) Parameters: - value (bool) –
-
void
set_HasLeftShoulderButton
(bool value) Parameters: - value (bool) –
-
void
set_HasLeftStickButton
(bool value) Parameters: - value (bool) –
-
void
set_HasRightShoulderButton
(bool value) Parameters: - value (bool) –
-
void
set_HasRightStickButton
(bool value) Parameters: - value (bool) –
-
void
set_HasStartButton
(bool value) Parameters: - value (bool) –
-
void
set_HasXButton
(bool value) Parameters: - value (bool) –
-
void
set_HasYButton
(bool value) Parameters: - value (bool) –
-
void
set_HasBigButton
(bool value) Parameters: - value (bool) –
-
void
set_HasLeftXThumbStick
(bool value) Parameters: - value (bool) –
-
void
set_HasLeftYThumbStick
(bool value) Parameters: - value (bool) –
-
void
set_HasRightXThumbStick
(bool value) Parameters: - value (bool) –
-
void
set_HasRightYThumbStick
(bool value) Parameters: - value (bool) –
-
void
set_HasLeftTrigger
(bool value) Parameters: - value (bool) –
-
void
set_HasRightTrigger
(bool value) Parameters: - value (bool) –
-
void
set_HasLeftVibrationMotor
(bool value) Parameters: - value (bool) –
-
void
set_HasRightVibrationMotor
(bool value) Parameters: - value (bool) –
-
void
set_HasVoiceSupport
(bool value) Parameters: - value (bool) –
-
void
set_GamePadType
(GamePadType value) Parameters: - value (Microsoft.Xna.Framework.Input.GamePadType) –
-
readonly bool
GamePadDeadZone¶
-
enum
GamePadDeadZone
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible -
GamePadDeadZone
None
-
GamePadDeadZone
IndependentAxes
-
GamePadDeadZone
Circular
-
GamePadDeadZone
GamePadDPad¶
-
struct
GamePadDPad
: System.ValueType -
readonly ButtonState
Down
-
readonly ButtonState
Left
-
readonly ButtonState
Right
-
readonly ButtonState
Up
-
void
set_Down
(ButtonState value) Parameters: - value (Microsoft.Xna.Framework.Input.ButtonState) –
-
void
set_Left
(ButtonState value) Parameters: - value (Microsoft.Xna.Framework.Input.ButtonState) –
-
void
set_Right
(ButtonState value) Parameters: - value (Microsoft.Xna.Framework.Input.ButtonState) –
-
void
set_Up
(ButtonState value) Parameters: - value (Microsoft.Xna.Framework.Input.ButtonState) –
-
bool
op_Equality
(GamePadDPad left, GamePadDPad right) Determines whether two specified instances of T:Microsoft.Xna.Framework.Input.GamePadDPad are equal.
Parameters: - left (Microsoft.Xna.Framework.Input.GamePadDPad) – The first object to compare.
- right (Microsoft.Xna.Framework.Input.GamePadDPad) – The second object to compare.
Returns: true if and are equal; otherwise, false.
-
bool
op_Inequality
(GamePadDPad left, GamePadDPad right) Determines whether two specified instances of T:Microsoft.Xna.Framework.Input.GamePadDPad are not equal.
Parameters: - left (Microsoft.Xna.Framework.Input.GamePadDPad) – The first object to compare.
- right (Microsoft.Xna.Framework.Input.GamePadDPad) – The second object to compare.
Returns: true if and are not equal; otherwise, false.
-
bool
Equals
(System.Object obj) Returns a value indicating whether this instance is equal to a specified object.
Parameters: - obj (System.Object) – An object to compare to this instance.
Returns: true if is a T:Microsoft.Xna.Framework.Input.GamePadDPad and has the same value as this instance; otherwise, false.
-
int
GetHashCode
()
-
readonly ButtonState
GamePadState¶
-
struct
GamePadState
: System.ValueType -
GamePadState
Default
The default initialized gamepad state.
-
readonly bool
IsConnected
-
readonly int
PacketNumber
-
readonly GamePadButtons
Buttons
-
readonly GamePadDPad
DPad
-
readonly GamePadThumbSticks
ThumbSticks
-
readonly GamePadTriggers
Triggers
-
void
set_IsConnected
(bool value) Parameters: - value (bool) –
-
void
set_PacketNumber
(int value) Parameters: - value (int) –
-
void
set_Buttons
(GamePadButtons value) Parameters: - value (Microsoft.Xna.Framework.Input.GamePadButtons) –
-
void
set_DPad
(GamePadDPad value) Parameters: - value (Microsoft.Xna.Framework.Input.GamePadDPad) –
-
void
set_ThumbSticks
(GamePadThumbSticks value) Parameters: - value (Microsoft.Xna.Framework.Input.GamePadThumbSticks) –
-
void
set_Triggers
(GamePadTriggers value) Parameters: - value (Microsoft.Xna.Framework.Input.GamePadTriggers) –
-
bool
IsButtonDown
(Buttons button) Parameters: - button (Microsoft.Xna.Framework.Input.Buttons) –
-
bool
IsButtonUp
(Buttons button) Parameters: - button (Microsoft.Xna.Framework.Input.Buttons) –
-
bool
op_Inequality
(GamePadState left, GamePadState right) Parameters: - left (Microsoft.Xna.Framework.Input.GamePadState) –
- right (Microsoft.Xna.Framework.Input.GamePadState) –
-
bool
op_Equality
(GamePadState left, GamePadState right) Parameters: - left (Microsoft.Xna.Framework.Input.GamePadState) –
- right (Microsoft.Xna.Framework.Input.GamePadState) –
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
int
GetHashCode
()
-
string
ToString
()
-
GamePadState
GamePadThumbSticks¶
-
struct
GamePadThumbSticks
: System.ValueType -
readonly Vector2
Left
-
readonly Vector2
Right
-
Buttons
get_VirtualButtons
()
-
bool
op_Equality
(GamePadThumbSticks left, GamePadThumbSticks right) Determines whether two specified instances of T:Microsoft.Xna.Framework.Input.GamePadThumbSticks are equal.
Parameters: - left (Microsoft.Xna.Framework.Input.GamePadThumbSticks) – The first object to compare.
- right (Microsoft.Xna.Framework.Input.GamePadThumbSticks) – The second object to compare.
Returns: true if and are equal; otherwise, false.
-
bool
op_Inequality
(GamePadThumbSticks left, GamePadThumbSticks right) Determines whether two specified instances of T:Microsoft.Xna.Framework.Input.GamePadThumbSticks are not equal.
Parameters: - left (Microsoft.Xna.Framework.Input.GamePadThumbSticks) – The first object to compare.
- right (Microsoft.Xna.Framework.Input.GamePadThumbSticks) – The second object to compare.
Returns: true if and are not equal; otherwise, false.
-
bool
Equals
(System.Object obj) Returns a value indicating whether this instance is equal to a specified object.
Parameters: - obj (System.Object) – An object to compare to this instance.
Returns: true if is a T:Microsoft.Xna.Framework.Input.GamePadThumbSticks and has the same value as this instance; otherwise, false.
-
int
GetHashCode
()
-
readonly Vector2
GamePadTriggers¶
-
struct
GamePadTriggers
: System.ValueType -
readonly float
Left
-
readonly float
Right
-
void
set_Left
(float value) Parameters: - value (float) –
-
void
set_Right
(float value) Parameters: - value (float) –
-
bool
op_Equality
(GamePadTriggers left, GamePadTriggers right) Determines whether two specified instances of T:Microsoft.Xna.Framework.Input.GamePadTriggers are equal.
Parameters: - left (Microsoft.Xna.Framework.Input.GamePadTriggers) – The first object to compare.
- right (Microsoft.Xna.Framework.Input.GamePadTriggers) – The second object to compare.
Returns: true if and are equal; otherwise, false.
-
bool
op_Inequality
(GamePadTriggers left, GamePadTriggers right) Determines whether two specified instances of T:Microsoft.Xna.Framework.Input.GamePadTriggers are not equal.
Parameters: - left (Microsoft.Xna.Framework.Input.GamePadTriggers) – The first object to compare.
- right (Microsoft.Xna.Framework.Input.GamePadTriggers) – The second object to compare.
Returns: true if and are not equal; otherwise, false.
-
bool
Equals
(System.Object obj) Returns a value indicating whether this instance is equal to a specified object.
Parameters: - obj (System.Object) – An object to compare to this instance.
Returns: true if is a T:Microsoft.Xna.Framework.Input.GamePadTriggers and has the same value as this instance; otherwise, false.
-
int
GetHashCode
()
-
readonly float
GamePadType¶
-
enum
GamePadType
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines a type of gamepad.
-
GamePadType
Unknown
Unknown.
-
GamePadType
GamePad
GamePad is the XBOX controller.
-
GamePadType
Wheel
GamePad is a wheel.
-
GamePadType
ArcadeStick
GamePad is an arcade stick.
-
GamePadType
FlightStick
GamePad is a flight stick.
-
GamePadType
DancePad
GamePad is a dance pad.
-
GamePadType
Guitar
GamePad is a guitar.
-
GamePadType
AlternateGuitar
GamePad is an alternate guitar.
-
GamePadType
DrumKit
GamePad is a drum kit.
-
GamePadType
BigButtonPad
GamePad is a big button pad.
-
GamePadType
GameRunBehavior¶
-
enum
GameRunBehavior
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines how T:Microsoft.Xna.Framework.Game should be runned.
-
GameRunBehavior
Asynchronous
The game loop will be runned asynchronous.
-
GameRunBehavior
Synchronous
The game loop will be runned synchronous.
-
GameRunBehavior
GameServiceContainer¶
-
class
GameServiceContainer
: System.Object, System.IServiceProvider -
public void
AddService
(System.Type type, System.Object provider) Parameters: - type (System.Type) –
- provider (System.Object) –
-
public System.Object
GetService
(System.Type type) Parameters: - type (System.Type) –
-
public void
RemoveService
(System.Type type) Parameters: - type (System.Type) –
-
public void
AddService<T>
(Microsoft.Xna.Framework.T provider) Type Parameters: - T –
Parameters: - provider (Microsoft.Xna.Framework.T) –
-
public Microsoft.Xna.Framework.T
GetService<T>
() Type Parameters: - T –
-
public void
GameTime¶
-
class
GameTime
: System.Object -
System.TimeSpan
TotalGameTime
-
System.TimeSpan
ElapsedGameTime
-
bool
IsRunningSlowly
-
System.TimeSpan
GameUpdateRequiredException¶
-
class
GameUpdateRequiredException
: System.Exception, System.Runtime.Serialization.ISerializable, System.Runtime.InteropServices._Exception
GameWindow¶
-
class
GameWindow
: System.Object -
bool
AllowUserResizing
-
readonly Rectangle
ClientBounds
-
bool
AllowAltF4
Gets or sets a bool that enables usage of Alt+F4 for window closing on desktop platforms. Value is true by default.
-
Point
Position
The location of this window on the desktop, eg: global coordinate space which stretches across all screens.
-
readonly DisplayOrientation
CurrentOrientation
-
readonly System.IntPtr
Handle
-
readonly string
ScreenDeviceName
-
string
Title
Gets or sets the title of the game window.
-
bool
IsBorderless
Determines whether the border of the window is visible. Currently only supported on the WinDX and WinGL/Linux platforms.
-
public void
add_ClientSizeChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_ClientSizeChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_OrientationChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_OrientationChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_ScreenDeviceNameChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_ScreenDeviceNameChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_TextInput
(System.EventHandler<TextInputEventArgs> value) Parameters: - value (System.EventHandler<TextInputEventArgs>) –
-
public void
remove_TextInput
(System.EventHandler<TextInputEventArgs> value) Parameters: - value (System.EventHandler<TextInputEventArgs>) –
-
public abstract void
BeginScreenDeviceChange
(bool willBeFullScreen) Parameters: - willBeFullScreen (bool) –
-
public abstract void
EndScreenDeviceChange
(string screenDeviceName, int clientWidth, int clientHeight) Parameters: - screenDeviceName (string) –
- clientWidth (int) –
- clientHeight (int) –
-
public void
EndScreenDeviceChange
(string screenDeviceName) Parameters: - screenDeviceName (string) –
-
void
OnClientSizeChanged
()
-
abstract void
SetSupportedOrientations
(DisplayOrientation orientations) Parameters: - orientations (Microsoft.Xna.Framework.DisplayOrientation) –
-
protected abstract void
SetTitle
(string title) Parameters: - title (string) –
-
public GameWindow
Create
(Game game, int width, int height) Parameters: - game (Microsoft.Xna.Framework.Game) –
- width (int) –
- height (int) –
-
bool
Genre¶
-
class
Genre
: System.Object, System.IDisposable -
readonly AlbumCollection
Albums
Gets the AlbumCollection for the Genre.
-
readonly bool
IsDisposed
Gets a value indicating whether the object is disposed.
-
readonly string
Name
Gets the name of the Genre.
-
readonly SongCollection
Songs
Gets the SongCollection for the Genre.
-
public void
Dispose
() Immediately releases the unmanaged resources used by this object.
-
public string
ToString
() Returns a String representation of the Genre.
-
public int
GetHashCode
() Gets the hash code for this instance.
-
readonly AlbumCollection
GestureSample¶
-
struct
GestureSample
: System.ValueType Represents data from a multi-touch gesture over a span of time.
-
readonly GestureType
GestureType
Gets the type of the gesture.
-
readonly System.TimeSpan
Timestamp
Gets the starting time for this multi-touch gesture sample.
-
readonly Vector2
Position
Gets the position of the first touch-point in the gesture sample.
-
readonly Vector2
Position2
Gets the position of the second touch-point in the gesture sample.
-
readonly Vector2
Delta
Gets the delta information for the first touch-point in the gesture sample.
-
readonly Vector2
Delta2
Gets the delta information for the second touch-point in the gesture sample.
-
readonly GestureType
GestureType¶
-
enum
GestureType
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Enumuration of values that represent different gestures that can be processed by M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture.
-
GestureType
None
No gestures.
-
GestureType
Tap
The user touched a single point.
-
GestureType
DragComplete
States completion of a drag gesture(VerticalDrag, HorizontalDrag, or FreeDrag).
-
GestureType
Flick
States that a touch was combined with a quick swipe.
-
GestureType
FreeDrag
The use touched a point and then performed a free-form drag.
-
GestureType
Hold
The use touched a single point for approximately one second.
-
GestureType
HorizontalDrag
The user touched the screen and performed either left to right or right to left drag gesture.
-
GestureType
Pinch
The user either converged or diverged two touch-points on the screen which is like a two-finger drag.
-
GestureType
PinchComplete
An in-progress pinch operation was completed.
-
GestureType
DoubleTap
The user tapped the device twice which is always preceded by a Tap gesture.
-
GestureType
VerticalDrag
The user touched the screen and performed either top to bottom or bottom to top drag gesture.
-
GestureType
GraphicsAdapter¶
-
class
GraphicsAdapter
: System.Object, System.IDisposable -
readonly GraphicsAdapter
DefaultAdapter
-
readonly System.Collections.ObjectModel.ReadOnlyCollection<GraphicsAdapter>
Adapters
-
bool
UseReferenceDevice
Used to request creation of the reference graphics device, or the default hardware accelerated device (when set to false).
-
Microsoft.Xna.Framework.Graphics.DriverType
UseDriverType
Used to request creation of a specific kind of driver.
-
readonly string
Description
-
readonly int
DeviceId
-
readonly string
DeviceName
-
readonly int
VendorId
-
readonly bool
IsDefaultAdapter
-
readonly System.IntPtr
MonitorHandle
-
readonly int
Revision
-
readonly int
SubSystemId
-
readonly DisplayModeCollection
SupportedDisplayModes
-
readonly DisplayMode
CurrentDisplayMode
-
readonly bool
IsWideScreen
Returns true if the P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.CurrentDisplayMode is widescreen.
-
public bool
IsProfileSupported
(GraphicsProfile graphicsProfile) Parameters: - graphicsProfile (Microsoft.Xna.Framework.Graphics.GraphicsProfile) –
-
public void
Dispose
()
-
readonly GraphicsAdapter
GraphicsDevice¶
-
class
GraphicsDevice
: System.Object, System.IDisposable -
readonly TextureCollection
VertexTextures
-
readonly SamplerStateCollection
VertexSamplerStates
-
readonly TextureCollection
Textures
-
readonly SamplerStateCollection
SamplerStates
-
readonly bool
IsDisposed
-
readonly bool
IsContentLost
-
readonly GraphicsAdapter
Adapter
-
GraphicsMetrics
Metrics
The rendering information for debugging and profiling. The metrics are reset every frame after draw within M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Present.
-
RasterizerState
RasterizerState
-
Color
BlendFactor
The color used as blend factor when alpha blending.
-
BlendState
BlendState
-
DepthStencilState
DepthStencilState
-
readonly DisplayMode
DisplayMode
-
readonly GraphicsDeviceStatus
GraphicsDeviceStatus
-
readonly PresentationParameters
PresentationParameters
-
Viewport
Viewport
-
readonly GraphicsProfile
GraphicsProfile
-
Rectangle
ScissorRectangle
-
readonly int
RenderTargetCount
-
IndexBuffer
Indices
-
bool
ResourcesLost
-
readonly System.Object
Handle
Returns a handle to internal device object. Valid only on DirectX platforms. For usage, convert this to SharpDX.Direct3D11.Device.
-
void
PlatformBeginApplyState
()
-
void
PlatformApplyState
(bool applyShaders) Parameters: - applyShaders (bool) –
-
public void
Flush
() Sends queued-up commands in the command buffer to the graphics processing unit (GPU).
-
Microsoft.Xna.Framework.Graphics.GraphicsCapabilities
get_GraphicsCapabilities
()
-
public void
add_DeviceLost
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_DeviceLost
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_DeviceReset
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_DeviceReset
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_DeviceResetting
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_DeviceResetting
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_ResourceCreated
(System.EventHandler<ResourceCreatedEventArgs> value) Parameters: - value (System.EventHandler<ResourceCreatedEventArgs>) –
-
public void
remove_ResourceCreated
(System.EventHandler<ResourceCreatedEventArgs> value) Parameters: - value (System.EventHandler<ResourceCreatedEventArgs>) –
-
public void
add_ResourceDestroyed
(System.EventHandler<ResourceDestroyedEventArgs> value) Parameters: - value (System.EventHandler<ResourceDestroyedEventArgs>) –
-
public void
remove_ResourceDestroyed
(System.EventHandler<ResourceDestroyedEventArgs> value) Parameters: - value (System.EventHandler<ResourceDestroyedEventArgs>) –
-
public void
add_Disposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_Disposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
add_PresentationChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
remove_PresentationChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
bool
get_IsRenderTargetBound
()
-
DepthFormat
get_ActiveDepthFormat
()
-
void
Initialize
()
-
void
ApplyState
(bool applyShaders) Parameters: - applyShaders (bool) –
-
public void
Clear
(Color color) Parameters: - color (Microsoft.Xna.Framework.Color) –
-
public void
Clear
(ClearOptions options, Color color, float depth, int stencil) Parameters: - options (Microsoft.Xna.Framework.Graphics.ClearOptions) –
- color (Microsoft.Xna.Framework.Color) –
- depth (float) –
- stencil (int) –
-
public void
Clear
(ClearOptions options, Vector4 color, float depth, int stencil) Parameters: - options (Microsoft.Xna.Framework.Graphics.ClearOptions) –
- color (Microsoft.Xna.Framework.Vector4) –
- depth (float) –
- stencil (int) –
-
public void
Dispose
()
-
void
AddResourceReference
(System.WeakReference resourceReference) Parameters: - resourceReference (System.WeakReference) –
-
void
RemoveResourceReference
(System.WeakReference resourceReference) Parameters: - resourceReference (System.WeakReference) –
-
public void
Present
()
-
public void
Reset
()
-
public void
Reset
(PresentationParameters presentationParameters) Parameters: - presentationParameters (Microsoft.Xna.Framework.Graphics.PresentationParameters) –
-
void
OnDeviceResetting
() Trigger the DeviceResetting event Currently internal to allow the various platforms to send the event at the appropriate time.
-
void
OnDeviceReset
() 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.
-
public void
SetRenderTarget
(RenderTarget2D renderTarget) Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
-
public void
SetRenderTarget
(RenderTargetCube renderTarget, CubeMapFace cubeMapFace) Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTargetCube) –
- cubeMapFace (Microsoft.Xna.Framework.Graphics.CubeMapFace) –
-
public void
SetRenderTargets
(Microsoft.Xna.Framework.Graphics.RenderTargetBinding[] renderTargets) Parameters: - renderTargets (Microsoft.Xna.Framework.Graphics.RenderTargetBinding[]) –
-
void
ApplyRenderTargets
(Microsoft.Xna.Framework.Graphics.RenderTargetBinding[] renderTargets) Parameters: - renderTargets (Microsoft.Xna.Framework.Graphics.RenderTargetBinding[]) –
-
public Microsoft.Xna.Framework.Graphics.RenderTargetBinding[]
GetRenderTargets
()
-
public void
GetRenderTargets
(Microsoft.Xna.Framework.Graphics.RenderTargetBinding[] outTargets) Parameters: - outTargets (Microsoft.Xna.Framework.Graphics.RenderTargetBinding[]) –
-
public void
SetVertexBuffer
(VertexBuffer vertexBuffer) Parameters: - vertexBuffer (Microsoft.Xna.Framework.Graphics.VertexBuffer) –
-
public void
SetVertexBuffer
(VertexBuffer vertexBuffer, int vertexOffset) Parameters: - vertexBuffer (Microsoft.Xna.Framework.Graphics.VertexBuffer) –
- vertexOffset (int) –
-
public void
SetVertexBuffers
(Microsoft.Xna.Framework.Graphics.VertexBufferBinding[] vertexBuffers) Parameters: - vertexBuffers (Microsoft.Xna.Framework.Graphics.VertexBufferBinding[]) –
-
Microsoft.Xna.Framework.Graphics.Shader
get_VertexShader
()
-
void
set_VertexShader
(Microsoft.Xna.Framework.Graphics.Shader value) Parameters: - value (Microsoft.Xna.Framework.Graphics.Shader) –
-
Microsoft.Xna.Framework.Graphics.Shader
get_PixelShader
()
-
void
set_PixelShader
(Microsoft.Xna.Framework.Graphics.Shader value) Parameters: - value (Microsoft.Xna.Framework.Graphics.Shader) –
-
void
SetConstantBuffer
(ShaderStage stage, int slot, Microsoft.Xna.Framework.Graphics.ConstantBuffer buffer) Parameters: - stage (Microsoft.Xna.Framework.Graphics.ShaderStage) –
- slot (int) –
- buffer (Microsoft.Xna.Framework.Graphics.ConstantBuffer) –
-
public void
DrawIndexedPrimitives
(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount) Draw geometry by indexing into the vertex buffer.
Parameters: - primitiveType (Microsoft.Xna.Framework.Graphics.PrimitiveType) – The type of primitives in the index buffer.
- baseVertex (int) – Used to offset the vertex range indexed from the vertex buffer.
- minVertexIndex (int) – This is unused and remains here only for XNA API compatibility.
- numVertices (int) – This is unused and remains here only for XNA API compatibility.
- startIndex (int) – The index within the index buffer to start drawing from.
- primitiveCount (int) – The number of primitives to render from the index buffer.
-
public void
DrawIndexedPrimitives
(PrimitiveType primitiveType, int baseVertex, int startIndex, int primitiveCount) Draw geometry by indexing into the vertex buffer.
Parameters: - primitiveType (Microsoft.Xna.Framework.Graphics.PrimitiveType) – The type of primitives in the index buffer.
- baseVertex (int) – Used to offset the vertex range indexed from the vertex buffer.
- startIndex (int) – The index within the index buffer to start drawing from.
- primitiveCount (int) – The number of primitives to render from the index buffer.
-
public void
DrawUserPrimitives<T>
(PrimitiveType primitiveType, Microsoft.Xna.Framework.Graphics.T[] vertexData, int vertexOffset, int primitiveCount) Type Parameters: - T –
Parameters: - primitiveType (Microsoft.Xna.Framework.Graphics.PrimitiveType) –
- vertexData (Microsoft.Xna.Framework.Graphics.T[]) –
- vertexOffset (int) –
- primitiveCount (int) –
-
public void
DrawUserPrimitives<T>
(PrimitiveType primitiveType, Microsoft.Xna.Framework.Graphics.T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) Type Parameters: - T –
Parameters: - primitiveType (Microsoft.Xna.Framework.Graphics.PrimitiveType) –
- vertexData (Microsoft.Xna.Framework.Graphics.T[]) –
- vertexOffset (int) –
- primitiveCount (int) –
- vertexDeclaration (Microsoft.Xna.Framework.Graphics.VertexDeclaration) –
-
public void
DrawPrimitives
(PrimitiveType primitiveType, int vertexStart, int primitiveCount) Draw primitives of the specified type from the currently bound vertexbuffers without indexing.
Parameters: - primitiveType (Microsoft.Xna.Framework.Graphics.PrimitiveType) – The type of primitives to draw.
- vertexStart (int) – Index of the vertex to start at.
- primitiveCount (int) – The number of primitives to draw.
-
public void
DrawUserIndexedPrimitives<T>
(PrimitiveType primitiveType, Microsoft.Xna.Framework.Graphics.T[] vertexData, int vertexOffset, int numVertices, System.Int16[] indexData, int indexOffset, int primitiveCount) Type Parameters: - T –
Parameters: - primitiveType (Microsoft.Xna.Framework.Graphics.PrimitiveType) –
- vertexData (Microsoft.Xna.Framework.Graphics.T[]) –
- vertexOffset (int) –
- numVertices (int) –
- indexData (System.Int16[]) –
- indexOffset (int) –
- primitiveCount (int) –
-
public void
DrawUserIndexedPrimitives<T>
(PrimitiveType primitiveType, Microsoft.Xna.Framework.Graphics.T[] vertexData, int vertexOffset, int numVertices, System.Int16[] indexData, int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) Type Parameters: - T –
Parameters: - primitiveType (Microsoft.Xna.Framework.Graphics.PrimitiveType) –
- vertexData (Microsoft.Xna.Framework.Graphics.T[]) –
- vertexOffset (int) –
- numVertices (int) –
- indexData (System.Int16[]) –
- indexOffset (int) –
- primitiveCount (int) –
- vertexDeclaration (Microsoft.Xna.Framework.Graphics.VertexDeclaration) –
-
public void
DrawUserIndexedPrimitives<T>
(PrimitiveType primitiveType, Microsoft.Xna.Framework.Graphics.T[] vertexData, int vertexOffset, int numVertices, System.Int32[] indexData, int indexOffset, int primitiveCount) Type Parameters: - T –
Parameters: - primitiveType (Microsoft.Xna.Framework.Graphics.PrimitiveType) –
- vertexData (Microsoft.Xna.Framework.Graphics.T[]) –
- vertexOffset (int) –
- numVertices (int) –
- indexData (System.Int32[]) –
- indexOffset (int) –
- primitiveCount (int) –
-
public void
DrawUserIndexedPrimitives<T>
(PrimitiveType primitiveType, Microsoft.Xna.Framework.Graphics.T[] vertexData, int vertexOffset, int numVertices, System.Int32[] indexData, int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) Type Parameters: - T –
Parameters: - primitiveType (Microsoft.Xna.Framework.Graphics.PrimitiveType) –
- vertexData (Microsoft.Xna.Framework.Graphics.T[]) –
- vertexOffset (int) –
- numVertices (int) –
- indexData (System.Int32[]) –
- indexOffset (int) –
- primitiveCount (int) –
- vertexDeclaration (Microsoft.Xna.Framework.Graphics.VertexDeclaration) –
-
public void
DrawInstancedPrimitives
(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount, int instanceCount) Draw instanced geometry from the bound vertex buffers and index buffer.
Parameters: - primitiveType (Microsoft.Xna.Framework.Graphics.PrimitiveType) – The type of primitives in the index buffer.
- baseVertex (int) – Used to offset the vertex range indexed from the vertex buffer.
- minVertexIndex (int) – This is unused and remains here only for XNA API compatibility.
- numVertices (int) – This is unused and remains here only for XNA API compatibility.
- startIndex (int) – The index within the index buffer to start drawing from.
- primitiveCount (int) – The number of primitives in a single instance.
- instanceCount (int) – The number of instances to render.
-
public void
DrawInstancedPrimitives
(PrimitiveType primitiveType, int baseVertex, int startIndex, int primitiveCount, int instanceCount) Draw instanced geometry from the bound vertex buffers and index buffer.
Parameters: - primitiveType (Microsoft.Xna.Framework.Graphics.PrimitiveType) – The type of primitives in the index buffer.
- baseVertex (int) – Used to offset the vertex range indexed from the vertex buffer.
- startIndex (int) – The index within the index buffer to start drawing from.
- primitiveCount (int) – The number of primitives in a single instance.
- instanceCount (int) – The number of instances to render.
-
GraphicsProfile
GetHighestSupportedGraphicsProfile
(GraphicsDevice graphicsDevice) Parameters: - graphicsDevice (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
-
Rectangle
GetDefaultTitleSafeArea
(int x, int y, int width, int height) Parameters: - x (int) –
- y (int) –
- width (int) –
- height (int) –
-
Rectangle
GetTitleSafeArea
(int x, int y, int width, int height) Parameters: - x (int) –
- y (int) –
- width (int) –
- height (int) –
-
void
SetHardwareFullscreen
()
-
void
CreateSizeDependentResources
()
-
void
OnPresentationChanged
()
-
public void
SetRenderTarget
(RenderTarget2D renderTarget, int arraySlice) Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
- arraySlice (int) –
-
public void
SetRenderTarget
(RenderTarget3D renderTarget, int arraySlice) Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTarget3D) –
- arraySlice (int) –
-
void
PlatformResolveRenderTargets
()
-
readonly TextureCollection
GraphicsDeviceInformation¶
-
class
GraphicsDeviceInformation
: System.Object The settings used in creation of the graphics device. See E:Microsoft.Xna.Framework.GraphicsDeviceManager.PreparingDeviceSettings.
-
GraphicsAdapter
Adapter
The graphics adapter on which the graphics device will be created.
-
GraphicsProfile
GraphicsProfile
The requested graphics device feature set.
-
PresentationParameters
PresentationParameters
The settings that define how graphics will be presented to the display.
-
GraphicsAdapter
GraphicsDeviceManager¶
-
class
GraphicsDeviceManager
: System.Object, IGraphicsDeviceService, System.IDisposable, IGraphicsDeviceManager Used to initialize and control the presentation of the graphics device.
-
int
DefaultBackBufferWidth
The default back buffer width.
-
int
DefaultBackBufferHeight
The default back buffer height.
-
GraphicsProfile
GraphicsProfile
The profile which determines the graphics feature level.
-
readonly GraphicsDevice
GraphicsDevice
Returns the graphics device for this manager.
-
bool
IsFullScreen
Indicates the desire to switch into fullscreen mode.
-
bool
HardwareModeSwitch
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 true.
-
bool
PreferMultiSampling
Indicates the desire for a multisampled back buffer.
-
SurfaceFormat
PreferredBackBufferFormat
Indicates the desired back buffer color format.
-
int
PreferredBackBufferHeight
Indicates the desired back buffer height in pixels.
-
int
PreferredBackBufferWidth
Indicates the desired back buffer width in pixels.
-
DepthFormat
PreferredDepthStencilFormat
Indicates the desired depth-stencil buffer format.
-
bool
SynchronizeWithVerticalRetrace
Indicates the desire for vsync when presenting the back buffer.
-
DisplayOrientation
SupportedOrientations
Indicates the desired allowable display orientations when the device is rotated.
-
public bool
BeginDraw
()
-
public void
EndDraw
()
-
public void
add_DeviceCreated
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_DeviceCreated
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_DeviceDisposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_DeviceDisposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_DeviceReset
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_DeviceReset
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_DeviceResetting
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_DeviceResetting
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_PreparingDeviceSettings
(System.EventHandler<PreparingDeviceSettingsEventArgs> value) Parameters: - value (System.EventHandler<PreparingDeviceSettingsEventArgs>) –
-
public void
remove_PreparingDeviceSettings
(System.EventHandler<PreparingDeviceSettingsEventArgs> value) Parameters: - value (System.EventHandler<PreparingDeviceSettingsEventArgs>) –
-
public void
add_Disposed
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_Disposed
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
OnDeviceReset
(System.EventArgs e) Parameters: - e (System.EventArgs) –
-
void
OnDeviceCreated
(System.EventArgs e) Parameters: - e (System.EventArgs) –
-
public void
Dispose
()
-
public void
ApplyChanges
() Applies any pending property changes to the graphics device.
-
public void
ToggleFullScreen
() Toggles between windowed and fullscreen modes.
-
int
GraphicsDeviceStatus¶
-
enum
GraphicsDeviceStatus
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Describes the status of the T:Microsoft.Xna.Framework.Graphics.GraphicsDevice.
-
GraphicsDeviceStatus
Normal
The device is normal.
-
GraphicsDeviceStatus
Lost
The device has been lost.
-
GraphicsDeviceStatus
NotReset
The device has not been reset.
-
GraphicsDeviceStatus
GraphicsMetrics¶
-
struct
GraphicsMetrics
: System.ValueType A snapshot of rendering statistics from P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Metrics to be used for runtime debugging and profiling.
-
readonly long
ClearCount
Number of times Clear was called.
-
readonly long
DrawCount
Number of times Draw was called.
-
readonly long
PixelShaderCount
Number of times the pixel shader was changed on the GPU.
-
readonly long
PrimitiveCount
Number of rendered primitives.
-
readonly long
SpriteCount
Number of sprites and text characters rendered via T:Microsoft.Xna.Framework.Graphics.SpriteBatch.
-
readonly long
TargetCount
Number of times a target was changed on the GPU.
-
readonly long
TextureCount
Number of times a texture was changed on the GPU.
-
readonly long
VertexShaderCount
Number of times the vertex shader was changed on the GPU.
-
GraphicsMetrics
op_Subtraction
(GraphicsMetrics value1, GraphicsMetrics value2) Returns the difference between two sets of metrics.
Parameters: - value1 (Microsoft.Xna.Framework.Graphics.GraphicsMetrics) – Source T:Microsoft.Xna.Framework.Graphics.GraphicsMetrics on the left of the sub sign.
- value2 (Microsoft.Xna.Framework.Graphics.GraphicsMetrics) – Source T:Microsoft.Xna.Framework.Graphics.GraphicsMetrics on the right of the sub sign.
Returns: Difference between two sets of metrics.
-
GraphicsMetrics
op_Addition
(GraphicsMetrics value1, GraphicsMetrics value2) Returns the combination of two sets of metrics.
Parameters: - value1 (Microsoft.Xna.Framework.Graphics.GraphicsMetrics) – Source T:Microsoft.Xna.Framework.Graphics.GraphicsMetrics on the left of the add sign.
- value2 (Microsoft.Xna.Framework.Graphics.GraphicsMetrics) – Source T:Microsoft.Xna.Framework.Graphics.GraphicsMetrics on the right of the add sign.
Returns: Combination of two sets of metrics.
-
readonly long
GraphicsProfile¶
-
enum
GraphicsProfile
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines a set of graphic capabilities.
-
GraphicsProfile
Reach
Use a limited set of graphic features and capabilities, allowing the game to support the widest variety of devices.
-
GraphicsProfile
HiDef
Use the largest available set of graphic features and capabilities to target devices, that have more enhanced graphic capabilities.
-
GraphicsProfile
GraphicsResource¶
-
class
GraphicsResource
: System.Object, System.IDisposable -
readonly GraphicsDevice
GraphicsDevice
-
readonly bool
IsDisposed
-
string
Name
-
System.Object
Tag
-
void
GraphicsDeviceResetting
() 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.
-
public void
Dispose
()
-
public void
add_Disposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_Disposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
set_GraphicsDevice
(GraphicsDevice value) Parameters: - value (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
-
public string
ToString
()
-
readonly GraphicsDevice
HalfSingle¶
-
struct
HalfSingle
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt16>, IPackedVector, System.IEquatable<HalfSingle> -
ushort
PackedValue
-
float
ToSingle
()
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
bool
Equals
(HalfSingle other) Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle) –
-
string
ToString
()
-
int
GetHashCode
()
-
bool
op_Equality
(HalfSingle lhs, HalfSingle rhs) Parameters: - lhs (Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle) –
- rhs (Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle) –
-
bool
op_Inequality
(HalfSingle lhs, HalfSingle rhs) Parameters: - lhs (Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle) –
- rhs (Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle) –
-
ushort
HalfVector2¶
-
struct
HalfVector2
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt32>, IPackedVector, System.IEquatable<HalfVector2> -
uint
PackedValue
-
Vector2
ToVector2
()
-
string
ToString
()
-
int
GetHashCode
()
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
bool
Equals
(HalfVector2 other) Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2) –
-
bool
op_Equality
(HalfVector2 a, HalfVector2 b) Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2) –
- b (Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2) –
-
bool
op_Inequality
(HalfVector2 a, HalfVector2 b) Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2) –
- b (Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2) –
-
uint
HalfVector4¶
-
struct
HalfVector4
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt64>, IPackedVector, System.IEquatable<HalfVector4> Packed vector type containing four 16-bit floating-point values.
-
ulong
PackedValue
Directly gets or sets the packed representation of the value.
Value: The packed representation of the value.
-
Vector4
ToVector4
() Expands the packed representation into a Vector4.
Returns: The expanded vector.
-
string
ToString
() Returns a string representation of the current instance.
Returns: String that represents the object.
-
int
GetHashCode
() Gets the hash code for the current instance.
Returns: Hash code for the instance.
-
bool
Equals
(System.Object obj) Returns a value that indicates whether the current instance is equal to a specified object.
Parameters: - obj (System.Object) – The object with which to make the comparison.
Returns: true if the current instance is equal to the specified object; false otherwise.
-
bool
Equals
(HalfVector4 other) Returns a value that indicates whether the current instance is equal to a specified object.
Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4) – The object with which to make the comparison.
Returns: true if the current instance is equal to the specified object; false otherwise.
-
bool
op_Equality
(HalfVector4 a, HalfVector4 b) Compares the current instance of a class to another instance to determine whether they are the same.
Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4) – The object to the left of the equality operator.
- b (Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4) – The object to the right of the equality operator.
Returns: true if the objects are the same; false otherwise.
-
bool
op_Inequality
(HalfVector4 a, HalfVector4 b) Compares the current instance of a class to another instance to determine whether they are different.
Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4) – The object to the left of the equality operator.
- b (Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4) – The object to the right of the equality operator.
Returns: true if the objects are different; false otherwise.
-
ulong
IDrawable¶
-
interface
IDrawable
-
readonly int
DrawOrder
-
readonly bool
Visible
-
void
add_DrawOrderChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
remove_DrawOrderChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
add_VisibleChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
remove_VisibleChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
Draw
(GameTime gameTime) Parameters: - gameTime (Microsoft.Xna.Framework.GameTime) –
-
readonly int
IEffectFog¶
-
interface
IEffectFog
The common effect fog rendering parameters.
-
Vector3
FogColor
The floating point fog color.
-
bool
FogEnabled
Used to toggle the rendering of fog.
-
float
FogEnd
The world space distance from the camera at which fogging is fully applied.
-
float
FogStart
The world space distance from the camera at which fogging begins.
-
Vector3
IEffectLights¶
-
interface
IEffectLights
The common effect light rendering parameters.
-
Vector3
AmbientLightColor
The floating point ambient light color.
-
readonly DirectionalLight
DirectionalLight0
Returns the first directional light.
-
readonly DirectionalLight
DirectionalLight1
Returns the second directional light.
-
readonly DirectionalLight
DirectionalLight2
Returns the third directional light.
-
bool
LightingEnabled
Toggles the rendering of lighting.
-
void
EnableDefaultLighting
() Initializes the lights to the standard key/fill/back lighting rig.
-
Vector3
IEffectReader¶
-
interface
IEffectReader
-
int
GetEffectKey
()
-
int
GetConstantBufferCount
()
-
string
GetConstantBufferName
(int constantBufferIndex) Parameters: - constantBufferIndex (int) –
-
int
GetConstantBufferSize
(int constantBufferIndex) Parameters: - constantBufferIndex (int) –
-
int
GetConstantBufferParameterCount
(int constantBufferIndex) Parameters: - constantBufferIndex (int) –
-
int
GetConstantBufferParameterValue
(int constantBufferIndex, int parameterIndex) Parameters: - constantBufferIndex (int) –
- parameterIndex (int) –
-
int
GetConstantBufferParameterOffset
(int constantBufferIndex, int parameterIndex) Parameters: - constantBufferIndex (int) –
- parameterIndex (int) –
-
int
GetShaderCount
()
-
IShaderReader
GetShaderReader
(int shaderIndex) Parameters: - shaderIndex (int) –
-
int
GetParameterCount
(System.Object parameterContext) Parameters: - parameterContext (System.Object) –
-
EffectParameterClass
GetParameterClass
(System.Object parameterContext, int parameterIndex) Parameters: - parameterContext (System.Object) –
- parameterIndex (int) –
-
EffectParameterType
GetParameterType
(System.Object parameterContext, int parameterIndex) Parameters: - parameterContext (System.Object) –
- parameterIndex (int) –
-
string
GetParameterName
(System.Object parameterContext, int parameterIndex) Parameters: - parameterContext (System.Object) –
- parameterIndex (int) –
-
string
GetParameterSemantic
(System.Object parameterContext, int parameterIndex) Parameters: - parameterContext (System.Object) –
- parameterIndex (int) –
-
int
GetParameterAnnotationCount
(System.Object parameterContext, int parameterIndex) Parameters: - parameterContext (System.Object) –
- parameterIndex (int) –
-
int
GetParameterRowCount
(System.Object parameterContext, int parameterIndex) Parameters: - parameterContext (System.Object) –
- parameterIndex (int) –
-
int
GetParameterColumnCount
(System.Object parameterContext, int parameterIndex) Parameters: - parameterContext (System.Object) –
- parameterIndex (int) –
-
int
GetParameterInt32Buffer
(System.Object parameterContext, int parameterIndex, int bufferIndex) Parameters: - parameterContext (System.Object) –
- parameterIndex (int) –
- bufferIndex (int) –
-
float
GetParameterFloatBuffer
(System.Object parameterContext, int parameterIndex, int bufferIndex) Parameters: - parameterContext (System.Object) –
- parameterIndex (int) –
- bufferIndex (int) –
-
System.Object
GetParameterElementsContext
(System.Object parameterContext, int parameterIndex) Parameters: - parameterContext (System.Object) –
- parameterIndex (int) –
-
System.Object
GetParameterStructMembersContext
(System.Object parameterContext, int parameterIndex) Parameters: - parameterContext (System.Object) –
- parameterIndex (int) –
-
int
GetTechniqueCount
()
-
string
GetTechniqueName
(int techniqueIndex) Parameters: - techniqueIndex (int) –
-
int
GetTechniqueAnnotationCount
(int techniqueIndex) Parameters: - techniqueIndex (int) –
-
int
GetPassCount
(int techniqueIndex) Parameters: - techniqueIndex (int) –
-
string
GetPassName
(int techniqueIndex, int passIndex) Parameters: - techniqueIndex (int) –
- passIndex (int) –
-
int
GetPassAnnotationCount
(int techniqueIndex, int passIndex) Parameters: - techniqueIndex (int) –
- passIndex (int) –
-
System.Nullable<Int32>
GetPassVertexShaderIndex
(int techniqueIndex, int passIndex) Parameters: - techniqueIndex (int) –
- passIndex (int) –
-
System.Nullable<Int32>
GetPassPixelShaderIndex
(int techniqueIndex, int passIndex) Parameters: - techniqueIndex (int) –
- passIndex (int) –
-
BlendState
GetPassBlendState
(int techniqueIndex, int passIndex) Parameters: - techniqueIndex (int) –
- passIndex (int) –
-
DepthStencilState
GetPassDepthStencilState
(int techniqueIndex, int passIndex) Parameters: - techniqueIndex (int) –
- passIndex (int) –
-
RasterizerState
GetPassRasterizerState
(int techniqueIndex, int passIndex) Parameters: - techniqueIndex (int) –
- passIndex (int) –
-
int
IGameComponent¶
-
interface
IGameComponent
-
void
Initialize
()
-
void
IGraphicsContext¶
-
interface
IGraphicsContext
: System.IDisposable -
int
SwapInterval
-
readonly bool
IsDisposed
-
void
MakeCurrent
(IWindowInfo info) Parameters: - info (OpenGL.IWindowInfo) –
-
void
SwapBuffers
()
-
int
IGraphicsDeviceManager¶
-
interface
IGraphicsDeviceManager
Used by the platform code to control the graphics device.
-
bool
BeginDraw
() Called at the start of rendering a frame.
Returns: Returns true if the frame should be rendered.
-
void
CreateDevice
() Called to create the graphics device.
-
void
EndDraw
() Called after rendering to present the frame to the screen.
-
bool
IGraphicsDeviceService¶
-
interface
IGraphicsDeviceService
-
readonly GraphicsDevice
GraphicsDevice
-
void
add_DeviceCreated
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
remove_DeviceCreated
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
add_DeviceDisposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
remove_DeviceDisposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
add_DeviceReset
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
remove_DeviceReset
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
add_DeviceResetting
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
remove_DeviceResetting
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
readonly GraphicsDevice
IndexBuffer¶
-
class
IndexBuffer
: GraphicsResource, System.IDisposable -
readonly BufferUsage
BufferUsage
-
readonly int
IndexCount
-
readonly IndexElementSize
IndexElementSize
-
void
GraphicsDeviceResetting
() The GraphicsDevice is resetting, so GPU resources must be recreated.
-
public void
GetData<T>
(int offsetInBytes, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - offsetInBytes (int) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
GetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
GetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
-
public void
SetData<T>
(int offsetInBytes, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - offsetInBytes (int) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
SetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
SetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
-
SharpDX.Direct3D11.Buffer
get_Buffer
()
-
readonly BufferUsage
IndexElementSize¶
-
enum
IndexElementSize
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines size for index in T:Microsoft.Xna.Framework.Graphics.IndexBuffer and T:Microsoft.Xna.Framework.Graphics.DynamicIndexBuffer.
-
IndexElementSize
SixteenBits
16-bit short/ushort value been used.
-
IndexElementSize
ThirtyTwoBits
32-bit int/uint value been used.
-
IndexElementSize
InstancePlayLimitException¶
-
class
InstancePlayLimitException
: System.Runtime.InteropServices.ExternalException, System.Runtime.Serialization.ISerializable, System.Runtime.InteropServices._Exception The exception thrown when the system attempts to play more SoundEffectInstances than allotted.
IPackedVector¶
IPackedVector<TPacked>¶
-
interface
IPackedVector<TPacked>
: IPackedVector Type Parameters: - TPacked –
-
Microsoft.Xna.Framework.Graphics.PackedVector.TPacked
PackedValue
IShaderReader¶
-
interface
IShaderReader
-
ShaderStage
GetStage
()
-
System.Byte[]
GetBytecode
()
-
int
GetSamplerCount
()
-
SamplerType
GetSamplerType
(int samplerIndex) Parameters: - samplerIndex (int) –
-
int
GetSamplerTextureSlot
(int samplerIndex) Parameters: - samplerIndex (int) –
-
int
GetSamplerSamplerSlot
(int samplerIndex) Parameters: - samplerIndex (int) –
-
SamplerState
GetSamplerState
(int samplerIndex) Parameters: - samplerIndex (int) –
-
string
GetSamplerName
(int samplerIndex) Parameters: - samplerIndex (int) –
-
int
GetSamplerParameter
(int samplerIndex) Parameters: - samplerIndex (int) –
-
int
GetConstantBufferCount
()
-
int
GetConstantBufferValue
(int constantBufferIndex) Parameters: - constantBufferIndex (int) –
-
int
GetAttributeCount
()
-
string
GetAttributeName
(int attributeIndex) Parameters: - attributeIndex (int) –
-
VertexElementUsage
GetAttributeUsage
(int attributeIndex) Parameters: - attributeIndex (int) –
-
int
GetAttributeIndexInShader
(int attributeIndex) Parameters: - attributeIndex (int) –
-
int
GetAttributeLocation
(int attributeIndex) Parameters: - attributeIndex (int) –
-
ShaderStage
IUpdateable¶
-
interface
IUpdateable
-
readonly bool
Enabled
-
readonly int
UpdateOrder
-
void
Update
(GameTime gameTime) Parameters: - gameTime (Microsoft.Xna.Framework.GameTime) –
-
void
add_EnabledChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
remove_EnabledChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
add_UpdateOrderChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
remove_UpdateOrderChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
readonly bool
IVertexType¶
-
interface
IVertexType
-
readonly VertexDeclaration
VertexDeclaration
-
readonly VertexDeclaration
IWindowInfo¶
-
interface
IWindowInfo
-
readonly System.IntPtr
Handle
-
readonly System.IntPtr
Joystick¶
-
class
Joystick
: System.Object Allows interaction with joysticks. Unlike T:Microsoft.Xna.Framework.Input.GamePad the number of Buttons/Axes/DPads is not limited.
-
public JoystickCapabilities
GetCapabilities
(int index) Gets the capabilites of the joystick.
Parameters: - index (int) – Index of the joystick you want to access.
Returns: The capabilites of the joystick.
-
public JoystickState
GetState
(int index) Gets the current state of the joystick.
Parameters: - index (int) – Index of the joystick you want to access.
Returns: The state of the joystick.
-
public JoystickCapabilities
JoystickCapabilities¶
-
struct
JoystickCapabilities
: System.ValueType Describes joystick capabilities.
-
readonly bool
IsConnected
Gets a value indicating whether the joystick is connected.
Value: true if the joystick is connected; otherwise, false.
-
readonly string
Id
Gets the unique identifier of the joystick.
Value: String representing the unique identifier of the joystick.
-
readonly int
AxisCount
Gets the axis count.
Value: The number of axes that the joystick possesses.
-
readonly int
ButtonCount
Gets the button count.
Value: The number of buttons that the joystick possesses.
-
readonly int
HatCount
Gets the hat count.
Value: The number of hats/dpads that the joystick possesses.
-
void
set_IsConnected
(bool value) Parameters: - value (bool) –
-
void
set_Id
(string value) Parameters: - value (string) –
-
void
set_AxisCount
(int value) Parameters: - value (int) –
-
void
set_ButtonCount
(int value) Parameters: - value (int) –
-
void
set_HatCount
(int value) Parameters: - value (int) –
-
readonly bool
JoystickHat¶
-
struct
JoystickHat
: System.ValueType Describes joystick hat state.
-
readonly ButtonState
Down
Gets if joysticks hat “down” is pressed.
Value: F:Microsoft.Xna.Framework.Input.ButtonState.Pressed if the button is pressed otherwise, F:Microsoft.Xna.Framework.Input.ButtonState.Released.
-
readonly ButtonState
Left
Gets if joysticks hat “left” is pressed.
Value: F:Microsoft.Xna.Framework.Input.ButtonState.Pressed if the button is pressed otherwise, F:Microsoft.Xna.Framework.Input.ButtonState.Released.
-
readonly ButtonState
Right
Gets if joysticks hat “right” is pressed.
Value: F:Microsoft.Xna.Framework.Input.ButtonState.Pressed if the button is pressed otherwise, F:Microsoft.Xna.Framework.Input.ButtonState.Released.
-
readonly ButtonState
Up
Gets if joysticks hat “up” is pressed.
Value: F:Microsoft.Xna.Framework.Input.ButtonState.Pressed if the button is pressed otherwise, F:Microsoft.Xna.Framework.Input.ButtonState.Released.
-
void
set_Down
(ButtonState value) Parameters: - value (Microsoft.Xna.Framework.Input.ButtonState) –
-
void
set_Left
(ButtonState value) Parameters: - value (Microsoft.Xna.Framework.Input.ButtonState) –
-
void
set_Right
(ButtonState value) Parameters: - value (Microsoft.Xna.Framework.Input.ButtonState) –
-
void
set_Up
(ButtonState value) Parameters: - value (Microsoft.Xna.Framework.Input.ButtonState) –
-
readonly ButtonState
JoystickState¶
-
struct
JoystickState
: System.ValueType Describes current joystick state.
-
readonly bool
IsConnected
Gets a value indicating whether the joystick is connected.
Value: true if the joystick is connected; otherwise, false.
-
readonly System.Single[]
Axes
Gets the joystick axis values.
Value: An array list of floats that indicate axis values.
-
readonly Microsoft.Xna.Framework.Input.ButtonState[]
Buttons
Gets the joystick button values.
Value: An array list of ButtonState that indicate button values.
-
readonly Microsoft.Xna.Framework.Input.JoystickHat[]
Hats
Gets the joystick hat values.
Value: An array list of T:Microsoft.Xna.Framework.Input.JoystickHat that indicate hat values.
-
void
set_IsConnected
(bool value) Parameters: - value (bool) –
-
void
set_Axes
(System.Single[] value) Parameters: - value (System.Single[]) –
-
void
set_Buttons
(Microsoft.Xna.Framework.Input.ButtonState[] value) Parameters: - value (Microsoft.Xna.Framework.Input.ButtonState[]) –
-
void
set_Hats
(Microsoft.Xna.Framework.Input.JoystickHat[] value) Parameters: - value (Microsoft.Xna.Framework.Input.JoystickHat[]) –
-
readonly bool
Keyboard¶
-
class
Keyboard
: System.Object Allows getting keystrokes from keyboard.
-
public KeyboardState
GetState
() Returns the current keyboard state.
Returns: Current keyboard state.
-
public KeyboardState
GetState
(PlayerIndex playerIndex) Returns the current keyboard state for a given player.
Parameters: - playerIndex (Microsoft.Xna.Framework.PlayerIndex) – Player index of the keyboard.
Returns: Current keyboard state.
-
void
SetActive
(bool isActive) Parameters: - isActive (bool) –
-
public KeyboardState
KeyboardState¶
-
struct
KeyboardState
: System.ValueType Holds the state of keystrokes by a keyboard.
-
readonly bool
CapsLock
Gets the current state of the Caps Lock key.
-
readonly bool
NumLock
Gets the current state of the Num Lock key.
-
readonly KeyState
Item
-
bool
IsKeyDown
(Keys key) Gets whether given key is currently being pressed.
Parameters: - key (Microsoft.Xna.Framework.Input.Keys) – The key to query.
Returns: true if the key is pressed; false otherwise.
-
bool
IsKeyUp
(Keys key) Gets whether given key is currently being not pressed.
Parameters: - key (Microsoft.Xna.Framework.Input.Keys) – The key to query.
Returns: true if the key is not pressed; false otherwise.
-
Microsoft.Xna.Framework.Input.Keys[]
GetPressedKeys
() Returns an array of values holding keys that are currently being pressed.
Returns: The keys that are currently being pressed.
-
int
GetHashCode
() Gets the hash code for T:Microsoft.Xna.Framework.Input.KeyboardState instance.
Returns: Hash code of the object.
-
bool
op_Equality
(KeyboardState a, KeyboardState b) Compares whether two T:Microsoft.Xna.Framework.Input.KeyboardState instances are equal.
Parameters: - a (Microsoft.Xna.Framework.Input.KeyboardState) – T:Microsoft.Xna.Framework.Input.KeyboardState instance to the left of the equality operator.
- b (Microsoft.Xna.Framework.Input.KeyboardState) – T:Microsoft.Xna.Framework.Input.KeyboardState instance to the right of the equality operator.
Returns: true if the instances are equal; false otherwise.
-
bool
op_Inequality
(KeyboardState a, KeyboardState b) Compares whether two T:Microsoft.Xna.Framework.Input.KeyboardState instances are not equal.
Parameters: - a (Microsoft.Xna.Framework.Input.KeyboardState) – T:Microsoft.Xna.Framework.Input.KeyboardState instance to the left of the inequality operator.
- b (Microsoft.Xna.Framework.Input.KeyboardState) – T:Microsoft.Xna.Framework.Input.KeyboardState instance to the right of the inequality operator.
Returns: true if the instances are different; false otherwise.
-
bool
Equals
(System.Object obj) Compares whether current instance is equal to specified object.
Parameters: - obj (System.Object) – The T:Microsoft.Xna.Framework.Input.KeyboardState to compare.
Returns: true if the provided T:Microsoft.Xna.Framework.Input.KeyboardState instance is same with current; false otherwise.
-
readonly bool
Keys¶
-
enum
Keys
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines the keys on a keyboard.
-
Keys
None
Reserved.
-
Keys
Back
BACKSPACE key.
-
Keys
Tab
TAB key.
-
Keys
Enter
ENTER key.
-
Keys
CapsLock
CAPS LOCK key.
-
Keys
Escape
ESC key.
-
Keys
Space
SPACEBAR key.
-
Keys
PageUp
PAGE UP key.
-
Keys
PageDown
PAGE DOWN key.
-
Keys
End
END key.
-
Keys
Home
HOME key.
-
Keys
Left
LEFT ARROW key.
-
Keys
Up
UP ARROW key.
-
Keys
Right
RIGHT ARROW key.
-
Keys
Down
DOWN ARROW key.
-
Keys
Select
SELECT key.
-
Keys
Print
PRINT key.
-
Keys
Execute
EXECUTE key.
-
Keys
PrintScreen
PRINT SCREEN key.
-
Keys
Insert
INS key.
-
Keys
Delete
DEL key.
-
Keys
Help
HELP key.
-
Keys
D0
Used for miscellaneous characters; it can vary by keyboard.
-
Keys
D1
Used for miscellaneous characters; it can vary by keyboard.
-
Keys
D2
Used for miscellaneous characters; it can vary by keyboard.
-
Keys
D3
Used for miscellaneous characters; it can vary by keyboard.
-
Keys
D4
Used for miscellaneous characters; it can vary by keyboard.
-
Keys
D5
Used for miscellaneous characters; it can vary by keyboard.
-
Keys
D6
Used for miscellaneous characters; it can vary by keyboard.
-
Keys
D7
Used for miscellaneous characters; it can vary by keyboard.
-
Keys
D8
Used for miscellaneous characters; it can vary by keyboard.
-
Keys
D9
Used for miscellaneous characters; it can vary by keyboard.
-
Keys
A
A key.
-
Keys
B
B key.
-
Keys
C
C key.
-
Keys
D
D key.
-
Keys
E
E key.
-
Keys
F
F key.
-
Keys
G
G key.
-
Keys
H
H key.
-
Keys
I
I key.
-
Keys
J
J key.
-
Keys
K
K key.
-
Keys
L
L key.
-
Keys
M
M key.
-
Keys
N
N key.
-
Keys
O
O key.
-
Keys
P
P key.
-
Keys
Q
Q key.
-
Keys
R
R key.
-
Keys
S
S key.
-
Keys
T
T key.
-
Keys
U
U key.
-
Keys
V
V key.
-
Keys
W
W key.
-
Keys
X
X key.
-
Keys
Y
Y key.
-
Keys
Z
Z key.
-
Keys
LeftWindows
Left Windows key.
-
Keys
RightWindows
Right Windows key.
-
Keys
Apps
Applications key.
-
Keys
Sleep
Computer Sleep key.
-
Keys
NumPad0
Numeric keypad 0 key.
-
Keys
NumPad1
Numeric keypad 1 key.
-
Keys
NumPad2
Numeric keypad 2 key.
-
Keys
NumPad3
Numeric keypad 3 key.
-
Keys
NumPad4
Numeric keypad 4 key.
-
Keys
NumPad5
Numeric keypad 5 key.
-
Keys
NumPad6
Numeric keypad 6 key.
-
Keys
NumPad7
Numeric keypad 7 key.
-
Keys
NumPad8
Numeric keypad 8 key.
-
Keys
NumPad9
Numeric keypad 9 key.
-
Keys
Multiply
Multiply key.
-
Keys
Add
Add key.
-
Keys
Separator
Separator key.
-
Keys
Subtract
Subtract key.
-
Keys
Decimal
Decimal key.
-
Keys
Divide
Divide key.
-
Keys
F1
F1 key.
-
Keys
F2
F2 key.
-
Keys
F3
F3 key.
-
Keys
F4
F4 key.
-
Keys
F5
F5 key.
-
Keys
F6
F6 key.
-
Keys
F7
F7 key.
-
Keys
F8
F8 key.
-
Keys
F9
F9 key.
-
Keys
F10
F10 key.
-
Keys
F11
F11 key.
-
Keys
F12
F12 key.
-
Keys
F13
F13 key.
-
Keys
F14
F14 key.
-
Keys
F15
F15 key.
-
Keys
F16
F16 key.
-
Keys
F17
F17 key.
-
Keys
F18
F18 key.
-
Keys
F19
F19 key.
-
Keys
F20
F20 key.
-
Keys
F21
F21 key.
-
Keys
F22
F22 key.
-
Keys
F23
F23 key.
-
Keys
F24
F24 key.
-
Keys
NumLock
NUM LOCK key.
-
Keys
Scroll
SCROLL LOCK key.
-
Keys
LeftShift
Left SHIFT key.
-
Keys
RightShift
Right SHIFT key.
-
Keys
LeftControl
Left CONTROL key.
-
Keys
RightControl
Right CONTROL key.
-
Keys
LeftAlt
Left ALT key.
-
Keys
RightAlt
Right ALT key.
-
Keys
BrowserBack
Browser Back key.
-
Keys
BrowserForward
Browser Forward key.
-
Keys
BrowserRefresh
Browser Refresh key.
-
Keys
BrowserStop
Browser Stop key.
-
Keys
BrowserSearch
Browser Search key.
-
Keys
BrowserFavorites
Browser Favorites key.
-
Keys
BrowserHome
Browser Start and Home key.
-
Keys
VolumeMute
Volume Mute key.
-
Keys
VolumeDown
Volume Down key.
-
Keys
VolumeUp
Volume Up key.
-
Keys
MediaNextTrack
Next Track key.
-
Keys
MediaPreviousTrack
Previous Track key.
-
Keys
MediaStop
Stop Media key.
-
Keys
MediaPlayPause
Play/Pause Media key.
-
Keys
LaunchMail
Start Mail key.
-
Keys
SelectMedia
Select Media key.
-
Keys
LaunchApplication1
Start Application 1 key.
-
Keys
LaunchApplication2
Start Application 2 key.
-
Keys
OemSemicolon
The OEM Semicolon key on a US standard keyboard.
-
Keys
OemPlus
For any country/region, the ‘+’ key.
-
Keys
OemComma
For any country/region, the ‘,’ key.
-
Keys
OemMinus
For any country/region, the ‘-‘ key.
-
Keys
OemPeriod
For any country/region, the ‘.’ key.
-
Keys
OemQuestion
The OEM question mark key on a US standard keyboard.
-
Keys
OemTilde
The OEM tilde key on a US standard keyboard.
-
Keys
OemOpenBrackets
The OEM open bracket key on a US standard keyboard.
-
Keys
OemPipe
The OEM pipe key on a US standard keyboard.
-
Keys
OemCloseBrackets
The OEM close bracket key on a US standard keyboard.
-
Keys
OemQuotes
The OEM singled/double quote key on a US standard keyboard.
-
Keys
Oem8
Used for miscellaneous characters; it can vary by keyboard.
-
Keys
OemBackslash
The OEM angle bracket or backslash key on the RT 102 key keyboard.
-
Keys
ProcessKey
IME PROCESS key.
-
Keys
Attn
Attn key.
-
Keys
Crsel
CrSel key.
-
Keys
Exsel
ExSel key.
-
Keys
EraseEof
Erase EOF key.
-
Keys
Play
Play key.
-
Keys
Zoom
Zoom key.
-
Keys
Pa1
PA1 key.
