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Adiciona referências Windows
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references/Windows/Microsoft.Xna.Framework.Avatar.dll
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references/Windows/Microsoft.Xna.Framework.Avatar.xml
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references/Windows/Microsoft.Xna.Framework.Avatar.xml
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<?xml version="1.0" encoding="utf-8"?>
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<doc>
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<members>
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<member name="T:Microsoft.Xna.Framework.GamerServices.AvatarAnimation">
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<summary />
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</member>
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<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarAnimation.#ctor(Microsoft.Xna.Framework.GamerServices.AvatarAnimationPreset)">
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<summary>Creates a new instance of AvatarAnimation, and initializes it with the specified animation.</summary>
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<param name="animationPreset">The specified standard animation.</param>
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</member>
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarAnimation.BoneTransforms">
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<summary />
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</member>
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarAnimation.CurrentPosition">
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<summary>Gets or sets the current time position in the animation.</summary>
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</member>
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<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarAnimation.Dispose">
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<summary>Immediately releases the unmanaged resources used by this object.</summary>
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</member>
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<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarAnimation.Dispose(System.Boolean)">
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<summary>Immediately releases the unmanaged resources used by this object.</summary>
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<param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
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</member>
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarAnimation.Expression">
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<summary>Gets the expression of the related animation at the current time position.</summary>
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</member>
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<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarAnimation.Finalize">
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<summary>Allows the avatar animation to attempt to free resources, and it performs other cleanup operations before garbage collection reclaims the animation.</summary>
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</member>
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarAnimation.IsDisposed">
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<summary>Gets the disposed state of the avatar animation.</summary>
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</member>
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarAnimation.Length">
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<summary>Gets the length of the current animation.</summary>
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</member>
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<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarAnimation.Update(System.TimeSpan,System.Boolean)">
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<summary>Updates the current time position of the avatar animation.</summary>
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<param name="elapsedAnimationTime">Elapsed time since the last animation frame. This value can be either a positive or negative time span. If the value is negative, animation playback is reversed.</param>
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<param name="loop">true if the animation playback is to be looped; otherwise, false.</param>
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</member>
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<member name="T:Microsoft.Xna.Framework.GamerServices.AvatarAnimationPreset">
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<summary>Defines standard animations for avatars.</summary>
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<param name="Celebrate">Gender-neutral, celebrating.</param>
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<param name="Clap">Gender-neutral, applauding.</param>
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<param name="FemaleAngry">Female, angry.</param>
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<param name="FemaleConfused">Female, confused.</param>
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<param name="FemaleCry">Female, cry.</param>
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<param name="FemaleIdleCheckNails">Female, checking nails.</param>
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<param name="FemaleIdleFixShoe">Female, fixing shoe.</param>
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<param name="FemaleIdleLookAround">Female, looking around.</param>
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<param name="FemaleIdleShiftWeight">Female, shifting weight from one foot to another</param>
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<param name="FemaleLaugh">Female, laughing.</param>
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<param name="FemaleShocked">Female, shocked or surprised.</param>
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<param name="FemaleYawn">Female, yawning.</param>
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<param name="MaleAngry">Male, angry.</param>
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<param name="MaleConfused">Male, confused.</param>
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<param name="MaleCry">Male, crying.</param>
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<param name="MaleIdleCheckHand">Male, checking hand.</param>
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<param name="MaleIdleLookAround">Male, looking around.</param>
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<param name="MaleIdleShiftWeight">Male, shifting weight from one foot to another.</param>
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<param name="MaleIdleStretch">Male, stretching.</param>
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<param name="MaleLaugh">Male, laughing.</param>
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<param name="MaleSurprised">Male, surprised.</param>
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<param name="MaleYawn">Male, yawning.</param>
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<param name="Stand0">Gender-neutral, standing, variation 0.</param>
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<param name="Stand1">Gender-neutral, standing, variation 1.</param>
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<param name="Stand2">Gender-neutral, standing, variation 2.</param>
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<param name="Stand3">Gender-neutral, standing, variation 3.</param>
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<param name="Stand4">Gender-neutral, standing, variation 4.</param>
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<param name="Stand5">Gender-neutral, standing, variation 5.</param>
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<param name="Stand6">Gender-neutral, standing, variation 6.</param>
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<param name="Stand7">Gender-neutral, standing, variation 7.</param>
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<param name="Wave">Gender-neutral, waving.</param>
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</member>
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<member name="T:Microsoft.Xna.Framework.GamerServices.AvatarBodyType">
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<summary>Defines the body type of the avatar.</summary>
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<param name="Female">Female avatar.</param>
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<param name="Male">Male avatar.</param>
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</member>
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<member name="T:Microsoft.Xna.Framework.GamerServices.AvatarBone">
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<summary />
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<param name="AnkleLeft">Left ankle.</param>
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<param name="AnkleRight">Right ankle.</param>
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<param name="BackLower">Lower back.</param>
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<param name="BackUpper">Upper back.</param>
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<param name="CollarLeft">Left collar.</param>
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<param name="CollarRight">Right collar</param>
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<param name="ElbowLeft">Left elbow</param>
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<param name="ElbowRight">Right elbow</param>
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<param name="FingerIndex2Left">Left index finger, 2nd joint.</param>
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<param name="FingerIndex2Right">Right index finger, 2nd joint.</param>
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<param name="FingerIndex3Left">Left index finger, 3rd joint.</param>
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<param name="FingerIndex3Right">Right index finger, 3rd joint.</param>
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<param name="FingerIndexLeft">Left index finger, 1st joint.</param>
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<param name="FingerIndexRight">Right index finger, 1st joint.</param>
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<param name="FingerMiddle2Left">Left middle finger, 2nd joint.</param>
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<param name="FingerMiddle2Right">Right middle finger, 2nd joint.</param>
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<param name="FingerMiddle3Left">Left middle finger, 3rd joint.</param>
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<param name="FingerMiddle3Right">Right middle finger, 3rd joint.</param>
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<param name="FingerMiddleLeft">Left middle finger, 1st joint.</param>
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<param name="FingerMiddleRight">Right middle finger, 1st joint.</param>
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<param name="FingerRing2Left">Left ring finger, 2nd joint.</param>
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<param name="FingerRing2Right">Right ring finger, 2nd joint.</param>
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<param name="FingerRing3Left">Left ring finger, 3rd joint.</param>
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<param name="FingerRing3Right">Right ring finger, 3rd joint.</param>
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<param name="FingerRingLeft">Left ring finger, 1st joint.</param>
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<param name="FingerRingRight">Right ring finger, 1st joint.</param>
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<param name="FingerSmall2Left">Left pinky finger, 2nd joint.</param>
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<param name="FingerSmall2Right">Right pinky finger, 2nd joint.</param>
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<param name="FingerSmall3Left">Left pinky finger, 3rd joint.</param>
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<param name="FingerSmall3Right">Right pinky finger, 3rd joint.</param>
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<param name="FingerSmallLeft">Left pinky finger, 1st joint.</param>
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<param name="FingerSmallRight">Right pinky finger, 2nd joint.</param>
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<param name="FingerThumb2Left">Left thumb, 2nd joint.</param>
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<param name="FingerThumb2Right">Right thumb, 2nd joint.</param>
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<param name="FingerThumb3Left">Left thumb, 3rd joint.</param>
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<param name="FingerThumb3Right">Right thumb, 3rd joint.</param>
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<param name="FingerThumbLeft">Left thumb, 1st joint.</param>
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<param name="FingerThumbRight">Right thumb, 1st joint.</param>
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<param name="Head">Head</param>
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<param name="HipLeft">Left hip.</param>
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<param name="HipRight">Right hip.</param>
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<param name="KneeLeft">Left knee.</param>
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<param name="Neck">Neck.</param>
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<param name="PropLeft">A separate object held in the left hand.</param>
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<param name="PropRight">A separate object held in the left hand.</param>
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<param name="KneeRight">Right knee.</param>
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<param name="Root">Root bone of the avatar skeleton.</param>
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<param name="ShoulderLeft">Left shoulder.</param>
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<param name="ShoulderRight">Right shoulder.</param>
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<param name="SpecialLeft">A special bone located near the left hand of the avatar model.</param>
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<param name="SpecialRight">A special bone located near the right hand of the avatar model.</param>
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<param name="ToeLeft">Left toe.</param>
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<param name="ToeRight">Right toe.</param>
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<param name="WristLeft">Left wrist.</param>
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<param name="WristRight">Right wrist.</param>
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</member>
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<member name="T:Microsoft.Xna.Framework.GamerServices.AvatarDescription">
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<summary>Provides access to the methods and properties of the description data for an avatar.</summary>
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</member>
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<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarDescription.#ctor(System.Byte[])">
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<summary>Creates a new instance of AvatarDescription using an existing data buffer.</summary>
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<param name="data">Existing buffer used to store the information of the newly-created avatar. Use the buffer specified by the Description property of a valid AvatarDescription object. Common scenarios include the recreation of random avatars that were created earlier or when avatar decription data is sent over a network to all signed-in gamers. Once that data is received, local avatar descriptions and renderers are created for each remote gamer avatar. Results are undefined if buffers from other sources are used.</param>
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</member>
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<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarDescription.BeginGetFromGamer(Microsoft.Xna.Framework.GamerServices.Gamer,System.AsyncCallback,System.Object)">
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<summary>Begins the process of getting a AvatarDescription object for a specified gamertag.</summary>
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<param name="gamer">Gamer to request the AvatarDescription for.</param>
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<param name="callback">The method to be called once the asynchronous operation has finished.</param>
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<param name="state">State of the asynchronous operation.</param>
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</member>
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarDescription.BodyType">
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<summary>Gets the body type of the avatar based on the description data.</summary>
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</member>
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<member name="E:Microsoft.Xna.Framework.GamerServices.AvatarDescription.Changed">
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<summary>Occurs when a gamer's avatar changes.</summary>
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<param name="" />
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</member>
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<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarDescription.CreateRandom">
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<summary>Creates an avatar of random gender, features, and clothing.</summary>
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</member>
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<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarDescription.CreateRandom(Microsoft.Xna.Framework.GamerServices.AvatarBodyType)">
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<summary>Creates an avatar of the specified body type with random features and clothing.</summary>
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<param name="bodyType">Body type of the randomly-created avatar.</param>
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</member>
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarDescription.Description">
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<summary>Internal description buffer of the avatar, stored as a byte buffer.</summary>
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</member>
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<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarDescription.EndGetFromGamer(System.IAsyncResult)">
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<summary>Ends the process of getting an AvatarDescription object for a specified gamertag.</summary>
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<param name="result">An IAsyncResult used to track the progress of the operation.</param>
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</member>
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarDescription.Height">
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<summary>Height of the avatar, from the feet to the top of the head.</summary>
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</member>
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarDescription.IsValid">
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<summary>Determines whether the internal data buffer is valid.</summary>
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</member>
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<member name="T:Microsoft.Xna.Framework.GamerServices.AvatarExpression">
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<summary>Contains the various components of the avatar's face, such as the left and right eyebrows.</summary>
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</member>
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarExpression.LeftEye">
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<summary>Gets or sets the current texture for the avatar's left eye.</summary>
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</member>
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarExpression.LeftEyebrow">
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<summary>Gets or sets the current texture for the avatar's left eye.</summary>
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</member>
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarExpression.Mouth">
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<summary>Gets or sets the current texture for the avatar's mouth.</summary>
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</member>
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarExpression.RightEye">
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<summary>Gets or sets the current texture for the avatar's right eye.</summary>
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</member>
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarExpression.RightEyebrow">
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<summary>Gets or sets the current texture for the avatar's right eyebrow.</summary>
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</member>
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<member name="T:Microsoft.Xna.Framework.GamerServices.AvatarEye">
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<summary>Defines the standard animation textures for an avatar's eyes.</summary>
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<param name="Angry">Angry eye position.</param>
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<param name="Blink">Blinking eye position.</param>
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<param name="Confused">Confused eye position.</param>
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<param name="Happy">Happy eye position.</param>
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<param name="Laughing">Laughing eye position.</param>
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<param name="LookDown">Looking down eye position.</param>
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<param name="LookLeft">Looking left position.</param>
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<param name="LookRight">Looking right eye position.</param>
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<param name="LookUp">Looking up eye position.</param>
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<param name="Neutral">Neutral eye position.</param>
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<param name="Sad">Sad eye position.</param>
