SharpDX.Toolkit.Game
Manages and drives skeletal animations.
Base class for a component.
A component can be used to
Defines a generic game system.
This method is called when the component is added to the game.
This method can be used for tasks like querying for services the component needs and setting up non-graphics resources.
An interface that is called by .
This method is called when this game component is updated.
The current timing.
Occurs when the property changes.
Occurs when the property changes.
Gets a value indicating whether the game component's Update method should be called by .
true if update is enabled; otherwise, false.
Gets the update order relative to other game components. Lower values are updated first.
The update order.
An interface for a drawable game component that is called by the class.
Starts the drawing of a frame. This method is followed by calls to Draw and EndDraw.
true if Draw should occur, false otherwise
Draws this instance.
The current timing.
Ends the drawing of a frame. This method is preceded by calls to Draw and BeginDraw.
Occurs when the property changes.
Occurs when the property changes.
Gets a value indicating whether the method should be called by .
true if this drawable component is visible; otherwise, false.
Gets the draw order relative to other objects. objects with a lower value are drawn first.
The draw order.
An interface to load and unload content.
Loads the content.
Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources.
Initializes a new instance of the class.
The registry.
Initializes a new instance of the class.
The game.
Adds an object to be disposed automatically when is called. See remarks.
Type of the object to dispose
The disposable object.
The disposable object.
Use this method for any content that is not loaded through the .
Gets the associated with this . This value can be null in a mock environment.
The game.
Gets the services registry.
The services registry.
Gets the content manager.
The content.
Gets the graphics device.
The graphics device.
Initializes a new instance of the class.
The game.
Starts a new animation.
The animated model.
The animation to play.
Stop the animation of a model.
The animated model.
The assembly provides a high level Game API.
Describes an event when an effect is recompiled at runtime.
Initializes a new instance of the class.
The effect.
The log messages.
Gets the effect.
The effect.
Gets compilation messages. See remarks.
The compilation messages.
This field is only valid
Allows to dynamically recompile Effects at runtime when original source code changed, without having to recompile the application. See remarks.
The effect must have been compiled with tkfxc and option /Re. This features is only available from Windows Desktop and doesn't work
on other platforms.
Initializes a new instance of the class.
The game.
Occurs when a compilation ended for an effect.
Occurs when a compilation error occurred for an effect.
Occurs when a compilation started for an effect.
Contains context used to render the game (Control for WinForm, a DrawingSurface for WP8...etc.).
A to use for rendering to an existing WinForm .
The context type of this instance.
The native control used.
The requested width.
The requested height.
Initializes a new instance of the class.
The control, platform dependent. See remarks for supported controls.
Width of the requested.
Height of the requested.
Control is not supported. Must inherit from System.Windows.Forms.Control (WinForm) or System.Windows.Controls.Border (WPF hosting WinForm) or SharpDX.Toolkit.SharpDXElement (WPF)
On Windows Desktop, the Toolkit supports the following controls:
- WinForm control inheriting
- WPF control inheriting for Hwnd hosting
- WPF D3DImage control
Gets or sets a value indicating whether the render loop should use the default instead of a custom window message loop lightweight for GC. Default is false
true if use the default ; otherwise, false.
Type of a .
Game running on desktop in a form or .
Game running on desktop in a WPF border control through a HwndHost
Game running on desktop in a WPF window through a D3DImage.
Game running on WinRT in a CoreWindow.
Game running on WinRT in a SurfaceImageSource.
Game running on WinRT in a DrawingBackgroundSurface.
Game running on WinRT in a DrawingSurface.
A GameSystem that allows to draw to another window or control. Currently only valid on desktop with Windows.Forms.
Initializes a new instance of the class.
The registry.
The window context.
Initializes a new instance of the class.
The game.
The window context.
Gets the underlying native window.
The underlying native window.
Gets the window.
The window.
Gets or sets the presenter.
The presenter.
Gets or sets the preferred back buffer format.
The preferred back buffer format.
Gets or sets the height of the preferred back buffer.
The height of the preferred back buffer.
Gets or sets the width of the preferred back buffer.
The width of the preferred back buffer.
Gets or sets the preferred depth stencil format.
The preferred depth stencil format.
Interface for a game platform (OS, machine dependent).
Creates the a new . See remarks.
The window context. See remarks.
A new game window.
This is currently only supported on Windows Desktop. The window context supported on windows is a subclass of System.Windows.Forms.Control (or null and a default RenderForm will be created).
Gets the default app directory.
The default app directory.
Gets the main window.
The main window.