-
Keys
OemClear
CLEAR key.
-
Keys
ChatPadGreen
Green ChatPad key.
-
Keys
ChatPadOrange
Orange ChatPad key.
-
Keys
Pause
PAUSE key.
-
Keys
ImeConvert
IME Convert key.
-
Keys
ImeNoConvert
IME NoConvert key.
-
Keys
Kana
Kana key on Japanese keyboards.
-
Keys
Kanji
Kanji key on Japanese keyboards.
-
Keys
OemAuto
OEM Auto key.
-
Keys
OemCopy
OEM Copy key.
-
Keys
OemEnlW
OEM Enlarge Window key.
-
Keys
KeyState¶
LaunchParameters¶
-
class
LaunchParameters
: System.Collections.Generic.Dictionary<String, String>, System.Collections.Generic.IDictionary<String, String>, System.Collections.Generic.ICollection<KeyValuePair`2>, System.Collections.Generic.IEnumerable<KeyValuePair`2>, System.Collections.IEnumerable, System.Collections.IDictionary, System.Collections.ICollection, System.Collections.Generic.IReadOnlyDictionary<String, String>, System.Collections.Generic.IReadOnlyCollection<KeyValuePair`2>, System.Runtime.Serialization.ISerializable, System.Runtime.Serialization.IDeserializationCallback
MathHelper¶
-
class
MathHelper
: System.Object Contains commonly used precalculated values and mathematical operations.
-
float
E
Represents the mathematical constant e(2.71828175).
-
float
Log10E
Represents the log base ten of e(0.4342945).
-
float
Log2E
Represents the log base two of e(1.442695).
-
float
Pi
Represents the value of pi(3.14159274).
-
float
PiOver2
Represents the value of pi divided by two(1.57079637).
-
float
PiOver4
Represents the value of pi divided by four(0.7853982).
-
float
TwoPi
Represents the value of pi times two(6.28318548).
-
public float
Barycentric
(float value1, float value2, float value3, float amount1, float amount2) Returns the Cartesian coordinate for one axis of a point that is defined by a given triangle and two normalized barycentric (areal) coordinates.
Parameters: - value1 (float) – The coordinate on one axis of vertex 1 of the defining triangle.
- value2 (float) – The coordinate on the same axis of vertex 2 of the defining triangle.
- value3 (float) – The coordinate on the same axis of vertex 3 of the defining triangle.
- amount1 (float) – The normalized barycentric (areal) coordinate b2, equal to the weighting factor for vertex 2, the coordinate of which is specified in value2.
- amount2 (float) – The normalized barycentric (areal) coordinate b3, equal to the weighting factor for vertex 3, the coordinate of which is specified in value3.
Returns: Cartesian coordinate of the specified point with respect to the axis being used.
-
public float
CatmullRom
(float value1, float value2, float value3, float value4, float amount) Performs a Catmull-Rom interpolation using the specified positions.
Parameters: - value1 (float) – The first position in the interpolation.
- value2 (float) – The second position in the interpolation.
- value3 (float) – The third position in the interpolation.
- value4 (float) – The fourth position in the interpolation.
- amount (float) – Weighting factor.
Returns: A position that is the result of the Catmull-Rom interpolation.
-
public float
Clamp
(float value, float min, float max) Restricts a value to be within a specified range.
Parameters: - value (float) – The value to clamp.
- min (float) – The minimum value. If value is less than min, min will be returned.
- max (float) – The maximum value. If value is greater than max, max will be returned.
Returns: The clamped value.
-
public int
Clamp
(int value, int min, int max) Restricts a value to be within a specified range.
Parameters: - value (int) – The value to clamp.
- min (int) – The minimum value. If value is less than min, min will be returned.
- max (int) – The maximum value. If value is greater than max, max will be returned.
Returns: The clamped value.
-
public float
Distance
(float value1, float value2) Calculates the absolute value of the difference of two values.
Parameters: - value1 (float) – Source value.
- value2 (float) – Source value.
Returns: Distance between the two values.
-
public float
Hermite
(float value1, float tangent1, float value2, float tangent2, float amount) Performs a Hermite spline interpolation.
Parameters: - value1 (float) – Source position.
- tangent1 (float) – Source tangent.
- value2 (float) – Source position.
- tangent2 (float) – Source tangent.
- amount (float) – Weighting factor.
Returns: The result of the Hermite spline interpolation.
-
public float
Lerp
(float value1, float value2, float amount) Linearly interpolates between two values.
Parameters: - value1 (float) – Source value.
- value2 (float) – Destination value.
- amount (float) – Value between 0 and 1 indicating the weight of value2.
Returns: Interpolated value.
-
public float
LerpPrecise
(float value1, float value2, float amount) Linearly interpolates between two values. This method is a less efficient, more precise version of M:Microsoft.Xna.Framework.MathHelper.Lerp(System.Single,System.Single,System.Single). See remarks for more info.
Parameters: - value1 (float) – Source value.
- value2 (float) – Destination value.
- amount (float) – Value between 0 and 1 indicating the weight of value2.
Returns: Interpolated value.
-
public float
Max
(float value1, float value2) Returns the greater of two values.
Parameters: - value1 (float) – Source value.
- value2 (float) – Source value.
Returns: The greater value.
-
public int
Max
(int value1, int value2) Returns the greater of two values.
Parameters: - value1 (int) – Source value.
- value2 (int) – Source value.
Returns: The greater value.
-
public float
Min
(float value1, float value2) Returns the lesser of two values.
Parameters: - value1 (float) – Source value.
- value2 (float) – Source value.
Returns: The lesser value.
-
public int
Min
(int value1, int value2) Returns the lesser of two values.
Parameters: - value1 (int) – Source value.
- value2 (int) – Source value.
Returns: The lesser value.
-
public float
SmoothStep
(float value1, float value2, float amount) Interpolates between two values using a cubic equation.
Parameters: - value1 (float) – Source value.
- value2 (float) – Source value.
- amount (float) – Weighting value.
Returns: Interpolated value.
-
public float
ToDegrees
(float radians) Converts radians to degrees.
Parameters: - radians (float) – The angle in radians.
Returns: The angle in degrees.
-
public float
ToRadians
(float degrees) Converts degrees to radians.
Parameters: - degrees (float) – The angle in degrees.
Returns: The angle in radians.
-
public float
WrapAngle
(float angle) Reduces a given angle to a value between π and -π.
Parameters: - angle (float) – The angle to reduce, in radians.
Returns: The new angle, in radians.
-
public bool
IsPowerOfTwo
(int value) Determines if value is powered by two.
Parameters: - value (int) – A value.
Returns: true if value is powered by two; otherwise false.
-
float
Matrix¶
-
struct
Matrix
: System.ValueType, System.IEquatable<Matrix> Represents the right-handed 4x4 floating point matrix, which can store translation, scale and rotation information.
-
float
M11
A first row and first column value.
-
float
M12
A first row and second column value.
-
float
M13
A first row and third column value.
-
float
M14
A first row and fourth column value.
-
float
M21
A second row and first column value.
-
float
M22
A second row and second column value.
-
float
M23
A second row and third column value.
-
float
M24
A second row and fourth column value.
-
float
M31
A third row and first column value.
-
float
M32
A third row and second column value.
-
float
M33
A third row and third column value.
-
float
M34
A third row and fourth column value.
-
float
M41
A fourth row and first column value.
-
float
M42
A fourth row and second column value.
-
float
M43
A fourth row and third column value.
-
float
M44
A fourth row and fourth column value.
-
float
Item
-
float
Item
-
Vector3
Backward
The backward vector formed from the third row M31, M32, M33 elements.
-
Vector3
Down
The down vector formed from the second row -M21, -M22, -M23 elements.
-
Vector3
Forward
The forward vector formed from the third row -M31, -M32, -M33 elements.
-
readonly Matrix
Identity
Returns the identity matrix.
-
Vector3
Left
The left vector formed from the first row -M11, -M12, -M13 elements.
-
Vector3
Right
The right vector formed from the first row M11, M12, M13 elements.
-
readonly Quaternion
Rotation
Rotation stored in this matrix.
-
Vector3
Translation
Position stored in this matrix.
-
Vector3
Scale
Scale stored in this matrix.
-
Vector3
Up
The upper vector formed from the second row M21, M22, M23 elements.
-
Matrix
Add
(Matrix matrix1, Matrix matrix2) Creates a new T:Microsoft.Xna.Framework.Matrix which contains sum of two matrixes.
Parameters: - matrix1 (Microsoft.Xna.Framework.Matrix) – The first matrix to add.
- matrix2 (Microsoft.Xna.Framework.Matrix) – The second matrix to add.
Returns: The result of the matrix addition.
-
void
Add
(ref Matrix matrix1, ref Matrix matrix2, ref Matrix result) Parameters: - (ref) matrix1 (Microsoft.Xna.Framework.Matrix) –
- (ref) matrix2 (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateBillboard
(Vector3 objectPosition, Vector3 cameraPosition, Vector3 cameraUpVector, System.Nullable<Vector3> cameraForwardVector) Creates a new T:Microsoft.Xna.Framework.Matrix for spherical billboarding that rotates around specified object position.
Parameters: - objectPosition (Microsoft.Xna.Framework.Vector3) – Position of billboard object. It will rotate around that vector.
- cameraPosition (Microsoft.Xna.Framework.Vector3) – The camera position.
- cameraUpVector (Microsoft.Xna.Framework.Vector3) – The camera up vector.
- cameraForwardVector (System.Nullable<Vector3>) – Optional camera forward vector.
Returns: The T:Microsoft.Xna.Framework.Matrix for spherical billboarding.
-
void
CreateBillboard
(ref Vector3 objectPosition, ref Vector3 cameraPosition, ref Vector3 cameraUpVector, System.Nullable<Vector3> cameraForwardVector, ref Matrix result) Parameters: - (ref) objectPosition (Microsoft.Xna.Framework.Vector3) –
- (ref) cameraPosition (Microsoft.Xna.Framework.Vector3) –
- (ref) cameraUpVector (Microsoft.Xna.Framework.Vector3) –
- cameraForwardVector (System.Nullable<Vector3>) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateConstrainedBillboard
(Vector3 objectPosition, Vector3 cameraPosition, Vector3 rotateAxis, System.Nullable<Vector3> cameraForwardVector, System.Nullable<Vector3> objectForwardVector) Creates a new T:Microsoft.Xna.Framework.Matrix for cylindrical billboarding that rotates around specified axis.
Parameters: - objectPosition (Microsoft.Xna.Framework.Vector3) – Object position the billboard will rotate around.
- cameraPosition (Microsoft.Xna.Framework.Vector3) – Camera position.
- rotateAxis (Microsoft.Xna.Framework.Vector3) – Axis of billboard for rotation.
- cameraForwardVector (System.Nullable<Vector3>) – Optional camera forward vector.
- objectForwardVector (System.Nullable<Vector3>) – Optional object forward vector.
Returns: The T:Microsoft.Xna.Framework.Matrix for cylindrical billboarding.
-
void
CreateConstrainedBillboard
(ref Vector3 objectPosition, ref Vector3 cameraPosition, ref Vector3 rotateAxis, System.Nullable<Vector3> cameraForwardVector, System.Nullable<Vector3> objectForwardVector, ref Matrix result) Parameters: - (ref) objectPosition (Microsoft.Xna.Framework.Vector3) –
- (ref) cameraPosition (Microsoft.Xna.Framework.Vector3) –
- (ref) rotateAxis (Microsoft.Xna.Framework.Vector3) –
- cameraForwardVector (System.Nullable<Vector3>) –
- objectForwardVector (System.Nullable<Vector3>) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateFromAxisAngle
(Vector3 axis, float angle) Creates a new T:Microsoft.Xna.Framework.Matrix which contains the rotation moment around specified axis.
Parameters: - axis (Microsoft.Xna.Framework.Vector3) – The axis of rotation.
- angle (float) – The angle of rotation in radians.
Returns: The rotation T:Microsoft.Xna.Framework.Matrix.
-
void
CreateFromAxisAngle
(ref Vector3 axis, float angle, ref Matrix result) Parameters: - (ref) axis (Microsoft.Xna.Framework.Vector3) –
- angle (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateFromQuaternion
(Quaternion quaternion) Creates a new rotation T:Microsoft.Xna.Framework.Matrix from a T:Microsoft.Xna.Framework.Quaternion.
Parameters: - quaternion (Microsoft.Xna.Framework.Quaternion) – T:Microsoft.Xna.Framework.Quaternion of rotation moment.
Returns: The rotation T:Microsoft.Xna.Framework.Matrix.
-
void
CreateFromQuaternion
(ref Quaternion quaternion, ref Matrix result) Parameters: - (ref) quaternion (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateFromYawPitchRoll
(float yaw, float pitch, float roll) Creates a new rotation T:Microsoft.Xna.Framework.Matrix from the specified yaw, pitch and roll values.
Parameters: - yaw (float) – The yaw rotation value in radians.
- pitch (float) – The pitch rotation value in radians.
- roll (float) – The roll rotation value in radians.
Returns: The rotation T:Microsoft.Xna.Framework.Matrix.
-
void
CreateFromYawPitchRoll
(float yaw, float pitch, float roll, ref Matrix result) Parameters: - yaw (float) –
- pitch (float) –
- roll (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateLookAt
(Vector3 cameraPosition, Vector3 cameraTarget, Vector3 cameraUpVector) Creates a new viewing T:Microsoft.Xna.Framework.Matrix.
Parameters: - cameraPosition (Microsoft.Xna.Framework.Vector3) – Position of the camera.
- cameraTarget (Microsoft.Xna.Framework.Vector3) – Lookup vector of the camera.
- cameraUpVector (Microsoft.Xna.Framework.Vector3) – The direction of the upper edge of the camera.
Returns: The viewing T:Microsoft.Xna.Framework.Matrix.
-
void
CreateLookAt
(ref Vector3 cameraPosition, ref Vector3 cameraTarget, ref Vector3 cameraUpVector, ref Matrix result) Parameters: - (ref) cameraPosition (Microsoft.Xna.Framework.Vector3) –
- (ref) cameraTarget (Microsoft.Xna.Framework.Vector3) –
- (ref) cameraUpVector (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateOrthographic
(float width, float height, float zNearPlane, float zFarPlane) Creates a new projection T:Microsoft.Xna.Framework.Matrix for orthographic view.
Parameters: - width (float) – Width of the viewing volume.
- height (float) – Height of the viewing volume.
- zNearPlane (float) – Depth of the near plane.
- zFarPlane (float) – Depth of the far plane.
Returns: The new projection T:Microsoft.Xna.Framework.Matrix for orthographic view.
-
void
CreateOrthographic
(float width, float height, float zNearPlane, float zFarPlane, ref Matrix result) Parameters: - width (float) –
- height (float) –
- zNearPlane (float) –
- zFarPlane (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateOrthographicOffCenter
(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane) Creates a new projection T:Microsoft.Xna.Framework.Matrix for customized orthographic view.
Parameters: - left (float) – Lower x-value at the near plane.
- right (float) – Upper x-value at the near plane.
- bottom (float) – Lower y-coordinate at the near plane.
- top (float) – Upper y-value at the near plane.
- zNearPlane (float) – Depth of the near plane.
- zFarPlane (float) – Depth of the far plane.
Returns: The new projection T:Microsoft.Xna.Framework.Matrix for customized orthographic view.
-
Matrix
CreateOrthographicOffCenter
(Rectangle viewingVolume, float zNearPlane, float zFarPlane) Creates a new projection T:Microsoft.Xna.Framework.Matrix for customized orthographic view.
Parameters: - viewingVolume (Microsoft.Xna.Framework.Rectangle) – The viewing volume.
- zNearPlane (float) – Depth of the near plane.
- zFarPlane (float) – Depth of the far plane.
Returns: The new projection T:Microsoft.Xna.Framework.Matrix for customized orthographic view.
-
void
CreateOrthographicOffCenter
(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane, ref Matrix result) Parameters: - left (float) –
- right (float) –
- bottom (float) –
- top (float) –
- zNearPlane (float) –
- zFarPlane (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreatePerspective
(float width, float height, float nearPlaneDistance, float farPlaneDistance) Creates a new projection T:Microsoft.Xna.Framework.Matrix for perspective view.
Parameters: - width (float) – Width of the viewing volume.
- height (float) – Height of the viewing volume.
- nearPlaneDistance (float) – Distance to the near plane.
- farPlaneDistance (float) – Distance to the far plane.
Returns: The new projection T:Microsoft.Xna.Framework.Matrix for perspective view.
-
void
CreatePerspective
(float width, float height, float nearPlaneDistance, float farPlaneDistance, ref Matrix result) Parameters: - width (float) –
- height (float) –
- nearPlaneDistance (float) –
- farPlaneDistance (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreatePerspectiveFieldOfView
(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance) Creates a new projection T:Microsoft.Xna.Framework.Matrix for perspective view with field of view.
Parameters: - fieldOfView (float) – Field of view in the y direction in radians.
- aspectRatio (float) – Width divided by height of the viewing volume.
- nearPlaneDistance (float) – Distance to the near plane.
- farPlaneDistance (float) – Distance to the far plane.
Returns: The new projection T:Microsoft.Xna.Framework.Matrix for perspective view with FOV.
-
void
CreatePerspectiveFieldOfView
(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance, ref Matrix result) Parameters: - fieldOfView (float) –
- aspectRatio (float) –
- nearPlaneDistance (float) –
- farPlaneDistance (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreatePerspectiveOffCenter
(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance) Creates a new projection T:Microsoft.Xna.Framework.Matrix for customized perspective view.
Parameters: - left (float) – Lower x-value at the near plane.
- right (float) – Upper x-value at the near plane.
- bottom (float) – Lower y-coordinate at the near plane.
- top (float) – Upper y-value at the near plane.
- nearPlaneDistance (float) – Distance to the near plane.
- farPlaneDistance (float) – Distance to the far plane.
Returns: The new T:Microsoft.Xna.Framework.Matrix for customized perspective view.
-
Matrix
CreatePerspectiveOffCenter
(Rectangle viewingVolume, float nearPlaneDistance, float farPlaneDistance) Creates a new projection T:Microsoft.Xna.Framework.Matrix for customized perspective view.
Parameters: - viewingVolume (Microsoft.Xna.Framework.Rectangle) – The viewing volume.
- nearPlaneDistance (float) – Distance to the near plane.
- farPlaneDistance (float) – Distance to the far plane.
Returns: The new T:Microsoft.Xna.Framework.Matrix for customized perspective view.
-
void
CreatePerspectiveOffCenter
(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance, ref Matrix result) Parameters: - left (float) –
- right (float) –
- bottom (float) –
- top (float) –
- nearPlaneDistance (float) –
- farPlaneDistance (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateRotationX
(float radians) Creates a new rotation T:Microsoft.Xna.Framework.Matrix around X axis.
Parameters: - radians (float) – Angle in radians.
Returns: The rotation T:Microsoft.Xna.Framework.Matrix around X axis.
-
void
CreateRotationX
(float radians, ref Matrix result) Parameters: - radians (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateRotationY
(float radians) Creates a new rotation T:Microsoft.Xna.Framework.Matrix around Y axis.
Parameters: - radians (float) – Angle in radians.
Returns: The rotation T:Microsoft.Xna.Framework.Matrix around Y axis.
-
void
CreateRotationY
(float radians, ref Matrix result) Parameters: - radians (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateRotationZ
(float radians) Creates a new rotation T:Microsoft.Xna.Framework.Matrix around Z axis.
Parameters: - radians (float) – Angle in radians.
Returns: The rotation T:Microsoft.Xna.Framework.Matrix around Z axis.
-
void
CreateRotationZ
(float radians, ref Matrix result) Parameters: - radians (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateScale
(float scale) Creates a new scaling T:Microsoft.Xna.Framework.Matrix.
Parameters: - scale (float) – Scale value for all three axises.
Returns: The scaling T:Microsoft.Xna.Framework.Matrix.
-
void
CreateScale
(float scale, ref Matrix result) Parameters: - scale (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateScale
(float xScale, float yScale, float zScale) Creates a new scaling T:Microsoft.Xna.Framework.Matrix.
Parameters: - xScale (float) – Scale value for X axis.
- yScale (float) – Scale value for Y axis.
- zScale (float) – Scale value for Z axis.
Returns: The scaling T:Microsoft.Xna.Framework.Matrix.
-
void
CreateScale
(float xScale, float yScale, float zScale, ref Matrix result) Parameters: - xScale (float) –
- yScale (float) –
- zScale (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateScale
(Vector3 scales) Creates a new scaling T:Microsoft.Xna.Framework.Matrix.
Parameters: - scales (Microsoft.Xna.Framework.Vector3) – T:Microsoft.Xna.Framework.Vector3 representing x,y and z scale values.
Returns: The scaling T:Microsoft.Xna.Framework.Matrix.
-
void
CreateScale
(ref Vector3 scales, ref Matrix result) Parameters: - (ref) scales (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateShadow
(Vector3 lightDirection, Plane plane) Creates a new T:Microsoft.Xna.Framework.Matrix that flattens geometry into a specified T:Microsoft.Xna.Framework.Plane as if casting a shadow from a specified light source.
Parameters: - lightDirection (Microsoft.Xna.Framework.Vector3) – A vector specifying the direction from which the light that will cast the shadow is coming.
- plane (Microsoft.Xna.Framework.Plane) – The plane onto which the new matrix should flatten geometry so as to cast a shadow.
Returns: A T:Microsoft.Xna.Framework.Matrix that can be used to flatten geometry onto the specified plane from the specified direction.
-
void
CreateShadow
(ref Vector3 lightDirection, ref Plane plane, ref Matrix result) Parameters: - (ref) lightDirection (Microsoft.Xna.Framework.Vector3) –
- (ref) plane (Microsoft.Xna.Framework.Plane) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateTranslation
(float xPosition, float yPosition, float zPosition) Creates a new translation T:Microsoft.Xna.Framework.Matrix.
Parameters: - xPosition (float) – X coordinate of translation.
- yPosition (float) – Y coordinate of translation.
- zPosition (float) – Z coordinate of translation.
Returns: The translation T:Microsoft.Xna.Framework.Matrix.
-
void
CreateTranslation
(ref Vector3 position, ref Matrix result) Parameters: - (ref) position (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateTranslation
(Vector3 position) Creates a new translation T:Microsoft.Xna.Framework.Matrix.
Parameters: - position (Microsoft.Xna.Framework.Vector3) – X,Y and Z coordinates of translation.
Returns: The translation T:Microsoft.Xna.Framework.Matrix.
-
void
CreateTranslation
(float xPosition, float yPosition, float zPosition, ref Matrix result) Parameters: - xPosition (float) –
- yPosition (float) –
- zPosition (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateReflection
(Plane value) Creates a new reflection T:Microsoft.Xna.Framework.Matrix.
Parameters: - value (Microsoft.Xna.Framework.Plane) – The plane that used for reflection calculation.
Returns: The reflection T:Microsoft.Xna.Framework.Matrix.
-
void
CreateReflection
(ref Plane value, ref Matrix result) Parameters: - (ref) value (Microsoft.Xna.Framework.Plane) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
CreateWorld
(Vector3 position, Vector3 forward, Vector3 up) Creates a new world T:Microsoft.Xna.Framework.Matrix.
Parameters: - position (Microsoft.Xna.Framework.Vector3) – The position vector.
- forward (Microsoft.Xna.Framework.Vector3) – The forward direction vector.
- up (Microsoft.Xna.Framework.Vector3) – The upward direction vector. Usually P:Microsoft.Xna.Framework.Vector3.Up.
Returns: The world T:Microsoft.Xna.Framework.Matrix.
-
void
CreateWorld
(ref Vector3 position, ref Vector3 forward, ref Vector3 up, ref Matrix result) Parameters: - (ref) position (Microsoft.Xna.Framework.Vector3) –
- (ref) forward (Microsoft.Xna.Framework.Vector3) –
- (ref) up (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
bool
Decompose
(ref Vector3 scale, ref Quaternion rotation, ref Vector3 translation) Parameters: - (ref) scale (Microsoft.Xna.Framework.Vector3) –
- (ref) rotation (Microsoft.Xna.Framework.Quaternion) –
- (ref) translation (Microsoft.Xna.Framework.Vector3) –
-
float
Determinant
() Returns a determinant of this T:Microsoft.Xna.Framework.Matrix.
Returns: Determinant of this T:Microsoft.Xna.Framework.Matrix
-
Matrix
Divide
(Matrix matrix1, Matrix matrix2) Divides the elements of a T:Microsoft.Xna.Framework.Matrix by the elements of another matrix.
Parameters: - matrix1 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix.
- matrix2 (Microsoft.Xna.Framework.Matrix) – Divisor T:Microsoft.Xna.Framework.Matrix.
Returns: The result of dividing the matrix.
-
void
Divide
(ref Matrix matrix1, ref Matrix matrix2, ref Matrix result) Parameters: - (ref) matrix1 (Microsoft.Xna.Framework.Matrix) –
- (ref) matrix2 (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
Divide
(Matrix matrix1, float divider) Divides the elements of a T:Microsoft.Xna.Framework.Matrix by a scalar.
Parameters: - matrix1 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix.
- divider (float) – Divisor scalar.
Returns: The result of dividing a matrix by a scalar.
-
void
Divide
(ref Matrix matrix1, float divider, ref Matrix result) Parameters: - (ref) matrix1 (Microsoft.Xna.Framework.Matrix) –
- divider (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
bool
Equals
(Matrix other) Compares whether current instance is equal to specified T:Microsoft.Xna.Framework.Matrix without any tolerance.
Parameters: - other (Microsoft.Xna.Framework.Matrix) – The T:Microsoft.Xna.Framework.Matrix to compare.
Returns: true if the instances are equal; false otherwise.
-
bool
Equals
(System.Object obj) Compares whether current instance is equal to specified T:System.Object without any tolerance.
Parameters: - obj (System.Object) – The T:System.Object to compare.
Returns: true if the instances are equal; false otherwise.
-
int
GetHashCode
() Gets the hash code of this T:Microsoft.Xna.Framework.Matrix.
Returns: Hash code of this T:Microsoft.Xna.Framework.Matrix.
-
Matrix
Invert
(Matrix matrix) Creates a new T:Microsoft.Xna.Framework.Matrix which contains inversion of the specified matrix.
Parameters: - matrix (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix.
Returns: The inverted matrix.
-
void
Invert
(ref Matrix matrix, ref Matrix result) Parameters: - (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
Lerp
(Matrix matrix1, Matrix matrix2, float amount) Creates a new T:Microsoft.Xna.Framework.Matrix that contains linear interpolation of the values in specified matrixes.
Parameters: - matrix1 (Microsoft.Xna.Framework.Matrix) – The first T:Microsoft.Xna.Framework.Matrix.
- matrix2 (Microsoft.Xna.Framework.Matrix) – The second T:Microsoft.Xna.Framework.Vector2.
- amount (float) – Weighting value(between 0.0 and 1.0).
Returns: >The result of linear interpolation of the specified matrixes.
-
void
Lerp
(ref Matrix matrix1, ref Matrix matrix2, float amount, ref Matrix result) Parameters: - (ref) matrix1 (Microsoft.Xna.Framework.Matrix) –
- (ref) matrix2 (Microsoft.Xna.Framework.Matrix) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
Multiply
(Matrix matrix1, Matrix matrix2) Creates a new T:Microsoft.Xna.Framework.Matrix that contains a multiplication of two matrix.
Parameters: - matrix1 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix.
- matrix2 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix.
Returns: Result of the matrix multiplication.
-
void
Multiply
(ref Matrix matrix1, ref Matrix matrix2, ref Matrix result) Parameters: - (ref) matrix1 (Microsoft.Xna.Framework.Matrix) –
- (ref) matrix2 (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
Multiply
(Matrix matrix1, float scaleFactor) Creates a new T:Microsoft.Xna.Framework.Matrix that contains a multiplication of T:Microsoft.Xna.Framework.Matrix and a scalar.
Parameters: - matrix1 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix.
- scaleFactor (float) – Scalar value.
Returns: Result of the matrix multiplication with a scalar.
-
void
Multiply
(ref Matrix matrix1, float scaleFactor, ref Matrix result) Parameters: - (ref) matrix1 (Microsoft.Xna.Framework.Matrix) –
- scaleFactor (float) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
System.Single[]
ToFloatArray
(Matrix matrix) Copy the values of specified T:Microsoft.Xna.Framework.Matrix to the float array.
Parameters: - matrix (Microsoft.Xna.Framework.Matrix) – The source T:Microsoft.Xna.Framework.Matrix.
Returns: The array which matrix values will be stored.
-
Matrix
Negate
(Matrix matrix) Returns a matrix with the all values negated.
Parameters: - matrix (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix.
Returns: Result of the matrix negation.
-
void
Negate
(ref Matrix matrix, ref Matrix result) Parameters: - (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
Matrix
op_Addition
(Matrix matrix1, Matrix matrix2) Adds two matrixes.
Parameters: - matrix1 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix on the left of the add sign.
- matrix2 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix on the right of the add sign.
Returns: Sum of the matrixes.
-
Matrix
op_Division
(Matrix matrix1, Matrix matrix2) Divides the elements of a T:Microsoft.Xna.Framework.Matrix by the elements of another T:Microsoft.Xna.Framework.Matrix.
Parameters: - matrix1 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix on the left of the div sign.
- matrix2 (Microsoft.Xna.Framework.Matrix) – Divisor T:Microsoft.Xna.Framework.Matrix on the right of the div sign.
Returns: The result of dividing the matrixes.
-
Matrix
op_Division
(Matrix matrix, float divider) Divides the elements of a T:Microsoft.Xna.Framework.Matrix by a scalar.
Parameters: - matrix (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix on the left of the div sign.
- divider (float) – Divisor scalar on the right of the div sign.
Returns: The result of dividing a matrix by a scalar.
-
bool
op_Equality
(Matrix matrix1, Matrix matrix2) Compares whether two T:Microsoft.Xna.Framework.Matrix instances are equal without any tolerance.
Parameters: - matrix1 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix on the left of the equal sign.
- matrix2 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix on the right of the equal sign.
Returns: true if the instances are equal; false otherwise.
-
bool
op_Inequality
(Matrix matrix1, Matrix matrix2) Compares whether two T:Microsoft.Xna.Framework.Matrix instances are not equal without any tolerance.
Parameters: - matrix1 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix on the left of the not equal sign.
- matrix2 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix on the right of the not equal sign.
Returns: true if the instances are not equal; false otherwise.
-
Matrix
op_Multiply
(Matrix matrix1, Matrix matrix2) Multiplies two matrixes.
Parameters: - matrix1 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix on the left of the mul sign.
- matrix2 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix on the right of the mul sign.
Returns: Result of the matrix multiplication.
-
Matrix
op_Multiply
(Matrix matrix, float scaleFactor) Multiplies the elements of matrix by a scalar.
Parameters: - matrix (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix on the left of the mul sign.
- scaleFactor (float) – Scalar value on the right of the mul sign.
Returns: Result of the matrix multiplication with a scalar.
-
Matrix
op_Subtraction
(Matrix matrix1, Matrix matrix2) Subtracts the values of one T:Microsoft.Xna.Framework.Matrix from another T:Microsoft.Xna.Framework.Matrix.
Parameters: - matrix1 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix on the left of the sub sign.
- matrix2 (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix on the right of the sub sign.
Returns: Result of the matrix subtraction.
-
Matrix
op_UnaryNegation
(Matrix matrix) Inverts values in the specified T:Microsoft.Xna.Framework.Matrix.
Parameters: - matrix (Microsoft.Xna.Framework.Matrix) – Source T:Microsoft.Xna.Framework.Matrix on the right of the sub sign.
Returns: Result of the inversion.
-
Matrix
Subtract
(Matrix matrix1, Matrix matrix2) Creates a new T:Microsoft.Xna.Framework.Matrix that contains subtraction of one matrix from another.
Parameters: - matrix1 (Microsoft.Xna.Framework.Matrix) – The first T:Microsoft.Xna.Framework.Matrix.
- matrix2 (Microsoft.Xna.Framework.Matrix) – The second T:Microsoft.Xna.Framework.Matrix.
Returns: The result of the matrix subtraction.
-
void
Subtract
(ref Matrix matrix1, ref Matrix matrix2, ref Matrix result) Parameters: - (ref) matrix1 (Microsoft.Xna.Framework.Matrix) –
- (ref) matrix2 (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Matrix) –
-
string
get_DebugDisplayString
()
-
string
ToString
() Returns a T:System.String representation of this T:Microsoft.Xna.Framework.Matrix in the format: {M11:[F:Microsoft.Xna.Framework.Matrix.M11] M12:[F:Microsoft.Xna.Framework.Matrix.M12] M13:[F:Microsoft.Xna.Framework.Matrix.M13] M14:[F:Microsoft.Xna.Framework.Matrix.M14]} {M21:[F:Microsoft.Xna.Framework.Matrix.M21] M12:[F:Microsoft.Xna.Framework.Matrix.M22] M13:[F:Microsoft.Xna.Framework.Matrix.M23] M14:[F:Microsoft.Xna.Framework.Matrix.M24]} {M31:[F:Microsoft.Xna.Framework.Matrix.M31] M32:[F:Microsoft.Xna.Framework.Matrix.M32] M33:[F:Microsoft.Xna.Framework.Matrix.M33] M34:[F:Microsoft.Xna.Framework.Matrix.M34]} {M41:[F:Microsoft.Xna.Framework.Matrix.M41] M42:[F:Microsoft.Xna.Framework.Matrix.M42] M43:[F:Microsoft.Xna.Framework.Matrix.M43] M44:[F:Microsoft.Xna.Framework.Matrix.M44]}
Returns: A T:System.String representation of this T:Microsoft.Xna.Framework.Matrix.
-
float
MediaLibrary¶
-
class
MediaLibrary
: System.Object, System.IDisposable -
readonly AlbumCollection
Albums
-
readonly bool
IsDisposed
-
readonly MediaSource
MediaSource
-
readonly SongCollection
Songs
-
public void
Load
(System.Action<Int32> progressCallback) Load the contents of MediaLibrary. This blocking call might take up to a few minutes depending on the platform and the size of the user’s music library.
Parameters: - progressCallback (System.Action<Int32>) – Callback that reports back the progress of the music library loading in percents (0-100).
-
public void
Dispose
()
-
readonly AlbumCollection
MediaPlayer¶
-
class
MediaPlayer
: System.Object -
readonly MediaQueue
Queue
-
bool
IsMuted
-
bool
IsRepeating
-
bool
IsShuffled
-
readonly bool
IsVisualizationEnabled
-
readonly System.TimeSpan
PlayPosition
-
readonly MediaState
State
-
readonly bool
GameHasControl
-
float
Volume
-
public void
add_ActiveSongChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_ActiveSongChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
add_MediaStateChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_MediaStateChanged
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
Pause
()
-
public void
Play
(Song song) Play clears the current playback queue, and then queues up the specified song for playback. Playback starts immediately at the beginning of the song.
Parameters: - song (Microsoft.Xna.Framework.Media.Song) –
-
public void
Play
(Song song, System.Nullable<TimeSpan> startPosition) Play clears the current playback queue, and then queues up the specified song for playback. Playback starts immediately at the given position of the song.
Parameters: - song (Microsoft.Xna.Framework.Media.Song) –
- startPosition (System.Nullable<TimeSpan>) –
-
public void
Play
(SongCollection collection, int index) Parameters: - collection (Microsoft.Xna.Framework.Media.SongCollection) –
- index (int) –
-
void
OnSongFinishedPlaying
(System.Object sender, System.EventArgs args) Parameters: - sender (System.Object) –
- args (System.EventArgs) –
-
public void
Resume
()
-
public void
Stop
()
-
public void
MoveNext
()
-
public void
MovePrevious
()
-
readonly MediaQueue
MediaQueue¶
-
class
MediaQueue
: System.Object -
readonly Song
ActiveSong
-
int
ActiveSongIndex
-
readonly Song
Item
-
int
get_Count
()
-
System.Collections.Generic.IEnumerable<Song>
get_Songs
()
-
Song
GetNextSong
(int direction, bool shuffle) Parameters: - direction (int) –
- shuffle (bool) –
-
void
Clear
()
-
void
Add
(Song song) Parameters: - song (Microsoft.Xna.Framework.Media.Song) –
-
readonly Song
MediaSource¶
-
class
MediaSource
: System.Object -
readonly MediaSourceType
MediaSourceType
-
readonly string
Name
-
public System.Collections.Generic.IList<MediaSource>
GetAvailableMediaSources
()
-
readonly MediaSourceType
MediaSourceType¶
-
enum
MediaSourceType
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible -
MediaSourceType
LocalDevice
-
MediaSourceType
WindowsMediaConnect
-
MediaSourceType
MediaState¶
-
enum
MediaState
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible -
MediaState
Stopped
-
MediaState
Playing
-
MediaState
Paused
-
MediaState
Model¶
-
class
Model
: System.Object A basic 3D model with per mesh parent bones.
-
readonly ModelBoneCollection
Bones
A collection of T:Microsoft.Xna.Framework.Graphics.ModelBone objects which describe how each mesh in the mesh collection for this model relates to its parent mesh.
-
readonly ModelMeshCollection
Meshes
A collection of T:Microsoft.Xna.Framework.Graphics.ModelMesh objects which compose the model. Each T:Microsoft.Xna.Framework.Graphics.ModelMesh in a model may be moved independently and may be composed of multiple materials identified as T:Microsoft.Xna.Framework.Graphics.ModelMeshPart objects.
-
ModelBone
Root
Root bone for this model.
-
System.Object
Tag
Custom attached object.
Skinning data is example of attached object for model.
-
void
BuildHierarchy
()
-
public void
Draw
(Matrix world, Matrix view, Matrix projection) Draws the model meshes.
Parameters: - world (Microsoft.Xna.Framework.Matrix) – The world transform.
- view (Microsoft.Xna.Framework.Matrix) – The view transform.
- projection (Microsoft.Xna.Framework.Matrix) – The projection transform.
-
public void
CopyAbsoluteBoneTransformsTo
(Microsoft.Xna.Framework.Matrix[] destinationBoneTransforms) Copies bone transforms relative to all parent bones of the each bone from this model to a given array.
Parameters: - destinationBoneTransforms (Microsoft.Xna.Framework.Matrix[]) – The array receiving the transformed bones.
-
public void
CopyBoneTransformsFrom
(Microsoft.Xna.Framework.Matrix[] sourceBoneTransforms) Copies bone transforms relative to P:Microsoft.Xna.Framework.Graphics.Model.Root bone from a given array to this model.
Parameters: - sourceBoneTransforms (Microsoft.Xna.Framework.Matrix[]) – The array of prepared bone transform data.
-
public void
CopyBoneTransformsTo
(Microsoft.Xna.Framework.Matrix[] destinationBoneTransforms) Copies bone transforms relative to P:Microsoft.Xna.Framework.Graphics.Model.Root bone from this model to a given array.
Parameters: - destinationBoneTransforms (Microsoft.Xna.Framework.Matrix[]) – The array receiving the transformed bones.
-
readonly ModelBoneCollection
ModelBone¶
-
class
ModelBone
: System.Object -
readonly System.Collections.Generic.List<ModelMesh>
Meshes
-
readonly ModelBoneCollection
Children
-
int
Index
-
string
Name
-
ModelBone
Parent
-
Matrix
Transform
-
Matrix
ModelTransform
Transform of this node from the root of the model not from the parent
-
public void
AddMesh
(ModelMesh mesh) Parameters: - mesh (Microsoft.Xna.Framework.Graphics.ModelMesh) –
-
public void
AddChild
(ModelBone modelBone) Parameters: - modelBone (Microsoft.Xna.Framework.Graphics.ModelBone) –
-
readonly System.Collections.Generic.List<ModelMesh>
ModelBoneCollection¶
-
class
ModelBoneCollection
: System.Collections.ObjectModel.ReadOnlyCollection<ModelBone>, System.Collections.Generic.IList<ModelBone>, System.Collections.Generic.ICollection<ModelBone>, System.Collections.Generic.IEnumerable<ModelBone>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<ModelBone>, System.Collections.Generic.IReadOnlyCollection<ModelBone> Represents a set of bones associated with a model.
-
readonly ModelBone
Item
-
public bool
TryGetValue
(string boneName, ref ModelBone value) Parameters: - boneName (string) –
- (ref) value (Microsoft.Xna.Framework.Graphics.ModelBone) –
-
public Microsoft.Xna.Framework.Graphics.Enumerator
GetEnumerator
() Returns a ModelMeshCollection.Enumerator that can iterate through a ModelMeshCollection.
Returns:
-
readonly ModelBone
ModelEffectCollection¶
-
class
ModelEffectCollection
: System.Collections.ObjectModel.ReadOnlyCollection<Effect>, System.Collections.Generic.IList<Effect>, System.Collections.Generic.ICollection<Effect>, System.Collections.Generic.IEnumerable<Effect>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<Effect>, System.Collections.Generic.IReadOnlyCollection<Effect> -
void
Add
(Effect item) Parameters: - item (Microsoft.Xna.Framework.Graphics.Effect) –
-
void
Remove
(Effect item) Parameters: - item (Microsoft.Xna.Framework.Graphics.Effect) –
-
public Microsoft.Xna.Framework.Graphics.Enumerator
GetEnumerator
()
-
void
ModelMesh¶
-
class
ModelMesh
: System.Object -
BoundingSphere
BoundingSphere
-
ModelEffectCollection
Effects
-
ModelMeshPartCollection
MeshParts
-
string
Name
-
ModelBone
ParentBone
-
System.Object
Tag
-
public void
Draw
()
-
BoundingSphere
ModelMeshCollection¶
-
class
ModelMeshCollection
: System.Collections.ObjectModel.ReadOnlyCollection<ModelMesh>, System.Collections.Generic.IList<ModelMesh>, System.Collections.Generic.ICollection<ModelMesh>, System.Collections.Generic.IEnumerable<ModelMesh>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<ModelMesh>, System.Collections.Generic.IReadOnlyCollection<ModelMesh> Represents a collection of ModelMesh objects.
-
readonly ModelMesh
Item
-
public bool
TryGetValue
(string meshName, ref ModelMesh value) Parameters: - meshName (string) –
- (ref) value (Microsoft.Xna.Framework.Graphics.ModelMesh) –
-
public Microsoft.Xna.Framework.Graphics.Enumerator
GetEnumerator
() Returns a ModelMeshCollection.Enumerator that can iterate through a ModelMeshCollection.
Returns:
-
readonly ModelMesh
ModelMeshPart¶
-
class
ModelMeshPart
: System.Object -
Effect
Effect
-
IndexBuffer
IndexBuffer
-
int
NumVertices
-
int
PrimitiveCount
-
int
StartIndex
-
System.Object
Tag
-
VertexBuffer
VertexBuffer
-
int
VertexOffset
-
int
get_VertexBufferIndex
()
-
void
set_VertexBufferIndex
(int value) Parameters: - value (int) –
-
int
get_IndexBufferIndex
()
-
void
set_IndexBufferIndex
(int value) Parameters: - value (int) –
-
int
get_EffectIndex
()
-
void
set_EffectIndex
(int value) Parameters: - value (int) –
-
Effect
ModelMeshPartCollection¶
-
class
ModelMeshPartCollection
: System.Collections.ObjectModel.ReadOnlyCollection<ModelMeshPart>, System.Collections.Generic.IList<ModelMeshPart>, System.Collections.Generic.ICollection<ModelMeshPart>, System.Collections.Generic.IEnumerable<ModelMeshPart>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<ModelMeshPart>, System.Collections.Generic.IReadOnlyCollection<ModelMeshPart>
Mouse¶
-
class
Mouse
: System.Object Allows reading position and button click information from mouse.
-
System.IntPtr
WindowHandle
Gets or sets the window handle for current mouse processing.
-
public MouseState
GetState
(GameWindow window) This API is an extension to XNA. Gets mouse state information that includes position and button presses for the provided window
Parameters: - window (Microsoft.Xna.Framework.GameWindow) –
Returns: Current state of the mouse.
-
public MouseState
GetState
() Gets mouse state information that includes position and button presses for the primary window
Returns: Current state of the mouse.
-
public void
SetPosition
(int x, int y) Sets mouse cursor’s relative position to game-window.
Parameters: - x (int) – Relative horizontal position of the cursor.
- y (int) – Relative vertical position of the cursor.
-
public void
SetCursor
(MouseCursor cursor) Sets the cursor image to the specified MouseCursor.
Parameters: - cursor (Microsoft.Xna.Framework.Input.MouseCursor) – Mouse cursor to use for the cursor image.
-
public void
PlatformSetCursor
(MouseCursor cursor) Parameters: - cursor (Microsoft.Xna.Framework.Input.MouseCursor) –
-
System.IntPtr
MouseCursor¶
-
class
MouseCursor
: System.Object, System.IDisposable Describes a mouse cursor.
-
readonly MouseCursor
Arrow
Gets the default arrow cursor.
-
readonly MouseCursor
IBeam
Gets the cursor that appears when the mouse is over text editing regions.
-
readonly MouseCursor
Wait
Gets the waiting cursor that appears while the application/system is busy.
-
readonly MouseCursor
Crosshair
Gets the crosshair (“+”) cursor.
-
readonly MouseCursor
WaitArrow
Gets the cross between Arrow and Wait cursors.
-
readonly MouseCursor
SizeNWSE
Gets the northwest/southeast (“”) cursor.
-
readonly MouseCursor
SizeNESW
Gets the northeast/southwest (“/”) cursor.
-
readonly MouseCursor
SizeWE
Gets the horizontal west/east (“-”) cursor.
-
readonly MouseCursor
SizeNS
Gets the vertical north/south (“|”) cursor.
-
readonly MouseCursor
SizeAll
Gets the size all cursor which points in all directions.
-
readonly MouseCursor
No
Gets the cursor that points that something is invalid, usually a cross.
-
readonly MouseCursor
Hand
Gets the hand cursor, usually used for web links.
-
readonly System.IntPtr
Handle
-
public MouseCursor
FromTexture2D
(Texture2D texture, int originx, int originy) Creates a mouse cursor from the specified texture.
Parameters: - texture (Microsoft.Xna.Framework.Graphics.Texture2D) – Texture to use as the cursor image.
- originx (int) – X cordinate of the image that will be used for mouse position.
- originy (int) – Y cordinate of the image that will be used for mouse position.
-
public void
Dispose
()
-
readonly MouseCursor
MouseState¶
-
struct
MouseState
: System.ValueType Represents a mouse state with cursor position and button press information.
-
readonly int
X
Gets horizontal position of the cursor in relation to the window.
-
readonly int
Y
Gets vertical position of the cursor in relation to the window.
-
readonly Point
Position
Gets cursor position.
-
readonly ButtonState
LeftButton
Gets state of the left mouse button.
-
readonly ButtonState
MiddleButton
Gets state of the middle mouse button.
-
readonly ButtonState
RightButton
Gets state of the right mouse button.
-
readonly int
ScrollWheelValue
Returns cumulative scroll wheel value since the game start.
-
readonly ButtonState
XButton1
Gets state of the XButton1.
-
readonly ButtonState
XButton2
Gets state of the XButton2.
-
bool
op_Equality
(MouseState left, MouseState right) Compares whether two MouseState instances are equal.
Parameters: - left (Microsoft.Xna.Framework.Input.MouseState) – MouseState instance on the left of the equal sign.
- right (Microsoft.Xna.Framework.Input.MouseState) – MouseState instance on the right of the equal sign.
Returns: true if the instances are equal; false otherwise.
-
bool
op_Inequality
(MouseState left, MouseState right) Compares whether two MouseState instances are not equal.
Parameters: - left (Microsoft.Xna.Framework.Input.MouseState) – MouseState instance on the left of the equal sign.
- right (Microsoft.Xna.Framework.Input.MouseState) – MouseState instance on the right of the equal sign.
Returns: true if the objects are not equal; false otherwise.
-
bool
Equals
(System.Object obj) Compares whether current instance is equal to specified object.
Parameters: - obj (System.Object) – The MouseState to compare.
Returns:
-
int
GetHashCode
() Gets the hash code for MouseState instance.
Returns: Hash code of the object.
-
void
set_X
(int value) Parameters: - value (int) –
-
void
set_Y
(int value) Parameters: - value (int) –
-
void
set_LeftButton
(ButtonState value) Parameters: - value (Microsoft.Xna.Framework.Input.ButtonState) –
-
void
set_MiddleButton
(ButtonState value) Parameters: - value (Microsoft.Xna.Framework.Input.ButtonState) –
-
void
set_RightButton
(ButtonState value) Parameters: - value (Microsoft.Xna.Framework.Input.ButtonState) –
-
void
set_ScrollWheelValue
(int value) Parameters: - value (int) –
-
void
set_XButton1
(ButtonState value) Parameters: - value (Microsoft.Xna.Framework.Input.ButtonState) –
-
void
set_XButton2
(ButtonState value) Parameters: - value (Microsoft.Xna.Framework.Input.ButtonState) –
-
readonly int
NoAudioHardwareException¶
-
class
NoAudioHardwareException
: System.Runtime.InteropServices.ExternalException, System.Runtime.Serialization.ISerializable, System.Runtime.InteropServices._Exception The exception thrown when no audio hardware is present, or driver issues are detected.
NormalizedByte2¶
-
struct
NormalizedByte2
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt16>, IPackedVector, System.IEquatable<NormalizedByte2> -
ushort
PackedValue
-
bool
op_Inequality
(NormalizedByte2 a, NormalizedByte2 b) Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2) –
- b (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2) –
-
bool
op_Equality
(NormalizedByte2 a, NormalizedByte2 b) Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2) –
- b (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2) –
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
bool
Equals
(NormalizedByte2 other) Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2) –
-
int
GetHashCode
()
-
string
ToString
()
-
Vector2
ToVector2
()
-
ushort
NormalizedByte4¶
-
struct
NormalizedByte4
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt32>, IPackedVector, System.IEquatable<NormalizedByte4> -
uint
PackedValue
-
bool
op_Inequality
(NormalizedByte4 a, NormalizedByte4 b) Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4) –
- b (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4) –
-
bool
op_Equality
(NormalizedByte4 a, NormalizedByte4 b) Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4) –
- b (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4) –
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
bool
Equals
(NormalizedByte4 other) Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4) –
-
int
GetHashCode
()
-
string
ToString
()
-
Vector4
ToVector4
()
-
uint
NormalizedShort2¶
-
struct
NormalizedShort2
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt32>, IPackedVector, System.IEquatable<NormalizedShort2> -
uint
PackedValue
-
bool
op_Inequality
(NormalizedShort2 a, NormalizedShort2 b) Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2) –
- b (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2) –
-
bool
op_Equality
(NormalizedShort2 a, NormalizedShort2 b) Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2) –
- b (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2) –
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
bool
Equals
(NormalizedShort2 other) Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2) –
-
int
GetHashCode
()
-
string
ToString
()
-
Vector2
ToVector2
()
-
uint
NormalizedShort4¶
-
struct
NormalizedShort4
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt64>, IPackedVector, System.IEquatable<NormalizedShort4> -
ulong
PackedValue
-
bool
op_Inequality
(NormalizedShort4 a, NormalizedShort4 b) Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4) –
- b (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4) –
-
bool
op_Equality
(NormalizedShort4 a, NormalizedShort4 b) Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4) –
- b (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4) –
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
bool
Equals
(NormalizedShort4 other) Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4) –
-
int
GetHashCode
()
-
string
ToString
()
-
Vector4
ToVector4
()
-
ulong
NoSuitableGraphicsDeviceException¶
-
class
NoSuitableGraphicsDeviceException
: System.Exception, System.Runtime.Serialization.ISerializable, System.Runtime.InteropServices._Exception
OcclusionQuery¶
-
class
OcclusionQuery
: GraphicsResource, System.IDisposable -
readonly bool
IsComplete
Gets a value indicating whether the occlusion query has completed.
Value: - :ref:`` if the occlusion query has completed; otherwise,
- :ref:``.
-
readonly int
PixelCount
Gets the number of visible pixels.
Value: The number of visible pixels.
-
public void
Begin
() Begins the occlusion query.
-
public void
End
() Ends the occlusion query.
-
readonly bool
Plane¶
-
struct
Plane
: System.ValueType, System.IEquatable<Plane> -
float
D
-
Vector3
Normal
-
float
Dot
(Vector4 value) Parameters: - value (Microsoft.Xna.Framework.Vector4) –
-
void
Dot
(ref Vector4 value, ref float result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector4) –
- (ref) result (float) –
-
float
DotCoordinate
(Vector3 value) Parameters: - value (Microsoft.Xna.Framework.Vector3) –
-
void
DotCoordinate
(ref Vector3 value, ref float result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector3) –
- (ref) result (float) –
-
float
DotNormal
(Vector3 value) Parameters: - value (Microsoft.Xna.Framework.Vector3) –
-
void
DotNormal
(ref Vector3 value, ref float result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector3) –
- (ref) result (float) –
-
Plane
Transform
(Plane plane, Matrix matrix) Transforms a normalized plane by a matrix.
Parameters: - plane (Microsoft.Xna.Framework.Plane) – The normalized plane to transform.
- matrix (Microsoft.Xna.Framework.Matrix) – The transformation matrix.
Returns: The transformed plane.
-
void
Transform
(ref Plane plane, ref Matrix matrix, ref Plane result) Parameters: - (ref) plane (Microsoft.Xna.Framework.Plane) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Plane) –
-
Plane
Transform
(Plane plane, Quaternion rotation) Transforms a normalized plane by a quaternion rotation.
Parameters: - plane (Microsoft.Xna.Framework.Plane) – The normalized plane to transform.
- rotation (Microsoft.Xna.Framework.Quaternion) – The quaternion rotation.
Returns: The transformed plane.
-
void
Transform
(ref Plane plane, ref Quaternion rotation, ref Plane result) Parameters: - (ref) plane (Microsoft.Xna.Framework.Plane) –
- (ref) rotation (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Plane) –
-
void
Normalize
()
-
void
Normalize
(ref Plane value, ref Plane result) Parameters: - (ref) value (Microsoft.Xna.Framework.Plane) –
- (ref) result (Microsoft.Xna.Framework.Plane) –
-
bool
op_Inequality
(Plane plane1, Plane plane2) Parameters: - plane1 (Microsoft.Xna.Framework.Plane) –
- plane2 (Microsoft.Xna.Framework.Plane) –
-
bool
op_Equality
(Plane plane1, Plane plane2) Parameters: - plane1 (Microsoft.Xna.Framework.Plane) –
- plane2 (Microsoft.Xna.Framework.Plane) –
-
bool
Equals
(System.Object other) Parameters: - other (System.Object) –
-
bool
Equals
(Plane other) Parameters: - other (Microsoft.Xna.Framework.Plane) –
-
int
GetHashCode
()
-
PlaneIntersectionType
Intersects
(BoundingBox box) Parameters: - box (Microsoft.Xna.Framework.BoundingBox) –
-
void
Intersects
(ref BoundingBox box, ref PlaneIntersectionType result) Parameters: - (ref) box (Microsoft.Xna.Framework.BoundingBox) –
- (ref) result (Microsoft.Xna.Framework.PlaneIntersectionType) –
-
PlaneIntersectionType
Intersects
(BoundingFrustum frustum) Parameters: - frustum (Microsoft.Xna.Framework.BoundingFrustum) –
-
PlaneIntersectionType
Intersects
(BoundingSphere sphere) Parameters: - sphere (Microsoft.Xna.Framework.BoundingSphere) –
-
void
Intersects
(ref BoundingSphere sphere, ref PlaneIntersectionType result) Parameters: - (ref) sphere (Microsoft.Xna.Framework.BoundingSphere) –
- (ref) result (Microsoft.Xna.Framework.PlaneIntersectionType) –
-
PlaneIntersectionType
Intersects
(ref Vector3 point) Parameters: - (ref) point (Microsoft.Xna.Framework.Vector3) –
-
string
get_DebugDisplayString
()
-
string
ToString
()
-
float
PlaneIntersectionType¶
-
enum
PlaneIntersectionType
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines the intersection between a T:Microsoft.Xna.Framework.Plane and a bounding volume.
-
PlaneIntersectionType
Front
There is no intersection, the bounding volume is in the negative half space of the plane.
-
PlaneIntersectionType
Back
There is no intersection, the bounding volume is in the positive half space of the plane.
-
PlaneIntersectionType
Intersecting
The plane is intersected.
-
PlaneIntersectionType
PlayerIndex¶
-
enum
PlayerIndex
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines the index of player for various MonoGame components.
-
PlayerIndex
One
The first player index.
-
PlayerIndex
Two
The second player index.
-
PlayerIndex
Three
The third player index.
-
PlayerIndex
Four
The fourth player index.
-
PlayerIndex
Playlist¶
-
class
Playlist
: System.Object, System.IDisposable -
readonly System.TimeSpan
Duration
-
readonly string
Name
-
void
set_Duration
(System.TimeSpan value) Parameters: - value (System.TimeSpan) –
-
void
set_Name
(string value) Parameters: - value (string) –
-
public void
Dispose
()
-
readonly System.TimeSpan
PlaylistCollection¶
-
class
PlaylistCollection
: System.Object, System.Collections.Generic.ICollection<Playlist>, System.Collections.Generic.IEnumerable<Playlist>, System.Collections.IEnumerable, System.IDisposable -
readonly int
Count
-
readonly bool
IsReadOnly
-
readonly Playlist
Item
-
public void
Dispose
()
-
public System.Collections.Generic.IEnumerator<Playlist>
GetEnumerator
()
-
public void
Add
(Playlist item) Parameters: - item (Microsoft.Xna.Framework.Media.Playlist) –
-
public void
Clear
()
-
public PlaylistCollection
Clone
()
-
public bool
Contains
(Playlist item) Parameters: - item (Microsoft.Xna.Framework.Media.Playlist) –
-
public void
CopyTo
(Microsoft.Xna.Framework.Media.Playlist[] array, int arrayIndex) Parameters: - array (Microsoft.Xna.Framework.Media.Playlist[]) –
- arrayIndex (int) –
-
public int
IndexOf
(Playlist item) Parameters: - item (Microsoft.Xna.Framework.Media.Playlist) –
-
public bool
Remove
(Playlist item) Parameters: - item (Microsoft.Xna.Framework.Media.Playlist) –
-
readonly int
PngReader¶
-
class
PngReader
: System.Object -
public Texture2D
Read
(System.IO.Stream inputStream, GraphicsDevice graphicsDevice) Parameters: - inputStream (System.IO.Stream) –
- graphicsDevice (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
-
public bool
IsPngImage
(System.IO.Stream stream) Parameters: - stream (System.IO.Stream) –
-
public Texture2D
PngWriter¶
-
class
PngWriter
: System.Object -
public void
Write
(Texture2D texture2D, System.IO.Stream outputStream) Parameters: - texture2D (Microsoft.Xna.Framework.Graphics.Texture2D) –
- outputStream (System.IO.Stream) –
-
public void
Point¶
-
struct
Point
: System.ValueType, System.IEquatable<Point> Describes a 2D-point.
-
int
X
The x coordinate of this T:Microsoft.Xna.Framework.Point.
-
int
Y
The y coordinate of this T:Microsoft.Xna.Framework.Point.
-
readonly Point
Zero
Returns a T:Microsoft.Xna.Framework.Point with coordinates 0, 0.
-
string
get_DebugDisplayString
()
-
Point
op_Addition
(Point value1, Point value2) Adds two points.
Parameters: - value1 (Microsoft.Xna.Framework.Point) – Source T:Microsoft.Xna.Framework.Point on the left of the add sign.
- value2 (Microsoft.Xna.Framework.Point) – Source T:Microsoft.Xna.Framework.Point on the right of the add sign.
Returns: Sum of the points.
-
Point
op_Subtraction
(Point value1, Point value2) Subtracts a T:Microsoft.Xna.Framework.Point from a T:Microsoft.Xna.Framework.Point.
Parameters: - value1 (Microsoft.Xna.Framework.Point) – Source T:Microsoft.Xna.Framework.Point on the left of the sub sign.
- value2 (Microsoft.Xna.Framework.Point) – Source T:Microsoft.Xna.Framework.Point on the right of the sub sign.
Returns: Result of the subtraction.
-
Point
op_Multiply
(Point value1, Point value2) Multiplies the components of two points by each other.
Parameters: - value1 (Microsoft.Xna.Framework.Point) – Source T:Microsoft.Xna.Framework.Point on the left of the mul sign.
- value2 (Microsoft.Xna.Framework.Point) – Source T:Microsoft.Xna.Framework.Point on the right of the mul sign.
Returns: Result of the multiplication.
-
Point
op_Division
(Point source, Point divisor) Divides the components of a T:Microsoft.Xna.Framework.Point by the components of another T:Microsoft.Xna.Framework.Point.
Parameters: - source (Microsoft.Xna.Framework.Point) – Source T:Microsoft.Xna.Framework.Point on the left of the div sign.
- divisor (Microsoft.Xna.Framework.Point) – Divisor T:Microsoft.Xna.Framework.Point on the right of the div sign.
Returns: The result of dividing the points.
-
bool
op_Equality
(Point a, Point b) Compares whether two T:Microsoft.Xna.Framework.Point instances are equal.
Parameters: - a (Microsoft.Xna.Framework.Point) – T:Microsoft.Xna.Framework.Point instance on the left of the equal sign.
- b (Microsoft.Xna.Framework.Point) – T:Microsoft.Xna.Framework.Point instance on the right of the equal sign.
Returns: true if the instances are equal; false otherwise.
-
bool
op_Inequality
(Point a, Point b) Compares whether two T:Microsoft.Xna.Framework.Point instances are not equal.
Parameters: - a (Microsoft.Xna.Framework.Point) – T:Microsoft.Xna.Framework.Point instance on the left of the not equal sign.
- b (Microsoft.Xna.Framework.Point) – T:Microsoft.Xna.Framework.Point instance on the right of the not equal sign.
Returns: true if the instances are not equal; false otherwise.
-
bool
Equals
(System.Object obj) Compares whether current instance is equal to specified T:System.Object.
Parameters: - obj (System.Object) – The T:System.Object to compare.
Returns: true if the instances are equal; false otherwise.
-
bool
Equals
(Point other) Compares whether current instance is equal to specified T:Microsoft.Xna.Framework.Point.
Parameters: - other (Microsoft.Xna.Framework.Point) – The T:Microsoft.Xna.Framework.Point to compare.
Returns: true if the instances are equal; false otherwise.
-
int
GetHashCode
() Gets the hash code of this T:Microsoft.Xna.Framework.Point.
Returns: Hash code of this T:Microsoft.Xna.Framework.Point.
-
string
ToString
() Returns a T:System.String representation of this T:Microsoft.Xna.Framework.Point in the format: {X:[F:Microsoft.Xna.Framework.Point.X] Y:[F:Microsoft.Xna.Framework.Point.Y]}
Returns: T:System.String representation of this T:Microsoft.Xna.Framework.Point.
-
Vector2
ToVector2
() Gets a T:Microsoft.Xna.Framework.Vector2 representation for this object.
Returns: A T:Microsoft.Xna.Framework.Vector2 representation for this object.
-
int
PreparingDeviceSettingsEventArgs¶
-
class
PreparingDeviceSettingsEventArgs
: System.EventArgs The arguments to the E:Microsoft.Xna.Framework.GraphicsDeviceManager.PreparingDeviceSettings event.
-
readonly GraphicsDeviceInformation
GraphicsDeviceInformation
The default settings that will be used in device creation.