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<param name="Shocked">Shocked eye position.</param>
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<param name="Sleeping">Sleeping eye position.</param>
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<param name="Yawning">Yawning eye position.</param>
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</member>
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<member name="T:Microsoft.Xna.Framework.GamerServices.AvatarEyebrow">
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<summary>Defines the standard animation textures for an avatar's eyebrows.</summary>
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<param name="Angry">Angry eyebrow position.</param>
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<param name="Confused">Confused eyebrow position.</param>
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<param name="Neutral">Neutral eyebrow position.</param>
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<param name="Raised">Raised eyebrow position.</param>
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||||||
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<param name="Sad">Sad eyebrow position.</param>
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||||||
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</member>
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<member name="T:Microsoft.Xna.Framework.GamerServices.AvatarMouth">
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<summary>Defines the standard animation textures for an avatar's mouth.</summary>
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<param name="Angry">Angry mouth position.</param>
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<param name="Confused">Confused mouth position.</param>
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||||||
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<param name="Happy">Happy mouth position.</param>
|
||||||
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<param name="Laughing">Laughing mouth position.</param>
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||||||
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<param name="Neutral">Neutral mouth position.</param>
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||||||
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<param name="PhoneticAi">Phonetic "ai" mouth position (for lip sync).</param>
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||||||
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<param name="PhoneticDth">Phonetic "dth" mouth position (for lip sync).</param>
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||||||
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<param name="PhoneticEe">Phonetic "ee" mouth position (for lip sync).</param>
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||||||
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<param name="PhoneticFv">Phonetic "fv" mouth position (for lip sync).</param>
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||||||
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<param name="PhoneticL">Phonetic "l" mouth position (for lip sync).</param>
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||||||
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<param name="PhoneticO">Phonetic "o" mouth position (for lip sync).</param>
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||||||
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<param name="PhoneticW">Phonetic "w" mouth position (for lip sync).</param>
|
||||||
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<param name="Sad">Sad mouth position.</param>
|
||||||
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<param name="Shocked">Shocked mouth position.</param>
|
||||||
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</member>
|
||||||
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<member name="T:Microsoft.Xna.Framework.GamerServices.AvatarRenderer">
|
||||||
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<summary>Provides properties and methods for rendering a standard avatar.</summary>
|
||||||
|
</member>
|
||||||
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<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.#ctor(Microsoft.Xna.Framework.GamerServices.AvatarDescription)">
|
||||||
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<summary>Creates a new instance of AvatarRenderer with the specified description.</summary>
|
||||||
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<param name="avatarDescription">Description of the avatar to be rendered.</param>
|
||||||
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</member>
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||||||
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<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.#ctor(Microsoft.Xna.Framework.GamerServices.AvatarDescription,System.Boolean)">
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||||||
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<summary />
|
||||||
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<param name="avatarDescription">Description of the avatar to be rendered.</param>
|
||||||
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<param name="useLoadingEffect">true if the standard effect is to be used during loading; otherwise, false.</param>
|
||||||
|
</member>
|
||||||
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.AmbientLightColor">
|
||||||
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<summary>Gets or sets the color of the ambient light used by the avatar renderer.</summary>
|
||||||
|
</member>
|
||||||
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<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.BindPose">
|
||||||
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<summary />
|
||||||
|
</member>
|
||||||
|
<member name="F:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.BoneCount">
|
||||||
|
<summary>Number of bones in the avatar model.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.Dispose">
|
||||||
|
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.Dispose(System.Boolean)">
|
||||||
|
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||||
|
<param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.Draw(Microsoft.Xna.Framework.GamerServices.IAvatarAnimation)">
|
||||||
|
<summary />
|
||||||
|
<param name="animation">The animation to draw.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.Draw(System.Collections.Generic.IList{Microsoft.Xna.Framework.Matrix},Microsoft.Xna.Framework.GamerServices.AvatarExpression)">
|
||||||
|
<summary>Draws the avatar to the current render target.</summary>
|
||||||
|
<param name="bones">Collection of current bone transforms for the avatar. The transforms are in local bone space relative to their parent.</param>
|
||||||
|
<param name="expression">Current expression textures for the avatar.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.Finalize">
|
||||||
|
<summary>Allows the avatar renderer to attempt to free resources and perform other cleanup operations before garbage collection reclaims the renderer.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.IsDisposed">
|
||||||
|
<summary>Gets the disposed state of the avatar renderer.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.LightColor">
|
||||||
|
<summary>Gets or sets the color of the directional light used by the avatar renderer.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.LightDirection">
|
||||||
|
<summary>Gets or sets the color of the directional light used by the avatar renderer.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.ParentBones">
|
||||||
|
<summary>Collection of the parent indices for each bone in the related BindPose collection.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.Projection">
|
||||||
|
<summary>Gets or sets the projection matrix for the avatar.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.State">
|
||||||
|
<summary>Gets the state of the avatar.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.View">
|
||||||
|
<summary>Gets or sets the view matrix for the avatar.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GamerServices.AvatarRenderer.World">
|
||||||
|
<summary>Gets or sets the world matrix for the avatar.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.GamerServices.AvatarRendererState">
|
||||||
|
<summary>Indicates avatar state.</summary>
|
||||||
|
<param name="Loading">The avatar is still loading required assets.</param>
|
||||||
|
<param name="Ready">Loading is complete.</param>
|
||||||
|
<param name="Unavailable">The avatar is unavailable.</param>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.GamerServices.IAvatarAnimation">
|
||||||
|
<summary>Provides methods and properties for animating an avatar using custom animations. Allows for easier integration between custom animations and built-in animations.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GamerServices.IAvatarAnimation.BoneTransforms">
|
||||||
|
<summary>Gets the current position of the bones at the time specified by CurrentPosition.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GamerServices.IAvatarAnimation.CurrentPosition">
|
||||||
|
<summary>Gets or sets the current time position in the animation.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GamerServices.IAvatarAnimation.Expression">
|
||||||
|
<summary>Gets the expression of the related animation at the current time position.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GamerServices.IAvatarAnimation.Length">
|
||||||
|
<summary>Gets the length of the current animation.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GamerServices.IAvatarAnimation.Update(System.TimeSpan,System.Boolean)">
|
||||||
|
<summary>Updates the current time position of the avatar animation.</summary>
|
||||||
|
<param name="elapsedAnimationTime">Elapsed time since the last animation frame. This value can be a positive or a negative time span. If the value is negative, animation playback is reversed.</param>
|
||||||
|
<param name="loop">true if animation playback is to be looped; otherwise, false.</param>
|
||||||
|
</member>
|
||||||
|
</members>
|
||||||
|
</doc>
|
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references/Windows/Microsoft.Xna.Framework.Content.Pipeline.dll
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references/Windows/Microsoft.Xna.Framework.Content.Pipeline.dll
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references/Windows/Microsoft.Xna.Framework.Content.Pipeline.xml
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2921
references/Windows/Microsoft.Xna.Framework.Content.Pipeline.xml
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references/Windows/Microsoft.Xna.Framework.Game.dll
Normal file
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references/Windows/Microsoft.Xna.Framework.Game.dll
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references/Windows/Microsoft.Xna.Framework.Game.xml
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625
references/Windows/Microsoft.Xna.Framework.Game.xml
Normal file
@ -0,0 +1,625 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<doc>
|
||||||
|
<members>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.DrawableGameComponent">
|
||||||
|
<summary>A game component that is notified when it needs to draw itself.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.#ctor(Microsoft.Xna.Framework.Game)">
|
||||||
|
<summary>Creates a new instance of DrawableGameComponent.</summary>
|
||||||
|
<param name="game">The Game that the game component should be attached to.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.Dispose(System.Boolean)">
|
||||||
|
<summary>Releases the unmanaged resources used by the DrawableGameComponent and optionally releases the managed resources.</summary>
|
||||||
|
<param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.Draw(Microsoft.Xna.Framework.GameTime)">
|
||||||
|
<summary>Called when the DrawableGameComponent needs to be drawn. Override this method with component-specific drawing code. Reference page contains links to related conceptual articles.</summary>
|
||||||
|
<param name="gameTime">Time passed since the last call to Draw.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.DrawableGameComponent.DrawOrder">
|
||||||
|
<summary>Order in which the component should be drawn, relative to other components that are in the same GameComponentCollection. Reference page contains code sample.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.DrawableGameComponent.DrawOrderChanged">
|
||||||
|
<summary>Raised when the DrawOrder property changes.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.DrawableGameComponent.GraphicsDevice">
|
||||||
|
<summary>The GraphicsDevice the DrawableGameComponent is associated with.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.Initialize">
|
||||||
|
<summary>Initializes the component. Override this method to load any non-graphics resources and query for any required services.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.LoadContent">
|
||||||
|
<summary>Called when graphics resources need to be loaded. Override this method to load any component-specific graphics resources.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.OnDrawOrderChanged(System.Object,System.EventArgs)">
|
||||||
|
<summary>Called when the DrawOrder property changes. Raises the DrawOrderChanged event.</summary>
|
||||||
|
<param name="sender">The DrawableGameComponent.</param>
|
||||||
|
<param name="args">Arguments to the DrawOrderChanged event.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.OnVisibleChanged(System.Object,System.EventArgs)">
|
||||||
|
<summary>Called when the Visible property changes. Raises the VisibleChanged event.</summary>
|
||||||
|
<param name="sender">The DrawableGameComponent.</param>
|
||||||
|
<param name="args">Arguments to the VisibleChanged event.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.DrawableGameComponent.UnloadContent">
|
||||||
|
<summary>Called when graphics resources need to be unloaded. Override this method to unload any component-specific graphics resources.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.DrawableGameComponent.Visible">
|
||||||
|
<summary>Indicates whether Draw should be called.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.DrawableGameComponent.VisibleChanged">
|
||||||
|
<summary>Raised when the Visible property changes.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Game">
|
||||||
|
<summary>Provides basic graphics device initialization, game logic, and rendering code.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.#ctor">
|
||||||
|
<summary>Initializes a new instance of this class, which provides basic graphics device initialization, game logic, rendering code, and a game loop. Reference page contains code sample.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Game.Activated">
|
||||||
|
<summary>Raised when the game gains focus.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.BeginDraw">
|
||||||
|
<summary>Starts the drawing of a frame. This method is followed by calls to Draw and EndDraw.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.BeginRun">
|
||||||
|
<summary>Called after all components are initialized but before the first update in the game loop.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Game.Components">
|
||||||
|
<summary>Gets the collection of GameComponents owned by the game.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Game.Content">
|
||||||
|
<summary>Gets or sets the current ContentManager.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Game.Deactivated">
|
||||||
|
<summary>Raised when the game loses focus.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.Dispose">
|
||||||
|
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.Dispose(System.Boolean)">
|
||||||
|
<summary>Releases all resources used by the Game class.</summary>
|
||||||
|
<param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Game.Disposed">
|
||||||
|
<summary>Raised when the game is being disposed.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.Draw(Microsoft.Xna.Framework.GameTime)">
|
||||||
|
<summary> Reference page contains code sample.</summary>
|
||||||
|
<param name="gameTime">Time passed since the last call to Draw.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.EndDraw">
|
||||||
|
<summary>Ends the drawing of a frame. This method is preceeded by calls to Draw and BeginDraw.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.EndRun">
|
||||||
|
<summary>Called after the game loop has stopped running before exiting.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.Exit">
|
||||||
|
<summary>Exits the game.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Game.Exiting">
|
||||||
|
<summary>Raised when the game is exiting.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.Finalize">
|
||||||
|
<summary>Allows a Game to attempt to free resources and perform other cleanup operations before garbage collection reclaims the Game.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Game.GraphicsDevice">
|
||||||
|
<summary>Gets the current GraphicsDevice.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Game.InactiveSleepTime">
|
||||||
|
<summary>Gets or sets the time to sleep when the game is inactive.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.Initialize">
|
||||||
|
<summary>Called after the Game and GraphicsDevice are created, but before LoadContent. Reference page contains code sample.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Game.IsActive">
|
||||||
|
<summary>Indicates whether the game is currently the active application.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Game.IsFixedTimeStep">
|
||||||
|
<summary>Gets or sets a value indicating whether to use fixed time steps.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Game.IsMouseVisible">
|
||||||
|
<summary>Gets or sets a value indicating whether the mouse cursor should be visible.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Game.LaunchParameters">
|
||||||
|
<summary>Gets the start up parameters in LaunchParameters.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.LoadContent">
|
||||||
|
<summary />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.OnActivated(System.Object,System.EventArgs)">
|
||||||
|
<summary>Raises the Activated event. Override this method to add code to handle when the game gains focus.</summary>
|
||||||
|
<param name="sender">The Game.</param>
|
||||||
|
<param name="args">Arguments for the Activated event.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.OnDeactivated(System.Object,System.EventArgs)">
|
||||||
|
<summary>Raises the Deactivated event. Override this method to add code to handle when the game loses focus.</summary>
|
||||||
|
<param name="sender">The Game.</param>
|
||||||
|
<param name="args">Arguments for the Deactivated event.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.OnExiting(System.Object,System.EventArgs)">
|
||||||
|
<summary>Raises an Exiting event. Override this method to add code to handle when the game is exiting.</summary>
|
||||||
|
<param name="sender">The Game.</param>
|
||||||
|
<param name="args">Arguments for the Exiting event.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.ResetElapsedTime">
|
||||||
|
<summary>Resets the elapsed time counter.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.Run">
|
||||||
|
<summary>Call this method to initialize the game, begin running the game loop, and start processing events for the game.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.RunOneFrame">
|
||||||
|
<summary>Run the game through what would happen in a single tick of the game clock; this method is designed for debugging only.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Game.Services">
|
||||||
|
<summary>Gets the GameServiceContainer holding all the service providers attached to the Game.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.ShowMissingRequirementMessage(System.Exception)">
|
||||||
|
<summary>This is used to display an error message if there is no suitable graphics device or sound card.</summary>
|
||||||
|
<param name="exception">The exception to display.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.SuppressDraw">
|
||||||
|
<summary>Prevents calls to Draw until the next Update.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Game.TargetElapsedTime">
|
||||||
|
<summary>Gets or sets the target time between calls to Update when IsFixedTimeStep is true. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.Tick">
|
||||||
|
<summary>Updates the game's clock and calls Update and Draw.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.UnloadContent">
|
||||||
|
<summary>Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Game.Update(Microsoft.Xna.Framework.GameTime)">
|
||||||
|
<summary> Reference page contains links to related conceptual articles.</summary>
|
||||||
|
<param name="gameTime">Time passed since the last call to Update.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Game.Window">
|
||||||
|
<summary>Gets the underlying operating system window.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.GameComponent">
|
||||||
|
<summary>Base class for all XNA Framework game components.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameComponent.#ctor(Microsoft.Xna.Framework.Game)">
|
||||||
|
<summary>Initializes a new instance of this class.</summary>
|
||||||
|
<param name="game">Game that the game component should be attached to.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameComponent.Dispose">
|
||||||
|
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameComponent.Dispose(System.Boolean)">
|
||||||
|
<summary>Releases the unmanaged resources used by the GameComponent and optionally releases the managed resources.</summary>
|
||||||
|
<param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.GameComponent.Disposed">
|
||||||
|
<summary>Raised when the GameComponent is disposed.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GameComponent.Enabled">
|
||||||
|
<summary>Indicates whether GameComponent.Update should be called when Game.Update is called.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.GameComponent.EnabledChanged">
|
||||||
|
<summary>Raised when the Enabled property changes.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameComponent.Finalize">
|
||||||
|
<summary>Allows a GameComponent to attempt to free resources and perform other cleanup operations before garbage collection reclaims the GameComponent.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GameComponent.Game">
|
||||||
|
<summary>Gets the Game associated with this GameComponent.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameComponent.Initialize">
|
||||||
|
<summary> Reference page contains code sample.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameComponent.OnEnabledChanged(System.Object,System.EventArgs)">
|
||||||
|
<summary>Called when the Enabled property changes. Raises the EnabledChanged event.</summary>
|
||||||
|
<param name="sender">The GameComponent.</param>
|
||||||
|
<param name="args">Arguments to the EnabledChanged event.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameComponent.OnUpdateOrderChanged(System.Object,System.EventArgs)">