Describes how data will be displayed to the screen.
bb173075
DXGI_SWAP_CHAIN_DESC
DXGI_SWAP_CHAIN_DESC
A value that describes the resolution width.
bb173075
DXGI_MODE_DESC BufferDesc
DXGI_MODE_DESC BufferDesc
A value that describes the resolution height.
bb173075
DXGI_MODE_DESC BufferDesc
DXGI_MODE_DESC BufferDesc
A structure describing the display format.
bb173075
DXGI_MODE_DESC BufferDesc
DXGI_MODE_DESC BufferDesc
Gets or sets the depth stencil format
The preferred refresh rate
Gets or sets a value indicating whether the application is in full screen mode.
Gets or sets the minimum graphics profile.
Gets or sets a value indicating the number of sample locations during multisampling.
Gets or sets a value indicating whether to synchronize present with vertical blanking.
The output (monitor) index to use when switching to fullscreen mode. Doesn't have any effect when windowed mode is used.
Indicates whether the DepthBuffer should be created with the ShaderResource flag. Default is false.
The implementation of for Desktop/WinForms platform.
An abstract window.
Initializes the GameWindow with the specified window context.
The window context.
Switches the rendering onto another game context.
The new context to switch to.
Allows derived classes to create a custom graphics presenter
The graphics device to use for renderer creation
The desired presentation parameters to use for renderer creation
Default implementation returns null
Occurs when this window is activated.
Occurs, when device client size is changed.
Occurs when this window is deactivated.
Occurs, when device orientation is changed.
Gets or sets, user possibility to resize this window.
Gets the client bounds.
The client bounds.
Gets the current orientation.
The current orientation.
Gets a value indicating whether this instance is minimized.
true if this instance is minimized; otherwise, false.
Gets or sets a value indicating whether the mouse pointer is visible over this window.
true if this instance is mouse visible; otherwise, false.
Gets the native window.
The native window.
Gets or sets a value indicating whether this is visible.
true if visible; otherwise, false.
Gets or sets the title of the window.
The render control associated with the current .
Handles the event to set cursor visibility, depending on value.
Ignored.
Ignored.
Handles the event to restore cursor visibility, depending on value.
Ignored.
Ignored.
Gets the native window object associated with the current instance of .
For Desktop/WinForms platform the call is blocking due to implementation.
true
Represents an implementation of the for the Desktop platform.
Switches the game to a new game context.
The new game context.
Is thrown when a different game context type is passed (for example initially it was WinForms and became WPF).
Initializes a new instance of the class.
The instance that runs in this platform.
Gets the list of supported game window instances.
The list of supported instances.
Supports WinForms on any platform, and WPF only on DX11 (DX11.1 and up is not supported for WPF).
Gets the list of that correspond to the provided .
The preferred parameters for devices to support.
The list of supported that match provided .
If doesn't return any devices - adds the first available .
Returns the default directory name where the current game runs.
The game.
Initializes a new instance of the class.
Exits the game.
Resets the elapsed time counter.
Call this method to initialize the game, begin running the game loop, and start processing events for the game.
The window Context for this game.
Cannot run this instance while it is already running
Call this method to switch game rendering to a different control.
The new game context.
Is thrown when is null.
Is thrown when game is not running ( is false).
Prevents calls to Draw until the next Update.
Updates the game's clock and calls Update and Draw.
Starts the drawing of a frame. This method is followed by calls to Draw and EndDraw.
true to continue drawing, false to not call and
Called after all components are initialized but before the first update in the game loop.
Reference page contains code sample.
Time passed since the last call to Draw.
Ends the drawing of a frame. This method is preceded by calls to Draw and BeginDraw.
Called after the game loop has stopped running before exiting.
Called after the Game and GraphicsDevice are created, but before LoadContent. Reference page contains code sample.
Adds an object to be disposed automatically when is called. See remarks.
Type of the object to dispose
The disposable object.
The disposable object.
Use this method for any content that is not loaded through the .
Loads the content.
Raises the Activated event. Override this method to add code to handle when the game gains focus.
The Game.
Arguments for the Activated event.
Raises the Deactivated event. Override this method to add code to handle when the game loses focus.
The Game.
Arguments for the Deactivated event.
Raises an Exiting event. Override this method to add code to handle when the game is exiting.
The Game.
Arguments for the Exiting event.
This is used to display an error message if there is no suitable graphics device or sound card.
The exception to display.
The .
Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources.
Reference page contains links to related conceptual articles.
Time passed since the last call to Update.
Occurs when [activated].
Occurs when [deactivated].
Occurs when [exiting].
Occurs when [window created].
Gets or sets the .
The content manager.
Gets the game components registered by this game.
The game components.
Gets the graphics device.
The graphics device.
Gets or sets the inactive sleep time.
The inactive sleep time.
Gets a value indicating whether this instance is active.
true if this instance is active; otherwise, false.