-
readonly GraphicsDeviceInformation
PresentationParameters¶
-
class
PresentationParameters
: System.Object, System.IDisposable -
int
DefaultPresentRate
-
SurfaceFormat
BackBufferFormat
-
int
BackBufferHeight
-
int
BackBufferWidth
-
readonly Rectangle
Bounds
-
System.IntPtr
DeviceWindowHandle
-
DepthFormat
DepthStencilFormat
-
bool
IsFullScreen
-
int
MultiSampleCount
-
PresentInterval
PresentationInterval
-
DisplayOrientation
DisplayOrientation
-
RenderTargetUsage
RenderTargetUsage
-
public void
Clear
()
-
public PresentationParameters
Clone
()
-
public void
Dispose
()
-
int
PresentInterval¶
-
enum
PresentInterval
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines how M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Present updates the game window.
-
PresentInterval
Default
Equivalent to F:Microsoft.Xna.Framework.Graphics.PresentInterval.One.
-
PresentInterval
One
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.
-
PresentInterval
Two
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.
-
PresentInterval
Immediate
The driver updates the window client area immediately. Present operations might be affected immediately. There is no limit for framerate.
-
PresentInterval
PrimitiveType¶
-
enum
PrimitiveType
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines how vertex data is ordered.
-
PrimitiveType
TriangleList
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.
-
PrimitiveType
TriangleStrip
Renders the vertices as a triangle strip. The back-face culling flag is flipped automatically on even-numbered triangles.
-
PrimitiveType
LineList
Renders the vertices as a list of isolated straight line segments; the count may be any positive integer.
-
PrimitiveType
LineStrip
Renders the vertices as a single polyline; the count may be any positive integer.
-
PrimitiveType
Quaternion¶
-
struct
Quaternion
: System.ValueType, System.IEquatable<Quaternion> An efficient mathematical representation for three dimensional rotations.
-
float
X
The x coordinate of this T:Microsoft.Xna.Framework.Quaternion.
-
float
Y
The y coordinate of this T:Microsoft.Xna.Framework.Quaternion.
-
float
Z
The z coordinate of this T:Microsoft.Xna.Framework.Quaternion.
-
float
W
The rotation component of this T:Microsoft.Xna.Framework.Quaternion.
-
readonly Quaternion
Identity
Returns a quaternion representing no rotation.
-
string
get_DebugDisplayString
()
-
Quaternion
Add
(Quaternion quaternion1, Quaternion quaternion2) Creates a new T:Microsoft.Xna.Framework.Quaternion that contains the sum of two quaternions.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
- quaternion2 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
Returns: The result of the quaternion addition.
-
void
Add
(ref Quaternion quaternion1, ref Quaternion quaternion2, ref Quaternion result) Parameters: - (ref) quaternion1 (Microsoft.Xna.Framework.Quaternion) –
- (ref) quaternion2 (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
Quaternion
Concatenate
(Quaternion value1, Quaternion value2) Creates a new T:Microsoft.Xna.Framework.Quaternion that contains concatenation between two quaternion.
Parameters: - value1 (Microsoft.Xna.Framework.Quaternion) – The first T:Microsoft.Xna.Framework.Quaternion to concatenate.
- value2 (Microsoft.Xna.Framework.Quaternion) – The second T:Microsoft.Xna.Framework.Quaternion to concatenate.
Returns: The result of rotation of followed by rotation.
-
void
Concatenate
(ref Quaternion value1, ref Quaternion value2, ref Quaternion result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Quaternion) –
- (ref) value2 (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
void
Conjugate
() Transforms this quaternion into its conjugated version.
-
Quaternion
Conjugate
(Quaternion value) Creates a new T:Microsoft.Xna.Framework.Quaternion that contains conjugated version of the specified quaternion.
Parameters: - value (Microsoft.Xna.Framework.Quaternion) – The quaternion which values will be used to create the conjugated version.
Returns: The conjugate version of the specified quaternion.
-
void
Conjugate
(ref Quaternion value, ref Quaternion result) Parameters: - (ref) value (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
Quaternion
CreateFromAxisAngle
(Vector3 axis, float angle) Creates a new T:Microsoft.Xna.Framework.Quaternion from the specified axis and angle.
Parameters: - axis (Microsoft.Xna.Framework.Vector3) – The axis of rotation.
- angle (float) – The angle in radians.
Returns: The new quaternion builded from axis and angle.
-
void
CreateFromAxisAngle
(ref Vector3 axis, float angle, ref Quaternion result) Parameters: - (ref) axis (Microsoft.Xna.Framework.Vector3) –
- angle (float) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
Quaternion
CreateFromRotationMatrix
(Matrix matrix) Creates a new T:Microsoft.Xna.Framework.Quaternion from the specified T:Microsoft.Xna.Framework.Matrix.
Parameters: - matrix (Microsoft.Xna.Framework.Matrix) – The rotation matrix.
Returns: A quaternion composed from the rotation part of the matrix.
-
void
CreateFromRotationMatrix
(ref Matrix matrix, ref Quaternion result) Parameters: - (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
Quaternion
CreateFromYawPitchRoll
(float yaw, float pitch, float roll) Creates a new T:Microsoft.Xna.Framework.Quaternion from the specified yaw, pitch and roll angles.
Parameters: - yaw (float) – Yaw around the y axis in radians.
- pitch (float) – Pitch around the x axis in radians.
- roll (float) – Roll around the z axis in radians.
Returns: A new quaternion from the concatenated yaw, pitch, and roll angles.
-
void
CreateFromYawPitchRoll
(float yaw, float pitch, float roll, ref Quaternion result) Parameters: - yaw (float) –
- pitch (float) –
- roll (float) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
Quaternion
Divide
(Quaternion quaternion1, Quaternion quaternion2) Divides a T:Microsoft.Xna.Framework.Quaternion by the other T:Microsoft.Xna.Framework.Quaternion.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
- quaternion2 (Microsoft.Xna.Framework.Quaternion) – Divisor T:Microsoft.Xna.Framework.Quaternion.
Returns: The result of dividing the quaternions.
-
void
Divide
(ref Quaternion quaternion1, ref Quaternion quaternion2, ref Quaternion result) Parameters: - (ref) quaternion1 (Microsoft.Xna.Framework.Quaternion) –
- (ref) quaternion2 (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
float
Dot
(Quaternion quaternion1, Quaternion quaternion2) Returns a dot product of two quaternions.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – The first quaternion.
- quaternion2 (Microsoft.Xna.Framework.Quaternion) – The second quaternion.
Returns: The dot product of two quaternions.
-
void
Dot
(ref Quaternion quaternion1, ref Quaternion quaternion2, ref float result) Parameters: - (ref) quaternion1 (Microsoft.Xna.Framework.Quaternion) –
- (ref) quaternion2 (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (float) –
-
bool
Equals
(System.Object obj) Compares whether current instance is equal to specified T:System.Object.
Parameters: - obj (System.Object) – The T:System.Object to compare.
Returns: true if the instances are equal; false otherwise.
-
bool
Equals
(Quaternion other) Compares whether current instance is equal to specified T:Microsoft.Xna.Framework.Quaternion.
Parameters: - other (Microsoft.Xna.Framework.Quaternion) – The T:Microsoft.Xna.Framework.Quaternion to compare.
Returns: true if the instances are equal; false otherwise.
-
int
GetHashCode
() Gets the hash code of this T:Microsoft.Xna.Framework.Quaternion.
Returns: Hash code of this T:Microsoft.Xna.Framework.Quaternion.
-
Quaternion
Inverse
(Quaternion quaternion) Returns the inverse quaternion which represents the opposite rotation.
Parameters: - quaternion (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
Returns: The inverse quaternion.
-
void
Inverse
(ref Quaternion quaternion, ref Quaternion result) Parameters: - (ref) quaternion (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
float
Length
() Returns the magnitude of the quaternion components.
Returns: The magnitude of the quaternion components.
-
float
LengthSquared
() Returns the squared magnitude of the quaternion components.
Returns: The squared magnitude of the quaternion components.
-
Quaternion
Lerp
(Quaternion quaternion1, Quaternion quaternion2, float amount) Performs a linear blend between two quaternions.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
- quaternion2 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
- amount (float) – The blend amount where 0 returns and 1 .
Returns: The result of linear blending between two quaternions.
-
void
Lerp
(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, ref Quaternion result) Parameters: - (ref) quaternion1 (Microsoft.Xna.Framework.Quaternion) –
- (ref) quaternion2 (Microsoft.Xna.Framework.Quaternion) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
Quaternion
Slerp
(Quaternion quaternion1, Quaternion quaternion2, float amount) Performs a spherical linear blend between two quaternions.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
- quaternion2 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
- amount (float) – The blend amount where 0 returns and 1 .
Returns: The result of spherical linear blending between two quaternions.
-
void
Slerp
(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, ref Quaternion result) Parameters: - (ref) quaternion1 (Microsoft.Xna.Framework.Quaternion) –
- (ref) quaternion2 (Microsoft.Xna.Framework.Quaternion) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
Quaternion
Subtract
(Quaternion quaternion1, Quaternion quaternion2) Creates a new T:Microsoft.Xna.Framework.Quaternion that contains subtraction of one T:Microsoft.Xna.Framework.Quaternion from another.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
- quaternion2 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
Returns: The result of the quaternion subtraction.
-
void
Subtract
(ref Quaternion quaternion1, ref Quaternion quaternion2, ref Quaternion result) Parameters: - (ref) quaternion1 (Microsoft.Xna.Framework.Quaternion) –
- (ref) quaternion2 (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
Quaternion
Multiply
(Quaternion quaternion1, Quaternion quaternion2) Creates a new T:Microsoft.Xna.Framework.Quaternion that contains a multiplication of two quaternions.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
- quaternion2 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
Returns: The result of the quaternion multiplication.
-
Quaternion
Multiply
(Quaternion quaternion1, float scaleFactor) Creates a new T:Microsoft.Xna.Framework.Quaternion that contains a multiplication of T:Microsoft.Xna.Framework.Quaternion and a scalar.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
- scaleFactor (float) – Scalar value.
Returns: The result of the quaternion multiplication with a scalar.
-
void
Multiply
(ref Quaternion quaternion1, float scaleFactor, ref Quaternion result) Parameters: - (ref) quaternion1 (Microsoft.Xna.Framework.Quaternion) –
- scaleFactor (float) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
void
Multiply
(ref Quaternion quaternion1, ref Quaternion quaternion2, ref Quaternion result) Parameters: - (ref) quaternion1 (Microsoft.Xna.Framework.Quaternion) –
- (ref) quaternion2 (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
Quaternion
Negate
(Quaternion quaternion) Flips the sign of the all the quaternion components.
Parameters: - quaternion (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
Returns: The result of the quaternion negation.
-
void
Negate
(ref Quaternion quaternion, ref Quaternion result) Parameters: - (ref) quaternion (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
void
Normalize
() Scales the quaternion magnitude to unit length.
-
Quaternion
Normalize
(Quaternion quaternion) Scales the quaternion magnitude to unit length.
Parameters: - quaternion (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion.
Returns: The unit length quaternion.
-
void
Normalize
(ref Quaternion quaternion, ref Quaternion result) Parameters: - (ref) quaternion (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Quaternion) –
-
string
ToString
() Returns a T:System.String representation of this T:Microsoft.Xna.Framework.Quaternion in the format: {X:[F:Microsoft.Xna.Framework.Quaternion.X] Y:[F:Microsoft.Xna.Framework.Quaternion.Y] Z:[F:Microsoft.Xna.Framework.Quaternion.Z] W:[F:Microsoft.Xna.Framework.Quaternion.W]}
Returns: A T:System.String representation of this T:Microsoft.Xna.Framework.Quaternion.
-
Vector4
ToVector4
() Gets a T:Microsoft.Xna.Framework.Vector4 representation for this object.
Returns: A T:Microsoft.Xna.Framework.Vector4 representation for this object.
-
Quaternion
op_Addition
(Quaternion quaternion1, Quaternion quaternion2) Adds two quaternions.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion on the left of the add sign.
- quaternion2 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion on the right of the add sign.
Returns: Sum of the vectors.
-
Quaternion
op_Division
(Quaternion quaternion1, Quaternion quaternion2) Divides a T:Microsoft.Xna.Framework.Quaternion by the other T:Microsoft.Xna.Framework.Quaternion.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion on the left of the div sign.
- quaternion2 (Microsoft.Xna.Framework.Quaternion) – Divisor T:Microsoft.Xna.Framework.Quaternion on the right of the div sign.
Returns: The result of dividing the quaternions.
-
bool
op_Equality
(Quaternion quaternion1, Quaternion quaternion2) Compares whether two T:Microsoft.Xna.Framework.Quaternion instances are equal.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – T:Microsoft.Xna.Framework.Quaternion instance on the left of the equal sign.
- quaternion2 (Microsoft.Xna.Framework.Quaternion) – T:Microsoft.Xna.Framework.Quaternion instance on the right of the equal sign.
Returns: true if the instances are equal; false otherwise.
-
bool
op_Inequality
(Quaternion quaternion1, Quaternion quaternion2) Compares whether two T:Microsoft.Xna.Framework.Quaternion instances are not equal.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – T:Microsoft.Xna.Framework.Quaternion instance on the left of the not equal sign.
- quaternion2 (Microsoft.Xna.Framework.Quaternion) – T:Microsoft.Xna.Framework.Quaternion instance on the right of the not equal sign.
Returns: true if the instances are not equal; false otherwise.
-
Quaternion
op_Multiply
(Quaternion quaternion1, Quaternion quaternion2) Multiplies two quaternions.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion on the left of the mul sign.
- quaternion2 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion on the right of the mul sign.
Returns: Result of the quaternions multiplication.
-
Quaternion
op_Multiply
(Quaternion quaternion1, float scaleFactor) Multiplies the components of quaternion by a scalar.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Vector3 on the left of the mul sign.
- scaleFactor (float) – Scalar value on the right of the mul sign.
Returns: Result of the quaternion multiplication with a scalar.
-
Quaternion
op_Subtraction
(Quaternion quaternion1, Quaternion quaternion2) Subtracts a T:Microsoft.Xna.Framework.Quaternion from a T:Microsoft.Xna.Framework.Quaternion.
Parameters: - quaternion1 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Vector3 on the left of the sub sign.
- quaternion2 (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Vector3 on the right of the sub sign.
Returns: Result of the quaternion subtraction.
-
Quaternion
op_UnaryNegation
(Quaternion quaternion) Flips the sign of the all the quaternion components.
Parameters: - quaternion (Microsoft.Xna.Framework.Quaternion) – Source T:Microsoft.Xna.Framework.Quaternion on the right of the sub sign.
Returns: The result of the quaternion negation.
-
float
RasterizerState¶
-
class
RasterizerState
: GraphicsResource, System.IDisposable -
RasterizerState
CullClockwise
-
RasterizerState
CullCounterClockwise
-
RasterizerState
CullNone
-
CullMode
CullMode
-
float
DepthBias
-
FillMode
FillMode
-
bool
MultiSampleAntiAlias
-
bool
ScissorTestEnable
-
float
SlopeScaleDepthBias
-
bool
DepthClipEnable
-
void
BindToGraphicsDevice
(GraphicsDevice device) Parameters: - device (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
-
void
ThrowIfBound
()
-
RasterizerState
Clone
()
-
void
GraphicsDeviceResetting
()
-
void
PlatformApplyState
(GraphicsDevice device) Parameters: - device (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
-
RasterizerState
Ray¶
-
struct
Ray
: System.ValueType, System.IEquatable<Ray> -
Vector3
Direction
-
Vector3
Position
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
bool
Equals
(Ray other) Parameters: - other (Microsoft.Xna.Framework.Ray) –
-
int
GetHashCode
()
-
System.Nullable<Single>
Intersects
(BoundingBox box) Parameters: - box (Microsoft.Xna.Framework.BoundingBox) –
-
void
Intersects
(ref BoundingBox box, ref System.Nullable<Single> result) Parameters: - (ref) box (Microsoft.Xna.Framework.BoundingBox) –
- (ref) result (System.Nullable<Single>) –
-
System.Nullable<Single>
Intersects
(BoundingSphere sphere) Parameters: - sphere (Microsoft.Xna.Framework.BoundingSphere) –
-
System.Nullable<Single>
Intersects
(Plane plane) Parameters: - plane (Microsoft.Xna.Framework.Plane) –
-
void
Intersects
(ref Plane plane, ref System.Nullable<Single> result) Parameters: - (ref) plane (Microsoft.Xna.Framework.Plane) –
- (ref) result (System.Nullable<Single>) –
-
void
Intersects
(ref BoundingSphere sphere, ref System.Nullable<Single> result) Parameters: - (ref) sphere (Microsoft.Xna.Framework.BoundingSphere) –
- (ref) result (System.Nullable<Single>) –
-
bool
op_Inequality
(Ray a, Ray b) Parameters: - a (Microsoft.Xna.Framework.Ray) –
- b (Microsoft.Xna.Framework.Ray) –
-
bool
op_Equality
(Ray a, Ray b) Parameters: - a (Microsoft.Xna.Framework.Ray) –
- b (Microsoft.Xna.Framework.Ray) –
-
string
get_DebugDisplayString
()
-
string
ToString
()
-
Vector3
Rectangle¶
-
struct
Rectangle
: System.ValueType, System.IEquatable<Rectangle> Describes a 2D-rectangle.
-
int
X
The x coordinate of the top-left corner of this T:Microsoft.Xna.Framework.Rectangle.
-
int
Y
The y coordinate of the top-left corner of this T:Microsoft.Xna.Framework.Rectangle.
-
int
Width
The width of this T:Microsoft.Xna.Framework.Rectangle.
-
int
Height
The height of this T:Microsoft.Xna.Framework.Rectangle.
-
readonly Rectangle
Empty
Returns a T:Microsoft.Xna.Framework.Rectangle with X=0, Y=0, Width=0, Height=0.
-
readonly int
Left
Returns the x coordinate of the left edge of this T:Microsoft.Xna.Framework.Rectangle.
-
readonly int
Right
Returns the x coordinate of the right edge of this T:Microsoft.Xna.Framework.Rectangle.
-
readonly int
Top
Returns the y coordinate of the top edge of this T:Microsoft.Xna.Framework.Rectangle.
-
readonly int
Bottom
Returns the y coordinate of the bottom edge of this T:Microsoft.Xna.Framework.Rectangle.
-
readonly bool
IsEmpty
Whether or not this T:Microsoft.Xna.Framework.Rectangle has a F:Microsoft.Xna.Framework.Rectangle.Width and F:Microsoft.Xna.Framework.Rectangle.Height of 0, and a P:Microsoft.Xna.Framework.Rectangle.Location of (0, 0).
-
Point
Location
The top-left coordinates of this T:Microsoft.Xna.Framework.Rectangle.
-
Point
Size
The width-height coordinates of this T:Microsoft.Xna.Framework.Rectangle.
-
readonly Point
Center
A T:Microsoft.Xna.Framework.Point located in the center of this T:Microsoft.Xna.Framework.Rectangle.
-
string
get_DebugDisplayString
()
-
bool
op_Equality
(Rectangle a, Rectangle b) Compares whether two T:Microsoft.Xna.Framework.Rectangle instances are equal.
Parameters: - a (Microsoft.Xna.Framework.Rectangle) – T:Microsoft.Xna.Framework.Rectangle instance on the left of the equal sign.
- b (Microsoft.Xna.Framework.Rectangle) – T:Microsoft.Xna.Framework.Rectangle instance on the right of the equal sign.
Returns: true if the instances are equal; false otherwise.
-
bool
op_Inequality
(Rectangle a, Rectangle b) Compares whether two T:Microsoft.Xna.Framework.Rectangle instances are not equal.
Parameters: - a (Microsoft.Xna.Framework.Rectangle) – T:Microsoft.Xna.Framework.Rectangle instance on the left of the not equal sign.
- b (Microsoft.Xna.Framework.Rectangle) – T:Microsoft.Xna.Framework.Rectangle instance on the right of the not equal sign.
Returns: true if the instances are not equal; false otherwise.
-
bool
Contains
(int x, int y) Gets whether or not the provided coordinates lie within the bounds of this T:Microsoft.Xna.Framework.Rectangle.
Parameters: - x (int) – The x coordinate of the point to check for containment.
- y (int) – The y coordinate of the point to check for containment.
Returns: true if the provided coordinates lie inside this T:Microsoft.Xna.Framework.Rectangle; false otherwise.
-
bool
Contains
(float x, float y) Gets whether or not the provided coordinates lie within the bounds of this T:Microsoft.Xna.Framework.Rectangle.
Parameters: - x (float) – The x coordinate of the point to check for containment.
- y (float) – The y coordinate of the point to check for containment.
Returns: true if the provided coordinates lie inside this T:Microsoft.Xna.Framework.Rectangle; false otherwise.
-
bool
Contains
(Point value) Gets whether or not the provided T:Microsoft.Xna.Framework.Point lies within the bounds of this T:Microsoft.Xna.Framework.Rectangle.
Parameters: - value (Microsoft.Xna.Framework.Point) – The coordinates to check for inclusion in this T:Microsoft.Xna.Framework.Rectangle.
Returns: true if the provided T:Microsoft.Xna.Framework.Point lies inside this T:Microsoft.Xna.Framework.Rectangle; false otherwise.
-
void
Contains
(ref Point value, ref bool result) Parameters: - (ref) value (Microsoft.Xna.Framework.Point) –
- (ref) result (bool) –
-
bool
Contains
(Vector2 value) Gets whether or not the provided T:Microsoft.Xna.Framework.Vector2 lies within the bounds of this T:Microsoft.Xna.Framework.Rectangle.
Parameters: - value (Microsoft.Xna.Framework.Vector2) – The coordinates to check for inclusion in this T:Microsoft.Xna.Framework.Rectangle.
Returns: true if the provided T:Microsoft.Xna.Framework.Vector2 lies inside this T:Microsoft.Xna.Framework.Rectangle; false otherwise.
-
void
Contains
(ref Vector2 value, ref bool result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector2) –
- (ref) result (bool) –
-
bool
Contains
(Rectangle value) Gets whether or not the provided T:Microsoft.Xna.Framework.Rectangle lies within the bounds of this T:Microsoft.Xna.Framework.Rectangle.
Parameters: - value (Microsoft.Xna.Framework.Rectangle) – The T:Microsoft.Xna.Framework.Rectangle to check for inclusion in this T:Microsoft.Xna.Framework.Rectangle.
Returns: true if the provided T:Microsoft.Xna.Framework.Rectangle‘s bounds lie entirely inside this T:Microsoft.Xna.Framework.Rectangle; false otherwise.
-
void
Contains
(ref Rectangle value, ref bool result) Parameters: - (ref) value (Microsoft.Xna.Framework.Rectangle) –
- (ref) result (bool) –
-
bool
Equals
(System.Object obj) Compares whether current instance is equal to specified T:System.Object.
Parameters: - obj (System.Object) – The T:System.Object to compare.
Returns: true if the instances are equal; false otherwise.
-
bool
Equals
(Rectangle other) Compares whether current instance is equal to specified T:Microsoft.Xna.Framework.Rectangle.
Parameters: - other (Microsoft.Xna.Framework.Rectangle) – The T:Microsoft.Xna.Framework.Rectangle to compare.
Returns: true if the instances are equal; false otherwise.
-
int
GetHashCode
() Gets the hash code of this T:Microsoft.Xna.Framework.Rectangle.
Returns: Hash code of this T:Microsoft.Xna.Framework.Rectangle.
-
void
Inflate
(int horizontalAmount, int verticalAmount) Adjusts the edges of this T:Microsoft.Xna.Framework.Rectangle by specified horizontal and vertical amounts.
Parameters: - horizontalAmount (int) – Value to adjust the left and right edges.
- verticalAmount (int) – Value to adjust the top and bottom edges.
-
void
Inflate
(float horizontalAmount, float verticalAmount) Adjusts the edges of this T:Microsoft.Xna.Framework.Rectangle by specified horizontal and vertical amounts.
Parameters: - horizontalAmount (float) – Value to adjust the left and right edges.
- verticalAmount (float) – Value to adjust the top and bottom edges.
-
bool
Intersects
(Rectangle value) Gets whether or not the other T:Microsoft.Xna.Framework.Rectangle intersects with this rectangle.
Parameters: - value (Microsoft.Xna.Framework.Rectangle) – The other rectangle for testing.
Returns: true if other T:Microsoft.Xna.Framework.Rectangle intersects with this rectangle; false otherwise.
-
void
Intersects
(ref Rectangle value, ref bool result) Parameters: - (ref) value (Microsoft.Xna.Framework.Rectangle) –
- (ref) result (bool) –
-
Rectangle
Intersect
(Rectangle value1, Rectangle value2) Creates a new T:Microsoft.Xna.Framework.Rectangle that contains overlapping region of two other rectangles.
Parameters: - value1 (Microsoft.Xna.Framework.Rectangle) – The first T:Microsoft.Xna.Framework.Rectangle.
- value2 (Microsoft.Xna.Framework.Rectangle) – The second T:Microsoft.Xna.Framework.Rectangle.
Returns: Overlapping region of the two rectangles.
-
void
Intersect
(ref Rectangle value1, ref Rectangle value2, ref Rectangle result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Rectangle) –
- (ref) value2 (Microsoft.Xna.Framework.Rectangle) –
- (ref) result (Microsoft.Xna.Framework.Rectangle) –
-
void
Offset
(int offsetX, int offsetY) Changes the P:Microsoft.Xna.Framework.Rectangle.Location of this T:Microsoft.Xna.Framework.Rectangle.
Parameters: - offsetX (int) – The x coordinate to add to this T:Microsoft.Xna.Framework.Rectangle.
- offsetY (int) – The y coordinate to add to this T:Microsoft.Xna.Framework.Rectangle.
-
void
Offset
(float offsetX, float offsetY) Changes the P:Microsoft.Xna.Framework.Rectangle.Location of this T:Microsoft.Xna.Framework.Rectangle.
Parameters: - offsetX (float) – The x coordinate to add to this T:Microsoft.Xna.Framework.Rectangle.
- offsetY (float) – The y coordinate to add to this T:Microsoft.Xna.Framework.Rectangle.
-
void
Offset
(Point amount) Changes the P:Microsoft.Xna.Framework.Rectangle.Location of this T:Microsoft.Xna.Framework.Rectangle.
Parameters: - amount (Microsoft.Xna.Framework.Point) – The x and y components to add to this T:Microsoft.Xna.Framework.Rectangle.
-
void
Offset
(Vector2 amount) Changes the P:Microsoft.Xna.Framework.Rectangle.Location of this T:Microsoft.Xna.Framework.Rectangle.
Parameters: - amount (Microsoft.Xna.Framework.Vector2) – The x and y components to add to this T:Microsoft.Xna.Framework.Rectangle.
-
string
ToString
() Returns a T:System.String representation of this T:Microsoft.Xna.Framework.Rectangle in the format: {X:[F:Microsoft.Xna.Framework.Rectangle.X] Y:[F:Microsoft.Xna.Framework.Rectangle.Y] Width:[F:Microsoft.Xna.Framework.Rectangle.Width] Height:[F:Microsoft.Xna.Framework.Rectangle.Height]}
Returns: T:System.String representation of this T:Microsoft.Xna.Framework.Rectangle.
-
Rectangle
Union
(Rectangle value1, Rectangle value2) Creates a new T:Microsoft.Xna.Framework.Rectangle that completely contains two other rectangles.
Parameters: - value1 (Microsoft.Xna.Framework.Rectangle) – The first T:Microsoft.Xna.Framework.Rectangle.
- value2 (Microsoft.Xna.Framework.Rectangle) – The second T:Microsoft.Xna.Framework.Rectangle.
Returns: The union of the two rectangles.
-
int
RenderTarget2D¶
-
class
RenderTarget2D
: Texture2D, System.IDisposable, Microsoft.Xna.Framework.Graphics.IRenderTarget -
readonly DepthFormat
DepthStencilFormat
-
readonly int
MultiSampleCount
-
readonly RenderTargetUsage
RenderTargetUsage
-
readonly bool
IsContentLost
-
public void
add_ContentLost
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_ContentLost
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
void
GraphicsDeviceResetting
()
-
readonly DepthFormat
RenderTarget3D¶
-
class
RenderTarget3D
: Texture3D, System.IDisposable, Microsoft.Xna.Framework.Graphics.IRenderTarget -
readonly DepthFormat
DepthStencilFormat
-
readonly int
MultiSampleCount
-
readonly RenderTargetUsage
RenderTargetUsage
-
readonly bool
IsContentLost
-
public void
add_ContentLost
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_ContentLost
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
readonly DepthFormat
RenderTargetBinding¶
-
struct
RenderTargetBinding
: System.ValueType -
readonly Texture
RenderTarget
-
readonly int
ArraySlice
-
DepthFormat
get_DepthFormat
()
-
RenderTargetBinding
op_Implicit
(RenderTarget2D renderTarget) Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
-
RenderTargetBinding
op_Implicit
(RenderTarget3D renderTarget) Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTarget3D) –
-
readonly Texture
RenderTargetCube¶
-
class
RenderTargetCube
: TextureCube, System.IDisposable, Microsoft.Xna.Framework.Graphics.IRenderTarget Represents a texture cube that can be used as a render target.
-
readonly DepthFormat
DepthStencilFormat
Gets the depth-stencil buffer format of this render target.
Value: The format of the depth-stencil buffer.
-
readonly int
MultiSampleCount
Gets the number of multisample locations.
Value: The number of multisample locations.
-
readonly RenderTargetUsage
RenderTargetUsage
Gets the usage mode of this render target.
Value: The usage mode of the render target.
-
readonly bool
IsContentLost
-
public void
add_ContentLost
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_ContentLost
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public SharpDX.Direct3D11.RenderTargetView
GetRenderTargetView
(int arraySlice) Parameters: - arraySlice (int) –
-
public SharpDX.Direct3D11.DepthStencilView
GetDepthStencilView
()
-
readonly DepthFormat
RenderTargetUsage¶
-
enum
RenderTargetUsage
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines if the previous content in a render target is preserved when it set on the graphics device.
-
RenderTargetUsage
DiscardContents
The render target content will not be preserved.
-
RenderTargetUsage
PreserveContents
The render target content will be preserved even if it is slow or requires extra memory.
-
RenderTargetUsage
PlatformContents
The render target content might be preserved if the platform can do so without a penalty in performance or memory usage.
-
RenderTargetUsage
ResourceContentManager¶
-
class
ResourceContentManager
: ContentManager, System.IDisposable
ResourceCreatedEventArgs¶
-
class
ResourceCreatedEventArgs
: System.EventArgs -
readonly System.Object
Resource
The newly created resource object.
-
void
set_Resource
(System.Object value) Parameters: - value (System.Object) –
-
readonly System.Object
ResourceDestroyedEventArgs¶
-
class
ResourceDestroyedEventArgs
: System.EventArgs -
readonly string
Name
The name of the destroyed resource.
-
readonly System.Object
Tag
The resource manager tag of the destroyed resource.
-
void
set_Name
(string value) Parameters: - value (string) –
-
void
set_Tag
(System.Object value) Parameters: - value (System.Object) –
-
readonly string
Rg32¶
-
struct
Rg32
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt32>, IPackedVector, System.IEquatable<Rg32> Packed vector type containing two 16-bit unsigned normalized values ranging from 0 to 1.
-
uint
PackedValue
Gets and sets the packed value.
-
Vector2
ToVector2
() Gets the packed vector in Vector2 format.
Returns: The packed vector in Vector2 format
-
bool
Equals
(System.Object obj) Compares an object with the packed vector.
Parameters: - obj (System.Object) – The object to compare.
Returns: True if the object is equal to the packed vector.
-
bool
Equals
(Rg32 other) Compares another Rg32 packed vector with the packed vector.
Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.Rg32) – The Rg32 packed vector to compare.
Returns: True if the packed vectors are equal.
-
string
ToString
() Gets a string representation of the packed vector.
Returns: A string representation of the packed vector.
-
int
GetHashCode
() Gets a hash code of the packed vector.
Returns: The hash code for the packed vector.
-
uint
Rgba1010102¶
-
struct
Rgba1010102
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt32>, IPackedVector, System.IEquatable<Rgba1010102> 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.
-
uint
PackedValue
Gets and sets the packed value.
-
Vector4
ToVector4
() Gets the packed vector in Vector4 format.
Returns: The packed vector in Vector4 format
-
bool
Equals
(System.Object obj) Compares an object with the packed vector.
Parameters: - obj (System.Object) – The object to compare.
Returns: True if the object is equal to the packed vector.
-
bool
Equals
(Rgba1010102 other) Compares another Rgba1010102 packed vector with the packed vector.
Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102) – The Rgba1010102 packed vector to compare.
Returns: True if the packed vectors are equal.
-
string
ToString
() Gets a string representation of the packed vector.
Returns: A string representation of the packed vector.
-
int
GetHashCode
() Gets a hash code of the packed vector.
Returns: The hash code for the packed vector.
-
bool
op_Equality
(Rgba1010102 lhs, Rgba1010102 rhs) Parameters: - lhs (Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102) –
- rhs (Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102) –
-
bool
op_Inequality
(Rgba1010102 lhs, Rgba1010102 rhs) Parameters: - lhs (Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102) –
- rhs (Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102) –
-
uint
Rgba64¶
-
struct
Rgba64
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt64>, IPackedVector, System.IEquatable<Rgba64> Packed vector type containing four 16-bit unsigned normalized values ranging from 0 to 1.
-
ulong
PackedValue
Gets and sets the packed value.
-
Vector4
ToVector4
() Gets the packed vector in Vector4 format.
Returns: The packed vector in Vector4 format
-
bool
Equals
(System.Object obj) Compares an object with the packed vector.
Parameters: - obj (System.Object) – The object to compare.
Returns: True if the object is equal to the packed vector.
-
bool
Equals
(Rgba64 other) Compares another Rgba64 packed vector with the packed vector.
Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64) – The Rgba64 packed vector to compare.
Returns: True if the packed vectors are equal.
-
string
ToString
() Gets a string representation of the packed vector.
Returns: A string representation of the packed vector.
-
int
GetHashCode
() Gets a hash code of the packed vector.
Returns: The hash code for the packed vector.
-
ulong
SamplerState¶
-
class
SamplerState
: GraphicsResource, System.IDisposable -
SamplerState
AnisotropicClamp
-
SamplerState
AnisotropicWrap
-
SamplerState
LinearClamp
-
SamplerState
LinearWrap
-
SamplerState
PointClamp
-
SamplerState
PointWrap
-
TextureAddressMode
AddressU
-
TextureAddressMode
AddressV
-
TextureAddressMode
AddressW
-
Color
BorderColor
-
TextureFilter
Filter
-
int
MaxAnisotropy
-
int
MaxMipLevel
-
float
MipMapLevelOfDetailBias
-
CompareFunction
ComparisonFunction
When using comparison sampling, also set P:Microsoft.Xna.Framework.Graphics.SamplerState.FilterMode to F:Microsoft.Xna.Framework.Graphics.TextureFilterMode.Comparison.
-
TextureFilterMode
FilterMode
-
void
BindToGraphicsDevice
(GraphicsDevice device) Parameters: - device (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
-
void
ThrowIfBound
()
-
SamplerState
Clone
()
-
void
GraphicsDeviceResetting
()
-
SharpDX.Direct3D11.SamplerState
GetState
(GraphicsDevice device) Parameters: - device (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
-
SamplerState
SamplerStateCollection¶
-
class
SamplerStateCollection
: System.Object -
SamplerState
Item
-
void
Clear
()
-
void
Dirty
() Mark all the sampler slots as dirty.
-
void
PlatformSetSamplers
(GraphicsDevice device) Parameters: - device (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
-
SamplerState
SamplerType¶
-
enum
SamplerType
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible -
SamplerType
Sampler2D
-
SamplerType
SamplerCube
-
SamplerType
SamplerVolume
-
SamplerType
Sampler1D
-
SamplerType
SetDataOptions¶
-
enum
SetDataOptions
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines how vertex or index buffer data will be flushed during a SetData operation.
-
SetDataOptions
None
The SetData can overwrite the portions of existing data.
-
SetDataOptions
Discard
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.
-
SetDataOptions
NoOverwrite
The SetData operation will not overwrite existing data. This allows the driver to return immediately from a SetData operation and continue rendering.
-
SetDataOptions
ShaderStage¶
-
enum
ShaderStage
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible -
ShaderStage
Vertex
-
ShaderStage
Pixel
-
ShaderStage
Short2¶
-
struct
Short2
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt32>, IPackedVector, System.IEquatable<Short2> -
uint
PackedValue
-
bool
op_Inequality
(Short2 a, Short2 b) Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.Short2) –
- b (Microsoft.Xna.Framework.Graphics.PackedVector.Short2) –
-
bool
op_Equality
(Short2 a, Short2 b) Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.Short2) –
- b (Microsoft.Xna.Framework.Graphics.PackedVector.Short2) –
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
bool
Equals
(Short2 other) Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.Short2) –
-
int
GetHashCode
()
-
string
ToString
()
-
Vector2
ToVector2
()
-
uint
Short4¶
-
struct
Short4
: System.ValueType, Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector<UInt64>, IPackedVector, System.IEquatable<Short4> Packed vector type containing four 16-bit signed integer values.
-
ulong
PackedValue
Directly gets or sets the packed representation of the value.
Value: The packed representation of the value.
-
bool
op_Inequality
(Short4 a, Short4 b) Compares the current instance of a class to another instance to determine whether they are different.
Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.Short4) – The object to the left of the equality operator.
- b (Microsoft.Xna.Framework.Graphics.PackedVector.Short4) – The object to the right of the equality operator.
Returns: true if the objects are different; false otherwise.
-
bool
op_Equality
(Short4 a, Short4 b) Compares the current instance of a class to another instance to determine whether they are the same.
Parameters: - a (Microsoft.Xna.Framework.Graphics.PackedVector.Short4) – The object to the left of the equality operator.
- b (Microsoft.Xna.Framework.Graphics.PackedVector.Short4) – The object to the right of the equality operator.
Returns: true if the objects are the same; false otherwise.
-
bool
Equals
(System.Object obj) Returns a value that indicates whether the current instance is equal to a specified object.
Parameters: - obj (System.Object) – The object with which to make the comparison.
Returns: true if the current instance is equal to the specified object; false otherwise.
-
bool
Equals
(Short4 other) Returns a value that indicates whether the current instance is equal to a specified object.
Parameters: - other (Microsoft.Xna.Framework.Graphics.PackedVector.Short4) – The object with which to make the comparison.
Returns: true if the current instance is equal to the specified object; false otherwise.
-
int
GetHashCode
() Gets the hash code for the current instance.
Returns: Hash code for the instance.
-
string
ToString
() Returns a string representation of the current instance.
Returns: String that represents the object.
-
Vector4
ToVector4
() Expands the packed representation into a Vector4.
Returns: The expanded vector.
-
ulong
SkinnedEffect¶
-
class
SkinnedEffect
: Effect, System.IDisposable, IEffectMatrices, IEffectLights, IEffectFog Built-in effect for rendering skinned character models.
-
int
MaxBones
-
Matrix
World
Gets or sets the world matrix.
-
Matrix
View
Gets or sets the view matrix.
-
Matrix
Projection
Gets or sets the projection matrix.
-
Vector3
DiffuseColor
Gets or sets the material diffuse color (range 0 to 1).
-
Vector3
EmissiveColor
Gets or sets the material emissive color (range 0 to 1).
-
Vector3
SpecularColor
Gets or sets the material specular color (range 0 to 1).
-
float
SpecularPower
Gets or sets the material specular power.
-
float
Alpha
Gets or sets the material alpha.
-
bool
PreferPerPixelLighting
Gets or sets the per-pixel lighting prefer flag.
-
Vector3
AmbientLightColor
Gets or sets the ambient light color (range 0 to 1).
-
readonly DirectionalLight
DirectionalLight0
Gets the first directional light.
-
readonly DirectionalLight
DirectionalLight1
Gets the second directional light.
-
readonly DirectionalLight
DirectionalLight2
Gets the third directional light.
-
bool
FogEnabled
Gets or sets the fog enable flag.
-
float
FogStart
Gets or sets the fog start distance.
-
float
FogEnd
Gets or sets the fog end distance.
-
Vector3
FogColor
Gets or sets the fog color.
-
Texture2D
Texture
Gets or sets the current texture.
-
int
WeightsPerVertex
Gets or sets the number of skinning weights to evaluate for each vertex (1, 2, or 4).
-
public void
SetBoneTransforms
(Microsoft.Xna.Framework.Matrix[] boneTransforms) Sets an array of skinning bone transform matrices.
Parameters: - boneTransforms (Microsoft.Xna.Framework.Matrix[]) –
-
public Microsoft.Xna.Framework.Matrix[]
GetBoneTransforms
(int count) Gets a copy of the current skinning bone transform matrices.
Parameters: - count (int) –
-
public Effect
Clone
() Creates a clone of the current SkinnedEffect instance.
-
public void
EnableDefaultLighting
() Sets up the standard key/fill/back lighting rig.
-
void
OnApply
() Lazily computes derived parameter values immediately before applying the effect.
-
int
Song¶
-
class
Song
: System.Object, System.IEquatable<Song>, System.IDisposable -
readonly Album
Album
Gets the Album on which the Song appears.
-
readonly Artist
Artist
Gets the Artist of the Song.
-
readonly Genre
Genre
Gets the Genre of the Song.
-
readonly bool
IsDisposed
-
readonly System.TimeSpan
Duration
-
readonly bool
IsProtected
-
readonly bool
IsRated
-
readonly string
Name
-
readonly int
PlayCount
-
readonly int
Rating
-
readonly int
TrackNumber
-
string
get_FilePath
()
-
public Song
FromUri
(string name, System.Uri uri) Parameters: - name (string) –
- uri (System.Uri) –
-
public void
Dispose
()
-
public int
GetHashCode
()
-
public bool
Equals
(Song song) Parameters: - song (Microsoft.Xna.Framework.Media.Song) –
-
public bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
public bool
op_Equality
(Song song1, Song song2) Parameters: - song1 (Microsoft.Xna.Framework.Media.Song) –
- song2 (Microsoft.Xna.Framework.Media.Song) –
-
public bool
op_Inequality
(Song song1, Song song2) Parameters: - song1 (Microsoft.Xna.Framework.Media.Song) –
- song2 (Microsoft.Xna.Framework.Media.Song) –
-
SharpDX.MediaFoundation.Topology
get_Topology
()
-
readonly Album
SongCollection¶
-
class
SongCollection
: System.Object, System.Collections.Generic.ICollection<Song>, System.Collections.Generic.IEnumerable<Song>, System.Collections.IEnumerable, System.IDisposable -
readonly int
Count
-
readonly bool
IsReadOnly
-
readonly Song
Item
-
public void
Dispose
()
-
public System.Collections.Generic.IEnumerator<Song>
GetEnumerator
()
-
public void
Add
(Song item) Parameters: - item (Microsoft.Xna.Framework.Media.Song) –
-
public void
Clear
()
-
public SongCollection
Clone
()
-
public bool
Contains
(Song item) Parameters: - item (Microsoft.Xna.Framework.Media.Song) –
-
public void
CopyTo
(Microsoft.Xna.Framework.Media.Song[] array, int arrayIndex) Parameters: - array (Microsoft.Xna.Framework.Media.Song[]) –
- arrayIndex (int) –
-
public int
IndexOf
(Song item) Parameters: - item (Microsoft.Xna.Framework.Media.Song) –
-
public bool
Remove
(Song item) Parameters: - item (Microsoft.Xna.Framework.Media.Song) –
-
readonly int
SoundBank¶
-
class
SoundBank
: System.Object, System.IDisposable Represents a collection of Cues.
-
readonly bool
IsInUse
Is true if the SoundBank has any live Cues in use.
-
readonly bool
IsDisposed
Is true if the SoundBank has been disposed.
-
SoundEffectInstance
GetSoundEffectInstance
(int waveBankIndex, int trackIndex) Parameters: - waveBankIndex (int) –
- trackIndex (int) –
-
public Cue
GetCue
(string name) Returns a pooled Cue object.
Parameters: - name (string) – Friendly name of the cue to get.
Returns: a unique Cue object from a pool.
-
public void
PlayCue
(string name) Plays a cue.
Parameters: - name (string) – Name of the cue to play.
-
public void
PlayCue
(string name, AudioListener listener, AudioEmitter emitter) Plays a cue with static 3D positional information.
Parameters: - name (string) – The name of the cue to play.
- listener (Microsoft.Xna.Framework.Audio.AudioListener) – The listener state.
- emitter (Microsoft.Xna.Framework.Audio.AudioEmitter) – The cue emitter state.
-
public void
add_Disposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_Disposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
Dispose
() Disposes the SoundBank.
-
readonly bool
SoundEffect¶
-
class
SoundEffect
: System.Object, System.IDisposable Represents a loaded sound resource.
-
readonly System.TimeSpan
Duration
Gets the duration of the SoundEffect.
-
string
Name
Gets or sets the asset name of the SoundEffect.
-
float
MasterVolume
Gets or sets the master volume scale applied to all SoundEffectInstances.
-
float
DistanceScale
Gets or sets the scale of distance calculations.
-
float
DopplerScale
Gets or sets the scale of Doppler calculations applied to sounds.
-
float
SpeedOfSound
Returns the speed of sound used when calculating the Doppler effect..
-
readonly bool
IsDisposed
Indicates whether the object is disposed.
-
SharpDX.Multimedia.Speakers
Speakers
-
public SoundEffectInstance
CreateInstance
() Creates a new SoundEffectInstance for this SoundEffect.
Returns: A new SoundEffectInstance for this SoundEffect.
-
public SoundEffect
FromStream
(System.IO.Stream stream) Creates a new SoundEffect object based on the specified data stream.
Parameters: - stream (System.IO.Stream) – A stream containing the PCM wave data.
Returns: A new SoundEffect object.
-
public System.TimeSpan
GetSampleDuration
(int sizeInBytes, int sampleRate, AudioChannels channels) Returns the duration for 16bit PCM audio.
Parameters: - sizeInBytes (int) – The length of the audio data in bytes.
- sampleRate (int) – Sample rate, in Hertz (Hz). Must be between 8000 Hz and 48000 Hz
- channels (Microsoft.Xna.Framework.Audio.AudioChannels) – Number of channels in the audio data.
Returns: The duration of the audio data.
-
public int
GetSampleSizeInBytes
(System.TimeSpan duration, int sampleRate, AudioChannels channels) Returns the data size in bytes for 16bit PCM audio.
Parameters: - duration (System.TimeSpan) – The total duration of the audio data.
- sampleRate (int) – Sample rate, in Hertz (Hz), of audio data. Must be between 8,000 and 48,000 Hz.
- channels (Microsoft.Xna.Framework.Audio.AudioChannels) – Number of channels in the audio data.
Returns: The size in bytes of a single sample of audio data.
-
public bool
Play
() Gets an internal SoundEffectInstance and plays it.
Returns: True if a SoundEffectInstance was successfully played, false if not.
-
public bool
Play
(float volume, float pitch, float pan) Gets an internal SoundEffectInstance and plays it with the specified volume, pitch, and panning.
Parameters: - volume (float) – Volume, ranging from 0.0 (silence) to 1.0 (full volume). Volume during playback is scaled by SoundEffect.MasterVolume.
- pitch (float) – Pitch adjustment, ranging from -1.0 (down an octave) to 0.0 (no change) to 1.0 (up an octave).
- pan (float) – Panning, ranging from -1.0 (left speaker) to 0.0 (centered), 1.0 (right speaker).
Returns: True if a SoundEffectInstance was successfully created and played, false if not.
-
SoundEffectInstance
GetPooledInstance
(bool forXAct) Returns a sound effect instance from the pool or null if none are available.
Parameters: - forXAct (bool) –
-
public void
Dispose
() Releases the resources held by this T:Microsoft.Xna.Framework.Audio.SoundEffect.
-
SharpDX.XAudio2.XAudio2
get_Device
()
-
SharpDX.XAudio2.MasteringVoice
get_MasterVoice
()
-
SharpDX.X3DAudio.X3DAudio
get_Device3D
()
-
SharpDX.XAudio2.SubmixVoice
get_ReverbVoice
()
-
void
InitializeSoundEffect
() Initializes XAudio.
-
void
PlatformSetReverbSettings
(Microsoft.Xna.Framework.Audio.ReverbSettings reverbSettings) Parameters: - reverbSettings (Microsoft.Xna.Framework.Audio.ReverbSettings) –
-
void
PlatformShutdown
()
-
readonly System.TimeSpan
SoundEffectInstance¶
-
class
SoundEffectInstance
: System.Object, System.IDisposable Represents a single instance of a playing, paused, or stopped sound.
-
bool
IsLooped
Enables or Disables whether the SoundEffectInstance should repeat after playback.
-
float
Pan
Gets or sets the pan, or speaker balance..
Value: Pan value ranging from -1.0 (left speaker) to 0.0 (centered), 1.0 (right speaker). Values outside of this range will throw an exception.
-
float
Pitch
Gets or sets the pitch adjustment.
Value: Pitch adjustment, ranging from -1.0 (down an octave) to 0.0 (no change) to 1.0 (up an octave). Values outside of this range will throw an Exception.
-
float
Volume
Gets or sets the volume of the SoundEffectInstance.
Value: Volume, ranging from 0.0 (silence) to 1.0 (full volume). Volume during playback is scaled by SoundEffect.MasterVolume.
-
readonly SoundState
State
Gets the SoundEffectInstance’s current playback state.
-
readonly bool
IsDisposed
Indicates whether the object is disposed.
-
public void
Apply3D
(AudioListener listener, AudioEmitter emitter) Applies 3D positioning to the SoundEffectInstance using a single listener.
Parameters: - listener (Microsoft.Xna.Framework.Audio.AudioListener) – Data about the listener.
- emitter (Microsoft.Xna.Framework.Audio.AudioEmitter) – Data about the source of emission.
-
public void
Apply3D
(Microsoft.Xna.Framework.Audio.AudioListener[] listeners, AudioEmitter emitter) Applies 3D positioning to the SoundEffectInstance using multiple listeners.
Parameters: - listeners (Microsoft.Xna.Framework.Audio.AudioListener[]) – Data about each listener.
- emitter (Microsoft.Xna.Framework.Audio.AudioEmitter) – Data about the source of emission.
-
public void
Pause
() Pauses playback of a SoundEffectInstance.
-
public void
Play
() Plays or resumes a SoundEffectInstance.
-
public void
Resume
() Resumes playback for a SoundEffectInstance.
-
public void
Stop
() Immediately stops playing a SoundEffectInstance.
-
public void
Stop
(bool immediate) Stops playing a SoundEffectInstance, either immediately or as authored.
Parameters: - immediate (bool) – Determined whether the sound stops immediately, or after playing its release phase and/or transitions.
-
public void
Dispose
() Releases the resources held by this T:Microsoft.Xna.Framework.Audio.SoundEffectInstance.
-
void
UpdateOutputMatrix
()
-
System.Single[]
CalculateOutputMatrix
(float pan, float scale, int inputChannels) Parameters: - pan (float) –
- scale (float) –
- inputChannels (int) –
-
void
PlatformSetReverbMix
(float mix) Parameters: - mix (float) –
-
void
PlatformSetFilter
(Microsoft.Xna.Framework.Audio.FilterMode mode, float filterQ, float frequency) Parameters: - mode (Microsoft.Xna.Framework.Audio.FilterMode) –
- filterQ (float) –
- frequency (float) –
-
void
PlatformClearFilter
()
-
bool
SoundState¶
-
enum
SoundState
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Described the playback state of a SoundEffectInstance.
-
SoundState
Playing
The SoundEffectInstance is currently playing.
-
SoundState
Paused
The SoundEffectInstance is currently paused.
-
SoundState
Stopped
The SoundEffectInstance is currently stopped.
-
SoundState
SpriteBatch¶
-
class
SpriteBatch
: GraphicsResource, System.IDisposable Helper class for drawing text strings and sprites in one or more optimized batches.
-
public void
Begin
(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, System.Nullable<Matrix> transformMatrix) Begins a new sprite and text batch with the specified render state.
Parameters: - sortMode (Microsoft.Xna.Framework.Graphics.SpriteSortMode) – The drawing order for sprite and text drawing. F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Deferred by default.
- blendState (Microsoft.Xna.Framework.Graphics.BlendState) – State of the blending. Uses F:Microsoft.Xna.Framework.Graphics.BlendState.AlphaBlend if null.
- samplerState (Microsoft.Xna.Framework.Graphics.SamplerState) – State of the sampler. Uses F:Microsoft.Xna.Framework.Graphics.SamplerState.LinearClamp if null.
- depthStencilState (Microsoft.Xna.Framework.Graphics.DepthStencilState) – State of the depth-stencil buffer. Uses F:Microsoft.Xna.Framework.Graphics.DepthStencilState.None if null.
- rasterizerState (Microsoft.Xna.Framework.Graphics.RasterizerState) – State of the rasterization. Uses F:Microsoft.Xna.Framework.Graphics.RasterizerState.CullCounterClockwise if null.
- effect (Microsoft.Xna.Framework.Graphics.Effect) – A custom T:Microsoft.Xna.Framework.Graphics.Effect to override the default sprite effect. Uses default sprite effect if null.
- transformMatrix (System.Nullable<Matrix>) – An optional matrix used to transform the sprite geometry. Uses P:Microsoft.Xna.Framework.Matrix.Identity if null.
-
public void
End
() Flushes all batched text and sprites to the screen.
-
public void
Draw
(Texture2D texture, System.Nullable<Vector2> position, System.Nullable<Rectangle> destinationRectangle, System.Nullable<Rectangle> sourceRectangle, System.Nullable<Vector2> origin, float rotation, System.Nullable<Vector2> scale, System.Nullable<Color> color, SpriteEffects effects, float layerDepth) Submit a sprite for drawing in the current batch.
Parameters: - texture (Microsoft.Xna.Framework.Graphics.Texture2D) – A texture.
- position (System.Nullable<Vector2>) – The drawing location on screen or null if is used.
- destinationRectangle (System.Nullable<Rectangle>) – The drawing bounds on screen or null if is used.
- sourceRectangle (System.Nullable<Rectangle>) – An optional region on the texture which will be rendered. If null - draws full texture.
- origin (System.Nullable<Vector2>) – An optional center of rotation. Uses P:Microsoft.Xna.Framework.Vector2.Zero if null.
- rotation (float) – An optional rotation of this sprite. 0 by default.
- scale (System.Nullable<Vector2>) – An optional scale vector. Uses P:Microsoft.Xna.Framework.Vector2.One if null.
- color (System.Nullable<Color>) – An optional color mask. Uses P:Microsoft.Xna.Framework.Color.White if null.
- effects (Microsoft.Xna.Framework.Graphics.SpriteEffects) – The optional drawing modificators. F:Microsoft.Xna.Framework.Graphics.SpriteEffects.None by default.
- layerDepth (float) – An optional depth of the layer of this sprite. 0 by default.
-
public void
Draw
(Texture2D texture, Vector2 position, System.Nullable<Rectangle> sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) Submit a sprite for drawing in the current batch.
Parameters: - texture (Microsoft.Xna.Framework.Graphics.Texture2D) – A texture.
- position (Microsoft.Xna.Framework.Vector2) – The drawing location on screen.
- sourceRectangle (System.Nullable<Rectangle>) – An optional region on the texture which will be rendered. If null - draws full texture.
- color (Microsoft.Xna.Framework.Color) – A color mask.
- rotation (float) – A rotation of this sprite.
- origin (Microsoft.Xna.Framework.Vector2) – Center of the rotation. 0,0 by default.
- scale (Microsoft.Xna.Framework.Vector2) – A scaling of this sprite.
- effects (Microsoft.Xna.Framework.Graphics.SpriteEffects) – Modificators for drawing. Can be combined.
- layerDepth (float) – A depth of the layer of this sprite.
-
public void
Draw
(Texture2D texture, Vector2 position, System.Nullable<Rectangle> sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) Submit a sprite for drawing in the current batch.
Parameters: - texture (Microsoft.Xna.Framework.Graphics.Texture2D) – A texture.
- position (Microsoft.Xna.Framework.Vector2) – The drawing location on screen.
- sourceRectangle (System.Nullable<Rectangle>) – An optional region on the texture which will be rendered. If null - draws full texture.
- color (Microsoft.Xna.Framework.Color) – A color mask.
- rotation (float) – A rotation of this sprite.
- origin (Microsoft.Xna.Framework.Vector2) – Center of the rotation. 0,0 by default.
- scale (float) – A scaling of this sprite.
- effects (Microsoft.Xna.Framework.Graphics.SpriteEffects) – Modificators for drawing. Can be combined.
- layerDepth (float) – A depth of the layer of this sprite.
-
public void
Draw
(Texture2D texture, Rectangle destinationRectangle, System.Nullable<Rectangle> sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) Submit a sprite for drawing in the current batch.
Parameters: - texture (Microsoft.Xna.Framework.Graphics.Texture2D) – A texture.
- destinationRectangle (Microsoft.Xna.Framework.Rectangle) – The drawing bounds on screen.
- sourceRectangle (System.Nullable<Rectangle>) – An optional region on the texture which will be rendered. If null - draws full texture.
- color (Microsoft.Xna.Framework.Color) – A color mask.
- rotation (float) – A rotation of this sprite.
- origin (Microsoft.Xna.Framework.Vector2) – Center of the rotation. 0,0 by default.
- effects (Microsoft.Xna.Framework.Graphics.SpriteEffects) – Modificators for drawing. Can be combined.
- layerDepth (float) – A depth of the layer of this sprite.
-
void
FlushIfNeeded
()
-
public void
Draw
(Texture2D texture, Vector2 position, System.Nullable<Rectangle> sourceRectangle, Color color) Submit a sprite for drawing in the current batch.
Parameters: - texture (Microsoft.Xna.Framework.Graphics.Texture2D) – A texture.
- position (Microsoft.Xna.Framework.Vector2) – The drawing location on screen.
- sourceRectangle (System.Nullable<Rectangle>) – An optional region on the texture which will be rendered. If null - draws full texture.
- color (Microsoft.Xna.Framework.Color) – A color mask.
-
public void
Draw
(Texture2D texture, Rectangle destinationRectangle, System.Nullable<Rectangle> sourceRectangle, Color color) Submit a sprite for drawing in the current batch.
Parameters: - texture (Microsoft.Xna.Framework.Graphics.Texture2D) – A texture.
- destinationRectangle (Microsoft.Xna.Framework.Rectangle) – The drawing bounds on screen.
- sourceRectangle (System.Nullable<Rectangle>) – An optional region on the texture which will be rendered. If null - draws full texture.
- color (Microsoft.Xna.Framework.Color) – A color mask.
-
public void
Draw
(Texture2D texture, Vector2 position, Color color) Submit a sprite for drawing in the current batch.
Parameters: - texture (Microsoft.Xna.Framework.Graphics.Texture2D) – A texture.
- position (Microsoft.Xna.Framework.Vector2) – The drawing location on screen.
- color (Microsoft.Xna.Framework.Color) – A color mask.
-
public void
Draw
(Texture2D texture, Rectangle destinationRectangle, Color color) Submit a sprite for drawing in the current batch.
Parameters: - texture (Microsoft.Xna.Framework.Graphics.Texture2D) – A texture.
- destinationRectangle (Microsoft.Xna.Framework.Rectangle) – The drawing bounds on screen.
- color (Microsoft.Xna.Framework.Color) – A color mask.
-
public void
DrawString
(SpriteFont spriteFont, string text, Vector2 position, Color color) Submit a text string of sprites for drawing in the current batch.
Parameters: - spriteFont (Microsoft.Xna.Framework.Graphics.SpriteFont) – A font.
- text (string) – The text which will be drawn.
- position (Microsoft.Xna.Framework.Vector2) – The drawing location on screen.
- color (Microsoft.Xna.Framework.Color) – A color mask.
-
public void
DrawString
(SpriteFont spriteFont, string text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) Submit a text string of sprites for drawing in the current batch.
Parameters: - spriteFont (Microsoft.Xna.Framework.Graphics.SpriteFont) – A font.
- text (string) – The text which will be drawn.
- position (Microsoft.Xna.Framework.Vector2) – The drawing location on screen.
- color (Microsoft.Xna.Framework.Color) – A color mask.
- rotation (float) – A rotation of this string.
- origin (Microsoft.Xna.Framework.Vector2) – Center of the rotation. 0,0 by default.
- scale (float) – A scaling of this string.
- effects (Microsoft.Xna.Framework.Graphics.SpriteEffects) – Modificators for drawing. Can be combined.
- layerDepth (float) – A depth of the layer of this string.
-
public void
DrawString
(SpriteFont spriteFont, string text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) Submit a text string of sprites for drawing in the current batch.
Parameters: - spriteFont (Microsoft.Xna.Framework.Graphics.SpriteFont) – A font.
- text (string) – The text which will be drawn.
- position (Microsoft.Xna.Framework.Vector2) – The drawing location on screen.
- color (Microsoft.Xna.Framework.Color) – A color mask.
- rotation (float) – A rotation of this string.
- origin (Microsoft.Xna.Framework.Vector2) – Center of the rotation. 0,0 by default.
- scale (Microsoft.Xna.Framework.Vector2) – A scaling of this string.
- effects (Microsoft.Xna.Framework.Graphics.SpriteEffects) – Modificators for drawing. Can be combined.
- layerDepth (float) – A depth of the layer of this string.
-
public void
DrawString
(SpriteFont spriteFont, System.Text.StringBuilder text, Vector2 position, Color color) Submit a text string of sprites for drawing in the current batch.
Parameters: - spriteFont (Microsoft.Xna.Framework.Graphics.SpriteFont) – A font.
- text (System.Text.StringBuilder) – The text which will be drawn.
- position (Microsoft.Xna.Framework.Vector2) – The drawing location on screen.
- color (Microsoft.Xna.Framework.Color) – A color mask.
-
public void
DrawString
(SpriteFont spriteFont, System.Text.StringBuilder text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) Submit a text string of sprites for drawing in the current batch.
Parameters: - spriteFont (Microsoft.Xna.Framework.Graphics.SpriteFont) – A font.
- text (System.Text.StringBuilder) – The text which will be drawn.
- position (Microsoft.Xna.Framework.Vector2) – The drawing location on screen.
- color (Microsoft.Xna.Framework.Color) – A color mask.
- rotation (float) – A rotation of this string.
- origin (Microsoft.Xna.Framework.Vector2) – Center of the rotation. 0,0 by default.
- scale (float) – A scaling of this string.
- effects (Microsoft.Xna.Framework.Graphics.SpriteEffects) – Modificators for drawing. Can be combined.
- layerDepth (float) – A depth of the layer of this string.
-
public void
DrawString
(SpriteFont spriteFont, System.Text.StringBuilder text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) Submit a text string of sprites for drawing in the current batch.
Parameters: - spriteFont (Microsoft.Xna.Framework.Graphics.SpriteFont) – A font.
- text (System.Text.StringBuilder) – The text which will be drawn.
- position (Microsoft.Xna.Framework.Vector2) – The drawing location on screen.
- color (Microsoft.Xna.Framework.Color) – A color mask.
- rotation (float) – A rotation of this string.
- origin (Microsoft.Xna.Framework.Vector2) – Center of the rotation. 0,0 by default.
- scale (Microsoft.Xna.Framework.Vector2) – A scaling of this string.
- effects (Microsoft.Xna.Framework.Graphics.SpriteEffects) – Modificators for drawing. Can be combined.
- layerDepth (float) – A depth of the layer of this string.
-
public void
SpriteEffect¶
SpriteEffects¶
-
enum
SpriteEffects
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines sprite visual options for mirroring.
