1294 lines
63 KiB
XML
1294 lines
63 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>SharpDX.Toolkit.Game</name>
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</assembly>
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<members>
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<member name="T:SharpDX.Toolkit.AnimationSystem">
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<summary>
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Manages and drives skeletal animations.
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</summary>
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</member>
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<member name="T:SharpDX.Toolkit.GameSystem">
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<summary>
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Base class for a <see cref="T:SharpDX.Toolkit.GameSystem"/> component.
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</summary>
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<remarks>
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A <see cref="T:SharpDX.Toolkit.GameSystem"/> component can be used to
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</remarks>
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</member>
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<member name="T:SharpDX.Toolkit.IGameSystem">
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<summary>
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Defines a generic game system.
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</summary>
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</member>
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<member name="M:SharpDX.Toolkit.IGameSystem.Initialize">
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<summary>
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This method is called when the component is added to the game.
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</summary>
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<remarks>
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This method can be used for tasks like querying for services the component needs and setting up non-graphics resources.
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</remarks>
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</member>
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<member name="T:SharpDX.Toolkit.IUpdateable">
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<summary>
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An interface that is called by <see cref="M:SharpDX.Toolkit.Game.Update(SharpDX.Toolkit.GameTime)"/>.
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</summary>
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</member>
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<member name="M:SharpDX.Toolkit.IUpdateable.Update(SharpDX.Toolkit.GameTime)">
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<summary>
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This method is called when this game component is updated.
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</summary>
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<param name="gameTime">The current timing.</param>
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</member>
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<member name="E:SharpDX.Toolkit.IUpdateable.EnabledChanged">
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<summary>
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Occurs when the <see cref="P:SharpDX.Toolkit.IUpdateable.Enabled"/> property changes.
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</summary>
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</member>
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<member name="E:SharpDX.Toolkit.IUpdateable.UpdateOrderChanged">
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<summary>
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Occurs when the <see cref="P:SharpDX.Toolkit.IUpdateable.UpdateOrder"/> property changes.
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</summary>
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</member>
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<member name="P:SharpDX.Toolkit.IUpdateable.Enabled">
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<summary>
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Gets a value indicating whether the game component's Update method should be called by <see cref="M:SharpDX.Toolkit.Game.Update(SharpDX.Toolkit.GameTime)"/>.
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</summary>
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<value><c>true</c> if update is enabled; otherwise, <c>false</c>.</value>
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</member>
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<member name="P:SharpDX.Toolkit.IUpdateable.UpdateOrder">
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<summary>
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Gets the update order relative to other game components. Lower values are updated first.
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</summary>
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<value>The update order.</value>
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</member>
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<member name="T:SharpDX.Toolkit.IDrawable">
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<summary>
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An interface for a drawable game component that is called by the <see cref="T:SharpDX.Toolkit.Game"/> class.
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</summary>
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</member>
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<member name="M:SharpDX.Toolkit.IDrawable.BeginDraw">
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<summary>
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Starts the drawing of a frame. This method is followed by calls to Draw and EndDraw.
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</summary>
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<returns><c>true</c> if Draw should occur, <c>false</c> otherwise</returns>
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</member>
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<member name="M:SharpDX.Toolkit.IDrawable.Draw(SharpDX.Toolkit.GameTime)">
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<summary>
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Draws this instance.
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</summary>
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<param name="gameTime">The current timing.</param>
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</member>
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<member name="M:SharpDX.Toolkit.IDrawable.EndDraw">
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<summary>
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Ends the drawing of a frame. This method is preceded by calls to Draw and BeginDraw.
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</summary>
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</member>
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<member name="E:SharpDX.Toolkit.IDrawable.DrawOrderChanged">
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<summary>
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Occurs when the <see cref="P:SharpDX.Toolkit.IDrawable.DrawOrder"/> property changes.
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</summary>
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</member>
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<member name="E:SharpDX.Toolkit.IDrawable.VisibleChanged">
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<summary>
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Occurs when the <see cref="P:SharpDX.Toolkit.IDrawable.Visible"/> property changes.
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</summary>
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</member>
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<member name="P:SharpDX.Toolkit.IDrawable.Visible">
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<summary>
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Gets a value indicating whether the <see cref="M:SharpDX.Toolkit.IDrawable.Draw(SharpDX.Toolkit.GameTime)"/> method should be called by <see cref="M:SharpDX.Toolkit.Game.Draw(SharpDX.Toolkit.GameTime)"/>.
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</summary>
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<value><c>true</c> if this drawable component is visible; otherwise, <c>false</c>.</value>
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</member>
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<member name="P:SharpDX.Toolkit.IDrawable.DrawOrder">
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<summary>
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Gets the draw order relative to other objects. <see cref="T:SharpDX.Toolkit.IDrawable"/> objects with a lower value are drawn first.
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</summary>
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<value>The draw order.</value>
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</member>
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<member name="T:SharpDX.Toolkit.IContentable">
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<summary>
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An interface to load and unload content.
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</summary>
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</member>
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<member name="M:SharpDX.Toolkit.IContentable.LoadContent">
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<summary>
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Loads the content.
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</summary>
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</member>
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<member name="M:SharpDX.Toolkit.IContentable.UnloadContent">
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<summary>
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Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources.
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</summary>
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</member>
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<member name="M:SharpDX.Toolkit.GameSystem.#ctor(SharpDX.IServiceRegistry)">
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<summary>
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Initializes a new instance of the <see cref="T:SharpDX.Toolkit.GameSystem"/> class.
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</summary>
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<param name="registry">The registry.</param>
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</member>
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<member name="M:SharpDX.Toolkit.GameSystem.#ctor(SharpDX.Toolkit.Game)">
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<summary>
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Initializes a new instance of the <see cref="T:SharpDX.Toolkit.GameSystem"/> class.
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</summary>
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<param name="game">The game.</param>
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</member>
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<member name="M:SharpDX.Toolkit.GameSystem.ToDisposeContent``1(``0)">
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<summary>
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Adds an object to be disposed automatically when <see cref="M:SharpDX.Toolkit.GameSystem.UnloadContent"/> is called. See remarks.
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</summary>
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<typeparam name="T">Type of the object to dispose</typeparam>
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<param name="disposable">The disposable object.</param>
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<returns>The disposable object.</returns>
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<remarks>
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Use this method for any content that is not loaded through the <see cref="T:SharpDX.Toolkit.Content.ContentManager"/>.
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</remarks>
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</member>
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<member name="P:SharpDX.Toolkit.GameSystem.Game">
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<summary>
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Gets the <see cref="P:SharpDX.Toolkit.GameSystem.Game"/> associated with this <see cref="T:SharpDX.Toolkit.GameSystem"/>. This value can be null in a mock environment.