Gets or sets a value indicating whether this instance is fixed time step.
true if this instance is fixed time step; otherwise, false.
Gets or sets a value indicating whether the mouse should be visible.
true if the mouse should be visible; otherwise, false.
Gets the launch parameters.
The launch parameters.
Gets a value indicating whether is running.
Gets the service container.
The service container.
Gets or sets the target elapsed time.
The target elapsed time.
Gets the abstract window.
The window.
The comparer used to order objects.
The comparer used to order objects.
A collection of game components.
Main service provider for .
Gets the instance service providing a specified service.
The type of service.
The registered instance of this service.
type
Gets the service object of specified type. The service must be registered with the type key.
This method will thrown an exception if the service is not registered, it null value can be accepted - use the method.
The type of the service to get.
The service instance.
Is thrown when the corresponding service is not registered.
Adds a service to this .
The type of service to add.
The service provider to add.
type;Service type cannot be null
Service is already registered;type
Adds a service to this service provider.
The type of the service to add.
The instance of the service provider to add.
Service type cannot be null
Service is already registered
Removes the object providing a specified service.
The type of service.
Occurs when a new service is added.
Occurs when when a service is removed.
Current timing used for variable-step (real time) or fixed-step (game time) games.
Initializes a new instance of the class.
Initializes a new instance of the class.
The total game time since the start of the game.
The elapsed game time since the last update.
Initializes a new instance of the class.
The total game time since the start of the game.
The elapsed game time since the last update.
True if the game is running unexpectedly slowly.
Gets the elapsed game time since the last update
The elapsed game time.
Gets a value indicating whether the game is running slowly than its TargetElapsedTime. This can be used for example to render less details...etc.
true if this instance is running slowly; otherwise, false.
Gets the amount of game time since the start of the game.
The total game time.
Gets the current frame count since the start of the game.
Initializes a new instance of the class.
Returns a value that indicates whether the current instance is equal to a specified object.
The Object to compare with the current GraphicsDeviceInformation.
Gets the hash code for this object.
Clones this instance.
A new copy-instance of this GraphicsDeviceInformation.
Gets or sets the adapter.
The adapter.
if value is null
Gets or sets the graphics profile.
The graphics profile.
if value is null
Gets or sets the presentation parameters.
The presentation parameters.
if value is null
Gets or sets the creation flags.
The creation flags.
Manages the lifecycle.
Defines the interface for an object that manages a GraphicsDevice.
Starts the drawing of a frame.
true if XXXX, false otherwise
Called to ensure that the device manager has created a valid device.
Called by the game at the end of drawing; presents the final rendering.
Default width for the back buffer.
Default height for the back buffer.
Initializes a new instance of the class.
The game.
The game instance cannot be null.
Sets the preferred graphics profile.
The levels.
Applies the changes from this instance and change or create the according to the new values.
Determines whether this instance is compatible with the the specified new .
The new device info.
true if this instance this instance is compatible with the the specified new ; otherwise, false.
Finds the best device that is compatible with the preferences defined in this instance.
if set to true a device can be selected from any existing adapters, otherwise, it will select only from default adapter.
The graphics device information.
Ranks a list of before creating a new device.
The list of devices that can be reorder.
Gets or sets the list of graphics profile to select from the best feature to the lower feature. See remarks.
The graphics profile.
By default, the PreferredGraphicsProfile is set to { ,
,
,
,
,
,
}
Gets or sets a value indicating whether this instance is full screen.
true if this instance is full screen; otherwise, false.
Gets or sets a value indicating whether [prefer multi sampling].
true if [prefer multi sampling]; otherwise, false.
Gets or sets the device creation flags that will be used to create the
The device creation flags.
Gets or sets the preferred back buffer format.
The preferred back buffer format.
Gets or sets the preferred refresh rate (Default is 60fps).
The preferred refresh rate.
Gets or sets the height of the preferred back buffer.
The height of the preferred back buffer.
Gets or sets the width of the preferred back buffer.
The width of the preferred back buffer.
Gets or sets the preferred depth stencil format.
The preferred depth stencil format.
The output (monitor) index to use when switching to fullscreen mode. Doesn't have any effect when windowed mode is used.
Gets or sets a value indicating whether the DepthBuffer should be created with the ShaderResource flag. Default is false.
Gets or sets the supported orientations.
The supported orientations.
Gets or sets a value indicating whether [synchronize with vertical retrace].
true if [synchronize with vertical retrace]; otherwise, false.
Parameters used when launching an application.
Initializes a new instance of the class.
The namespace provides a high level Game API.
Describes settings to apply before preparing a device for creation, used by .
Initializes a new instance of the class.
The graphics device information.
Gets the graphics device information.
The graphics device information.