-
SpriteEffects
None
No options specified.
-
SpriteEffects
FlipHorizontally
Render the sprite reversed along the X axis.
-
SpriteEffects
FlipVertically
Render the sprite reversed along the Y axis.
-
SpriteEffects
SpriteFont¶
-
class
SpriteFont
: System.Object -
readonly Texture2D
Texture
Gets the texture that this SpriteFont draws from.
-
readonly System.Collections.ObjectModel.ReadOnlyCollection<Char>
Characters
Gets a collection of the characters in the font.
-
System.Nullable<Char>
DefaultCharacter
Gets or sets the character that will be substituted when a given character is not included in the font.
-
int
LineSpacing
Gets or sets the line spacing (the distance from baseline to baseline) of the font.
-
float
Spacing
Gets or sets the spacing (tracking) between characters in the font.
-
System.Collections.Generic.Dictionary<Char, Glyph>
get_Glyphs
()
-
public System.Collections.Generic.Dictionary<Char, Glyph>
GetGlyphs
() Returns a copy of the dictionary containing the glyphs in this SpriteFont.
Returns: A new Dictionary containing all of the glyphs inthis SpriteFont
-
public Vector2
MeasureString
(string text) Returns the size of a string when rendered in this font.
Parameters: - text (string) – The text to measure.
Returns: - The size, in pixels, of ‘text’ when rendered in
this font.
-
public Vector2
MeasureString
(System.Text.StringBuilder text) Returns the size of the contents of a StringBuilder when rendered in this font.
Parameters: - text (System.Text.StringBuilder) – The text to measure.
Returns: - The size, in pixels, of ‘text’ when rendered in
this font.
-
void
MeasureString
(ref Microsoft.Xna.Framework.Graphics.CharacterSource text, ref Vector2 size) Parameters: - (ref) text (Microsoft.Xna.Framework.Graphics.CharacterSource) –
- (ref) size (Microsoft.Xna.Framework.Vector2) –
-
readonly Texture2D
SpriteSortMode¶
-
enum
SpriteSortMode
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines sprite sort rendering options.
-
SpriteSortMode
Deferred
All sprites are drawing when M:Microsoft.Xna.Framework.Graphics.SpriteBatch.End invokes, in order of draw call sequence. Depth is ignored.
-
SpriteSortMode
Immediate
Each sprite is drawing at individual draw call, instead of M:Microsoft.Xna.Framework.Graphics.SpriteBatch.End. Depth is ignored.
-
SpriteSortMode
Texture
Same as F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Deferred, except sprites are sorted by texture prior to drawing. Depth is ignored.
-
SpriteSortMode
BackToFront
Same as F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Deferred, except sprites are sorted by depth in back-to-front order prior to drawing.
-
SpriteSortMode
FrontToBack
Same as F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Deferred, except sprites are sorted by depth in front-to-back order prior to drawing.
-
SpriteSortMode
StencilOperation¶
-
enum
StencilOperation
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines stencil buffer operations.
-
StencilOperation
Keep
Does not update the stencil buffer entry.
-
StencilOperation
Zero
Sets the stencil buffer entry to 0.
-
StencilOperation
Replace
Replaces the stencil buffer entry with a reference value.
-
StencilOperation
Increment
Increments the stencil buffer entry, wrapping to 0 if the new value exceeds the maximum value.
-
StencilOperation
Decrement
Decrements the stencil buffer entry, wrapping to the maximum value if the new value is less than 0.
-
StencilOperation
IncrementSaturation
Increments the stencil buffer entry, clamping to the maximum value.
-
StencilOperation
DecrementSaturation
Decrements the stencil buffer entry, clamping to 0.
-
StencilOperation
Invert
Inverts the bits in the stencil buffer entry.
-
StencilOperation
SurfaceFormat¶
-
enum
SurfaceFormat
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines types of surface formats.
-
SurfaceFormat
Color
Unsigned 32-bit ARGB pixel format for store 8 bits per channel.
-
SurfaceFormat
Bgr565
Unsigned 16-bit BGR pixel format for store 5 bits for blue, 6 bits for green, and 5 bits for red.
-
SurfaceFormat
Bgra5551
Unsigned 16-bit BGRA pixel format where 5 bits reserved for each color and last bit is reserved for alpha.
-
SurfaceFormat
Bgra4444
Unsigned 16-bit BGRA pixel format for store 4 bits per channel.
-
SurfaceFormat
Dxt1
DXT1. Texture format with compression. Surface dimensions must be a multiple 4.
-
SurfaceFormat
Dxt3
DXT3. Texture format with compression. Surface dimensions must be a multiple 4.
-
SurfaceFormat
Dxt5
DXT5. Texture format with compression. Surface dimensions must be a multiple 4.
-
SurfaceFormat
NormalizedByte2
Signed 16-bit bump-map format for store 8 bits for u and v data.
-
SurfaceFormat
NormalizedByte4
Signed 16-bit bump-map format for store 8 bits per channel.
-
SurfaceFormat
Rgba1010102
Unsigned 32-bit RGBA pixel format for store 10 bits for each color and 2 bits for alpha.
-
SurfaceFormat
Rg32
Unsigned 32-bit RG pixel format using 16 bits per channel.
-
SurfaceFormat
Rgba64
Unsigned 64-bit RGBA pixel format using 16 bits per channel.
-
SurfaceFormat
Alpha8
Unsigned A 8-bit format for store 8 bits to alpha channel.
-
SurfaceFormat
Single
IEEE 32-bit R float format for store 32 bits to red channel.
-
SurfaceFormat
Vector2
IEEE 64-bit RG float format for store 32 bits per channel.
-
SurfaceFormat
Vector4
IEEE 128-bit RGBA float format for store 32 bits per channel.
-
SurfaceFormat
HalfSingle
Float 16-bit R format for store 16 bits to red channel.
-
SurfaceFormat
HalfVector2
Float 32-bit RG format for store 16 bits per channel.
-
SurfaceFormat
HalfVector4
Float 64-bit ARGB format for store 16 bits per channel.
-
SurfaceFormat
HdrBlendable
Float pixel format for high dynamic range data.
-
SurfaceFormat
Bgr32
For compatibility with WPF D3DImage.
-
SurfaceFormat
Bgra32
For compatibility with WPF D3DImage.
-
SurfaceFormat
ColorSRgb
Unsigned 32-bit RGBA sRGB pixel format that supports 8 bits per channel.
-
SurfaceFormat
Bgr32SRgb
Unsigned 32-bit sRGB pixel format that supports 8 bits per channel. 8 bits are unused.
-
SurfaceFormat
Bgra32SRgb
Unsigned 32-bit sRGB pixel format that supports 8 bits per channel.
-
SurfaceFormat
Dxt1SRgb
DXT1. sRGB texture format with compression. Surface dimensions must be a multiple of 4.
-
SurfaceFormat
Dxt3SRgb
DXT3. sRGB texture format with compression. Surface dimensions must be a multiple of 4.
-
SurfaceFormat
Dxt5SRgb
DXT5. sRGB texture format with compression. Surface dimensions must be a multiple of 4.
-
SurfaceFormat
RgbPvrtc2Bpp
PowerVR texture compression format (iOS and Android).
-
SurfaceFormat
RgbPvrtc4Bpp
PowerVR texture compression format (iOS and Android).
-
SurfaceFormat
RgbaPvrtc2Bpp
PowerVR texture compression format (iOS and Android).
-
SurfaceFormat
RgbaPvrtc4Bpp
PowerVR texture compression format (iOS and Android).
-
SurfaceFormat
RgbEtc1
Ericcson Texture Compression (Android)
-
SurfaceFormat
Dxt1a
DXT1 version where 1-bit alpha is used.
-
SurfaceFormat
RgbaAtcExplicitAlpha
ATC/ATITC compression (Android)
-
SurfaceFormat
RgbaAtcInterpolatedAlpha
ATC/ATITC compression (Android)
-
SurfaceFormat
SwapChainRenderTarget¶
-
class
SwapChainRenderTarget
: RenderTarget2D, System.IDisposable, Microsoft.Xna.Framework.Graphics.IRenderTarget A swap chain used for rendering to a secondary GameWindow.
-
PresentInterval
PresentInterval
-
public void
Present
() Displays the contents of the active back buffer to the screen.
-
PresentInterval
TargetBlendState¶
-
class
TargetBlendState
: System.Object -
BlendFunction
AlphaBlendFunction
-
Blend
AlphaDestinationBlend
-
Blend
AlphaSourceBlend
-
BlendFunction
ColorBlendFunction
-
Blend
ColorDestinationBlend
-
Blend
ColorSourceBlend
-
ColorWriteChannels
ColorWriteChannels
-
TargetBlendState
Clone
(BlendState parent) Parameters: - parent (Microsoft.Xna.Framework.Graphics.BlendState) –
-
void
GetState
(ref SharpDX.Direct3D11.RenderTargetBlendDescription desc) Parameters: - (ref) desc (SharpDX.Direct3D11.RenderTargetBlendDescription) –
-
BlendFunction
TextInputEventArgs¶
-
class
TextInputEventArgs
: System.EventArgs This class is used for the game window’s TextInput event as EventArgs.
-
readonly char
Character
-
readonly Keys
Key
-
readonly char
Texture¶
-
class
Texture
: GraphicsResource, System.IDisposable -
readonly SurfaceFormat
Format
-
readonly int
LevelCount
-
int
get_SortingKey
()
-
int
CalculateMipLevels
(int width, int height, int depth) Parameters: - width (int) –
- height (int) –
- depth (int) –
-
int
GetPitch
(int width) Parameters: - width (int) –
-
void
GraphicsDeviceResetting
()
-
public System.IntPtr
GetSharedHandle
() Gets the handle to a shared resource.
Returns: The handle of the shared resource, or F:System.IntPtr.Zero if the texture was not created as a shared resource.
-
abstract SharpDX.Direct3D11.Resource
CreateTexture
()
-
SharpDX.Direct3D11.Resource
GetTexture
()
-
SharpDX.Direct3D11.ShaderResourceView
GetShaderResourceView
()
-
readonly SurfaceFormat
Texture2D¶
-
class
Texture2D
: Texture, System.IDisposable -
readonly Rectangle
Bounds
Gets the dimensions of the texture
-
readonly int
Width
-
readonly int
Height
-
float
get_TexelWidth
()
-
float
get_TexelHeight
()
-
public void
SetData<T>
(int level, int arraySlice, System.Nullable<Rectangle> rect, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - level (int) –
- arraySlice (int) –
- rect (System.Nullable<Rectangle>) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
SetData<T>
(int level, System.Nullable<Rectangle> rect, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - level (int) –
- rect (System.Nullable<Rectangle>) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
SetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
SetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
-
public void
GetData<T>
(int level, int arraySlice, System.Nullable<Rectangle> rect, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - level (int) –
- arraySlice (int) –
- rect (System.Nullable<Rectangle>) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
GetData<T>
(int level, System.Nullable<Rectangle> rect, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - level (int) –
- rect (System.Nullable<Rectangle>) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
GetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
GetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
-
public Texture2D
FromStream
(GraphicsDevice graphicsDevice, System.IO.Stream stream) 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.
Parameters: - graphicsDevice (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
- stream (System.IO.Stream) –
Returns:
-
public void
SaveAsJpeg
(System.IO.Stream stream, int width, int height) Converts the texture to a JPG image
Parameters: - stream (System.IO.Stream) – Destination for the image
- width (int) –
- height (int) –
-
public void
SaveAsPng
(System.IO.Stream stream, int width, int height) Converts the texture to a PNG image
Parameters: - stream (System.IO.Stream) – Destination for the image
- width (int) –
- height (int) –
-
public void
Reload
(System.IO.Stream textureStream) Parameters: - textureStream (System.IO.Stream) –
-
SharpDX.Direct3D11.Resource
CreateTexture
()
-
SharpDX.DXGI.SampleDescription
GetTextureSampleDescription
()
-
readonly Rectangle
Texture3D¶
-
class
Texture3D
: Texture, System.IDisposable -
readonly int
Width
-
readonly int
Height
-
readonly int
Depth
-
public void
SetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
-
public void
SetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
SetData<T>
(int level, int left, int top, int right, int bottom, int front, int back, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - level (int) –
- left (int) –
- top (int) –
- right (int) –
- bottom (int) –
- front (int) –
- back (int) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
GetData<T>
(int level, int left, int top, int right, int bottom, int front, int back, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - level (int) –
- left (int) –
- top (int) –
- right (int) –
- bottom (int) –
- front (int) –
- back (int) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
GetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
GetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
-
SharpDX.Direct3D11.Resource
CreateTexture
()
-
readonly int
TextureAddressMode¶
-
enum
TextureAddressMode
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines modes for addressing texels using texture coordinates that are outside of the range of 0.0 to 1.0.
-
TextureAddressMode
Wrap
Texels outside range will form the tile at every integer junction.
-
TextureAddressMode
Clamp
Texels outside range will be set to color of 0.0 or 1.0 texel.
-
TextureAddressMode
Mirror
Same as F:Microsoft.Xna.Framework.Graphics.TextureAddressMode.Wrap but tiles will also flipped at every integer junction.
-
TextureAddressMode
Border
Texels outside range will be set to the border color.
-
TextureAddressMode
TextureCollection¶
-
class
TextureCollection
: System.Object -
Texture
Item
-
void
Clear
()
-
void
Dirty
() Marks all texture slots as dirty.
-
void
SetTextures
(GraphicsDevice device) Parameters: - device (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
-
void
ClearTargets
(GraphicsDevice device, Microsoft.Xna.Framework.Graphics.RenderTargetBinding[] targets) Parameters: - device (Microsoft.Xna.Framework.Graphics.GraphicsDevice) –
- targets (Microsoft.Xna.Framework.Graphics.RenderTargetBinding[]) –
-
Texture
TextureCube¶
-
class
TextureCube
: Texture, System.IDisposable -
readonly int
Size
Gets the width and height of the cube map face in pixels.
Value: The width and height of a cube map face in pixels.
-
public void
GetData<T>
(CubeMapFace cubeMapFace, Microsoft.Xna.Framework.Graphics.T[] data) Type Parameters: - T –
Parameters: - cubeMapFace (Microsoft.Xna.Framework.Graphics.CubeMapFace) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
-
public void
GetData<T>
(CubeMapFace cubeMapFace, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - cubeMapFace (Microsoft.Xna.Framework.Graphics.CubeMapFace) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
GetData<T>
(CubeMapFace cubeMapFace, int level, System.Nullable<Rectangle> rect, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - cubeMapFace (Microsoft.Xna.Framework.Graphics.CubeMapFace) –
- level (int) –
- rect (System.Nullable<Rectangle>) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
SetData<T>
(CubeMapFace face, Microsoft.Xna.Framework.Graphics.T[] data) Type Parameters: - T –
Parameters: - face (Microsoft.Xna.Framework.Graphics.CubeMapFace) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
-
public void
SetData<T>
(CubeMapFace face, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - face (Microsoft.Xna.Framework.Graphics.CubeMapFace) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
SetData<T>
(CubeMapFace face, int level, System.Nullable<Rectangle> rect, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - face (Microsoft.Xna.Framework.Graphics.CubeMapFace) –
- level (int) –
- rect (System.Nullable<Rectangle>) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
SharpDX.Direct3D11.Resource
CreateTexture
()
-
readonly int
TextureFilter¶
-
enum
TextureFilter
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines filtering types for texture sampler.
-
TextureFilter
Linear
Use linear filtering.
-
TextureFilter
Point
Use point filtering.
-
TextureFilter
Anisotropic
Use anisotropic filtering.
-
TextureFilter
LinearMipPoint
Use linear filtering to shrink or expand, and point filtering between mipmap levels (mip).
-
TextureFilter
PointMipLinear
Use point filtering to shrink (minify) or expand (magnify), and linear filtering between mipmap levels.
-
TextureFilter
MinLinearMagPointMipLinear
Use linear filtering to shrink, point filtering to expand, and linear filtering between mipmap levels.
-
TextureFilter
MinLinearMagPointMipPoint
Use linear filtering to shrink, point filtering to expand, and point filtering between mipmap levels.
-
TextureFilter
MinPointMagLinearMipLinear
Use point filtering to shrink, linear filtering to expand, and linear filtering between mipmap levels.
-
TextureFilter
MinPointMagLinearMipPoint
Use point filtering to shrink, linear filtering to expand, and point filtering between mipmap levels.
-
TextureFilter
TextureFilterMode¶
-
enum
TextureFilterMode
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Filtering modes for texture samplers.
-
TextureFilterMode
Default
-
TextureFilterMode
Comparison
-
TextureFilterMode
TitleContainer¶
-
class
TitleContainer
: System.Object -
string
get_Location
()
-
public System.IO.Stream
OpenStream
(string name) Returns an open stream to an exsiting file in the title storage area.
Parameters: - name (string) – The filepath relative to the title storage area.
Returns: A open stream or null if the file is not found.
-
string
NormalizeRelativePath
(string name) Parameters: - name (string) –
-
string
TouchCollection¶
-
struct
TouchCollection
: System.ValueType, System.Collections.Generic.IList<TouchLocation>, System.Collections.Generic.ICollection<TouchLocation>, System.Collections.Generic.IEnumerable<TouchLocation>, System.Collections.IEnumerable Provides state information for a touch screen enabled device.
-
readonly bool
IsConnected
States if a touch screen is available.
-
readonly bool
IsReadOnly
States if touch collection is read only.
-
TouchLocation
Item
-
readonly int
Count
Returns the number of T:Microsoft.Xna.Framework.Input.Touch.TouchLocation items that exist in the collection.
-
bool
FindById
(int id, ref TouchLocation touchLocation) Parameters: - id (int) –
- (ref) touchLocation (Microsoft.Xna.Framework.Input.Touch.TouchLocation) –
-
int
IndexOf
(TouchLocation item) Returns the index of the first occurrence of specified T:Microsoft.Xna.Framework.Input.Touch.TouchLocation item in the collection.
Parameters: - item (Microsoft.Xna.Framework.Input.Touch.TouchLocation) – T:Microsoft.Xna.Framework.Input.Touch.TouchLocation to query.
Returns:
-
void
Insert
(int index, TouchLocation item) Inserts a T:Microsoft.Xna.Framework.Input.Touch.TouchLocation item into the indicated position.
Parameters: - index (int) – The position to insert into.
- item (Microsoft.Xna.Framework.Input.Touch.TouchLocation) – The T:Microsoft.Xna.Framework.Input.Touch.TouchLocation item to insert.
-
void
RemoveAt
(int index) Removes the T:Microsoft.Xna.Framework.Input.Touch.TouchLocation item at specified index.
Parameters: - index (int) – Index of the item that will be removed from collection.
-
void
Add
(TouchLocation item) Adds a T:Microsoft.Xna.Framework.Input.Touch.TouchLocation to the collection.
Parameters: - item (Microsoft.Xna.Framework.Input.Touch.TouchLocation) – The T:Microsoft.Xna.Framework.Input.Touch.TouchLocation item to be added.
-
void
Clear
() Clears all the items in collection.
-
bool
Contains
(TouchLocation item) Returns true if specified T:Microsoft.Xna.Framework.Input.Touch.TouchLocation item exists in the collection, false otherwise./>
Parameters: - item (Microsoft.Xna.Framework.Input.Touch.TouchLocation) – The T:Microsoft.Xna.Framework.Input.Touch.TouchLocation item to query for.
Returns: Returns true if queried item is found, false otherwise.
-
void
CopyTo
(Microsoft.Xna.Framework.Input.Touch.TouchLocation[] array, int arrayIndex) Copies the :ref:`T:Microsoft.Xna.Framework.Input.Touch.TouchLocation`collection to specified array starting from the given index.
Parameters: - array (Microsoft.Xna.Framework.Input.Touch.TouchLocation[]) – The array to copy T:Microsoft.Xna.Framework.Input.Touch.TouchLocation items.
- arrayIndex (int) – The starting index of the copy operation.
-
bool
Remove
(TouchLocation item) Removes the specified T:Microsoft.Xna.Framework.Input.Touch.TouchLocation item from the collection.
Parameters: - item (Microsoft.Xna.Framework.Input.Touch.TouchLocation) – The T:Microsoft.Xna.Framework.Input.Touch.TouchLocation item to remove.
Returns:
-
Microsoft.Xna.Framework.Input.Touch.Enumerator
GetEnumerator
() Returns an enumerator for the T:Microsoft.Xna.Framework.Input.Touch.TouchCollection.
Returns: Enumerable list of T:Microsoft.Xna.Framework.Input.Touch.TouchLocation objects.
-
readonly bool
TouchLocation¶
-
struct
TouchLocation
: System.ValueType, System.IEquatable<TouchLocation> -
readonly int
Id
-
readonly Vector2
Position
-
readonly float
Pressure
-
readonly TouchLocationState
State
-
Vector2
get_PressPosition
()
-
System.TimeSpan
get_PressTimestamp
()
-
System.TimeSpan
get_Timestamp
()
-
Vector2
get_Velocity
()
-
TouchLocation
AsMovedState
() Returns a copy of the touch with the state changed to moved.
Returns: The new touch location.
-
bool
UpdateState
(TouchLocation touchEvent) Updates the touch location using the new event.
Parameters: - touchEvent (Microsoft.Xna.Framework.Input.Touch.TouchLocation) – The next event for this touch location.
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
bool
Equals
(TouchLocation other) Parameters: - other (Microsoft.Xna.Framework.Input.Touch.TouchLocation) –
-
int
GetHashCode
()
-
string
ToString
()
-
bool
TryGetPreviousLocation
(ref TouchLocation aPreviousLocation) Parameters: - (ref) aPreviousLocation (Microsoft.Xna.Framework.Input.Touch.TouchLocation) –
-
bool
op_Inequality
(TouchLocation value1, TouchLocation value2) Parameters: - value1 (Microsoft.Xna.Framework.Input.Touch.TouchLocation) –
- value2 (Microsoft.Xna.Framework.Input.Touch.TouchLocation) –
-
bool
op_Equality
(TouchLocation value1, TouchLocation value2) Parameters: - value1 (Microsoft.Xna.Framework.Input.Touch.TouchLocation) –
- value2 (Microsoft.Xna.Framework.Input.Touch.TouchLocation) –
-
void
AgeState
()
-
readonly int
TouchLocationState¶
-
enum
TouchLocationState
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Holds the possible state information for a touch location..
-
TouchLocationState
Invalid
This touch location position is invalid.
-
TouchLocationState
Moved
This touch location position was updated or pressed at the same position.
-
TouchLocationState
Pressed
This touch location position is new.
-
TouchLocationState
Released
This touch location position was released.
-
TouchLocationState
TouchPanel¶
-
class
TouchPanel
: System.Object Allows retrieval of information from Touch Panel device.
-
System.IntPtr
WindowHandle
The window handle of the touch panel. Purely for Xna compatibility.
-
int
DisplayHeight
Gets or sets the display height of the touch panel.
-
DisplayOrientation
DisplayOrientation
Gets or sets the display orientation of the touch panel.
-
int
DisplayWidth
Gets or sets the display width of the touch panel.
-
GestureType
EnabledGestures
Gets or sets enabled gestures.
-
bool
EnableMouseTouchPoint
-
bool
EnableMouseGestures
-
readonly bool
IsGestureAvailable
Returns true if a touch gesture is available.
-
public TouchCollection
GetState
() Gets the current state of the touch panel.
Returns: T:Microsoft.Xna.Framework.Input.Touch.TouchCollection
-
public TouchPanelState
GetState
(GameWindow window) Parameters: - window (Microsoft.Xna.Framework.GameWindow) –
-
public TouchPanelCapabilities
GetCapabilities
()
-
void
AddEvent
(int id, TouchLocationState state, Vector2 position) Parameters: - id (int) –
- state (Microsoft.Xna.Framework.Input.Touch.TouchLocationState) –
- position (Microsoft.Xna.Framework.Vector2) –
-
void
AddEvent
(int id, TouchLocationState state, Vector2 position, bool isMouse) Parameters: - id (int) –
- state (Microsoft.Xna.Framework.Input.Touch.TouchLocationState) –
- position (Microsoft.Xna.Framework.Vector2) –
- isMouse (bool) –
-
public GestureSample
ReadGesture
() Returns the next available gesture on touch panel device.
Returns: T:Microsoft.Xna.Framework.Input.Touch.GestureSample
-
System.IntPtr
TouchPanelCapabilities¶
-
struct
TouchPanelCapabilities
: System.ValueType Allows retrieval of capabilities information from touch panel device.
-
readonly bool
HasPressure
-
readonly bool
IsConnected
Returns true if a device is available for use.
-
readonly int
MaximumTouchCount
Returns the maximum number of touch locations tracked by the touch panel device.
-
void
Initialize
()
-
readonly bool
TouchPanelState¶
-
class
TouchPanelState
: System.Object -
System.IntPtr
WindowHandle
The window handle of the touch panel. Purely for Xna compatibility.
-
int
DisplayHeight
Gets or sets the display height of the touch panel.
-
DisplayOrientation
DisplayOrientation
Gets or sets the display orientation of the touch panel.
-
int
DisplayWidth
Gets or sets the display width of the touch panel.
-
GestureType
EnabledGestures
Gets or sets enabled gestures.
-
bool
EnableMouseTouchPoint
-
bool
EnableMouseGestures
-
readonly bool
IsGestureAvailable
Returns true if a touch gesture is available.
-
System.TimeSpan
get_CurrentTimestamp
()
-
void
set_CurrentTimestamp
(System.TimeSpan value) Parameters: - value (System.TimeSpan) –
-
public TouchPanelCapabilities
GetCapabilities
() Returns capabilities of touch panel device.
Returns: T:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities
-
public TouchCollection
GetState
()
-
void
AddEvent
(int id, TouchLocationState state, Vector2 position) Parameters: - id (int) –
- state (Microsoft.Xna.Framework.Input.Touch.TouchLocationState) –
- position (Microsoft.Xna.Framework.Vector2) –
-
void
AddEvent
(int id, TouchLocationState state, Vector2 position, bool isMouse) Parameters: - id (int) –
- state (Microsoft.Xna.Framework.Input.Touch.TouchLocationState) –
- position (Microsoft.Xna.Framework.Vector2) –
- isMouse (bool) –
-
void
ReleaseAllTouches
() This will release all touch locations. It should only be called on platforms where touch state is reset all at once.
-
public GestureSample
ReadGesture
() Returns the next available gesture on touch panel device.
Returns: T:Microsoft.Xna.Framework.Input.Touch.GestureSample
-
System.IntPtr
Vector2¶
-
struct
Vector2
: System.ValueType, System.IEquatable<Vector2> Describes a 2D-vector.
-
float
X
The x coordinate of this T:Microsoft.Xna.Framework.Vector2.
-
float
Y
The y coordinate of this T:Microsoft.Xna.Framework.Vector2.
-
readonly Vector2
Zero
Returns a T:Microsoft.Xna.Framework.Vector2 with components 0, 0.
-
readonly Vector2
One
Returns a T:Microsoft.Xna.Framework.Vector2 with components 1, 1.
-
readonly Vector2
UnitX
Returns a T:Microsoft.Xna.Framework.Vector2 with components 1, 0.
-
readonly Vector2
UnitY
Returns a T:Microsoft.Xna.Framework.Vector2 with components 0, 1.
-
string
get_DebugDisplayString
()
-
Vector2
op_UnaryNegation
(Vector2 value) Inverts values in the specified T:Microsoft.Xna.Framework.Vector2.
Parameters: - value (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2 on the right of the sub sign.
Returns: Result of the inversion.
-
Vector2
op_Addition
(Vector2 value1, Vector2 value2) Adds two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2 on the left of the add sign.
- value2 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2 on the right of the add sign.
Returns: Sum of the vectors.
-
Vector2
op_Subtraction
(Vector2 value1, Vector2 value2) Subtracts a T:Microsoft.Xna.Framework.Vector2 from a T:Microsoft.Xna.Framework.Vector2.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2 on the left of the sub sign.
- value2 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2 on the right of the sub sign.
Returns: Result of the vector subtraction.
-
Vector2
op_Multiply
(Vector2 value1, Vector2 value2) Multiplies the components of two vectors by each other.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2 on the left of the mul sign.
- value2 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2 on the right of the mul sign.
Returns: Result of the vector multiplication.
-
Vector2
op_Multiply
(Vector2 value, float scaleFactor) Multiplies the components of vector by a scalar.
Parameters: - value (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2 on the left of the mul sign.
- scaleFactor (float) – Scalar value on the right of the mul sign.
Returns: Result of the vector multiplication with a scalar.
-
Vector2
op_Multiply
(float scaleFactor, Vector2 value) Multiplies the components of vector by a scalar.
Parameters: - scaleFactor (float) – Scalar value on the left of the mul sign.
- value (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2 on the right of the mul sign.
Returns: Result of the vector multiplication with a scalar.
-
Vector2
op_Division
(Vector2 value1, Vector2 value2) Divides the components of a T:Microsoft.Xna.Framework.Vector2 by the components of another T:Microsoft.Xna.Framework.Vector2.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2 on the left of the div sign.
- value2 (Microsoft.Xna.Framework.Vector2) – Divisor T:Microsoft.Xna.Framework.Vector2 on the right of the div sign.
Returns: The result of dividing the vectors.
-
Vector2
op_Division
(Vector2 value1, float divider) Divides the components of a T:Microsoft.Xna.Framework.Vector2 by a scalar.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2 on the left of the div sign.
- divider (float) – Divisor scalar on the right of the div sign.
Returns: The result of dividing a vector by a scalar.
-
bool
op_Equality
(Vector2 value1, Vector2 value2) Compares whether two T:Microsoft.Xna.Framework.Vector2 instances are equal.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – T:Microsoft.Xna.Framework.Vector2 instance on the left of the equal sign.
- value2 (Microsoft.Xna.Framework.Vector2) – T:Microsoft.Xna.Framework.Vector2 instance on the right of the equal sign.
Returns: true if the instances are equal; false otherwise.
-
bool
op_Inequality
(Vector2 value1, Vector2 value2) Compares whether two T:Microsoft.Xna.Framework.Vector2 instances are not equal.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – T:Microsoft.Xna.Framework.Vector2 instance on the left of the not equal sign.
- value2 (Microsoft.Xna.Framework.Vector2) – T:Microsoft.Xna.Framework.Vector2 instance on the right of the not equal sign.
Returns: true if the instances are not equal; false otherwise.
-
Vector2
Add
(Vector2 value1, Vector2 value2) Performs vector addition on and .
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – The first vector to add.
- value2 (Microsoft.Xna.Framework.Vector2) – The second vector to add.
Returns: The result of the vector addition.
-
void
Add
(ref Vector2 value1, ref Vector2 value2, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
Vector2
Barycentric
(Vector2 value1, Vector2 value2, Vector2 value3, float amount1, float amount2) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 2d-triangle.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – The first vector of 2d-triangle.
- value2 (Microsoft.Xna.Framework.Vector2) – The second vector of 2d-triangle.
- value3 (Microsoft.Xna.Framework.Vector2) – The third vector of 2d-triangle.
- amount1 (float) – Barycentric scalar b2 which represents a weighting factor towards second vector of 2d-triangle.
- amount2 (float) – Barycentric scalar b3 which represents a weighting factor towards third vector of 2d-triangle.
Returns: The cartesian translation of barycentric coordinates.
-
void
Barycentric
(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, float amount1, float amount2, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- (ref) value3 (Microsoft.Xna.Framework.Vector2) –
- amount1 (float) –
- amount2 (float) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
Vector2
CatmullRom
(Vector2 value1, Vector2 value2, Vector2 value3, Vector2 value4, float amount) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains CatmullRom interpolation of the specified vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – The first vector in interpolation.
- value2 (Microsoft.Xna.Framework.Vector2) – The second vector in interpolation.
- value3 (Microsoft.Xna.Framework.Vector2) – The third vector in interpolation.
- value4 (Microsoft.Xna.Framework.Vector2) – The fourth vector in interpolation.
- amount (float) – Weighting factor.
Returns: The result of CatmullRom interpolation.
-
void
CatmullRom
(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, ref Vector2 value4, float amount, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- (ref) value3 (Microsoft.Xna.Framework.Vector2) –
- (ref) value4 (Microsoft.Xna.Framework.Vector2) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
Vector2
Clamp
(Vector2 value1, Vector2 min, Vector2 max) Clamps the specified value within a range.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – The value to clamp.
- min (Microsoft.Xna.Framework.Vector2) – The min value.
- max (Microsoft.Xna.Framework.Vector2) – The max value.
Returns: The clamped value.
-
void
Clamp
(ref Vector2 value1, ref Vector2 min, ref Vector2 max, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) min (Microsoft.Xna.Framework.Vector2) –
- (ref) max (Microsoft.Xna.Framework.Vector2) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
float
Distance
(Vector2 value1, Vector2 value2) Returns the distance between two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector2) – The second vector.
Returns: The distance between two vectors.
-
void
Distance
(ref Vector2 value1, ref Vector2 value2, ref float result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- (ref) result (float) –
-
float
DistanceSquared
(Vector2 value1, Vector2 value2) Returns the squared distance between two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector2) – The second vector.
Returns: The squared distance between two vectors.
-
void
DistanceSquared
(ref Vector2 value1, ref Vector2 value2, ref float result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- (ref) result (float) –
-
Vector2
Divide
(Vector2 value1, Vector2 value2) Divides the components of a T:Microsoft.Xna.Framework.Vector2 by the components of another T:Microsoft.Xna.Framework.Vector2.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
- value2 (Microsoft.Xna.Framework.Vector2) – Divisor T:Microsoft.Xna.Framework.Vector2.
Returns: The result of dividing the vectors.
-
void
Divide
(ref Vector2 value1, ref Vector2 value2, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
Vector2
Divide
(Vector2 value1, float divider) Divides the components of a T:Microsoft.Xna.Framework.Vector2 by a scalar.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
- divider (float) – Divisor scalar.
Returns: The result of dividing a vector by a scalar.
-
void
Divide
(ref Vector2 value1, float divider, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- divider (float) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
float
Dot
(Vector2 value1, Vector2 value2) Returns a dot product of two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector2) – The second vector.
Returns: The dot product of two vectors.
-
void
Dot
(ref Vector2 value1, ref Vector2 value2, ref float result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- (ref) result (float) –
-
bool
Equals
(System.Object obj) Compares whether current instance is equal to specified T:System.Object.
Parameters: - obj (System.Object) – The T:System.Object to compare.
Returns: true if the instances are equal; false otherwise.
-
bool
Equals
(Vector2 other) Compares whether current instance is equal to specified T:Microsoft.Xna.Framework.Vector2.
Parameters: - other (Microsoft.Xna.Framework.Vector2) – The T:Microsoft.Xna.Framework.Vector2 to compare.
Returns: true if the instances are equal; false otherwise.
-
int
GetHashCode
() Gets the hash code of this T:Microsoft.Xna.Framework.Vector2.
Returns: Hash code of this T:Microsoft.Xna.Framework.Vector2.
-
Vector2
Hermite
(Vector2 value1, Vector2 tangent1, Vector2 value2, Vector2 tangent2, float amount) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains hermite spline interpolation.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – The first position vector.
- tangent1 (Microsoft.Xna.Framework.Vector2) – The first tangent vector.
- value2 (Microsoft.Xna.Framework.Vector2) – The second position vector.
- tangent2 (Microsoft.Xna.Framework.Vector2) – The second tangent vector.
- amount (float) – Weighting factor.
Returns: The hermite spline interpolation vector.
-
void
Hermite
(ref Vector2 value1, ref Vector2 tangent1, ref Vector2 value2, ref Vector2 tangent2, float amount, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) tangent1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- (ref) tangent2 (Microsoft.Xna.Framework.Vector2) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
float
Length
() Returns the length of this T:Microsoft.Xna.Framework.Vector2.
Returns: The length of this T:Microsoft.Xna.Framework.Vector2.
-
float
LengthSquared
() Returns the squared length of this T:Microsoft.Xna.Framework.Vector2.
Returns: The squared length of this T:Microsoft.Xna.Framework.Vector2.
-
Vector2
Lerp
(Vector2 value1, Vector2 value2, float amount) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains linear interpolation of the specified vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector2) – The second vector.
- amount (float) – Weighting value(between 0.0 and 1.0).
Returns: The result of linear interpolation of the specified vectors.
-
void
Lerp
(ref Vector2 value1, ref Vector2 value2, float amount, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
Vector2
LerpPrecise
(Vector2 value1, Vector2 value2, float amount) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains linear interpolation of the specified vectors. Uses M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single) on MathHelper for the interpolation. Less efficient but more precise compared to M:Microsoft.Xna.Framework.Vector2.Lerp(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single). See remarks section of M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single) on MathHelper for more info.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector2) – The second vector.
- amount (float) – Weighting value(between 0.0 and 1.0).
Returns: The result of linear interpolation of the specified vectors.
-
void
LerpPrecise
(ref Vector2 value1, ref Vector2 value2, float amount, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
Vector2
Max
(Vector2 value1, Vector2 value2) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains a maximal values from the two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector2) – The second vector.
Returns: The T:Microsoft.Xna.Framework.Vector2 with maximal values from the two vectors.
-
void
Max
(ref Vector2 value1, ref Vector2 value2, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
Vector2
Min
(Vector2 value1, Vector2 value2) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains a minimal values from the two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector2) – The second vector.
Returns: The T:Microsoft.Xna.Framework.Vector2 with minimal values from the two vectors.
-
void
Min
(ref Vector2 value1, ref Vector2 value2, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
Vector2
Multiply
(Vector2 value1, Vector2 value2) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains a multiplication of two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
- value2 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
Returns: The result of the vector multiplication.
-
void
Multiply
(ref Vector2 value1, ref Vector2 value2, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
Vector2
Multiply
(Vector2 value1, float scaleFactor) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains a multiplication of T:Microsoft.Xna.Framework.Vector2 and a scalar.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
- scaleFactor (float) – Scalar value.
Returns: The result of the vector multiplication with a scalar.
-
void
Multiply
(ref Vector2 value1, float scaleFactor, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- scaleFactor (float) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
Vector2
Negate
(Vector2 value) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains the specified vector inversion.
Parameters: - value (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
Returns: The result of the vector inversion.
-
void
Negate
(ref Vector2 value, ref Vector2 result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector2) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
void
Normalize
() Turns this T:Microsoft.Xna.Framework.Vector2 to a unit vector with the same direction.
-
Vector2
Normalize
(Vector2 value) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains a normalized values from another vector.
Parameters: - value (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
Returns: Unit vector.
-
void
Normalize
(ref Vector2 value, ref Vector2 result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector2) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
Vector2
Reflect
(Vector2 vector, Vector2 normal) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains reflect vector of the given vector and normal.
Parameters: - vector (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
- normal (Microsoft.Xna.Framework.Vector2) – Reflection normal.
Returns: Reflected vector.
-
void
Reflect
(ref Vector2 vector, ref Vector2 normal, ref Vector2 result) Parameters: - (ref) vector (Microsoft.Xna.Framework.Vector2) –
- (ref) normal (Microsoft.Xna.Framework.Vector2) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
Vector2
SmoothStep
(Vector2 value1, Vector2 value2, float amount) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains cubic interpolation of the specified vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
- value2 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
- amount (float) – Weighting value.
Returns: Cubic interpolation of the specified vectors.
-
void
SmoothStep
(ref Vector2 value1, ref Vector2 value2, float amount, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
Vector2
Subtract
(Vector2 value1, Vector2 value2) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains subtraction of on T:Microsoft.Xna.Framework.Vector2 from a another.
Parameters: - value1 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
- value2 (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
Returns: The result of the vector subtraction.
-
void
Subtract
(ref Vector2 value1, ref Vector2 value2, ref Vector2 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector2) –
- (ref) value2 (Microsoft.Xna.Framework.Vector2) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
string
ToString
() Returns a T:System.String representation of this T:Microsoft.Xna.Framework.Vector2 in the format: {X:[F:Microsoft.Xna.Framework.Vector2.X] Y:[F:Microsoft.Xna.Framework.Vector2.Y]}
Returns: A T:System.String representation of this T:Microsoft.Xna.Framework.Vector2.
-
Point
ToPoint
() Gets a T:Microsoft.Xna.Framework.Point representation for this object.
Returns: A T:Microsoft.Xna.Framework.Point representation for this object.
-
Vector2
Transform
(Vector2 position, Matrix matrix) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains a transformation of 2d-vector by the specified T:Microsoft.Xna.Framework.Matrix.
Parameters: - position (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
- matrix (Microsoft.Xna.Framework.Matrix) – The transformation T:Microsoft.Xna.Framework.Matrix.
Returns: Transformed T:Microsoft.Xna.Framework.Vector2.
-
void
Transform
(ref Vector2 position, ref Matrix matrix, ref Vector2 result) Parameters: - (ref) position (Microsoft.Xna.Framework.Vector2) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
Vector2
Transform
(Vector2 value, Quaternion rotation) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains a transformation of 2d-vector by the specified T:Microsoft.Xna.Framework.Quaternion, representing the rotation.
Parameters: - value (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
- rotation (Microsoft.Xna.Framework.Quaternion) – The T:Microsoft.Xna.Framework.Quaternion which contains rotation transformation.
Returns: Transformed T:Microsoft.Xna.Framework.Vector2.
-
void
Transform
(ref Vector2 value, ref Quaternion rotation, ref Vector2 result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector2) –
- (ref) rotation (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
void
Transform
(Microsoft.Xna.Framework.Vector2[] sourceArray, int sourceIndex, ref Matrix matrix, Microsoft.Xna.Framework.Vector2[] destinationArray, int destinationIndex, int length) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector2[]) –
- sourceIndex (int) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- destinationArray (Microsoft.Xna.Framework.Vector2[]) –
- destinationIndex (int) –
- length (int) –
-
void
Transform
(Microsoft.Xna.Framework.Vector2[] sourceArray, int sourceIndex, ref Quaternion rotation, Microsoft.Xna.Framework.Vector2[] destinationArray, int destinationIndex, int length) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector2[]) –
- sourceIndex (int) –
- (ref) rotation (Microsoft.Xna.Framework.Quaternion) –
- destinationArray (Microsoft.Xna.Framework.Vector2[]) –
- destinationIndex (int) –
- length (int) –
-
void
Transform
(Microsoft.Xna.Framework.Vector2[] sourceArray, ref Matrix matrix, Microsoft.Xna.Framework.Vector2[] destinationArray) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector2[]) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- destinationArray (Microsoft.Xna.Framework.Vector2[]) –
-
void
Transform
(Microsoft.Xna.Framework.Vector2[] sourceArray, ref Quaternion rotation, Microsoft.Xna.Framework.Vector2[] destinationArray) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector2[]) –
- (ref) rotation (Microsoft.Xna.Framework.Quaternion) –
- destinationArray (Microsoft.Xna.Framework.Vector2[]) –
-
Vector2
TransformNormal
(Vector2 normal, Matrix matrix) Creates a new T:Microsoft.Xna.Framework.Vector2 that contains a transformation of the specified normal by the specified T:Microsoft.Xna.Framework.Matrix.
Parameters: - normal (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2 which represents a normal vector.
- matrix (Microsoft.Xna.Framework.Matrix) – The transformation T:Microsoft.Xna.Framework.Matrix.
Returns: Transformed normal.
-
void
TransformNormal
(ref Vector2 normal, ref Matrix matrix, ref Vector2 result) Parameters: - (ref) normal (Microsoft.Xna.Framework.Vector2) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Vector2) –
-
void
TransformNormal
(Microsoft.Xna.Framework.Vector2[] sourceArray, int sourceIndex, ref Matrix matrix, Microsoft.Xna.Framework.Vector2[] destinationArray, int destinationIndex, int length) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector2[]) –
- sourceIndex (int) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- destinationArray (Microsoft.Xna.Framework.Vector2[]) –
- destinationIndex (int) –
- length (int) –
-
void
TransformNormal
(Microsoft.Xna.Framework.Vector2[] sourceArray, ref Matrix matrix, Microsoft.Xna.Framework.Vector2[] destinationArray) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector2[]) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- destinationArray (Microsoft.Xna.Framework.Vector2[]) –
-
float
Vector2TypeConverter¶
-
class
Vector2TypeConverter
: System.ComponentModel.TypeConverter -
public bool
CanConvertTo
(System.ComponentModel.ITypeDescriptorContext context, System.Type destinationType) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- destinationType (System.Type) –
-
public System.Object
ConvertTo
(System.ComponentModel.ITypeDescriptorContext context, System.Globalization.CultureInfo culture, System.Object value, System.Type destinationType) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- culture (System.Globalization.CultureInfo) –
- value (System.Object) –
- destinationType (System.Type) –
-
public bool
CanConvertFrom
(System.ComponentModel.ITypeDescriptorContext context, System.Type sourceType) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- sourceType (System.Type) –
-
public System.Object
ConvertFrom
(System.ComponentModel.ITypeDescriptorContext context, System.Globalization.CultureInfo culture, System.Object value) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- culture (System.Globalization.CultureInfo) –
- value (System.Object) –
-
public bool
Vector3¶
-
struct
Vector3
: System.ValueType, System.IEquatable<Vector3> Describes a 3D-vector.
-
float
X
The x coordinate of this T:Microsoft.Xna.Framework.Vector3.
-
float
Y
The y coordinate of this T:Microsoft.Xna.Framework.Vector3.
-
float
Z
The z coordinate of this T:Microsoft.Xna.Framework.Vector3.
-
readonly Vector3
Zero
Returns a T:Microsoft.Xna.Framework.Vector3 with components 0, 0, 0.
-
readonly Vector3
One
Returns a T:Microsoft.Xna.Framework.Vector3 with components 1, 1, 1.
-
readonly Vector3
UnitX
Returns a T:Microsoft.Xna.Framework.Vector3 with components 1, 0, 0.
-
readonly Vector3
UnitY
Returns a T:Microsoft.Xna.Framework.Vector3 with components 0, 1, 0.
-
readonly Vector3
UnitZ
Returns a T:Microsoft.Xna.Framework.Vector3 with components 0, 0, 1.
-
readonly Vector3
Up
Returns a T:Microsoft.Xna.Framework.Vector3 with components 0, 1, 0.
-
readonly Vector3
Down
Returns a T:Microsoft.Xna.Framework.Vector3 with components 0, -1, 0.
-
readonly Vector3
Right
Returns a T:Microsoft.Xna.Framework.Vector3 with components 1, 0, 0.
-
readonly Vector3
Left
Returns a T:Microsoft.Xna.Framework.Vector3 with components -1, 0, 0.
-
readonly Vector3
Forward
Returns a T:Microsoft.Xna.Framework.Vector3 with components 0, 0, -1.
-
readonly Vector3
Backward
Returns a T:Microsoft.Xna.Framework.Vector3 with components 0, 0, 1.
-
string
get_DebugDisplayString
()
-
Vector3
Add
(Vector3 value1, Vector3 value2) Performs vector addition on and .
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – The first vector to add.
- value2 (Microsoft.Xna.Framework.Vector3) – The second vector to add.
Returns: The result of the vector addition.
-
void
Add
(ref Vector3 value1, ref Vector3 value2, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
Vector3
Barycentric
(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 3d-triangle.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – The first vector of 3d-triangle.
- value2 (Microsoft.Xna.Framework.Vector3) – The second vector of 3d-triangle.
- value3 (Microsoft.Xna.Framework.Vector3) – The third vector of 3d-triangle.
- amount1 (float) – Barycentric scalar b2 which represents a weighting factor towards second vector of 3d-triangle.
- amount2 (float) – Barycentric scalar b3 which represents a weighting factor towards third vector of 3d-triangle.
Returns: The cartesian translation of barycentric coordinates.
-
void
Barycentric
(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, float amount1, float amount2, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- (ref) value3 (Microsoft.Xna.Framework.Vector3) –
- amount1 (float) –
- amount2 (float) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
Vector3
CatmullRom
(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains CatmullRom interpolation of the specified vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – The first vector in interpolation.
- value2 (Microsoft.Xna.Framework.Vector3) – The second vector in interpolation.
- value3 (Microsoft.Xna.Framework.Vector3) – The third vector in interpolation.
- value4 (Microsoft.Xna.Framework.Vector3) – The fourth vector in interpolation.
- amount (float) – Weighting factor.
Returns: The result of CatmullRom interpolation.
-
void
CatmullRom
(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, ref Vector3 value4, float amount, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- (ref) value3 (Microsoft.Xna.Framework.Vector3) –
- (ref) value4 (Microsoft.Xna.Framework.Vector3) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
Vector3
Clamp
(Vector3 value1, Vector3 min, Vector3 max) Clamps the specified value within a range.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – The value to clamp.
- min (Microsoft.Xna.Framework.Vector3) – The min value.
- max (Microsoft.Xna.Framework.Vector3) – The max value.
Returns: The clamped value.
-
void
Clamp
(ref Vector3 value1, ref Vector3 min, ref Vector3 max, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) min (Microsoft.Xna.Framework.Vector3) –
- (ref) max (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
Vector3
Cross
(Vector3 vector1, Vector3 vector2) Computes the cross product of two vectors.
Parameters: - vector1 (Microsoft.Xna.Framework.Vector3) – The first vector.
- vector2 (Microsoft.Xna.Framework.Vector3) – The second vector.
Returns: The cross product of two vectors.
-
void
Cross
(ref Vector3 vector1, ref Vector3 vector2, ref Vector3 result) Parameters: - (ref) vector1 (Microsoft.Xna.Framework.Vector3) –
- (ref) vector2 (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
float
Distance
(Vector3 value1, Vector3 value2) Returns the distance between two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector3) – The second vector.
Returns: The distance between two vectors.
-
void
Distance
(ref Vector3 value1, ref Vector3 value2, ref float result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- (ref) result (float) –
-
float
DistanceSquared
(Vector3 value1, Vector3 value2) Returns the squared distance between two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector3) – The second vector.
Returns: The squared distance between two vectors.
-
void
DistanceSquared
(ref Vector3 value1, ref Vector3 value2, ref float result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- (ref) result (float) –
-
Vector3
Divide
(Vector3 value1, Vector3 value2) Divides the components of a T:Microsoft.Xna.Framework.Vector3 by the components of another T:Microsoft.Xna.Framework.Vector3.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
- value2 (Microsoft.Xna.Framework.Vector3) – Divisor T:Microsoft.Xna.Framework.Vector3.
Returns: The result of dividing the vectors.
-
Vector3
Divide
(Vector3 value1, float divider) Divides the components of a T:Microsoft.Xna.Framework.Vector3 by a scalar.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
- divider (float) – Divisor scalar.
Returns: The result of dividing a vector by a scalar.
-
void
Divide
(ref Vector3 value1, float divider, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- divider (float) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
void
Divide
(ref Vector3 value1, ref Vector3 value2, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
float
Dot
(Vector3 value1, Vector3 value2) Returns a dot product of two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector3) – The second vector.
Returns: The dot product of two vectors.
-
void
Dot
(ref Vector3 value1, ref Vector3 value2, ref float result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- (ref) result (float) –
-
bool
Equals
(System.Object obj) Compares whether current instance is equal to specified T:System.Object.
Parameters: - obj (System.Object) – The T:System.Object to compare.
Returns: true if the instances are equal; false otherwise.
-
bool
Equals
(Vector3 other) Compares whether current instance is equal to specified T:Microsoft.Xna.Framework.Vector3.
Parameters: - other (Microsoft.Xna.Framework.Vector3) – The T:Microsoft.Xna.Framework.Vector3 to compare.
Returns: true if the instances are equal; false otherwise.
-
int
GetHashCode
() Gets the hash code of this T:Microsoft.Xna.Framework.Vector3.
Returns: Hash code of this T:Microsoft.Xna.Framework.Vector3.
-
Vector3
Hermite
(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains hermite spline interpolation.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – The first position vector.
- tangent1 (Microsoft.Xna.Framework.Vector3) – The first tangent vector.
- value2 (Microsoft.Xna.Framework.Vector3) – The second position vector.
- tangent2 (Microsoft.Xna.Framework.Vector3) – The second tangent vector.
- amount (float) – Weighting factor.
Returns: The hermite spline interpolation vector.
-
void
Hermite
(ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) tangent1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- (ref) tangent2 (Microsoft.Xna.Framework.Vector3) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
float
Length
() Returns the length of this T:Microsoft.Xna.Framework.Vector3.
Returns: The length of this T:Microsoft.Xna.Framework.Vector3.
-
float
LengthSquared
() Returns the squared length of this T:Microsoft.Xna.Framework.Vector3.
Returns: The squared length of this T:Microsoft.Xna.Framework.Vector3.
-
Vector3
Lerp
(Vector3 value1, Vector3 value2, float amount) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains linear interpolation of the specified vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector3) – The second vector.
- amount (float) – Weighting value(between 0.0 and 1.0).
Returns: The result of linear interpolation of the specified vectors.
-
void
Lerp
(ref Vector3 value1, ref Vector3 value2, float amount, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
Vector3
LerpPrecise
(Vector3 value1, Vector3 value2, float amount) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains linear interpolation of the specified vectors. Uses M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single) on MathHelper for the interpolation. Less efficient but more precise compared to M:Microsoft.Xna.Framework.Vector3.Lerp(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single). See remarks section of M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single) on MathHelper for more info.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector3) – The second vector.
- amount (float) – Weighting value(between 0.0 and 1.0).
Returns: The result of linear interpolation of the specified vectors.
-
void
LerpPrecise
(ref Vector3 value1, ref Vector3 value2, float amount, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
Vector3
Max
(Vector3 value1, Vector3 value2) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains a maximal values from the two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector3) – The second vector.
Returns: The T:Microsoft.Xna.Framework.Vector3 with maximal values from the two vectors.
-
void
Max
(ref Vector3 value1, ref Vector3 value2, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
Vector3
Min
(Vector3 value1, Vector3 value2) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains a minimal values from the two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector3) – The second vector.
Returns: The T:Microsoft.Xna.Framework.Vector3 with minimal values from the two vectors.
-
void
Min
(ref Vector3 value1, ref Vector3 value2, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
Vector3
Multiply
(Vector3 value1, Vector3 value2) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains a multiplication of two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
- value2 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
Returns: The result of the vector multiplication.
-
Vector3
Multiply
(Vector3 value1, float scaleFactor) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains a multiplication of T:Microsoft.Xna.Framework.Vector3 and a scalar.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
- scaleFactor (float) – Scalar value.
Returns: The result of the vector multiplication with a scalar.
-
void
Multiply
(ref Vector3 value1, float scaleFactor, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- scaleFactor (float) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
void
Multiply
(ref Vector3 value1, ref Vector3 value2, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
Vector3
Negate
(Vector3 value) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains the specified vector inversion.
Parameters: - value (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
Returns: The result of the vector inversion.
-
void
Negate
(ref Vector3 value, ref Vector3 result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
void
Normalize
() Turns this T:Microsoft.Xna.Framework.Vector3 to a unit vector with the same direction.
-
Vector3
Normalize
(Vector3 value) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains a normalized values from another vector.
Parameters: - value (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
Returns: Unit vector.
-
void
Normalize
(ref Vector3 value, ref Vector3 result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
Vector3
Reflect
(Vector3 vector, Vector3 normal) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains reflect vector of the given vector and normal.
Parameters: - vector (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
- normal (Microsoft.Xna.Framework.Vector3) – Reflection normal.
Returns: Reflected vector.
-
void
Reflect
(ref Vector3 vector, ref Vector3 normal, ref Vector3 result) Parameters: - (ref) vector (Microsoft.Xna.Framework.Vector3) –
- (ref) normal (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
Vector3
SmoothStep
(Vector3 value1, Vector3 value2, float amount) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains cubic interpolation of the specified vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
- value2 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
- amount (float) – Weighting value.
Returns: Cubic interpolation of the specified vectors.
-
void
SmoothStep
(ref Vector3 value1, ref Vector3 value2, float amount, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
Vector3
Subtract
(Vector3 value1, Vector3 value2) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains subtraction of on T:Microsoft.Xna.Framework.Vector3 from a another.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
- value2 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
Returns: The result of the vector subtraction.
-
void
Subtract
(ref Vector3 value1, ref Vector3 value2, ref Vector3 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector3) –
- (ref) value2 (Microsoft.Xna.Framework.Vector3) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
string
ToString
() Returns a T:System.String representation of this T:Microsoft.Xna.Framework.Vector3 in the format: {X:[F:Microsoft.Xna.Framework.Vector3.X] Y:[F:Microsoft.Xna.Framework.Vector3.Y] Z:[F:Microsoft.Xna.Framework.Vector3.Z]}
Returns: A T:System.String representation of this T:Microsoft.Xna.Framework.Vector3.
-
Vector3
Transform
(Vector3 position, Matrix matrix) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains a transformation of 3d-vector by the specified T:Microsoft.Xna.Framework.Matrix.
Parameters: - position (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
- matrix (Microsoft.Xna.Framework.Matrix) – The transformation T:Microsoft.Xna.Framework.Matrix.
Returns: Transformed T:Microsoft.Xna.Framework.Vector3.
-
void
Transform
(ref Vector3 position, ref Matrix matrix, ref Vector3 result) Parameters: - (ref) position (Microsoft.Xna.Framework.Vector3) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
Vector3
Transform
(Vector3 value, Quaternion rotation) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains a transformation of 3d-vector by the specified T:Microsoft.Xna.Framework.Quaternion, representing the rotation.
Parameters: - value (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
- rotation (Microsoft.Xna.Framework.Quaternion) – The T:Microsoft.Xna.Framework.Quaternion which contains rotation transformation.
Returns: Transformed T:Microsoft.Xna.Framework.Vector3.
-
void
Transform
(ref Vector3 value, ref Quaternion rotation, ref Vector3 result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector3) –
- (ref) rotation (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
void
Transform
(Microsoft.Xna.Framework.Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Microsoft.Xna.Framework.Vector3[] destinationArray, int destinationIndex, int length) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector3[]) –
- sourceIndex (int) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- destinationArray (Microsoft.Xna.Framework.Vector3[]) –
- destinationIndex (int) –
- length (int) –
-
void
Transform
(Microsoft.Xna.Framework.Vector3[] sourceArray, int sourceIndex, ref Quaternion rotation, Microsoft.Xna.Framework.Vector3[] destinationArray, int destinationIndex, int length) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector3[]) –
- sourceIndex (int) –
- (ref) rotation (Microsoft.Xna.Framework.Quaternion) –
- destinationArray (Microsoft.Xna.Framework.Vector3[]) –
- destinationIndex (int) –
- length (int) –
-
void
Transform
(Microsoft.Xna.Framework.Vector3[] sourceArray, ref Matrix matrix, Microsoft.Xna.Framework.Vector3[] destinationArray) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector3[]) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- destinationArray (Microsoft.Xna.Framework.Vector3[]) –
-
void
Transform
(Microsoft.Xna.Framework.Vector3[] sourceArray, ref Quaternion rotation, Microsoft.Xna.Framework.Vector3[] destinationArray) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector3[]) –
- (ref) rotation (Microsoft.Xna.Framework.Quaternion) –
- destinationArray (Microsoft.Xna.Framework.Vector3[]) –
-
Vector3
TransformNormal
(Vector3 normal, Matrix matrix) Creates a new T:Microsoft.Xna.Framework.Vector3 that contains a transformation of the specified normal by the specified T:Microsoft.Xna.Framework.Matrix.
Parameters: - normal (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3 which represents a normal vector.
- matrix (Microsoft.Xna.Framework.Matrix) – The transformation T:Microsoft.Xna.Framework.Matrix.
Returns: Transformed normal.
-
void
TransformNormal
(ref Vector3 normal, ref Matrix matrix, ref Vector3 result) Parameters: - (ref) normal (Microsoft.Xna.Framework.Vector3) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Vector3) –
-
void
TransformNormal
(Microsoft.Xna.Framework.Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Microsoft.Xna.Framework.Vector3[] destinationArray, int destinationIndex, int length) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector3[]) –
- sourceIndex (int) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- destinationArray (Microsoft.Xna.Framework.Vector3[]) –
- destinationIndex (int) –
- length (int) –
-
void
TransformNormal
(Microsoft.Xna.Framework.Vector3[] sourceArray, ref Matrix matrix, Microsoft.Xna.Framework.Vector3[] destinationArray) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector3[]) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- destinationArray (Microsoft.Xna.Framework.Vector3[]) –
-
bool
op_Equality
(Vector3 value1, Vector3 value2) Compares whether two T:Microsoft.Xna.Framework.Vector3 instances are equal.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – T:Microsoft.Xna.Framework.Vector3 instance on the left of the equal sign.
- value2 (Microsoft.Xna.Framework.Vector3) – T:Microsoft.Xna.Framework.Vector3 instance on the right of the equal sign.
Returns: true if the instances are equal; false otherwise.
-
bool
op_Inequality
(Vector3 value1, Vector3 value2) Compares whether two T:Microsoft.Xna.Framework.Vector3 instances are not equal.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – T:Microsoft.Xna.Framework.Vector3 instance on the left of the not equal sign.
- value2 (Microsoft.Xna.Framework.Vector3) – T:Microsoft.Xna.Framework.Vector3 instance on the right of the not equal sign.
Returns: true if the instances are not equal; false otherwise.
-
Vector3
op_Addition
(Vector3 value1, Vector3 value2) Adds two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3 on the left of the add sign.
- value2 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3 on the right of the add sign.
Returns: Sum of the vectors.
-
Vector3
op_UnaryNegation
(Vector3 value) Inverts values in the specified T:Microsoft.Xna.Framework.Vector3.
Parameters: - value (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3 on the right of the sub sign.
Returns: Result of the inversion.
-
Vector3
op_Subtraction
(Vector3 value1, Vector3 value2) Subtracts a T:Microsoft.Xna.Framework.Vector3 from a T:Microsoft.Xna.Framework.Vector3.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3 on the left of the sub sign.
- value2 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3 on the right of the sub sign.
Returns: Result of the vector subtraction.
-
Vector3
op_Multiply
(Vector3 value1, Vector3 value2) Multiplies the components of two vectors by each other.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3 on the left of the mul sign.
- value2 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3 on the right of the mul sign.
Returns: Result of the vector multiplication.
-
Vector3
op_Multiply
(Vector3 value, float scaleFactor) Multiplies the components of vector by a scalar.
Parameters: - value (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3 on the left of the mul sign.
- scaleFactor (float) – Scalar value on the right of the mul sign.
Returns: Result of the vector multiplication with a scalar.
-
Vector3
op_Multiply
(float scaleFactor, Vector3 value) Multiplies the components of vector by a scalar.
Parameters: - scaleFactor (float) – Scalar value on the left of the mul sign.
- value (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3 on the right of the mul sign.
Returns: Result of the vector multiplication with a scalar.
-
Vector3
op_Division
(Vector3 value1, Vector3 value2) Divides the components of a T:Microsoft.Xna.Framework.Vector3 by the components of another T:Microsoft.Xna.Framework.Vector3.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3 on the left of the div sign.
- value2 (Microsoft.Xna.Framework.Vector3) – Divisor T:Microsoft.Xna.Framework.Vector3 on the right of the div sign.
Returns: The result of dividing the vectors.
-
Vector3
op_Division
(Vector3 value1, float divider) Divides the components of a T:Microsoft.Xna.Framework.Vector3 by a scalar.
Parameters: - value1 (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3 on the left of the div sign.
- divider (float) – Divisor scalar on the right of the div sign.
Returns: The result of dividing a vector by a scalar.