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</summary>
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<value>The game.</value>
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</member>
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<member name="P:SharpDX.Toolkit.GameSystem.Services">
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<summary>
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Gets the services registry.
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</summary>
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<value>The services registry.</value>
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</member>
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<member name="P:SharpDX.Toolkit.GameSystem.Content">
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<summary>
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Gets the content manager.
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</summary>
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<value>The content.</value>
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</member>
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<member name="P:SharpDX.Toolkit.GameSystem.GraphicsDevice">
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<summary>
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Gets the graphics device.
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</summary>
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<value>The graphics device.</value>
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</member>
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<member name="M:SharpDX.Toolkit.AnimationSystem.#ctor(SharpDX.Toolkit.Game)">
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<summary>
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Initializes a new instance of the <see cref="T:SharpDX.Toolkit.AnimationSystem"/> class.
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</summary>
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<param name="game">The game.</param>
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</member>
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<member name="M:SharpDX.Toolkit.AnimationSystem.StartAnimation(SharpDX.Toolkit.Graphics.Model,SharpDX.Toolkit.Graphics.ModelAnimation)">
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<summary>
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Starts a new animation.
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</summary>
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<param name="model">The animated model.</param>
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<param name="animation">The animation to play.</param>
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</member>
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<member name="M:SharpDX.Toolkit.AnimationSystem.StopAnimation(SharpDX.Toolkit.Graphics.Model)">
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<summary>
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Stop the animation of a model.
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</summary>
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<param name="model">The animated model.</param>
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</member>
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<member name="T:SharpDX.Toolkit.AssemblyDoc">
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<summary>
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The <see cref="A:SharpDX.Toolkit.Game"/> assembly provides a high level Game API.
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</summary>
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</member>
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<member name="T:SharpDX.Toolkit.EffectCompilerEventArgs">
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<summary>
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Describes an event when an effect is recompiled at runtime.
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</summary>
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</member>
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<member name="M:SharpDX.Toolkit.EffectCompilerEventArgs.#ctor(SharpDX.Toolkit.Graphics.Effect,System.Collections.Generic.IList{SharpDX.Toolkit.Diagnostics.LogMessage})">
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<summary>
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Initializes a new instance of the <see cref="T:SharpDX.Toolkit.EffectCompilerEventArgs"/> class.
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</summary>
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<param name="effect">The effect.</param>
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<param name="messages">The log messages.</param>
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</member>
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<member name="P:SharpDX.Toolkit.EffectCompilerEventArgs.Effect">
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<summary>
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Gets the effect.
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</summary>
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<value>The effect.</value>
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</member>
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<member name="P:SharpDX.Toolkit.EffectCompilerEventArgs.Messages">
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<summary>
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Gets compilation messages. See remarks.
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</summary>
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<value>The compilation messages.</value>
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<remarks>
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This field is only valid
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</remarks>
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</member>
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<member name="T:SharpDX.Toolkit.EffectCompilerSystem">
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<summary>
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Allows to dynamically recompile Effects at runtime when original source code changed, without having to recompile the application. See remarks.
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</summary>
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<remarks>
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The effect must have been compiled with tkfxc and option /Re. This features is only available from Windows Desktop and doesn't work
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on other platforms.
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</remarks>
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</member>
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<member name="M:SharpDX.Toolkit.EffectCompilerSystem.#ctor(SharpDX.Toolkit.Game)">
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<summary>
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Initializes a new instance of the <see cref="T:SharpDX.Toolkit.EffectCompilerSystem"/> class.
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</summary>
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<param name="game">The game.</param>
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</member>
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<member name="E:SharpDX.Toolkit.EffectCompilerSystem.CompilationEnded">
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<summary>
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Occurs when a compilation ended for an effect.
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</summary>
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</member>
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<member name="E:SharpDX.Toolkit.EffectCompilerSystem.CompilationError">
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<summary>
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Occurs when a compilation error occurred for an effect.
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</summary>
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</member>
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<member name="E:SharpDX.Toolkit.EffectCompilerSystem.CompilationStarted">
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<summary>
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Occurs when a compilation started for an effect.
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</summary>
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</member>
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<member name="T:SharpDX.Toolkit.GameContext">
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<summary>
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Contains context used to render the game (Control for WinForm, a DrawingSurface for WP8...etc.).
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</summary>
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<summary>
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A <see cref="T:SharpDX.Toolkit.GameContext"/> to use for rendering to an existing WinForm <see cref="F:SharpDX.Toolkit.GameContext.Control"/>.
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</summary>
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</member>
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<member name="F:SharpDX.Toolkit.GameContext.ContextType">
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<summary>
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The context type of this instance.
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</summary>
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</member>
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<member name="F:SharpDX.Toolkit.GameContext.Control">
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<summary>
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The native control used.
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</summary>
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</member>
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<member name="F:SharpDX.Toolkit.GameContext.RequestedWidth">
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<summary>
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The requested width.
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</summary>
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</member>
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<member name="F:SharpDX.Toolkit.GameContext.RequestedHeight">
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<summary>
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The requested height.
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</summary>
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</member>
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<member name="M:SharpDX.Toolkit.GameContext.#ctor(System.Object,System.Int32,System.Int32)">
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<summary>
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Initializes a new instance of the <see cref="T:SharpDX.Toolkit.GameContext"/> class.
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</summary>
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<param name="control">The control, platform dependent. See remarks for supported controls.</param>
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<param name="requestedWidth">Width of the requested.</param>
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<param name="requestedHeight">Height of the requested.</param>
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<exception cref="T:System.ArgumentException">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)</exception>
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<remarks>
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On Windows Desktop, the Toolkit supports the following controls:
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<ul>
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<li>WinForm control inheriting <see cref="T:System.Windows.Forms.Control"/></li>
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<li>WPF control inheriting <see cref="!:System.Windows.Controls.Border"/> for Hwnd hosting</li>
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<li>WPF D3DImage control <see cref="!:SharpDX.Toolkit.SharpDXElement"/></li>
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</ul>
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</remarks>
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</member>
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<member name="P:SharpDX.Toolkit.GameContext.UseApplicationDoEvents">
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<summary>
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Gets or sets a value indicating whether the render loop should use the default <see cref="M:System.Windows.Forms.Application.DoEvents"/> instead of a custom window message loop lightweight for GC. Default is false
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</summary>
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<value><c>true</c> if use the default <see cref="M:System.Windows.Forms.Application.DoEvents"/>; otherwise, <c>false</c>.</value>
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</member>
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<member name="T:SharpDX.Toolkit.GameContextType">
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<summary>
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Type of a <see cref="T:SharpDX.Toolkit.GameContext"/>.