|
||||||
|
<summary>Called when the UpdateOrder property changes. Raises the UpdateOrderChanged event.</summary>
|
||||||
|
<param name="sender">The GameComponent.</param>
|
||||||
|
<param name="args">Arguments to the UpdateOrderChanged event.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameComponent.Update(Microsoft.Xna.Framework.GameTime)">
|
||||||
|
<summary>Called when the GameComponent needs to be updated. Override this method with component-specific update code.</summary>
|
||||||
|
<param name="gameTime">Time elapsed since the last call to Update</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GameComponent.UpdateOrder">
|
||||||
|
<summary>Indicates the order in which the GameComponent should be updated relative to other GameComponent instances. Lower values are updated first.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.GameComponent.UpdateOrderChanged">
|
||||||
|
<summary>Raised when the UpdateOrder property changes.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.GameComponentCollection">
|
||||||
|
<summary>A collection of game components.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameComponentCollection.#ctor">
|
||||||
|
<summary>Initializes a new instance of this class.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.GameComponentCollection.ComponentAdded">
|
||||||
|
<summary>Raised when a component is added to the GameComponentCollection.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.GameComponentCollection.ComponentRemoved">
|
||||||
|
<summary>Raised when a component is removed from the GameComponentCollection.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.GameComponentCollectionEventArgs">
|
||||||
|
<summary>Arguments used with events from the GameComponentCollection.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameComponentCollectionEventArgs.#ctor(Microsoft.Xna.Framework.IGameComponent)">
|
||||||
|
<summary>Creates a new instance of GameComponentCollectionEventArgs.</summary>
|
||||||
|
<param name="gameComponent">The game component affected by the event.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GameComponentCollectionEventArgs.GameComponent">
|
||||||
|
<summary>The game component affected by the event.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.GameServiceContainer">
|
||||||
|
<summary>A collection of game services.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameServiceContainer.#ctor">
|
||||||
|
<summary>Initializes a new instance of this class, which represents a collection of game services.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameServiceContainer.AddService(System.Type,System.Object)">
|
||||||
|
<summary>Adds a service to the GameServiceContainer.</summary>
|
||||||
|
<param name="type">The type of service to add.</param>
|
||||||
|
<param name="provider">The service provider to add.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameServiceContainer.GetService(System.Type)">
|
||||||
|
<summary>Gets the object providing a specified service.</summary>
|
||||||
|
<param name="type">The type of service.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameServiceContainer.RemoveService(System.Type)">
|
||||||
|
<summary>Removes the object providing a specified service.</summary>
|
||||||
|
<param name="type">The type of service.</param>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.GameTime">
|
||||||
|
<summary>Snapshot of the game timing state expressed in values that can be used by variable-step (real time) or fixed-step (game time) games.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameTime.#ctor">
|
||||||
|
<summary>Creates a new instance of GameTime.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameTime.#ctor(System.TimeSpan,System.TimeSpan)">
|
||||||
|
<summary>Creates a new instance of GameTime.</summary>
|
||||||
|
<param name="totalGameTime">The amount of game time since the start of the game.</param>
|
||||||
|
<param name="elapsedGameTime">The amount of elapsed game time since the last update.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameTime.#ctor(System.TimeSpan,System.TimeSpan,System.Boolean)">
|
||||||
|
<summary>Creates a new instance of GameTime.</summary>
|
||||||
|
<param name="totalGameTime">The amount of game time since the start of the game.</param>
|
||||||
|
<param name="elapsedGameTime">The amount of elapsed game time since the last update.</param>
|
||||||
|
<param name="isRunningSlowly">Whether the game is running multiple updates this frame.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GameTime.ElapsedGameTime">
|
||||||
|
<summary>The amount of elapsed game time since the last update.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GameTime.IsRunningSlowly">
|
||||||
|
<summary>Gets a value indicating that the game loop is taking longer than its TargetElapsedTime. In this case, the game loop can be considered to be running too slowly and should do something to "catch up."</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GameTime.TotalGameTime">
|
||||||
|
<summary>The amount of game time since the start of the game.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.GameWindow">
|
||||||
|
<summary>The system window associated with a Game.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GameWindow.AllowUserResizing">
|
||||||
|
<summary>Specifies whether to allow the user to resize the game window.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameWindow.BeginScreenDeviceChange(System.Boolean)">
|
||||||
|
<summary>Starts a device transition (windowed to full screen or vice versa).</summary>
|
||||||
|
<param name="willBeFullScreen">Specifies whether the device will be in full-screen mode upon completion of the change.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GameWindow.ClientBounds">
|
||||||
|
<summary>The screen dimensions of the game window's client rectangle.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.GameWindow.ClientSizeChanged">
|
||||||
|
<summary>Raised when the size of the GameWindow changes.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GameWindow.CurrentOrientation">
|
||||||
|
<summary>Gets the current display orientation, which reflects the physical orientation of the phone in the user's hand.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameWindow.EndScreenDeviceChange(System.String)">
|
||||||
|
<summary>Completes a device transition.</summary>
|
||||||
|
<param name="screenDeviceName">The desktop screen to move the window to. This should be the screen device name of the graphics device that has transitioned to full screen.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameWindow.EndScreenDeviceChange(System.String,System.Int32,System.Int32)">
|
||||||
|
<summary>Completes a device transition.</summary>
|
||||||
|
<param name="screenDeviceName">The desktop screen to move the window to. This should be the screen device name of the graphics device that has transitioned to full screen.</param>
|
||||||
|
<param name="clientWidth">The new width of the game's client window.</param>
|
||||||
|
<param name="clientHeight">The new height of the game's client window.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GameWindow.Handle">
|
||||||
|
<summary>Gets the handle to the system window.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameWindow.OnActivated">
|
||||||
|
<summary>Called when the GameWindow gets focus.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameWindow.OnClientSizeChanged">
|
||||||
|
<summary>Called when the size of the client window changes. Raises the ClientSizeChanged event.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameWindow.OnDeactivated">
|
||||||
|
<summary>Called when the GameWindow loses focus.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameWindow.OnOrientationChanged">
|
||||||
|
<summary>Called when the GameWindow display orientation changes.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameWindow.OnPaint">
|
||||||
|
<summary>Called when the GameWindow needs to be painted.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameWindow.OnScreenDeviceNameChanged">
|
||||||
|
<summary>Called when the GameWindow is moved to a different screen. Raises the ScreenDeviceNameChanged event.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.GameWindow.OrientationChanged">
|
||||||
|
<summary>Describes the event raised when the display orientation of the GameWindow changes. When this event occurs, the XNA Framework automatically adjusts the game orientation based on the value specified by the developer with SupportedOrientations.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GameWindow.ScreenDeviceName">
|
||||||
|
<summary>Gets the device name of the screen the window is currently in.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.GameWindow.ScreenDeviceNameChanged">
|
||||||
|
<summary>Raised when the GameWindow moves to a different display.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameWindow.SetSupportedOrientations(Microsoft.Xna.Framework.DisplayOrientation)">
|
||||||
|
<summary>Sets the supported display orientations.</summary>
|
||||||
|
<param name="orientations">A set of supported display orientations.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GameWindow.SetTitle(System.String)">
|
||||||
|
<summary>Sets the title of the GameWindow.</summary>
|
||||||
|
<param name="title">The new title of the GameWindow.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GameWindow.Title">
|
||||||
|
<summary>Gets and sets the title of the system window.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.GraphicsDeviceInformation">
|
||||||
|
<summary>Holds the settings for creating a graphics device on Windows.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.#ctor">
|
||||||
|
<summary>Initializes a new instance of this class.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.Adapter">
|
||||||
|
<summary>Specifies which graphics adapter to create the device on.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.Clone">
|
||||||
|
<summary>Creates a clone of this object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.Equals(System.Object)">
|
||||||
|
<summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
|
||||||
|
<param name="obj">The Object to compare with the current GraphicsDeviceInformation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.GetHashCode">
|
||||||
|
<summary>Gets the hash code for this object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.GraphicsProfile">
|
||||||
|
<summary>Gets the graphics profile, which determines the graphics feature set.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.PresentationParameters">
|
||||||
|
<summary>Specifies the presentation parameters to use when creating a graphics device.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.GraphicsDeviceManager">
|
||||||
|
<summary>Handles the configuration and management of the graphics device.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.#ctor(Microsoft.Xna.Framework.Game)">
|
||||||
|
<summary>Creates a new GraphicsDeviceManager and registers it to handle the configuration and management of the graphics device for the specified Game.</summary>
|
||||||
|
<param name="game">Game the GraphicsDeviceManager should be associated with.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.ApplyChanges">
|
||||||
|
<summary>Applies any changes to device-related properties, changing the graphics device as necessary.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.CanResetDevice(Microsoft.Xna.Framework.GraphicsDeviceInformation)">
|
||||||
|
<summary>Determines whether the given GraphicsDeviceInformation is compatible with the existing graphics device.</summary>
|
||||||
|
<param name="newDeviceInfo">Information describing the desired device configuration.</param>
|
||||||
|
</member>
|
||||||
|
<member name="F:Microsoft.Xna.Framework.GraphicsDeviceManager.DefaultBackBufferHeight">
|
||||||
|
<summary>Specifies the default minimum back-buffer height.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="F:Microsoft.Xna.Framework.GraphicsDeviceManager.DefaultBackBufferWidth">
|
||||||
|
<summary>Specifies the default minimum back-buffer width.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceCreated">
|
||||||
|
<summary>Raised when a new graphics device is created.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceDisposing">
|
||||||
|
<summary>Raised when the GraphicsDeviceManager is being disposed.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceReset">
|
||||||
|
<summary>Raised when the GraphicsDeviceManager is reset.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceResetting">
|
||||||
|
<summary>Raised when the GraphicsDeviceManager is about to be reset.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Dispose(System.Boolean)">
|
||||||
|
<summary>Releases the unmanaged resources used by the GraphicsDeviceManager and optionally releases the managed resources.</summary>
|
||||||
|
<param name="disposing">true to release both automatic and manual resources; false to release only manual resources.</param>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.Disposed">
|
||||||
|
<summary>Raised when the GraphicsDeviceManager is disposed.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.FindBestDevice(System.Boolean)">
|
||||||
|
<summary>Finds the best device configuration that is compatible with the current device preferences.</summary>
|
||||||
|
<param name="anySuitableDevice">true if the FindBestDevice can select devices from any available adapter; false if only the current adapter should be considered.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.GraphicsDevice">
|
||||||
|
<summary>Gets the GraphicsDevice associated with the GraphicsDeviceManager.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.GraphicsProfile">
|
||||||
|
<summary>Gets the graphics profile, which determines the graphics feature set.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.IsFullScreen">
|
||||||
|
<summary>Gets or sets a value that indicates whether the device should start in full-screen mode.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft#Xna#Framework#IGraphicsDeviceManager#BeginDraw">
|
||||||
|
<summary>Prepares the GraphicsDevice to draw.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft#Xna#Framework#IGraphicsDeviceManager#CreateDevice">
|
||||||
|
<summary>Called to ensure that the device manager has created a valid device.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft#Xna#Framework#IGraphicsDeviceManager#EndDraw">
|
||||||
|
<summary>Called by the game at the end of drawing and presents the final rendering.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceCreated(System.Object,System.EventArgs)">
|
||||||
|
<summary>Called when a device is created. Raises the DeviceCreated event.</summary>
|
||||||
|
<param name="sender">The GraphicsDeviceManager.</param>
|
||||||
|
<param name="args">Arguments for the DeviceCreated event.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceDisposing(System.Object,System.EventArgs)">
|
||||||
|
<summary>Called when a device is being disposed. Raises the DeviceDisposing event.</summary>
|
||||||
|
<param name="sender">The GraphicsDeviceManager.</param>
|
||||||
|
<param name="args">Arguments for the DeviceDisposing event.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceReset(System.Object,System.EventArgs)">
|
||||||
|
<summary>Called when the device has been reset. Raises the DeviceReset event.</summary>
|
||||||
|
<param name="sender">The GraphicsDeviceManager.</param>
|
||||||
|
<param name="args">Arguments for the DeviceReset event.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceResetting(System.Object,System.EventArgs)">
|
||||||
|
<summary>Called when the device is about to be reset. Raises the DeviceResetting event.</summary>
|
||||||
|
<param name="sender">The GraphicsDeviceManager.</param>
|
||||||
|
<param name="args">Arguments for the DeviceResetting event.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnPreparingDeviceSettings(System.Object,Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs)">
|
||||||
|
<summary>Called when the GraphicsDeviceManager is changing the GraphicsDevice settings (during reset or recreation of the GraphicsDevice). Raises the PreparingDeviceSettings event.</summary>
|
||||||
|
<param name="sender">The GraphicsDeviceManager.</param>
|
||||||
|
<param name="args">The graphics device information to modify.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferMultiSampling">
|
||||||
|
<summary />
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferFormat">
|
||||||
|
<summary>Gets or sets the format of the back buffer.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferHeight">
|
||||||
|
<summary>Gets or sets the preferred back-buffer height.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferWidth">
|
||||||
|
<summary>Gets or sets the preferred back-buffer width.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredDepthStencilFormat">
|
||||||
|
<summary>Gets or sets the format of the depth stencil.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.PreparingDeviceSettings">
|
||||||
|
<summary>Raised when the GraphicsDeviceManager is changing the GraphicsDevice settings (during reset or recreation of the GraphicsDevice).</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.RankDevices(System.Collections.Generic.List{Microsoft.Xna.Framework.GraphicsDeviceInformation})">
|
||||||
|
<summary>Ranks the given list of devices that satisfy the given preferences.</summary>
|
||||||
|
<param name="foundDevices">The list of devices to rank.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.SupportedOrientations">
|
||||||
|
<summary>Gets or sets the display orientations that are available if automatic rotation and scaling is enabled.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.SynchronizeWithVerticalRetrace">
|
||||||
|
<summary>Gets or sets a value that indicates whether to sync to the vertical trace (vsync) when presenting the back buffer.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.System#IDisposable#Dispose">
|
||||||
|
<summary>Releases all resources used by the GraphicsDeviceManager class.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.ToggleFullScreen">
|
||||||
|
<summary>Toggles between full screen and windowed mode.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.IDrawable">
|
||||||
|
<summary>Defines the interface for a drawable game component.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.IDrawable.Draw(Microsoft.Xna.Framework.GameTime)">
|
||||||
|
<summary>Draws the IDrawable. Reference page contains links to related conceptual articles.</summary>
|
||||||
|
<param name="gameTime">Snapshot of the game's timing state.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.IDrawable.DrawOrder">
|
||||||
|
<summary>The order in which to draw this object relative to other objects. Objects with a lower value are drawn first.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.IDrawable.DrawOrderChanged">
|
||||||
|
<summary>Raised when the DrawOrder property changes.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.IDrawable.Visible">
|
||||||
|
<summary>Indicates whether IDrawable.Draw should be called in Game.Draw for this game component.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.IDrawable.VisibleChanged">
|
||||||
|
<summary>Raised when the Visible property changes.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.IGameComponent">
|
||||||
|
<summary>Defines an interface for game components.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.IGameComponent.Initialize">
|
||||||
|
<summary>Called when the component should be initialized. This method can be used for tasks like querying for services the component needs and setting up non-graphics resources.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.IGraphicsDeviceManager">
|
||||||
|
<summary>Defines the interface for an object that manages a GraphicsDevice.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.BeginDraw">
|
||||||
|
<summary>Starts the drawing of a frame.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.CreateDevice">
|
||||||
|
<summary>Called to ensure that the device manager has created a valid device.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.EndDraw">
|
||||||
|
<summary>Called by the game at the end of drawing; presents the final rendering.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.IUpdateable">
|
||||||
|
<summary>Defines an interface for a game component that should be updated in Game.Update.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.IUpdateable.Enabled">
|
||||||
|
<summary>Indicates whether the game component's Update method should be called in Game.Update.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.IUpdateable.EnabledChanged">
|
||||||
|
<summary>Raised when the Enabled property changes.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.IUpdateable.Update(Microsoft.Xna.Framework.GameTime)">
|
||||||
|
<summary>Called when the game component should be updated.</summary>
|
||||||
|
<param name="gameTime">Snapshot of the game's timing state.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.IUpdateable.UpdateOrder">
|
||||||
|
<summary>Indicates when the game component should be updated relative to other game components. Lower values are updated first.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.IUpdateable.UpdateOrderChanged">
|
||||||
|
<summary>Raised when the UpdateOrder property changes.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.LaunchParameters">
|
||||||
|
<summary>The start up parameters for launching a Windows Phone or Windows game.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.LaunchParameters.#ctor">
|
||||||
|
<summary>Initializes a new instance of LaunchParameters.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs">
|
||||||
|
<summary>Arguments for the GraphicsDeviceManager.PreparingDeviceSettings event.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs.#ctor(Microsoft.Xna.Framework.GraphicsDeviceInformation)">
|
||||||
|
<summary>Creates a new instance of PreparingDeviceSettingsEventArgs.</summary>
|
||||||
|
<param name="graphicsDeviceInformation">Information about the GraphicsDevice.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs.GraphicsDeviceInformation">
|
||||||
|
<summary>Information about the GraphicsDevice.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent">
|
||||||
|
<summary>Wraps the functionality of the GamerServicesDispatcher.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.#ctor(Microsoft.Xna.Framework.Game)">
|
||||||
|
<summary>Creates a new GamerServicesComponent.</summary>
|
||||||
|
<param name="game">The game that will be associated with this component.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Initialize">
|
||||||
|
<summary>Initializes the GamerServicesDispatcher.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Update(Microsoft.Xna.Framework.GameTime)">
|
||||||
|
<summary>Updates the GamerServicesDispatcher.</summary>
|
||||||
|
<param name="gameTime">The game timing state.</param>
|
||||||
|
</member>
|
||||||
|
</members>
|
||||||
|
</doc>
|
BIN
references/Windows/Microsoft.Xna.Framework.GamerServices.dll
Normal file
BIN
references/Windows/Microsoft.Xna.Framework.GamerServices.dll
Normal file
Binary file not shown.