-
float
Vector3TypeConverter¶
-
class
Vector3TypeConverter
: System.ComponentModel.TypeConverter -
public bool
CanConvertTo
(System.ComponentModel.ITypeDescriptorContext context, System.Type destinationType) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- destinationType (System.Type) –
-
public System.Object
ConvertTo
(System.ComponentModel.ITypeDescriptorContext context, System.Globalization.CultureInfo culture, System.Object value, System.Type destinationType) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- culture (System.Globalization.CultureInfo) –
- value (System.Object) –
- destinationType (System.Type) –
-
public bool
CanConvertFrom
(System.ComponentModel.ITypeDescriptorContext context, System.Type sourceType) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- sourceType (System.Type) –
-
public System.Object
ConvertFrom
(System.ComponentModel.ITypeDescriptorContext context, System.Globalization.CultureInfo culture, System.Object value) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- culture (System.Globalization.CultureInfo) –
- value (System.Object) –
-
public bool
Vector4¶
-
struct
Vector4
: System.ValueType, System.IEquatable<Vector4> Describes a 4D-vector.
-
float
X
The x coordinate of this T:Microsoft.Xna.Framework.Vector4.
-
float
Y
The y coordinate of this T:Microsoft.Xna.Framework.Vector4.
-
float
Z
The z coordinate of this T:Microsoft.Xna.Framework.Vector4.
-
float
W
The w coordinate of this T:Microsoft.Xna.Framework.Vector4.
-
readonly Vector4
Zero
Returns a T:Microsoft.Xna.Framework.Vector4 with components 0, 0, 0, 0.
-
readonly Vector4
One
Returns a T:Microsoft.Xna.Framework.Vector4 with components 1, 1, 1, 1.
-
readonly Vector4
UnitX
Returns a T:Microsoft.Xna.Framework.Vector4 with components 1, 0, 0, 0.
-
readonly Vector4
UnitY
Returns a T:Microsoft.Xna.Framework.Vector4 with components 0, 1, 0, 0.
-
readonly Vector4
UnitZ
Returns a T:Microsoft.Xna.Framework.Vector4 with components 0, 0, 1, 0.
-
readonly Vector4
UnitW
Returns a T:Microsoft.Xna.Framework.Vector4 with components 0, 0, 0, 1.
-
string
get_DebugDisplayString
()
-
Vector4
Add
(Vector4 value1, Vector4 value2) Performs vector addition on and .
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – The first vector to add.
- value2 (Microsoft.Xna.Framework.Vector4) – The second vector to add.
Returns: The result of the vector addition.
-
void
Add
(ref Vector4 value1, ref Vector4 value2, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
Vector4
Barycentric
(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 4d-triangle.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – The first vector of 4d-triangle.
- value2 (Microsoft.Xna.Framework.Vector4) – The second vector of 4d-triangle.
- value3 (Microsoft.Xna.Framework.Vector4) – The third vector of 4d-triangle.
- amount1 (float) – Barycentric scalar b2 which represents a weighting factor towards second vector of 4d-triangle.
- amount2 (float) – Barycentric scalar b3 which represents a weighting factor towards third vector of 4d-triangle.
Returns: The cartesian translation of barycentric coordinates.
-
void
Barycentric
(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, float amount1, float amount2, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- (ref) value3 (Microsoft.Xna.Framework.Vector4) –
- amount1 (float) –
- amount2 (float) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
Vector4
CatmullRom
(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains CatmullRom interpolation of the specified vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – The first vector in interpolation.
- value2 (Microsoft.Xna.Framework.Vector4) – The second vector in interpolation.
- value3 (Microsoft.Xna.Framework.Vector4) – The third vector in interpolation.
- value4 (Microsoft.Xna.Framework.Vector4) – The fourth vector in interpolation.
- amount (float) – Weighting factor.
Returns: The result of CatmullRom interpolation.
-
void
CatmullRom
(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, ref Vector4 value4, float amount, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- (ref) value3 (Microsoft.Xna.Framework.Vector4) –
- (ref) value4 (Microsoft.Xna.Framework.Vector4) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
Vector4
Clamp
(Vector4 value1, Vector4 min, Vector4 max) Clamps the specified value within a range.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – The value to clamp.
- min (Microsoft.Xna.Framework.Vector4) – The min value.
- max (Microsoft.Xna.Framework.Vector4) – The max value.
Returns: The clamped value.
-
void
Clamp
(ref Vector4 value1, ref Vector4 min, ref Vector4 max, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) min (Microsoft.Xna.Framework.Vector4) –
- (ref) max (Microsoft.Xna.Framework.Vector4) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
float
Distance
(Vector4 value1, Vector4 value2) Returns the distance between two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector4) – The second vector.
Returns: The distance between two vectors.
-
void
Distance
(ref Vector4 value1, ref Vector4 value2, ref float result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- (ref) result (float) –
-
float
DistanceSquared
(Vector4 value1, Vector4 value2) Returns the squared distance between two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector4) – The second vector.
Returns: The squared distance between two vectors.
-
void
DistanceSquared
(ref Vector4 value1, ref Vector4 value2, ref float result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- (ref) result (float) –
-
Vector4
Divide
(Vector4 value1, Vector4 value2) Divides the components of a T:Microsoft.Xna.Framework.Vector4 by the components of another T:Microsoft.Xna.Framework.Vector4.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4.
- value2 (Microsoft.Xna.Framework.Vector4) – Divisor T:Microsoft.Xna.Framework.Vector4.
Returns: The result of dividing the vectors.
-
Vector4
Divide
(Vector4 value1, float divider) Divides the components of a T:Microsoft.Xna.Framework.Vector4 by a scalar.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4.
- divider (float) – Divisor scalar.
Returns: The result of dividing a vector by a scalar.
-
void
Divide
(ref Vector4 value1, float divider, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- divider (float) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
void
Divide
(ref Vector4 value1, ref Vector4 value2, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
float
Dot
(Vector4 value1, Vector4 value2) Returns a dot product of two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector4) – The second vector.
Returns: The dot product of two vectors.
-
void
Dot
(ref Vector4 value1, ref Vector4 value2, ref float result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- (ref) result (float) –
-
bool
Equals
(System.Object obj) Compares whether current instance is equal to specified T:System.Object.
Parameters: - obj (System.Object) – The T:System.Object to compare.
Returns: true if the instances are equal; false otherwise.
-
bool
Equals
(Vector4 other) Compares whether current instance is equal to specified T:Microsoft.Xna.Framework.Vector4.
Parameters: - other (Microsoft.Xna.Framework.Vector4) – The T:Microsoft.Xna.Framework.Vector4 to compare.
Returns: true if the instances are equal; false otherwise.
-
int
GetHashCode
() Gets the hash code of this T:Microsoft.Xna.Framework.Vector4.
Returns: Hash code of this T:Microsoft.Xna.Framework.Vector4.
-
Vector4
Hermite
(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains hermite spline interpolation.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – The first position vector.
- tangent1 (Microsoft.Xna.Framework.Vector4) – The first tangent vector.
- value2 (Microsoft.Xna.Framework.Vector4) – The second position vector.
- tangent2 (Microsoft.Xna.Framework.Vector4) – The second tangent vector.
- amount (float) – Weighting factor.
Returns: The hermite spline interpolation vector.
-
void
Hermite
(ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) tangent1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- (ref) tangent2 (Microsoft.Xna.Framework.Vector4) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
float
Length
() Returns the length of this T:Microsoft.Xna.Framework.Vector4.
Returns: The length of this T:Microsoft.Xna.Framework.Vector4.
-
float
LengthSquared
() Returns the squared length of this T:Microsoft.Xna.Framework.Vector4.
Returns: The squared length of this T:Microsoft.Xna.Framework.Vector4.
-
Vector4
Lerp
(Vector4 value1, Vector4 value2, float amount) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains linear interpolation of the specified vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector4) – The second vector.
- amount (float) – Weighting value(between 0.0 and 1.0).
Returns: The result of linear interpolation of the specified vectors.
-
void
Lerp
(ref Vector4 value1, ref Vector4 value2, float amount, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
Vector4
LerpPrecise
(Vector4 value1, Vector4 value2, float amount) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains linear interpolation of the specified vectors. Uses M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single) on MathHelper for the interpolation. Less efficient but more precise compared to M:Microsoft.Xna.Framework.Vector4.Lerp(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,System.Single). See remarks section of M:Microsoft.Xna.Framework.MathHelper.LerpPrecise(System.Single,System.Single,System.Single) on MathHelper for more info.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector4) – The second vector.
- amount (float) – Weighting value(between 0.0 and 1.0).
Returns: The result of linear interpolation of the specified vectors.
-
void
LerpPrecise
(ref Vector4 value1, ref Vector4 value2, float amount, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
Vector4
Max
(Vector4 value1, Vector4 value2) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains a maximal values from the two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector4) – The second vector.
Returns: The T:Microsoft.Xna.Framework.Vector4 with maximal values from the two vectors.
-
void
Max
(ref Vector4 value1, ref Vector4 value2, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
Vector4
Min
(Vector4 value1, Vector4 value2) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains a minimal values from the two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – The first vector.
- value2 (Microsoft.Xna.Framework.Vector4) – The second vector.
Returns: The T:Microsoft.Xna.Framework.Vector4 with minimal values from the two vectors.
-
void
Min
(ref Vector4 value1, ref Vector4 value2, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
Vector4
Multiply
(Vector4 value1, Vector4 value2) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains a multiplication of two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4.
- value2 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4.
Returns: The result of the vector multiplication.
-
Vector4
Multiply
(Vector4 value1, float scaleFactor) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains a multiplication of T:Microsoft.Xna.Framework.Vector4 and a scalar.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4.
- scaleFactor (float) – Scalar value.
Returns: The result of the vector multiplication with a scalar.
-
void
Multiply
(ref Vector4 value1, float scaleFactor, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- scaleFactor (float) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
void
Multiply
(ref Vector4 value1, ref Vector4 value2, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
Vector4
Negate
(Vector4 value) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains the specified vector inversion.
Parameters: - value (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4.
Returns: The result of the vector inversion.
-
void
Negate
(ref Vector4 value, ref Vector4 result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector4) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
void
Normalize
() Turns this T:Microsoft.Xna.Framework.Vector4 to a unit vector with the same direction.
-
Vector4
Normalize
(Vector4 value) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains a normalized values from another vector.
Parameters: - value (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4.
Returns: Unit vector.
-
void
Normalize
(ref Vector4 value, ref Vector4 result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector4) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
Vector4
SmoothStep
(Vector4 value1, Vector4 value2, float amount) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains cubic interpolation of the specified vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4.
- value2 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4.
- amount (float) – Weighting value.
Returns: Cubic interpolation of the specified vectors.
-
void
SmoothStep
(ref Vector4 value1, ref Vector4 value2, float amount, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- amount (float) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
Vector4
Subtract
(Vector4 value1, Vector4 value2) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains subtraction of on T:Microsoft.Xna.Framework.Vector4 from a another.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4.
- value2 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4.
Returns: The result of the vector subtraction.
-
void
Subtract
(ref Vector4 value1, ref Vector4 value2, ref Vector4 result) Parameters: - (ref) value1 (Microsoft.Xna.Framework.Vector4) –
- (ref) value2 (Microsoft.Xna.Framework.Vector4) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
Vector4
Transform
(Vector2 value, Matrix matrix) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains a transformation of 2d-vector by the specified T:Microsoft.Xna.Framework.Matrix.
Parameters: - value (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
- matrix (Microsoft.Xna.Framework.Matrix) – The transformation T:Microsoft.Xna.Framework.Matrix.
Returns: Transformed T:Microsoft.Xna.Framework.Vector4.
-
Vector4
Transform
(Vector2 value, Quaternion rotation) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains a transformation of 2d-vector by the specified T:Microsoft.Xna.Framework.Quaternion.
Parameters: - value (Microsoft.Xna.Framework.Vector2) – Source T:Microsoft.Xna.Framework.Vector2.
- rotation (Microsoft.Xna.Framework.Quaternion) – The T:Microsoft.Xna.Framework.Quaternion which contains rotation transformation.
Returns: Transformed T:Microsoft.Xna.Framework.Vector4.
-
Vector4
Transform
(Vector3 value, Matrix matrix) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains a transformation of 3d-vector by the specified T:Microsoft.Xna.Framework.Matrix.
Parameters: - value (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
- matrix (Microsoft.Xna.Framework.Matrix) – The transformation T:Microsoft.Xna.Framework.Matrix.
Returns: Transformed T:Microsoft.Xna.Framework.Vector4.
-
Vector4
Transform
(Vector3 value, Quaternion rotation) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains a transformation of 3d-vector by the specified T:Microsoft.Xna.Framework.Quaternion.
Parameters: - value (Microsoft.Xna.Framework.Vector3) – Source T:Microsoft.Xna.Framework.Vector3.
- rotation (Microsoft.Xna.Framework.Quaternion) – The T:Microsoft.Xna.Framework.Quaternion which contains rotation transformation.
Returns: Transformed T:Microsoft.Xna.Framework.Vector4.
-
Vector4
Transform
(Vector4 value, Matrix matrix) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains a transformation of 4d-vector by the specified T:Microsoft.Xna.Framework.Matrix.
Parameters: - value (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4.
- matrix (Microsoft.Xna.Framework.Matrix) – The transformation T:Microsoft.Xna.Framework.Matrix.
Returns: Transformed T:Microsoft.Xna.Framework.Vector4.
-
Vector4
Transform
(Vector4 value, Quaternion rotation) Creates a new T:Microsoft.Xna.Framework.Vector4 that contains a transformation of 4d-vector by the specified T:Microsoft.Xna.Framework.Quaternion.
Parameters: - value (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4.
- rotation (Microsoft.Xna.Framework.Quaternion) – The T:Microsoft.Xna.Framework.Quaternion which contains rotation transformation.
Returns: Transformed T:Microsoft.Xna.Framework.Vector4.
-
void
Transform
(ref Vector2 value, ref Matrix matrix, ref Vector4 result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector2) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
void
Transform
(ref Vector2 value, ref Quaternion rotation, ref Vector4 result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector2) –
- (ref) rotation (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
void
Transform
(ref Vector3 value, ref Matrix matrix, ref Vector4 result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector3) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
void
Transform
(ref Vector3 value, ref Quaternion rotation, ref Vector4 result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector3) –
- (ref) rotation (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
void
Transform
(ref Vector4 value, ref Matrix matrix, ref Vector4 result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector4) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
void
Transform
(ref Vector4 value, ref Quaternion rotation, ref Vector4 result) Parameters: - (ref) value (Microsoft.Xna.Framework.Vector4) –
- (ref) rotation (Microsoft.Xna.Framework.Quaternion) –
- (ref) result (Microsoft.Xna.Framework.Vector4) –
-
void
Transform
(Microsoft.Xna.Framework.Vector4[] sourceArray, int sourceIndex, ref Matrix matrix, Microsoft.Xna.Framework.Vector4[] destinationArray, int destinationIndex, int length) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector4[]) –
- sourceIndex (int) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- destinationArray (Microsoft.Xna.Framework.Vector4[]) –
- destinationIndex (int) –
- length (int) –
-
void
Transform
(Microsoft.Xna.Framework.Vector4[] sourceArray, int sourceIndex, ref Quaternion rotation, Microsoft.Xna.Framework.Vector4[] destinationArray, int destinationIndex, int length) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector4[]) –
- sourceIndex (int) –
- (ref) rotation (Microsoft.Xna.Framework.Quaternion) –
- destinationArray (Microsoft.Xna.Framework.Vector4[]) –
- destinationIndex (int) –
- length (int) –
-
void
Transform
(Microsoft.Xna.Framework.Vector4[] sourceArray, ref Matrix matrix, Microsoft.Xna.Framework.Vector4[] destinationArray) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector4[]) –
- (ref) matrix (Microsoft.Xna.Framework.Matrix) –
- destinationArray (Microsoft.Xna.Framework.Vector4[]) –
-
void
Transform
(Microsoft.Xna.Framework.Vector4[] sourceArray, ref Quaternion rotation, Microsoft.Xna.Framework.Vector4[] destinationArray) Parameters: - sourceArray (Microsoft.Xna.Framework.Vector4[]) –
- (ref) rotation (Microsoft.Xna.Framework.Quaternion) –
- destinationArray (Microsoft.Xna.Framework.Vector4[]) –
-
string
ToString
() Returns a T:System.String representation of this T:Microsoft.Xna.Framework.Vector4 in the format: {X:[F:Microsoft.Xna.Framework.Vector4.X] Y:[F:Microsoft.Xna.Framework.Vector4.Y] Z:[F:Microsoft.Xna.Framework.Vector4.Z] W:[F:Microsoft.Xna.Framework.Vector4.W]}
Returns: A T:System.String representation of this T:Microsoft.Xna.Framework.Vector4.
-
Vector4
op_UnaryNegation
(Vector4 value) Inverts values in the specified T:Microsoft.Xna.Framework.Vector4.
Parameters: - value (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4 on the right of the sub sign.
Returns: Result of the inversion.
-
bool
op_Equality
(Vector4 value1, Vector4 value2) Compares whether two T:Microsoft.Xna.Framework.Vector4 instances are equal.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – T:Microsoft.Xna.Framework.Vector4 instance on the left of the equal sign.
- value2 (Microsoft.Xna.Framework.Vector4) – T:Microsoft.Xna.Framework.Vector4 instance on the right of the equal sign.
Returns: true if the instances are equal; false otherwise.
-
bool
op_Inequality
(Vector4 value1, Vector4 value2) Compares whether two T:Microsoft.Xna.Framework.Vector4 instances are not equal.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – T:Microsoft.Xna.Framework.Vector4 instance on the left of the not equal sign.
- value2 (Microsoft.Xna.Framework.Vector4) – T:Microsoft.Xna.Framework.Vector4 instance on the right of the not equal sign.
Returns: true if the instances are not equal; false otherwise.
-
Vector4
op_Addition
(Vector4 value1, Vector4 value2) Adds two vectors.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4 on the left of the add sign.
- value2 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4 on the right of the add sign.
Returns: Sum of the vectors.
-
Vector4
op_Subtraction
(Vector4 value1, Vector4 value2) Subtracts a T:Microsoft.Xna.Framework.Vector4 from a T:Microsoft.Xna.Framework.Vector4.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4 on the left of the sub sign.
- value2 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4 on the right of the sub sign.
Returns: Result of the vector subtraction.
-
Vector4
op_Multiply
(Vector4 value1, Vector4 value2) Multiplies the components of two vectors by each other.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4 on the left of the mul sign.
- value2 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4 on the right of the mul sign.
Returns: Result of the vector multiplication.
-
Vector4
op_Multiply
(Vector4 value, float scaleFactor) Multiplies the components of vector by a scalar.
Parameters: - value (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4 on the left of the mul sign.
- scaleFactor (float) – Scalar value on the right of the mul sign.
Returns: Result of the vector multiplication with a scalar.
-
Vector4
op_Multiply
(float scaleFactor, Vector4 value) Multiplies the components of vector by a scalar.
Parameters: - scaleFactor (float) – Scalar value on the left of the mul sign.
- value (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4 on the right of the mul sign.
Returns: Result of the vector multiplication with a scalar.
-
Vector4
op_Division
(Vector4 value1, Vector4 value2) Divides the components of a T:Microsoft.Xna.Framework.Vector4 by the components of another T:Microsoft.Xna.Framework.Vector4.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4 on the left of the div sign.
- value2 (Microsoft.Xna.Framework.Vector4) – Divisor T:Microsoft.Xna.Framework.Vector4 on the right of the div sign.
Returns: The result of dividing the vectors.
-
Vector4
op_Division
(Vector4 value1, float divider) Divides the components of a T:Microsoft.Xna.Framework.Vector4 by a scalar.
Parameters: - value1 (Microsoft.Xna.Framework.Vector4) – Source T:Microsoft.Xna.Framework.Vector4 on the left of the div sign.
- divider (float) – Divisor scalar on the right of the div sign.
Returns: The result of dividing a vector by a scalar.
-
float
Vector4TypeConverter¶
-
class
Vector4TypeConverter
: System.ComponentModel.TypeConverter -
public bool
CanConvertTo
(System.ComponentModel.ITypeDescriptorContext context, System.Type destinationType) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- destinationType (System.Type) –
-
public System.Object
ConvertTo
(System.ComponentModel.ITypeDescriptorContext context, System.Globalization.CultureInfo culture, System.Object value, System.Type destinationType) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- culture (System.Globalization.CultureInfo) –
- value (System.Object) –
- destinationType (System.Type) –
-
public bool
CanConvertFrom
(System.ComponentModel.ITypeDescriptorContext context, System.Type sourceType) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- sourceType (System.Type) –
-
public System.Object
ConvertFrom
(System.ComponentModel.ITypeDescriptorContext context, System.Globalization.CultureInfo culture, System.Object value) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- culture (System.Globalization.CultureInfo) –
- value (System.Object) –
-
public bool
VertexBuffer¶
-
class
VertexBuffer
: GraphicsResource, System.IDisposable -
readonly int
VertexCount
-
readonly VertexDeclaration
VertexDeclaration
-
readonly BufferUsage
BufferUsage
-
void
GraphicsDeviceResetting
() The GraphicsDevice is resetting, so GPU resources must be recreated.
-
public void
GetData<T>
(int offsetInBytes, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount, int vertexStride) Type Parameters: - T –
Parameters: - offsetInBytes (int) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
- vertexStride (int) –
-
public void
GetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
GetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
-
public void
SetData<T>
(int offsetInBytes, Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount, int vertexStride) Type Parameters: - T –
Parameters: - offsetInBytes (int) –
- data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
- vertexStride (int) –
-
public void
SetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data, int startIndex, int elementCount) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
- startIndex (int) –
- elementCount (int) –
-
public void
SetData<T>
(Microsoft.Xna.Framework.Graphics.T[] data) Type Parameters: - T –
Parameters: - data (Microsoft.Xna.Framework.Graphics.T[]) –
-
SharpDX.Direct3D11.Buffer
get_Buffer
()
-
readonly int
VertexBufferBinding¶
-
struct
VertexBufferBinding
: System.ValueType Defines how a vertex buffer is bound to the graphics device for rendering.
-
readonly VertexBuffer
VertexBuffer
Gets the vertex buffer.
Value: The vertex buffer.
-
readonly int
VertexOffset
Gets the index of the first vertex in the vertex buffer to use.
Value: The index of the first vertex in the vertex buffer to use.
-
readonly int
InstanceFrequency
Gets the number of instances to draw using the same per-instance data before advancing in the buffer by one element.
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.
-
readonly VertexBuffer
VertexDeclaration¶
-
class
VertexDeclaration
: GraphicsResource, System.IDisposable, System.IEquatable<VertexDeclaration> Defines per-vertex data of a vertex buffer.
-
readonly int
VertexStride
Gets the size of a vertex (including padding) in bytes.
Value: The size of a vertex (including padding) in bytes.
-
VertexDeclaration
GetOrCreate
(int vertexStride, Microsoft.Xna.Framework.Graphics.VertexElement[] elements) Parameters: - vertexStride (int) –
- elements (Microsoft.Xna.Framework.Graphics.VertexElement[]) –
-
Microsoft.Xna.Framework.Graphics.VertexElement[]
get_InternalVertexElements
()
-
VertexDeclaration
FromType
(System.Type vertexType) Returns the VertexDeclaration for Type.
Parameters: - vertexType (System.Type) – A value type which implements the IVertexType interface.
Returns: The VertexDeclaration.
-
public Microsoft.Xna.Framework.Graphics.VertexElement[]
GetVertexElements
() Gets a copy of the vertex elements.
Returns: A copy of the vertex elements.
-
public bool
Equals
(System.Object obj) Determines whether the specified T:System.Object is equal to this instance.
Parameters: - obj (System.Object) – The object to compare with the current object.
Returns: - :ref:`` if the specified T:System.Object is equal to this instance;
otherwise, :ref:``.
-
public bool
Equals
(VertexDeclaration other) Determines whether the specified T:Microsoft.Xna.Framework.Graphics.VertexDeclaration is equal to this instance.
Parameters: - other (Microsoft.Xna.Framework.Graphics.VertexDeclaration) – The object to compare with the current object.
Returns: - :ref:`` if the specified T:Microsoft.Xna.Framework.Graphics.VertexDeclaration is equal to this
instance; otherwise, :ref:``.
-
public int
GetHashCode
() Returns a hash code for this instance.
Returns: A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
-
public bool
op_Equality
(VertexDeclaration left, VertexDeclaration right) Compares two T:Microsoft.Xna.Framework.Graphics.VertexElement instances to determine whether they are the same.
Parameters: - left (Microsoft.Xna.Framework.Graphics.VertexDeclaration) – The first instance.
- right (Microsoft.Xna.Framework.Graphics.VertexDeclaration) – The second instance.
Returns: - :ref:`` if the and are
the same; otherwise, :ref:``.
-
public bool
op_Inequality
(VertexDeclaration left, VertexDeclaration right) Compares two T:Microsoft.Xna.Framework.Graphics.VertexElement instances to determine whether they are different.
Parameters: - left (Microsoft.Xna.Framework.Graphics.VertexDeclaration) – The first instance.
- right (Microsoft.Xna.Framework.Graphics.VertexDeclaration) – The second instance.
Returns: - :ref:`` if the and are
the different; otherwise, :ref:``.
-
readonly int
VertexElement¶
-
struct
VertexElement
: System.ValueType, System.IEquatable<VertexElement> Defines a single element in a vertex.
-
int
Offset
Gets or sets the offset in bytes from the beginning of the stream to the vertex element.
Value: The offset in bytes.
-
VertexElementFormat
VertexElementFormat
Gets or sets the data format.
Value: The data format.
-
VertexElementUsage
VertexElementUsage
Gets or sets the HLSL semantic of the element in the vertex shader input.
Value: The HLSL semantic of the element in the vertex shader input.
-
int
UsageIndex
Gets or sets the semantic index.
Value: The semantic index, which is required if the semantic is used for more than one vertex element.
-
int
GetHashCode
() Returns a hash code for this instance.
Returns: A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
-
string
ToString
() Returns a T:System.String that represents this instance.
Returns: A T:System.String that represents this instance.
-
bool
Equals
(System.Object obj) Determines whether the specified T:System.Object is equal to this instance.
Parameters: - obj (System.Object) – The object to compare with the current object.
Returns: - :ref:`` if the specified T:System.Object is equal to this instance;
otherwise, :ref:``.
-
bool
Equals
(VertexElement other) Determines whether the specified T:Microsoft.Xna.Framework.Graphics.VertexElement is equal to this instance.
Parameters: - other (Microsoft.Xna.Framework.Graphics.VertexElement) – The object to compare with the current object.
Returns: - :ref:`` if the specified T:Microsoft.Xna.Framework.Graphics.VertexElement is equal to this
instance; otherwise, :ref:``.
-
bool
op_Equality
(VertexElement left, VertexElement right) Compares two T:Microsoft.Xna.Framework.Graphics.VertexElement instances to determine whether they are the same.
Parameters: - left (Microsoft.Xna.Framework.Graphics.VertexElement) – The first instance.
- right (Microsoft.Xna.Framework.Graphics.VertexElement) – The second instance.
Returns: - :ref:`` if the and are
the same; otherwise, :ref:``.
-
bool
op_Inequality
(VertexElement left, VertexElement right) Compares two T:Microsoft.Xna.Framework.Graphics.VertexElement instances to determine whether they are different.
Parameters: - left (Microsoft.Xna.Framework.Graphics.VertexElement) – The first instance.
- right (Microsoft.Xna.Framework.Graphics.VertexElement) – The second instance.
Returns: - :ref:`` if the and are
the different; otherwise, :ref:``.
-
SharpDX.Direct3D11.InputElement
GetInputElement
(int slot, int instanceFrequency) Gets the DirectX T:SharpDX.Direct3D11.InputElement.
Parameters: - slot (int) – The input resource slot.
- instanceFrequency (int) – 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.
Returns: T:SharpDX.Direct3D11.InputElement.
-
int
VertexElementFormat¶
-
enum
VertexElementFormat
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines vertex element formats.
-
VertexElementFormat
Single
Single 32-bit floating point number.
-
VertexElementFormat
Vector2
Two component 32-bit floating point number.
-
VertexElementFormat
Vector3
Three component 32-bit floating point number.
-
VertexElementFormat
Vector4
Four component 32-bit floating point number.
-
VertexElementFormat
Color
Four component, packed unsigned byte, mapped to 0 to 1 range.
-
VertexElementFormat
Byte4
Four component unsigned byte.
-
VertexElementFormat
Short2
Two component signed 16-bit integer.
-
VertexElementFormat
Short4
Four component signed 16-bit integer.
-
VertexElementFormat
NormalizedShort2
Normalized, two component signed 16-bit integer.
-
VertexElementFormat
NormalizedShort4
Normalized, four component signed 16-bit integer.
-
VertexElementFormat
HalfVector2
Two component 16-bit floating point number.
-
VertexElementFormat
HalfVector4
Four component 16-bit floating point number.
-
VertexElementFormat
VertexElementUsage¶
-
enum
VertexElementUsage
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Defines usage for vertex elements.
-
VertexElementUsage
Position
Position data.
-
VertexElementUsage
Color
Color data.
-
VertexElementUsage
TextureCoordinate
Texture coordinate data or can be used for user-defined data.
-
VertexElementUsage
Normal
Normal data.
-
VertexElementUsage
Binormal
Binormal data.
-
VertexElementUsage
Tangent
Tangent data.
-
VertexElementUsage
BlendIndices
Blending indices data.
-
VertexElementUsage
BlendWeight
Blending weight data.
-
VertexElementUsage
Depth
Depth data.
-
VertexElementUsage
Fog
Fog data.
-
VertexElementUsage
PointSize
Point size data. Usable for drawing point sprites.
-
VertexElementUsage
Sample
Sampler data for specifies the displacement value to look up.
-
VertexElementUsage
TessellateFactor
Single, positive float value, specifies a tessellation factor used in the tessellation unit to control the rate of tessellation.
-
VertexElementUsage
VertexPosition¶
-
struct
VertexPosition
: System.ValueType, IVertexType -
Vector3
Position
-
VertexDeclaration
VertexDeclaration
-
int
GetHashCode
()
-
string
ToString
()
-
bool
op_Equality
(VertexPosition left, VertexPosition right) Parameters: - left (Microsoft.Xna.Framework.Graphics.VertexPosition) –
- right (Microsoft.Xna.Framework.Graphics.VertexPosition) –
-
bool
op_Inequality
(VertexPosition left, VertexPosition right) Parameters: - left (Microsoft.Xna.Framework.Graphics.VertexPosition) –
- right (Microsoft.Xna.Framework.Graphics.VertexPosition) –
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
Vector3
VertexPositionColor¶
-
struct
VertexPositionColor
: System.ValueType, IVertexType -
Vector3
Position
-
Color
Color
-
VertexDeclaration
VertexDeclaration
-
int
GetHashCode
()
-
string
ToString
()
-
bool
op_Equality
(VertexPositionColor left, VertexPositionColor right) Parameters: - left (Microsoft.Xna.Framework.Graphics.VertexPositionColor) –
- right (Microsoft.Xna.Framework.Graphics.VertexPositionColor) –
-
bool
op_Inequality
(VertexPositionColor left, VertexPositionColor right) Parameters: - left (Microsoft.Xna.Framework.Graphics.VertexPositionColor) –
- right (Microsoft.Xna.Framework.Graphics.VertexPositionColor) –
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
Vector3
VertexPositionColorTexture¶
-
struct
VertexPositionColorTexture
: System.ValueType, IVertexType -
Vector3
Position
-
Color
Color
-
Vector2
TextureCoordinate
-
VertexDeclaration
VertexDeclaration
-
int
GetHashCode
()
-
string
ToString
()
-
bool
op_Equality
(VertexPositionColorTexture left, VertexPositionColorTexture right) Parameters: - left (Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture) –
- right (Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture) –
-
bool
op_Inequality
(VertexPositionColorTexture left, VertexPositionColorTexture right) Parameters: - left (Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture) –
- right (Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture) –
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
Vector3
VertexPositionNormalTexture¶
-
struct
VertexPositionNormalTexture
: System.ValueType, IVertexType -
Vector3
Position
-
Vector3
Normal
-
Vector2
TextureCoordinate
-
VertexDeclaration
VertexDeclaration
-
int
GetHashCode
()
-
string
ToString
()
-
bool
op_Equality
(VertexPositionNormalTexture left, VertexPositionNormalTexture right) Parameters: - left (Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture) –
- right (Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture) –
-
bool
op_Inequality
(VertexPositionNormalTexture left, VertexPositionNormalTexture right) Parameters: - left (Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture) –
- right (Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture) –
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
Vector3
VertexPositionTexture¶
-
struct
VertexPositionTexture
: System.ValueType, IVertexType -
Vector3
Position
-
Vector2
TextureCoordinate
-
VertexDeclaration
VertexDeclaration
-
int
GetHashCode
()
-
string
ToString
()
-
bool
op_Equality
(VertexPositionTexture left, VertexPositionTexture right) Parameters: - left (Microsoft.Xna.Framework.Graphics.VertexPositionTexture) –
- right (Microsoft.Xna.Framework.Graphics.VertexPositionTexture) –
-
bool
op_Inequality
(VertexPositionTexture left, VertexPositionTexture right) Parameters: - left (Microsoft.Xna.Framework.Graphics.VertexPositionTexture) –
- right (Microsoft.Xna.Framework.Graphics.VertexPositionTexture) –
-
bool
Equals
(System.Object obj) Parameters: - obj (System.Object) –
-
Vector3
Video¶
-
class
Video
: System.Object, System.IDisposable Represents a video.
-
readonly string
FileName
I actually think this is a file PATH...
-
readonly System.TimeSpan
Duration
Gets the duration of the Video.
-
readonly float
FramesPerSecond
Gets the frame rate of this video.
-
readonly int
Height
Gets the height of this video, in pixels.
-
readonly VideoSoundtrackType
VideoSoundtrackType
Gets the VideoSoundtrackType for this video.
-
readonly int
Width
Gets the width of this video, in pixels.
-
void
set_Duration
(System.TimeSpan value) Parameters: - value (System.TimeSpan) –
-
void
set_FramesPerSecond
(float value) Parameters: - value (float) –
-
void
set_Height
(int value) Parameters: - value (int) –
-
void
set_VideoSoundtrackType
(VideoSoundtrackType value) Parameters: - value (Microsoft.Xna.Framework.Media.VideoSoundtrackType) –
-
void
set_Width
(int value) Parameters: - value (int) –
-
public void
Dispose
()
-
SharpDX.MediaFoundation.Topology
get_Topology
()
-
Microsoft.Xna.Framework.Media.VideoSampleGrabber
get_SampleGrabber
()
-
readonly string
VideoPlayer¶
-
class
VideoPlayer
: System.Object, System.IDisposable -
readonly bool
IsDisposed
Gets a value that indicates whether the object is disposed.
-
bool
IsLooped
Gets a value that indicates whether the player is playing video in a loop.
-
bool
IsMuted
Gets or sets the muted setting for the video player.
-
readonly System.TimeSpan
PlayPosition
Gets the play position within the currently playing video.
-
readonly MediaState
State
Gets the media playback state, MediaState.
-
readonly Video
Video
Gets the Video that is currently playing.
-
float
Volume
Video player volume, from 0.0f (silence) to 1.0f (full volume relative to the current device volume).
-
public Texture2D
GetTexture
() Retrieves a Texture2D containing the current frame of video being played.
Returns: The current frame of video.
-
public void
Pause
() Pauses the currently playing video.
-
public void
Play
(Video video) Plays a Video.
Parameters: - video (Microsoft.Xna.Framework.Media.Video) – Video to play.
-
public void
Resume
() Resumes a paused video.
-
public void
Stop
() Stops playing a video.
-
public void
Dispose
() Immediately releases the unmanaged resources used by this object.
-
readonly bool
VideoSoundtrackType¶
-
enum
VideoSoundtrackType
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Type of sounds in a video
-
VideoSoundtrackType
Music
This video contains only music.
-
VideoSoundtrackType
Dialog
This video contains only dialog.
-
VideoSoundtrackType
MusicAndDialog
This video contains music and dialog.
-
VideoSoundtrackType
Viewport¶
-
struct
Viewport
: System.ValueType Describes the view bounds for render-target surface.
-
int
Height
The height of the bounds in pixels.
-
float
MaxDepth
The upper limit of depth of this viewport.
-
float
MinDepth
The lower limit of depth of this viewport.
-
int
Width
The width of the bounds in pixels.
-
int
Y
The y coordinate of the beginning of this viewport.
-
int
X
The x coordinate of the beginning of this viewport.
-
readonly float
AspectRatio
Gets the aspect ratio of this T:Microsoft.Xna.Framework.Graphics.Viewport, which is width / height.
-
Rectangle
Bounds
Gets or sets a boundary of this T:Microsoft.Xna.Framework.Graphics.Viewport.
-
readonly Rectangle
TitleSafeArea
Returns the subset of the viewport that is guaranteed to be visible on a lower quality display.
-
Vector3
Project
(Vector3 source, Matrix projection, Matrix view, Matrix world) Projects a T:Microsoft.Xna.Framework.Vector3 from world space into screen space.
Parameters: - source (Microsoft.Xna.Framework.Vector3) – The T:Microsoft.Xna.Framework.Vector3 to project.
- projection (Microsoft.Xna.Framework.Matrix) – The projection T:Microsoft.Xna.Framework.Matrix.
- view (Microsoft.Xna.Framework.Matrix) – The view T:Microsoft.Xna.Framework.Matrix.
- world (Microsoft.Xna.Framework.Matrix) – The world T:Microsoft.Xna.Framework.Matrix.
Returns:
-
Vector3
Unproject
(Vector3 source, Matrix projection, Matrix view, Matrix world) Unprojects a T:Microsoft.Xna.Framework.Vector3 from screen space into world space.
Parameters: - source (Microsoft.Xna.Framework.Vector3) – The T:Microsoft.Xna.Framework.Vector3 to unproject.
- projection (Microsoft.Xna.Framework.Matrix) – The projection T:Microsoft.Xna.Framework.Matrix.
- view (Microsoft.Xna.Framework.Matrix) – The view T:Microsoft.Xna.Framework.Matrix.
- world (Microsoft.Xna.Framework.Matrix) – The world T:Microsoft.Xna.Framework.Matrix.
Returns:
-
string
ToString
() Returns a T:System.String representation of this T:Microsoft.Xna.Framework.Graphics.Viewport in the format: {X:[P:Microsoft.Xna.Framework.Graphics.Viewport.X] Y:[P:Microsoft.Xna.Framework.Graphics.Viewport.Y] Width:[P:Microsoft.Xna.Framework.Graphics.Viewport.Width] Height:[P:Microsoft.Xna.Framework.Graphics.Viewport.Height] MinDepth:[P:Microsoft.Xna.Framework.Graphics.Viewport.MinDepth] MaxDepth:[P:Microsoft.Xna.Framework.Graphics.Viewport.MaxDepth]}
Returns: A T:System.String representation of this T:Microsoft.Xna.Framework.Graphics.Viewport.
-
int
WaveBank¶
-
class
WaveBank
: System.Object, System.IDisposable Represents a collection of wave files.
-
readonly bool
IsInUse
-
readonly bool
IsPrepared
-
readonly bool
IsDisposed
Is true if the WaveBank has been disposed.
-
SoundEffect
GetSoundEffect
(int trackIndex) Parameters: - trackIndex (int) –
-
public void
add_Disposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
remove_Disposing
(System.EventHandler<EventArgs> value) Parameters: - value (System.EventHandler<EventArgs>) –
-
public void
Dispose
() Disposes the WaveBank.
-
readonly bool
ZlibStream¶
-
class
ZlibStream
: System.IO.Stream, System.IDisposable Represents a Zlib stream for compression or decompression.
-
FlushType
FlushMode
This property sets the flush behavior on the stream. Sorry, though, not sure exactly how to describe all the various settings.
-
int
BufferSize
The size of the working buffer for the compression codec.
-
readonly long
TotalIn
Returns the total number of bytes input so far.
-
readonly long
TotalOut
Returns the total number of bytes output so far.
-
readonly bool
CanRead
Indicates whether the stream can be read.
-
readonly bool
CanSeek
Indicates whether the stream supports Seek operations.
-
readonly bool
CanWrite
Indicates whether the stream can be written.
-
readonly long
Length
Reading this property always throws a T:System.NotSupportedException.
-
long
Position
The position of the stream pointer.
-
public void
Flush
() Flush the stream.
-
public int
Read
(System.Byte[] buffer, int offset, int count) Read data from the stream.
Parameters: - buffer (System.Byte[]) – The buffer into which the read data should be placed.
- offset (int) – the offset within that data array to put the first byte read.
- count (int) – the number of bytes to read.
Returns: the number of bytes read
-
public long
Seek
(long offset, System.IO.SeekOrigin origin) Calling this method always throws a T:System.NotSupportedException.
Parameters: - offset (long) – The offset to seek to.... IF THIS METHOD ACTUALLY DID ANYTHING.
- origin (System.IO.SeekOrigin) – The reference specifying how to apply the offset.... IF THIS METHOD ACTUALLY DID ANYTHING.
Returns: nothing. This method always throws.
-
public void
SetLength
(long value) Calling this method always throws a T:System.NotSupportedException.
Parameters: - value (long) – The new value for the stream length.... IF THIS METHOD ACTUALLY DID ANYTHING.
-
public void
Write
(System.Byte[] buffer, int offset, int count) Write data to the stream.
Parameters: - buffer (System.Byte[]) – The buffer holding data to write to the stream.
- offset (int) – the offset within that data array to find the first byte to write.
- count (int) – the number of bytes to write.
-
public System.Byte[]
CompressString
(string s) Compress a string into a byte array using ZLIB.
Parameters: - s (string) – A string to compress. The string will first be encoded using UTF8, then compressed.
Returns: The string in compressed form
-
public System.Byte[]
CompressBuffer
(System.Byte[] b) Compress a byte array into a new byte array using ZLIB.
Parameters: - b (System.Byte[]) – A buffer to compress.
Returns: The data in compressed form
-
public string
UncompressString
(System.Byte[] compressed) Uncompress a ZLIB-compressed byte array into a single string.
Parameters: - compressed (System.Byte[]) – A buffer containing ZLIB-compressed data.
Returns: The uncompressed string
-
public System.Byte[]
UncompressBuffer
(System.Byte[] compressed) Uncompress a ZLIB-compressed byte array into a byte array.
Parameters: - compressed (System.Byte[]) – A buffer containing ZLIB-compressed data.
Returns: The data in uncompressed form
-
FlushType
MonoGame Framework (Content Pipeline)¶
The MonoGame Content Pipeline is used on desktop platforms to compile content for all platforms (including mobile devices).
Warning
These APIs are only available when targeting a desktop platform (Windows, Mac OS X or Linux).
ABCFloat¶
-
struct
ABCFloat
: System.ValueType -
float
A
-
float
B
-
float
C
-
float
AlphaTestMaterialContent¶
-
class
AlphaTestMaterialContent
: MaterialContent -
string
AlphaKey
-
string
AlphaFunctionKey
-
string
DiffuseColorKey
-
string
ReferenceAlphaKey
-
string
TextureKey
-
string
VertexColorEnabledKey
-
System.Nullable<Single>
Alpha
-
System.Nullable<CompareFunction>
AlphaFunction
-
System.Nullable<Vector3>
DiffuseColor
-
System.Nullable<Int32>
ReferenceAlpha
-
Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TextureContent>
Texture
-
System.Nullable<Boolean>
VertexColorEnabled
-
string
AnimationChannel¶
-
class
AnimationChannel
: System.Object, System.Collections.Generic.ICollection<AnimationKeyframe>, System.Collections.Generic.IEnumerable<AnimationKeyframe>, System.Collections.IEnumerable Provides methods and properties for maintaining an animation channel. An animation channel is a collection of keyframes describing the movement of a single bone or rigid object.
-
readonly int
Count
Gets the number of keyframes in the collection.
-
readonly AnimationKeyframe
Item
-
public int
Add
(AnimationKeyframe item) Adds a new keyframe to the collection, automatically sorting the contents according to keyframe times.
Parameters: - item (Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe) – Keyframe to be added to the channel.
Returns: Index of the new keyframe.
-
public void
Clear
() Removes all keyframes from the collection.
-
public bool
Contains
(AnimationKeyframe item) Searches the collection for the specified keyframe.
Parameters: - item (Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe) – Keyframe being searched for.
Returns: true if the keyframe exists; false otherwise.
-
public int
IndexOf
(AnimationKeyframe item) Determines the index for the specified keyframe.
Parameters: - item (Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe) – Identity of a keyframe.
Returns: Index of the specified keyframe.
-
public bool
Remove
(AnimationKeyframe item) Removes the specified keyframe from the collection.
Parameters: - item (Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe) – Keyframe being removed.
Returns: true if the keyframe was removed; false otherwise.
-
public void
RemoveAt
(int index) Removes the keyframe at the specified index position.
Parameters: - index (int) – Index of the keyframe being removed.
-
public System.Collections.Generic.IEnumerator<AnimationKeyframe>
GetEnumerator
() Returns an enumerator that iterates through the keyframes.
Returns: Enumerator for the keyframe collection.
-
readonly int
AnimationChannelDictionary¶
-
class
AnimationChannelDictionary
: Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary<AnimationChannel>, System.Collections.Generic.IDictionary<String, AnimationChannel>, System.Collections.Generic.ICollection<KeyValuePair`2>, System.Collections.Generic.IEnumerable<KeyValuePair`2>, System.Collections.IEnumerable Collection of animation data channels, one per bone or rigid object.
AnimationContent¶
-
class
AnimationContent
: ContentItem Provides properties for maintaining an animation.
-
readonly AnimationChannelDictionary
Channels
Gets the collection of animation data channels. Each channel describes the movement of a single bone or rigid object.
-
System.TimeSpan
Duration
Gets or sets the total length of the animation.
-
readonly AnimationChannelDictionary
AnimationContentDictionary¶
-
class
AnimationContentDictionary
: Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary<AnimationContent>, System.Collections.Generic.IDictionary<String, AnimationContent>, System.Collections.Generic.ICollection<KeyValuePair`2>, System.Collections.Generic.IEnumerable<KeyValuePair`2>, System.Collections.IEnumerable Collection of named animations.
AnimationKeyframe¶
-
class
AnimationKeyframe
: System.Object, System.IComparable<AnimationKeyframe> Provides methods and properties for managing a keyframe. A keyframe describes the position of an animation channel at a single point in time.
-
readonly System.TimeSpan
Time
Gets the time offset from the start of the animation to the position described by this keyframe.
-
Matrix
Transform
Gets or sets the position described by this keyframe.
-
public int
CompareTo
(AnimationKeyframe other) Compares this instance of a keyframe to another.
Parameters: - other (Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe) – Keyframe being compared to.
Returns: Indication of their relative values.
-
readonly System.TimeSpan
AtcBitmapContent¶
-
class
AtcBitmapContent
: BitmapContent -
public System.Byte[]
GetPixelData
()
-
public void
SetPixelData
(System.Byte[] sourceData) Parameters: - sourceData (System.Byte[]) –
-
public System.Byte[]
AtcExplicitBitmapContent¶
-
class
AtcExplicitBitmapContent
: AtcBitmapContent -
public bool
TryGetFormat
(ref SurfaceFormat format) Parameters: - (ref) format (Microsoft.Xna.Framework.Graphics.SurfaceFormat) –
-
public string
ToString
() Returns a string description of the bitmap.
Returns: Description of the bitmap.
-
public bool
AtcInterpolatedBitmapContent¶
-
class
AtcInterpolatedBitmapContent
: AtcBitmapContent -
public bool
TryGetFormat
(ref SurfaceFormat format) Parameters: - (ref) format (Microsoft.Xna.Framework.Graphics.SurfaceFormat) –
-
public string
ToString
() Returns a string description of the bitmap.
Returns: Description of the bitmap.
-
public bool
AudioContent¶
-
class
AudioContent
: ContentItem, System.IDisposable Encapsulates and provides operations, such as format conversions, on the source audio. This type is produced by the audio importers and used by audio processors to produce compiled audio assets.
-
readonly string
FileName
The name of the original source audio file.
-
readonly AudioFileType
FileType
The type of the original source audio file.
-
readonly System.Collections.ObjectModel.ReadOnlyCollection<Byte>
Data
The current raw audio data without header information.
-
readonly System.TimeSpan
Duration
The duration of the audio data.
-
readonly AudioFormat
Format
The current format of the audio data.
-
readonly int
LoopLength
The current loop length in samples.
-
readonly int
LoopStart
The current loop start location in samples.
-
public void
ConvertFormat
(ConversionFormat formatType, ConversionQuality quality, string saveToFile) Transcodes the source audio to the target format and quality.
Parameters: - formatType (Microsoft.Xna.Framework.Content.Pipeline.Audio.ConversionFormat) – Format to convert this audio to.
- quality (Microsoft.Xna.Framework.Content.Pipeline.Audio.ConversionQuality) – Quality of the processed output audio. For streaming formats, it can be one of the following: Low (96 kbps), Medium (128 kbps), Best (192 kbps). For WAV formats, it can be one of the following: Low (11kHz ADPCM), Medium (22kHz ADPCM), Best (44kHz PCM)
- saveToFile (string) – The name of the file that the converted audio should be saved into. This is used for SongContent, where the audio is stored external to the XNB file. If this is null, then the converted audio is stored in the Data property.
-
public void
SetData
(System.Byte[] data, AudioFormat format, System.TimeSpan duration, int loopStart, int loopLength) Parameters: - data (System.Byte[]) –
- format (Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioFormat) –
- duration (System.TimeSpan) –
- loopStart (int) –
- loopLength (int) –
-
public void
Dispose
()
-
readonly string
AudioFileType¶
-
enum
AudioFileType
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Type of the audio file.
-
AudioFileType
Mp3
The MP3 format
-
AudioFileType
Wav
The WAV format
-
AudioFileType
Wma
The WMA format
-
AudioFileType
Ogg
The Ogg format
-
AudioFileType
AudioFormat¶
-
class
AudioFormat
: System.Object Encapsulates the native audio format (WAVEFORMATEX) information of the audio content.
-
readonly int
AverageBytesPerSecond
Gets the average bytes processed per second.
Value: Average bytes processed per second.
-
readonly int
BitsPerSample
Gets the bit depth of the audio content.
Value: If the audio has not been processed, the source bit depth; otherwise, the bit depth of the new format.
-
readonly int
BlockAlign
Gets the number of bytes per sample block, taking channels into consideration. For example, for 16-bit stereo audio (PCM format), the size of each sample block is 4 bytes.
Value: Number of bytes, per sample block.
-
readonly int
ChannelCount
Gets the number of channels.
Value: If the audio has not been processed, the source channel count; otherwise, the new channel count.
-
readonly int
Format
Gets the format of the audio content.
Value: If the audio has not been processed, the format tag of the source content; otherwise, the new format tag.
-
readonly System.Collections.ObjectModel.ReadOnlyCollection<Byte>
NativeWaveFormat
Gets the raw byte buffer for the format. For non-PCM formats, this buffer contains important format-specific information beyond the basic format information exposed in other properties of the AudioFormat type.
Value: The raw byte buffer represented in a collection.
-
readonly int
SampleRate
Gets the sample rate of the audio content.
Value: If the audio has not been processed, the source sample rate; otherwise, the new sample rate.
-
readonly int
AudioProfile¶
-
class
AudioProfile
: System.Object -
public AudioProfile
ForPlatform
(TargetPlatform platform) Find the profile for this target platform.
Parameters: - platform (Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform) – The platform target for audio.
Returns:
-
public abstract bool
Supports
(TargetPlatform platform) Returns true if this profile supports audio processing for this platform.
Parameters: - platform (Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform) –
-
public abstract ConversionQuality
ConvertAudio
(TargetPlatform platform, ConversionQuality quality, AudioContent content) Converts the audio content to work on targeted platform.
Parameters: - platform (Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform) – The platform to build the audio content for.
- quality (Microsoft.Xna.Framework.Content.Pipeline.Audio.ConversionQuality) – The suggested audio quality level.
- content (Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioContent) – The audio content to convert.
Returns: The quality used for conversion which could be different from the suggested quality.
-
public abstract ConversionQuality
ConvertStreamingAudio
(TargetPlatform platform, ConversionQuality quality, AudioContent content, ref string outputFileName) Parameters: - platform (Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform) –
- quality (Microsoft.Xna.Framework.Content.Pipeline.Audio.ConversionQuality) –
- content (Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioContent) –
- (ref) outputFileName (string) –
-
public AudioProfile
BasicMaterialContent¶
-
class
BasicMaterialContent
: MaterialContent -
string
AlphaKey
-
string
DiffuseColorKey
-
string
EmissiveColorKey
-
string
SpecularColorKey
-
string
SpecularPowerKey
-
string
TextureKey
-
string
VertexColorEnabledKey
-
System.Nullable<Single>
Alpha
-
System.Nullable<Vector3>
DiffuseColor
-
System.Nullable<Vector3>
EmissiveColor
-
System.Nullable<Vector3>
SpecularColor
-
System.Nullable<Single>
SpecularPower
-
Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TextureContent>
Texture
-
System.Nullable<Boolean>
VertexColorEnabled
-
string
BitmapContent¶
-
class
BitmapContent
: ContentItem Provides properties and methods for creating and maintaining a bitmap resource.
-
readonly int
Height
Gets or sets the height of the bitmap, in pixels.
-
readonly int
Width
Gets or sets the width of the bitmap, in pixels.
-
public void
Copy
(BitmapContent sourceBitmap, BitmapContent destinationBitmap) Copies one bitmap into another. The destination bitmap can be in any format and size. If the destination is larger or smaller, the source bitmap is scaled accordingly.
Parameters: - sourceBitmap (Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent) – BitmapContent being copied.
- destinationBitmap (Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent) – BitmapContent being overwritten.
-
public void
Copy
(BitmapContent sourceBitmap, Rectangle sourceRegion, BitmapContent destinationBitmap, Rectangle destinationRegion) Copies one bitmap into another. The destination bitmap can be in any format and size. If the destination is larger or smaller, the source bitmap is scaled accordingly.
Parameters: - sourceBitmap (Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent) – BitmapContent being copied.
- sourceRegion (Microsoft.Xna.Framework.Rectangle) – Region of sourceBitmap.
- destinationBitmap (Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent) – BitmapContent being overwritten.
- destinationRegion (Microsoft.Xna.Framework.Rectangle) – Region of bitmap to be overwritten.
-
public abstract System.Byte[]
GetPixelData
() Reads encoded bitmap content.
Returns: Array containing encoded bitmap data.
-
public abstract void
SetPixelData
(System.Byte[] sourceData) Writes encoded bitmap content.
Parameters: - sourceData (System.Byte[]) – Array containing encoded bitmap data to be set.
-
public string
ToString
() Returns a string description of the bitmap resource.
Returns: Description of the bitmap.
-
protected abstract bool
TryCopyFrom
(BitmapContent sourceBitmap, Rectangle sourceRegion, Rectangle destinationRegion) Attempts to copy a region from a specified bitmap.
Parameters: - sourceBitmap (Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent) – BitmapContent being copied.
- sourceRegion (Microsoft.Xna.Framework.Rectangle) – Location of sourceBitmap.
- destinationRegion (Microsoft.Xna.Framework.Rectangle) – Region of destination bitmap to be overwritten.
Returns: true if region copy is supported; false otherwise.
-
protected abstract bool
TryCopyTo
(BitmapContent destinationBitmap, Rectangle sourceRegion, Rectangle destinationRegion) Attempts to copy a region of the specified bitmap onto another.
Parameters: - destinationBitmap (Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent) – BitmapContent being overwritten.
- sourceRegion (Microsoft.Xna.Framework.Rectangle) – Location of the source bitmap.
- destinationRegion (Microsoft.Xna.Framework.Rectangle) – Region of destination bitmap to be overwritten.
Returns: true if region copy is supported; false otherwise.
-
public abstract bool
TryGetFormat
(ref SurfaceFormat format) Parameters: - (ref) format (Microsoft.Xna.Framework.Graphics.SurfaceFormat) –
-
readonly int
BoneContent¶
-
class
BoneContent
: NodeContent Represents an animation skeleton.
BoneWeight¶
-
struct
BoneWeight
: System.ValueType Provides properties for managing a bone weight.
-
readonly string
BoneName
Gets the name of the bone.
-
readonly float
Weight
Gets the amount of bone influence, ranging from zero to one. The complete set of weights in a BoneWeightCollection should sum to one.
-
void
set_Weight
(float value) Parameters: - value (float) –
-
readonly string
BoneWeightCollection¶
-
class
BoneWeightCollection
: System.Collections.ObjectModel.Collection<BoneWeight>, System.Collections.Generic.IList<BoneWeight>, System.Collections.Generic.ICollection<BoneWeight>, System.Collections.Generic.IEnumerable<BoneWeight>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<BoneWeight>, System.Collections.Generic.IReadOnlyCollection<BoneWeight> Collection of bone weights of a vertex.
-
public void
NormalizeWeights
() Normalizes the contents of the weights list.
-
public void
NormalizeWeights
(int maxWeights) Normalizes the contents of the bone weights list.
Parameters: - maxWeights (int) – Maximum number of weights allowed.
-
public void
CharacterRegion¶
-
struct
CharacterRegion
: System.ValueType -
char
Start
-
char
End
-
CharacterRegion
Default
-
System.Collections.Generic.IEnumerable<Char>
Characters
()
-
bool
Any<T>
(System.Collections.Generic.IEnumerable<T> source) Test if there is an element in this enumeration.
Type Parameters: - T – Type of the element
Parameters: - source (System.Collections.Generic.IEnumerable<T>) – The enumerable source.
Returns: true if there is an element in this enumeration, false otherwise
-
System.Collections.Generic.IEnumerable<TResult>
SelectMany<TSource, TResult>
(System.Collections.Generic.IEnumerable<TSource> source, System.Func<TSource, IEnumerable`1> selector) Select elements from an enumeration.
Type Parameters: - TSource – The type of the T source.
- TResult – The type of the T result.
Parameters: - source (System.Collections.Generic.IEnumerable<TSource>) – The source.
- IEnumerable`1> selector (System.Func<TSource,) – The selector.
Returns: A enumeration of selected values
-
System.Collections.Generic.IEnumerable<TSource>
Distinct<TSource>
(System.Collections.Generic.IEnumerable<TSource> source, System.Collections.Generic.IEqualityComparer<TSource> comparer) Selects distinct elements from an enumeration.
Type Parameters: - TSource – The type of the T source.
Parameters: - source (System.Collections.Generic.IEnumerable<TSource>) – The source.
- comparer (System.Collections.Generic.IEqualityComparer<TSource>) – The comparer.
Returns: A enumeration of selected values
-
char
CharacterRegionTypeConverter¶
-
class
CharacterRegionTypeConverter
: System.ComponentModel.TypeConverter -
public bool
CanConvertFrom
(System.ComponentModel.ITypeDescriptorContext context, System.Type sourceType) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- sourceType (System.Type) –
-
public System.Object
ConvertFrom
(System.ComponentModel.ITypeDescriptorContext context, System.Globalization.CultureInfo culture, System.Object value) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- culture (System.Globalization.CultureInfo) –
- value (System.Object) –
-
public bool
ChildCollection<TParent, TChild>¶
-
class
ChildCollection<TParent, TChild>
: System.Collections.ObjectModel.Collection<TChild>, System.Collections.Generic.IList<TChild>, System.Collections.Generic.ICollection<TChild>, System.Collections.Generic.IEnumerable<TChild>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<TChild>, System.Collections.Generic.IReadOnlyCollection<TChild> Provides a collection of child objects for a content item.
Links from a child object to its parent are maintained as the collection contents are modified.
Type Parameters: - TParent –
- TChild –
-
protected abstract Microsoft.Xna.Framework.Content.Pipeline.TParent
GetParent
(Microsoft.Xna.Framework.Content.Pipeline.TChild child) Parameters: - child (Microsoft.Xna.Framework.Content.Pipeline.TChild) –
-
protected abstract void
SetParent
(Microsoft.Xna.Framework.Content.Pipeline.TChild child, Microsoft.Xna.Framework.Content.Pipeline.TParent parent) Parameters: - child (Microsoft.Xna.Framework.Content.Pipeline.TChild) –
- parent (Microsoft.Xna.Framework.Content.Pipeline.TParent) –
CommandLineParser¶
-
class
CommandLineParser
: System.Object -
string
Title
-
public bool
ParseCommandLine
(System.String[] args) Parameters: - args (System.String[]) –
-
string
CompiledEffectContent¶
-
class
CompiledEffectContent
: ContentItem Represents a compiled Effect.
-
public System.Byte[]
GetEffectCode
() Retrieves the compiled byte code for this shader.
Returns: The compiled bytecode.
-
public System.Byte[]
ContentBuildLogger¶
-
class
ContentBuildLogger
: System.Object Provides methods for reporting informational messages or warnings from content importers and processors. Do not use this class to report errors. Instead, report errors by throwing a PipelineException or InvalidContentException.
-
string
LoggerRootDirectory
Gets or sets the base reference path used when reporting errors during the content build process.
-
public abstract void
LogImportantMessage
(string message, System.Object[] messageArgs) Outputs a high-priority status message from a content importer or processor.
Parameters: - message (string) – Message being reported.
- messageArgs (System.Object[]) – Arguments for the reported message.
-
public abstract void
LogMessage
(string message, System.Object[] messageArgs) Outputs a low priority status message from a content importer or processor.
Parameters: - message (string) – Message being reported.
- messageArgs (System.Object[]) – Arguments for the reported message.
-
public abstract void
LogWarning
(string helpLink, ContentIdentity contentIdentity, string message, System.Object[] messageArgs) Outputs a warning message from a content importer or processor.
Parameters: - helpLink (string) – Link to an existing online help topic containing related information.
- contentIdentity (Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity) – Identity of the content item that generated the message.
- message (string) – Message being reported.
- messageArgs (System.Object[]) – Arguments for the reported message.
-
public void
PopFile
() Outputs a message indicating that a content asset has completed processing.
-
public void
PushFile
(string filename) Outputs a message indicating that a content asset has begun processing. All logger warnings or error exceptions from this time forward to the next PopFile call refer to this file.
Parameters: - filename (string) – Name of the file containing future messages.
-
public void
Indent
()
-
public void
Unindent
()
-
string
ContentCompiler¶
-
class
ContentCompiler
: System.Object Provides methods for writing compiled binary format.
-
public ContentTypeWriter
GetTypeWriter
(System.Type type) Retrieves the worker writer for the specified type.
Parameters: - type (System.Type) – The type.
Returns: The worker writer.
-
public void
Compile
(System.IO.Stream stream, System.Object content, TargetPlatform targetPlatform, GraphicsProfile targetProfile, bool compressContent, string rootDirectory, string referenceRelocationPath) Write the content to a XNB file.
Parameters: - stream (System.IO.Stream) – The stream to write the XNB file to.
- content (System.Object) – The content to write to the XNB file.
- targetPlatform (Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform) – The platform the XNB is intended for.
- targetProfile (Microsoft.Xna.Framework.Graphics.GraphicsProfile) – The graphics profile of the target.
- compressContent (bool) – True if the content should be compressed.
- rootDirectory (string) – The root directory of the content.
- referenceRelocationPath (string) – The path of the XNB file, used to calculate relative paths for external references.
-
public ContentTypeWriter
ContentIdentity¶
-
class
ContentIdentity
: System.Object Provides properties describing the origin of the game asset, such as the original source file and creation tool. This information is used for error reporting, and by processors that need to determine from what directory the asset was originally loaded.