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</summary>
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</member>
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<member name="F:SharpDX.Toolkit.GameContextType.Desktop">
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<summary>
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Game running on desktop in a form or <see cref="T:System.Windows.Forms.Control"/>.
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</summary>
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</member>
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<member name="F:SharpDX.Toolkit.GameContextType.DesktopHwndWpf">
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<summary>
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Game running on desktop in a WPF border control through a HwndHost
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</summary>
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</member>
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<member name="F:SharpDX.Toolkit.GameContextType.DesktopWpf">
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<summary>
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Game running on desktop in a WPF window through a D3DImage.
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</summary>
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</member>
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<member name="F:SharpDX.Toolkit.GameContextType.WinRT">
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<summary>
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Game running on WinRT in a CoreWindow.
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</summary>
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</member>
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<member name="F:SharpDX.Toolkit.GameContextType.WinRTXaml">
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<summary>
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Game running on WinRT in a SurfaceImageSource.
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</summary>
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</member>
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<member name="F:SharpDX.Toolkit.GameContextType.WindowsPhoneBackgroundXaml">
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<summary>
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Game running on WinRT in a DrawingBackgroundSurface.
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</summary>
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</member>
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<member name="F:SharpDX.Toolkit.GameContextType.WindowsPhoneXaml">
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<summary>
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Game running on WinRT in a DrawingSurface.
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</summary>
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</member>
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<member name="T:SharpDX.Toolkit.GameWindowRenderer">
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<summary>
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A GameSystem that allows to draw to another window or control. Currently only valid on desktop with Windows.Forms.
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</summary>
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</member>
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<member name="M:SharpDX.Toolkit.GameWindowRenderer.#ctor(SharpDX.IServiceRegistry,SharpDX.Toolkit.GameContext)">
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<summary>
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Initializes a new instance of the <see cref="T:SharpDX.Toolkit.GameWindowRenderer"/> class.
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</summary>
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<param name="registry">The registry.</param>
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<param name="gameContext">The window context.</param>
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</member>
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<member name="M:SharpDX.Toolkit.GameWindowRenderer.#ctor(SharpDX.Toolkit.Game,SharpDX.Toolkit.GameContext)">
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<summary>
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Initializes a new instance of the <see cref="T:SharpDX.Toolkit.GameWindowRenderer"/> class.
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</summary>
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<param name="game">The game.</param>
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<param name="gameContext">The window context.</param>
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</member>
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<member name="P:SharpDX.Toolkit.GameWindowRenderer.GameContext">
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<summary>
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Gets the underlying native window.
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</summary>
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<value>The underlying native window.</value>
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</member>
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<member name="P:SharpDX.Toolkit.GameWindowRenderer.Window">
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<summary>
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Gets the window.
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</summary>
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<value>The window.</value>
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</member>
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<member name="P:SharpDX.Toolkit.GameWindowRenderer.Presenter">
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<summary>
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Gets or sets the presenter.
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</summary>
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<value>The presenter.</value>
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</member>
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<member name="P:SharpDX.Toolkit.GameWindowRenderer.PreferredBackBufferFormat">
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<summary>
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Gets or sets the preferred back buffer format.
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</summary>
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<value>The preferred back buffer format.</value>
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</member>
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<member name="P:SharpDX.Toolkit.GameWindowRenderer.PreferredBackBufferHeight">
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<summary>
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Gets or sets the height of the preferred back buffer.
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</summary>
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<value>The height of the preferred back buffer.</value>
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</member>
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<member name="P:SharpDX.Toolkit.GameWindowRenderer.PreferredBackBufferWidth">
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<summary>
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Gets or sets the width of the preferred back buffer.
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</summary>
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<value>The width of the preferred back buffer.</value>
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</member>
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<member name="P:SharpDX.Toolkit.GameWindowRenderer.PreferredDepthStencilFormat">
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<summary>
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Gets or sets the preferred depth stencil format.
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</summary>
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<value>The preferred depth stencil format.</value>
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</member>
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<member name="T:SharpDX.Toolkit.IGamePlatform">
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<summary>
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Interface for a game platform (OS, machine dependent).
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</summary>
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</member>
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<member name="M:SharpDX.Toolkit.IGamePlatform.CreateWindow(SharpDX.Toolkit.GameContext)">
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<summary>
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Creates the a new <see cref="T:SharpDX.Toolkit.GameWindow"/>. See remarks.
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</summary>
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<param name="gameContext">The window context. See remarks.</param>
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<returns>A new game window.</returns>
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<remarks>
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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).
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</remarks>
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</member>
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<member name="P:SharpDX.Toolkit.IGamePlatform.DefaultAppDirectory">
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<summary>
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Gets the default app directory.
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</summary>
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<value>The default app directory.</value>
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</member>
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<member name="P:SharpDX.Toolkit.IGamePlatform.MainWindow">
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<summary>
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Gets the main window.
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</summary>
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<value>The main window.</value>
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</member>
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<member name="T:SharpDX.Toolkit.GameGraphicsParameters">
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<summary>
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Describes how data will be displayed to the screen.
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</summary>
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<msdn-id>bb173075</msdn-id>
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<unmanaged>DXGI_SWAP_CHAIN_DESC</unmanaged>
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<unmanaged-short>DXGI_SWAP_CHAIN_DESC</unmanaged-short>
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</member>
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<member name="F:SharpDX.Toolkit.GameGraphicsParameters.PreferredBackBufferWidth">
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<summary>
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A value that describes the resolution width.
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</summary>
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<msdn-id>bb173075</msdn-id>
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<unmanaged>DXGI_MODE_DESC BufferDesc</unmanaged>
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<unmanaged-short>DXGI_MODE_DESC BufferDesc</unmanaged-short>
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</member>
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<member name="F:SharpDX.Toolkit.GameGraphicsParameters.PreferredBackBufferHeight">
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<summary>
|
|
A value that describes the resolution height.
|
|
</summary>
|
|
<msdn-id>bb173075</msdn-id>
|
|
<unmanaged>DXGI_MODE_DESC BufferDesc</unmanaged>
|
|
<unmanaged-short>DXGI_MODE_DESC BufferDesc</unmanaged-short>
|
|
</member>
|
|
<member name="F:SharpDX.Toolkit.GameGraphicsParameters.PreferredBackBufferFormat">
|
|
<summary>
|
|
A <strong><see cref="T:SharpDX.DXGI.Format"/></strong> structure describing the display format.