1114
references/Windows/Microsoft.Xna.Framework.GamerServices.xml
Normal file
1114
references/Windows/Microsoft.Xna.Framework.GamerServices.xml
Normal file
File diff suppressed because it is too large
Load Diff
BIN
references/Windows/Microsoft.Xna.Framework.Graphics.dll
Normal file
BIN
references/Windows/Microsoft.Xna.Framework.Graphics.dll
Normal file
Binary file not shown.
3109
references/Windows/Microsoft.Xna.Framework.Graphics.xml
Normal file
3109
references/Windows/Microsoft.Xna.Framework.Graphics.xml
Normal file
File diff suppressed because it is too large
Load Diff
BIN
references/Windows/Microsoft.Xna.Framework.Input.Touch.dll
Normal file
BIN
references/Windows/Microsoft.Xna.Framework.Input.Touch.dll
Normal file
Binary file not shown.
222
references/Windows/Microsoft.Xna.Framework.Input.Touch.xml
Normal file
222
references/Windows/Microsoft.Xna.Framework.Input.Touch.xml
Normal file
@ -0,0 +1,222 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<doc>
|
||||||
|
<members>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureSample">
|
||||||
|
<summary>A representation of data from a multitouch gesture over a span of time.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta">
|
||||||
|
<summary>Holds delta information about the first touchpoint in a multitouch gesture.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta2">
|
||||||
|
<summary>Holds delta information about the second touchpoint in a multitouch gesture.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.GestureType">
|
||||||
|
<summary>The type of gesture in a multitouch gesture sample.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position">
|
||||||
|
<summary>Holds the current position of the first touchpoint in this gesture sample.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position2">
|
||||||
|
<summary>Holds the current position of the the second touchpoint in this gesture sample.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Timestamp">
|
||||||
|
<summary>Holds the starting time for this touch gesture sample.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureType">
|
||||||
|
<summary>Contains values that represent different multitouch gestures that can be detected by TouchPanel.ReadGesture. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="None">Represents no gestures.</param>
|
||||||
|
<param name="Tap">The user briefly touched a single point on the screen.</param>
|
||||||
|
<param name="DoubleTap">The user tapped the screen twice in quick succession. This always is preceded by a Tap gesture. If the time between taps is too great to be considered a DoubleTap, two Tap gestures will be generated instead.</param>
|
||||||
|
<param name="Hold">The user touched a single point on the screen for approximately one second. This is a single event, and not continuously generated while the user is holding the touchpoint.</param>
|
||||||
|
<param name="HorizontalDrag">The user touched the screen, and then performed a horizontal (left to right or right to left) gesture.</param>
|
||||||
|
<param name="VerticalDrag">The user touched the screen, and then performed a vertical (top to bottom or bottom to top) gesture.</param>
|
||||||
|
<param name="FreeDrag">The user touched the screen, and then performed a free-form drag gesture.</param>
|
||||||
|
<param name="Pinch">The user touched two points on the screen, and then converged or diverged them. Pinch behaves like a two-finger drag. When this gesture is enabled, it takes precedence over drag gestures while two fingers are down.</param>
|
||||||
|
<param name="Flick">The user performed a touch combined with a quick swipe of the screen. Flicks are positionless. The velocity of the flick can be retrieved by reading the Delta member of GestureSample.</param>
|
||||||
|
<param name="DragComplete">A drag gesture (VerticalDrag, HorizontalDrag, or FreeDrag) was completed. This signals only completion. No position or delta data is valid for this sample.</param>
|
||||||
|
<param name="PinchComplete">A pinch operation was completed. This signals only completion. No position or delta data is valid for this sample.</param>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection">
|
||||||
|
<summary>Provides methods and properties for accessing state information for the touch screen of a touch-enabled device. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.#ctor(Microsoft.Xna.Framework.Input.Touch.TouchLocation[])">
|
||||||
|
<summary>Initializes a new instance of the TouchCollection structure with a set of touch locations. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="touches">Array of touch locations.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Add(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||||
|
<summary>Adds a TouchLocation to the collection.</summary>
|
||||||
|
<param name="item">TouchLocation to add.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Clear">
|
||||||
|
<summary>Removes all TouchLocation objects from the collection.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Contains(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||||
|
<summary>Checks if the current touch collection contains the specified touch location.</summary>
|
||||||
|
<param name="item">Touch location to be checked against the current collection.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.CopyTo(Microsoft.Xna.Framework.Input.Touch.TouchLocation[],System.Int32)">
|
||||||
|
<summary>Copies the touch location to the collection at the specified index.</summary>
|
||||||
|
<param name="array">Array receiving the copied touch location.</param>
|
||||||
|
<param name="arrayIndex">Target index of the collection.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Count">
|
||||||
|
<summary>Gets the current number of touch locations for the touch screen.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.FindById(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||||||
|
<summary>Retrieves the touch location matching the specified ID.</summary>
|
||||||
|
<param name="id">ID of touch location sought.</param>
|
||||||
|
<param name="touchLocation">[OutAttribute] Touch location item matching the specified ID.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.GetEnumerator">
|
||||||
|
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IndexOf(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||||
|
<summary>Determines the index of a TouchLocation in the TouchCollection.</summary>
|
||||||
|
<param name="item">TouchLocation to locate in the collection.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Insert(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||||
|
<summary>Inserts a new TouchLocation into the TouchCollection at a specified index.</summary>
|
||||||
|
<param name="index">Index in the touch collection for the new item.</param>
|
||||||
|
<param name="item">TouchLocation to be inserted.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsConnected">
|
||||||
|
<summary>Indicates if the touch screen is available for use.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsReadOnly">
|
||||||
|
<summary>Determines if the touch location array is read-only.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Item(System.Int32)">
|
||||||
|
<summary>Gets or sets the information of the specified touch location.</summary>
|
||||||
|
<param name="index">Index of the touch location to return.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Remove(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||||
|
<summary>Removes the specified TouchLocation from the TouchCollection.</summary>
|
||||||
|
<param name="item">TouchLocation to be removed.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.RemoveAt(System.Int32)">
|
||||||
|
<summary>Removes a TouchLocation at the specified index in the TouchCollection.</summary>
|
||||||
|
<param name="index">Index of the TouchLocation to remove.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.System#Collections#IEnumerable#GetEnumerator">
|
||||||
|
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator">
|
||||||
|
<summary>Provides the ability to iterate through the touch locations in a TouchCollection.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Current">
|
||||||
|
<summary>Gets the current element in the TouchCollection.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Dispose">
|
||||||
|
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.MoveNext">
|
||||||
|
<summary>Advances the enumerator to the next element of the TouchCollection.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Current">
|
||||||
|
<summary>Gets the current element in the TouchCollection as an object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Reset">
|
||||||
|
<summary>Sets the enumerator to its initial position, which is before the first element in the TouchCollection.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation">
|
||||||
|
<summary>Provides methods and properties for interacting with a touch location on a touch screen device. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
||||||
|
<summary>Initializes a new TouchLocation with an ID, state, position, and pressure.</summary>
|
||||||
|
<param name="id">ID of the new touch location.</param>
|
||||||
|
<param name="state">State of the new touch location.</param>
|
||||||
|
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
|
||||||
|
<summary>Initializes a new TouchLocation with an ID, and a set of both current and previous state, position, and pressure values.</summary>
|
||||||
|
<param name="id">ID of the new touch location.</param>
|
||||||
|
<param name="state">State of the new touch location.</param>
|
||||||
|
<param name="position">Position, in screen coordinates, of the new touch location.</param>
|
||||||
|
<param name="previousState">Previous state for the new touch location.</param>
|
||||||
|
<param name="previousPosition">Previous position for the new touch location.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||||
|
<summary>Determines whether the current TouchLocation is equal to the specified TouchLocation.</summary>
|
||||||
|
<param name="other">The TouchLocation to compare with this instance.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(System.Object)">
|
||||||
|
<summary>Determines whether the current TouchLocation is equal to the specified object.</summary>
|
||||||
|
<param name="obj">The Object to compare with the touch location.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.GetHashCode">
|
||||||
|
<summary>Gets the hash code for this TouchLocation.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Id">
|
||||||
|
<summary>Gets the ID of the touch location.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Equality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||||
|
<summary>Determines whether two TouchLocation instances are equal.</summary>
|
||||||
|
<param name="value1">The TouchLocation to compare with the second.</param>
|
||||||
|
<param name="value2">The TouchLocation to compare with the first.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Inequality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
|
||||||
|
<summary>Determines whether two TouchLocation instances are unequal.</summary>
|
||||||
|
<param name="value1">The TouchLocation to compare with the second.</param>
|
||||||
|
<param name="value2">The TouchLocation to compare with the first.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Position">
|
||||||
|
<summary>Gets the position of the touch location.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.State">
|
||||||
|
<summary>Gets the state of the touch location.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.ToString">
|
||||||
|
<summary>Gets a string representation of the TouchLocation.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.TryGetPreviousLocation(Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
|
||||||
|
<summary>Attempts to get the previous location of this touch location object.</summary>
|
||||||
|
<param name="previousLocation">[OutAttribute] Previous location data, as a TouchLocation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocationState">
|
||||||
|
<summary>Defines the possible states of a touch location. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="Invalid">This touch location position is invalid. Typically, you will encounter this state when a new touch location attempts to get the previous state of itself.</param>
|
||||||
|
<param name="Moved">This touch location position was updated or pressed at the same position.</param>
|
||||||
|
<param name="Pressed">This touch location position is new.</param>
|
||||||
|
<param name="Released">This touch location position was released.</param>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanel">
|
||||||
|
<summary>Provides methods for retrieving touch panel device information. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayHeight">
|
||||||
|
<summary>Gets or sets the display height of the touch panel.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayOrientation">
|
||||||
|
<summary>Gets or sets the display orientation of the touch panel.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayWidth">
|
||||||
|
<summary>Gets or sets the display width of the touch panel.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.EnabledGestures">
|
||||||
|
<summary>Gets or sets the gestures that are enabled for the touch panel. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetCapabilities">
|
||||||
|
<summary>Gets the touch panel capabilities for an available device. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetState">
|
||||||
|
<summary>Gets the current state of the touch panel. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.IsGestureAvailable">
|
||||||
|
<summary>Used to determine if a touch gesture is available. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture">
|
||||||
|
<summary>Reads an available gesture on the touch panel. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.WindowHandle">
|
||||||
|
<summary>The window handle of the touch panel.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities">
|
||||||
|
<summary>Provides access to information about the capabilities of the touch input device. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.IsConnected">
|
||||||
|
<summary>Indicates if the touch panel device is available for use.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.MaximumTouchCount">
|
||||||
|
<summary>Gets the maximum number of touch locations that can be tracked by the touch pad device.</summary>
|
||||||
|
</member>
|
||||||
|
</members>
|
||||||
|
</doc>
|
BIN
references/Windows/Microsoft.Xna.Framework.Net.dll
Normal file
BIN
references/Windows/Microsoft.Xna.Framework.Net.dll
Normal file
Binary file not shown.