-
string
FragmentIdentifier
Gets or sets the specific location of the content item within the larger source file.
-
string
SourceFilename
Gets or sets the file name of the asset source.
-
string
SourceTool
Gets or sets the creation tool of the asset.
-
string
ContentImporter<T>¶
-
class
ContentImporter<T>
: System.Object, IContentImporter Implements a file format importer for use with game assets. Importers, either provided by the framework or written by a developer, must derive from ContentImporter, as well as being marked with a ContentImporterAttribute. An importer should produce results in the standard intermediate object model. If an asset has information not supported by the object model, the importer should output it as opaque data (key/value attributes attached to the relevant object). By following this procedure, a content pipeline can access specialized digital content creation (DCC) tool information, even when that information has not been fully standardized into the official object model. You can also design custom importers that accept and import types containing specific third-party extensions to the object model.
Type Parameters: - T –
-
public abstract Microsoft.Xna.Framework.Content.Pipeline.T
Import
(string filename, ContentImporterContext context) Called by the framework when importing a game asset. This is the method called by XNA when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Parameters: - filename (string) – Name of a game asset file.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) – Contains information for importing a game asset, such as a logger interface.
Returns: Resulting game asset.
ContentImporterAttribute¶
-
class
ContentImporterAttribute
: System.Attribute, System.Runtime.InteropServices._Attribute Provides properties that identify and provide metadata about the importer, such as supported file extensions and caching information. Importers are required to initialize this attribute.
-
bool
CacheImportedData
Gets and sets the caching of the content during importation.
-
string
DefaultProcessor
Gets or sets the name of the default processor for content read by this importer.
-
string
DisplayName
Gets or sets the string representing the importer in a user interface. This name is not used by the content pipeline and should not be passed to the BuildAssets task (a custom MSBuild task used by XNA Game Studio). It is used for display purposes only.
-
readonly System.Collections.Generic.IEnumerable<String>
FileExtensions
Gets the supported file name extensions of the importer.
-
bool
ContentImporterContext¶
-
class
ContentImporterContext
: System.Object Provides properties that define logging behavior for the importer.
-
readonly string
IntermediateDirectory
The absolute path to the root of the build intermediate (object) directory.
-
readonly ContentBuildLogger
Logger
Gets the logger for an importer.
-
readonly string
OutputDirectory
The absolute path to the root of the build output (binaries) directory.
-
public abstract void
AddDependency
(string filename) Adds a dependency to the specified file. This causes a rebuild of the file, when modified, on subsequent incremental builds.
Parameters: - filename (string) – Name of an asset file.
-
readonly string
ContentItem¶
-
class
ContentItem
: System.Object Provides properties that define various aspects of content stored using the intermediate file format of the XNA Framework.
-
ContentIdentity
Identity
Gets or sets the identity of the content item.
-
string
Name
Gets or sets the name of the content item.
-
readonly OpaqueDataDictionary
OpaqueData
Gets the opaque data of the content item.
-
ContentIdentity
ContentProcessor<TInput, TOutput>¶
-
class
ContentProcessor<TInput, TOutput>
: System.Object, IContentProcessor Provides a base class to use when developing custom processor components. All processors must derive from this class.
Type Parameters: - TInput –
- TOutput –
-
public abstract Microsoft.Xna.Framework.Content.Pipeline.TOutput
Process
(Microsoft.Xna.Framework.Content.Pipeline.TInput input, ContentProcessorContext context) Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.TInput) –
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) –
ContentProcessorAttribute¶
-
class
ContentProcessorAttribute
: System.Attribute, System.Runtime.InteropServices._Attribute Gets any existing content processor components.
-
string
DisplayName
Gets or sets the string representing the processor in a user interface. This name is not used by the content pipeline and should not be passed to the BuildAssets task (a custom MSBuild task used by XNA Game Studio). It is used for display purposes only.
-
string
ContentProcessorContext¶
-
class
ContentProcessorContext
: System.Object Provides access to custom processor parameters, methods for converting member data, and triggering nested builds.
-
readonly string
BuildConfiguration
Gets the name of the current content build configuration.
-
readonly string
IntermediateDirectory
Gets the path of the directory that will contain any intermediate files generated by the content processor.
-
readonly ContentBuildLogger
Logger
Gets the logger interface used for status messages or warnings.
-
readonly string
OutputDirectory
Gets the output path of the content processor.
-
readonly string
OutputFilename
Gets the output file name of the content processor.
-
readonly OpaqueDataDictionary
Parameters
Gets the collection of parameters used by the content processor.
-
readonly TargetPlatform
TargetPlatform
Gets the current content build target platform.
-
readonly GraphicsProfile
TargetProfile
Gets the current content build target profile.
-
public abstract void
AddDependency
(string filename) Adds a dependency to the specified file. This causes a rebuild of the file, when modified, on subsequent incremental builds.
Parameters: - filename (string) – Name of an asset file.
-
public abstract void
AddOutputFile
(string filename) Add a file name to the list of related output files maintained by the build item. This allows tracking build items that build multiple output files.
Parameters: - filename (string) – The name of the file.
-
public Microsoft.Xna.Framework.Content.Pipeline.TOutput
BuildAndLoadAsset<TInput, TOutput>
(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TInput> sourceAsset, string processorName) Initiates a nested build of the specified asset and then loads the result into memory.
Type Parameters: - TInput – Type of the input.
- TOutput – Type of the converted output.
Parameters: - sourceAsset (Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TInput>) – Reference to the source asset.
- processorName (string) – Optional processor for this content.
Returns: Copy of the final converted content.
-
public abstract Microsoft.Xna.Framework.Content.Pipeline.TOutput
BuildAndLoadAsset<TInput, TOutput>
(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TInput> sourceAsset, string processorName, OpaqueDataDictionary processorParameters, string importerName) Initiates a nested build of the specified asset and then loads the result into memory.
Type Parameters: - TInput – Type of the input.
- TOutput – Type of the converted output.
Parameters: - sourceAsset (Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TInput>) – Reference to the source asset.
- processorName (string) – Optional processor for this content.
- processorParameters (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) – Optional collection of named values available as input to the content processor.
- importerName (string) – Optional importer for this content.
Returns: Copy of the final converted content.
-
public Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TOutput>
BuildAsset<TInput, TOutput>
(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TInput> sourceAsset, string processorName) Initiates a nested build of an additional asset.
Type Parameters: - TInput – Type of the input.
- TOutput – Type of the output.
Parameters: - sourceAsset (Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TInput>) – Reference to the source asset.
- processorName (string) – Optional processor for this content.
Returns: Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when BuildAsset returns but it will be available for loading by the game at runtime.
-
public abstract Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TOutput>
BuildAsset<TInput, TOutput>
(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TInput> sourceAsset, string processorName, OpaqueDataDictionary processorParameters, string importerName, string assetName) Initiates a nested build of an additional asset.
Type Parameters: - TInput – Type of the input.
- TOutput – Type of the output.
Parameters: - sourceAsset (Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TInput>) – Reference to the source asset.
- processorName (string) – Optional processor for this content.
- processorParameters (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) – Optional collection of named values available as input to the content processor.
- importerName (string) – Optional importer for this content.
- assetName (string) – Optional name of the final compiled content.
Returns: Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when BuildAsset returns but it will be available for loading by the game at runtime.
-
public Microsoft.Xna.Framework.Content.Pipeline.TOutput
Convert<TInput, TOutput>
(Microsoft.Xna.Framework.Content.Pipeline.TInput input, string processorName) Type Parameters: - TInput –
- TOutput –
Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.TInput) –
- processorName (string) –
-
public abstract Microsoft.Xna.Framework.Content.Pipeline.TOutput
Convert<TInput, TOutput>
(Microsoft.Xna.Framework.Content.Pipeline.TInput input, string processorName, OpaqueDataDictionary processorParameters) Type Parameters: - TInput –
- TOutput –
Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.TInput) –
- processorName (string) –
- processorParameters (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) –
-
readonly string
ContentTypeSerializer¶
-
class
ContentTypeSerializer
: System.Object -
readonly bool
CanDeserializeIntoExistingObject
-
readonly System.Type
TargetType
-
readonly string
XmlTypeName
-
abstract System.Object
Deserialize
(IntermediateReader input, ContentSerializerAttribute format, System.Object existingInstance) Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader) –
- format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
- existingInstance (System.Object) –
-
void
Initialize
(IntermediateSerializer serializer) Parameters: - serializer (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateSerializer) –
-
public bool
ObjectIsEmpty
(System.Object value) Parameters: - value (System.Object) –
-
void
ScanChildren
(IntermediateSerializer serializer, Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ChildCallback callback, System.Object value) Parameters: - serializer (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateSerializer) –
- callback (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ChildCallback) –
- value (System.Object) –
-
abstract void
Serialize
(IntermediateWriter output, System.Object value, ContentSerializerAttribute format) Parameters: - output (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateWriter) –
- value (System.Object) –
- format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
-
readonly bool
ContentTypeSerializer<T>¶
-
class
ContentTypeSerializer<T>
: ContentTypeSerializer Type Parameters: - T –
-
abstract Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T
Deserialize
(IntermediateReader input, ContentSerializerAttribute format, Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T existingInstance) Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader) –
- format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
- existingInstance (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T) –
-
System.Object
Deserialize
(IntermediateReader input, ContentSerializerAttribute format, System.Object existingInstance) Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader) –
- format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
- existingInstance (System.Object) –
-
public bool
ObjectIsEmpty
(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T value) Parameters: - value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T) –
-
public bool
ObjectIsEmpty
(System.Object value) Parameters: - value (System.Object) –
-
void
ScanChildren
(IntermediateSerializer serializer, Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ChildCallback callback, Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T value) Parameters: - serializer (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateSerializer) –
- callback (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ChildCallback) –
- value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T) –
-
void
ScanChildren
(IntermediateSerializer serializer, Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ChildCallback callback, System.Object value) Parameters: - serializer (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateSerializer) –
- callback (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ChildCallback) –
- value (System.Object) –
-
abstract void
Serialize
(IntermediateWriter output, Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T value, ContentSerializerAttribute format) Parameters: - output (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateWriter) –
- value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T) –
- format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
-
void
Serialize
(IntermediateWriter output, System.Object value, ContentSerializerAttribute format) Parameters: - output (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateWriter) –
- value (System.Object) –
- format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
ContentTypeSerializerAttribute¶
-
class
ContentTypeSerializerAttribute
: System.Attribute, System.Runtime.InteropServices._Attribute Used to identify custom ContentTypeSerializer classes.
-
System.Collections.ObjectModel.ReadOnlyCollection<Type>
GetTypes
()
-
System.Collections.ObjectModel.ReadOnlyCollection<Type>
ContentTypeWriter¶
-
class
ContentTypeWriter
: System.Object Provides methods and properties for compiling a specific managed type into a binary format.
-
readonly bool
CanDeserializeIntoExistingObject
Determines if deserialization into an existing object is possible.
Value: true if the object can be deserialized into; false otherwise.
-
readonly System.Type
TargetType
Gets the type handled by this compiler component.
Value: The type handled by this compiler component.
-
readonly int
TypeVersion
Gets a format version number for this type.
Value: A format version number for this type.
-
public abstract string
GetRuntimeReader
(TargetPlatform targetPlatform) Gets the assembly qualified name of the runtime loader for this type.
Parameters: - targetPlatform (Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform) – Name of the platform.
Returns: Name of the runtime loader.
-
public string
GetRuntimeType
(TargetPlatform targetPlatform) Gets the assembly qualified name of the runtime target type. The runtime target type often matches the design time type, but may differ.
Parameters: - targetPlatform (Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform) – The target platform.
Returns: The qualified name.
-
void
OnAddedToContentWriter
(ContentWriter writer) Allows type writers to add their element type writers to the content writer.
Parameters: - writer (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter) – The content writer.
-
bool
ShouldCompressContent
(TargetPlatform targetPlatform, System.Object value) Indicates whether a given type of content should be compressed.
Parameters: - targetPlatform (Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform) – The target platform of the content build.
- value (System.Object) – The object about to be serialized, or null if a collection of objects is to be serialized.
Returns: true if the content of the requested type should be compressed; false otherwise.
-
abstract void
Write
(ContentWriter output, System.Object value) Compiles an object into binary format.
Parameters: - output (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter) – The content writer serializing the value.
- value (System.Object) – The resultant object.
-
readonly bool
ContentTypeWriter<T>¶
-
class
ContentTypeWriter<T>
: ContentTypeWriter Provides a generic implementation of ContentTypeWriter methods and properties for compiling a specific managed type into a binary format.
Type Parameters: - T – The type to write
-
void
Write
(ContentWriter output, System.Object value) Compiles a strongly typed object into binary format.
Parameters: - output (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter) – The content writer serializing the value.
- value (System.Object) – The value to write.
-
abstract void
Write
(ContentWriter output, Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.T value) Parameters: - output (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter) –
- value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.T) –
ContentTypeWriterAttribute¶
-
class
ContentTypeWriterAttribute
: System.Attribute, System.Runtime.InteropServices._Attribute Identifies the components of a type writer. Custom content writers must apply this attribute to their class as well as extend the ContentTypeWriter class.
ContentWriter¶
-
class
ContentWriter
: System.IO.BinaryWriter, System.IDisposable Provides an implementation for many of the ContentCompiler methods including compilation, state tracking for shared resources and creation of the header type manifest.
-
readonly TargetPlatform
TargetPlatform
Gets the content build target platform.
-
readonly GraphicsProfile
TargetProfile
Gets or sets the target graphics profile.
-
public void
Flush
() All content has been written, so now finalize the header, footer and anything else that needs finalizing.
-
ContentTypeWriter
GetTypeWriter
(System.Type type) Gets a ContentTypeWriter for the given type.
Parameters: - type (System.Type) – The type of the object to write.
Returns: The ContentTypeWriter for the type.
-
public void
WriteExternalReference<T>
(ExternalReference<T> reference) Writes the name of an external file to the output binary.
Type Parameters: - T – The type of reference.
Parameters: - reference (Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<T>) – External reference to a data file for the content item.
-
public void
WriteObject<T>
(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.T value) Type Parameters: - T –
Parameters: - value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.T) –
-
public void
WriteObject<T>
(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.T value, ContentTypeWriter typeWriter) Type Parameters: - T –
Parameters: - value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.T) –
- typeWriter (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter) –
-
public void
WriteRawObject<T>
(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.T value) Type Parameters: - T –
Parameters: - value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.T) –
-
public void
WriteRawObject<T>
(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.T value, ContentTypeWriter typeWriter) Type Parameters: - T –
Parameters: - value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.T) –
- typeWriter (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter) –
-
public void
WriteSharedResource<T>
(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.T value) Type Parameters: - T –
Parameters: - value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.T) –
-
public void
Write
(Color value) Writes a Color value.
Parameters: - value (Microsoft.Xna.Framework.Color) – Value of a color using Red, Green, Blue, and Alpha values to write.
-
public void
Write
(Matrix value) Writes a Matrix value.
Parameters: - value (Microsoft.Xna.Framework.Matrix) – Value to write.
-
public void
Write
(Quaternion value) Writes a Matrix value.
Parameters: - value (Microsoft.Xna.Framework.Quaternion) – Value to write.
-
public void
Write
(Vector2 value) Writes a Vector2 value.
Parameters: - value (Microsoft.Xna.Framework.Vector2) – Value to write.
-
public void
Write
(Vector3 value) Writes a Vector3 value.
Parameters: - value (Microsoft.Xna.Framework.Vector3) – Value to write.
-
public void
Write
(Vector4 value) Writes a Vector4 value.
Parameters: - value (Microsoft.Xna.Framework.Vector4) – Value to write.
-
void
Write
(BoundingSphere value) Writes a BoundingSphere value.
Parameters: - value (Microsoft.Xna.Framework.BoundingSphere) – Value to write.
-
void
Write
(Rectangle value) Writes a Rectangle value.
Parameters: - value (Microsoft.Xna.Framework.Rectangle) – Value to write.
-
bool
CanDeserializeIntoExistingObject
(System.Type type) Helper for checking if a type can be deserialized into an existing object.
Parameters: - type (System.Type) – The type to check.
Returns: True if the type can be deserialized into an existing object.
-
readonly TargetPlatform
ConversionFormat¶
-
enum
ConversionFormat
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Target formats supported for audio source conversions.
-
ConversionFormat
Adpcm
Microsoft ADPCM encoding technique using 4 bits
-
ConversionFormat
Pcm
8/16-bit mono/stereo PCM audio 8KHz-48KHz
-
ConversionFormat
WindowsMedia
Windows Media CBR formats (64 kbps, 128 kbps, 192 kbps)
-
ConversionFormat
Xma
The Xbox compression format
-
ConversionFormat
ImaAdpcm
QuickTime ADPCM format
-
ConversionFormat
Aac
Advanced Audio Coding
-
ConversionFormat
Vorbis
Vorbis open, patent-free audio encoding
-
ConversionFormat
ConversionQuality¶
-
enum
ConversionQuality
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Compression quality of the audio content.
-
ConversionQuality
Low
High compression yielding lower file size, but could compromise audio quality
-
ConversionQuality
Medium
Moderate compression resulting in a compromise between audio quality and file size
-
ConversionQuality
Best
Lowest compression, but the best audio quality
-
ConversionQuality
DualTextureMaterialContent¶
-
class
DualTextureMaterialContent
: MaterialContent -
string
AlphaKey
-
string
DiffuseColorKey
-
string
TextureKey
-
string
Texture2Key
-
string
VertexColorEnabledKey
-
System.Nullable<Single>
Alpha
-
System.Nullable<Vector3>
DiffuseColor
-
Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TextureContent>
Texture
-
Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TextureContent>
Texture2
-
System.Nullable<Boolean>
VertexColorEnabled
-
string
Dxt1BitmapContent¶
-
class
Dxt1BitmapContent
: DxtBitmapContent -
public bool
TryGetFormat
(ref SurfaceFormat format) Parameters: - (ref) format (Microsoft.Xna.Framework.Graphics.SurfaceFormat) –
-
public string
ToString
() Returns a string description of the bitmap.
Returns: Description of the bitmap.
-
public bool
Dxt3BitmapContent¶
-
class
Dxt3BitmapContent
: DxtBitmapContent -
public bool
TryGetFormat
(ref SurfaceFormat format) Parameters: - (ref) format (Microsoft.Xna.Framework.Graphics.SurfaceFormat) –
-
public string
ToString
() Returns a string description of the bitmap.
Returns: Description of the bitmap.
-
public bool
Dxt5BitmapContent¶
-
class
Dxt5BitmapContent
: DxtBitmapContent -
public bool
TryGetFormat
(ref SurfaceFormat format) Parameters: - (ref) format (Microsoft.Xna.Framework.Graphics.SurfaceFormat) –
-
public string
ToString
() Returns a string description of the bitmap.
Returns: Description of the bitmap.
-
public bool
DxtBitmapContent¶
-
class
DxtBitmapContent
: BitmapContent -
public System.Byte[]
GetPixelData
()
-
public void
SetPixelData
(System.Byte[] sourceData) Parameters: - sourceData (System.Byte[]) –
-
public System.Byte[]
EffectContent¶
-
class
EffectContent
: ContentItem Contains the source code for a DirectX Effect, loaded from a .fx file.
-
string
EffectCode
Gets or sets the effect program source code.
-
string
EffectImporter¶
-
class
EffectImporter
: Microsoft.Xna.Framework.Content.Pipeline.ContentImporter<EffectContent>, IContentImporter Provides methods for reading effect (.fx) files for use in the Content Pipeline.
-
public EffectContent
Import
(string filename, ContentImporterContext context) Called by the XNA Framework when importing an .fx file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Parameters: - filename (string) – Name of a game asset file.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) – Contains information for importing a game asset, such as a logger interface.
Returns: Resulting game asset.
-
public EffectContent
EffectMaterialContent¶
-
class
EffectMaterialContent
: MaterialContent -
string
EffectKey
-
string
CompiledEffectKey
-
Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<EffectContent>
Effect
-
Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<CompiledEffectContent>
CompiledEffect
-
string
EffectProcessor¶
-
class
EffectProcessor
: Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor<EffectContent, CompiledEffectContent>, IContentProcessor Processes a string representation to a platform-specific compiled effect.
-
EffectProcessorDebugMode
DebugMode
The debug mode for compiling effects.
Value: The debug mode to use when compiling effects.
-
string
Defines
Define assignments for the effect.
Value: A list of define assignments delimited by semicolons.
-
public CompiledEffectContent
Process
(EffectContent input, ContentProcessorContext context) Processes the string representation of the specified effect into a platform-specific binary format using the specified context.
Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent) – The effect string to be processed.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) – Context for the specified processor.
Returns: A platform-specific compiled binary effect.
-
EffectProcessorDebugMode
EffectProcessorDebugMode¶
-
enum
EffectProcessorDebugMode
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Specifies how debugging of effects is to be supported in PIX.
-
EffectProcessorDebugMode
Auto
Enables effect debugging when built with Debug profile.
-
EffectProcessorDebugMode
Debug
Enables effect debugging for all profiles. Will produce unoptimized shaders.
-
EffectProcessorDebugMode
Optimize
Disables debugging for all profiles, produce optimized shaders.
-
EffectProcessorDebugMode
EnvironmentMapMaterialContent¶
-
class
EnvironmentMapMaterialContent
: MaterialContent -
string
AlphaKey
-
string
DiffuseColorKey
-
string
EmissiveColorKey
-
string
EnvironmentMapKey
-
string
EnvironmentMapAmountKey
-
string
EnvironmentMapSpecularKey
-
string
FresnelFactorKey
-
string
TextureKey
-
System.Nullable<Single>
Alpha
-
System.Nullable<Vector3>
DiffuseColor
-
System.Nullable<Vector3>
EmissiveColor
-
Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TextureContent>
EnvironmentMap
-
System.Nullable<Single>
EnvironmentMapAmount
-
System.Nullable<Vector3>
EnvironmentMapSpecular
-
System.Nullable<Single>
FresnelFactor
-
Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TextureContent>
Texture
-
string
Etc1BitmapContent¶
-
class
Etc1BitmapContent
: BitmapContent Supports the processing of a texture compressed using ETC1.
-
public System.Byte[]
GetPixelData
()
-
public void
SetPixelData
(System.Byte[] sourceData) Parameters: - sourceData (System.Byte[]) –
-
public bool
TryGetFormat
(ref SurfaceFormat format) Parameters: - (ref) format (Microsoft.Xna.Framework.Graphics.SurfaceFormat) –
-
public string
ToString
() Returns a string description of the bitmap.
Returns: Description of the bitmap.
-
public System.Byte[]
ExternalReference<T>¶
-
class
ExternalReference<T>
: ContentItem Specifies external references to a data file for the content item.
While the object model is instantiated, reference file names are absolute. When the file containing the external reference is serialized to disk, file names are relative to the file. This allows movement of the content tree to a different location without breaking internal links.
Type Parameters: - T –
-
string
Filename
Gets and sets the file name of an ExternalReference.
FbxImporter¶
-
class
FbxImporter
: Microsoft.Xna.Framework.Content.Pipeline.ContentImporter<NodeContent>, IContentImporter Provides methods for reading AutoDesk (.fbx) files for use in the Content Pipeline.
-
public NodeContent
Import
(string filename, ContentImporterContext context) Parameters: - filename (string) –
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) –
-
public NodeContent
FileHelper¶
-
class
FileHelper
: System.Object -
public void
DeleteIfExists
(string path) Checks deletes a file from disk without throwing exceptions.
Parameters: - path (string) –
-
public void
FontDescription¶
-
class
FontDescription
: ContentItem Provides information to the FontDescriptionProcessor describing which font to rasterize, which font size to utilize, and which Unicode characters to include in the processor output.
-
string
FontName
Gets or sets the name of the font, such as “Times New Roman” or “Arial”. This value cannot be null or empty.
-
float
Size
Gets or sets the size, in points, of the font.
-
float
Spacing
Gets or sets the amount of space, in pixels, to insert between letters in a string.
-
bool
UseKerning
Indicates if kerning information is used when drawing characters.
-
FontDescriptionStyle
Style
Gets or sets the style of the font, expressed as a combination of one or more FontDescriptionStyle flags.
-
System.Nullable<Char>
DefaultCharacter
Gets or sets the default character for the font.
-
readonly System.Collections.Generic.ICollection<Char>
Characters
-
Microsoft.Xna.Framework.Content.Pipeline.Graphics.CharacterRegion[]
get_CharacterRegions
()
-
void
set_CharacterRegions
(Microsoft.Xna.Framework.Content.Pipeline.Graphics.CharacterRegion[] value) Parameters: - value (Microsoft.Xna.Framework.Content.Pipeline.Graphics.CharacterRegion[]) –
-
void
set_Characters
(System.Collections.Generic.ICollection<Char> value) Parameters: - value (System.Collections.Generic.ICollection<Char>) –
-
string
FontDescriptionImporter¶
-
class
FontDescriptionImporter
: Microsoft.Xna.Framework.Content.Pipeline.ContentImporter<FontDescription>, IContentImporter Provides methods for reading .spritefont files for use in the Content Pipeline.
-
public FontDescription
Import
(string filename, ContentImporterContext context) Called by the XNA Framework when importing a .spritefont file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Parameters: - filename (string) – Name of a game asset file.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) – Contains information for importing a game asset, such as a logger interface.
Returns: Resulting game asset.
-
public FontDescription
FontDescriptionProcessor¶
-
class
FontDescriptionProcessor
: Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor<FontDescription, SpriteFontContent>, IContentProcessor -
bool
PremultiplyAlpha
-
TextureProcessorOutputFormat
TextureFormat
-
public SpriteFontContent
Process
(FontDescription input, ContentProcessorContext context) Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription) –
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) –
-
bool
FontDescriptionStyle¶
-
enum
FontDescriptionStyle
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Flags that describe style information to be applied to text. You can combine these flags by using a bitwise OR operator (|).
-
FontDescriptionStyle
Bold
Bold text.
-
FontDescriptionStyle
Italic
Italic text.
-
FontDescriptionStyle
Regular
Normal text.
-
FontDescriptionStyle
FontTextureProcessor¶
-
class
FontTextureProcessor
: Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor<Texture2DContent, SpriteFontContent>, IContentProcessor -
char
FirstCharacter
-
bool
PremultiplyAlpha
-
TextureProcessorOutputFormat
TextureFormat
-
public SpriteFontContent
Process
(Texture2DContent input, ContentProcessorContext context) Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture2DContent) –
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) –
-
char
GeometryContent¶
-
class
GeometryContent
: ContentItem Provides properties that define various aspects of a geometry batch.
-
readonly IndexCollection
Indices
Gets the list of triangle indices for this geometry batch. Geometry is stored as an indexed triangle list, where each group of three indices defines a single triangle.
-
MaterialContent
Material
Gets or sets the material of the parent mesh.
-
MeshContent
Parent
Gets or sets the parent MeshContent for this object.
-
readonly VertexContent
Vertices
Gets the set of vertex batches for the geometry batch.
-
readonly IndexCollection
GeometryContentCollection¶
-
class
GeometryContentCollection
: Microsoft.Xna.Framework.Content.Pipeline.ChildCollection<MeshContent, GeometryContent>, System.Collections.Generic.IList<GeometryContent>, System.Collections.Generic.ICollection<GeometryContent>, System.Collections.Generic.IEnumerable<GeometryContent>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<GeometryContent>, System.Collections.Generic.IReadOnlyCollection<GeometryContent> Provides methods for maintaining a collection of geometry batches that make up a mesh.
GraphicsUtil¶
-
class
GraphicsUtil
: System.Object -
BitmapContent
Resize
(BitmapContent bitmap, int newWidth, int newHeight) Parameters: - bitmap (Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent) –
- newWidth (int) –
- newHeight (int) –
-
public void
BGRAtoRGBA
(System.Byte[] data) Parameters: - data (System.Byte[]) –
-
public bool
IsPowerOfTwo
(int x) Parameters: - x (int) –
-
public int
GetNextPowerOfTwo
(int value) Returns the next power of two. Returns same value if already is PoT.
Parameters: - value (int) –
-
public void
CompressPvrtc
(TextureContent content, bool generateMipMaps, bool isSpriteFont) Parameters: - content (Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent) –
- generateMipMaps (bool) –
- isSpriteFont (bool) –
-
public void
CompressDxt
(GraphicsProfile profile, TextureContent content, bool generateMipMaps, bool isSpriteFont) Parameters: - profile (Microsoft.Xna.Framework.Graphics.GraphicsProfile) –
- content (Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent) –
- generateMipMaps (bool) –
- isSpriteFont (bool) –
-
public void
CompressAti
(TextureContent content, bool generateMipMaps) Parameters: - content (Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent) –
- generateMipMaps (bool) –
-
public void
CompressEtc1
(TextureContent content, bool generateMipMaps) Parameters: - content (Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent) –
- generateMipMaps (bool) –
-
public void
CompressColor16Bit
(TextureContent content, bool generateMipMaps) Parameters: - content (Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent) –
- generateMipMaps (bool) –
-
public void
CompressFontDXT3
(TextureContent content, bool generateMipmaps) Parameters: - content (Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent) –
- generateMipmaps (bool) –
-
BitmapContent
H264Importer¶
-
class
H264Importer
: Microsoft.Xna.Framework.Content.Pipeline.ContentImporter<VideoContent>, IContentImporter -
public VideoContent
Import
(string filename, ContentImporterContext context) Parameters: - filename (string) –
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) –
-
public VideoContent
IContentImporter¶
-
interface
IContentImporter
Accesses a statically typed ContentImporter instance from generic code using dynamic typing.
-
System.Object
Import
(string filename, ContentImporterContext context) Imports an asset from the specified file.
Parameters: - filename (string) – Name of the game asset file.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) – A ContentImporterContext class containing information for importing a game asset, such as a logger interface.
Returns: Resulting game asset.
-
System.Object
IContentProcessor¶
-
interface
IContentProcessor
Provides methods and properties for accessing a statically typed ContentProcessor subclass, using dynamically typed object data.
-
readonly System.Type
InputType
Gets the expected object type of the input parameter to IContentProcessor.Process.
-
readonly System.Type
OutputType
Gets the object type returned by IContentProcessor.Process.
-
System.Object
Process
(System.Object input, ContentProcessorContext context) Processes the specified input data and returns the result.
Parameters: - input (System.Object) – Existing content object being processed.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) – Contains any required custom process parameters.
Returns: An object representing the processed input.
-
readonly System.Type
IEffectCompilerOutput¶
-
interface
IEffectCompilerOutput
-
void
WriteWarning
(string file, int line, int column, string message) Parameters: - file (string) –
- line (int) –
- column (int) –
- message (string) –
-
void
WriteError
(string file, int line, int column, string message) Parameters: - file (string) –
- line (int) –
- column (int) –
- message (string) –
-
void
IndexCollection¶
-
class
IndexCollection
: System.Collections.ObjectModel.Collection<Int32>, System.Collections.Generic.IList<Int32>, System.Collections.Generic.ICollection<Int32>, System.Collections.Generic.IEnumerable<Int32>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<Int32>, System.Collections.Generic.IReadOnlyCollection<Int32> Provides methods for maintaining a list of index values.
-
public void
AddRange
(System.Collections.Generic.IEnumerable<Int32> indices) Add a range of indices to the collection.
Parameters: - indices (System.Collections.Generic.IEnumerable<Int32>) – A collection of indices to add.
-
public void
IndirectPositionCollection¶
-
class
IndirectPositionCollection
: System.Object, System.Collections.Generic.IList<Vector3>, System.Collections.Generic.ICollection<Vector3>, System.Collections.Generic.IEnumerable<Vector3>, System.Collections.IEnumerable Provides methods for maintaining a list of vertex positions.
-
readonly int
Count
Number of positions in the collection.
Value: Number of positions.
-
Vector3
Item
-
public bool
Contains
(Vector3 item) Determines whether the specified position is in the collection.
Parameters: - item (Microsoft.Xna.Framework.Vector3) – Position being searched for in the collection.
Returns: true if the position was found; false otherwise.
-
public void
CopyTo
(Microsoft.Xna.Framework.Vector3[] array, int arrayIndex) Copies the specified positions to an array, starting at the specified index.
Parameters: - array (Microsoft.Xna.Framework.Vector3[]) – Array of positions to be copied.
- arrayIndex (int) – Index of the first copied position.
-
public System.Collections.Generic.IEnumerator<Vector3>
GetEnumerator
() Gets an enumerator interface for reading the position values.
Returns: Interface for enumerating the collection of position values.
-
public int
IndexOf
(Vector3 item) Gets the index of the specified position in a collection.
Parameters: - item (Microsoft.Xna.Framework.Vector3) – Position being searched for.
Returns: Index of the specified position or -1 if not found.
-
System.Exception
Readonly
()
-
readonly int
IntermediateReader¶
-
class
IntermediateReader
: System.Object -
readonly System.Xml.XmlReader
Xml
-
readonly IntermediateSerializer
Serializer
-
public bool
MoveToElement
(string elementName) Parameters: - elementName (string) –
-
public Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T
ReadObject<T>
(ContentSerializerAttribute format) Type Parameters: - T –
Parameters: - format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
-
public Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T
ReadObject<T>
(ContentSerializerAttribute format, ContentTypeSerializer typeSerializer) Type Parameters: - T –
Parameters: - format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
- typeSerializer (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer) –
-
public Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T
ReadObject<T>
(ContentSerializerAttribute format, ContentTypeSerializer typeSerializer, Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T existingInstance) Type Parameters: - T –
Parameters: - format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
- typeSerializer (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer) –
- existingInstance (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T) –
-
public Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T
ReadObject<T>
(ContentSerializerAttribute format, Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T existingInstance) Type Parameters: - T –
Parameters: - format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
- existingInstance (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T) –
-
public Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T
ReadRawObject<T>
(ContentSerializerAttribute format) Type Parameters: - T –
Parameters: - format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
-
public Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T
ReadRawObject<T>
(ContentSerializerAttribute format, ContentTypeSerializer typeSerializer) Type Parameters: - T –
Parameters: - format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
- typeSerializer (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer) –
-
public Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T
ReadRawObject<T>
(ContentSerializerAttribute format, ContentTypeSerializer typeSerializer, Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T existingInstance) Type Parameters: - T –
Parameters: - format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
- typeSerializer (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer) –
- existingInstance (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T) –
-
public Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T
ReadRawObject<T>
(ContentSerializerAttribute format, Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T existingInstance) Type Parameters: - T –
Parameters: - format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
- existingInstance (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T) –
-
public void
ReadSharedResource<T>
(ContentSerializerAttribute format, System.Action<T> fixup) Type Parameters: - T –
Parameters: - format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
- fixup (System.Action<T>) –
-
void
ReadSharedResources
()
-
public void
ReadExternalReference<T>
(ExternalReference<T> existingInstance) Type Parameters: - T –
Parameters: - existingInstance (Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<T>) –
-
void
ReadExternalReferences
()
-
InvalidContentException
NewInvalidContentException
(System.Exception innerException, string message, System.Object[] args) Parameters: - innerException (System.Exception) –
- message (string) –
- args (System.Object[]) –
-
public System.Type
ReadTypeName
() Reads the next type in the
Returns:
-
readonly System.Xml.XmlReader
IntermediateSerializer¶
-
class
IntermediateSerializer
: System.Object -
public Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T
Deserialize<T>
(System.Xml.XmlReader input, string referenceRelocationPath) Type Parameters: - T –
Parameters: - input (System.Xml.XmlReader) –
- referenceRelocationPath (string) –
-
public ContentTypeSerializer
GetTypeSerializer
(System.Type type) Parameters: - type (System.Type) –
-
Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.GenericCollectionHelper
GetCollectionHelper
(System.Type type) Parameters: - type (System.Type) –
-
public void
Serialize<T>
(System.Xml.XmlWriter output, Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T value, string referenceRelocationPath) Type Parameters: - T –
Parameters: - output (System.Xml.XmlWriter) –
- value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T) –
- referenceRelocationPath (string) –
-
System.Type
FindType
(string typeName) Finds the type in any assembly loaded into the AppDomain.
Parameters: - typeName (string) –
-
string
GetFullTypeName
(System.Type type) Gets the (potentially) aliased name for any type.
Parameters: - type (System.Type) –
-
string
GetTypeName
(System.Type type) Returns the name of the type, without the namespace. For generic types, we add the type parameters in square brackets. i.e. List<int> becomes List[int]
Parameters: - type (System.Type) –
-
bool
AlreadyScanned
(System.Object value) Parameters: - value (System.Object) –
-
bool
HasTypeAlias
(System.Type type) Parameters: - type (System.Type) –
-
public Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T
IntermediateWriter¶
-
class
IntermediateWriter
: System.Object -
readonly System.Xml.XmlWriter
Xml
-
readonly IntermediateSerializer
Serializer
-
public void
WriteExternalReference<T>
(ExternalReference<T> value) Type Parameters: - T –
Parameters: - value (Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<T>) –
-
public void
WriteObject<T>
(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T value, ContentSerializerAttribute format) Type Parameters: - T –
Parameters: - value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T) –
- format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
-
public void
WriteObject<T>
(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T value, ContentSerializerAttribute format, ContentTypeSerializer typeSerializer) Type Parameters: - T –
Parameters: - value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T) –
- format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
- typeSerializer (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer) –
-
void
WriteObjectInternal
(System.Object value, ContentSerializerAttribute format, ContentTypeSerializer typeSerializer, System.Type declaredType) Parameters: - value (System.Object) –
- format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
- typeSerializer (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer) –
- declaredType (System.Type) –
-
public void
WriteRawObject<T>
(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T value, ContentSerializerAttribute format) Type Parameters: - T –
Parameters: - value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T) –
- format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
-
public void
WriteRawObject<T>
(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T value, ContentSerializerAttribute format, ContentTypeSerializer typeSerializer) Type Parameters: - T –
Parameters: - value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T) –
- format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
- typeSerializer (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer) –
-
public void
WriteSharedResource<T>
(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T value, ContentSerializerAttribute format) Type Parameters: - T –
Parameters: - value (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.T) –
- format (Microsoft.Xna.Framework.Content.ContentSerializerAttribute) –
-
void
WriteSharedResources
()
-
void
WriteExternalReferences
()
-
public void
WriteTypeName
(System.Type type) Parameters: - type (System.Type) –
-
readonly System.Xml.XmlWriter
InvalidContentException¶
-
class
InvalidContentException
: System.Exception, System.Runtime.Serialization.ISerializable, System.Runtime.InteropServices._Exception Thrown when errors are encountered in content during processing.
-
ContentIdentity
ContentIdentity
Gets or sets the identity of the content item that caused the exception.
-
public void
GetObjectData
(System.Runtime.Serialization.SerializationInfo info, System.Runtime.Serialization.StreamingContext context) When overridden in a derived class, returns information about the exception. In addition to the base behavior, this method provides serialization functionality.
Parameters: - info (System.Runtime.Serialization.SerializationInfo) – Information necessary for serialization and deserialization of the content item.
- context (System.Runtime.Serialization.StreamingContext) – Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context.
-
ContentIdentity
LoadedTypeCollection<T>¶
-
class
LoadedTypeCollection<T>
: System.Object, System.Collections.Generic.IEnumerable<T>, System.Collections.IEnumerable A helper for collecting instances of a particular type by scanning the types in loaded assemblies.
Type Parameters: - T –
-
public System.Collections.Generic.IEnumerator<T>
GetEnumerator
()
MaterialContent¶
-
class
MaterialContent
: ContentItem Provides methods and properties for maintaining a collection of named texture references.
-
readonly TextureReferenceDictionary
Textures
Gets the texture collection of the material.
Value: Collection of textures used by the material.
-
public MaterialContent
Clone
() Helper method to make a copy of a material.
Returns: A clone of the material.
-
readonly TextureReferenceDictionary
MaterialProcessor¶
-
class
MaterialProcessor
: Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor<MaterialContent, MaterialContent>, IContentProcessor Provides methods and properties for maintaining a collection of named texture references.
-
Color
ColorKeyColor
Gets or sets the color value to replace with transparent black.
Value: Color value of the material to replace with transparent black.
-
bool
ColorKeyEnabled
Specifies whether color keying of a texture is enabled.
Value: true if color keying is enabled; false otherwise.
-
MaterialProcessorDefaultEffect
DefaultEffect
The default effect type for this instance of MaterialProcessor.
Value: The default effect type.
-
bool
GenerateMipmaps
Specifies if a full chain of mipmaps are generated from the source material. Existing mipmaps of the material are not replaced.
Value: true if mipmap generation is enabled; false otherwise.
-
bool
PremultiplyTextureAlpha
Specifies whether alpha premultiply of textures is enabled.
Value: true if alpha premultiply is enabled; false otherwise.
-
bool
ResizeTexturesToPowerOfTwo
Specifies whether resizing of a material is enabled. Typically used to maximize compatability with a graphics card because many graphics cards do not support a material size that is not a power of two. If ResizeTexturesToPowerOfTwo is enabled, the material is resized to the next largest power of two.
Value: true if resizing is enabled; false otherwise.
-
TextureProcessorOutputFormat
TextureFormat
Specifies the texture format of output materials. Materials can either be left unchanged from the source asset, converted to a corresponding Color, or compressed using the appropriate DxtCompressed format.
Value: The texture format of the output.
-
public MaterialContent
Process
(MaterialContent input, ContentProcessorContext context) Builds the texture and effect content for the material.
Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent) – The material content to build.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) – Context for the specified processor.
Returns: The built material.
-
public MaterialContent
CreateDefaultMaterial
(MaterialProcessorDefaultEffect effect) Helper method which returns the material for a default effect.
Parameters: - effect (Microsoft.Xna.Framework.Content.Pipeline.Processors.MaterialProcessorDefaultEffect) –
Returns: A material.
-
public MaterialProcessorDefaultEffect
GetDefaultEffect
(MaterialContent content) Helper method which returns the default effect for a material.
Parameters: - content (Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent) –
Returns: The default effect.
-
Color
MaterialProcessorDefaultEffect¶
-
enum
MaterialProcessorDefaultEffect
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Specifies the default effect type.
-
MaterialProcessorDefaultEffect
BasicEffect
A BasicEffect Class effect.
-
MaterialProcessorDefaultEffect
SkinnedEffect
A SkinnedEffect Class effect.
-
MaterialProcessorDefaultEffect
EnvironmentMapEffect
An EnvironmentMapEffect Class effect.
-
MaterialProcessorDefaultEffect
DualTextureEffect
A DualTextureEffect Class effect.
-
MaterialProcessorDefaultEffect
AlphaTestEffect
An AlphaTestEffect Class effect.
-
MaterialProcessorDefaultEffect
MeshBuilder¶
-
class
MeshBuilder
: System.Object -
bool
MergeDuplicatePositions
Gets or sets the current value for position merging of the mesh.
-
float
MergePositionTolerance
Gets or sets the tolerance for P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.MergeDuplicatePositions.
-
string
Name
Gets or sets the name of the current T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent object being processed.
-
bool
SwapWindingOrder
Reverses the triangle winding order of the specified mesh.
-
public void
AddTriangleVertex
(int indexIntoVertexCollection) Adds a vertex into the index collection.
Parameters: - indexIntoVertexCollection (int) –
- Index of the inserted vertex, in the collection.
- This corresponds to the value returned by M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.CreatePosition(System.Single,System.Single,System.Single).
- indexIntoVertexCollection (int) –
-
public int
CreateVertexChannel<T>
(string usage) Type Parameters: - T –
Parameters: - usage (string) –
-
public int
CreatePosition
(float x, float y, float z) Inserts the specified vertex position into the vertex channel.
Parameters: - x (float) – Value of the x component of the vector.
- y (float) – Value of the y component of the vector.
- z (float) – Value of the z component of the vector.
Returns: Index of the inserted vertex.
-
public int
CreatePosition
(Vector3 pos) Inserts the specified vertex position into the vertex channel at the specified index.
Parameters: - pos (Microsoft.Xna.Framework.Vector3) – Value of the vertex being inserted.
Returns: Index of the vertex being inserted.
-
public MeshContent
FinishMesh
() Ends the creation of a mesh.
Returns: Resultant mesh.
-
public void
SetMaterial
(MaterialContent material) Sets the material for the next triangles.
Parameters: - material (Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent) – Material for the next triangles.
-
public void
SetOpaqueData
(OpaqueDataDictionary opaqueData) Sets the opaque data for the next triangles.
Parameters: - opaqueData (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) – Opaque data dictionary for the next triangles.
-
public void
SetVertexChannelData
(int vertexDataIndex, System.Object channelData) Sets the specified vertex data with new data.
Parameters: - vertexDataIndex (int) – Index of the vertex data channel being set. This should match the index returned by CreateVertexChannel.
- channelData (System.Object) – New data values for the vertex data. The data type being set must match the data type for the vertex channel specified by vertexDataIndex.
-
public MeshBuilder
StartMesh
(string name) Initializes the creation of a mesh.
Parameters: - name (string) – Name of the mesh.
Returns: Object used when building the mesh.
-
bool
MeshContent¶
-
class
MeshContent
: NodeContent Provides properties and methods that define various aspects of a mesh.
-
readonly GeometryContentCollection
Geometry
Gets the list of geometry batches for the mesh.
-
readonly PositionCollection
Positions
Gets the list of vertex position values.
-
void
TransformContents
(ref Matrix xform) Parameters: - (ref) xform (Microsoft.Xna.Framework.Matrix) –
-
readonly GeometryContentCollection
MeshHelper¶
-
class
MeshHelper
: System.Object -
public void
CalculateNormals
(MeshContent mesh, bool overwriteExistingNormals) Generates vertex normals by accumulation of triangle face normals.
Parameters: - mesh (Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent) – The mesh which will recieve the normals.
- overwriteExistingNormals (bool) – Overwrite or skip over geometry with existing normals.
-
public void
CalculateNormals
(GeometryContent geom, bool overwriteExistingNormals) Generates vertex normals by accumulation of triangle face normals.
Parameters: - geom (Microsoft.Xna.Framework.Content.Pipeline.Graphics.GeometryContent) – The geometry which will recieve the normals.
- overwriteExistingNormals (bool) – Overwrite or skip over geometry with existing normals.
-
public void
CalculateTangentFrames
(MeshContent mesh, string textureCoordinateChannelName, string tangentChannelName, string binormalChannelName) Generate the tangents and binormals (tangent frames) for each vertex in the mesh.
Parameters: - mesh (Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent) – The mesh which will have add tangent and binormal channels added.
- textureCoordinateChannelName (string) – The Vector2 texture coordinate channel used to generate tangent frames.
- tangentChannelName (string) –
- binormalChannelName (string) –
-
public void
CalculateTangentFrames
(GeometryContent geom, string textureCoordinateChannelName, string tangentChannelName, string binormalChannelName) Parameters: - geom (Microsoft.Xna.Framework.Content.Pipeline.Graphics.GeometryContent) –
- textureCoordinateChannelName (string) –
- tangentChannelName (string) –
- binormalChannelName (string) –
-
public void
CalculateTangentFrames
(System.Collections.Generic.IList<Vector3> positions, System.Collections.Generic.IList<Int32> indices, System.Collections.Generic.IList<Vector3> normals, System.Collections.Generic.IList<Vector2> textureCoords, ref Microsoft.Xna.Framework.Vector3[] tangents, ref Microsoft.Xna.Framework.Vector3[] bitangents) Parameters: - positions (System.Collections.Generic.IList<Vector3>) –
- indices (System.Collections.Generic.IList<Int32>) –
- normals (System.Collections.Generic.IList<Vector3>) –
- textureCoords (System.Collections.Generic.IList<Vector2>) –
- (ref) tangents (Microsoft.Xna.Framework.Vector3[]) –
- (ref) bitangents (Microsoft.Xna.Framework.Vector3[]) –
-
public BoneContent
FindSkeleton
(NodeContent node) Search for the root bone of the skeletion.
Parameters: - node (Microsoft.Xna.Framework.Content.Pipeline.Graphics.NodeContent) – The node from which to begin the search for the skeleton.
Returns: The root bone of the skeletion or null if none is found.
-
public System.Collections.Generic.IList<BoneContent>
FlattenSkeleton
(BoneContent skeleton) Traverses a skeleton depth-first and builds a list of its bones.
Parameters: - skeleton (Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneContent) –
-
public void
MergeDuplicatePositions
(MeshContent mesh, float tolerance) Merge any positions in the T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PositionCollection of the specified mesh that are at a distance less than the specified tolerance from each other.
Parameters: - mesh (Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent) – Mesh to be processed.
- tolerance (float) –
- Tolerance value that determines how close
- positions must be to each other to be merged.
-
public void
MergeDuplicateVertices
(GeometryContent geometry) Merge vertices with the same P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent.PositionIndices and T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel data within the specified T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.GeometryContent.
Parameters: - geometry (Microsoft.Xna.Framework.Content.Pipeline.Graphics.GeometryContent) – Geometry to be processed.
-
public void
MergeDuplicateVertices
(MeshContent mesh) Merge vertices with the same P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent.PositionIndices and T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel data within the P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent.Geometry of this mesh. If you want to merge positions too, call M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshHelper.MergeDuplicatePositions(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent,System.Single) on your mesh before this function.
Parameters: - mesh (Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent) – Mesh to be processed
-
public void
OptimizeForCache
(MeshContent mesh) Parameters: - mesh (Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent) –
-
public void
SwapWindingOrder
(MeshContent mesh) Reverses the triangle winding order of the mesh.
Parameters: - mesh (Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent) – The mesh which will be modified.
-
public void
TransformScene
(NodeContent scene, Matrix transform) Transforms the contents of a node and its descendants.
Parameters: - scene (Microsoft.Xna.Framework.Content.Pipeline.Graphics.NodeContent) – The root node of the scene to transform.
- transform (Microsoft.Xna.Framework.Matrix) – The transform matrix to apply to the scene.
-
bool
IsLeftHanded
(ref Matrix xform) Parameters: - (ref) xform (Microsoft.Xna.Framework.Matrix) –
-
public void
MipmapChain¶
-
class
MipmapChain
: System.Collections.ObjectModel.Collection<BitmapContent>, System.Collections.Generic.IList<BitmapContent>, System.Collections.Generic.ICollection<BitmapContent>, System.Collections.Generic.IEnumerable<BitmapContent>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<BitmapContent>, System.Collections.Generic.IReadOnlyCollection<BitmapContent> Provides methods for accessing a mipmap chain.
-
public MipmapChain
op_Implicit
(BitmapContent bitmap) Parameters: - bitmap (Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent) –
-
public MipmapChain
MipmapChainCollection¶
-
class
MipmapChainCollection
: System.Collections.ObjectModel.Collection<MipmapChain>, System.Collections.Generic.IList<MipmapChain>, System.Collections.Generic.ICollection<MipmapChain>, System.Collections.Generic.IEnumerable<MipmapChain>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<MipmapChain>, System.Collections.Generic.IReadOnlyCollection<MipmapChain> Provides methods for maintaining a mipmap chain.
ModelBoneContent¶
-
class
ModelBoneContent
: System.Object -
readonly ModelBoneContentCollection
Children
-
readonly int
Index
-
readonly string
Name
-
readonly ModelBoneContent
Parent
-
Matrix
Transform
-
void
set_Children
(ModelBoneContentCollection value) Parameters: - value (Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelBoneContentCollection) –
-
readonly ModelBoneContentCollection
ModelBoneContentCollection¶
-
class
ModelBoneContentCollection
: System.Collections.ObjectModel.ReadOnlyCollection<ModelBoneContent>, System.Collections.Generic.IList<ModelBoneContent>, System.Collections.Generic.ICollection<ModelBoneContent>, System.Collections.Generic.IEnumerable<ModelBoneContent>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<ModelBoneContent>, System.Collections.Generic.IReadOnlyCollection<ModelBoneContent>
ModelContent¶
-
class
ModelContent
: System.Object -
readonly ModelBoneContentCollection
Bones
-
readonly ModelMeshContentCollection
Meshes
-
readonly ModelBoneContent
Root
-
System.Object
Tag
-
readonly ModelBoneContentCollection
ModelMeshContent¶
-
class
ModelMeshContent
: System.Object -
readonly BoundingSphere
BoundingSphere
-
readonly ModelMeshPartContentCollection
MeshParts
-
readonly string
Name
-
readonly ModelBoneContent
ParentBone
-
readonly MeshContent
SourceMesh
-
System.Object
Tag
-
readonly BoundingSphere
ModelMeshContentCollection¶
-
class
ModelMeshContentCollection
: System.Collections.ObjectModel.ReadOnlyCollection<ModelMeshContent>, System.Collections.Generic.IList<ModelMeshContent>, System.Collections.Generic.ICollection<ModelMeshContent>, System.Collections.Generic.IEnumerable<ModelMeshContent>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<ModelMeshContent>, System.Collections.Generic.IReadOnlyCollection<ModelMeshContent>
ModelMeshPartContent¶
-
class
ModelMeshPartContent
: System.Object -
readonly IndexCollection
IndexBuffer
-
MaterialContent
Material
-
readonly int
NumVertices
-
readonly int
PrimitiveCount
-
readonly int
StartIndex
-
System.Object
Tag
-
readonly VertexBufferContent
VertexBuffer
-
readonly int
VertexOffset
-
readonly IndexCollection
ModelMeshPartContentCollection¶
-
class
ModelMeshPartContentCollection
: System.Collections.ObjectModel.ReadOnlyCollection<ModelMeshPartContent>, System.Collections.Generic.IList<ModelMeshPartContent>, System.Collections.Generic.ICollection<ModelMeshPartContent>, System.Collections.Generic.IEnumerable<ModelMeshPartContent>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<ModelMeshPartContent>, System.Collections.Generic.IReadOnlyCollection<ModelMeshPartContent>
ModelProcessor¶
-
class
ModelProcessor
: Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor<NodeContent, ModelContent>, IContentProcessor -
Color
ColorKeyColor
-
bool
ColorKeyEnabled
-
MaterialProcessorDefaultEffect
DefaultEffect
-
bool
GenerateMipmaps
-
bool
GenerateTangentFrames
-
bool
PremultiplyTextureAlpha
-
bool
PremultiplyVertexColors
-
bool
ResizeTexturesToPowerOfTwo
-
float
RotationX
-
float
RotationY
-
float
RotationZ
-
float
Scale
-
bool
SwapWindingOrder
-
TextureProcessorOutputFormat
TextureFormat
-
public ModelContent
Process
(NodeContent input, ContentProcessorContext context) Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.Graphics.NodeContent) –
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) –
-
Color
Mp3Importer¶
-
class
Mp3Importer
: Microsoft.Xna.Framework.Content.Pipeline.ContentImporter<AudioContent>, IContentImporter Provides methods for reading MP3 audio files for use in the Content Pipeline.
-
public AudioContent
Import
(string filename, ContentImporterContext context) Called by the XNA Framework when importing an MP3 audio file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Parameters: - filename (string) – Name of a game asset file.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) – Contains information for importing a game asset, such as a logger interface.
Returns: Resulting game asset.
-
public AudioContent
NamedValueDictionary<T>¶
-
class
NamedValueDictionary<T>
: System.Object, System.Collections.Generic.IDictionary<String, T>, System.Collections.Generic.ICollection<KeyValuePair`2>, System.Collections.Generic.IEnumerable<KeyValuePair`2>, System.Collections.IEnumerable Type Parameters: - T –
-
readonly System.Collections.Generic.ICollection<String>
Keys
Gets all keys contained in the dictionary.
-
readonly System.Collections.Generic.ICollection<T>
Values
Gets all values contained in the dictionary.
-
Microsoft.Xna.Framework.Content.Pipeline.T
Item
-
readonly int
Count
Gets the number of items in the dictionary.
-
public void
Add
(string key, Microsoft.Xna.Framework.Content.Pipeline.T value) Parameters: - key (string) –
- value (Microsoft.Xna.Framework.Content.Pipeline.T) –
-
public bool
ContainsKey
(string key) Determines whether the specified key is present in the dictionary.
Parameters: - key (string) – Identity of a key.
Returns:
-
public bool
Remove
(string key) Removes the specified key and value from the dictionary.
Parameters: - key (string) – Identity of the key to be removed.
Returns: true if the value is present; false otherwise.
-
public bool
TryGetValue
(string key, ref Microsoft.Xna.Framework.Content.Pipeline.T value) Parameters: - key (string) –
- (ref) value (Microsoft.Xna.Framework.Content.Pipeline.T) –
-
System.Type
get_DefaultSerializerType
()
-
public void
Clear
() Removes all keys and values from the dictionary.
-
public System.Collections.Generic.IEnumerator<KeyValuePair`2>
GetEnumerator
() Gets an enumerator that iterates through items in a dictionary.
Returns: Enumerator for iterating through the dictionary.
NodeContent¶
-
class
NodeContent
: ContentItem Provides a base class for graphics types that define local coordinate systems.
-
readonly Matrix
AbsoluteTransform
Gets the value of the local Transform property, multiplied by the AbsoluteTransform of the parent.
-
readonly AnimationContentDictionary
Animations
Gets the set of animations belonging to this node.
-
readonly NodeContentCollection
Children
Gets the children of the NodeContent object.
-
NodeContent
Parent
Gets the parent of this NodeContent object.
-
Matrix
Transform
Gets the transform matrix of the scene. The transform matrix defines a local coordinate system for the content in addition to any children of this object.
-
readonly Matrix
NodeContentCollection¶
-
class
NodeContentCollection
: Microsoft.Xna.Framework.Content.Pipeline.ChildCollection<NodeContent, NodeContent>, System.Collections.Generic.IList<NodeContent>, System.Collections.Generic.ICollection<NodeContent>, System.Collections.Generic.IEnumerable<NodeContent>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<NodeContent>, System.Collections.Generic.IReadOnlyCollection<NodeContent>
OggImporter¶
-
class
OggImporter
: Microsoft.Xna.Framework.Content.Pipeline.ContentImporter<AudioContent>, IContentImporter Provides methods for reading .ogg audio files for use in the Content Pipeline.
-
public AudioContent
Import
(string filename, ContentImporterContext context) Called by the XNA Framework when importing an ogg audio file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Parameters: - filename (string) – Name of a game asset file.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) – Contains information for importing a game asset, such as a logger interface.
Returns: Resulting game asset.
-
public AudioContent
OpaqueDataDictionary¶
-
class
OpaqueDataDictionary
: Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary<Object>, System.Collections.Generic.IDictionary<String, Object>, System.Collections.Generic.ICollection<KeyValuePair`2>, System.Collections.Generic.IEnumerable<KeyValuePair`2>, System.Collections.IEnumerable
OpenAssetImporter¶
-
class
OpenAssetImporter
: Microsoft.Xna.Framework.Content.Pipeline.ContentImporter<NodeContent>, IContentImporter -
string
ImporterName
-
public NodeContent
Import
(string filename, ContentImporterContext context) Parameters: - filename (string) –
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) –
-
public Matrix
ToXna
(Assimp.Matrix4x4 matrix) Parameters: - matrix (Assimp.Matrix4x4) –
-
public Vector2
ToXna
(Assimp.Vector2D vector) Parameters: - vector (Assimp.Vector2D) –
-
public Vector3
ToXna
(Assimp.Vector3D vector) Parameters: - vector (Assimp.Vector3D) –
-
public Quaternion
ToXna
(Assimp.Quaternion quaternion) Parameters: - quaternion (Assimp.Quaternion) –
-
public Vector3
ToXna
(Assimp.Color4D color) Parameters: - color (Assimp.Color4D) –
-
public Vector2
ToXnaTexCoord
(Assimp.Vector3D vector) Parameters: - vector (Assimp.Vector3D) –
-
public Color
ToXnaColor
(Assimp.Color4D color) Parameters: - color (Assimp.Color4D) –
-
string
Options¶
-
class
Options
: System.Object -
string
SourceFile
-
string
OutputFile
-
ShaderProfile
Profile
-
bool
Debug
-
string
Defines
-
string
ParseError¶
-
class
ParseError
: System.Object -
readonly string
File
-
readonly int
Code
-
readonly int
Line
-
readonly int
Column
-
readonly int
Position
-
readonly int
Length
-
readonly string
Message
-
readonly string
ParseErrors¶
-
class
ParseErrors
: System.Collections.Generic.List<ParseError>, System.Collections.Generic.IList<ParseError>, System.Collections.Generic.ICollection<ParseError>, System.Collections.Generic.IEnumerable<ParseError>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<ParseError>, System.Collections.Generic.IReadOnlyCollection<ParseError>
ParseNode¶
-
class
ParseNode
: System.Object -
ParseNode
Parent
-
Token
Token
-
readonly System.Collections.Generic.List<ParseNode>
Nodes
-
string
Text
-
public ParseNode
CreateNode
(Token token, string text) Parameters: - token (TwoMGFX.Token) –
- text (string) –
-
System.Object
Eval
(ParseTree tree, System.Object[] paramlist) this implements the evaluation functionality, cannot be used directly
Parameters: - tree (TwoMGFX.ParseTree) – the parsetree itself
- paramlist (System.Object[]) – optional input parameters
Returns: a partial result of the evaluation
-
ParseNode
Parser¶
ParseTree¶
-
class
ParseTree
: ParseNode -
ParseErrors
Errors
-
System.Collections.Generic.List<Token>
Skipped
-
public string
PrintTree
()
-
public System.Object
Eval
(System.Object[] paramlist) this is the entry point for executing and evaluating the parse tree.
Parameters: - paramlist (System.Object[]) – additional optional input parameters
Returns: the output of the evaluation function
-
ParseErrors
ParseTreeTools¶
-
class
ParseTreeTools
: System.Object -
public float
ParseFloat
(string value) Parameters: - value (string) –
-
public int
ParseInt
(string value) Parameters: - value (string) –
-
public bool
ParseBool
(string value) Parameters: - value (string) –
-
public Color
ParseColor
(string value) Parameters: - value (string) –
-
public void
WhitespaceNodes
(TokenType type, System.Collections.Generic.List<ParseNode> nodes, ref string sourceFile) Parameters: - type (TwoMGFX.TokenType) –
- nodes (System.Collections.Generic.List<ParseNode>) –
- (ref) sourceFile (string) –
-
public float
PassInfo¶
-
class
PassInfo
: System.Object -
string
name
-
string
vsModel
-
string
vsFunction
-
string
psModel
-
string
psFunction
-
BlendState
blendState
-
RasterizerState
rasterizerState
-
DepthStencilState
depthStencilState
-
string
PassThroughProcessor¶
-
class
PassThroughProcessor
: Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor<Object, Object>, IContentProcessor As the name implies, this processor simply passes data through as-is.
-
public System.Object
Process
(System.Object input, ContentProcessorContext context) Parameters: - input (System.Object) –
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) –
-
public System.Object
PathHelper¶
-
class
PathHelper
: System.Object -
char
DirectorySeparator
The/universal/standard/directory/seperator.
-
public string
Normalize
(string path) Returns a path string normalized to the/universal/standard.
Parameters: - path (string) –
-
public string
NormalizeDirectory
(string path) Returns a directory path string normalized to the/universal/standard with a trailing seperator.
Parameters: - path (string) –
-
public string
NormalizeWindows
(string path) Returns a path string normalized to theWindowsstandard.
Parameters: - path (string) –
-
public string
GetRelativePath
(string basePath, string path) Returns a path relative to the base path.
Parameters: - basePath (string) – The path to make relative to. Must end with directory seperator.
- path (string) – The path to be made relative to the basePath.
Returns: The relative path or the original string if it is not absolute or cannot be made relative.
-
char
PipelineBuildEvent¶
-
class
PipelineBuildEvent
: System.Object -
string
Extension
-
string
SourceFile
Absolute path to the source file.
-
System.DateTime
SourceTime
The date/time stamp of the source file.