|
|
</summary>
|
|
<msdn-id>bb173075</msdn-id>
|
|
<unmanaged>DXGI_MODE_DESC BufferDesc</unmanaged>
|
|
<unmanaged-short>DXGI_MODE_DESC BufferDesc</unmanaged-short>
|
|
</member>
|
|
<member name="F:SharpDX.Toolkit.GameGraphicsParameters.PreferredDepthStencilFormat">
|
|
<summary>
|
|
Gets or sets the depth stencil format
|
|
</summary>
|
|
</member>
|
|
<member name="F:SharpDX.Toolkit.GameGraphicsParameters.PreferredRefreshRate">
|
|
<summary>
|
|
The preferred refresh rate
|
|
</summary>
|
|
</member>
|
|
<member name="F:SharpDX.Toolkit.GameGraphicsParameters.IsFullScreen">
|
|
<summary>
|
|
Gets or sets a value indicating whether the application is in full screen mode.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SharpDX.Toolkit.GameGraphicsParameters.PreferredGraphicsProfile">
|
|
<summary>
|
|
Gets or sets the minimum graphics profile.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SharpDX.Toolkit.GameGraphicsParameters.PreferMultiSampling">
|
|
<summary>
|
|
Gets or sets a value indicating the number of sample locations during multisampling.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SharpDX.Toolkit.GameGraphicsParameters.SynchronizeWithVerticalRetrace">
|
|
<summary>
|
|
Gets or sets a value indicating whether to synchronize present with vertical blanking.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SharpDX.Toolkit.GameGraphicsParameters.PreferredFullScreenOutputIndex">
|
|
<summary>
|
|
The output (monitor) index to use when switching to fullscreen mode. Doesn't have any effect when windowed mode is used.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SharpDX.Toolkit.GameGraphicsParameters.DepthBufferShaderResource">
|
|
<summary>
|
|
Indicates whether the DepthBuffer should be created with the ShaderResource flag. Default is false.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SharpDX.Toolkit.GameWindowDesktop">
|
|
<summary>
|
|
The implementation of <see cref="T:SharpDX.Toolkit.GameWindow"/> for Desktop/WinForms platform.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SharpDX.Toolkit.GameWindow">
|
|
<summary>
|
|
An abstract window.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindow.CanHandle(SharpDX.Toolkit.GameContext)">
|
|
<summary>
|
|
Initializes the GameWindow with the specified window context.
|
|
</summary>
|
|
<param name="gameContext">The window context.</param>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindow.Switch(SharpDX.Toolkit.GameContext)">
|
|
<summary>
|
|
Switches the rendering onto another game context.
|
|
</summary>
|
|
<param name="context">The new context to switch to.</param>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindow.CreateGraphicsPresenter(SharpDX.Toolkit.Graphics.GraphicsDevice,SharpDX.Toolkit.Graphics.PresentationParameters)">
|
|
<summary>
|
|
Allows derived classes to create a custom graphics presenter
|
|
</summary>
|
|
<param name="device">The graphics device to use for renderer creation</param>
|
|
<param name="parameters">The desired presentation parameters to use for renderer creation</param>
|
|
<returns>Default implementation returns null</returns>
|
|
</member>
|
|
<member name="E:SharpDX.Toolkit.GameWindow.Activated">
|
|
<summary>
|
|
Occurs when this window is activated.
|
|
</summary>
|
|
</member>
|
|
<member name="E:SharpDX.Toolkit.GameWindow.ClientSizeChanged">
|
|
<summary>
|
|
Occurs, when device client size is changed.
|
|
</summary>
|
|
</member>
|
|
<member name="E:SharpDX.Toolkit.GameWindow.Deactivated">
|
|
<summary>
|
|
Occurs when this window is deactivated.
|
|
</summary>
|
|
</member>
|
|
<member name="E:SharpDX.Toolkit.GameWindow.OrientationChanged">
|
|
<summary>
|
|
Occurs, when device orientation is changed.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindow.AllowUserResizing">
|
|
<summary>
|
|
Gets or sets, user possibility to resize this window.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindow.ClientBounds">
|
|
<summary>
|
|
Gets the client bounds.
|
|
</summary>
|
|
<value>The client bounds.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindow.CurrentOrientation">
|
|
<summary>
|
|
Gets the current orientation.
|
|
</summary>
|
|
<value>The current orientation.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindow.IsMinimized">
|
|
<summary>
|
|
Gets a value indicating whether this instance is minimized.
|
|
</summary>
|
|
<value><c>true</c> if this instance is minimized; otherwise, <c>false</c>.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindow.IsMouseVisible">
|
|
<summary>
|
|
Gets or sets a value indicating whether the mouse pointer is visible over this window.
|
|
</summary>
|
|
<value><c>true</c> if this instance is mouse visible; otherwise, <c>false</c>.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindow.NativeWindow">
|
|
<summary>
|
|
Gets the native window.
|
|
</summary>
|
|
<value>The native window.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindow.Visible">
|
|
<summary>
|
|
Gets or sets a value indicating whether this <see cref="T:SharpDX.Toolkit.GameWindow"/> is visible.
|
|
</summary>
|
|
<value><c>true</c> if visible; otherwise, <c>false</c>.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindow.Title">
|
|
<summary>
|
|
Gets or sets the title of the window.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SharpDX.Toolkit.GameWindowDesktop.Control">
|
|
<summary>
|
|
The render control associated with the current <see cref="T:SharpDX.Toolkit.GameWindow"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindowDesktop.BeginScreenDeviceChange(System.Boolean)">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindowDesktop.EndScreenDeviceChange(System.Int32,System.Int32)">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindowDesktop.CanHandle(SharpDX.Toolkit.GameContext)">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindowDesktop.Initialize(SharpDX.Toolkit.GameContext)">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindowDesktop.InitializeFromWinForm">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindowDesktop.Run">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindowDesktop.Resize(System.Int32,System.Int32)">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindowDesktop.Switch(SharpDX.Toolkit.GameContext)">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindowDesktop.SetSupportedOrientations(SharpDX.Toolkit.Graphics.DisplayOrientation)">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindowDesktop.SetTitle(System.String)">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindowDesktop.Dispose(System.Boolean)">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindowDesktop.HandleControlMouseEnter(System.Object,System.EventArgs)">
|
|
<summary>
|
|
Handles the <see cref="!:Control.MouseEnter"/> event to set cursor visibility, depending on <see cref="P:SharpDX.Toolkit.GameWindow.IsMouseVisible"/> value.