703
references/Windows/Microsoft.Xna.Framework.Net.xml
Normal file
703
references/Windows/Microsoft.Xna.Framework.Net.xml
Normal file
@ -0,0 +1,703 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<doc>
|
||||||
|
<members>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.AvailableNetworkSession">
|
||||||
|
<summary>Describes a multiplayer session that can be joined. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.AvailableNetworkSession.CurrentGamerCount">
|
||||||
|
<summary>Gets the number of gamers in the session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.AvailableNetworkSession.HostGamertag">
|
||||||
|
<summary>Gets the gamertag of the session host.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.AvailableNetworkSession.OpenPrivateGamerSlots">
|
||||||
|
<summary />
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.AvailableNetworkSession.OpenPublicGamerSlots">
|
||||||
|
<summary />
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.AvailableNetworkSession.QualityOfService">
|
||||||
|
<summary>Gets an estimate of the quality of network service between this local machine and the remote session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.AvailableNetworkSession.SessionProperties">
|
||||||
|
<summary>Gets any custom properties that have been attached to the session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.AvailableNetworkSessionCollection">
|
||||||
|
<summary>Represents a collection of sessions available for joining. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.AvailableNetworkSessionCollection.Dispose">
|
||||||
|
<summary>Immediately releases the collection.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.AvailableNetworkSessionCollection.IsDisposed">
|
||||||
|
<summary>Gets a value that indicates whether the object is disposed.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.GameEndedEventArgs">
|
||||||
|
<summary />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.GameEndedEventArgs.#ctor">
|
||||||
|
<summary>Creates an instance of GameEndedEventArgs.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.GamerJoinedEventArgs">
|
||||||
|
<summary />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.GamerJoinedEventArgs.#ctor(Microsoft.Xna.Framework.Net.NetworkGamer)">
|
||||||
|
<summary>Creates an instance of GamerJoinedEventArgs.</summary>
|
||||||
|
<param name="gamer">The gamer who just joined the session.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.GamerJoinedEventArgs.Gamer">
|
||||||
|
<summary>Gets the gamer who just joined the session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.GamerLeftEventArgs">
|
||||||
|
<summary />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.GamerLeftEventArgs.#ctor(Microsoft.Xna.Framework.Net.NetworkGamer)">
|
||||||
|
<summary>Creates an instance of GamerLeftEventArgs.</summary>
|
||||||
|
<param name="gamer">The gamer who just left the session.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.GamerLeftEventArgs.Gamer">
|
||||||
|
<summary>Gets the gamer who just left the session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.GameStartedEventArgs">
|
||||||
|
<summary />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.GameStartedEventArgs.#ctor">
|
||||||
|
<summary>Creates an instance of GameStartedEventArgs.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.HostChangedEventArgs">
|
||||||
|
<summary />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.HostChangedEventArgs.#ctor(Microsoft.Xna.Framework.Net.NetworkGamer,Microsoft.Xna.Framework.Net.NetworkGamer)">
|
||||||
|
<summary>Creates an instance of HostChangedEventArgs.</summary>
|
||||||
|
<param name="oldHost">The player who was the previous session host.</param>
|
||||||
|
<param name="newHost">The player who is the new host of the multiplayer session.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.HostChangedEventArgs.NewHost">
|
||||||
|
<summary>Gets the new host of the session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.HostChangedEventArgs.OldHost">
|
||||||
|
<summary>Gets the player who was the previous session host.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.LocalNetworkGamer">
|
||||||
|
<summary>Represents a local player in a network session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.LocalNetworkGamer.EnableSendVoice(Microsoft.Xna.Framework.Net.NetworkGamer,System.Boolean)">
|
||||||
|
<summary>Specifies whether voice data should be sent to, or received from, the specified remote gamer.</summary>
|
||||||
|
<param name="remoteGamer">A remote gamer in the session.</param>
|
||||||
|
<param name="enable">true if voice is enabled; false otherwise.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.LocalNetworkGamer.IsDataAvailable">
|
||||||
|
<summary>Determines if there is incoming packet data for this player.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.LocalNetworkGamer.ReceiveData(Microsoft.Xna.Framework.Net.PacketReader,Microsoft.Xna.Framework.Net.NetworkGamer@)">
|
||||||
|
<summary>Reads the next incoming packet and copies the packet data into the specified reader object. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="data">Network packet data.</param>
|
||||||
|
<param name="sender">[OutAttribute] Gamer who sent this packet.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.LocalNetworkGamer.ReceiveData(System.Byte[],Microsoft.Xna.Framework.Net.NetworkGamer@)">
|
||||||
|
<summary>Reads the next incoming packet using the specified values. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="data">Storage for the network packet data.</param>
|
||||||
|
<param name="sender">[OutAttribute] Gamer who sent this packet.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.LocalNetworkGamer.ReceiveData(System.Byte[],System.Int32,Microsoft.Xna.Framework.Net.NetworkGamer@)">
|
||||||
|
<summary>Reads the next incoming packet using the specified values. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="data">Storage for the network packet data.</param>
|
||||||
|
<param name="offset">Offset, in bytes, to begin reading data.</param>
|
||||||
|
<param name="sender">[OutAttribute] Gamer who sent this packet.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.LocalNetworkGamer.SendData(Microsoft.Xna.Framework.Net.PacketWriter,Microsoft.Xna.Framework.Net.SendDataOptions)">
|
||||||
|
<summary> Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="data">Byte array containing session data.</param>
|
||||||
|
<param name="options">Enumeration containing data send options.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.LocalNetworkGamer.SendData(Microsoft.Xna.Framework.Net.PacketWriter,Microsoft.Xna.Framework.Net.SendDataOptions,Microsoft.Xna.Framework.Net.NetworkGamer)">
|
||||||
|
<summary> Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="data">Byte array containing session data.</param>
|
||||||
|
<param name="options">Enumeration containing data send options.</param>
|
||||||
|
<param name="recipient">Gamer receiving the data.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.LocalNetworkGamer.SendData(System.Byte[],Microsoft.Xna.Framework.Net.SendDataOptions)">
|
||||||
|
<summary> Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="data">Byte array containing session data.</param>
|
||||||
|
<param name="options">Enumeration containing data send options.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.LocalNetworkGamer.SendData(System.Byte[],Microsoft.Xna.Framework.Net.SendDataOptions,Microsoft.Xna.Framework.Net.NetworkGamer)">
|
||||||
|
<summary>Sends a byte array to the specified gamer. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="data">Byte array containing session data.</param>
|
||||||
|
<param name="options">Enumeration containing data send options.</param>
|
||||||
|
<param name="recipient">Gamer to receive the data packet.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.LocalNetworkGamer.SendData(System.Byte[],System.Int32,System.Int32,Microsoft.Xna.Framework.Net.SendDataOptions)">
|
||||||
|
<summary> Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="data">Byte array containing session data.</param>
|
||||||
|
<param name="offset">Offset, in bytes, to the start of the data.</param>
|
||||||
|
<param name="count">Amount, in bytes, of data sent.</param>
|
||||||
|
<param name="options">Enumeration containing data send options.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.LocalNetworkGamer.SendData(System.Byte[],System.Int32,System.Int32,Microsoft.Xna.Framework.Net.SendDataOptions,Microsoft.Xna.Framework.Net.NetworkGamer)">
|
||||||
|
<summary>Sends a selected portion of a byte array to the specified gamer. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="data">Byte array containing session data.</param>
|
||||||
|
<param name="offset">Offset, in bytes, to the start of the data.</param>
|
||||||
|
<param name="count">Amount, in bytes, of data sent.</param>
|
||||||
|
<param name="options">Enumeration containing data send options.</param>
|
||||||
|
<param name="recipient">Gamer to receive the data packet.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.LocalNetworkGamer.SendPartyInvites">
|
||||||
|
<summary>Sends game invitations to all party members that are not in the current game session. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.LocalNetworkGamer.SignedInGamer">
|
||||||
|
<summary>Gets the SignedInGamer instance for this SignedInGamer object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.NetworkGamer">
|
||||||
|
<summary>Represents a player in a network session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkGamer.HasLeftSession">
|
||||||
|
<summary>Indicates whether this gamer has left the session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkGamer.HasVoice">
|
||||||
|
<summary>Determines if the player has a voice headset.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkGamer.Id">
|
||||||
|
<summary>Gets a unique identifier that can be used to refer to this gamer in network packets.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkGamer.IsGuest">
|
||||||
|
<summary>Determines whether this gamer is logged in as a guest profile.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkGamer.IsHost">
|
||||||
|
<summary>Determines if the player is the host of the multiplayer session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkGamer.IsLocal">
|
||||||
|
<summary>Determines if the player is playing on a local machine.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkGamer.IsMutedByLocalUser">
|
||||||
|
<summary>Determines if the player is muted by one or more local users.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkGamer.IsPrivateSlot">
|
||||||
|
<summary>Determines if the player occupies a reserved private session slot.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkGamer.IsReady">
|
||||||
|
<summary>Determines whether the gamer is ready to leave the lobby screen and begin gameplay. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkGamer.IsTalking">
|
||||||
|
<summary>Determines whether the gamer is currently sending voice data.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkGamer.Machine">
|
||||||
|
<summary>Gets an object representing the physical gaming machine this NetworkGamer is playing on.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkGamer.RoundtripTime">
|
||||||
|
<summary>Gets an estimate of the network latency involved in sending a packet round trip from the local machine to this gamer and back again.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkGamer.Session">
|
||||||
|
<summary>Gets the multiplayer session of the gamer.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.NetworkMachine">
|
||||||
|
<summary>Represents a physical machine (such as single Xbox 360 console or Windows-based computer) that is participating in a multiplayer session. It can be used to detect when more than one NetworkGamer is playing on the same actual machine.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkMachine.Gamers">
|
||||||
|
<summary>Gets a collection of all the gamers who are playing on this machine.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkMachine.RemoveFromSession">
|
||||||
|
<summary>Forcibly removes this machine from the session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.NetworkSession">
|
||||||
|
<summary>Represents a multiplayer game session. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.AddLocalGamer(Microsoft.Xna.Framework.GamerServices.SignedInGamer)">
|
||||||
|
<summary>Adds the specified local gamer profile to the network session.</summary>
|
||||||
|
<param name="gamer">The gamer to add to the network session</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.AllGamers">
|
||||||
|
<summary />
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.AllowHostMigration">
|
||||||
|
<summary>Gets or sets whether host migration is allowed. This can be read by any machine in the session, but can only be changed by the host. The default value is false indicating that host migration is disabled. Reference page contains links to related conceptual articles.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.AllowJoinInProgress">
|
||||||
|
<summary>Gets or sets whether join-in-progress is allowed. If the host enables this setting, new machines will be able to join at any time. The default value is false, indicating that join-in-progress is disabled. AllowJoinInProgress can be read by any machine in the session, but can only be changed by the host. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.BeginCreate(Microsoft.Xna.Framework.Net.NetworkSessionType,System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.GamerServices.SignedInGamer},System.Int32,System.Int32,Microsoft.Xna.Framework.Net.NetworkSessionProperties,System.AsyncCallback,System.Object)">
|
||||||
|
<summary />
|
||||||
|
<param name="sessionType">Type of session being created.</param>
|
||||||
|
<param name="localGamers">A collection of local gamers to add to the network session. The first gamer in the collection becomes the host; the others are added to the session.</param>
|
||||||
|
<param name="maxGamers">Maximum number of players allowed in this network session. For a Windows or an Xbox 360 game, this value must be between 2 and 31; 31 is the maximum number of players supported in a session.</param>
|
||||||
|
<param name="privateGamerSlots">Number of reserved private session slots created for the session. This value must be less than maximumGamers.</param>
|
||||||
|
<param name="sessionProperties">Properties of the session being created.</param>
|
||||||
|
<param name="callback">The method to be called once the asynchronous operation is finished.</param>
|
||||||
|
<param name="asyncState">State of the asynchronous operation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.BeginCreate(Microsoft.Xna.Framework.Net.NetworkSessionType,System.Int32,System.Int32,System.AsyncCallback,System.Object)">
|
||||||
|
<summary />
|
||||||
|
<param name="sessionType">Type of session being created.</param>
|
||||||
|
<param name="maxLocalGamers">Maximum number of local players on the same gaming machine in this network session.</param>
|
||||||
|
<param name="maxGamers">Maximum number of players allowed in this network session. For games based on Windows or Xbox 360, this value must be between 2 and 31; 31 is the maximum number of players supported in a session.</param>
|
||||||
|
<param name="callback">The method to be called once the asynchronous operation is finished.</param>
|
||||||
|
<param name="asyncState">State of the asynchronous operation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.BeginCreate(Microsoft.Xna.Framework.Net.NetworkSessionType,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Net.NetworkSessionProperties,System.AsyncCallback,System.Object)">
|
||||||
|
<summary />
|
||||||
|
<param name="sessionType">Type of session being created.</param>
|
||||||
|
<param name="maxLocalGamers">Maximum number of local players on the same gaming machine in this network session.</param>
|
||||||
|
<param name="maxGamers">Maximum number of players allowed in this network session. For games based on Windows or Xbox 360, this value must be between 2 and 31; 31 is the maximum number of players supported in a session.</param>
|
||||||
|
<param name="privateGamerSlots">Number of reserved private session slots created for the session. This value must be less than maximumGamers.</param>
|
||||||
|
<param name="sessionProperties">Properties of the session being created.</param>
|
||||||
|
<param name="callback">The method to be called once the asynchronous operation is finished.</param>
|
||||||
|
<param name="asyncState">State of the asynchronous operation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.BeginFind(Microsoft.Xna.Framework.Net.NetworkSessionType,System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.GamerServices.SignedInGamer},Microsoft.Xna.Framework.Net.NetworkSessionProperties,System.AsyncCallback,System.Object)">
|
||||||
|
<summary />
|
||||||
|
<param name="sessionType">Type of session sought.</param>
|
||||||
|
<param name="localGamers">A collection of local gamers to add to the network session.</param>
|
||||||
|
<param name="searchProperties">Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on properties of available sessions. If any of the search property values in searchProperties are specified, the query returns only sessions with matching properties. null items in the searchProperties collection will match to any value for that session property.</param>
|
||||||
|
<param name="callback">Method to be called once the asynchronous operation is finished.</param>
|
||||||
|
<param name="asyncState">State of the asynchronous operation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.BeginFind(Microsoft.Xna.Framework.Net.NetworkSessionType,System.Int32,Microsoft.Xna.Framework.Net.NetworkSessionProperties,System.AsyncCallback,System.Object)">
|
||||||
|
<summary />
|
||||||
|
<param name="sessionType">Type of session sought.</param>
|
||||||
|
<param name="maxLocalGamers">Maximum number of local players on the same gaming machine in this network session.</param>
|
||||||
|
<param name="searchProperties">Optional session properties to match during the search. If this argument is null, query results will not be filtered based on properties of available sessions. If any search property values in searchProperties are specified, the query returns only sessions with matching properties. null items in the searchProperties collection will match to any value for that session property.</param>
|
||||||
|
<param name="callback">Method to be called once the asynchronous operation is finished.</param>
|
||||||
|
<param name="asyncState">State of the asynchronous operation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.BeginJoin(Microsoft.Xna.Framework.Net.AvailableNetworkSession,System.AsyncCallback,System.Object)">
|
||||||
|
<summary>Starts a join operation for the specified multiplayer session.</summary>
|
||||||
|
<param name="availableSession">Session the gamer is attempting to join.</param>
|
||||||
|
<param name="callback">The method to be called once the asynchronous operation is finished.</param>
|
||||||
|
<param name="asyncState">State of the asynchronous operation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.BeginJoinInvited(System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.GamerServices.SignedInGamer},System.AsyncCallback,System.Object)">
|
||||||
|
<summary />
|
||||||
|
<param name="localGamers">A collection of local signed-in gamers to add to the network session.</param>
|
||||||
|
<param name="callback">Method to be called at the conclusion of the asynchronous operation.</param>
|
||||||
|
<param name="asyncState">State of the asynchronous operation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.BeginJoinInvited(System.Int32,System.AsyncCallback,System.Object)">
|
||||||
|
<summary />
|
||||||
|
<param name="maxLocalGamers">The number of local signed-in gamers to add to the network session when accepting the invite. This must be at least one, and can be as high as the limit imposed by the title or the platform. On Windows, this value must always be set to one.</param>
|
||||||
|
<param name="callback">Method to be called at the conclusion of the asynchronous operation.</param>
|
||||||
|
<param name="asyncState">State of the asynchronous operation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.BytesPerSecondReceived">
|
||||||
|
<summary>Gets a performance counter recording the amount of data being received from the network.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.BytesPerSecondSent">
|
||||||
|
<summary>Gets a performance counter recording the amount of data being sent over the network.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.Create(Microsoft.Xna.Framework.Net.NetworkSessionType,System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.GamerServices.SignedInGamer},System.Int32,System.Int32,Microsoft.Xna.Framework.Net.NetworkSessionProperties)">
|
||||||
|
<summary />
|
||||||
|
<param name="sessionType">Type of session being hosted.</param>
|
||||||
|
<param name="localGamers">A collection of local gamers to add to the network session. The first gamer in the collection becomes the host; the others are added to the session.</param>
|
||||||
|
<param name="maxGamers">Maximum number of players allowed in this network session. This value for games based on Windows or Xbox 360 must be between 2 and 31; 31 is the maximum number of players supported in a session.</param>