-
string
DestFile
Absolute path to the output file.
-
System.DateTime
DestTime
The date/time stamp of the destination file.
-
string
Importer
-
System.DateTime
ImporterTime
The date/time stamp of the DLL containing the importer.
-
string
Processor
-
System.DateTime
ProcessorTime
The date/time stamp of the DLL containing the processor.
-
OpaqueDataDictionary
Parameters
-
System.Collections.Generic.List<Pair>
ParametersXml
-
System.Collections.Generic.List<String>
Dependencies
Gets or sets the dependencies.
Value: The dependencies.
-
System.Collections.Generic.List<String>
BuildAsset
Gets or sets the additional (nested) assets.
Value: The additional (nested) assets.
-
System.Collections.Generic.List<String>
BuildOutput
Gets or sets the related output files.
Value: The related output files.
-
public PipelineBuildEvent
Load
(string filePath) Parameters: - filePath (string) –
-
public void
Save
(string filePath) Parameters: - filePath (string) –
-
public bool
NeedsRebuild
(PipelineManager manager, PipelineBuildEvent cachedEvent) Parameters: - manager (MonoGame.Framework.Content.Pipeline.Builder.PipelineManager) –
- cachedEvent (MonoGame.Framework.Content.Pipeline.Builder.PipelineBuildEvent) –
-
bool
AreParametersEqual
(OpaqueDataDictionary parameters0, OpaqueDataDictionary parameters1, OpaqueDataDictionary defaultValues) Parameters: - parameters0 (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) –
- parameters1 (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) –
- defaultValues (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) –
-
string
PipelineBuildLogger¶
-
class
PipelineBuildLogger
: ContentBuildLogger -
public void
LogMessage
(string message, System.Object[] messageArgs) Parameters: - message (string) –
- messageArgs (System.Object[]) –
-
public void
LogImportantMessage
(string message, System.Object[] messageArgs) Parameters: - message (string) –
- messageArgs (System.Object[]) –
-
public void
LogWarning
(string helpLink, ContentIdentity contentIdentity, string message, System.Object[] messageArgs) Parameters: - helpLink (string) –
- contentIdentity (Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity) –
- message (string) –
- messageArgs (System.Object[]) –
-
public void
PipelineComponentScanner¶
-
class
PipelineComponentScanner
: System.Object Implements a scanner object containing the available importers and processors for an application. Designed for internal use only.
-
readonly System.Collections.Generic.IList<String>
Errors
Gets the list of error messages produced by the last call to Update.
-
readonly System.Collections.Generic.IDictionary<String, ContentImporterAttribute>
ImporterAttributes
Gets a dictionary that maps importer names to their associated metadata attributes.
-
readonly System.Collections.Generic.IEnumerable<String>
ImporterNames
Gets the names of all available importers.
-
readonly System.Collections.Generic.IDictionary<String, String>
ImporterOutputTypes
Gets a dictionary that maps importer names to the fully qualified name of their return types.
-
readonly System.Collections.Generic.IDictionary<String, ContentProcessorAttribute>
ProcessorAttributes
Gets a dictionary that maps processor names to their associated metadata attributes.
-
readonly System.Collections.Generic.IDictionary<String, String>
ProcessorInputTypes
Gets a dictionary that maps processor names to the fully qualified name of supported input types.
-
readonly System.Collections.Generic.IEnumerable<String>
ProcessorNames
Gets the names of all available processors.
-
readonly System.Collections.Generic.IDictionary<String, String>
ProcessorOutputTypes
Gets a dictionary that maps processor names to the fully qualified name of their output types.
-
readonly System.Collections.Generic.IDictionary<String, ProcessorParameterCollection>
ProcessorParameters
A collection of supported processor parameters.
-
public bool
Update
(System.Collections.Generic.IEnumerable<String> pipelineAssemblies) Updates the scanner object with the latest available assembly states.
Parameters: - pipelineAssemblies (System.Collections.Generic.IEnumerable<String>) – Enumerated list of available assemblies.
Returns: true if an actual scan was required, indicating the collection contents may have changed. false if no assembly changes were detected since the previous call.
-
public bool
Update
(System.Collections.Generic.IEnumerable<String> pipelineAssemblies, System.Collections.Generic.IEnumerable<String> pipelineAssemblyDependencies) Updates the scanner object with the latest available assembly states.
Parameters: - pipelineAssemblies (System.Collections.Generic.IEnumerable<String>) – Enumerated list of available assemblies.
- pipelineAssemblyDependencies (System.Collections.Generic.IEnumerable<String>) – Enumerated list of dependent assemblies.
Returns: true if an actual scan was required, indicating the collection contents may have changed. false if no assembly changes were detected since the previous call.
-
readonly System.Collections.Generic.IList<String>
PipelineException¶
-
class
PipelineException
: System.Exception, System.Runtime.Serialization.ISerializable, System.Runtime.InteropServices._Exception Thrown when errors are encountered during a content pipeline build.
PipelineImporterContext¶
-
class
PipelineImporterContext
: ContentImporterContext -
readonly string
IntermediateDirectory
-
readonly string
OutputDirectory
-
readonly ContentBuildLogger
Logger
-
public void
AddDependency
(string filename) Parameters: - filename (string) –
-
readonly string
PipelineManager¶
-
class
PipelineManager
: System.Object -
readonly string
ProjectDirectory
-
readonly string
OutputDirectory
-
readonly string
IntermediateDirectory
-
ContentBuildLogger
Logger
-
readonly System.Collections.Generic.List<String>
Assemblies
-
GraphicsProfile
Profile
The current target graphics profile for which all content is built.
-
TargetPlatform
Platform
The current target platform for which all content is built.
-
string
Config
The build configuration passed thru to content processors.
-
bool
CompressContent
Gets or sets if the content is compressed.
-
bool
RethrowExceptions
If true exceptions thrown from within an importer or processor are caught and then thrown from the context. Default value is true.
-
public void
AssignTypeConverter<TType, TTypeConverter>
() Type Parameters: - TType –
- TTypeConverter –
-
public void
AddAssembly
(string assemblyFilePath) Parameters: - assemblyFilePath (string) –
-
public System.Type[]
GetImporterTypes
()
-
public System.Type[]
GetProcessorTypes
()
-
public IContentImporter
CreateImporter
(string name) Parameters: - name (string) –
-
public string
FindImporterByExtension
(string ext) Parameters: - ext (string) –
-
public System.DateTime
GetImporterAssemblyTimestamp
(string name) Parameters: - name (string) –
-
public string
FindDefaultProcessor
(string importer) Parameters: - importer (string) –
-
public System.Type
GetProcessorType
(string name) Parameters: - name (string) –
-
public void
ResolveImporterAndProcessor
(string sourceFilepath, ref string importerName, ref string processorName) Parameters: - sourceFilepath (string) –
- (ref) importerName (string) –
- (ref) processorName (string) –
-
public IContentProcessor
CreateProcessor
(string name, OpaqueDataDictionary processorParameters) Parameters: - name (string) –
- processorParameters (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) –
-
public OpaqueDataDictionary
GetProcessorDefaultValues
(string processorName) Gets the default values for the content processor parameters.
Parameters: - processorName (string) – The name of the content processor.
Returns: A dictionary containing the default value for each parameter. Returns :ref:`` if the content processor has not been created yet.
-
public System.DateTime
GetProcessorAssemblyTimestamp
(string name) Parameters: - name (string) –
-
public OpaqueDataDictionary
ValidateProcessorParameters
(string name, OpaqueDataDictionary processorParameters) Parameters: - name (string) –
- processorParameters (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) –
-
public void
RegisterContent
(string sourceFilepath, string outputFilepath, string importerName, string processorName, OpaqueDataDictionary processorParameters) Parameters: - sourceFilepath (string) –
- outputFilepath (string) –
- importerName (string) –
- processorName (string) –
- processorParameters (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) –
-
public PipelineBuildEvent
BuildContent
(string sourceFilepath, string outputFilepath, string importerName, string processorName, OpaqueDataDictionary processorParameters) Parameters: - sourceFilepath (string) –
- outputFilepath (string) –
- importerName (string) –
- processorName (string) –
- processorParameters (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) –
-
public System.Object
ProcessContent
(PipelineBuildEvent pipelineEvent) Parameters: - pipelineEvent (MonoGame.Framework.Content.Pipeline.Builder.PipelineBuildEvent) –
-
public void
CleanContent
(string sourceFilepath, string outputFilepath) Parameters: - sourceFilepath (string) –
- outputFilepath (string) –
-
public string
GetAssetName
(string sourceFileName, string importerName, string processorName, OpaqueDataDictionary processorParameters) Gets an automatic asset name, such as “AssetName_0”.
Parameters: - sourceFileName (string) – The source file name.
- importerName (string) – The name of the content importer. Can be :ref:``.
- processorName (string) – The name of the content processor. Can be :ref:``.
- processorParameters (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) – The processor parameters. Can be :ref:``.
Returns: The asset name.
-
readonly string
PipelineProcessorContext¶
-
class
PipelineProcessorContext
: ContentProcessorContext -
readonly TargetPlatform
TargetPlatform
-
readonly GraphicsProfile
TargetProfile
-
readonly string
BuildConfiguration
-
readonly string
IntermediateDirectory
-
readonly string
OutputDirectory
-
readonly string
OutputFilename
-
readonly OpaqueDataDictionary
Parameters
-
readonly ContentBuildLogger
Logger
-
public void
AddDependency
(string filename) Parameters: - filename (string) –
-
public void
AddOutputFile
(string filename) Parameters: - filename (string) –
-
public MonoGame.Framework.Content.Pipeline.Builder.TOutput
Convert<TInput, TOutput>
(MonoGame.Framework.Content.Pipeline.Builder.TInput input, string processorName, OpaqueDataDictionary processorParameters) Type Parameters: - TInput –
- TOutput –
Parameters: - input (MonoGame.Framework.Content.Pipeline.Builder.TInput) –
- processorName (string) –
- processorParameters (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) –
-
public MonoGame.Framework.Content.Pipeline.Builder.TOutput
BuildAndLoadAsset<TInput, TOutput>
(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TInput> sourceAsset, string processorName, OpaqueDataDictionary processorParameters, string importerName) Type Parameters: - TInput –
- TOutput –
Parameters: - sourceAsset (Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TInput>) –
- processorName (string) –
- processorParameters (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) –
- importerName (string) –
-
public Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TOutput>
BuildAsset<TInput, TOutput>
(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TInput> sourceAsset, string processorName, OpaqueDataDictionary processorParameters, string importerName, string assetName) Type Parameters: - TInput –
- TOutput –
Parameters: - sourceAsset (Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TInput>) –
- processorName (string) –
- processorParameters (Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary) –
- importerName (string) –
- assetName (string) –
-
readonly TargetPlatform
PixelBitmapContent<T>¶
-
class
PixelBitmapContent<T>
: BitmapContent Type Parameters: - T –
-
public System.Byte[]
GetPixelData
()
-
public void
SetPixelData
(System.Byte[] sourceData) Parameters: - sourceData (System.Byte[]) –
-
public Microsoft.Xna.Framework.Content.Pipeline.Graphics.T[]
GetRow
(int y) Parameters: - y (int) –
-
public bool
TryGetFormat
(ref SurfaceFormat format) Parameters: - (ref) format (Microsoft.Xna.Framework.Graphics.SurfaceFormat) –
-
public Microsoft.Xna.Framework.Content.Pipeline.Graphics.T
GetPixel
(int x, int y) Parameters: - x (int) –
- y (int) –
-
public void
SetPixel
(int x, int y, Microsoft.Xna.Framework.Content.Pipeline.Graphics.T value) Parameters: - x (int) –
- y (int) –
- value (Microsoft.Xna.Framework.Content.Pipeline.Graphics.T) –
-
public void
ReplaceColor
(Microsoft.Xna.Framework.Content.Pipeline.Graphics.T originalColor, Microsoft.Xna.Framework.Content.Pipeline.Graphics.T newColor) Parameters: - originalColor (Microsoft.Xna.Framework.Content.Pipeline.Graphics.T) –
- newColor (Microsoft.Xna.Framework.Content.Pipeline.Graphics.T) –
PositionCollection¶
-
class
PositionCollection
: System.Collections.ObjectModel.Collection<Vector3>, System.Collections.Generic.IList<Vector3>, System.Collections.Generic.ICollection<Vector3>, System.Collections.Generic.IEnumerable<Vector3>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<Vector3>, System.Collections.Generic.IReadOnlyCollection<Vector3> Provides a collection of vertex position values.
Preprocessor¶
-
class
Preprocessor
: System.Object -
public string
Preprocess
(string effectCode, string filePath, System.Collections.Generic.IDictionary<String, String> defines, System.Collections.Generic.List<String> dependencies, IEffectCompilerOutput output) Parameters: - effectCode (string) –
- filePath (string) –
- String> defines (System.Collections.Generic.IDictionary<String,) –
- dependencies (System.Collections.Generic.List<String>) –
- output (TwoMGFX.IEffectCompilerOutput) –
-
public string
ProcessorParameter¶
-
class
ProcessorParameter
: System.Object Represents a processor parameter. Processor parameters are automatically discovered by the content pipeline. Therefore, only custom processor developers should use this class directly.
-
System.Object
DefaultValue
Default value of the processor parameter.
-
string
Description
Description of the parameter, as specified by the [Description] attribute.
-
string
DisplayName
Name of the parameter displayed in the designer, as specified by the [DisplayName] attribute.
-
readonly bool
IsEnum
Gets a value indicating whether the parameter is an enumeration.
-
readonly System.Collections.ObjectModel.ReadOnlyCollection<String>
PossibleEnumValues
Available options for enumerated type parameters. For parameters of other types, this value is null.
-
readonly string
PropertyName
Name of the property, as defined in the C# code.
-
readonly string
PropertyType
Type of the parameter.
-
System.Object
ProcessorParameterCollection¶
-
class
ProcessorParameterCollection
: System.Collections.ObjectModel.ReadOnlyCollection<ProcessorParameter>, System.Collections.Generic.IList<ProcessorParameter>, System.Collections.Generic.ICollection<ProcessorParameter>, System.Collections.Generic.IEnumerable<ProcessorParameter>, System.Collections.IEnumerable, System.Collections.IList, System.Collections.ICollection, System.Collections.Generic.IReadOnlyList<ProcessorParameter>, System.Collections.Generic.IReadOnlyCollection<ProcessorParameter> Represents a collection of processor parameters, usually for a single processor. This class is primarily designed for internal use or for custom processor developers.
PvrtcBitmapContent¶
-
class
PvrtcBitmapContent
: BitmapContent -
public System.Byte[]
GetPixelData
()
-
public void
SetPixelData
(System.Byte[] sourceData) Parameters: - sourceData (System.Byte[]) –
-
public System.Byte[]
PvrtcRgb2BitmapContent¶
-
class
PvrtcRgb2BitmapContent
: PvrtcBitmapContent -
public bool
TryGetFormat
(ref SurfaceFormat format) Parameters: - (ref) format (Microsoft.Xna.Framework.Graphics.SurfaceFormat) –
-
public string
ToString
() Returns a string description of the bitmap.
Returns: Description of the bitmap.
-
public bool
PvrtcRgb4BitmapContent¶
-
class
PvrtcRgb4BitmapContent
: PvrtcBitmapContent -
public bool
TryGetFormat
(ref SurfaceFormat format) Parameters: - (ref) format (Microsoft.Xna.Framework.Graphics.SurfaceFormat) –
-
public string
ToString
() Returns a string description of the bitmap.
Returns: Description of the bitmap.
-
public bool
PvrtcRgba2BitmapContent¶
-
class
PvrtcRgba2BitmapContent
: PvrtcBitmapContent -
public bool
TryGetFormat
(ref SurfaceFormat format) Parameters: - (ref) format (Microsoft.Xna.Framework.Graphics.SurfaceFormat) –
-
public string
ToString
() Returns a string description of the bitmap.
Returns: Description of the bitmap.
-
public bool
PvrtcRgba4BitmapContent¶
-
class
PvrtcRgba4BitmapContent
: PvrtcBitmapContent -
public bool
TryGetFormat
(ref SurfaceFormat format) Parameters: - (ref) format (Microsoft.Xna.Framework.Graphics.SurfaceFormat) –
-
public string
ToString
() Returns a string description of the bitmap.
Returns: Description of the bitmap.
-
public bool
SamplerStateInfo¶
-
class
SamplerStateInfo
: System.Object -
string
Name
-
string
TextureName
-
readonly SamplerState
State
-
string
Scanner¶
-
class
Scanner
: System.Object -
string
Input
-
int
StartPos
-
int
EndPos
-
string
CurrentFile
-
int
CurrentLine
-
int
CurrentColumn
-
int
CurrentPosition
-
System.Collections.Generic.List<Token>
Skipped
-
System.Collections.Generic.Dictionary<TokenType, Regex>
Patterns
-
public void
Init
(string input) Parameters: - input (string) –
-
public void
Init
(string input, string fileName) Parameters: - input (string) –
- fileName (string) –
-
public Token
Scan
(TwoMGFX.TokenType[] expectedtokens) executes a lookahead of the next token and will advance the scan on the input string
Parameters: - expectedtokens (TwoMGFX.TokenType[]) –
Returns:
-
public Token
LookAhead
(TwoMGFX.TokenType[] expectedtokens) returns token with longest best match
Parameters: - expectedtokens (TwoMGFX.TokenType[]) –
Returns:
-
string
ShaderCompilerException¶
-
class
ShaderCompilerException
: System.Exception, System.Runtime.Serialization.ISerializable, System.Runtime.InteropServices._Exception
ShaderInfo¶
-
class
ShaderInfo
: System.Object -
System.Collections.Generic.List<TechniqueInfo>
Techniques
-
System.Collections.Generic.Dictionary<String, SamplerStateInfo>
SamplerStates
-
readonly string
FilePath
-
readonly string
FileContent
-
readonly ShaderProfile
Profile
-
readonly string
OutputFilePath
-
readonly bool
Debug
-
readonly System.Collections.Generic.List<String>
Dependencies
-
readonly System.Collections.Generic.List<String>
AdditionalOutputFiles
-
public ShaderInfo
FromFile
(string path, Options options, IEffectCompilerOutput output) Parameters: - path (string) –
- options (TwoMGFX.Options) –
- output (TwoMGFX.IEffectCompilerOutput) –
-
public ShaderInfo
FromString
(string effectSource, string filePath, Options options, IEffectCompilerOutput output) Parameters: - effectSource (string) –
- filePath (string) –
- options (TwoMGFX.Options) –
- output (TwoMGFX.IEffectCompilerOutput) –
-
System.Collections.Generic.List<TechniqueInfo>
ShaderProfile¶
-
class
ShaderProfile
: System.Object -
ShaderProfile
OpenGL
-
ShaderProfile
DirectX_11
-
readonly System.Collections.Generic.IEnumerable<ShaderProfile>
All
Returns all the loaded shader profiles.
-
readonly string
Name
Returns the name of the shader profile.
-
readonly byte
FormatId
Returns the format identifier used in the MGFX file format.
-
public ShaderProfile
ForPlatform
(string platform) Returns the correct profile for the named platform or null if no supporting profile is found.
Parameters: - platform (string) –
-
public ShaderProfile
FromName
(string name) Returns the profile by name or null if no match is found.
Parameters: - name (string) –
-
abstract void
AddMacros
(System.Collections.Generic.Dictionary<String, String> macros) Parameters: - String> macros (System.Collections.Generic.Dictionary<String,) –
-
abstract void
ValidateShaderModels
(PassInfo pass) Parameters: - pass (TwoMGFX.PassInfo) –
-
abstract TwoMGFX.ShaderData
CreateShader
(ShaderInfo shaderInfo, string shaderFunction, string shaderProfile, bool isVertexShader, TwoMGFX.EffectObject effect, ref string errorsAndWarnings) Parameters: - shaderInfo (TwoMGFX.ShaderInfo) –
- shaderFunction (string) –
- shaderProfile (string) –
- isVertexShader (bool) –
- effect (TwoMGFX.EffectObject) –
- (ref) errorsAndWarnings (string) –
-
abstract bool
Supports
(string platform) Parameters: - platform (string) –
-
ShaderProfile
SkinnedMaterialContent¶
-
class
SkinnedMaterialContent
: MaterialContent -
string
AlphaKey
-
string
DiffuseColorKey
-
string
EmissiveColorKey
-
string
SpecularColorKey
-
string
SpecularPowerKey
-
string
TextureKey
-
string
WeightsPerVertexKey
-
System.Nullable<Single>
Alpha
-
System.Nullable<Vector3>
DiffuseColor
-
System.Nullable<Vector3>
EmissiveColor
-
System.Nullable<Vector3>
SpecularColor
-
System.Nullable<Single>
SpecularPower
-
Microsoft.Xna.Framework.Content.Pipeline.ExternalReference<TextureContent>
Texture
-
System.Nullable<Int32>
WeightsPerVertex
-
string
SongContent¶
-
class
SongContent
: System.Object Represents a processed Song object.
SongProcessor¶
-
class
SongProcessor
: Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor<AudioContent, SongContent>, IContentProcessor A custom song processor that processes an intermediate AudioContent type. This type encapsulates the source audio content, producing a Song type that can be used in the game.
-
ConversionQuality
Quality
Gets or sets the target format quality of the audio content.
Value: The ConversionQuality of this audio data.
-
public SongContent
Process
(AudioContent input, ContentProcessorContext context) Builds the content for the source audio.
Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioContent) – The audio content to build.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) – Context for the specified processor.
Returns: The built audio.
-
ConversionQuality
SoundEffectContent¶
-
class
SoundEffectContent
: System.Object Represents a processed sound effect.
SoundEffectProcessor¶
-
class
SoundEffectProcessor
: Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor<AudioContent, SoundEffectContent>, IContentProcessor A sound effect processor that processes an intermediate AudioContent type. This type encapsulates the source audio content, producing a SoundEffect type that can be used in the game.
-
ConversionQuality
Quality
Gets or sets the target format quality of the audio content.
Value: The ConversionQuality of this audio data.
-
public SoundEffectContent
Process
(AudioContent input, ContentProcessorContext context) Builds the content for the source audio.
Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioContent) – The audio content to build.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) – Context for the specified processor.
Returns: The built audio.
-
ConversionQuality
SpriteFontContent¶
-
class
SpriteFontContent
: System.Object -
string
FontName
-
float
FontSize
-
Texture2DContent
Texture
-
System.Collections.Generic.List<Rectangle>
Glyphs
-
System.Collections.Generic.List<Rectangle>
Cropping
-
System.Collections.Generic.List<Char>
CharacterMap
-
int
VerticalLineSpacing
-
float
HorizontalSpacing
-
System.Collections.Generic.List<Vector3>
Kerning
-
System.Nullable<Char>
DefaultCharacter
-
string
SpriteFontContentWriter¶
-
class
SpriteFontContentWriter
: Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter<SpriteFontContent> -
void
Write
(ContentWriter output, SpriteFontContent value) Parameters: - output (Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter) –
- value (Microsoft.Xna.Framework.Content.Pipeline.Graphics.SpriteFontContent) –
-
public string
GetRuntimeReader
(TargetPlatform targetPlatform) Gets the assembly qualified name of the runtime loader for this type.
Parameters: - targetPlatform (Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform) – Name of the platform.
Returns: Name of the runtime loader.
-
public string
GetRuntimeType
(TargetPlatform targetPlatform) Gets the assembly qualified name of the runtime target type. The runtime target type often matches the design time type, but may differ.
Parameters: - targetPlatform (Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform) – The target platform.
Returns: The qualified name.
-
bool
ShouldCompressContent
(TargetPlatform targetPlatform, System.Object value) Indicates whether a given type of content should be compressed.
Parameters: - targetPlatform (Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform) – The target platform of the content build.
- value (System.Object) – The object about to be serialized, or null if a collection of objects is to be serialized.
Returns: true if the content of the requested type should be compressed; false otherwise.
-
void
StringToColorConverter¶
-
class
StringToColorConverter
: System.ComponentModel.TypeConverter -
public bool
CanConvertTo
(System.ComponentModel.ITypeDescriptorContext context, System.Type destinationType) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- destinationType (System.Type) –
-
public System.Object
ConvertTo
(System.ComponentModel.ITypeDescriptorContext context, System.Globalization.CultureInfo culture, System.Object value, System.Type destinationType) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- culture (System.Globalization.CultureInfo) –
- value (System.Object) –
- destinationType (System.Type) –
-
public bool
CanConvertFrom
(System.ComponentModel.ITypeDescriptorContext context, System.Type sourceType) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- sourceType (System.Type) –
-
public System.Object
ConvertFrom
(System.ComponentModel.ITypeDescriptorContext context, System.Globalization.CultureInfo culture, System.Object value) Parameters: - context (System.ComponentModel.ITypeDescriptorContext) –
- culture (System.Globalization.CultureInfo) –
- value (System.Object) –
-
public bool
TargetPlatform¶
-
enum
TargetPlatform
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Identifiers for the target platform.
-
TargetPlatform
Windows
All desktop versions of Windows using DirectX.
-
TargetPlatform
Xbox360
Xbox 360 video game and entertainment system
-
TargetPlatform
iOS
Apple iOS-based devices (iPod Touch, iPhone, iPad) (MonoGame)
-
TargetPlatform
Android
Android-based devices (MonoGame)
-
TargetPlatform
DesktopGL
All desktop versions using OpenGL. (MonoGame)
-
TargetPlatform
MacOSX
Apple Mac OSX-based devices (iMac, MacBook, MacBook Air, etc) (MonoGame)
-
TargetPlatform
WindowsStoreApp
Windows Store App (MonoGame)
-
TargetPlatform
NativeClient
Google Chrome Native Client (MonoGame)
-
TargetPlatform
PlayStationMobile
Sony PlayStation Mobile (PS Vita) (MonoGame)
-
TargetPlatform
WindowsPhone8
Windows Phone 8 (MonoGame)
-
TargetPlatform
RaspberryPi
Raspberry Pi (MonoGame)
-
TargetPlatform
PlayStation4
Sony PlayStation4
-
TargetPlatform
PSVita
PlayStation Vita
-
TargetPlatform
XboxOne
Xbox One
-
TargetPlatform
TechniqueInfo¶
-
class
TechniqueInfo
: System.Object -
int
startPos
-
int
length
-
string
name
-
System.Collections.Generic.List<PassInfo>
Passes
-
int
Texture2DContent¶
-
class
Texture2DContent
: TextureContent -
MipmapChain
Mipmaps
-
public void
Validate
(System.Nullable<GraphicsProfile> targetProf) Parameters: - targetProf (System.Nullable<GraphicsProfile>) –
-
MipmapChain
Texture3DContent¶
-
class
Texture3DContent
: TextureContent -
public void
Validate
(System.Nullable<GraphicsProfile> targetProf) Parameters: - targetProf (System.Nullable<GraphicsProfile>) –
-
public void
GenerateMipmaps
(bool overwriteExistingMipmaps) Parameters: - overwriteExistingMipmaps (bool) –
-
public void
TextureContent¶
-
class
TextureContent
: ContentItem Provides a base class for all texture objects.
-
readonly MipmapChainCollection
Faces
Collection of image faces that hold a single mipmap chain for a regular 2D texture, six chains for a cube map, or an arbitrary number for volume and array textures.
-
public void
ConvertBitmapType
(System.Type newBitmapType) Converts all bitmaps for this texture to a different format.
Parameters: - newBitmapType (System.Type) – Type being converted to. The new type must be a subclass of BitmapContent, such as PixelBitmapContent or DxtBitmapContent.
-
public void
GenerateMipmaps
(bool overwriteExistingMipmaps) Generates a full set of mipmaps for the texture.
Parameters: - overwriteExistingMipmaps (bool) – true if the existing mipmap set is replaced with the new set; false otherwise.
-
public abstract void
Validate
(System.Nullable<GraphicsProfile> targetProfile) Verifies that all contents of this texture are present, correct and match the capabilities of the device.
Parameters: - targetProfile (System.Nullable<GraphicsProfile>) – The profile identifier that defines the capabilities of the device.
-
readonly MipmapChainCollection
TextureCubeContent¶
-
class
TextureCubeContent
: TextureContent -
public void
Validate
(System.Nullable<GraphicsProfile> targetProf) Parameters: - targetProf (System.Nullable<GraphicsProfile>) –
-
public void
TextureFilterType¶
-
enum
TextureFilterType
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible -
TextureFilterType
None
-
TextureFilterType
Point
-
TextureFilterType
Linear
-
TextureFilterType
Anisotropic
-
TextureFilterType
TextureImporter¶
-
class
TextureImporter
: Microsoft.Xna.Framework.Content.Pipeline.ContentImporter<TextureContent>, IContentImporter Provides methods for reading texture files for use in the Content Pipeline.
-
public TextureContent
Import
(string filename, ContentImporterContext context) Called by the XNA Framework when importing a texture file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Parameters: - filename (string) – Name of a game asset file.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) – Contains information for importing a game asset, such as a logger interface.
Returns: Resulting game asset.
-
public TextureContent
TextureProcessor¶
-
class
TextureProcessor
: Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor<TextureContent, TextureContent>, IContentProcessor -
Color
ColorKeyColor
-
bool
ColorKeyEnabled
-
bool
GenerateMipmaps
-
bool
PremultiplyAlpha
-
bool
ResizeToPowerOfTwo
-
bool
MakeSquare
-
TextureProcessorOutputFormat
TextureFormat
-
public TextureContent
Process
(TextureContent input, ContentProcessorContext context) Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent) –
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) –
-
Color
TextureProcessorOutputFormat¶
-
enum
TextureProcessorOutputFormat
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible Specifies the target output (of type SurfaceFormat) of the texture processor. Used by TextureProcessor.TextureFormat.
-
TextureProcessorOutputFormat
Color
The SurfaceFormat value, of the input TextureContent object, is converted to Color by the processor. Typically used for 2D graphics and overlays.
-
TextureProcessorOutputFormat
DxtCompressed
The SurfaceFormat value, of the input TextureContent object, is converted to an appropriate DXT compression by the processor. If the input texture contains fractional alpha values, it is converted to DXT5 format (8 bits per texel); otherwise it is converted to DXT1 (4 bits per texel). This conversion reduces the resource’s size on the graphics card. Typically used for 3D textures such as 3D model textures.
-
TextureProcessorOutputFormat
NoChange
The SurfaceFormat value, of the input TextureContent object, is not changed by the processor. Typically used for textures processed by an external tool.
-
TextureProcessorOutputFormat
Compressed
The SurfaceFormat value, of the input TextureContent object, is converted to an appropriate compressed format for the target platform. This can include PVRTC for iOS, DXT for desktop, Windows 8 and Windows Phone 8, and ETC1 or BGRA4444 for Android.
-
TextureProcessorOutputFormat
Color16Bit
The pixel depth of the input texture is reduced to BGR565 for opaque textures, otherwise it uses BGRA4444.
-
TextureProcessorOutputFormat
Etc1Compressed
The input texture is compressed using ETC1 texture compression. Used on Android platforms.
-
TextureProcessorOutputFormat
PvrCompressed
The input texture is compressed using PVR texture compression. Used on iOS and some Android platforms.
-
TextureProcessorOutputFormat
AtcCompressed
The input texture is compressed using ATI texture compression. Used on some Android platforms.
-
TextureProcessorOutputFormat
TextureProfile¶
-
class
TextureProfile
: System.Object -
public TextureProfile
ForPlatform
(TargetPlatform platform) Find the profile for this target platform.
Parameters: - platform (Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform) – The platform target for textures.
Returns:
-
public abstract bool
Supports
(TargetPlatform platform) Returns true if this profile supports texture processing for this platform.
Parameters: - platform (Microsoft.Xna.Framework.Content.Pipeline.TargetPlatform) –
-
public abstract void
Requirements
(ContentProcessorContext context, TextureProcessorOutputFormat format, ref bool requiresPowerOfTwo, ref bool requiresSquare) Parameters: - context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) –
- format (Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessorOutputFormat) –
- (ref) requiresPowerOfTwo (bool) –
- (ref) requiresSquare (bool) –
-
public void
ConvertTexture
(ContentProcessorContext context, TextureContent content, TextureProcessorOutputFormat format, bool generateMipmaps, bool isSpriteFont) Performs conversion of the texture content to the correct format.
Parameters: - context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) – The processor context.
- content (Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent) – The content to be compressed.
- format (Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessorOutputFormat) – The user requested format for compression.
- generateMipmaps (bool) – If mipmap generation is required.
- isSpriteFont (bool) – If the texture has represents a sprite font, i.e. is greyscale and has sharp black/white contrast.
-
protected abstract void
PlatformCompressTexture
(ContentProcessorContext context, TextureContent content, TextureProcessorOutputFormat format, bool generateMipmaps, bool isSpriteFont) Parameters: - context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) –
- content (Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent) –
- format (Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessorOutputFormat) –
- generateMipmaps (bool) –
- isSpriteFont (bool) –
-
public TextureProfile
TextureReferenceDictionary¶
-
class
TextureReferenceDictionary
: Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary<ExternalReference`1>, System.Collections.Generic.IDictionary<String, ExternalReference`1>, System.Collections.Generic.ICollection<KeyValuePair`2>, System.Collections.Generic.IEnumerable<KeyValuePair`2>, System.Collections.IEnumerable Provides a collection of named references to texture files.
Token¶
TokenType¶
-
enum
TokenType
: System.Enum, System.IComparable, System.IFormattable, System.IConvertible -
TokenType
_NONE_
-
TokenType
_UNDETERMINED_
-
TokenType
Start
-
TokenType
Technique_Declaration
-
TokenType
FillMode_Solid
-
TokenType
FillMode_WireFrame
-
TokenType
FillModes
-
TokenType
CullMode_None
-
TokenType
CullMode_Cw
-
TokenType
CullMode_Ccw
-
TokenType
CullModes
-
TokenType
Colors_None
-
TokenType
Colors_Red
-
TokenType
Colors_Green
-
TokenType
Colors_Blue
-
TokenType
Colors_Alpha
-
TokenType
Colors_All
-
TokenType
Colors_Boolean
-
TokenType
Colors
-
TokenType
ColorsMasks
-
TokenType
Blend_Zero
-
TokenType
Blend_One
-
TokenType
Blend_SrcColor
-
TokenType
Blend_InvSrcColor
-
TokenType
Blend_SrcAlpha
-
TokenType
Blend_InvSrcAlpha
-
TokenType
Blend_DestAlpha
-
TokenType
Blend_InvDestAlpha
-
TokenType
Blend_DestColor
-
TokenType
Blend_InvDestColor
-
TokenType
Blend_SrcAlphaSat
-
TokenType
Blend_BlendFactor
-
TokenType
Blend_InvBlendFactor
-
TokenType
Blends
-
TokenType
BlendOp_Add
-
TokenType
BlendOp_Subtract
-
TokenType
BlendOp_RevSubtract
-
TokenType
BlendOp_Min
-
TokenType
BlendOp_Max
-
TokenType
BlendOps
-
TokenType
CmpFunc_Never
-
TokenType
CmpFunc_Less
-
TokenType
CmpFunc_Equal
-
TokenType
CmpFunc_LessEqual
-
TokenType
CmpFunc_Greater
-
TokenType
CmpFunc_NotEqual
-
TokenType
CmpFunc_GreaterEqual
-
TokenType
CmpFunc_Always
-
TokenType
CmpFunc
-
TokenType
StencilOp_Keep
-
TokenType
StencilOp_Zero
-
TokenType
StencilOp_Replace
-
TokenType
StencilOp_IncrSat
-
TokenType
StencilOp_DecrSat
-
TokenType
StencilOp_Invert
-
TokenType
StencilOp_Incr
-
TokenType
StencilOp_Decr
-
TokenType
StencilOp
-
TokenType
Render_State_CullMode
-
TokenType
Render_State_FillMode
-
TokenType
Render_State_AlphaBlendEnable
-
TokenType
Render_State_SrcBlend
-
TokenType
Render_State_DestBlend
-
TokenType
Render_State_BlendOp
-
TokenType
Render_State_ColorWriteEnable
-
TokenType
Render_State_DepthBias
-
TokenType
Render_State_SlopeScaleDepthBias
-
TokenType
Render_State_ZEnable
-
TokenType
Render_State_ZWriteEnable
-
TokenType
Render_State_ZFunc
-
TokenType
Render_State_MultiSampleAntiAlias
-
TokenType
Render_State_ScissorTestEnable
-
TokenType
Render_State_StencilEnable
-
TokenType
Render_State_StencilFail
-
TokenType
Render_State_StencilFunc
-
TokenType
Render_State_StencilMask
-
TokenType
Render_State_StencilPass
-
TokenType
Render_State_StencilRef
-
TokenType
Render_State_StencilWriteMask
-
TokenType
Render_State_StencilZFail
-
TokenType
Render_State_Expression
-
TokenType
Pass_Declaration
-
TokenType
VertexShader_Pass_Expression
-
TokenType
PixelShader_Pass_Expression
-
TokenType
AddressMode_Clamp
-
TokenType
AddressMode_Wrap
-
TokenType
AddressMode_Mirror
-
TokenType
AddressMode_Border
-
TokenType
AddressMode
-
TokenType
TextureFilter_None
-
TokenType
TextureFilter_Linear
-
TokenType
TextureFilter_Point
-
TokenType
TextureFilter_Anisotropic
-
TokenType
TextureFilter
-
TokenType
Sampler_State_Texture
-
TokenType
Sampler_State_MinFilter
-
TokenType
Sampler_State_MagFilter
-
TokenType
Sampler_State_MipFilter
-
TokenType
Sampler_State_Filter
-
TokenType
Sampler_State_AddressU
-
TokenType
Sampler_State_AddressV
-
TokenType
Sampler_State_AddressW
-
TokenType
Sampler_State_BorderColor
-
TokenType
Sampler_State_MaxMipLevel
-
TokenType
Sampler_State_MaxAnisotropy
-
TokenType
Sampler_State_MipLodBias
-
TokenType
Sampler_State_Expression
-
TokenType
Sampler_Register_Expression
-
TokenType
Sampler_Declaration_States
-
TokenType
Sampler_Declaration
-
TokenType
BlockComment
-
TokenType
Comment
-
TokenType
Whitespace
-
TokenType
LinePragma
-
TokenType
Pass
-
TokenType
Technique
-
TokenType
Sampler
-
TokenType
SamplerState
-
TokenType
VertexShader
-
TokenType
PixelShader
-
TokenType
Register
-
TokenType
Boolean
-
TokenType
Number
-
TokenType
HexColor
-
TokenType
Identifier
-
TokenType
OpenBracket
-
TokenType
CloseBracket
-
TokenType
Equals
-
TokenType
Colon
-
TokenType
Comma
-
TokenType
Semicolon
-
TokenType
Or
-
TokenType
OpenParenthesis
-
TokenType
CloseParenthesis
-
TokenType
OpenSquareBracket
-
TokenType
CloseSquareBracket
-
TokenType
LessThan
-
TokenType
GreaterThan
-
TokenType
Compile
-
TokenType
ShaderModel
-
TokenType
Code
-
TokenType
EndOfFile
-
TokenType
MinFilter
-
TokenType
MagFilter
-
TokenType
MipFilter
-
TokenType
Filter
-
TokenType
Texture
-
TokenType
AddressU
-
TokenType
AddressV
-
TokenType
AddressW
-
TokenType
BorderColor
-
TokenType
MaxAnisotropy
-
TokenType
MaxMipLevel
-
TokenType
MipLodBias
-
TokenType
Clamp
-
TokenType
Wrap
-
TokenType
Mirror
-
TokenType
Border
-
TokenType
None
-
TokenType
Linear
-
TokenType
Point
-
TokenType
Anisotropic
-
TokenType
AlphaBlendEnable
-
TokenType
SrcBlend
-
TokenType
DestBlend
-
TokenType
BlendOp
-
TokenType
ColorWriteEnable
-
TokenType
ZEnable
-
TokenType
ZWriteEnable
-
TokenType
ZFunc
-
TokenType
DepthBias
-
TokenType
CullMode
-
TokenType
FillMode
-
TokenType
MultiSampleAntiAlias
-
TokenType
ScissorTestEnable
-
TokenType
SlopeScaleDepthBias
-
TokenType
StencilEnable
-
TokenType
StencilFail
-
TokenType
StencilFunc
-
TokenType
StencilMask
-
TokenType
StencilPass
-
TokenType
StencilRef
-
TokenType
StencilWriteMask
-
TokenType
StencilZFail
-
TokenType
Never
-
TokenType
Less
-
TokenType
Equal
-
TokenType
LessEqual
-
TokenType
Greater
-
TokenType
NotEqual
-
TokenType
GreaterEqual
-
TokenType
Always
-
TokenType
Keep
-
TokenType
Zero
-
TokenType
Replace
-
TokenType
IncrSat
-
TokenType
DecrSat
-
TokenType
Invert
-
TokenType
Incr
-
TokenType
Decr
-
TokenType
Red
-
TokenType
Green
-
TokenType
Blue
-
TokenType
Alpha
-
TokenType
All
-
TokenType
Cw
-
TokenType
Ccw
-
TokenType
Solid
-
TokenType
WireFrame
-
TokenType
Add
-
TokenType
Subtract
-
TokenType
RevSubtract
-
TokenType
Min
-
TokenType
Max
-
TokenType
One
-
TokenType
SrcColor
-
TokenType
InvSrcColor
-
TokenType
SrcAlpha
-
TokenType
InvSrcAlpha
-
TokenType
DestAlpha
-
TokenType
InvDestAlpha
-
TokenType
DestColor
-
TokenType
InvDestColor
-
TokenType
SrcAlphaSat
-
TokenType
BlendFactor
-
TokenType
InvBlendFactor
-
TokenType
TypeExtensions¶
-
class
TypeExtensions
: System.Object -
public Color
ToColor
(System.Drawing.Color color) Parameters: - color (System.Drawing.Color) –
-
public Vector3
ToVector3
(System.Drawing.Color color) Parameters: - color (System.Drawing.Color) –
-
public void
AddUnique<T>
(System.Collections.Generic.List<T> list, MonoGame.Framework.Content.Pipeline.Builder.T item) Type Parameters: - T –
Parameters: - list (System.Collections.Generic.List<T>) –
- item (MonoGame.Framework.Content.Pipeline.Builder.T) –
-
public void
AddRangeUnique<T>
(System.Collections.Generic.List<T> dstList, System.Collections.Generic.List<T> list) Type Parameters: - T –
Parameters: - dstList (System.Collections.Generic.List<T>) –
- list (System.Collections.Generic.List<T>) –
-
public Color
VertexBufferContent¶
-
class
VertexBufferContent
: ContentItem Provides methods and properties for managing a design-time vertex buffer that holds packed vertex data.
-
readonly System.Byte[]
VertexData
Gets the array containing the raw bytes of the packed vertex data. Use this method to get and set the contents of the vertex buffer.
Value: Raw data of the packed vertex data.
-
VertexDeclarationContent
VertexDeclaration
Gets and sets the associated VertexDeclarationContent object.
Value: The associated VertexDeclarationContent object.
-
public int
SizeOf
(System.Type type) Gets the size of the specified type, in bytes.
Parameters: - type (System.Type) – The type.
Returns: The size of the specified type, in bytes.
-
public void
Write<T>
(int offset, int stride, System.Collections.Generic.IEnumerable<T> data) Writes additional data into the vertex buffer. Writing begins at the specified byte offset, and each value is spaced according to the specified stride value (in bytes).
Type Parameters: - T – Type being written.
Parameters: - offset (int) – Offset to begin writing at.
- stride (int) – Stride of the data being written, in bytes.
- data (System.Collections.Generic.IEnumerable<T>) – Enumerated collection of data.
-
public void
Write
(int offset, int stride, System.Type dataType, System.Collections.IEnumerable data) Writes additional data into the vertex buffer. Writing begins at the specified byte offset, and each value is spaced according to the specified stride value (in bytes).
Parameters: - offset (int) – Offset at which to begin writing.
- stride (int) – Stride of the data being written, in bytes.
- dataType (System.Type) – The type of data to be written.
- data (System.Collections.IEnumerable) – The data to write.
-
readonly System.Byte[]
VertexChannel¶
-
class
VertexChannel
: System.Object, System.Collections.IList, System.Collections.ICollection, System.Collections.IEnumerable Provides methods and properties for maintaining a vertex channel. A vertex channel is a list of arbitrary data with one value for each vertex. Channels are stored inside a GeometryContent and identified by name.
-
readonly int
Count
Gets the number of elements in the vertex channel
-
readonly System.Type
ElementType
Gets the type of data contained in this channel.
-
System.Object
Item
-
readonly string
Name
Gets the name of the vertex channel.
-
abstract System.Collections.IList
get_Items
()
-
void
set_Name
(string value) Parameters: - value (string) –
-
public bool
Contains
(System.Object value) Determines whether the specified element is in the channel.
Parameters: - value (System.Object) – Element being searched for.
Returns: true if the element is present; false otherwise.
-
public void
CopyTo
(System.Array array, int index) Copies the elements of the channel to an array, starting at the specified index.
Parameters: - array (System.Array) – Array that will receive the copied channel elements.
- index (int) – Starting index for copy operation.
-
public System.Collections.IEnumerator
GetEnumerator
() Gets an enumerator interface for reading channel content.
Returns: Enumeration of the channel content.
-
public int
IndexOf
(System.Object value) Gets the index of the specified item.
Parameters: - value (System.Object) – Item whose index is to be retrieved.
Returns: Index of specified item.
-
public abstract System.Collections.Generic.IEnumerable<TargetType>
ReadConvertedContent<TargetType>
() Reads channel content and automatically converts it to the specified vector format.
Type Parameters: - TargetType – Target vector format of the converted data.
Returns: The converted data.
-
abstract void
InsertRange
(int index, System.Collections.IEnumerable data) Inserts the range of values from the enumerable into the channel.
Parameters: - index (int) – The zero-based index at which the new elements should be inserted.
- data (System.Collections.IEnumerable) – The data to insert into the channel.
-
readonly int
VertexChannel<T>¶
-
class
VertexChannel<T>
: VertexChannel, System.Collections.IList, System.Collections.ICollection, System.Collections.IEnumerable, System.Collections.Generic.IList<T>, System.Collections.Generic.ICollection<T>, System.Collections.Generic.IEnumerable<T> Provides methods and properties for maintaining a vertex channel. This is a generic implementation of VertexChannel and, therefore, can handle strongly typed content data.
Type Parameters: - T –
-
readonly System.Type
ElementType
Gets the type of data contained in this channel.
-
Microsoft.Xna.Framework.Content.Pipeline.Graphics.T
Item
-
System.Collections.IList
get_Items
()
-
public bool
Contains
(Microsoft.Xna.Framework.Content.Pipeline.Graphics.T item) Parameters: - item (Microsoft.Xna.Framework.Content.Pipeline.Graphics.T) –
-
public void
CopyTo
(Microsoft.Xna.Framework.Content.Pipeline.Graphics.T[] array, int arrayIndex) Parameters: - array (Microsoft.Xna.Framework.Content.Pipeline.Graphics.T[]) –
- arrayIndex (int) –
-
public System.Collections.Generic.IEnumerator<T>
GetEnumerator
() Gets an enumerator interface for reading channel content.
Returns: Enumeration of the channel content.
-
public int
IndexOf
(Microsoft.Xna.Framework.Content.Pipeline.Graphics.T item) Parameters: - item (Microsoft.Xna.Framework.Content.Pipeline.Graphics.T) –
-
void
InsertRange
(int index, System.Collections.IEnumerable data) Inserts the range of values from the enumerable into the channel.
Parameters: - index (int) – The zero-based index at which the new elements should be inserted.
- data (System.Collections.IEnumerable) – The data to insert into the channel.
-
public System.Collections.Generic.IEnumerable<TargetType>
ReadConvertedContent<TargetType>
() Reads channel content and automatically converts it to the specified vector format.
Type Parameters: - TargetType – Target vector format for the converted channel data.
Returns: The converted channel data.
VertexChannelCollection¶
-
class
VertexChannelCollection
: System.Object, System.Collections.Generic.IList<VertexChannel>, System.Collections.Generic.ICollection<VertexChannel>, System.Collections.Generic.IEnumerable<VertexChannel>, System.Collections.IEnumerable Provides methods and properties for managing a list of vertex data channels.
-
readonly int
Count
Gets the number of vertex channels in the collection.
-
VertexChannel
Item
-
VertexChannel
Item
-
public Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel<ElementType>
Add<ElementType>
(string name, System.Collections.Generic.IEnumerable<ElementType> channelData) Adds a new vertex channel to the end of the collection.
Type Parameters: - ElementType – Type of the channel.
Parameters: - name (string) – Name of the new channel.
- channelData (System.Collections.Generic.IEnumerable<ElementType>) – Initial data for the new channel. If null, the channel is filled with the default value for that type.
Returns: The newly added vertex channel.
-
public VertexChannel
Add
(string name, System.Type elementType, System.Collections.IEnumerable channelData) Adds a new vertex channel to the end of the collection.
Parameters: - name (string) – Name of the new channel.
- elementType (System.Type) – Type of data to be contained in the new channel.
- channelData (System.Collections.IEnumerable) – Initial data for the new channel. If null, the channel is filled with the default value for that type.
Returns: The newly added vertex channel.
-
public void
Clear
() Removes all vertex channels from the collection.
-
public bool
Contains
(string name) Determines whether the collection contains the specified vertex channel.
Parameters: - name (string) – Name of the channel being searched for.
Returns: true if the channel was found; false otherwise.
-
public bool
Contains
(VertexChannel item) Determines whether the collection contains the specified vertex channel.
Parameters: - item (Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel) – The channel being searched for.
Returns: true if the channel was found; false otherwise.
-
public Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel<TargetType>
ConvertChannelContent<TargetType>
(int index) Converts the channel, at the specified index, to another vector format.
Type Parameters: - TargetType – Type of the target format. Can be one of the following: Single, Vector2, Vector3, Vector4, IPackedVector
Parameters: - index (int) – Index of the channel to be converted.
Returns: New channel in the specified format.
-
public Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel<TargetType>
ConvertChannelContent<TargetType>
(string name) Converts the channel, specified by name to another vector format.
Type Parameters: - TargetType – Type of the target format. Can be one of the following: Single, Vector2, Vector3, Vector4, IPackedVector
Parameters: - name (string) – Name of the channel to be converted.
Returns: New channel in the specified format.
-
public VertexChannel<T>
Get<T>
(int index) Gets the vertex channel with the specified index and content type.
Type Parameters: - T – Type of a vertex channel.
Parameters: - index (int) – Index of a vertex channel.
Returns: The vertex channel.
-
public VertexChannel<T>
Get<T>
(string name) Gets the vertex channel with the specified name and content type.
Type Parameters: - T – Type of the vertex channel.
Parameters: - name (string) – Name of a vertex channel.
Returns: The vertex channel.
-
public System.Collections.Generic.IEnumerator<VertexChannel>
GetEnumerator
() Gets an enumerator that iterates through the vertex channels of a collection.
Returns: Enumerator for the collection.
-
public int
IndexOf
(string name) Determines the index of a vertex channel with the specified name.
Parameters: - name (string) – Name of the vertex channel being searched for.
Returns: Index of the vertex channel.
-
public int
IndexOf
(VertexChannel item) Determines the index of the specified vertex channel.
Parameters: - item (Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel) – Vertex channel being searched for.
Returns: Index of the vertex channel.
-
public Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel<ElementType>
Insert<ElementType>
(int index, string name, System.Collections.Generic.IEnumerable<ElementType> channelData) Inserts a new vertex channel at the specified position.
Type Parameters: - ElementType – Type of the new channel.
Parameters: - index (int) – Index for channel insertion.
- name (string) – Name of the new channel.
- channelData (System.Collections.Generic.IEnumerable<ElementType>) – The new channel.
Returns: The inserted vertex channel.
-
public VertexChannel
Insert
(int index, string name, System.Type elementType, System.Collections.IEnumerable channelData) Inserts a new vertex channel at the specified position.
Parameters: - index (int) – Index for channel insertion.
- name (string) – Name of the new channel.
- elementType (System.Type) – Type of the new channel.
- channelData (System.Collections.IEnumerable) – Initial data for the new channel. If null, it is filled with the default value.
Returns: The inserted vertex channel.
-
public bool
Remove
(string name) Removes the specified vertex channel from the collection.
Parameters: - name (string) – Name of the vertex channel being removed.
Returns: true if the channel was removed; false otherwise.
-
public bool
Remove
(VertexChannel item) Removes the specified vertex channel from the collection.
Parameters: - item (Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel) – The vertex channel being removed.
Returns: true if the channel was removed; false otherwise.
-
public void
RemoveAt
(int index) Removes the vertex channel at the specified index position.
Parameters: - index (int) – Index of the vertex channel being removed.
-
readonly int
VertexChannelNames¶
-
class
VertexChannelNames
: System.Object Provides properties for managing a collection of vertex channel names.
-
public string
Binormal
(int usageIndex) Gets the name of a binormal vector channel with the specified index. This will typically contain Vector3 data.
Parameters: - usageIndex (int) – Zero-based index of the vector channel being retrieved.
Returns: Name of the retrieved vector channel.
-
public string
Color
(int usageIndex) Gets the name of a color channel with the specified index. This will typically contain Vector3 data.
Parameters: - usageIndex (int) – Zero-based index of the color channel being retrieved.
Returns: Name of the retrieved color channel.
-
public string
DecodeBaseName
(string encodedName) Gets a channel base name stub from the encoded string format.
Parameters: - encodedName (string) – Encoded string to be decoded.
Returns: Extracted base name.
-
public int
DecodeUsageIndex
(string encodedName) Gets a channel usage index from the encoded format.
Parameters: - encodedName (string) – Encoded name to be decoded.
Returns: Resulting channel usage index.
-
public string
EncodeName
(string baseName, int usageIndex) Combines a channel name stub and usage index into a string name.
Parameters: - baseName (string) – A channel base name stub.
- usageIndex (int) – A channel usage index.
Returns: Resulting encoded name.
-
public string
EncodeName
(VertexElementUsage vertexElementUsage, int usageIndex) Combines a vertex declaration usage and usage index into a string name.
Parameters: - vertexElementUsage (Microsoft.Xna.Framework.Graphics.VertexElementUsage) – A vertex declaration.
- usageIndex (int) – An index for the vertex declaration.
Returns: Resulting encoded name.
-
public string
Normal
() Gets the name of the primary normal channel. This will typically contain Vector3 data.
Returns: Primary normal channel name.
-
public string
Normal
(int usageIndex) Gets the name of a normal channel with the specified index. This will typically contain Vector3 data.
Parameters: - usageIndex (int) – Zero-based index of the normal channel being retrieved.
Returns: Normal channel at the specified index.
-
public string
Tangent
(int usageIndex) Gets the name of a tangent vector channel with the specified index. This will typically contain Vector3 data.
Parameters: - usageIndex (int) – Zero-based index of the tangent vector channel being retrieved.
Returns: Name of the retrieved tangent vector channel.
-
public string
TextureCoordinate
(int usageIndex) Gets the name of a texture coordinate channel with the specified index. This will typically contain Vector3 data.
Parameters: - usageIndex (int) – Zero-based index of the texture coordinate channel being retrieved.
Returns: Name of the retrieved texture coordinate channel.
-
public bool
TryDecodeUsage
(string encodedName, ref VertexElementUsage usage) Parameters: - encodedName (string) –
- (ref) usage (Microsoft.Xna.Framework.Graphics.VertexElementUsage) –
-
public string
Weights
() Gets the name of the primary animation weights channel. This will typically contain data on the bone weights for a vertex channel. For more information, see BoneWeightCollection.
Returns: Name of the primary animation weights channel.
-
public string
Weights
(int usageIndex) Gets the name of an animation weights channel at the specified index. This will typically contain data on the bone weights for a vertex channel. For more information, see BoneWeightCollection.
Parameters: - usageIndex (int) – Index of the animation weight channel to be retrieved.
Returns: Name of the retrieved animation weights channel.
-
public string
VertexContent¶
-
class
VertexContent
: System.Object Provides methods and properties for maintaining the vertex data of a GeometryContent.
-
readonly VertexChannelCollection
Channels
Gets the list of named vertex data channels in the VertexContent.
Value: Collection of vertex data channels.
-
readonly Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel<Int32>
PositionIndices
Gets the list of position indices.
Value: Position of the position index being retrieved.
-
readonly IndirectPositionCollection
Positions
Gets position data from the parent mesh object.
Value: Collection of vertex positions for the mesh.
-
readonly int
VertexCount
Number of vertices for the content.
Value: Number of vertices.
-
public int
Add
(int positionIndex) Appends a new vertex index to the end of the PositionIndices collection. Other vertex channels will automatically be extended and the new indices populated with default values.
Parameters: - positionIndex (int) – Index into the MeshContent.Positions member of the parent.
Returns: Index of the new entry. This can be added to the Indices member of the parent.
-
public void
AddRange
(System.Collections.Generic.IEnumerable<Int32> positionIndexCollection) Appends multiple vertex indices to the end of the PositionIndices collection. Other vertex channels will automatically be extended and the new indices populated with default values.
Parameters: - positionIndexCollection (System.Collections.Generic.IEnumerable<Int32>) – Index into the Positions member of the parent.
-
public VertexBufferContent
CreateVertexBuffer
() Converts design-time vertex position and channel data into a vertex buffer format that a graphics device can recognize.
Returns: A packed vertex buffer.
-
public void
Insert
(int index, int positionIndex) Inserts a new vertex index to the PositionIndices collection. Other vertex channels will automatically be extended and the new indices populated with default values.
Parameters: - index (int) – Vertex index to be inserted.
- positionIndex (int) – Position of new vertex index in the collection.
-
public void
InsertRange
(int index, System.Collections.Generic.IEnumerable<Int32> positionIndexCollection) Inserts multiple vertex indices to the PositionIndices collection. Other vertex channels will automatically be extended and the new indices populated with default values.
Parameters: - index (int) – Vertex index to be inserted.
- positionIndexCollection (System.Collections.Generic.IEnumerable<Int32>) – Position of the first element of the inserted range in the collection.
-
public void
RemoveAt
(int index) Removes a vertex index from the specified location in both PositionIndices and VertexChannel<T>.
Parameters: - index (int) – Index of the vertex to be removed.
-
public void
RemoveRange
(int index, int count) Removes a range of vertex indices from the specified location in both PositionIndices and VertexChannel<T>.
Parameters: - index (int) – Index of the first vertex index to be removed.
- count (int) – Number of indices to remove.
-
readonly VertexChannelCollection
VertexDeclarationContent¶
-
class
VertexDeclarationContent
: ContentItem Provides methods and properties for maintaining the vertex declaration data of a VertexContent.
-
readonly System.Collections.ObjectModel.Collection<VertexElement>
VertexElements
Gets the VertexElement object of the vertex declaration.
Value: The VertexElement object of the vertex declaration.
-
System.Nullable<Int32>
VertexStride
The number of bytes from one vertex to the next.
Value: The stride (in bytes).
-
readonly System.Collections.ObjectModel.Collection<VertexElement>
VideoContent¶
-
class
VideoContent
: ContentItem, System.IDisposable Provides a base class for all video objects.
-
readonly int
BitsPerSecond
Gets the bit rate for this video.
-
readonly System.TimeSpan
Duration
Gets the duration of this video.
-
string
Filename
Gets or sets the file name for this video.
-
readonly float
FramesPerSecond
Gets the frame rate for this video.
-
readonly int
Height
Gets the height of this video.
-
VideoSoundtrackType
VideoSoundtrackType
Gets or sets the type of soundtrack accompanying the video.
-
readonly int
Width
Gets the width of this video.
-
public void
Dispose
() Immediately releases the unmanaged resources used by this object.
-
readonly int
VideoProcessor¶
-
class
VideoProcessor
: Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor<VideoContent, VideoContent>, IContentProcessor -
public VideoContent
Process
(VideoContent input, ContentProcessorContext context) Parameters: - input (Microsoft.Xna.Framework.Content.Pipeline.VideoContent) –
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext) –
-
public VideoContent
WavImporter¶
-
class
WavImporter
: Microsoft.Xna.Framework.Content.Pipeline.ContentImporter<AudioContent>, IContentImporter Provides methods for reading .wav audio files for use in the Content Pipeline.
-
public AudioContent
Import
(string filename, ContentImporterContext context) Called by the XNA Framework when importing a .wav audio file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Parameters: - filename (string) – Name of a game asset file.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) – Contains information for importing a game asset, such as a logger interface.
Returns: Resulting game asset.
-
public AudioContent
WmaImporter¶
-
class
WmaImporter
: Microsoft.Xna.Framework.Content.Pipeline.ContentImporter<AudioContent>, IContentImporter Provides methods for reading Windows Media Audio (.wma) files for use in the Content Pipeline.
-
public AudioContent
Import
(string filename, ContentImporterContext context) Called by the XNA Framework when importing a .wma file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Parameters: - filename (string) – Name of a game asset file.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) – Contains information for importing a game asset, such as a logger interface.
Returns: Resulting game asset.
-
public AudioContent
WmvImporter¶
-
class
WmvImporter
: Microsoft.Xna.Framework.Content.Pipeline.ContentImporter<VideoContent>, IContentImporter Provides methods for reading Windows Media Video (.wmv) files for use in the Content Pipeline.
-
public VideoContent
Import
(string filename, ContentImporterContext context) Called by the XNA Framework when importing a .wmv file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Parameters: - filename (string) – Name of a game asset file.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) – Contains information for importing a game asset, such as a logger interface.
Returns: Resulting game asset.
-
public VideoContent
XImporter¶
-
class
XImporter
: Microsoft.Xna.Framework.Content.Pipeline.ContentImporter<NodeContent>, IContentImporter Provides methods for reading DirectX Object (.x) files for use in the Content Pipeline.
-
public NodeContent
Import
(string filename, ContentImporterContext context) Called by the XNA Framework when importing a .x file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Parameters: - filename (string) – Name of a game asset file.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) – Contains information for importing a game asset, such as a logger interface.
Returns: Resulting game asset.
-
public NodeContent
XmlColor¶
-
class
XmlColor
: System.Object Helper for serializing color types with the XmlSerializer.
-
string
Default
-
public System.Drawing.Color
op_Implicit
(XmlColor x) Parameters: - x (MonoGame.Framework.Content.Pipeline.Builder.XmlColor) –
-
public XmlColor
op_Implicit
(System.Drawing.Color c) Parameters: - c (System.Drawing.Color) –
-
public string
FromColor
(System.Drawing.Color color) Parameters: - color (System.Drawing.Color) –
-
public System.Drawing.Color
ToColor
(string value) Parameters: - value (string) –
-
string
XmlImporter¶
-
class
XmlImporter
: Microsoft.Xna.Framework.Content.Pipeline.ContentImporter<Object>, IContentImporter Implements an importer for reading intermediate XML files. This is a wrapper around IntermediateSerializer.
-
public System.Object
Import
(string filename, ContentImporterContext context) Called by the XNA Framework when importing an intermediate file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.
Parameters: - filename (string) – Name of a game asset file.
- context (Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext) – Contains information for importing a game asset, such as a logger interface.
Returns: The imported game asset.
-
public System.Object
Other Documentation¶
Miscellanous documentation that doesn’t belong under any other category.
Internal Implementations¶
Warning
This documentation covers the internal implementations of services offered by Protogame. While those implementations are always public in the Protogame API (to give you the most flexibility), the documentation of those classes is not always kept up to date.
You should always refer to the service (interface) documentation if it is available.
This documentation covers implementation-specific details of how various services in Protogame are implemented.
DefaultAudioHandle¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IAudioHandle service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultAudioHandle
: System.Object, IAudioHandle The default implementation of T:Protogame.IAudioHandle.