|
|
</summary>
|
|
<param name="sender">Ignored.</param>
|
|
<param name="e">Ignored.</param>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameWindowDesktop.HandleControlMouseLeave(System.Object,System.EventArgs)">
|
|
<summary>
|
|
Handles the <see cref="!:Control.MouseEnter"/> event to restore cursor visibility, depending on <see cref="P:SharpDX.Toolkit.GameWindow.IsMouseVisible"/> value.
|
|
</summary>
|
|
<param name="sender">Ignored.</param>
|
|
<param name="e">Ignored.</param>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindowDesktop.NativeWindow">
|
|
<summary>
|
|
Gets the native window object associated with the current instance of <see cref="T:SharpDX.Toolkit.GameWindowDesktop"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindowDesktop.IsMouseVisible">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindowDesktop.Visible">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindowDesktop.AllowUserResizing">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindowDesktop.ClientBounds">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindowDesktop.CurrentOrientation">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindowDesktop.IsMinimized">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameWindowDesktop.IsBlockingRun">
|
|
<summary>
|
|
For Desktop/WinForms platform the <see cref="M:SharpDX.Toolkit.GameWindow.Run"/> call is blocking due to <see cref="T:SharpDX.Windows.RenderLoop"/> implementation.
|
|
</summary>
|
|
<returns>true</returns>
|
|
</member>
|
|
<member name="T:SharpDX.Toolkit.GamePlatformDesktop">
|
|
<summary>
|
|
Represents an implementation of the <see cref="T:SharpDX.Toolkit.GamePlatform"/> for the Desktop platform.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GamePlatform.Switch(SharpDX.Toolkit.GameContext)">
|
|
<summary>
|
|
Switches the game to a new game context.
|
|
</summary>
|
|
<param name="context">The new game context.</param>
|
|
<exception cref="T:System.NotSupportedException">Is thrown when a different game context type is passed (for example initially it was WinForms and became WPF).</exception>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GamePlatformDesktop.#ctor(SharpDX.Toolkit.Game)">
|
|
<summary>
|
|
Initializes a new instance of the <see cref="T:SharpDX.Toolkit.GamePlatformDesktop"/> class.
|
|
</summary>
|
|
<param name="game">The <see cref="T:SharpDX.Toolkit.Game"/> instance that runs in this platform.</param>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GamePlatformDesktop.GetSupportedGameWindows">
|
|
<summary>
|
|
Gets the list of supported game window instances.
|
|
</summary>
|
|
<returns>The list of supported <see cref="T:SharpDX.Toolkit.GameWindow"/> instances.</returns>
|
|
<remarks>Supports WinForms on any platform, and WPF only on DX11 (DX11.1 and up is not supported for WPF).</remarks>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GamePlatformDesktop.FindBestDevices(SharpDX.Toolkit.GameGraphicsParameters)">
|
|
<summary>
|
|
Gets the list of <see cref="T:SharpDX.Toolkit.GraphicsDeviceInformation"/> that correspond to the provided <see cref="T:SharpDX.Toolkit.GameGraphicsParameters"/>.
|
|
</summary>
|
|
<param name="prefferedParameters">The preferred parameters for devices to support.</param>
|
|
<returns>The list of supported <see cref="T:SharpDX.Toolkit.GraphicsDeviceInformation"/> that match provided <see cref="T:SharpDX.Toolkit.GameGraphicsParameters"/>.</returns>
|
|
<remarks>If <see cref="M:SharpDX.Toolkit.GamePlatform.FindBestDevices(SharpDX.Toolkit.GameGraphicsParameters)"/> doesn't return any devices - adds the first available <see cref="T:SharpDX.Toolkit.Graphics.GraphicsAdapter"/>.</remarks>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GamePlatformDesktop.DefaultAppDirectory">
|
|
<summary>
|
|
Returns the default directory name where the current game runs.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SharpDX.Toolkit.Game">
|
|
<summary>
|
|
The game.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.#ctor">
|
|
<summary>
|
|
Initializes a new instance of the <see cref="T:SharpDX.Toolkit.Game"/> class.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.Exit">
|
|
<summary>
|
|
Exits the game.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.ResetElapsedTime">
|
|
<summary>
|
|
Resets the elapsed time counter.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.Run(SharpDX.Toolkit.GameContext)">
|
|
<summary>
|
|
Call this method to initialize the game, begin running the game loop, and start processing events for the game.
|
|
</summary>
|
|
<param name="gameContext">The window Context for this game.</param>
|
|
<exception cref="T:System.InvalidOperationException">Cannot run this instance while it is already running</exception>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.Switch(SharpDX.Toolkit.GameContext)">
|
|
<summary>
|
|
Call this method to switch game rendering to a different control.
|
|
</summary>
|
|
<param name="context">The new game context.</param>
|
|
<exception cref="T:System.ArgumentNullException">Is thrown when <paramref name="context"/> is null.</exception>
|
|
<exception cref="T:System.InvalidOperationException">Is thrown when game is not running (<see cref="P:SharpDX.Toolkit.Game.IsRunning"/> is false).</exception>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.SuppressDraw">
|
|
<summary>
|
|
Prevents calls to Draw until the next Update.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.Tick">
|
|
<summary>
|
|
Updates the game's clock and calls Update and Draw.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.BeginDraw">
|
|
<summary>
|
|
Starts the drawing of a frame. This method is followed by calls to Draw and EndDraw.
|
|
</summary>
|
|
<returns><c>true</c> to continue drawing, false to not call <see cref="M:SharpDX.Toolkit.Game.Draw(SharpDX.Toolkit.GameTime)"/> and <see cref="M:SharpDX.Toolkit.Game.EndDraw"/></returns>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.BeginRun">
|
|
<summary>
|
|
Called after all components are initialized but before the first update in the game loop.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.Draw(SharpDX.Toolkit.GameTime)">
|
|
<summary>
|
|
Reference page contains code sample.
|
|
</summary>
|
|
<param name="gameTime">
|
|
Time passed since the last call to Draw.
|
|
</param>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.EndDraw">
|
|
<summary>Ends the drawing of a frame. This method is preceded by calls to Draw and BeginDraw.</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.EndRun">
|
|
<summary>Called after the game loop has stopped running before exiting.</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.Initialize">
|
|
<summary>Called after the Game and GraphicsDevice are created, but before LoadContent. Reference page contains code sample.</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.ToDisposeContent``1(``0)">
|
|
<summary>
|
|
Adds an object to be disposed automatically when <see cref="M:SharpDX.Toolkit.Game.UnloadContent"/> is called. See remarks.
|
|
</summary>
|
|
<typeparam name="T">Type of the object to dispose</typeparam>
|
|
<param name="disposable">The disposable object.</param>
|
|
<returns>The disposable object.</returns>
|
|
<remarks>
|
|
Use this method for any content that is not loaded through the <see cref="T:SharpDX.Toolkit.Content.ContentManager"/>.