|
||||||
|
<param name="privateGamerSlots">Number of reserved private session slots created for the session. This value must be less than maxGamers.</param>
|
||||||
|
<param name="sessionProperties">Properties of the session being created.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.Create(Microsoft.Xna.Framework.Net.NetworkSessionType,System.Int32,System.Int32)">
|
||||||
|
<summary />
|
||||||
|
<param name="sessionType">Type of session being hosted.</param>
|
||||||
|
<param name="maxLocalGamers">Maximum number of local players on the same gaming machine in this network session.</param>
|
||||||
|
<param name="maxGamers">Maximum number of players allowed in this network session. This value for games based on Windows or Xbox 360 must be between 2 and 31; 31 is the maximum number of players supported in a session.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.Create(Microsoft.Xna.Framework.Net.NetworkSessionType,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Net.NetworkSessionProperties)">
|
||||||
|
<summary />
|
||||||
|
<param name="sessionType">Type of session being hosted.</param>
|
||||||
|
<param name="maxLocalGamers">Maximum number of local players on the same gaming machine in this network session.</param>
|
||||||
|
<param name="maxGamers">Maximum number of players allowed in this network session. This value for games based on Windows or Xbox 360 must be between 2 and 31; 31 is the maximum number of players supported in a session.</param>
|
||||||
|
<param name="privateGamerSlots">Number of reserved private session slots created for the session. This value must be less than maxGamers.</param>
|
||||||
|
<param name="sessionProperties">Properties of the session being created.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.Dispose">
|
||||||
|
<summary>Ends the current multiplayer session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.EndCreate(System.IAsyncResult)">
|
||||||
|
<summary>Gets the result from a BeginCreate asynchronous call.</summary>
|
||||||
|
<param name="result">An IAsyncResult used to track the progress of the operation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.EndFind(System.IAsyncResult)">
|
||||||
|
<summary>Gets the result from a BeginFind asynchronous call.</summary>
|
||||||
|
<param name="result">An IAsyncResult used to track the progress of the operation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.EndGame">
|
||||||
|
<summary>Changes the session state from NetworkSessionState.Playing to NetworkSessionState.Lobby.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.EndJoin(System.IAsyncResult)">
|
||||||
|
<summary>Gets the result from a BeginJoin asynchronous call.</summary>
|
||||||
|
<param name="result">An IAsyncResult used to track the progress of the operation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.EndJoinInvited(System.IAsyncResult)">
|
||||||
|
<summary>Gets the result from a BeginJoinInvited asynchronous call.</summary>
|
||||||
|
<param name="result">An IAsyncResult used to track the progress of the operation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.Find(Microsoft.Xna.Framework.Net.NetworkSessionType,System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.GamerServices.SignedInGamer},Microsoft.Xna.Framework.Net.NetworkSessionProperties)">
|
||||||
|
<summary> Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="sessionType">Type of session sought.</param>
|
||||||
|
<param name="localGamers">A collection of local gamers to add to the network session.</param>
|
||||||
|
<param name="searchProperties">Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.Find(Microsoft.Xna.Framework.Net.NetworkSessionType,System.Int32,Microsoft.Xna.Framework.Net.NetworkSessionProperties)">
|
||||||
|
<summary> Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="sessionType">Type of session sought.</param>
|
||||||
|
<param name="maxLocalGamers">Maximum number of local players on the same gaming machine in this network session.</param>
|
||||||
|
<param name="searchProperties">Optional session properties to match during the search. If this argument is null, the query results will not be filtered based on the session properties of available sessions. If any of the search property values in searchProperties are specified, only sessions with matching properties will be returned by the query. null items in the searchProperties collection will match to any value for that session property.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.FindGamerById(System.Byte)">
|
||||||
|
<summary />
|
||||||
|
<param name="gamerId">Identifier specifying the network gamer for which to search.</param>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Net.NetworkSession.GameEnded">
|
||||||
|
<summary>Occurs when the game moves from gameplay to the lobby. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Net.NetworkSession.GamerJoined">
|
||||||
|
<summary>Occurs when a new player joins a multiplayer session. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Net.NetworkSession.GamerLeft">
|
||||||
|
<summary> Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Net.NetworkSession.GameStarted">
|
||||||
|
<summary>Occurs when the game moves from the lobby into actual gameplay. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.Host">
|
||||||
|
<summary>Gets the current host of the multiplayer session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Net.NetworkSession.HostChanged">
|
||||||
|
<summary>Occurs when the session host has changed.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Net.NetworkSession.InviteAccepted">
|
||||||
|
<summary>Event that occurs when a user has accepted an invitation to join a network session.</summary>
|
||||||
|
<param name="">Contains information relevant to event handlers when a gamer accepts a game invitation. These event arguments include a Gamer property representing the signed-in gamer who has accepted the invitation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.IsDisposed">
|
||||||
|
<summary>Gets a value that indicates whether the object is disposed.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.IsEveryoneReady">
|
||||||
|
<summary>Determines whether all gamers are ready to enter the session. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.IsHost">
|
||||||
|
<summary>Determines whether this machine is the session host.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.Join(Microsoft.Xna.Framework.Net.AvailableNetworkSession)">
|
||||||
|
<summary> Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="availableSession">An existing multiplayer session.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.JoinInvited(System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.GamerServices.SignedInGamer})">
|
||||||
|
<summary>Joins the specified local gamers, along with the local machine, to an existing network session in response to an InviteAccepted notification event from a non-local session.</summary>
|
||||||
|
<param name="localGamers">A collection of local signed-in gamers to add to the network session.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.JoinInvited(System.Int32)">
|
||||||
|
<summary>Joins the local machine to an existing network session in response to an InviteAccepted notification event from a non-local session.</summary>
|
||||||
|
<param name="maxLocalGamers">The number of local signed-in gamers to add to the network session when accepting the invite. This must be at least one, and can be as high as the limit imposed by either the title or platform. On Windows, this value must always be set to one.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.LocalGamers">
|
||||||
|
<summary>Get the collection of local gamers for a multiplayer session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.MaxGamers">
|
||||||
|
<summary>Gets or sets the maximum number of players able to join this multiplayer session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="F:Microsoft.Xna.Framework.Net.NetworkSession.MaxPreviousGamers">
|
||||||
|
<summary>Represents the maximum number of gamers that can be held in the PreviousGamers property.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="F:Microsoft.Xna.Framework.Net.NetworkSession.MaxSupportedGamers">
|
||||||
|
<summary>Maximum number of gamers supported in a session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.PreviousGamers">
|
||||||
|
<summary>A collection of previous gamers in the network session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.PrivateGamerSlots">
|
||||||
|
<summary>Gets or sets the number of private slots reserved for gamers who join using an invitation.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.RemoteGamers">
|
||||||
|
<summary>Gets the collection of remote gamers for a multiplayer session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.ResetReady">
|
||||||
|
<summary>Resets the IsReady property of all session gamers.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Net.NetworkSession.SessionEnded">
|
||||||
|
<summary>Occurs when the multiplayer session ends. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.SessionProperties">
|
||||||
|
<summary>Gets any custom properties that have been attached to the session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.SessionState">
|
||||||
|
<summary>Gets the current state of a multiplayer session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.SessionType">
|
||||||
|
<summary>Gets the current multiplayer session type.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.SimulatedLatency">
|
||||||
|
<summary>Gets or sets the amount of simulated network latency.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSession.SimulatedPacketLoss">
|
||||||
|
<summary>Gets or sets the amount of simulated packet loss.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.StartGame">
|
||||||
|
<summary>Changes the session state from NetworkSessionState.Lobby to NetworkSessionState.Playing.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSession.Update">
|
||||||
|
<summary />
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Net.NetworkSession.WriteArbitratedLeaderboard">
|
||||||
|
<summary>TBD</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Net.NetworkSession.WriteTrueSkill">
|
||||||
|
<summary>TBD</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Net.NetworkSession.WriteUnarbitratedLeaderboard">
|
||||||
|
<summary>TBD</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.NetworkSessionEndedEventArgs">
|
||||||
|
<summary>Represents the arguments passed to a SessionEnded event. These arguments are passed to event handlers when a session ends.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionEndedEventArgs.#ctor(Microsoft.Xna.Framework.Net.NetworkSessionEndReason)">
|
||||||
|
<summary>Creates an instance of NetworkSessionEndedEventArgs.</summary>
|
||||||
|
<param name="endReason">Reason for ending the session.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSessionEndedEventArgs.EndReason">
|
||||||
|
<summary>Gets the reason for ending a session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.NetworkSessionEndReason">
|
||||||
|
<summary>Defines the reason a session ended.</summary>
|
||||||
|
<param name="ClientSignedOut">This client player has signed out of session.</param>
|
||||||
|
<param name="HostEndedSession">The host left the session, removing all active players.</param>
|
||||||
|
<param name="RemovedByHost">The host removed this client player from the session.</param>
|
||||||
|
<param name="Disconnected">Network connectivity problems ended the session</param>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.NetworkSessionJoinError">
|
||||||
|
<summary>Contains additional data about a NetworkSessionJoinException.</summary>
|
||||||
|
<param name="SessionNotFound">The session could not be found. Occurs if the session has ended after the matchmaking query but before the client joined, of if there is no network connectivity between the client and session host machines.</param>
|
||||||
|
<param name="SessionNotJoinable">The session exists but is not joinable. Occurs if the session is in progress but does not allow gamers to join a session in progress.</param>
|
||||||
|
<param name="SessionFull">The session exists but does not have any open slots for local signed-in gamers.</param>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.NetworkSessionJoinException">
|
||||||
|
<summary>Thrown if an error was encountered while joining a session.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionJoinException.#ctor">
|
||||||
|
<summary>Creates an empty instance of NetworkSessionJoinException.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionJoinException.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
|
||||||
|
<summary>Creates an instance of NetworkSessionJoinException with the specified streaming context.</summary>
|
||||||
|
<param name="info">Describes information related to the session being joined when the exception occurred.</param>
|
||||||
|
<param name="context">Describes the stream where the exception occurred.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionJoinException.#ctor(System.String)">
|
||||||
|
<summary>Creates an instance of NetworkSessionJoinException with the specified error message.</summary>
|
||||||
|
<param name="message">A message that describes the error.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionJoinException.#ctor(System.String,Microsoft.Xna.Framework.Net.NetworkSessionJoinError)">
|
||||||
|
<summary>Creates an instance of NetworkSessionJoinException with the specified error and additional information on the exception.</summary>
|
||||||
|
<param name="message">A message that describes the error.</param>
|
||||||
|
<param name="joinError">Reason for the exception.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionJoinException.#ctor(System.String,System.Exception)">
|
||||||
|
<summary>Creates an instance of NetworkSessionJoinException with the specified error message and inner exception.</summary>
|
||||||
|
<param name="message">A message that describes the error.</param>
|
||||||
|
<param name="innerException">The inner exception related to this exception.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionJoinException.GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
|
||||||
|
<summary />
|
||||||
|
<param name="info">Information necessary for serialization and deserialization of the session item.</param>
|
||||||
|
<param name="context">Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSessionJoinException.JoinError">
|
||||||
|
<summary>Gets or sets a more detailed description of the session join failure.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.NetworkSessionProperties">
|
||||||
|
<summary>Describes custom, game-specific information about a NetworkSession object. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionProperties.#ctor">
|
||||||
|
<summary>Creates an empty instance of NetworkSessionProperties.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSessionProperties.Count">
|
||||||
|
<summary>Gets the number of custom session properties.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionProperties.GetEnumerator">
|
||||||
|
<summary>Gets an enumerator for iterating over the custom property values.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSessionProperties.Item(System.Int32)">
|
||||||
|
<summary>Gets or sets a custom session property value at the specified index</summary>
|
||||||
|
<param name="index">Index of the item to retrieve.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionProperties.System#Collections#Generic#ICollection{T}#Add(System.Nullable{System.Int32})">
|
||||||
|
<summary>The System.Collections.Generic.ICollection{T}.Add interface method is not supported by NetworkSessionProperties.</summary>
|
||||||
|
<param name="item">The value to add.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionProperties.System#Collections#Generic#ICollection{T}#Clear">
|
||||||
|
<summary>The System.Collections.Generic.ICollection{T}.Clear interface method is not supported by NetworkSessionProperties.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionProperties.System#Collections#Generic#ICollection{T}#Contains(System.Nullable{System.Int32})">
|
||||||
|
<summary>Checks whether the collection contains the specified value.</summary>
|
||||||
|
<param name="item">The value to search for.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionProperties.System#Collections#Generic#ICollection{T}#CopyTo(System.Nullable{System.Int32}[],System.Int32)">
|
||||||
|
<summary>Copies the contents of the collection to an array.</summary>
|
||||||
|
<param name="array">The array to receive the contents of the collection.</param>
|
||||||
|
<param name="arrayIndex">Starting index for the copy operation.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.NetworkSessionProperties.System#Collections#Generic#ICollection{T}#IsReadOnly">
|
||||||
|
<summary>Gets a value indicating whether the collection is read-only.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionProperties.System#Collections#Generic#ICollection{T}#Remove(System.Nullable{System.Int32})">
|
||||||
|
<summary>The System.Collections.Generic.ICollection{T}.Remove interface method is not supported by NetworkSessionProperties.</summary>
|
||||||
|
<param name="item">The item to remove.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionProperties.System#Collections#Generic#IList{T}#IndexOf(System.Nullable{System.Int32})">
|
||||||
|
<summary>Gets the index of the specified value.</summary>
|
||||||
|
<param name="item">The value to search for.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionProperties.System#Collections#Generic#IList{T}#Insert(System.Int32,System.Nullable{System.Int32})">
|
||||||
|
<summary>The System.Collections.Generic.IList{T}.Insert interface method is not supported by NetworkSessionProperties.</summary>
|
||||||
|
<param name="index">Index for the insertion operation</param>
|
||||||
|
<param name="item">Item to insert.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionProperties.System#Collections#Generic#IList{T}#RemoveAt(System.Int32)">
|
||||||
|
<summary>The System.Collections.Generic.IList{T}.RemoveAt interface method is not supported by NetworkSessionProperties.</summary>
|
||||||
|
<param name="index">Index of the item to remove.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.NetworkSessionProperties.System#Collections#IEnumerable#GetEnumerator">
|
||||||
|
<summary>Gets an enumerator for iterating over the custom property values.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.NetworkSessionState">
|
||||||
|
<summary>Defines the different states of a multiplayer session.</summary>
|
||||||
|
<param name="Lobby">The local machine joins the session, waiting in the pregame lobby. The GameStarted event is raised when gameplay begins.</param>
|
||||||
|
<param name="Playing">The local machine joins the session, currently in the middle of gameplay. The GameEnded event is raised when the session returns to the lobby.</param>
|
||||||
|
<param name="Ended">The local machine has left the current session or the session has ended. The SessionEnded event is raised at this time. The event's arguments describe the reason for the session ending.</param>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.NetworkSessionType">
|
||||||
|
<summary>Defines the different types of a multiplayer session. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="Local">Does not involve any networking traffic, but can be used for split-screen gaming on a single Xbox 360 console. Creating a local network session may also make it easier to share code between local and online game modes.</param>
|
||||||
|
<param name="LocalWithLeaderboards">Creates a local session with access to write to leaderboards on the Xbox LIVE servers. This local session type allows guests or other Xbox LIVE player profiles to join the session.</param>
|
||||||
|
<param name="SystemLink">Connect multiple Xbox 360 consoles or computers over a local subnet. These machines do not require a connection to Xbox LIVE or any Xbox LIVE accounts. However, connection to machines on different subnets is not allowed. If you are a Creators Club developer testing your game, you can use this type to connect an Xbox 360 console to a computer. However, cross-platform networking is not supported in games distributed to non–Creators Club community players.</param>
|
||||||
|
<param name="PlayerMatch">Uses the Xbox LIVE servers. This enables connection to other machines over the Internet. It requires a Xbox LIVE Silver Membership for Windows-based games or a Xbox LIVE Gold membership for Xbox 360 games. Games in development will also require an XNA Creators Club premium membership. While in trial mode, Indie games downloaded from Xbox LIVE Markeplace will not have access to Xbox LIVE matchmaking.</param>
|
||||||
|
<param name="Ranked">All session matches are ranked. This option is available only for commercial games that have passed Xbox LIVE certification. Due to the competitive nature of the gameplay, this session type does not support join-in-progress.</param>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.PacketReader">
|
||||||
|
<summary>Provides common functionality for efficiently reading incoming network packets. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketReader.#ctor">
|
||||||
|
<summary>Initializes an empty instance of PacketReader.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketReader.#ctor(System.Int32)">