-
float
Volume
-
readonly bool
IsPlaying
-
public void
Loop
()
-
public void
Pause
()
-
public void
Play
()
-
public void
Stop
(bool immediate) Parameters: - immediate (bool) –
-
float
DefaultAudioUtilities¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IAudioUtilities service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultAudioUtilities
: System.Object, IAudioUtilities The default implementation of T:Protogame.IAudioUtilities.
-
public IAudioHandle
GetHandle
(Protogame.IAssetReference<AudioAsset> asset) Parameters: - asset (Protogame.IAssetReference<AudioAsset>) –
-
public IAudioHandle
Loop
(Protogame.IAssetReference<AudioAsset> asset) Parameters: - asset (Protogame.IAssetReference<AudioAsset>) –
-
public IAudioHandle
Play
(Protogame.IAssetReference<AudioAsset> asset) Parameters: - asset (Protogame.IAssetReference<AudioAsset>) –
-
public IAudioHandle
FirstPersonCamera¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IFirstPersonCamera service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
FirstPersonCamera
: System.Object, IFirstPersonCamera The default implementation for T:Protogame.IFirstPersonCamera.
-
public void
Apply
(IRenderContext renderContext, Vector3 position, Vector3 lookAt, System.Nullable<Vector3> up, float fieldOfView, float nearPlaneDistance, float farPlaneDistance) Parameters: - renderContext (Protogame.IRenderContext) –
- position (Microsoft.Xna.Framework.Vector3) –
- lookAt (Microsoft.Xna.Framework.Vector3) –
- up (System.Nullable<Vector3>) –
- fieldOfView (float) –
- nearPlaneDistance (float) –
- farPlaneDistance (float) –
-
public void
DefaultCollision¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the ICollision service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultCollision
: System.Object, ICollision The default implementation of T:Protogame.ICollision.
-
public System.Nullable<Vector3>
CollidesWithTriangle
(Ray ray, Microsoft.Xna.Framework.Vector3[] trianglePoints, ref float distance, bool testCulling) Parameters: - ray (Microsoft.Xna.Framework.Ray) –
- trianglePoints (Microsoft.Xna.Framework.Vector3[]) –
- (ref) distance (float) –
- testCulling (bool) –
-
public System.Nullable<Vector3>
CollidesWithTriangle
(Ray ray, Vector3 vert0, Vector3 vert1, Vector3 vert2, ref float distance, bool testCulling) Parameters: - ray (Microsoft.Xna.Framework.Ray) –
- vert0 (Microsoft.Xna.Framework.Vector3) –
- vert1 (Microsoft.Xna.Framework.Vector3) –
- vert2 (Microsoft.Xna.Framework.Vector3) –
- (ref) distance (float) –
- testCulling (bool) –
-
public System.Nullable<Vector3>
CoreGame<TInitialWorld, TWorldManager>¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the Protogame.CoreGame{TInitialWorld} service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
CoreGame<TInitialWorld, TWorldManager>
: Game, System.IDisposable, Protogame.ICoreGame The implementation of Protogame’s base game class. In previous versions of Protogame, this acted as the base class for the developer’s Game class. However newer games written in Protogame should use T:Protogame.CoreGame`1 instead, as this correctly sets games to use the new render pipeline, which sets TWorldManager to be T:Protogame.RenderPipelineWorldManager automatically.
Type Parameters: - TInitialWorld – The initial world class to start the game with.
- TWorldManager – The world manager class for this game.
-
readonly IGameContext
GameContext
Gets the current game context. You should not generally access this property; outside an explicit Update or Render loop, the state of the game context is not guaranteed. Inside the context of an Update or Render loop, the game context is already provided.
Value: The current game context.
-
readonly IUpdateContext
UpdateContext
Gets the current update context. You should not generally access this property; outside an explicit Update loop, the state of the update context is not guaranteed. Inside the context of an Update loop, the update context is already provided.
Value: The current update context.
-
readonly IRenderContext
RenderContext
Gets the current render context. You should not generally access this property; outside an explicit Render loop, the state of the render context is not guaranteed. Inside the context of an Render loop, the render context is already provided.
Value: The current update context.
-
readonly Protogame.IGameWindow
Window
A platform independent representation of a game window.
Value: The game window.
-
readonly GraphicsDeviceManager
GraphicsDeviceManager
The graphics device manager used by the game.
Value: The graphics device manager.
-
int
SkipFrames
The number of frames to skip before updating or rendering.
DefaultBoundingBoxUtilities¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the Protogame.IBoundingBoxUtilities service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultBoundingBoxUtilities
: System.Object, Protogame.IBoundingBoxUtilities The default implementation of T:Protogame.IBoundingBoxUtilities.
-
public bool
Overlaps
(Protogame.IBoundingBox[] boundingBoxes) Parameters: - boundingBoxes (Protogame.IBoundingBox[]) –
-
public bool
DefaultFinalTransform¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the Protogame.IFinalTransform service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultFinalTransform
: System.Object, Protogame.IFinalTransform The default implementation of T:Protogame.IFinalTransform.
-
readonly Matrix
AbsoluteMatrix
-
readonly Matrix
AbsoluteMatrixWithoutScale
-
readonly Vector3
AbsolutePosition
-
readonly Quaternion
AbsoluteRotation
-
readonly Protogame.IFinalTransform
Parent
-
readonly IHasTransform
ParentObject
-
readonly Protogame.ITransform
Child
-
readonly IHasTransform
ChildObject
-
public Protogame.IFinalTransform
Create
(IHasTransform parent, IHasTransform child) Parameters: - parent (Protogame.IHasTransform) –
- child (Protogame.IHasTransform) –
-
public Protogame.IFinalTransform
Create
(IHasTransform detachedChild) Parameters: - detachedChild (Protogame.IHasTransform) –
-
public string
ToString
()
-
readonly Matrix
DefaultKeyboardStringReader¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the Protogame.IKeyboardStringReader service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultKeyboardStringReader
: System.Object, Protogame.IKeyboardStringReader The default implementation of T:Protogame.IKeyboardStringReader.
-
int
FirstRepeatKeyInterval
The amount of time in milliseconds a key needs to be held down to repeat for the first time.
Value: The first repeat key interval.
-
int
RepeatKeyInterval
The amount of time in milliseconds a key needs to be held down to repeat for the second time and beyond.
Value: The repeat key interval.
-
public void
Process
(KeyboardState keyboard, GameTime time, System.Text.StringBuilder text) Process the current keyboard state and add or remove characters from the given StringBuilder.
Parameters: - keyboard (Microsoft.Xna.Framework.Input.KeyboardState) – The keyboard state input is being read from.
- time (Microsoft.Xna.Framework.GameTime) – Current GameTime.
- text (System.Text.StringBuilder) – The StringBuilder to be modified based on keyboard state.
-
int
DefaultRawLaunchArguments¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the Protogame.IRawLaunchArguments service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultRawLaunchArguments
: System.Object, Protogame.IRawLaunchArguments The default implementation of T:Protogame.IRawLaunchArguments.
-
readonly System.String[]
Arguments
-
readonly System.String[]
DefaultStringSanitizer¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IStringSanitizer service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultStringSanitizer
: System.Object, IStringSanitizer The default implementation of T:Protogame.IStringSanitizer.
-
public string
SanitizeCharacters
(SpriteFont font, string text) Parameters: - font (Microsoft.Xna.Framework.Graphics.SpriteFont) –
- text (string) –
-
public string
DefaultTileUtilities¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the Protogame.ITileUtilities service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultTileUtilities
: System.Object, Protogame.ITileUtilities The default implementation of T:Protogame.ITileUtilities.
-
public void
InitializeTile
(Protogame.ITileEntity entity, string tilesetAssetName) Parameters: - entity (Protogame.ITileEntity) –
- tilesetAssetName (string) –
-
public void
RenderTile
(Protogame.ITileEntity entity, IRenderContext renderContext) Parameters: - entity (Protogame.ITileEntity) –
- renderContext (Protogame.IRenderContext) –
-
public void
DefaultTransform¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the Protogame.ITransform service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultTransform
: System.Object, Protogame.ITransform The default implementation of T:Protogame.ITransform.
-
Vector3
LocalPosition
-
Quaternion
LocalRotation
-
Vector3
LocalScale
-
readonly Matrix
LocalMatrix
-
readonly Matrix
LocalMatrixWithoutScale
-
readonly bool
IsSRTMatrix
-
public void
add_Modified
(System.EventHandler value) Parameters: - value (System.EventHandler) –
-
public void
remove_Modified
(System.EventHandler value) Parameters: - value (System.EventHandler) –
-
public void
Assign
(Protogame.ITransform from) Parameters: - from (Protogame.ITransform) –
-
public void
ResetAsSRTMatrix
()
-
public void
SetFromSRTMatrix
(Vector3 localPosition, Quaternion localRotation, Vector3 localScale) Parameters: - localPosition (Microsoft.Xna.Framework.Vector3) –
- localRotation (Microsoft.Xna.Framework.Quaternion) –
- localScale (Microsoft.Xna.Framework.Vector3) –
-
public Protogame.NetworkTransform
SerializeToNetwork
()
-
public void
ResetAsCustomMatrix
()
-
public void
SetFromCustomMatrix
(Matrix localMatrix) Parameters: - localMatrix (Microsoft.Xna.Framework.Matrix) –
-
public string
ToString
()
-
Vector3
DefaultTransformUtilities¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the Protogame.ITransformUtilities service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultTransformUtilities
: System.Object, Protogame.ITransformUtilities The default implementation of T:Protogame.ITransformUtilities.
-
public Protogame.ITransform
CreateFromSRTMatrix
(Vector3 localScale, Quaternion localRotation, Vector3 localPosition) Parameters: - localScale (Microsoft.Xna.Framework.Vector3) –
- localRotation (Microsoft.Xna.Framework.Quaternion) –
- localPosition (Microsoft.Xna.Framework.Vector3) –
-
public Protogame.ITransform
CreateFromModifiedSRTTransform
(Protogame.ITransform existingTransform, Vector3 scaleFactor, Quaternion appliedRotation, Vector3 addedPosition) Parameters: - existingTransform (Protogame.ITransform) –
- scaleFactor (Microsoft.Xna.Framework.Vector3) –
- appliedRotation (Microsoft.Xna.Framework.Quaternion) –
- addedPosition (Microsoft.Xna.Framework.Vector3) –
-
public Protogame.ITransform
CreateFromModifiedSRTFinalTransform
(Protogame.IFinalTransform existingFinalTransform, Vector3 scaleFactor, Quaternion appliedRotation, Vector3 addedPosition) Parameters: - existingFinalTransform (Protogame.IFinalTransform) –
- scaleFactor (Microsoft.Xna.Framework.Vector3) –
- appliedRotation (Microsoft.Xna.Framework.Quaternion) –
- addedPosition (Microsoft.Xna.Framework.Vector3) –
-
public Protogame.ITransform
CreateFromCustomMatrix
(Matrix localMatrix) Parameters: - localMatrix (Microsoft.Xna.Framework.Matrix) –
-
public Protogame.ITransform
CreateFromDependencyInjection
(IContext dependencyInjectionContext) Parameters: - dependencyInjectionContext (Protoinject.IContext) –
-
public Protogame.ITransform
CreateLocalPosition
(float x, float y, float z) Parameters: - x (float) –
- y (float) –
- z (float) –
-
public Protogame.ITransform
CreateLocalPosition
(Vector3 localPosition) Parameters: - localPosition (Microsoft.Xna.Framework.Vector3) –
-
public Protogame.ITransform
ProtogameBaseModule¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the ProtogameCoreModule service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
ProtogameBaseModule
: System.Object, IProtoinjectModule The base Protogame dependency injection module which is used by both T:Protogame.ProtogameCoreModule and T:Protogame.ProtogameServerModule to bind common services.
-
public void
Load
(IKernel kernel) Do not directly call this method, use T:Protogame.ProtogameCoreModule or T:Protogame.ProtogameServerModule.
Parameters: - kernel (Protoinject.IKernel) –
-
public void
NullDebugRenderer¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IDebugRenderer service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
NullDebugRenderer
: System.Object, IDebugRenderer An implementation of the debug rendering which is used in headless servers.
-
public void
RenderDebugLine
(IRenderContext renderContext, Vector3 point1, Vector3 point2, Color color1, Color color2) Parameters: - renderContext (Protogame.IRenderContext) –
- point1 (Microsoft.Xna.Framework.Vector3) –
- point2 (Microsoft.Xna.Framework.Vector3) –
- color1 (Microsoft.Xna.Framework.Color) –
- color2 (Microsoft.Xna.Framework.Color) –
-
public void
RenderDebugTriangle
(IRenderContext renderContext, Vector3 point1, Vector3 point2, Vector3 point3, Color color1, Color color2, Color color3) Parameters: - renderContext (Protogame.IRenderContext) –
- point1 (Microsoft.Xna.Framework.Vector3) –
- point2 (Microsoft.Xna.Framework.Vector3) –
- point3 (Microsoft.Xna.Framework.Vector3) –
- color1 (Microsoft.Xna.Framework.Color) –
- color2 (Microsoft.Xna.Framework.Color) –
- color3 (Microsoft.Xna.Framework.Color) –
-
public void
ConsoleEventBinder¶
Warning
This documentation is for an internal class. This class is not intended to be used by developers, and is used internally within the engine to provide functionality.
Information documented here may not be up to date.
-
class
ConsoleEventBinder
: Protogame.StaticEventBinder<IGameContext>, Protogame.IEventBinder<IGameContext> Binds events such that the in-game console will receive input.
You shouldn’t need to set up this event binder manually, as it is handled when the T:Protogame.ProtogameEventsIoCModule is loaded.
-
public void
Configure
() Configures the event system so that events are propagated to the console event listener.
-
public void
ConsoleEventListener¶
Warning
This documentation is for an internal class. This class is not intended to be used by developers, and is used internally within the engine to provide functionality.
Information documented here may not be up to date.
-
class
ConsoleEventListener
: System.Object, Protogame.IEventListener<IGameContext> Handles incoming events and passes them to the in-game console when appropriate.
-
public bool
Handle
(IGameContext gameContext, Protogame.IEventEngine<IGameContext> eventEngine, Event event) Handles the event as appropriate for the in-game console.
Parameters: - gameContext (Protogame.IGameContext) – The current game context.
- eventEngine (Protogame.IEventEngine<IGameContext>) – The current event engine.
- event (Protogame.Event) – The event that is being handled.
Returns: The T:System.Boolean.
-
public bool
DefaultEventEngine<TContext>¶
Warning
This documentation is for an internal class. This class is not intended to be used by developers, and is used internally within the engine to provide functionality.
Information documented here may not be up to date.
-
class
DefaultEventEngine<TContext>
: System.Object, Protogame.IEventEngine<TContext> The default implementation for an T:Protogame.IEventEngine`1.
Type Parameters: - TContext – The context that is being passed to events.
-
public void
Fire
(Protogame.TContext context, Event event) Parameters: - context (Protogame.TContext) –
- event (Protogame.Event) –
EventEngineHook¶
Warning
This documentation is for an internal class. This class is not intended to be used by developers, and is used internally within the engine to provide functionality.
Information documented here may not be up to date.
-
class
EventEngineHook
: System.Object, IEngineHook A game engine hook that raised appropriate input events as they occur.
-
public void
Render
(IGameContext gameContext, IRenderContext renderContext) The render callback for the engine hook. This is triggered right before the rendering of the world manager.
Parameters: - gameContext (Protogame.IGameContext) – The game context.
- renderContext (Protogame.IRenderContext) – The render context.
-
public void
Update
(IGameContext gameContext, IUpdateContext updateContext) The update callback for the engine hook. This is triggered right before the update of the world manager.
For this engine hook, this updates and fires input events as appropriate.
Parameters: - gameContext (Protogame.IGameContext) – The game context.
- updateContext (Protogame.IUpdateContext) – The update context.
-
public void
Update
(Protogame.IServerContext serverContext, IUpdateContext updateContext) Parameters: - serverContext (Protogame.IServerContext) –
- updateContext (Protogame.IUpdateContext) –
-
public void
Default2DBatchedLoadingScreenRenderPass¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the I2DBatchedRenderPass service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
Default2DBatchedLoadingScreenRenderPass
: System.Object, I2DBatchedLoadingScreenRenderPass, IRenderPass, Protogame.IRenderPassWithViewport The default implementation of an T:Protogame.I2DBatchedLoadingScreenRenderPass.
-
readonly bool
IsPostProcessingPass
-
readonly bool
SkipWorldRenderBelow
-
readonly bool
SkipWorldRenderAbove
-
readonly bool
SkipEntityRender
-
readonly bool
SkipEngineHookRender
-
readonly string
EffectTechniqueName
-
System.Nullable<Viewport>
Viewport
-
SpriteSortMode
TextureSortMode
-
string
Name
-
public void
BeginRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- previousPass (Protogame.IRenderPass) –
- postProcessingSource (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
-
public void
EndRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass nextPass) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- nextPass (Protogame.IRenderPass) –
-
readonly bool
Default2DBatchedRenderPass¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the I2DBatchedRenderPass service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
Default2DBatchedRenderPass
: System.Object, I2DBatchedRenderPass, IRenderPass, Protogame.IRenderPassWithViewport The default implementation of an T:Protogame.I2DBatchedRenderPass.
-
readonly bool
IsPostProcessingPass
-
readonly bool
SkipWorldRenderBelow
-
readonly bool
SkipWorldRenderAbove
-
readonly bool
SkipEntityRender
-
readonly bool
SkipEngineHookRender
-
readonly string
EffectTechniqueName
-
System.Nullable<Viewport>
Viewport
-
SpriteSortMode
TextureSortMode
-
string
Name
-
public void
BeginRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- previousPass (Protogame.IRenderPass) –
- postProcessingSource (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
-
public void
EndRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass nextPass) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- nextPass (Protogame.IRenderPass) –
-
readonly bool
Default2DDirectRenderPass¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the I2DDirectRenderPass service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
Default2DDirectRenderPass
: System.Object, I2DDirectRenderPass, IRenderPass, Protogame.IRenderPassWithViewport The default implementation of an T:Protogame.I2DDirectRenderPass.
-
readonly bool
IsPostProcessingPass
-
readonly bool
SkipWorldRenderBelow
-
readonly bool
SkipWorldRenderAbove
-
readonly bool
SkipEntityRender
-
readonly bool
SkipEngineHookRender
-
readonly string
EffectTechniqueName
-
System.Nullable<Viewport>
Viewport
-
string
Name
-
public void
BeginRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- previousPass (Protogame.IRenderPass) –
- postProcessingSource (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
-
public void
EndRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass nextPass) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- nextPass (Protogame.IRenderPass) –
-
readonly bool
Default3DDeferredRenderPass¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the I3DRenderPass service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
Default3DDeferredRenderPass
: System.Object, I3DDeferredRenderPass, I3DBatchedRenderPass, I3DRenderPass, IRenderPass, Protogame.IRenderPassWithViewport The implementation of T:Protogame.I3DRenderPass which uses deferred rendering.
-
readonly bool
IsPostProcessingPass
-
readonly bool
SkipWorldRenderBelow
-
readonly bool
SkipWorldRenderAbove
-
readonly bool
SkipEntityRender
-
readonly bool
SkipEngineHookRender
-
readonly string
EffectTechniqueName
-
System.Nullable<Viewport>
Viewport
-
bool
DebugGBuffer
-
bool
ClearDepthBuffer
Clear the depth buffer before this render pass starts rendering. This allows you to alpha blend a 3D deferred render pass on top of a 2D render pass, without the 2D render pass interfering with the rendering of 3D objects.
-
bool
ClearTarget
Clear the target before this render pass starts rendering. If your scene doesn’t fully cover the scene this should be turned on (unless you want what was previously rendered to remain on screen). This is on by default.
-
BlendState
GBufferBlendState
The blend state to use when rendering the final G-buffer onto the backbuffer (or current render target). By default this is opaque, which is probably what you want if the deferred rendering pass is the first in the pipeline. However if you’re rendering 2D content underneath the 3D content, you should set this to something like F:Microsoft.Xna.Framework.Graphics.BlendState.AlphaBlend.
-
string
Name
-
public void
BeginRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- previousPass (Protogame.IRenderPass) –
- postProcessingSource (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
-
public void
EndRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass nextPass) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- nextPass (Protogame.IRenderPass) –
-
readonly bool
Default3DForwardRenderPass¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the I3DRenderPass service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
Default3DForwardRenderPass
: System.Object, I3DForwardRenderPass, I3DBatchedRenderPass, I3DRenderPass, IRenderPass, Protogame.IRenderPassWithViewport The implementation of T:Protogame.I3DRenderPass which uses forward rendering.
-
readonly bool
IsPostProcessingPass
-
readonly bool
SkipWorldRenderBelow
-
readonly bool
SkipWorldRenderAbove
-
readonly bool
SkipEntityRender
-
readonly bool
SkipEngineHookRender
-
readonly string
EffectTechniqueName
-
System.Nullable<Viewport>
Viewport
-
string
Name
-
public void
BeginRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- previousPass (Protogame.IRenderPass) –
- postProcessingSource (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
-
public void
EndRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass nextPass) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- nextPass (Protogame.IRenderPass) –
-
readonly bool
DefaultBlurPostProcessingRenderPass¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IBlurPostProcessingRenderPass service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultBlurPostProcessingRenderPass
: System.Object, IBlurPostProcessingRenderPass, IRenderPass, Protogame.IRenderPassWithViewport The default implementation of an T:Protogame.IBlurPostProcessingRenderPass.
-
readonly bool
IsPostProcessingPass
-
readonly bool
SkipWorldRenderBelow
-
readonly bool
SkipWorldRenderAbove
-
readonly bool
SkipEntityRender
-
readonly bool
SkipEngineHookRender
-
readonly string
EffectTechniqueName
-
System.Nullable<Viewport>
Viewport
-
int
Iterations
Gets or sets the number of blur iterations to apply.
-
string
Name
-
public void
BeginRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- previousPass (Protogame.IRenderPass) –
- postProcessingSource (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
-
public void
EndRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass nextPass) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- nextPass (Protogame.IRenderPass) –
-
readonly bool
DefaultCanvasRenderPass¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the ICanvasRenderPass service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultCanvasRenderPass
: System.Object, ICanvasRenderPass, IRenderPass, Protogame.IRenderPassWithViewport The default implementation of an T:Protogame.ICanvasRenderPass.
-
readonly bool
IsPostProcessingPass
-
readonly bool
SkipWorldRenderBelow
-
readonly bool
SkipWorldRenderAbove
-
readonly bool
SkipEntityRender
-
readonly bool
SkipEngineHookRender
-
readonly string
EffectTechniqueName
-
System.Nullable<Viewport>
Viewport
-
SpriteSortMode
TextureSortMode
-
string
Name
-
public void
BeginRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- previousPass (Protogame.IRenderPass) –
- postProcessingSource (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
-
public void
EndRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass nextPass) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- nextPass (Protogame.IRenderPass) –
-
readonly bool
DefaultCaptureCopyPostProcessingRenderPass¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the ICaptureCopyPostProcessingRenderPass service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultCaptureCopyPostProcessingRenderPass
: System.Object, ICaptureCopyPostProcessingRenderPass, IRenderPass The default implementation of an T:Protogame.ICaptureCopyPostProcessingRenderPass.
-
readonly bool
IsPostProcessingPass
-
readonly bool
SkipWorldRenderBelow
-
readonly bool
SkipWorldRenderAbove
-
readonly bool
SkipEntityRender
-
readonly bool
SkipEngineHookRender
-
readonly string
EffectTechniqueName
-
string
Name
-
readonly RenderTarget2D
CapturedRenderTarget
-
public void
BeginRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- previousPass (Protogame.IRenderPass) –
- postProcessingSource (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
-
public void
EndRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass nextPass) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- nextPass (Protogame.IRenderPass) –
-
readonly bool
DefaultCaptureInlinePostProcessingRenderPass¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the ICaptureInlinePostProcessingRenderPass service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultCaptureInlinePostProcessingRenderPass
: System.Object, ICaptureInlinePostProcessingRenderPass, IRenderPass The default implementation of an T:Protogame.ICaptureInlinePostProcessingRenderPass.
-
readonly bool
IsPostProcessingPass
-
readonly bool
SkipWorldRenderBelow
-
readonly bool
SkipWorldRenderAbove
-
readonly bool
SkipEntityRender
-
readonly bool
SkipEngineHookRender
-
readonly string
EffectTechniqueName
-
string
Name
-
System.Action<RenderTarget2D>
RenderPipelineStateAvailable
-
public void
BeginRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- previousPass (Protogame.IRenderPass) –
- postProcessingSource (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
-
public void
EndRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass nextPass) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- nextPass (Protogame.IRenderPass) –
-
readonly bool
DefaultCustomPostProcessingRenderPass¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the ICustomPostProcessingRenderPass service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultCustomPostProcessingRenderPass
: System.Object, ICustomPostProcessingRenderPass, IRenderPass A default implementation of T:Protogame.ICustomPostProcessingRenderPass.
-
readonly bool
IsPostProcessingPass
-
readonly bool
SkipWorldRenderBelow
-
readonly bool
SkipWorldRenderAbove
-
readonly bool
SkipEntityRender
-
readonly bool
SkipEngineHookRender
-
readonly string
EffectTechniqueName
-
readonly Protogame.IAssetReference<EffectAsset>
Effect
-
string
Name
-
public void
BeginRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- previousPass (Protogame.IRenderPass) –
- postProcessingSource (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
-
public void
EndRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass nextPass) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- nextPass (Protogame.IRenderPass) –
-
public void
SetValue
(string name, bool value) Parameters: - name (string) –
- value (bool) –
-
public void
SetValue
(string name, int value) Parameters: - name (string) –
- value (int) –
-
public void
SetValue
(string name, Matrix value) Parameters: - name (string) –
- value (Microsoft.Xna.Framework.Matrix) –
-
public void
SetValue
(string name, Microsoft.Xna.Framework.Matrix[] value) Parameters: - name (string) –
- value (Microsoft.Xna.Framework.Matrix[]) –
-
public void
SetValue
(string name, Quaternion value) Parameters: - name (string) –
- value (Microsoft.Xna.Framework.Quaternion) –
-
public void
SetValue
(string name, float value) Parameters: - name (string) –
- value (float) –
-
public void
SetValue
(string name, System.Single[] value) Parameters: - name (string) –
- value (System.Single[]) –
-
public void
SetValue
(string name, Texture value) Parameters: - name (string) –
- value (Microsoft.Xna.Framework.Graphics.Texture) –
-
public void
SetValue
(string name, Vector2 value) Parameters: - name (string) –
- value (Microsoft.Xna.Framework.Vector2) –
-
public void
SetValue
(string name, Microsoft.Xna.Framework.Vector2[] value) Parameters: - name (string) –
- value (Microsoft.Xna.Framework.Vector2[]) –
-
public void
SetValue
(string name, Vector3 value) Parameters: - name (string) –
- value (Microsoft.Xna.Framework.Vector3) –
-
public void
SetValue
(string name, Microsoft.Xna.Framework.Vector3[] value) Parameters: - name (string) –
- value (Microsoft.Xna.Framework.Vector3[]) –
-
public void
SetValue
(string name, Vector4 value) Parameters: - name (string) –
- value (Microsoft.Xna.Framework.Vector4) –
-
public void
SetValue
(string name, Microsoft.Xna.Framework.Vector4[] value) Parameters: - name (string) –
- value (Microsoft.Xna.Framework.Vector4[]) –
-
readonly bool
DefaultGraphicsBlit¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IGraphicsBlit service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultGraphicsBlit
: System.Object, IGraphicsBlit A default implementation of T:Protogame.IGraphicsBlit.
-
public void
BlitMRT
(IRenderContext renderContext, Texture2D source, Microsoft.Xna.Framework.Graphics.RenderTarget2D[] destinations, Protogame.IEffect shader, Protogame.IEffectParameterSet effectParameterSet, BlendState blendState, System.Nullable<Vector2> offset, System.Nullable<Vector2> size) Parameters: - renderContext (Protogame.IRenderContext) –
- source (Microsoft.Xna.Framework.Graphics.Texture2D) –
- destinations (Microsoft.Xna.Framework.Graphics.RenderTarget2D[]) –
- shader (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- blendState (Microsoft.Xna.Framework.Graphics.BlendState) –
- offset (System.Nullable<Vector2>) –
- size (System.Nullable<Vector2>) –
-
public void
Blit
(IRenderContext renderContext, Texture2D source, RenderTarget2D destination, Protogame.IEffect shader, Protogame.IEffectParameterSet effectParameterSet, BlendState blendState, System.Nullable<Vector2> offset, System.Nullable<Vector2> size) Parameters: - renderContext (Protogame.IRenderContext) –
- source (Microsoft.Xna.Framework.Graphics.Texture2D) –
- destination (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
- shader (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- blendState (Microsoft.Xna.Framework.Graphics.BlendState) –
- offset (System.Nullable<Vector2>) –
- size (System.Nullable<Vector2>) –
-
public void
DefaultInvertPostProcessingRenderPass¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IInvertPostProcessingRenderPass service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultInvertPostProcessingRenderPass
: System.Object, IInvertPostProcessingRenderPass, IRenderPass The default implementation of an T:Protogame.IInvertPostProcessingRenderPass.
-
readonly bool
IsPostProcessingPass
-
readonly bool
SkipWorldRenderBelow
-
readonly bool
SkipWorldRenderAbove
-
readonly bool
SkipEntityRender
-
readonly bool
SkipEngineHookRender
-
readonly string
EffectTechniqueName
-
string
Name
-
public void
BeginRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- previousPass (Protogame.IRenderPass) –
- postProcessingSource (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
-
public void
EndRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass nextPass) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- nextPass (Protogame.IRenderPass) –
-
readonly bool
DefaultRenderPipeline¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IRenderPipeline service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultRenderPipeline
: System.Object, IRenderPipeline The default implementation of an T:Protogame.IRenderPipeline.
-
public void
Render
(IGameContext gameContext, IRenderContext renderContext) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
-
public IRenderPass
AddFixedRenderPass
(IRenderPass renderPass) Parameters: - renderPass (Protogame.IRenderPass) –
-
public void
RemoveFixedRenderPass
(IRenderPass renderPass) Parameters: - renderPass (Protogame.IRenderPass) –
-
public IRenderPass
AppendTransientRenderPass
(IRenderPass renderPass) Parameters: - renderPass (Protogame.IRenderPass) –
-
public IRenderPass
GetCurrentRenderPass
()
-
public bool
IsFirstRenderPass
()
-
public void
DefaultRenderTargetBackBufferUtilities¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IRenderTargetBackBufferUtilities service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultRenderTargetBackBufferUtilities
: System.Object, IRenderTargetBackBufferUtilities The default implementation of an T:Protogame.IRenderTargetBackBufferUtilities.
-
public RenderTarget2D
UpdateRenderTarget
(RenderTarget2D renderTarget, IGameContext gameContext) Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
- gameContext (Protogame.IGameContext) –
-
public RenderTarget2D
UpdateCustomRenderTarget
(RenderTarget2D renderTarget, IGameContext gameContext, System.Nullable<SurfaceFormat> surfaceFormat, System.Nullable<DepthFormat> depthFormat, System.Nullable<Int32> multiSampleCount) Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
- gameContext (Protogame.IGameContext) –
- surfaceFormat (System.Nullable<SurfaceFormat>) –
- depthFormat (System.Nullable<DepthFormat>) –
- multiSampleCount (System.Nullable<Int32>) –
-
public bool
IsRenderTargetOutOfDate
(RenderTarget2D renderTarget, IGameContext gameContext) Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
- gameContext (Protogame.IGameContext) –
-
public bool
IsCustomRenderTargetOutOfDate
(RenderTarget2D renderTarget, IGameContext gameContext, System.Nullable<SurfaceFormat> surfaceFormat, System.Nullable<DepthFormat> depthFormat, System.Nullable<Int32> multiSampleCount) Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
- gameContext (Protogame.IGameContext) –
- surfaceFormat (System.Nullable<SurfaceFormat>) –
- depthFormat (System.Nullable<DepthFormat>) –
- multiSampleCount (System.Nullable<Int32>) –
-
public RenderTarget2D
RenderPipelineRenderContext¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IRenderContext service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
RenderPipelineRenderContext
: System.Object, IRenderContext The implementation of T:Protogame.IRenderContext which provides additional APIs for interacting with the render pipeline.
-
readonly BoundingFrustum
BoundingFrustum
Gets the bounding frustum for the current view and projection matrixes.
Value: The bounding frustum for the current view and projection matrixes.
-
readonly GraphicsDevice
GraphicsDevice
Gets the associated graphics device.
Value: The graphics device.
-
bool
Is3DContext
Gets or sets a value indicating whether the world manager is currently rendering a 3D context. For games using a 2D world manager, this will always be false. For 3D games, world managers will do an initial 3D pass followed by a 2D pass that is rendered on top (for UI, etc.) In a 3D context, only I3DRenderUtilities can be used; in a 2D context, only I2DRenderUtilities can be used.
Value: Whether the rendering context is currently a 3D context.
-
bool
IsRendering
Gets a value indicating whether the game is currently rendering in either the render pipeline or the backbuffer. This value will always be true within any method call that occurs below M:Microsoft.Xna.Framework.Game.Draw(Microsoft.Xna.Framework.GameTime) in the call stack. When you are rendering, certain operations can not be performed, in particular, operations which reset the graphics device like resizing the game window.
-
Vector3
CameraPosition
Gets or sets the last known camera position. The value of this property is set internally by cameras so that the camera position is known when lighting effects are applied. Setting this property from user code will not actually update the camera position or modify projection parameters; it will only impact the way lights are rendered.
-
Vector3
CameraLookAt
Gets or sets the last known camera look at vector. The value of this property is set internally by cameras so that the camera look at vector is known when lighting effects are applied. Setting this property from user code will not actually update the camera look at vector or modify projection parameters; it will only impact the way lights are rendered.
-
Matrix
Projection
Gets or sets the projection matrix for 3D rendering.
Value: The projection matrix for 3D rendering.
-
readonly Texture2D
SingleWhitePixel
Gets a texture representing a single white pixel.
Value: The single white pixel.
-
readonly SpriteBatch
SpriteBatch
Gets a sprite batch associated with the current device, upon which 2D rendering is performed.
Value: The sprite batch.
-
Matrix
View
Gets or sets the view matrix for 3D rendering.
Value: The view matrix for 3D rendering.
-
Matrix
World
Gets or sets the world matrix for 3D rendering.
Value: The world matrix for 3D rendering.
-
readonly IRenderPass
CurrentRenderPass
Gets the current render pass that is being used.
Value: The current render pass that is being used.
-
public void
PopRenderTarget
() Pops the current render target from the current rendering context. If there are no more render targets in the stack after this call, then the rendering will default back to rendering to the back buffer.
-
public void
PushRenderTarget
(RenderTargetBinding renderTarget) Push a render target onto the current rendering context, making it the active target for rendering. By using the PushRenderTarget / PopRenderTarget methods, this allows you to safely chain render target switches, without risk of losing the previous render target. An example of where this can be used is if you want to capture the next frame, you can simply start with a PushRenderTarget and as long as all other render target switching uses these methods or respects the previous render target, then everything will be captured as intended.
Parameters: - renderTarget (Microsoft.Xna.Framework.Graphics.RenderTargetBinding) – The render target instance to make active.
-
public void
PushRenderTarget
(Microsoft.Xna.Framework.Graphics.RenderTargetBinding[] renderTargets) Push an array of render targets onto the current rendering context, making them the active target for rendering. By using the PushRenderTarget / PopRenderTarget methods, this allows you to safely chain render target switches, without risk of losing the previous render target.
Parameters: - renderTargets (Microsoft.Xna.Framework.Graphics.RenderTargetBinding[]) – The render targets to make active.
-
public void
Render
(IGameContext context) The render.
Parameters: - context (Protogame.IGameContext) – The context.
-
public IRenderPass
AddFixedRenderPass
(IRenderPass renderPass) Adds the specified render pass to the render pipeline permanently. This render pass will take effect after the start of the next frame.
Parameters: - renderPass (Protogame.IRenderPass) – The render pass to add.
Returns: The render pass that was given to this function. This return value is for convenience only, so that you may construct and add a render pass in a single statement, while obtaining a reference to it if you need to modify it’s values or call M:Protogame.RenderPipelineRenderContext.RemoveFixedRenderPass(Protogame.IRenderPass) later. The render pass is not modified by this function.
-
public void
RemoveFixedRenderPass
(IRenderPass renderPass) Removes the specified render pass from the render pipeline.
Parameters: - renderPass (Protogame.IRenderPass) – The render pass to remove.
-
public IRenderPass
AppendTransientRenderPass
(IRenderPass renderPass) Append the specified render pass to the render pipeline for this frame only. This is method that allows you to temporarily add additional render passes to a frame.
If all standard (non-post-processing) render passes have finished post-processing has begun and this method is given a standard render pass, it will have no effect.
Render passes that were appended can not be removed with M:Protogame.RenderPipelineRenderContext.RemoveFixedRenderPass(Protogame.IRenderPass).
Parameters: - renderPass (Protogame.IRenderPass) – The render pass to add.
Returns: The render pass that was given to this function. This return value is for convenience only, so that you may construct and add a render pass in a single statement, while obtaining a reference to it if you need to modify it’s value. The render pass is not modified by this function.
-
public bool
IsCurrentRenderPass<T>
() Returns whether or not the current render pass is of the specified type.
Type Parameters: - T – The type to check the render pass against.
Returns: Whether or not the current render pass is of the specified type.
-
public bool
IsCurrentRenderPass<T>
(ref Protogame.T currentRenderPass) Type Parameters: - T –
Parameters: - (ref) currentRenderPass (Protogame.T) –
-
public Protogame.T
GetCurrentRenderPass<T>
() Returns the current render pass as the type T.
Type Parameters: - T – The type of render pass to return.
Returns: The current render pass as the type T.
-
public bool
IsFirstRenderPass
() Returns whether this is the first render pass being performed. You can use this method to isolate render logic that should only occur once per frame (such as appending transient render passes).
Returns: Whether this is the first render pass being performed.
-
readonly BoundingFrustum
RenderPipelineWorldManager¶
Warning
This documentation is for an internal class. This class is not intended to be used by developers, and is used internally within the engine to provide functionality.
Information documented here may not be up to date.
-
class
RenderPipelineWorldManager
: System.Object, IWorldManager An implementation of T:Protogame.IWorldManager which uses the new rendering pipeline in Protogame. You should use this as the world manager for all new games going forward, or make your game inherit from T:Protogame.CoreGame`1, which will default to this world manager.
-
readonly IRenderPipeline
RenderPipeline
-
public void
Render<T>
(Protogame.T game) Type Parameters: - T –
Parameters: - game (Protogame.T) –
-
public void
Update<T>
(Protogame.T game) Type Parameters: - T –
Parameters: - game (Protogame.T) –
-
readonly IRenderPipeline
Default2DRenderUtilities¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the I2DRenderUtilities service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
Default2DRenderUtilities
: System.Object, I2DRenderUtilities An implementation of T:Protogame.I2DRenderUtilities.
-
public Vector2
MeasureText
(IRenderContext context, string text, Protogame.IAssetReference<FontAsset> font) Parameters: - context (Protogame.IRenderContext) –
- text (string) –
- font (Protogame.IAssetReference<FontAsset>) –
-
public void
RenderLine
(IRenderContext context, Vector2 start, Vector2 end, Color color, float width) Parameters: - context (Protogame.IRenderContext) –
- start (Microsoft.Xna.Framework.Vector2) –
- end (Microsoft.Xna.Framework.Vector2) –
- color (Microsoft.Xna.Framework.Color) –
- width (float) –
-
public void
RenderRectangle
(IRenderContext context, Rectangle rectangle, Color color, bool filled) Parameters: - context (Protogame.IRenderContext) –
- rectangle (Microsoft.Xna.Framework.Rectangle) –
- color (Microsoft.Xna.Framework.Color) –
- filled (bool) –
-
public void
RenderText
(IRenderContext context, Vector2 position, string text, Protogame.IAssetReference<FontAsset> font, HorizontalAlignment horizontalAlignment, VerticalAlignment verticalAlignment, System.Nullable<Color> textColor, bool renderShadow, System.Nullable<Color> shadowColor) Parameters: - context (Protogame.IRenderContext) –
- position (Microsoft.Xna.Framework.Vector2) –
- text (string) –
- font (Protogame.IAssetReference<FontAsset>) –
- horizontalAlignment (Protogame.HorizontalAlignment) –
- verticalAlignment (Protogame.VerticalAlignment) –
- textColor (System.Nullable<Color>) –
- renderShadow (bool) –
- shadowColor (System.Nullable<Color>) –
-
public void
RenderTexture
(IRenderContext context, Vector2 position, Protogame.IAssetReference<TextureAsset> texture, System.Nullable<Vector2> size, System.Nullable<Color> color, float rotation, System.Nullable<Vector2> rotationAnchor, bool flipHorizontally, bool flipVertically, System.Nullable<Rectangle> sourceArea) Parameters: - context (Protogame.IRenderContext) –
- position (Microsoft.Xna.Framework.Vector2) –
- texture (Protogame.IAssetReference<TextureAsset>) –
- size (System.Nullable<Vector2>) –
- color (System.Nullable<Color>) –
- rotation (float) –
- rotationAnchor (System.Nullable<Vector2>) –
- flipHorizontally (bool) –
- flipVertically (bool) –
- sourceArea (System.Nullable<Rectangle>) –
-
public void
RenderTexture
(IRenderContext context, Vector2 position, Texture2D texture, System.Nullable<Vector2> size, System.Nullable<Color> color, float rotation, System.Nullable<Vector2> rotationAnchor, bool flipHorizontally, bool flipVertically, System.Nullable<Rectangle> sourceArea) Parameters: - context (Protogame.IRenderContext) –
- position (Microsoft.Xna.Framework.Vector2) –
- texture (Microsoft.Xna.Framework.Graphics.Texture2D) –
- size (System.Nullable<Vector2>) –
- color (System.Nullable<Color>) –
- rotation (float) –
- rotationAnchor (System.Nullable<Vector2>) –
- flipHorizontally (bool) –
- flipVertically (bool) –
- sourceArea (System.Nullable<Rectangle>) –
-
public void
RenderCircle
(IRenderContext context, Vector2 center, int radius, Color color, bool filled) Parameters: - context (Protogame.IRenderContext) –
- center (Microsoft.Xna.Framework.Vector2) –
- radius (int) –
- color (Microsoft.Xna.Framework.Color) –
- filled (bool) –
-
public void
SuspendSpriteBatch
(IRenderContext renderContext) Parameters: - renderContext (Protogame.IRenderContext) –
-
public void
ResumeSpriteBatch
(IRenderContext renderContext) Parameters: - renderContext (Protogame.IRenderContext) –
-
public Vector2
Default3DRenderUtilities¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the I3DRenderUtilities service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
Default3DRenderUtilities
: System.Object, I3DRenderUtilities The default implementation of T:Protogame.I3DRenderUtilities.
-
public Vector2
MeasureText
(IRenderContext context, string text, Protogame.IAssetReference<FontAsset> font) Parameters: - context (Protogame.IRenderContext) –
- text (string) –
- font (Protogame.IAssetReference<FontAsset>) –
-
public void
RenderLine
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Vector3 start, Vector3 end, Color color) Parameters: - context (Protogame.IRenderContext) –
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- start (Microsoft.Xna.Framework.Vector3) –
- end (Microsoft.Xna.Framework.Vector3) –
- color (Microsoft.Xna.Framework.Color) –
-
public void
RenderLine
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Vector3 start, Vector3 end, TextureAsset texture, Vector2 startUV, Vector2 endUV) Parameters: - context (Protogame.IRenderContext) –
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- start (Microsoft.Xna.Framework.Vector3) –
- end (Microsoft.Xna.Framework.Vector3) –
- texture (Protogame.TextureAsset) –
- startUV (Microsoft.Xna.Framework.Vector2) –
- endUV (Microsoft.Xna.Framework.Vector2) –
-
public void
RenderRectangle
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Vector3 start, Vector3 end, Color color, bool filled) Parameters: - context (Protogame.IRenderContext) –
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- start (Microsoft.Xna.Framework.Vector3) –
- end (Microsoft.Xna.Framework.Vector3) –
- color (Microsoft.Xna.Framework.Color) –
- filled (bool) –
-
public void
RenderText
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Matrix matrix, string text, Protogame.IAssetReference<FontAsset> font, HorizontalAlignment horizontalAlignment, VerticalAlignment verticalAlignment, System.Nullable<Color> textColor, bool renderShadow, System.Nullable<Color> shadowColor) Parameters: - context (Protogame.IRenderContext) –
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- matrix (Microsoft.Xna.Framework.Matrix) –
- text (string) –
- font (Protogame.IAssetReference<FontAsset>) –
- horizontalAlignment (Protogame.HorizontalAlignment) –
- verticalAlignment (Protogame.VerticalAlignment) –
- textColor (System.Nullable<Color>) –
- renderShadow (bool) –
- shadowColor (System.Nullable<Color>) –
-
public void
RenderTexture
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Matrix matrix, Protogame.IAssetReference<TextureAsset> texture, System.Nullable<Color> color, bool flipHorizontally, bool flipVertically, System.Nullable<Rectangle> sourceArea) Parameters: - context (Protogame.IRenderContext) –
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- matrix (Microsoft.Xna.Framework.Matrix) –
- texture (Protogame.IAssetReference<TextureAsset>) –
- color (System.Nullable<Color>) –
- flipHorizontally (bool) –
- flipVertically (bool) –
- sourceArea (System.Nullable<Rectangle>) –
-
public void
RenderCube
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Matrix transform, Color color) Parameters: - context (Protogame.IRenderContext) –
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- transform (Microsoft.Xna.Framework.Matrix) –
- color (Microsoft.Xna.Framework.Color) –
-
public void
RenderCube
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Matrix transform, TextureAsset texture, Vector2 topLeftUV, Vector2 bottomRightUV) Parameters: - context (Protogame.IRenderContext) –
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- transform (Microsoft.Xna.Framework.Matrix) –
- texture (Protogame.TextureAsset) –
- topLeftUV (Microsoft.Xna.Framework.Vector2) –
- bottomRightUV (Microsoft.Xna.Framework.Vector2) –
-
public void
RenderPlane
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Matrix transform, Color color) Parameters: - context (Protogame.IRenderContext) –
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- transform (Microsoft.Xna.Framework.Matrix) –
- color (Microsoft.Xna.Framework.Color) –
-
public void
RenderPlane
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Matrix transform, TextureAsset texture, Vector2 topLeftUV, Vector2 bottomRightUV) Parameters: - context (Protogame.IRenderContext) –
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- transform (Microsoft.Xna.Framework.Matrix) –
- texture (Protogame.TextureAsset) –
- topLeftUV (Microsoft.Xna.Framework.Vector2) –
- bottomRightUV (Microsoft.Xna.Framework.Vector2) –
-
public void
RenderCircle
(IRenderContext context, Protogame.IEffect effect, Protogame.IEffectParameterSet effectParameterSet, Matrix transform, Vector2 center, int radius, Color color, bool filled) Parameters: - context (Protogame.IRenderContext) –
- effect (Protogame.IEffect) –
- effectParameterSet (Protogame.IEffectParameterSet) –
- transform (Microsoft.Xna.Framework.Matrix) –
- center (Microsoft.Xna.Framework.Vector2) –
- radius (int) –
- color (Microsoft.Xna.Framework.Color) –
- filled (bool) –
-
public Vector2
DefaultHivePublicAuthentication¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IHivePublicAuthentication service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultHivePublicAuthentication
: System.Object, IHivePublicAuthentication The default implementation of T:Protogame.IHivePublicAuthentication.
-
string
PublicApiKey
-
string
ImageSourceFromRGBAArray¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IImageSource service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
ImageSourceFromRGBAArray
: System.Object, IImageSource An image source that uses an RGBA array.
-
public System.Byte[]
GetSourceAsBytes
(ref int width, ref int height) Parameters: - (ref) width (int) –
- (ref) height (int) –
-
public System.Byte[]
ImageSourceFromTexture¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IImageSource service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
ImageSourceFromTexture
: System.Object, IImageSource An image source that uses an in-memory texture.
-
public System.Byte[]
GetSourceAsBytes
(ref int width, ref int height) Parameters: - (ref) width (int) –
- (ref) height (int) –
-
public System.Byte[]
ThreadedColorInImageDetection¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IColorInImageDetection service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
ThreadedColorInImageDetection
: System.Object, IColorInImageDetection, System.IDisposable An implementation of T:Protogame.IColorInImageDetection that uses a background thread for performing analysis.
-
float
GlobalSensitivity
-
int
ChunkSize
-
public string
GetNameForColor
(Protogame.ISelectedColorHandle handle) Parameters: - handle (Protogame.ISelectedColorHandle) –
-
public Color
GetValueForColor
(Protogame.ISelectedColorHandle handle) Parameters: - handle (Protogame.ISelectedColorHandle) –
-
public Protogame.ISelectedColorHandle
RegisterColorForAnalysis
(Color color, string name) Parameters: - color (Microsoft.Xna.Framework.Color) –
- name (string) –
-
public System.Int32[,]
GetUnlockedResultsForColor
(Protogame.ISelectedColorHandle handle) Parameters: - handle (Protogame.ISelectedColorHandle) –
-
public float
GetSensitivityForColor
(Protogame.ISelectedColorHandle handle) Parameters: - handle (Protogame.ISelectedColorHandle) –
-
public int
GetTotalDetectedForColor
(Protogame.ISelectedColorHandle handle) Parameters: - handle (Protogame.ISelectedColorHandle) –
-
public void
Start
()
-
public void
Dispose
()
-
float
ATFLevelReader¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the ILevelReader service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
ATFLevelReader
: System.Object, ILevelReader The level reader for levels saved from an ATF level editor.
-
public System.Collections.Generic.IEnumerable<IEntity>
Read
(System.IO.Stream stream, System.Object context, System.Func<IPlan, Object, Boolean> filter) Parameters: - stream (System.IO.Stream) –
- context (System.Object) –
- Object, Boolean> filter (System.Func<IPlan,) –
-
public System.Collections.Generic.IEnumerable<IEntity>
Read
(System.IO.Stream stream, System.Object context) Parameters: - stream (System.IO.Stream) –
- context (System.Object) –
-
public System.Collections.Generic.IEnumerable<IEntity>
DefaultLevelManager¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the ILevelManager service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultLevelManager
: System.Object, ILevelManager The default level manager.
-
public void
Load
(System.Object context, Protogame.LevelAsset levelAsset) Loads a level entity into the game hierarchy, with the specified context as the place to load entities. Normally you’ll pass in the game world here, but you don’t have to. For example, if you wanted to load the level into an entity group, you would pass the entity group as the context instead.
Parameters: - context (System.Object) – Usually the current game world, but can be any object in the hierarchy.
- levelAsset (Protogame.LevelAsset) – The level to load.
-
public void
Load
(System.Object context, Protogame.LevelAsset levelAsset, System.Func<IPlan, Object, Boolean> filter) Parameters: - context (System.Object) –
- levelAsset (Protogame.LevelAsset) –
- Object, Boolean> filter (System.Func<IPlan,) –
-
public System.Threading.Tasks.Task
LoadAsync
(System.Object context, Protogame.LevelAsset levelAsset) Parameters: - context (System.Object) –
- levelAsset (Protogame.LevelAsset) –
-
public System.Threading.Tasks.Task
LoadAsync
(System.Object context, Protogame.LevelAsset levelAsset, System.Func<IPlan, Object, Boolean> filter) Parameters: - context (System.Object) –
- levelAsset (Protogame.LevelAsset) –
- Object, Boolean> filter (System.Func<IPlan,) –
-
public void
DefaultTileset¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the ITileset service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultTileset
: System.Object, ITileset, IEntity, IHasTransform The default tileset.
-
IEntity
Item
-
readonly Protogame.ITransform
Transform
-
readonly Protogame.IFinalTransform
FinalTransform
-
public void
Render
(IGameContext gameContext, IRenderContext renderContext) The render.
Parameters: - gameContext (Protogame.IGameContext) – The game context.
- renderContext (Protogame.IRenderContext) – The render context.
-
public void
SetSize
(Vector2 cellSize, Vector2 tilesetSize) The set size.
Parameters: - cellSize (Microsoft.Xna.Framework.Vector2) – The cell size.
- tilesetSize (Microsoft.Xna.Framework.Vector2) – The tileset size.
-
public void
Update
(IGameContext gameContext, IUpdateContext updateContext) The update.
Parameters: - gameContext (Protogame.IGameContext) – The game context.
- updateContext (Protogame.IUpdateContext) – The update context.
-
IEntity
OgmoLevelReader¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the ILevelReader service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
OgmoLevelReader
: System.Object, ILevelReader The ogmo level reader.
-
public System.Collections.Generic.IEnumerable<IEntity>
Read
(System.IO.Stream stream, System.Object context, System.Func<IPlan, Object, Boolean> filter) Parameters: - stream (System.IO.Stream) –
- context (System.Object) –
- Object, Boolean> filter (System.Func<IPlan,) –
-
public System.Collections.Generic.IEnumerable<IEntity>
Read
(System.IO.Stream stream, System.Object context) Creates the entities from the stream.
Parameters: - stream (System.IO.Stream) – The stream which contains an Ogmo Editor level.
- context (System.Object) – The context in which entities are being spawned in the hierarchy. This is usually the current world, but it doesn’t have to be (e.g. if you wanted to load a level under an entity group, you would pass the entity group here).
Returns: A list of entities to spawn within the world.
-
public System.Collections.Generic.IEnumerable<IEntity>
DefaultNetworkEventContext¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the INetworkEventContext service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultNetworkEventContext
: System.Object, INetworkEventContext The default implementation of T:Protogame.INetworkEventContext.
DefaultPhysicsEventContext¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IPhysicsEventContext service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultPhysicsEventContext
: System.Object, IPhysicsEventContext The default implementation of T:Protogame.IPhysicsEventContext.
DefaultPhysicsWorldControl¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IPhysicsWorldControl service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultPhysicsWorldControl
: System.Object, IPhysicsWorldControl The default implementation of T:Protogame.IPhysicsWorldControl.
-
Vector3
Gravity
-
Jitter.Dynamics.MaterialCoefficientMixingType
MaterialCoefficientMixing
-
System.Func<RigidBody, RigidBody, Boolean>
ConsiderAngularVelocityCallback
-
System.Func<RigidBody, RigidBody, Single>
CalculateStaticFrictionCallback
-
System.Func<RigidBody, RigidBody, Single>
CalculateDynamicFrictionCallback
-
System.Func<RigidBody, RigidBody, Single>
CalculateRestitutionCallback
-
bool
EnableSpeculativeContacts
-
public void
SyncPendingChanges
()
-
Vector3
DefaultPoolManager¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IPoolManager service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultPoolManager
: System.Object, IPoolManager The default implementation of an T:Protogame.IPoolManager.
-
public IPool<T>
NewPool<T>
(string name, int size, System.Action<T> resetAction) Type Parameters: - T –
Parameters: - name (string) –
- size (int) –
- resetAction (System.Action<T>) –
-
public IPool<T>
NewPool<T>
(string name, int size, System.Func<T> factoryFunc, System.Action<T> resetAction) Type Parameters: - T –
Parameters: - name (string) –
- size (int) –
- factoryFunc (System.Func<T>) –
- resetAction (System.Action<T>) –
-
public IPool<T>
NewPool<T>
(string name, int size, System.Func<T> factoryFunc, System.Action<T> resetAction, System.Action<T> newAction) Type Parameters: - T –
Parameters: - name (string) –
- size (int) –
- factoryFunc (System.Func<T>) –
- resetAction (System.Action<T>) –
- newAction (System.Action<T>) –
-
public IPool<T>
NewScalingPool<T>
(string name, int increment, System.Action<T> resetAction) Type Parameters: - T –
Parameters: - name (string) –
- increment (int) –
- resetAction (System.Action<T>) –
-
public IPool<T>
NewScalingPool<T>
(string name, int increment, System.Func<T> factoryFunc, System.Action<T> resetAction) Type Parameters: - T –
Parameters: - name (string) –
- increment (int) –
- factoryFunc (System.Func<T>) –
- resetAction (System.Action<T>) –
-
public IPool<T>
NewScalingPool<T>
(string name, int increment, System.Func<T> factoryFunc, System.Action<T> resetAction, System.Action<T> newAction) Type Parameters: - T –
Parameters: - name (string) –
- increment (int) –
- factoryFunc (System.Func<T>) –
- resetAction (System.Action<T>) –
- newAction (System.Action<T>) –
-
public Protogame.IPool<T[]>
NewArrayPool<T>
(string name, int size, int arraySize, System.Action<T[]> resetAction) Type Parameters: - T –
Parameters: - name (string) –
- size (int) –
- arraySize (int) –
- resetAction (System.Action<T[]>) –
-
public Protogame.IPool<T[]>
NewScalingArrayPool<T>
(string name, int increment, int arraySize, System.Action<T[]> resetAction) Type Parameters: - T –
Parameters: - name (string) –
- increment (int) –
- arraySize (int) –
- resetAction (System.Action<T[]>) –
-
public IPool<T>
IRawPool¶
Warning
This documentation is for an internal class. This class is not intended to be used by developers, and is used internally within the engine to provide functionality.
Information documented here may not be up to date.
-
interface
IRawPool
The raw interface for accessing a memory pool. This interface is only used internally.
-
readonly string
Name
-
readonly int
NextAvailable
-
readonly int
NextReturn
-
readonly int
Free
-
readonly int
Total
-
readonly string
Pool<T>¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the Protogame.IPool service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
Pool<T>
: System.Object, IPool<T>, IRawPool An implementation of an T:Protogame.IPool`1 which manages an array of objects. This implementation does not allocate the objects for you; you need to initialize an array of objects which is then used in this implementation.
It’s recommended that you use T:Protogame.ScalingPool`1 instead, creating it via T:Protogame.IPoolManager.
Type Parameters: - T –
-
readonly int
Free
-
readonly int
Total
-
readonly string
Name
-
readonly int
NextAvailable
-
readonly int
NextReturn
-
public Protogame.T
Get
()
-
public void
Release
(Protogame.T instance) Parameters: - instance (Protogame.T) –
-
public void
ReleaseAll
()
ScalingPool<T>¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the Protogame.IPool service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
ScalingPool<T>
: System.Object, IPool<T>, IRawPool An implementation of an T:Protogame.IPool`1 which is capable of scaling the capacity as more objects are needed. Unlike standard allocation and collection, this implementation allocates objects in an incremental block amount.
Type Parameters: - T –
-
readonly int
Free
-
readonly string
Name
-
readonly int
NextAvailable
-
readonly int
NextReturn
-
readonly int
Total
-
public Protogame.T
Get
()
-
public void
Release
(Protogame.T instance) Parameters: - instance (Protogame.T) –
-
public void
ReleaseAll
()
DefaultSensorEngine¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the ISensorEngine service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DefaultSensorEngine
: System.Object, ISensorEngine The default implementation of an T:Protogame.ISensorEngine.
-
public void
Render
(IGameContext gameContext, IRenderContext renderContext) Internally called by T:Protogame.SensorEngineHook to update sensors during the render step.
Parameters: - gameContext (Protogame.IGameContext) – The current game context.
- renderContext (Protogame.IRenderContext) – The current render context.
-
public void
Update
(IGameContext gameContext, IUpdateContext updateContext) Internally called by T:Protogame.SensorEngineHook to update sensors during the update step.
Parameters: - gameContext (Protogame.IGameContext) – The current game context.
- updateContext (Protogame.IUpdateContext) – The current update context.
-
public void
Register
(ISensor sensor) Registers a hardware sensor with the sensor engine, ensuring that it is updated as the game runs.
Parameters: - sensor (Protogame.ISensor) – The hardware sensor to register.
-
public void
Deregister
(ISensor sensor) Deregisters a hardware sensor from the sensor engine, ensuring that it is no longer updated as the game runs.
Parameters: - sensor (Protogame.ISensor) – The hardware sensor to deregister.
-
public void
DirectShowCameraSensor¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the ICameraSensor service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
DirectShowCameraSensor
: System.Object, ICameraSensor, ISensor An implementation of T:Protogame.ICameraSensor which uses DirectShow to provide access to camera devices on Windows.
-
readonly Texture2D
VideoCaptureFrame
-
readonly System.Byte[]
VideoCaptureUnlockedRGBA
-
readonly System.Nullable<Int32>
VideoCaptureWidth
-
readonly System.Nullable<Int32>
VideoCaptureHeight
-
ICamera
ActiveCamera
-
public System.Collections.Generic.List<ICamera>
GetAvailableCameras
()
-
public void
Render
(IGameContext gameContext, IRenderContext renderContext) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
-
public void
Update
(IGameContext gameContext, IUpdateContext updateContext) Parameters: - gameContext (Protogame.IGameContext) –
- updateContext (Protogame.IUpdateContext) –
-
readonly Texture2D
NullCameraSensor¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the ICameraSensor service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
NullCameraSensor
: System.Object, ICameraSensor, ISensor An implementation of T:Protogame.ICameraSensor which provides no cameras.
-
readonly Texture2D
VideoCaptureFrame
-
readonly System.Byte[]
VideoCaptureUnlockedRGBA
-
readonly System.Nullable<Int32>
VideoCaptureWidth
-
readonly System.Nullable<Int32>
VideoCaptureHeight
-
ICamera
ActiveCamera
-
public void
Render
(IGameContext gameContext, IRenderContext renderContext) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
-
public void
Update
(IGameContext gameContext, IUpdateContext updateContext) Parameters: - gameContext (Protogame.IGameContext) –
- updateContext (Protogame.IUpdateContext) –
-
public System.Collections.Generic.List<ICamera>
GetAvailableCameras
()
-
readonly Texture2D
SensorEngineHook¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IEngineHook service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
SensorEngineHook
: System.Object, IEngineHook The default implementation of T:Protogame.IEngineHook.
-
public void
Render
(IGameContext gameContext, IRenderContext renderContext) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
-
public void
Update
(IGameContext gameContext, IUpdateContext updateContext) Parameters: - gameContext (Protogame.IGameContext) –
- updateContext (Protogame.IUpdateContext) –
-
public void
Update
(Protogame.IServerContext serverContext, IUpdateContext updateContext) Parameters: - serverContext (Protogame.IServerContext) –
- updateContext (Protogame.IUpdateContext) –
-
public void
CoreServer<TInitialServerWorld, TServerWorldManager>¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the Protogame.CoreServer{TInitialServerWorld} service via dependency injection to access this functionality.
Information documented here may not be up to date.
-
class
CoreServer<TInitialServerWorld, TServerWorldManager>
: Protogame.Server, Protogame.ICoreServer, System.IDisposable The implementation of Protogame’s base server class. In previous versions of Protogame, this acted as the base class for the developer’s Game class. However newer games written in Protogame should use T:Protogame.CoreServer`1 instead, as this correctly sets games to use the default server world manager, which sets TWorldManager to be T:Protogame.DefaultServerWorldManager automatically.
Type Parameters: - TInitialServerWorld – The initial server world class to start the server with.
- TServerWorldManager – The server world manager class for this game.
-
readonly Protogame.IServerContext
ServerContext
-
readonly IUpdateContext
UpdateContext
-
readonly bool
Running
-
public void
Dispose
()
-
public void
Stop
()
-
public void
Run
()
-
public void
Setup
()