|
|
</remarks>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.LoadContent">
|
|
<summary>
|
|
Loads the content.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.OnActivated(System.Object,System.EventArgs)">
|
|
<summary>
|
|
Raises the Activated event. Override this method to add code to handle when the game gains focus.
|
|
</summary>
|
|
<param name="sender">The Game.</param>
|
|
<param name="args">Arguments for the Activated event.</param>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.OnDeactivated(System.Object,System.EventArgs)">
|
|
<summary>
|
|
Raises the Deactivated event. Override this method to add code to handle when the game loses focus.
|
|
</summary>
|
|
<param name="sender">The Game.</param>
|
|
<param name="args">Arguments for the Deactivated event.</param>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.OnExiting(System.Object,System.EventArgs)">
|
|
<summary>
|
|
Raises an Exiting event. Override this method to add code to handle when the game is exiting.
|
|
</summary>
|
|
<param name="sender">The Game.</param>
|
|
<param name="args">Arguments for the Exiting event.</param>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.ShowMissingRequirementMessage(System.Exception)">
|
|
<summary>
|
|
This is used to display an error message if there is no suitable graphics device or sound card.
|
|
</summary>
|
|
<param name="exception">The exception to display.</param>
|
|
<returns>The <see cref="T:System.Boolean"/>.</returns>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.UnloadContent">
|
|
<summary>
|
|
Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.Game.Update(SharpDX.Toolkit.GameTime)">
|
|
<summary>
|
|
Reference page contains links to related conceptual articles.
|
|
</summary>
|
|
<param name="gameTime">
|
|
Time passed since the last call to Update.
|
|
</param>
|
|
</member>
|
|
<member name="E:SharpDX.Toolkit.Game.Activated">
|
|
<summary>
|
|
Occurs when [activated].
|
|
</summary>
|
|
</member>
|
|
<member name="E:SharpDX.Toolkit.Game.Deactivated">
|
|
<summary>
|
|
Occurs when [deactivated].
|
|
</summary>
|
|
</member>
|
|
<member name="E:SharpDX.Toolkit.Game.Exiting">
|
|
<summary>
|
|
Occurs when [exiting].
|
|
</summary>
|
|
</member>
|
|
<member name="E:SharpDX.Toolkit.Game.WindowCreated">
|
|
<summary>
|
|
Occurs when [window created].
|
|
</summary>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.Game.Content">
|
|
<summary>
|
|
Gets or sets the <see cref="T:SharpDX.Toolkit.Content.ContentManager"/>.
|
|
</summary>
|
|
<value>The content manager.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.Game.GameSystems">
|
|
<summary>
|
|
Gets the game components registered by this game.
|
|
</summary>
|
|
<value>The game components.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.Game.GraphicsDevice">
|
|
<summary>
|
|
Gets the graphics device.
|
|
</summary>
|
|
<value>The graphics device.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.Game.InactiveSleepTime">
|
|
<summary>
|
|
Gets or sets the inactive sleep time.
|
|
</summary>
|
|
<value>The inactive sleep time.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.Game.IsActive">
|
|
<summary>
|
|
Gets a value indicating whether this instance is active.
|
|
</summary>
|
|
<value><c>true</c> if this instance is active; otherwise, <c>false</c>.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.Game.IsFixedTimeStep">
|
|
<summary>
|
|
Gets or sets a value indicating whether this instance is fixed time step.
|
|
</summary>
|
|
<value><c>true</c> if this instance is fixed time step; otherwise, <c>false</c>.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.Game.IsMouseVisible">
|
|
<summary>
|
|
Gets or sets a value indicating whether the mouse should be visible.
|
|
</summary>
|
|
<value><c>true</c> if the mouse should be visible; otherwise, <c>false</c>.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.Game.LaunchParameters">
|
|
<summary>
|
|
Gets the launch parameters.
|
|
</summary>
|
|
<value>The launch parameters.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.Game.IsRunning">
|
|
<summary>
|
|
Gets a value indicating whether is running.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.Game.Services">
|
|
<summary>
|
|
Gets the service container.
|
|
</summary>
|
|
<value>The service container.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.Game.TargetElapsedTime">
|
|
<summary>
|
|
Gets or sets the target elapsed time.
|
|
</summary>
|
|
<value>The target elapsed time.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.Game.Window">
|
|
<summary>
|
|
Gets the abstract window.
|
|
</summary>
|
|
<value>The window.</value>
|
|
</member>
|
|
<member name="T:SharpDX.Toolkit.Game.DrawableSearcher">
|
|
<summary>
|
|
The comparer used to order <see cref="T:SharpDX.Toolkit.IDrawable"/> objects.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SharpDX.Toolkit.Game.UpdateableSearcher">
|
|
<summary>
|
|
The comparer used to order <see cref="T:SharpDX.Toolkit.IUpdateable"/> objects.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SharpDX.Toolkit.GameSystemCollection">
|
|
<summary>A collection of game components.</summary>
|
|
</member>
|
|
<member name="T:SharpDX.Toolkit.GameServiceRegistry">
|
|
<summary>
|
|
Main service provider for <see cref="T:SharpDX.Toolkit.Game"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameServiceRegistry.GetService(System.Type)">
|
|
<summary>
|
|
Gets the instance service providing a specified service.
|
|
</summary>
|
|
<param name="type">The type of service.</param>
|
|
<returns>The registered instance of this service.</returns>
|
|
<exception cref="T:System.ArgumentNullException">type</exception>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameServiceRegistry.GetService``1">
|
|
<summary>
|
|
Gets the service object of specified type. The service must be registered with the <typeparamref name="T"/> type key.
|
|
</summary>
|
|
<remarks>This method will thrown an exception if the service is not registered, it null value can be accepted - use the <see cref="M:System.IServiceProvider.GetService(System.Type)"/> method.</remarks>
|
|
<typeparam name="T">The type of the service to get.</typeparam>
|
|
<returns>The service instance.</returns>
|
|
<exception cref="T:System.ArgumentException">Is thrown when the corresponding service is not registered.</exception>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameServiceRegistry.AddService(System.Type,System.Object)">
|
|
<summary>
|
|
Adds a service to this <see cref="T:SharpDX.Toolkit.GameServiceRegistry"/>.
|
|
</summary>
|
|
<param name="type">The type of service to add.</param>
|
|
<param name="provider">The service provider to add.</param>
|
|
<exception cref="T:System.ArgumentNullException">type;Service type cannot be null</exception>
|
|
<exception cref="T:System.ArgumentException">Service is already registered;type</exception>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameServiceRegistry.AddService``1(``0)">
|
|
<summary>
|
|
Adds a service to this service provider.