|
||||||
|
<summary>Initializes an empty instance of PacketReader with the specified options.</summary>
|
||||||
|
<param name="capacity">Initial capacity for a received network packet.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.PacketReader.Length">
|
||||||
|
<summary>Gets the length of the packet being read.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.PacketReader.Position">
|
||||||
|
<summary>Gets or sets the current packet read position.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketReader.ReadColor">
|
||||||
|
<summary>Reads a Color value.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketReader.ReadDouble">
|
||||||
|
<summary>Reads an 8-byte floating point value. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketReader.ReadMatrix">
|
||||||
|
<summary>Reads a Matrix value. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketReader.ReadQuaternion">
|
||||||
|
<summary>Reads a Quaternion value. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketReader.ReadSingle">
|
||||||
|
<summary>Reads a 4-byte floating point value. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketReader.ReadVector2">
|
||||||
|
<summary>Reads a Vector2 value. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketReader.ReadVector3">
|
||||||
|
<summary>Reads a Vector3 value. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketReader.ReadVector4">
|
||||||
|
<summary>Reads a Vector3 value. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.PacketWriter">
|
||||||
|
<summary>Provides common functionality for efficiently formatting outgoing network packets. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketWriter.#ctor">
|
||||||
|
<summary>Initializes an empty instance of PacketWriter.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketWriter.#ctor(System.Int32)">
|
||||||
|
<summary>Initializes a new instance of PacketWriter with the specified capacity.</summary>
|
||||||
|
<param name="capacity">Capacity for the packet writer.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.PacketWriter.Length">
|
||||||
|
<summary>Gets the length of the packet being written.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.PacketWriter.Position">
|
||||||
|
<summary>Gets or sets the current packet write position.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketWriter.Write(Microsoft.Xna.Framework.Color)">
|
||||||
|
<summary>Writes a Color value to an outgoing network packet.</summary>
|
||||||
|
<param name="value">Value to be written.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketWriter.Write(Microsoft.Xna.Framework.Matrix)">
|
||||||
|
<summary>Writes a Matrix value to an outgoing network packet. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="value">Value being written.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketWriter.Write(Microsoft.Xna.Framework.Quaternion)">
|
||||||
|
<summary>Writes a Quaternion value to an outgoing network packet. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="value">Value being written.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketWriter.Write(Microsoft.Xna.Framework.Vector2)">
|
||||||
|
<summary>Writes a Vector2 value to an outgoing network packet. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="value">Value being written.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketWriter.Write(Microsoft.Xna.Framework.Vector3)">
|
||||||
|
<summary>Writes a Vector3 value to an outgoing network packet. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="value">Value being written.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketWriter.Write(Microsoft.Xna.Framework.Vector4)">
|
||||||
|
<summary>Writes a Vector4 value to an outgoing network packet. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="value">Value being written.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketWriter.Write(System.Double)">
|
||||||
|
<summary>Writes a Double value to an outgoing network packet.</summary>
|
||||||
|
<param name="value">Value to be written.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Net.PacketWriter.Write(System.Single)">
|
||||||
|
<summary>Writes a Single value to an outgoing network packet.</summary>
|
||||||
|
<param name="value">Value to be written.</param>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.QualityOfService">
|
||||||
|
<summary>Describes the quality of the network connection between this machine and the host of a multiplayer session that was discovered with a matchmaking query.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.QualityOfService.AverageRoundtripTime">
|
||||||
|
<summary>Gets the average (median) round trip time of all the network packets that were sent during the quality of service measurement process.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.QualityOfService.BytesPerSecondDownstream">
|
||||||
|
<summary>Gets an estimate of the available downstream network bandwidth from the session host to this machine, measured in bytes per second.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.QualityOfService.BytesPerSecondUpstream">
|
||||||
|
<summary>Gets an estimate of the available upstream network bandwidth from this machine to the session host, measured in bytes per second.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.QualityOfService.IsAvailable">
|
||||||
|
<summary>Checks whether this quality of service operation has completed.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.QualityOfService.MinimumRoundtripTime">
|
||||||
|
<summary>Gets the minimum round trip time of any network packet that was sent during the quality of service measurement process.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.SendDataOptions">
|
||||||
|
<summary>Defines options for network packet transmission.</summary>
|
||||||
|
<param name="None">Sends the data with no guarantees. Packets of this type may be delivered in any order, with occasional packet loss. This is the most efficient option in terms of network bandwidth and machine resource usage. However, it is recommended only in situations where your game can recover from occasional packet loss.</param>
|
||||||
|
<param name="Reliable">Sends the data with reliable delivery, but no special ordering. Packets of this type are resent until arrival at the destination. They may arrive out of order.</param>
|
||||||
|
<param name="InOrder">Sends the data with guaranteed ordering, but without reliable delivery. Occasionally, packets of this type are not delivered. However, any delivered packets always arrive in the order in which they are sent. Use this option in situations where the transmitted value changes constantly. Old versions never arrive after a more recent version.</param>
|
||||||
|
<param name="ReliableInOrder">Sends the data with reliability and arrival in the order originally sent. Packets of this type are resent until arrival and ordered internally. This means they arrive in the same order in which they were sent. In terms of network bandwidth usage, this is the strongest and most expensive option. Use this only when arrival and ordering are essential. Commonly, a game uses this option for a small percentage of packets. The majority of gameplay data is sent using None or Reliable.</param>
|
||||||
|
<param name="Chat">Mark that this packet contains chat data, such as a player-to-player message string entered using the keyboard. To comply with international regulations, you must send such data without packet encryption. Therefore, you must use this flag to mark it. To maintain security, other game data should not use this flag. It is acceptable and efficient to mix encrypted and unencrypted data. If you send packets both with and without this flag within a single frame, both the encrypyted and unencrypted data streams will be merged into a single wire packet. This option can be combined with either or both of the Reliable and InOrder flags. When you request in-order delivery for chat packets, they will be ordered relative to other chat packets, but they may arrive out of order with respect to other non-chat data.</param>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Net.WriteLeaderboardsEventArgs">
|
||||||
|
<summary>Represents the arguments passed to a WriteArbitratedLeaderboard. WriteUnarbitratedLeaderboard, or WriteTrueSkill event.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.WriteLeaderboardsEventArgs.Gamer">
|
||||||
|
<summary>Gets the gamer whose statistics need to be written to the leaderboard.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Net.WriteLeaderboardsEventArgs.IsLeaving">
|
||||||
|
<summary>Indicates whether or not the player is leaving the session early.</summary>
|
||||||
|
</member>
|
||||||
|
</members>
|
||||||
|
</doc>
|
BIN
references/Windows/Microsoft.Xna.Framework.Storage.dll
Normal file
BIN
references/Windows/Microsoft.Xna.Framework.Storage.dll
Normal file
Binary file not shown.
163
references/Windows/Microsoft.Xna.Framework.Storage.xml
Normal file
163
references/Windows/Microsoft.Xna.Framework.Storage.xml
Normal file
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|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<doc>
|
||||||
|
<members>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Storage.StorageContainer">
|
||||||
|
<summary>Represents a logical collection of storage files. Reference page contains links to related conceptual articles.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.CreateDirectory(System.String)">
|
||||||
|
<summary>Creates a new directory in the StorageContainer scope.</summary>
|
||||||
|
<param name="directory">The relative path of the directory to delete within the StorageContainer scope.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.CreateFile(System.String)">
|
||||||
|
<summary>Creates a file at a specified path in the StorageContainer.</summary>
|
||||||
|
<param name="file">The relative path of the file to be created in the StorageContainer.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.DeleteDirectory(System.String)">
|
||||||
|
<summary>Deletes a directory in the StorageContainer scope.</summary>
|
||||||
|
<param name="directory">The relative path of the directory to delete within the StorageContainer scope.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.DeleteFile(System.String)">
|
||||||
|
<summary>Deletes a file in the StorageContainer.</summary>
|
||||||
|
<param name="file">The relative path of the file to delete within the StorageContainer.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.DirectoryExists(System.String)">
|
||||||
|
<summary>Determines whether the specified path refers to an existing directory in the StorageContainer.</summary>
|
||||||
|
<param name="directory">The path to test.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Storage.StorageContainer.DisplayName">
|
||||||
|
<summary>Gets the name of the title.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.Dispose">
|
||||||
|
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Storage.StorageContainer.Disposing">
|
||||||
|
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.FileExists(System.String)">
|
||||||
|
<summary>Determines whether the specified path refers to an existing file in the StorageContainer.</summary>
|
||||||
|
<param name="file">The path and file name to test.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.Finalize">
|
||||||
|
<summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.GetDirectoryNames">
|
||||||
|
<summary>Enumerates the directories in the root of a StorageContainer.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.GetDirectoryNames(System.String)">
|
||||||
|
<summary>Enumerates the directories in the root of a StorageContainer that conform to a search pattern.</summary>
|
||||||
|
<param name="searchPattern">A search pattern. Both single-character ("?") and multicharacter ("*") wildcards are supported.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.GetFileNames">
|
||||||
|
<summary>Enumerates files in the root directory of a StorageContainer.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.GetFileNames(System.String)">
|
||||||
|
<summary>Enumerates files in the root directory of a StorageContainer that match a given pattern.</summary>
|
||||||
|
<param name="searchPattern">A search pattern. Both single-character ("?") and multicharacter ("*") wildcards are supported.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Storage.StorageContainer.IsDisposed">
|
||||||
|
<summary>Gets a value that indicates whether the object is disposed.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.OpenFile(System.String,System.IO.FileMode)">
|
||||||
|
<summary>Opens a file in the StorageContainer.</summary>
|
||||||
|
<param name="file">Relative path of the file within the StorageContainer.</param>
|
||||||
|
<param name="fileMode">One of the enumeration values that specifies how to open the file.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.OpenFile(System.String,System.IO.FileMode,System.IO.FileAccess)">
|
||||||
|
<summary>Opens a file in the StorageContainer in the designated mode with the specified read/write access.</summary>
|
||||||
|
<param name="file">Relative path of the file within the StorageContainer.</param>
|
||||||
|
<param name="fileMode">One of the enumeration values that specifies how to open the file.</param>
|
||||||
|
<param name="fileAccess">One of the enumeration values that specifies whether the file is opened with read, write, or read/write access.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.OpenFile(System.String,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)">
|
||||||
|
<summary>Opens a file in the StorageContainer in the designated mode with the specified read/write access and sharing permission.</summary>
|
||||||
|
<param name="file">Relative path of the file within the StorageContainer.</param>
|
||||||
|
<param name="fileMode">One of the enumeration values that specifies how to open the file.</param>
|
||||||
|
<param name="fileAccess">One of the enumeration values that specifies whether the file is opened with read, write, or read/write access.</param>
|
||||||
|
<param name="fileShare">A bitwise combination of enumeration values that specify the type of access other Stream objects have to this file.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Storage.StorageContainer.StorageDevice">
|
||||||
|
<summary>Gets the StorageDevice that holds the files in this container.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Storage.StorageDevice">
|
||||||
|
<summary>Represents a storage device for user data, such as a memory unit or hard drive. Reference page contains links to related conceptual articles.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageDevice.BeginOpenContainer(System.String,System.AsyncCallback,System.Object)">
|
||||||
|
<summary>Begins the process for opening a StorageContainer containing any files for the specified title.</summary>
|
||||||
|
<param name="displayName">A constant human-readable string that names the file.</param>
|
||||||
|
<param name="callback">An AsyncCallback that represents the method called when the operation is complete.</param>
|
||||||
|
<param name="state">A user-created object used to uniquely identify the request, or null.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageDevice.BeginShowSelector(Microsoft.Xna.Framework.PlayerIndex,System.AsyncCallback,System.Object)">
|
||||||
|
<summary>Begins the process for displaying the storage device selector user interface; specifies the callback implemented when the player chooses a device. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="player">The PlayerIndex that represents the player who requested the save operation. On Windows, the only valid option is PlayerIndex.One.</param>
|
||||||
|
<param name="callback">An AsyncCallback that represents the method called when the player chooses a device.</param>
|
||||||
|
<param name="state">A user-created object used to uniquely identify the request, or null.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageDevice.BeginShowSelector(Microsoft.Xna.Framework.PlayerIndex,System.Int32,System.Int32,System.AsyncCallback,System.Object)">
|
||||||
|
<summary>Begins the process for displaying the storage device selector user interface, for specifying the player who requested the save operation, for setting the size of data to be written to the storage device, and for naming the callback implemented when the player chooses a device. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="player">The PlayerIndex that represents the player who requested the save operation. On Windows, the only valid option is PlayerIndex.One.</param>
|
||||||
|
<param name="sizeInBytes">The size, in bytes, of the data to write to the storage device.</param>
|
||||||
|
<param name="directoryCount">The number of directories to write to the storage device.</param>
|
||||||
|
<param name="callback">An AsyncCallback that represents the method called when the player chooses a device.</param>
|
||||||
|
<param name="state">A user-created object used to uniquely identify the request, or null.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageDevice.BeginShowSelector(System.AsyncCallback,System.Object)">
|
||||||
|
<summary>Begins the process for displaying the storage device selector user interface, and for specifying a callback implemented when the player chooses a device. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="callback">An AsyncCallback that represents the method called when the player chooses a device.</param>
|
||||||
|
<param name="state">A user-created object used to uniquely identify the request, or null.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageDevice.BeginShowSelector(System.Int32,System.Int32,System.AsyncCallback,System.Object)">
|
||||||
|
<summary>Begins the process for displaying the storage device selector user interface, and for specifying the size of the data to be written to the storage device and the callback implemented when the player chooses a device. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="sizeInBytes">The size, in bytes, of data to write to the storage device.</param>
|
||||||
|
<param name="directoryCount">The number of directories to write to the storage device.</param>
|
||||||
|
<param name="callback">An AsyncCallback that represents the method called when the player chooses a device.</param>
|
||||||
|
<param name="state">A user-created object used to uniquely identify the request, or null.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageDevice.DeleteContainer(System.String)">
|
||||||
|
<summary />
|
||||||
|
<param name="titleName">The name of the storage container to delete.</param>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Storage.StorageDevice.DeviceChanged">
|
||||||
|
<summary>Occurs when a device is removed or inserted.</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageDevice.EndOpenContainer(System.IAsyncResult)">
|
||||||
|
<summary>Ends the process for opening a StorageContainer.</summary>
|
||||||
|
<param name="result">The IAsyncResult returned from BeginOpenContainer.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageDevice.EndShowSelector(System.IAsyncResult)">
|
||||||
|
<summary>Ends the display of the storage selector user interface. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="result">The IAsyncResult returned from BeginShowSelector.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Storage.StorageDevice.FreeSpace">
|
||||||
|
<summary>Gets the amount of free space on the device.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Storage.StorageDevice.IsConnected">
|
||||||
|
<summary>Gets whether the device is connected.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Storage.StorageDevice.TotalSpace">
|
||||||
|
<summary>Gets the total amount of space on the device.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Storage.StorageDeviceNotConnectedException">
|
||||||
|
<summary>The exception that is thrown when the requested StorageDevice is not connected.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageDeviceNotConnectedException.#ctor">
|
||||||
|
<summary>Initializes a new instance of this class.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageDeviceNotConnectedException.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
|
||||||
|
<summary>Initializes a new instance of this class during deserialization.</summary>
|
||||||
|
<param name="info">The information needed to serialize an object.</param>
|
||||||
|
<param name="context">The source or destination for the serialization stream.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageDeviceNotConnectedException.#ctor(System.String)">
|
||||||
|
<summary>Initializes a new instance of this class with a specified error message.</summary>
|
||||||
|
<param name="message">A message that describes the error.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Storage.StorageDeviceNotConnectedException.#ctor(System.String,System.Exception)">
|
||||||
|
<summary>Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception.</summary>
|
||||||
|
<param name="message">A message that describes the error.</param>
|
||||||
|
<param name="innerException">The exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
|
||||||
|
</member>
|
||||||
|
</members>
|
||||||
|
</doc>
|
BIN
references/Windows/Microsoft.Xna.Framework.Video.dll
Normal file
BIN
references/Windows/Microsoft.Xna.Framework.Video.dll
Normal file
Binary file not shown.