|
|
</summary>
|
|
<typeparam name="T">The type of the service to add.</typeparam>
|
|
<param name="provider">The instance of the service provider to add.</param>
|
|
<exception cref="T:System.ArgumentNullException">Service type cannot be null</exception>
|
|
<exception cref="T:System.ArgumentException">Service is already registered</exception>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameServiceRegistry.RemoveService(System.Type)">
|
|
<summary>Removes the object providing a specified service.</summary>
|
|
<param name="type">The type of service.</param>
|
|
</member>
|
|
<member name="E:SharpDX.Toolkit.GameServiceRegistry.ServiceAdded">
|
|
<summary>
|
|
Occurs when a new service is added.
|
|
</summary>
|
|
</member>
|
|
<member name="E:SharpDX.Toolkit.GameServiceRegistry.ServiceRemoved">
|
|
<summary>
|
|
Occurs when when a service is removed.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SharpDX.Toolkit.GameTime">
|
|
<summary>
|
|
Current timing used for variable-step (real time) or fixed-step (game time) games.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameTime.#ctor">
|
|
<summary>
|
|
Initializes a new instance of the <see cref="T:SharpDX.Toolkit.GameTime"/> class.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameTime.#ctor(System.TimeSpan,System.TimeSpan)">
|
|
<summary>
|
|
Initializes a new instance of the <see cref="T:SharpDX.Toolkit.GameTime"/> class.
|
|
</summary>
|
|
<param name="totalGameTime">The total game time since the start of the game.</param>
|
|
<param name="elapsedGameTime">The elapsed game time since the last update.</param>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GameTime.#ctor(System.TimeSpan,System.TimeSpan,System.Boolean)">
|
|
<summary>
|
|
Initializes a new instance of the <see cref="T:SharpDX.Toolkit.GameTime"/> class.
|
|
</summary>
|
|
<param name="totalGameTime">The total game time since the start of the game.</param>
|
|
<param name="elapsedGameTime">The elapsed game time since the last update.</param>
|
|
<param name="isRunningSlowly">True if the game is running unexpectedly slowly.</param>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameTime.ElapsedGameTime">
|
|
<summary>
|
|
Gets the elapsed game time since the last update
|
|
</summary>
|
|
<value>The elapsed game time.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameTime.IsRunningSlowly">
|
|
<summary>
|
|
Gets a value indicating whether the game is running slowly than its TargetElapsedTime. This can be used for example to render less details...etc.
|
|
</summary>
|
|
<value><c>true</c> if this instance is running slowly; otherwise, <c>false</c>.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameTime.TotalGameTime">
|
|
<summary>
|
|
Gets the amount of game time since the start of the game.
|
|
</summary>
|
|
<value>The total game time.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GameTime.FrameCount">
|
|
<summary>
|
|
Gets the current frame count since the start of the game.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GraphicsDeviceInformation.#ctor">
|
|
<summary>
|
|
Initializes a new instance of the <see cref="T:SharpDX.Toolkit.GraphicsDeviceInformation"/> class.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GraphicsDeviceInformation.Equals(System.Object)">
|
|
<summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
|
|
<param name="obj">The Object to compare with the current GraphicsDeviceInformation.</param>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GraphicsDeviceInformation.GetHashCode">
|
|
<summary>Gets the hash code for this object.</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GraphicsDeviceInformation.Clone">
|
|
<summary>
|
|
Clones this instance.
|
|
</summary>
|
|
<returns>A new copy-instance of this GraphicsDeviceInformation.</returns>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceInformation.Adapter">
|
|
<summary>
|
|
Gets or sets the adapter.
|
|
</summary>
|
|
<value>The adapter.</value>
|
|
<exception cref="T:System.ArgumentNullException">if value is null</exception>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceInformation.GraphicsProfile">
|
|
<summary>
|
|
Gets or sets the graphics profile.
|
|
</summary>
|
|
<value>The graphics profile.</value>
|
|
<exception cref="T:System.ArgumentNullException">if value is null</exception>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceInformation.PresentationParameters">
|
|
<summary>
|
|
Gets or sets the presentation parameters.
|
|
</summary>
|
|
<value>The presentation parameters.</value>
|
|
<exception cref="T:System.ArgumentNullException">if value is null</exception>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceInformation.DeviceCreationFlags">
|
|
<summary>
|
|
Gets or sets the creation flags.
|
|
</summary>
|
|
<value>The creation flags.</value>
|
|
</member>
|
|
<member name="T:SharpDX.Toolkit.GraphicsDeviceManager">
|
|
<summary>
|
|
Manages the <see cref="P:SharpDX.Toolkit.GraphicsDeviceManager.GraphicsDevice"/> lifecycle.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SharpDX.Toolkit.IGraphicsDeviceManager">
|
|
<summary>
|
|
Defines the interface for an object that manages a GraphicsDevice.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.IGraphicsDeviceManager.BeginDraw">
|
|
<summary>
|
|
Starts the drawing of a frame.
|
|
</summary>
|
|
<returns><c>true</c> if XXXX, <c>false</c> otherwise</returns>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.IGraphicsDeviceManager.CreateDevice">
|
|
<summary>
|
|
Called to ensure that the device manager has created a valid device.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.IGraphicsDeviceManager.EndDraw">
|
|
<summary>
|
|
Called by the game at the end of drawing; presents the final rendering.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SharpDX.Toolkit.GraphicsDeviceManager.DefaultBackBufferWidth">
|
|
<summary>
|
|
Default width for the back buffer.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SharpDX.Toolkit.GraphicsDeviceManager.DefaultBackBufferHeight">
|
|
<summary>
|
|
Default height for the back buffer.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GraphicsDeviceManager.#ctor(SharpDX.Toolkit.Game)">
|
|
<summary>
|
|
Initializes a new instance of the <see cref="T:SharpDX.Toolkit.GraphicsDeviceManager"/> class.
|
|
</summary>
|
|
<param name="game">The game.</param>
|
|
<exception cref="T:System.ArgumentNullException">The game instance cannot be null.</exception>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GraphicsDeviceManager.SetPreferredGraphicsProfile(SharpDX.Direct3D.FeatureLevel[])">
|
|
<summary>
|
|
Sets the preferred graphics profile.
|
|
</summary>
|
|
<param name="levels">The levels.</param>
|
|
<seealso cref="P:SharpDX.Toolkit.GraphicsDeviceManager.PreferredGraphicsProfile"/>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GraphicsDeviceManager.ApplyChanges">
|
|
<summary>
|
|
Applies the changes from this instance and change or create the <see cref="P:SharpDX.Toolkit.GraphicsDeviceManager.GraphicsDevice"/> according to the new values.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GraphicsDeviceManager.CanResetDevice(SharpDX.Toolkit.GraphicsDeviceInformation)">
|
|
<summary>
|
|
Determines whether this instance is compatible with the the specified new <see cref="T:SharpDX.Toolkit.GraphicsDeviceInformation"/>.
|
|
</summary>
|
|
<param name="newDeviceInfo">The new device info.</param>
|
|
<returns><c>true</c> if this instance this instance is compatible with the the specified new <see cref="T:SharpDX.Toolkit.GraphicsDeviceInformation"/>; otherwise, <c>false</c>.</returns>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GraphicsDeviceManager.FindBestDevice(System.Boolean)">
|
|
<summary>
|
|
Finds the best device that is compatible with the preferences defined in this instance.
|
|
</summary>
|
|
<param name="anySuitableDevice">if set to <c>true</c> a device can be selected from any existing adapters, otherwise, it will select only from default adapter.</param>
|
|
<returns>The graphics device information.</returns>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.GraphicsDeviceManager.RankDevices(System.Collections.Generic.List{SharpDX.Toolkit.GraphicsDeviceInformation})">
|
|
<summary>
|
|
Ranks a list of <see cref="T:SharpDX.Toolkit.GraphicsDeviceInformation"/> before creating a new device.
|
|
</summary>
|
|
<param name="foundDevices">The list of devices that can be reorder.</param>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceManager.PreferredGraphicsProfile">
|
|
<summary>
|
|
Gets or sets the list of graphics profile to select from the best feature to the lower feature. See remarks.
|
|
</summary>
|
|
<value>The graphics profile.</value>
|
|
<remarks>
|
|
By default, the PreferredGraphicsProfile is set to { <see cref="!:FeatureLevel.Level_11_1"/>,
|
|
<see cref="F:SharpDX.Direct3D.FeatureLevel.Level_11_0"/>,
|
|
<see cref="F:SharpDX.Direct3D.FeatureLevel.Level_10_1"/>,
|
|
<see cref="F:SharpDX.Direct3D.FeatureLevel.Level_10_0"/>,
|
|
<see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3"/>,
|
|
<see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_2"/>,
|
|
<see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_1"/>}
|
|
</remarks>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceManager.IsFullScreen">
|
|
<summary>
|
|
Gets or sets a value indicating whether this instance is full screen.
|
|
</summary>
|
|
<value><c>true</c> if this instance is full screen; otherwise, <c>false</c>.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceManager.PreferMultiSampling">
|
|
<summary>
|
|
Gets or sets a value indicating whether [prefer multi sampling].
|
|
</summary>
|
|
<value><c>true</c> if [prefer multi sampling]; otherwise, <c>false</c>.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceManager.DeviceCreationFlags">
|
|
<summary>
|
|
Gets or sets the device creation flags that will be used to create the <see cref="P:SharpDX.Toolkit.GraphicsDeviceManager.GraphicsDevice"/>
|
|
</summary>
|
|
<value>The device creation flags.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceManager.PreferredBackBufferFormat">
|
|
<summary>
|
|
Gets or sets the preferred back buffer format.
|
|
</summary>
|
|
<value>The preferred back buffer format.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceManager.PreferredRefreshRate">
|
|
<summary>
|
|
Gets or sets the preferred refresh rate (Default is 60fps).
|
|
</summary>
|
|
<value>The preferred refresh rate.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceManager.PreferredBackBufferHeight">
|
|
<summary>
|
|
Gets or sets the height of the preferred back buffer.
|
|
</summary>
|
|
<value>The height of the preferred back buffer.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceManager.PreferredBackBufferWidth">
|
|
<summary>
|
|
Gets or sets the width of the preferred back buffer.
|
|
</summary>
|
|
<value>The width of the preferred back buffer.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceManager.PreferredDepthStencilFormat">
|
|
<summary>
|
|
Gets or sets the preferred depth stencil format.
|
|
</summary>
|
|
<value>The preferred depth stencil format.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceManager.PreferredFullScreenOutputIndex">
|
|
<summary>
|
|
The output (monitor) index to use when switching to fullscreen mode. Doesn't have any effect when windowed mode is used.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceManager.DepthBufferShaderResource">
|
|
<summary>
|
|
Gets or sets a value indicating whether the DepthBuffer should be created with the ShaderResource flag. Default is false.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceManager.SupportedOrientations">
|
|
<summary>
|
|
Gets or sets the supported orientations.
|
|
</summary>
|
|
<value>The supported orientations.</value>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.GraphicsDeviceManager.SynchronizeWithVerticalRetrace">
|
|
<summary>
|
|
Gets or sets a value indicating whether [synchronize with vertical retrace].
|
|
</summary>
|
|
<value><c>true</c> if [synchronize with vertical retrace]; otherwise, <c>false</c>.</value>
|
|
</member>
|
|
<member name="T:SharpDX.Toolkit.LaunchParameters">
|
|
<summary>
|
|
Parameters used when launching an application.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.LaunchParameters.#ctor">
|
|
<summary>
|
|
Initializes a new instance of the <see cref="T:SharpDX.Toolkit.LaunchParameters"/> class.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SharpDX.Toolkit.NamespaceDoc">
|
|
<summary>
|
|
The <see cref="N:SharpDX.Toolkit"/> namespace provides a high level Game API.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SharpDX.Toolkit.PreparingDeviceSettingsEventArgs">
|
|
<summary>
|
|
Describes settings to apply before preparing a device for creation, used by <see cref="M:SharpDX.Toolkit.GraphicsDeviceManager.OnPreparingDeviceSettings(System.Object,SharpDX.Toolkit.PreparingDeviceSettingsEventArgs)"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SharpDX.Toolkit.PreparingDeviceSettingsEventArgs.#ctor(SharpDX.Toolkit.GraphicsDeviceInformation)">
|
|
<summary>
|
|
Initializes a new instance of the <see cref="T:SharpDX.Toolkit.PreparingDeviceSettingsEventArgs"/> class.
|
|
</summary>
|
|
<param name="graphicsDeviceInformation">The graphics device information.</param>
|
|
</member>
|
|
<member name="P:SharpDX.Toolkit.PreparingDeviceSettingsEventArgs.GraphicsDeviceInformation">
|
|
<summary>
|
|
Gets the graphics device information.
|
|
</summary>
|
|
<value>The graphics device information.</value>
|
|
</member>
|
|
</members>
|
|
</doc>
|