75
references/Windows/Microsoft.Xna.Framework.Video.xml
Normal file
75
references/Windows/Microsoft.Xna.Framework.Video.xml
Normal file
@ -0,0 +1,75 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<doc>
|
||||||
|
<members>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Media.Video">
|
||||||
|
<summary>Represents a video.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Media.Video.Duration">
|
||||||
|
<summary>Gets the duration of the Video.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Media.Video.FramesPerSecond">
|
||||||
|
<summary>Gets the frame rate of this video.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Media.Video.Height">
|
||||||
|
<summary>Gets the height of this video, in pixels.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Media.Video.VideoSoundtrackType">
|
||||||
|
<summary>Gets the VideoSoundtrackType for this video.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Media.Video.Width">
|
||||||
|
<summary>Gets the width of this video, in pixels.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Media.VideoPlayer">
|
||||||
|
<summary>Provides methods and properties to play back, pause, resume, and stop video. VideoPlayer also exposes repeat, volume, and play position information.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Media.VideoPlayer.#ctor">
|
||||||
|
<summary>Initializes a new instance of this class.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Media.VideoPlayer.Dispose">
|
||||||
|
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Media.VideoPlayer.GetTexture">
|
||||||
|
<summary>Retrieves a Texture2D containing the current frame of video being played.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Media.VideoPlayer.IsDisposed">
|
||||||
|
<summary>Gets a value that indicates whether the object is disposed.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Media.VideoPlayer.IsLooped">
|
||||||
|
<summary>Gets a value that indicates whether the player is playing video in a loop.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Media.VideoPlayer.IsMuted">
|
||||||
|
<summary>Gets or sets the muted setting for the video player.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Media.VideoPlayer.Pause">
|
||||||
|
<summary>Pauses the currently playing video.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Media.VideoPlayer.Play(Microsoft.Xna.Framework.Media.Video)">
|
||||||
|
<summary>Plays a Video.</summary>
|
||||||
|
<param name="video">Video to play.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Media.VideoPlayer.PlayPosition">
|
||||||
|
<summary>Gets the play position within the currently playing video.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Media.VideoPlayer.Resume">
|
||||||
|
<summary>Resumes a paused video.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Media.VideoPlayer.State">
|
||||||
|
<summary>Gets the media playback state, MediaState.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Media.VideoPlayer.Stop">
|
||||||
|
<summary>Stops playing a video.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Media.VideoPlayer.Video">
|
||||||
|
<summary>Gets the Video that is currently playing.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Media.VideoPlayer.Volume">
|
||||||
|
<summary>Gets or sets the video player volume.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Media.VideoSoundtrackType">
|
||||||
|
<summary>Type of sounds in a video</summary>
|
||||||
|
<param name="Dialog">This video contains only dialog.</param>
|
||||||
|
<param name="Music">This video contains only music.</param>
|
||||||
|
<param name="MusicAndDialog">This video contains music and dialog.</param>
|
||||||
|
</member>
|
||||||
|
</members>
|
||||||
|
</doc>
|
BIN
references/Windows/Microsoft.Xna.Framework.Xact.dll
Normal file
BIN
references/Windows/Microsoft.Xna.Framework.Xact.dll
Normal file
Binary file not shown.
279
references/Windows/Microsoft.Xna.Framework.Xact.xml
Normal file
279
references/Windows/Microsoft.Xna.Framework.Xact.xml
Normal file
@ -0,0 +1,279 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<doc>
|
||||||
|
<members>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Audio.AudioCategory">
|
||||||
|
<summary>Represents a particular category of sounds. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Equals(Microsoft.Xna.Framework.Audio.AudioCategory)">
|
||||||
|
<summary>Determines whether the specified AudioCategory is equal to this AudioCategory.</summary>
|
||||||
|
<param name="other">AudioCategory to compare with this instance.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Equals(System.Object)">
|
||||||
|
<summary>Determines whether the specified Object is equal to this AudioCategory.</summary>
|
||||||
|
<param name="obj">Object to compare with this instance.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.GetHashCode">
|
||||||
|
<summary>Gets the hash code for this instance.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.AudioCategory.Name">
|
||||||
|
<summary>Specifies the friendly name of this category.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.op_Equality(Microsoft.Xna.Framework.Audio.AudioCategory,Microsoft.Xna.Framework.Audio.AudioCategory)">
|
||||||
|
<summary>Determines whether the specified AudioCategory instances are equal.</summary>
|
||||||
|
<param name="value1">Object to the left of the equality operator.</param>
|
||||||
|
<param name="value2">Object to the right of the equality operator.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.op_Inequality(Microsoft.Xna.Framework.Audio.AudioCategory,Microsoft.Xna.Framework.Audio.AudioCategory)">
|
||||||
|
<summary>Determines whether the specified AudioCategory instances are not equal.</summary>
|
||||||
|
<param name="value1">Object to the left of the inequality operator.</param>
|
||||||
|
<param name="value2">Object to the right of the inequality operator.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Pause">
|
||||||
|
<summary>Pauses all sounds associated with this category.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Resume">
|
||||||
|
<summary>Resumes all paused sounds associated with this category.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.SetVolume(System.Single)">
|
||||||
|
<summary>Sets the volume of all sounds associated with this category. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="volume">Volume amplitude multiplier. volume is normally between 0.0 (silence) and 1.0 (full volume), but can range from 0.0f to float.MaxValue. Volume levels map to decibels (dB) as shown in the following table. VolumeDescription 0.0f-96 dB (silence) 1.0f +0 dB (full volume as authored) 2.0f +6 dB (6 dB greater than authored)</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Stop(Microsoft.Xna.Framework.Audio.AudioStopOptions)">
|
||||||
|
<summary>Stops all sounds associated with this category.</summary>
|
||||||
|
<param name="options">Enumerated value specifying how the sounds should be stopped.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.ToString">
|
||||||
|
<summary>Returns a String representation of this AudioCategory.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Audio.AudioEngine">
|
||||||
|
<summary>Represents the audio engine. Applications use the methods of the audio engine to instantiate and manipulate core audio objects. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.#ctor(System.String)">
|
||||||
|
<summary>Initializes a new instance of this class, using a path to an XACT global settings file.</summary>
|
||||||
|
<param name="settingsFile">Path to a global settings file.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.#ctor(System.String,System.TimeSpan,System.String)">
|
||||||
|
<summary>Initializes a new instance of this class, using a settings file, a specific audio renderer, and a specific speaker configuration.</summary>
|
||||||
|
<param name="settingsFile">Path to a global settings file.</param>
|
||||||
|
<param name="lookAheadTime">Interactive audio and branch event look-ahead time, in milliseconds.</param>
|
||||||
|
<param name="rendererId">A string that specifies the audio renderer to use.</param>
|
||||||
|
</member>
|
||||||
|
<member name="F:Microsoft.Xna.Framework.Audio.AudioEngine.ContentVersion">
|
||||||
|
<summary>Specifies the current content version.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Dispose">
|
||||||
|
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Dispose(System.Boolean)">
|
||||||
|
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||||
|
<param name="disposing">[MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Audio.AudioEngine.Disposing">
|
||||||
|
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Finalize">
|
||||||
|
<summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.GetCategory(System.String)">
|
||||||
|
<summary>Gets an audio category. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="name">Friendly name of the category to get.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.GetGlobalVariable(System.String)">
|
||||||
|
<summary>Gets the value of a global variable. Reference page contains links to related conceptual articles.</summary>
|
||||||
|
<param name="name">Friendly name of the variable.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.AudioEngine.IsDisposed">
|
||||||
|
<summary>Gets a value that indicates whether the object is disposed.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.AudioEngine.RendererDetails">
|
||||||
|
<summary>Gets a collection of audio renderers.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.SetGlobalVariable(System.String,System.Single)">
|
||||||
|
<summary>Sets the value of a global variable.</summary>
|
||||||
|
<param name="name">Value of the global variable.</param>
|
||||||
|
<param name="value">Friendly name of the global variable.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Update">
|
||||||
|
<summary>Performs periodic work required by the audio engine. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Audio.AudioStopOptions">
|
||||||
|
<summary>Controls how Cue objects should stop when Stop is called.</summary>
|
||||||
|
<param name="AsAuthored">Indicates the cue should stop normally, playing any release phase or transition specified in the content.</param>
|
||||||
|
<param name="Immediate">Indicates the cue should stop immediately, ignoring any release phase or transition specified in the content.</param>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Audio.Cue">
|
||||||
|
<summary>Defines methods for managing the playback of sounds. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Apply3D(Microsoft.Xna.Framework.Audio.AudioListener,Microsoft.Xna.Framework.Audio.AudioEmitter)">
|
||||||
|
<summary>Calculates the 3D audio values between an AudioEmitter and an AudioListener object, and applies the resulting values to this Cue. Reference page contains code sample.</summary>
|
||||||
|
<param name="listener">The listener to calculate.</param>
|
||||||
|
<param name="emitter">The emitter to calculate.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Dispose">
|
||||||
|
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Audio.Cue.Disposing">
|
||||||
|
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.Cue.GetVariable(System.String)">
|
||||||
|
<summary>Gets a cue-instance variable value based on its friendly name.</summary>
|
||||||
|
<param name="name">Friendly name of the variable.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsCreated">
|
||||||
|
<summary>Returns whether the cue has been created.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsDisposed">
|
||||||
|
<summary>Gets a value indicating whether the object has been disposed.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPaused">
|
||||||
|
<summary>Returns whether the cue is currently paused.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPlaying">
|
||||||
|
<summary>Returns whether the cue is playing.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPrepared">
|
||||||
|
<summary>Returns whether the cue is prepared to play.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPreparing">
|
||||||
|
<summary>Returns whether the cue is preparing to play.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsStopped">
|
||||||
|
<summary>Returns whether the cue is currently stopped.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.Cue.IsStopping">
|
||||||
|
<summary>Returns whether the cue is stopping playback.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.Cue.Name">
|
||||||
|
<summary>Returns the friendly name of the cue.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Pause">
|
||||||
|
<summary>Pauses playback. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Play">
|
||||||
|
<summary>Requests playback of a prepared or preparing Cue. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Resume">
|
||||||
|
<summary>Resumes playback of a paused Cue. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.Cue.SetVariable(System.String,System.Single)">
|
||||||
|
<summary>Sets the value of a cue-instance variable based on its friendly name.</summary>
|
||||||
|
<param name="name">Friendly name of the variable to set.</param>
|
||||||
|
<param name="value">Value to assign to the variable.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.Cue.Stop(Microsoft.Xna.Framework.Audio.AudioStopOptions)">
|
||||||
|
<summary>Stops playback of a Cue. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="options">Enumerated value specifying how the sound should stop. If set to None, the sound will play any release phase or transition specified in the audio designer. If set to Immediate, the sound will stop immediately, ignoring any release phases or transitions.</param>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Audio.RendererDetail">
|
||||||
|
<summary>Represents an audio renderer, which is a device that can render audio to a user.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.Equals(System.Object)">
|
||||||
|
<summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
|
||||||
|
<param name="obj">Object to compare to this object.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.RendererDetail.FriendlyName">
|
||||||
|
<summary>Gets the human-readable name for the renderer.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.GetHashCode">
|
||||||
|
<summary>Gets the hash code for this instance.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.op_Equality(Microsoft.Xna.Framework.Audio.RendererDetail,Microsoft.Xna.Framework.Audio.RendererDetail)">
|
||||||
|
<summary>Compares two objects to determine whether they are the same.</summary>
|
||||||
|
<param name="left">Object to the left of the equality operator.</param>
|
||||||
|
<param name="right">Object to the right of the equality operator.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.op_Inequality(Microsoft.Xna.Framework.Audio.RendererDetail,Microsoft.Xna.Framework.Audio.RendererDetail)">
|
||||||
|
<summary>Compares two objects to determine whether they are different.</summary>
|
||||||
|
<param name="left">Object to the left of the inequality operator.</param>
|
||||||
|
<param name="right">Object to the right of the inequality operator.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.RendererDetail.RendererId">
|
||||||
|
<summary>Specifies the string that identifies the renderer.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.ToString">
|
||||||
|
<summary>Retrieves a string representation of this object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Audio.SoundBank">
|
||||||
|
<summary>Represents a sound bank, which is a collection of cues. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String)">
|
||||||
|
<summary>Initializes a new instance of this class using a sound bank from file.</summary>
|
||||||
|
<param name="audioEngine">Audio engine that will be associated with this sound bank.</param>
|
||||||
|
<param name="filename">Path to the sound bank file.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Dispose">
|
||||||
|
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Dispose(System.Boolean)">
|
||||||
|
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||||
|
<param name="disposing">[MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Audio.SoundBank.Disposing">
|
||||||
|
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Finalize">
|
||||||
|
<summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.GetCue(System.String)">
|
||||||
|
<summary>Gets a cue from the sound bank. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="name">Friendly name of the cue to get.</param>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.SoundBank.IsDisposed">
|
||||||
|
<summary>Gets a value that indicates whether the object is disposed.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.SoundBank.IsInUse">
|
||||||
|
<summary>Returns whether the sound bank is currently in use.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.PlayCue(System.String)">
|
||||||
|
<summary>Plays a cue. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="name">Name of the cue to play.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.SoundBank.PlayCue(System.String,Microsoft.Xna.Framework.Audio.AudioListener,Microsoft.Xna.Framework.Audio.AudioEmitter)">
|
||||||
|
<summary>Plays a cue using 3D positional information specified in an AudioListener and AudioEmitter. Reference page contains links to related code samples.</summary>
|
||||||
|
<param name="name">Name of the cue to play.</param>
|
||||||
|
<param name="listener">AudioListener that specifies listener 3D audio information.</param>
|
||||||
|
<param name="emitter">AudioEmitter that specifies emitter 3D audio information.</param>
|
||||||
|
</member>
|
||||||
|
<member name="T:Microsoft.Xna.Framework.Audio.WaveBank">
|
||||||
|
<summary>Represents a wave bank, which is a collection of wave files. Reference page contains links to related code samples.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String)">
|
||||||
|
<summary>Initializes a new, in-memory instance of this class using a specified AudioEngine and path to a wave bank file.</summary>
|
||||||
|
<param name="audioEngine">Instance of an AudioEngine to associate this wave bank with.</param>
|
||||||
|
<param name="nonStreamingWaveBankFilename">Path to the wave bank file to load.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String,System.Int32,System.Int16)">
|
||||||
|
<summary>Initializes a new, streaming instance of this class, using a provided AudioEngine and streaming wave bank parameters.</summary>
|
||||||
|
<param name="audioEngine">Instance of an AudioEngine to associate this wave bank with.</param>
|
||||||
|
<param name="streamingWaveBankFilename">Path to the wave bank file to stream from.</param>
|
||||||
|
<param name="offset">Offset within the wave bank data file. This offset must be DVD sector aligned.</param>
|
||||||
|
<param name="packetsize">Stream packet size, in sectors, to use for each stream. The minimum value is 2.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Dispose">
|
||||||
|
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Dispose(System.Boolean)">
|
||||||
|
<summary>Immediately releases the unmanaged resources used by this object.</summary>
|
||||||
|
<param name="disposing">[MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
|
||||||
|
</member>
|
||||||
|
<member name="E:Microsoft.Xna.Framework.Audio.WaveBank.Disposing">
|
||||||
|
<summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).</summary>
|
||||||
|
<param name="" />
|
||||||
|
</member>
|
||||||
|
<member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Finalize">
|
||||||
|
<summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsDisposed">
|
||||||
|
<summary>Gets a value that indicates whether the object is disposed.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsInUse">
|
||||||
|
<summary>Returns whether the wave bank is currently in use.</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsPrepared">
|
||||||
|
<summary>Returns whether the wave bank is prepared to play.</summary>
|
||||||
|
</member>
|
||||||
|
</members>
|
||||||
|
</doc>
|
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references/Windows/Microsoft.Xna.Framework.xml
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references/Windows/Microsoft.Xna.Framework.xml
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Reference in New Issue
Block a user